Each effect is measured on the Ladder. Use it as a guideline for the description of what your character accomplishes.
+8 | Legendary |
+7 | Epic |
+6 | Fantastic |
+5 | Superb |
+4 | Great |
+3 | Good |
+2 | Decent |
+1 | Average |
+0 | Mediocre |
-1 | Poor |
-2 | Terrible |
Table 1: The Ladder
Add 4dF, a Skill and bonuses from Stunts or Gear. The result is your Roll. You may adjust your Roll during a Test by Invoking Aspects, Taking Consequences, or Burning Gear.
Usually the Gamemaster will not use any dice. He is assumed to have rolled +0 in any case.
There are five types of Tests. Each test is used to determine the your effect by subtracting a value from your roll. Effect is measured in Shifts. If you come up with an Effect of +3 or more, you generate Spin: Take a Spin marker and use it for an +1 to a roll you have to make until the end of your next turn. Alternately, give it to another player to boost his roll by +1.
Optional rule (Fan Mail) There is always a pool of Spin markers on the table. Players may award them at any time to any player as they see fit.
Engage: Your Roll – Opposition's Roll/+0
Spend shifts to:
Defend: Your Roll – Enemy's attack on yourself, or someone or something in your zone.
Shifts may generate Spin, but are otherwise of no use on a defensive test.
Create or remove an Aspect: Your Roll – Opposition's Roll/+0
You create or remove a transitional Aspect on a zone, a scene or a character. A new aspect can be invoked freely once. If you come up with at least three Shifts, you not only generate Spin, but the Aspect you created is also Sticky.
Block an action: Your Roll
Choose an action. Everyone performing this action up to your next turn most overcome at least your number of shifts to succeed.
There are four ways to bring Aspects and FATE points into play:
On each turn, you may use any aspect only once. If a player compels another player character, this player receives the FATE point immediately. If a player invokes an Aspect in a test vs. another player character, the latter one receives the FATE point at the end of the conflict.
Each player starts the game with a number of FATE points equal to his character's refresh. The Gamemaster has an unlimited supply of FATE points.
Aspects come in three different flavors. Permanent Aspect (like the aspects on your character sheet) are always available. Sticky Aspects are available for one scene or conflict. Transitional aspects may only be invoked or compelled once and go away afterwards.
The Gamemaster will decide how long an arbitrary task will take. You may choose to use shifts generated in a test to decrease this the time. Failed rolls will increase the time in the same manner.
Instant |
A few moments |
Half a minute |
A minute |
A few minutes |
15 minutes |
Half an hour |
An hour |
A few hours |
An afternoon |
A day |
A few days |
A week |
A few weeks |
A month |
A few months |
A season |
Half a year |
A year |
Table 2: Time increments
The number and type of Skills available to the characters depends on the game played. Each Skill provides a number of Trappings describing the most common (but not the only) tasks possible to perform with a skill.
Some skills also have special effects:
Stunts may provide the character's Skills with additional Trappings.
Stunts are used to provide the character with additional Skill Trappings, roll bonuses that apply in highly specific circumstances.
Stunts are paid by spending your character's Refresh. Usually each point of Refresh provides you with one of the following stunt bonuses:
Some stunts are also used to represent magic or psychic potential, anatomical anomalies and other things that don't provide a game-mechanical effect. These stunts primarily depend on the specific type of game played.
Some stunts may also provide your character with additional Aspects that may be invoked or compelled in the usual way.
Each conflict has type (physical, mental, social, magical/astral, virtual reality,...). Actions are concentrated on the type of the conflict, but are not limited to them. Also, the type of a conflict may change during its course (e.g. often a social conflict may turn into a physical one).
At the beginning of a conflict, each participant determines his Initiative with an Engage test vs. +0. The Skill used for this depends on the type of the conflict.
Conflict is always played on a map subdivided into zones. Between zones, Barriers may exist or be erected which hinder movement and other actions crossing zone borders.
Conflict is resolved in Turns. Characters will act in order of their Initiative. In each turn, a character may perform one of the following actions. As long as you do not perform a move action, you may also move a single zone, but not across Barriers.
Before performing an action, any other player may decide to compel you. If you accept the FATE point for the compel, your action won't take place and you are forced to skip this turn.
Each attack action is countered by a defense roll. If you fail to defend against an attack (which means the attack generates at least one shift), you are taken out. You may no longer take part in the conflict and the attacker decides what is happening to you after the conflict.
You have several ways to boost your defense to avoid such a fate.
Each character has at least three consequences that can be used in any defense roll. One Mild consequence providing a +2 bonus, one Moderate (+4), and one Severe (+6) consequence. Player characters also get a n Extreme consequence for a +8 bonus.
Certain Skills may provide you with additional consequences that can only be used against certain attacks. Stunts may also give you additional consequences.
Instead of making a defense roll, you may decide to give in. This also removes your character from the conflict, but on your terms (which nevertheless need to be accepted by the attacker).
Consequences may be engaged with an appropriate Skill and be removed that way. If you succeed with at least one shift, you'll successfully remove the consequence. The Gamemaster will decide the amount of time that is necessary to remove a consequence.
Often, these rolls may represent long-term healing performed between scenarios. In such a case, it is at the players discretion whether a roll is necessary or can be just assumed to have been successful.
If you fail to engage a consequence, it's value is bumped up to the next severity. So a Mild consequence becomes Moderate, and so on.
During a conflict, you may only attempt to heal Mild consequences.
Extreme consequences cannot be removed by conventional means. In addition, each extreme consequence will remove an existing Aspect of your character and exchange it for another one, depending on the nature of the consequence.
Only exceptional gear (which equals gear with mechanical effects) is noted for characters. They are otherwise assumed to be in possession of everything else they need for their jobs.
Like characters, each piece of gear may have stunts and aspects. The gear stunts define the cost of an individual piece of equipment which is relevant when acquiring gear.
To build a piece of equipment, first provide it with one or more stunts. In addition to the stunt types available to characters, gear may also gain stunts with the following effects:
Add up the number of stunts to determine the Cost of your equipment. Each piece of gear may also come with an Aspect. Expensive gear (Cost +3) may get a second Aspect, very expensive pieces (Cost +5) may even get a third one.
After creating a character, you are allowed to buy some gear. Add up the Skill levels of all your resource skills. You will gain equipment with an overall cost equal to that.
In game, you need actually need to acquire gear. Decide what you want to buy and determine its cost. Afterwards defend yourself using an appropriate resource skill against an attack performed by the cost of your gear. After deciding to get something valuable, you can't back down. If your defense is too low, you may need to burn other gear (selling it) or take social or economical consequences (getting into someones debt).
If you try to regain some piece of equipment you burned before (s.d.), you may also try to repair it. This is mechanically equivalent to the above, but instead of a resource Skill you are allowed to use a suitable repair Trapping.
On any roll, you may burn a piece of equipment. This provides you with +2 bonus and effectively renders this particular piece of equipment useless. It was either destroyed or spend. You need to buy it again or repair it to use it's benefits again.
After each session, you may either
After the end of each scenario, choose one of the following: