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    Free

    FATE

    v0.4

    Open Game Content collated, modified and augmented by R Grant Erswell

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    Table of Contents

    Introduction ................................................................. 3What is Roleplaying? .............................................. 3

    Character Creation ...................................................... 4Create a Concept ..................................................... 4Choose Aspects ..................... .................................. 4Choose Skills ........................................................ .... 4Choose Stunts .......................................................... 5Finishing Things Off ............................................... 5

    Rules ...................................................... ....................... 6Making a Test .......................................................... 6Contests .................................................................... 7Time Consuming Tasks .......................................... 8Fate Points ............................................................ .... 8

    Aspects ............................................... .......................... 9Invoking Aspects .................................................... 9Tagging Aspects ...................................................... 9Introducing Aspects ............. ................................ 10Compelling Aspects .............................................. 10What is a Good Aspect? ....................................... 11

    Skills ............................................................................ 12Skill List ..................................................... ............. 12Assessments ........................................................... 12

    Declarations ........................................................... 12Knowledge Tests ................................................... 13Research ................................ ................................. 13Skill Descriptions .................................................. 13

    Stunts .......................................................................... 17Stunt Templates .................................................... 17

    Conflicts .................................. ................................... 19Running Conflicts ............................ ..................... 19Attacks .................................................................... 19Manoeuvres .............................................. ............. 20Other Actions ........................................................ 21

    Stress and Consequences ..................................... 22Other Sources of Injury ........................................ 25

    Supporting Characters ............................................. 27Extras ...................................................................... 27Minions .................................................................. 27Companions .......................................................... 28Advances ....................................................... ........ 29Named Characters ................................................ 29Aspects and Fate Points ....................................... 30Sample Minions ............................................ ........ 30Sample Companions ............................................ 30

    Chases ..................................................... ................... 31Chase Conflicts.............................................. ........ 31Chase Scenes.......................................................... 31Passengers.............................................................. 33Chase Example ...................................................... 33

    Equipment ................................................................. 34Melee Weapons ..................................................... 34Ranged Weapons .................................................. 34Armour ........................................................... ........ 35Explosives .............................................................. 35Vehicles .................................................................. 36

    Workplaces ............................................................ 37Miscellaneous Equipment ................................... 37Damaging Equipment .......................................... 37

    Character Development ........................................... 38End of Session .................................... ................... 38End of Story ........................................................... 38

    Appendix A ............................................................... 39Sample Benefit Stunts ............ .............................. 39

    Legal Information ..................................................... 47Whats Changed? .................................................. 47

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    IntroductionFree FATE is your gateway to exciting adventures,

    suspenseful tales and thrilling action! This guide

    helps you and your friends to tell interactive

    stories, otherwise known as a roleplaying game.

    The Free FATE rules are a cut down & condensed

    version of the FATE System (Fantastic Adventuresin Tabletop Entertainment), and are intended to

    appeal to gamers who prefer uncomplicated rules

    and to act as an introduction to the full system.

    The FATE system was developed by Robert

    Donoghue and Fred Hicks of Evil Hat Productions,

    and based upon the Fudge System of Grey Ghost

    Press. The FATE system is, and will be, used in a

    number of great games such as:

    Spirit of the Century (Evil Hat Productions)

    The Dresden Files (Evil Hat Productions)Starblazer Adventures (Cubicle 7)

    Legends of Anglerre (Cubicle 7)

    Diaspora (VSCA Publishing)

    Bulldogs! (Galileo Games)

    To learn more about FATE visit the website:

    www.faterpg.comFree FATE requires the use of two six-sided dice

    (D6s) of different colours.

    What is Roleplaying?A roleplaying game is a means by which a group

    of friends can tell a story, a story in which all but

    one of them take on the mantle of the protagonists.

    The other player acts as Games Master, or GM; she

    creates the outline of the plot, describes the

    scenery, plays the supporting characters, and

    arbitrates over the success or failure of the

    characters actions. The GM has a lot to do, but it

    can be a very rewarding experience!

    The players declare how their characters react tothe scenes presented by the GM and the story

    progresses through a verbal interaction between

    players and Games Master.

    Sarah is a Games Master and she has decided to run a

    modern day supernatural thriller. She has constructed

    a simple plot outline, below, for her two players:

    David, portraying a brusque, recently widowed,

    police detective called Trevor Maples.

    Maria; who is playing Alison Havers, a university

    lecturer in the field of parapsychology.

    Maria and David previously agreed that Alison was a

    close friend of Trevors late wife, Caroline, and that

    Trevor and Alison helped each other through their grief.

    Scene 1 Alison and Trevor are visiting Carolines

    grave when they hear a commotion within the church.

    If they investigate (and Sarah expects them to!) they

    find that the interior of the church is a mess yet no one

    is present. Written in the wax of some spilt candles is a

    message Help Adam.

    Scene 2The characters will likely want to investigate

    who Adam is and his connection with the church. Untilrecently Adam was an altar boy, he ceased attending

    church after the death of his brother Mark, now buried

    in the graveyard.

    Scene 3 The characters can visit Adams home but

    will be told by his parents that he has run away. An

    investigation of his room and computer will point to his

    involvement with a gang.

    Scene 4 The characters are likely to want to track

    Adam down, when they do they realise he has taken to

    drugs to escape his grief over his brothers death. The

    characters must try to convince Adam to leave withthem and return to his parents. They must also deal

    with the aggressive gang members.

    EpilogueThe next time the characters visit Carolines

    grave, they will see words being drawn in the dirt by an

    unseen handThank you.

    The example set up and plot above illustrate a few

    storytelling techniques. Firstly the player

    characters have a reason for knowing each other.

    The GM has also given a motive for the player

    characters wanting to help; in this case it was

    Alisons professional interest in the supernatural

    and both characters empathy with Adam over the

    loss of a loved one. Quite how obvious an

    incentive needs to be will depend upon both the

    players and their characters.

    Despite a fairly straightforward plot, quite how

    this story plays out depends upon the choices of

    the players. For example, how will the player

    characters find out who Adam is? They could ask

    the vicar, speak with members of the congregation

    or search through the churchs records.The Games Master will need to determine how

    successful the characters are in these endeavours,

    using the Rules, common sense, and judgement of

    the players roleplaying and choice of approach.

    More importantly the Games Master cannot be

    sure that the players will follow the plot line at all.

    As such she should plan some ways to get things

    back on track, or expect to improvise and let the

    story evolve into something unexpected.

    The important thing to remember is to have fun,

    being a Games Master and playing a character arethings that improve with practice. Encourage each

    other and provide constructive criticism to help

    each other tell better and better stories.

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    Character CreationCharacters in Free FATE are composed of four

    main traits, Concept, Aspects, Skills and Stunts.

    However, a character only becomes more than a

    set of words and numbers when a player role-

    plays his personality.

    Create a ConceptThe first step in creating a character is to come up

    with a concept, a few words or phrases that

    describe the characters personality and role.

    Some examples of concepts could be hard nosed

    detective, inquisitive, yet cowardly, con artist , or

    even a reclusive scientist with an alcohol problem.

    The concept should provide the player with an

    idea of the characters motives, values and

    behaviour. It should also help the player whenchoosing Aspects, Skills and Stunts.

    Choose AspectsAspects are an extension of the character concept

    that together paint a picture of who the character

    is, what hes connected to, and whats important to

    him (in contrast to the what can he do of Skills).

    Aspects are purely descriptive in nature and have

    no numerical rating. They can describe

    relationships, beliefs, catchphrases, aptitudes, lifeevents, items or pretty much anything else.

    Some example Aspects are shown below

    Always in the thick of it

    The death of his partner still haunts his dreams

    Never without his trusty .45

    Aspects should reflect both positive and negative

    features of a character, as they can be used to help

    a character accomplish tasks, and also to limit a

    characters behaviour to his detriment (though the

    player gets a Fate Point as compensation, see

    Compelling Aspects on page 10).

    At character creation a player should select up to 8

    Aspects to describe his character. If the GM agrees

    the player may elect to define some of his Aspects

    during the game as personality quirks and

    relationships get fleshed out.

    For example, David is creating a character for a modern

    day supernatural campaign. His concept is a brusque,

    domineering, out of shape, detective who has been

    recently widowed and has turned to drink. David

    chooses the following Aspects:Police Detective Inspector

    I want results!

    Slave to the demon drink

    Let the youngunsdo the running

    Trained by Commander Morse Davidson.

    Haunted by wifes death in a hit & run accident.

    A policemans notebook is his greatest weapon

    David asks his GM, Sarah, to choose his last Aspect

    once the game has begun. Sarah agrees.

    Choose SkillsThe next step in creating a character is to choose a

    number of Skills and assign them a rating. Skills

    can represent both learned ability and also natural

    aptitudes and abilities.

    Skills are given a descriptive and numeric rating

    according to the following chart, known as the

    Ladder.

    Table The Ladder

    Description Rating

    Legendary +8

    Epic +7

    Fantastic +6

    Superb +5

    Great +4

    Good +3

    Fair +2

    Average +1

    Mediocre +0

    Poor -1

    Terrible -2

    Abysmal -3

    A full list of Skills is provided in the Skills chapter

    along with an explanation of what each does.

    Skills should adhere to a pyramid type structure;

    during character creation this means a player

    should select 1 Great, 2 Good, 3 Fair, and 4

    Average skills. All other Skills that a player does

    not select for his character are assumed to be at thedefault rating of Mediocre (+0).

    David now turns his attention to Skills for his detective,

    who he has decided to call Trevor Maples.

    David knows that he wants his character to have some

    good investigation related Skills and a smattering of

    supporting Skills that would cover such things as

    forensic knowledge and combat abilities.

    David chooses the following Skills and assigns the

    ratings appropriately.

    Great (+4): InvestigationGood (+3): Contacting, Intimidation

    Fair (+2): Alertness, Leadership, Resolve

    Average (+1): Drive, Guns, Science, Stealth

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    Choose StuntsStunts are benefits, special abilities, specialisations

    or different ways to apply skills that characters

    without the Stunt are unable to do. Stunts are

    described in more detail within the Stunts chapter.

    During character creation a player should choose

    four stunts that relate to his chosen skills. The GMmay allow a player to postpone the selection of

    one or two Stunts until after the game has begun.

    David looks through the list of Stunts and selects the

    following to reflect his characters status within the

    police and the abilities he has built up over his career:

    Concentration Criminal Snitches: Gain a +1

    bonus to Contacting when gathering information

    about criminal activity in the city.

    Specialisation Police Interrogation: Gain a +2

    bonus to Intimidation when interrogating a suspect

    in an official police interview.Skill Switch Surroundings Read: Roll

    Investigation instead of Empathy to get a read on

    someone when speaking with them in their home,

    workplace, car or favourite hangout.

    Ally Police Backup: Can call on police officers to

    provide physical backup. Backup will consist of six

    Fair (+2) Minions with police authority.

    Finishing Things Off

    Stress TracksA character has two Stress Tracks that measure

    how much physical and social injury he can

    suffer before being taken out in a conflict.

    The Physical Stress Track reflects the amount of

    physical punishment a character can suffer,

    whether inflicted by punches, kicks, gun shots, a

    fall or burns from a fire.

    The Physical Stress Track has 5 boxes which is

    increased if the character has an Endurance Skill

    above Mediocre (+0).Table - Stress Track Boxes

    Skill Rating (Endurance or Resolve) Boxes

    Mediocre (+0) 5

    Average (+1) or Fair (+2) 6

    Good (+3) or Great (+4) 7

    Superb (+5) or Fantastic (+6) 8

    The Composure Stress Track reflects the amount of

    insults, embarrassment, temptation and self-doubt

    a character can suffer before they lose a social

    conflict, be it a debate, a negotiation, or a seduction

    attempt.

    The Composure Stress Track has 5 boxes which is

    increased if the character has a Resolve Skill above

    Mediocre (+0).

    David notes that as he did not choose the Endurance

    Skill for his character his Physical Stress Track has 5

    boxes. Trevor Maples does however have a Fair (+2)

    Resolve skill and thus his Composure Track has 6 boxes.

    Fate Points Refresh RateFate points give players the ability to take a little

    bit of control over the game, either by giving their

    characters bonuses, or by taking over a small part

    of the story. Fate points are described more fully

    in the Rules and Aspects chapters.

    A character begins each adventure with a number

    of Fate Points equal to his Refresh Rate which is

    calculated at character creation as 10 minus the

    number of Stunts the character has (so if all four

    stunts are selected at character creation, theRefresh Rate would be 6).

    If a character finishes a scenario with more Fate

    Points than their Refresh Rate, they keep these

    excess points to use in the next adventure.

    EquipmentA player can choose a number of items of

    equipment with a cost (the purchase Difficulty) of

    Mediocre for every defined Aspect and Stunt his

    character has.

    In addition, a player can choose one item with acost equal to his Resources skill rating, two items

    at a cost of one less, three items at a cost of two less

    and so forth down to items with an Average cost.

    Trevor Maples does not have the Resources Skill and so

    David can only select 11 Mediocre cost items; for his 7

    Aspects (one Aspect remains undefined) and 4 Stunts.

    Maria defined all 8 Aspects and 4 Stunts for her

    character Alison Havers, and also gave her a Good (+3)

    Resources skill. Maria therefore can choose 12 Mediocre

    cost items and an additional one item with a cost of

    Good (+3), two items at a cost of Fair (+2) and threeitems with a cost of Average (+1).

    Character Creation Summary1. Create a character concept2. Choose 8 Aspects3. Choose 10 skills (1 Great, 2 Good, 3 Fair, and 4

    Average)

    4. Choose 4 Stunts5. Calculate Stress Tracks (5 boxes, more if

    Endurance and / or Resolve Skills are chosen)

    6. Calculate Fate Point Refresh Rate (10 lessnumber of Stunts chosen)

    7. Choose Equipment based upon Resources.

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    Rules

    Making a TestWhenever a player wants his character to perform

    an action where the outcome is in doubt a Test is

    made pitting a characters Skill against a Difficulty

    chosen by the Games Master.

    A Test is resolved in the following manner:

    1. Determine the Skill to use2. Determine a Difficulty3. Roll the dice & modify the Skill Rating4. Determine Success or Failure5. If successful, determine EffectDetermine the Skill to useThe GM should determine what Skill is

    appropriate to the task at hand, for example,Athletics to climb a wall, Rapport to charm

    someone, and Fists to swing a punch.

    David is trying to shoot a thug who is assaulting his

    friend Alison. The Games Master Sarah determines

    that this is a test using the Guns Skill.

    Determine a DifficultyThe Games Master should gauge how difficult she

    believes the task to be. Difficulties, like Skill

    ratings, are based upon the Ladder.

    Table The Ladder

    Description Rating

    Legendary +8

    Epic +7

    Fantastic +6

    Superb +5

    Great +4

    Good +3

    Fair +2

    Average +1Mediocre +0

    Poor -1

    Terrible -2

    Abysmal -3

    Sarah, judges that shooting the thug would normally be

    a Mediocre task as he is unaware of Trevor and thus

    unable to seek cover. However as the conflict takes place

    in a dark alley and Trevor does not want to accidentally

    shoot Alison, Sarah deems this a Fair (+2) Difficulty.

    For many tasks, the GM may use another

    characters Skill rating as the Difficulty Number,

    e.g. haggling may use the supporting characters

    Resolve Skill rating as a Difficulty.

    If the thug had been aware of Trevor the starting

    Difficulty would have been the thugsAthletics skill.

    Roll the dice & modify the SkillOnce the Skill and the Difficulty have been

    determined the player should roll two six-sideddice (abbreviated as D6s) to reflect the role of

    random chance.

    One die should be designated as the Plus Die, the

    other designated as the Minus Die. When the dice

    are rolled the player need only pay attention to the

    die that rolled the lowest number.

    If the lowest die result was on the Plus Die,

    that number is added to the Skill Rating.

    If the lowest die result was on the Minus Die,

    that number is subtracted from the Skill.

    If the two dice results are the same, there is nolowest die, and the Skill goes unmodified.

    The modified Skill rating is known as the Effort.

    Effort = Skill +/- Lowest Die Result

    David rolls two D6s and gains a 4 on the Plus Die and

    a 5 on the Minus Die. The lowest result is on the Plus

    Die, so that is added to his Guns Skill of Average (+1)

    for a final Effort of +5; a Superb result on the Ladder.

    Determine Success or FailureThe Effort should now be compared to the

    Difficulty; if it equals or exceeds the Difficulty the

    character has succeeded, otherwise he has failed.

    David compares Trevors Effort of Superb (+5) to the

    Difficulty of Fair (+2); Trevor has succeeded.

    If successful, determine EffectSometimes it is not enough just to know that a

    character has succeeded; it can be important to

    know how well that character has succeeded.

    The amount by which a characters Effort exceeds

    the Difficulty is known as the Effect and is

    measured in Shifts. The greater the Effect the more

    successful the character has been.

    Effect = Effort Difficulty

    An Effect of zero shifts is barely a success; the

    character has accomplished most of what was

    hoped for, but not all. This usually means further

    action is required to complete the task.

    Previously in the adventure, Trevor was forced to leap

    from one rooftop to another to escape a fire. David made

    an Athletics test and achieved a success with an Effect

    of zero shifts. Sarah declared that Trevor barely jumpedthe gap and is left hanging on by his fingertips. A

    further Might Skill test was called for in order for

    Trevor to pull himself up and out of danger.

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    Using Shifts

    Shifts may be spent to affect the outcome of a roll.

    Often, the GM will implicitly spend shifts in

    accordance with the players description of his

    characters actions. Sometimes, players may

    explicitly spend shifts as well.

    Basic uses for one shift include:

    Reduce time required: Move the time requiredby one shift along the Time Increments table.

    Increase quality of outcome: Improve the

    quality of the job by one step.

    Increase subtlety: Make the job harder to

    detect by one.

    Inflict Stress: In a conflict, each shift on a

    successful attack inflicts one point of Stress.

    Gain Spin (requires 3 shifts): See Spin below.

    David determines the Effect of his charactersGuns test.

    Trevors Effort was Superb (+5) and the Difficulty wasFair (+2), therefore the Effect is 3 shifts; as this was an

    attack roll a base of 3 Stress is inflicted on the thug.

    Spin

    Spin is a special effect that occurs when a character

    achieves an Effect of 3 shifts on a Test and doesnt

    use those shifts for any other purpose (e.g.

    reducing the time taken, inflicting Stress etc).

    Normally Spin simply indicates that the character

    performed extremely well, perhaps gaining

    admiring glances or special recognition. However,

    in some cases, gaining Spin can result in an actual

    game effect. Specific effects are detailed elsewhere

    in these rules.

    ModifiersModifiers reflect circumstances that make a task

    easier or more difficult to perform. Modifiers

    impact the test by adding to, or subtracting from,

    the Difficulty.

    For each complicating factor increase the Difficulty

    by one shift up the Ladder, so a Fair (+2) task

    which is complicated by 3 factors becomes a

    Superb (+5) tasks to perform.

    In the example above, the darkness in the alley was one

    complicating factor and Trevors wish to avoid hitting

    Alison was another factor.

    Combining SkillsOccasionally a secondary Skill will have an impact

    on the task at hand, for example trying to shoot a

    gun (Guns Skill) whilst maintaining balance on a

    precipice (Athletics Skill).

    If the second Skill is of greater value than the first,

    it grants a +1 bonus to the roll; if the second Skill is

    of a lesser value, it applies a -1 penalty to the roll.

    Secondary Skill > Primary Skill = +1

    Secondary Skill < Primary Skill = -1

    When the second Skill can only help the first,

    which is to say it can only provide a bonus, it

    complements the Skill. A complementing Skill

    never applies a -1, even if its lower than the

    primary Skill. This usually happens when the

    character has the option of using the secondarySkill, but doesnt have to bring it to bear.

    If the secondary Skill comes into play only to hold

    the primary Skill back, it restricts the Skill,

    meaning it can only provide a penalty or nothing

    at all. A restricting Skill never applies a +1, even if

    its higher than the primary Skill. Often Skills like

    Endurance or Resolve are restrictive Skills as you

    get more tired, you wont get better, but if youre

    resolute, you may not get worse.

    Modifies Can provide a bonus or a penalty

    Complements Can only provide a bonus

    Restricts Can only impose a penalty

    ContestsAs mentioned previously, sometimes the Difficulty

    of a task is based upon another characters Skill

    rating. When one skill opposes another in this

    manner it is known as a Contest.

    When a Contest occurs only one party should

    actually roll the dice and modify his characters

    Skill rating, the opposing Skill is left unmodified

    and acts as the Difficulty.

    If the Skill Test result only equals the Difficulty,

    then the Contest is actually a tie; the guard hears a

    noise but doesnt spot the sneaking character, the

    characters come to a stalemate in negotiations, or

    both characters grab the gun at the same time.

    Further tests or action may be necessary to

    determine ultimate success or failure, e.g. the

    guard may investigate the source of the noise, new

    offerings may be made in the negotiations, or a tugof war begins over the gun.

    If the Test fails the opponent has won with an

    Effect equal to the number of shifts by which the

    Test failed.

    If a Contest is between a player character and a

    supporting character, in nearly all circumstances it

    should be the player who rolls the dice. This

    allows the players to feel more in control of the

    fate of their characters, and also frees up the GM

    from having to grab dice and roll them.

    Occasionally however it may be more appropriatefor the GM to make the test for the supporting

    characters, using the player characters Skill rating

    as a Difficulty.

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    This may be useful when the act of asking for a

    dice roll may tip off the player that something is

    up; for example asking for an Empathy test may

    clue the player into the fact that the supporting

    character is deceiving him in some way. Secretly

    rolling a Deceit test with a Difficulty of the player

    charactersEmpathy may be a better option.

    Equally, it may be quicker to roll a single Stealthtest for a supporting character and compare it to

    all the player characters Alertness Skill ratings,

    than have four or five players all rolling dice.

    Time Consuming TasksCertain tasks require an extended period of time to

    perform; it can take minutes to crack open a safe

    and weeks to write a computer program.

    Base Time

    If a Games Master feels a task requires longer thana few instances to complete then she should assign

    the task a base time period in which it can be

    accomplished. The table below lists appropriate

    base times to assign to a particular task.

    Table Time Increments

    Time Period

    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 weekA few weeks

    A month

    A few months

    A season

    Half a year

    A year

    A few years

    A decade

    A lifetime

    Generations

    Centuries

    Actual Time

    When the Test is made to determine the success or

    failure of the task, the player can elect to spend

    any shifts of Effect to reduce the time. Each shift

    used in such a manner reduces the time taken by

    one increment on the table.

    Trevor Maples is conducting a police interview with a

    suspect. The GM, Sarah, has stated that such aninterview has a base time of an hour.

    David rolls Trevors Intimidation skill to perform the

    interrogation and succeeds with an Effect of 2 shifts.

    David elects to use both shifts to reduce the base time

    from an hour to 15 minutes, but his Effect is now

    effectively zero; he gets enough of a confession to follow

    a new lead, but not enough to charge the suspect.

    Alternatively, if a character fails the test, the GM

    may allow him to spend more time to complete the

    task. The time taken is increased by one increment

    for every shift by which the character failed. Thiscannot be used to increase the Effect.

    Fate PointsFate Points allow a player to nudge fortune in his

    characters favour. Spending a Fate Point can

    provide one of the following benefits:

    add +1 to the total of any Skill Test Effort, or to

    the Skill rating if being used as a Difficulty in a

    contest.

    to power a Stunt if it is particularly powerful.

    to make a minor narrative declaration, for

    example introducing an item into the scene

    that wasnt described as previously being

    there, e.g. a fire extinguisher. The Games

    Master has veto power over this.

    Fate Points however can be used to achieve more

    potent effects when used in combination with

    Aspects; see the Aspects chapter, below, for more

    information.

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    Aspects

    Invoking AspectsAs described previously, Aspects are descriptive

    qualities of a character; however they can have a

    mechanical impact on a game as well. Whenever a

    player states that his character is performing some

    action that is very much in line with an Aspect, he

    may invoke that Aspect.

    The player should ask the GM whether he can

    invoke the Aspect, explaining why he feels the

    Aspect will have an impact on the situation. If the

    GM agrees, the player spends a Fate Point and can:

    add +2 to the Effort (or to the Skill rating if

    being used as a Difficulty in a contest),

    ...or...

    have the dice re-rolled, taking the new result.Davids character Trevor Maples is speaking with a

    pathologist in the hopes of getting some leads from the

    corpse he and Alison discovered earlier, however the

    pathologist is being far from co-operative.

    David elects to have Trevor use his Good (+3)

    Intimidation Skill to convince the pathologist that he

    should give his corpse priority and work into the night

    if needed. Sarah the GM set the Difficulty at Average

    (+1), the pathologistsResolve Skill rating.

    David rolls the dice and gets a 6 on the Plus Die, and a

    4 on the Minus Die; as the Minus Die shows the lower

    of the two results David reduces the Skill Rating of

    Good (+3) by 4 shifts to Poor (-1). Seeing the result,

    David knows he will fail, so he looks to his characters

    Aspects to see if any are applicable.

    David turns to Sarah and asks whether he can invoke

    his I want results! Aspect, explaining that Trevor

    will have gained a reputation for making a persons life

    a misery if they dont produce the goods.

    Sarah is convinced and David hands over a Fate Point,

    stating that he will play it safe and take the +2 bonus,turning his Poor (-1) Effect into an Average (+1) Effect

    and just scrape a success!

    Invoking for EffectA player can also invoke an Aspect for effect, using

    it for a benefit that is not related to a dice roll or

    Skill use at all. This costs a Fate point like any

    other invocation does. For example, a player could

    invoke an Aspect that describes a secret

    organisation to declare that the group has a

    chapter in town.

    This is subject to the same sort of restrictions as

    spending Fate points for minor declarations (see

    page 8) but is more potent due to the focus of the

    Aspect. When an Aspect is part of a declaration, it

    can make the less plausible more plausible, thus

    allowing the player to get away with more.

    Trevor is following up a rumour that a local journalist

    managed to take some photos of a crime in progress, but

    gets the brush off when making enquiries at the

    newspapers office; it seems someone has threatened the

    journalist and she is refusing to talk to anyone.David asks Sarah to invoke his Haunted by wifes

    death in a hit & run accident Aspect to state that the

    journalist was the one who covered the death of his wife,

    and that she had been sympathetic to him back then.

    Despite this not being part of Sarahs original notes for

    the scenario, she thinks it will be a nice tie-in to the

    characters back story and allows it, asking David to

    spend the Fate point. In return, Sarah role plays the

    journalist as recognising the police inspector and

    opening up a little because of their past relationship.

    Tagging AspectsIt is not just player characters who have Aspects,

    supporting characters, items, locations and even

    the scene itself can have Aspects too. These

    Aspects can be invoked by a player just like his

    own characters Aspects; this is known as

    tagging the Aspect.

    Trevor has just interrupted a back room poker game at a

    pub known to be the hangout of a suspect. Sarah

    describes how the poker players, all local neer -do-wellsincluding the suspect look up worriedly, an atmosphere

    of nervous tension settling over the proceedings.

    David asks Sarah whether atmosphere of nervous

    tension is an Aspect of the scene; thinking about it, she

    says it is. David then asks whether he can spend a Fate

    Point to tag that Aspect for a Bonus when using

    Investigation to get a read on the suspect, Sarah agrees.

    David plays out the use of his Skill Switch

    Surroundings Read Stunt Thats quite a sum of

    money in the pot there Jimmy, and single malt Scotch,

    not the blended stuff you usually drink? Come intosome money recently?

    David rolls his Investigation Skill against a Difficulty

    of Jimmys Deceit; with the bonus from tagging the

    scene aspect, he succeeds and Sarah reveals that Jimmy

    has the Guilty conscience Aspect.

    Instead of one of the usual benefits for invoking an

    Aspect the GM may allow a player to Tag an

    Aspect to use a different Skill to accomplish a task

    than he normally would. E.g. tagging a scene

    Aspect of Fear & Trepidation may allow

    Intimidation to be used in a negotiation rather than

    Rapport; rather than a charming negotiation it

    becomes a set of bullying demands and threats!

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    Tagging for EffectSimilar to the way in which a player may invoke

    his characters Aspects for effect, so may he tag

    Aspects not belonging to the character for effect.

    As normal, the GM has the power to veto any

    suggestion.

    A tag for effect can be used to compel the way in

    which a supporting character will act; though onlyin general terms (it cannot dictate specific actions).

    The victim of a tag for effect receives a Fate Point if

    the effect is to their detriment.

    Having learnt that Jimmy has the Guilty conscience

    Aspect, David asks the GM to tag that Aspect and

    compel Jimmy to try to get away when his character

    Trevor asks him to accompany him to the station.

    David knows that Trevor has already called in backup

    and so Jimmy is unlikely to actually escape, but he

    hopes that an attempt to flee will give him the excuse to

    arrest Jimmy and help prove his guilt.

    Sarah agrees to the tag, however she informs David that

    it is entirely up to her just how Jimmy tries to get away

    will he charge past Trevor to the door, try to crash

    through a window, or up end the table with the cash on

    it hoping the confusion provides cover? The specifics are

    Sarahs call.

    Introducing AspectsPlayers can, through their characters actions,

    discover Aspects that were previously hidden oreven create new Aspects for a scene, location or

    person via a declaration or a manoeuvre in a

    conflict. When this occurs the player should be

    awarded a free tag of that Aspect, i.e. he does not

    have to pay a Fate Point to tag it for the first time

    (if used to tag for effect to the detriment of a

    character, that character still gets a Fate Point).

    Such a free tag is subject to one key limitation; it

    must occur immediately or very soon after the

    Aspect has been brought into play. This usually

    means that the free tag must be taken within the

    same scene that the Aspect was introduced.

    In the example above, David discovered a previously

    hidden Aspect of Jimmy ; Guilty Conscience. When

    David attempted to tag it for effect Sarah allowed this to

    occur without requiring David to spend a Fate Point.

    The player may pass his free tag to another

    character if he so wishes. This can allow for one

    character to set up an ally who is better positioned

    to take advantage of the newly revealed Aspect.

    For further information on exactly howAssessments & Declarations work see the Skills

    chapter. Manoeuvres are explained in the

    Conflicts chapter on page 20.

    Compelling Aspects Just as players can tag a supporting characters

    Aspects to dictate the way in which he should

    behave, so the GM can tag the Aspects of a player

    character to compel him to act in a certain manner,

    usually to the characters detriment. This is known

    as Compelling an Aspect.

    Alternatively the GM may Compel a characters

    Aspects to add a complication to the task at hand,

    force an automatic failure of an action, or even

    introduce difficulties off-screen such as have a

    loved one mentioned in an Aspect kidnapped!

    Though this may seem like a bad thing for a

    player, a Compel can lead to interesting and

    exciting situations, but more immediately a player

    who accepts a Compel receives a Fate Point.

    Accepting a Compel is the primary way for a

    player to gain Fate Points, and as such it is wise tomake sure a character has a number of Aspects

    that can easily be Compelled by the GM.

    Just as David requested, Sarah has the suspect Jimmy

    make a break for it, pushing over the table of cash and

    barging past Trevor. Knowing that he requested the

    police constables cover the back of the pub, David states

    that Trevor will give chase.

    Sarah states she is Compelling Trevors Let the

    younguns do the running Aspect, stating that Trevor

    will only have two exchanges to catch Jimmy before

    having to give up wheezing and out of breath. Davidaccepts the Compel and receives a Fate Point.

    Voluntary CompelsSometimes it is the player, rather than the GM,

    who identifies a situation where his characters

    Aspects may be compelled. In such cases the

    player may bring this to the attention of the GM.

    The GM can either agree and hand over a Fate

    point, or defer, offering a brief explanation.

    Refusing a Compel & EscalationIf a player really does not want to accept theCompel, they can refuse it but doing so costs a Fate

    Point rather than earning one.

    Rarely, in moments of high tension or drama, the

    Games Master can choose to escalate a Compel.

    This is an optional rule, and should really only be

    used when the character getting compelled is

    having a defining moment in his story.

    When a player refuses a Compel, the GM can elect

    to offer two Fate Points instead of one. If the player

    accepts he spends no Fate Points and insteadreceives two. However if the player really does

    not want to accept he can still refuse, but now it

    will cost him two Fate Points.

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    What is a Good Aspect?Thinking of Aspects that describe a character, can

    be easy, however creating Aspects that lend

    themselves well to the mechanics of invocation,

    tagging and compels is quite a bit trickier!

    Aspects serve a number of purposes in a Free

    FATE game and a good Aspect is one that fulfils

    most if not all of these needs.

    Is it a Hook?Aspects should say something about how the

    character fits into the larger world. Such an Aspect

    can provide story hooks, be they supporting

    characters, organisations or past events.

    David wants an Aspect that indicates that Trevor

    Maples is well trained in deductive reasoning and

    investigation. Rather than simply have an Aspect of

    Investigator, or even Trained investigator, he

    chooses Trained by Commander Morse Davidson.

    The commanders nickname is a reference to the

    fictional Oxford detective and suggests that Trevor was

    mentored by the best and is a clever, observant and

    intuitive investigator. But better still, it introduces a

    supporting character that the GM can use to pull

    Trevor into a story, or that David can call upon by

    invoking his Aspect.

    Can it be Invoked?

    In order to see whether an Aspect will likely seeuse in a Free FATE game, you should try to think

    of at least two or three different ways it could be

    invoked to provide a benefit to the character?

    If you are struggling to come up with more than

    one, the Aspect may be too narrowly focused.

    Slave to the demon drink would seem to be largely a

    weakness, but David could invoke it to explain Trevor

    having a bottle of whisky in his pocket to use as a bribe,

    or to create a Molotov cocktail.

    It could also be invoked to enhance a Contacting Teststating that Trevor knows all the pubs and bars in the

    area, and which miscreants frequent each one. Equally,

    this Aspect could enhance a Stealth Test to remain

    undetected when observing an illicit meet in a bar.

    Can it be Compelled?A good Aspect is often a double edged sword; a

    benefit in some circumstances, and a hindrance in

    others. This allows Fate Points to be earned as

    well as providing the opportunity to spend them.

    Like invocations you should be able to think of a

    few different ways in which the Aspect could be

    compelled in such a way that the consequences

    resulting from accepting the compel would make

    for a more interesting and exciting story.

    Trevors I want results! Aspect could be Compelled to

    encourage David to have Trevor accept a suspects

    statement as true if it could lead to a quick arrest, even

    though David knows it is likely a red herring and will

    lead to trouble with a local crime boss if acted upon.

    Alternatively, the GM may agree with Davids selfcompel to have Trevor plant evidence to get a

    conviction, on the understanding that it will come to

    light at some point and Trevor will suffer because of it.

    If youre struggling, to come up with Aspects that

    can both be invoked and compelled then try to

    make sure that a character has at least some

    Aspects that can be invoked and some that can be

    compelled; providing a balance overall.

    Make it Snappy & then Discuss

    Aspects should be short, catchy phrases, notparagraphs of text. However, the brevity of an

    Aspects name means some things are left

    unspoken, so a player should discuss what they

    feel an Aspect means with his GM.

    As Sarah was not familiar with the Morse novels and

    TV series, David needed to explain what he meant by

    Trained by Commander Morse Davidson.

    Aspects are also a way that a player can explicitly

    inform his GM of what he wants to see happen in

    the game; if the player picks an Aspect like Death-

    Defying then he is telling the GM to put hischaracter into death defying situations.

    The GM should pay close attention to the Aspects

    of his players characters, as they will inform her of

    the type of adventure she should be creating.

    Sample AspectsAlways in a rush

    But it works for me!

    Curiosity killed the cat

    Dont I know you from somewhere?

    First on the scene

    Girl in every port

    Heart of Gold

    Lying comes easy

    Never trusts a man who wont look him in the eye

    Odd coincidences

    Paparazzi dog my every step

    Quiet as a mouse

    Reckless Fun Lover

    Something to proveWe need more! Much more...and bigger!

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    SkillsSkills reflect both natural aptitudes and learned

    abilities. Skills are rated on the Ladder as

    described in the Rules chapter, above.

    Skill ListAcademics Intimidation

    Alertness Investigation

    Art Leadership

    Athletics Might

    Burglary Mysteries

    Contacting Pilot

    Deceit Rapport

    Drive Resolve

    Empathy Resources

    Endurance ScienceEngineering Sleight of Hand

    Fists Stealth

    Gambling Survival

    Guns Weapons

    AssessmentsCertain Skills allow characters to observe, study

    and interact with people and locations in order to

    discover useful information about them. Using a

    Skill in this manner is known as an Assessment

    and usually requires anywhere from a few minutes

    to a few days.

    Assessments can even be used to uncover

    previously hidden Aspects of a character or locale.

    Trevors ex-con associate Mickey is helping him

    investigate a factory from which a number of people

    have disappeared. Mickeys player Joe asks the GM to

    use his Burglary Skill to case the factory. Sarah the

    GM sets a Difficulty and Joe makes the Burglary Test,

    succeeding.Sarah reveals that the factory has an Aspect of Poorly

    maintained fencing, an Aspect that could be tagged

    (free of charge) in the immediately following scene to aid

    an Athletics Skill test to enter the factory grounds.

    The Difficulty for the Skill roll to determine

    whether an Assessment is successful is set by the

    GM. For locations and items, a default Good (+3)

    Difficulty will allow characters to successfully

    make an Assessment, though this may be

    increased if special efforts have been taken to

    conceal the Aspects, features and flaws.For Assessments that focus on other characters, the

    Difficulty will often be set by that characters

    appropriate Skill rating, e.g. Deceit or Resolve.

    Assessments as DeclarationsIf the GM is amenable, an Assessment may also

    allow a player character to discover an element

    that the GM hadnt even thought of previously. In

    this manner the Assessment works like a

    Declaration (see below) with the player stating that

    his character has identified a weakness, Aspect or

    other feature. The GM sets a Difficulty for the Skillroll to see if the character was correct in his

    Assessment, or whether he was mistaken. If the

    roll fails, the GM may wish to impose a temporary

    Aspect on the assessing character to reflect this, for

    example Mistakenly believes the security cameras

    to have a blind spot.

    DeclarationsA Declaration allows a player to use his characters

    Skills to introduce entirely new facts and Aspectsinto play by making a statement and testing to see

    whether it is true. Declarations are often, but not

    exclusively, the domain of knowledge Skills such

    as Academics, Art, Mysteries and Science.

    Unlike Assessments, a Declaration takes no in-

    game time to perform as they represent a character

    recalling previously learnt knowledge.

    Marias character Alison Havers is helping Trevor

    Maples investigate the death of noted psychic and artist

    Ray Bremmond. When reviewing the crime scene

    Trevor inspects the deceaseds latest painting and asksAlison whether there is anything special about his work.

    Maria asks the GM to make a Declaration using her

    Average (+1)Art skill stating that Ray Bremmond

    always included Veronese green somewhere in the lower

    left corner of his paintings as a secondary signature.

    The Difficulty for a declaration should be based on

    how interesting the proposed fact or Aspect is.

    Ideas which would disrupt the game or are just

    unreasonable should simply be vetoed.

    For reasonable suggestions, these are the questions

    to ask when determining Difficulty:

    1. Is the declaration interesting or funny?2. Will the declaration have interesting

    consequences if its acted upon but is wrong?

    3. Does the declaration propose a specific andinteresting or heroic course of action?

    Each no adds 2 to a base difficulty of Mediocre.

    Sarah the GM thinks this is a reasonable declaration

    and asks herself the three questions. The idea of a

    secondary signature is interesting, and if the declaration

    is wrong but believed to be true, Alison and Trevor maydeclare a number of Bremmonds paintings to be

    forgeries potentially embarrassing and also creating

    some red herrings!

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    However the declaration would not prompt a particular

    course of action and so Sarah sets the Difficulty at Fair

    (+2)for a no to question three.

    Maria succeeds at the test and her Declaration is now a

    fact within the game; something that can be used to help

    authenticate Bremmonds paintings.

    Often a Declaration can be used to assign a new

    Aspect to an item or scene, when this occurs thedeclaring character gets one free tag of the Aspect.

    Maria asks Sarah whether Signed with Veronese

    green can be an Aspect of all of Bremmonds paintings

    and Sarah agrees.

    Knowledge TestsWhen a player wants to see if his character knows

    about a certain topic or area of study then a test

    can be made using an appropriate skill e.g.

    Academics to recall details of an historical battle,whilst Guns might be used to identify a particular

    firearm and who manufactures it.

    The Knowledge Difficulty table can be used as a

    guide to assign a Difficulty to the task. The greater

    the Effect, the more detailed the knowledge the

    character has about the subject.

    Table - Knowledge Difficult

    Obscurity Difficulty

    Common knowledge Average (+1) to

    Good (+3)

    Expert knowledge Great (+4)

    Leading expert knowledge Superb (+5)

    Known only to one or two

    people in the world

    Fantastic (+6)

    Lost knowledge Epic (+7)

    ResearchIf a character fails a Knowledge Test, he can spend

    time researching or experimenting to find the

    answer as long as he has access to a good library orlaboratory in some form. The amount by which the

    knowledge Skill Test failed is the length of time in

    time periods (page 8) required to find the answer,

    beginning at 15 minutes for failing by 1 shift.

    The Quality of the library or laboratory determines

    the hardest possible question that can be answered

    within it; so if the Knowledge Skill Test had a

    Difficulty of Good (+3) then a Good library or

    better is required.

    Alison Havers is attempting to identify an occult

    symbol left on the body of a murder victim. Sarah the

    GM asks Maria to make a Mysteries Skill Test for her

    character, setting the Difficulty at Superb (+5).

    Alison has theMysteries Skill at Great (+4), but

    unfortunately Maria rolls a 5 on the Plus Die and a 2

    on the Minus Die, meaning her Effort is only Fair (+2).

    Sarah tells Maria that Alison is unable to identify the

    symbol. Maria therefore elects to return to her

    university Arcane Library (which luckily is of a Superb

    quality) to search for the answer.

    As Maria failed the Test by 3 shifts Superb (+5)Difficulty less the Fair (+2) Effort it will take Alison

    an hour to find the answer.

    Skill DescriptionsAcademics

    Academics measures a characters book

    learning; any knowledge that would not explicitly

    fall under Science, Mysteries, or Art.

    Academics is often used to make Assessments and

    perform Declarations (see page 12). In addition,Academics covers knowledge of other languages;

    each step above Mediocre gives the character

    knowledge of one extra language.

    Alertness

    Alertness is a measure of the characters passive

    awareness, his ability to stay on his toes and react

    to sudden changes in his environment. Alertness

    is also the basis for initiative in a physical conflict.

    Active searching falls under the Investigation Skill.

    ArtArt measures the characters overall artistic ability,

    covering the gamut of endeavours, from painting

    to dance to music. This includes knowledge,

    composition, and performance. Art can also be

    used to perform Declarations (see page 12).

    Athletics

    Athletics measures the characters general physical

    capability, excepting raw power, (which is Might)

    and long term endurance (which is Endurance).

    Athletics covers running, jumping, climbing andswimming. It determines movement and acts as a

    defensive Skill in physical conflicts.

    Burglary

    Burglary represents the ability to overcome

    security systems, from alarms to locks. Burglary

    also includes knowledge of those systems and the

    ability to assess them (see Assessments, page 12).

    Contacting

    Contacting is the ability to find things out from

    people. A character may know a guy, who knowsa guy, or maybe he just knows the right questions

    to ask. Whatever his methods, he can gather

    information by asking around.

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    Deceit

    Deceit is the ability to hide the truth and convey

    falsehoods convincingly. Deceit can be used to fast

    talk a security guard, carry out elaborate

    confidence schemes or create simple disguises that

    can withstand casual inspection (but not close

    scrutiny, i.e. any use of the Investigation Skill).

    Deceit is often opposed by Empathy, Alertness orInvestigation. Deceit (modified by Rapport) can

    itself be used to oppose the use of Empathy to get

    a read on a character (in place of straight Rapport).

    Drive

    Drive is the ability to operate a ground or water

    based vehicle, be it a car, hovercraft, boat or

    submersible. It is often used in chases (page 31).

    Empathy

    This is the ability to understand what other people

    are thinking and feeling. It can be used to spot aliar or help tell someone what they want to hear.

    Empathy is usable as a defense against Deceit, and

    is the basis for initiative in a social conflict.

    Finally, Empathy can be used to get a read on

    someone by performing an Assessment (see above)

    using a target charactersRapport as the Difficulty.

    Endurance

    Endurance is the ability to keep performing

    physical activity despite fatigue or injury. Its a

    measure of the bodys resistance to shock andeffort. In addition to fatigue, Endurance measures

    how well a character shrugs off poisons and

    disease. Finally, Endurance determines the

    number of boxes on a characters Physical Stress

    track (see Stress Tracks, in Character Creation).

    Engineering

    Engineering is the understanding of how

    machinery works, for purposes of building,

    repairing and even sabotaging it. Engineering is

    often complemented by the Science Skill (see

    Combining Skills, page 7).

    Table Repair Times

    Repair Undertaken Time Period

    Remove all Stress A few hours

    Remove a Minor Consequence A few hours

    Remove a Major Consequence A day

    Remove a Severe Consequence A week

    Remove an Extreme Consequence A month

    Engineering can be used to repair devices, given

    the right tools and enough time (see the table

    above). The GM should set the Difficulty for the

    Engineering roll, if in doubt use the highest value

    of the device, or its Resources cost. Repairs also

    require a Workshop (see page 37) with a Quality

    Rating equal to the Difficulty of the repair minus 2.

    Rules for creating items can be found on page 37.

    Fists

    Fists represents a characters ability to fight and

    defend himself whilst unarmed. Despite the name,

    this Skill can be used for kicks, headbutts and bites

    as well as the use of bare hands. Fists is used in

    Physical Conflicts (see page 19).

    Gambling

    Gambling is the knowledge of how to gamble and

    moreover, how to win when gambling. It also

    includes knowledge of secondary things like

    bookmaking and risk taking.

    Finding a game to sit in on can simply be a matter

    of going to a casino; private games require a

    Contacting Test to find. The stakes of a game are

    assigned a rating on the Ladder, this is theDifficulty for the Gambling Test.

    If the Gambling Test is successful, and the stake is

    cash or easily liquidated assets, the gambler gets to

    make a single Resources Test using the rating of

    the stake rather than his own Resources Skill.

    If the Gambling Test fails, the gambler must make

    a Resources Test with a Difficulty of the stakes. If

    this succeeds, the gambler can pay his dues,

    otherwise he is in debt preventing him from

    gambling any more until he can make payment.

    Guns

    The Guns Skill is used to shoot any type of

    personal weapon that fires at range from bows to

    pistols to automatic rifles. The Guns Skill is used

    in Physical Conflicts (see page 19).

    Intimidation

    Intimidation is the Skill of unsettling and

    sometimes outright scaring another person

    through physical threats of violence or more subtle

    psychological means. This is also the Skill to use

    for interrogation. Using Intimidation is often a

    blatant social attack, which someone can defend

    against with their Resolve.

    Investigation

    Investigation is the ability to look for things and,

    hopefully, find them. This is the Skill used when

    the character is actively looking for something,

    such as searching a crime scene or trying to spot a

    hidden enemy.

    It is also useful for eavesdropping or any other

    activity where someone is trying to observesomething over a period of time. When looking for

    deep patterns and hidden flaws, Investigation may

    be used to make Assessments.

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    Leadership

    Leadership is a multi-faceted Skill. A good leader

    knows how to direct and inspire people, but he

    also understands how to run an organization. As

    such, the Leadership Skill covers acts of both

    types, from inspiring comrades to make one last

    push on a battlefield, to navigating the maze of

    bureaucracy of a corporation.The GM may allow Leadership to Complement

    other characters Skills if organisation is an

    important factor (see Combining Skills on page 7).

    Might

    This is a measure of pure physical power, be it raw

    strength or simply the knowledge of how to use

    the strength one has.

    Table Breaking Things

    Difficulty Description

    Mediocre (+0) Paper or glass.

    Average (+1) Flimsy wood.

    Fair (+2) Cheap wood, bamboo, some

    light plastics.

    Good (+3) Non-reinforced wooden board,

    an interior door.

    Great (+4) Strong wood, hardwood

    boards, exterior door.

    Superb (+5) Reinforced wood, heavy door

    Fantastic (+6) Security door

    Epic (+7) Bending prison bars

    Legendary (+8) Safe of bank vault door

    A character can carry a default amount of weight

    as shown on the table below. If carrying more

    than this, for each step heavier the character takes

    a -1 penalty on all other physical action up to a

    maximum of a -4 penalty (up to four steps higher).

    A Might Skill Test with a Difficulty of his own

    Might will allow a character to push himself into a

    category five steps higher for a total -5 penalty.

    Table Lifting

    Might Carry (lbs)

    Mediocre (+0) 15

    Average (+1) 25

    Fair (+2) 50

    Good (+3) 100

    Great (+4) 150

    Superb (+5) 200

    Fantastic (+6) 250Epic (+7) 300

    Legendary (+8) 350

    Might may be used indirectly as well, to modify,

    complement, or restrict some Skill uses, for

    example in combat, Might may complement Fists

    and Weapons if force is a very significant element.

    Furthermore, a successful manoeuvre may allow a

    character to begin grappling with his foe, allowing

    Might to be used instead of Fists.

    Mysteries

    Mysteries is knowledge of the supernatural, the

    occult and psychic phenomena. It covers

    everything from experience with hypnosis

    techniques to a sense that there is something else

    beyond the material world.

    Mysteries is often used to perform Declarations

    (see page 12). In certain circumstances the GM may

    allow Mysteries to be used to make Assessments

    (page 12) to discover hidden Aspects of a locale or

    person (by reading an aura for example).

    A GM may allow a Mysteries Test as she would an

    Alertness Test, to notice strange and mysterious

    things, in effect it is a sixth sense.

    A Mysteries Test with a Difficulty of a willing

    participantsResolve Skill will allow the character

    to put the participant into a hypnotic trance. This

    can be used to help the participant recall memories

    or calm them down.

    If appropriate, Mysteries may be used like the

    Engineering Skill to create and repair arcane and

    magical items. Rules for creating items can befound on page 37.

    Pilot

    Pilot is the ability to fly aircraft, whether they be

    propeller fighter planes, helicopters, or commercial

    jet airliners. It is most often used in chases (see

    Chases on page 31).

    Rapport

    Rapport is the ability to talk with people in a

    friendly fashion and make a good impression, and

    perhaps convince them to see ones side of things.Any time a character wants to communicate

    without an implicit threat, this is the Skill to use,

    which makes it appropriate for interviewing.

    Rapport is the fallback social Skill. While Empathy,

    Deceit, and Intimidation are fairly specific in their

    applications, Rapport is the catchall that covers

    everything else.

    Resolve

    Resolve is a measure of a characters self-mastery,

    his courage and willpower. Its an indicator ofcoolness under fire and also represents the drive

    not to quit. It can play a key part in efforts to resist

    torture or strange powers.

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    Resolve is almost always rolled in response to

    something, rather than on its own. Its primary role

    is as defence against most kinds of social

    manipulation or distraction.

    Finally, Resolve determines the number of boxes

    on a characters Composure Stress track (see Stress

    Tracks, in Character Creation).

    Resources

    Resources is a measure of available wealth, the

    specific form this takes, from a family trust fund to

    a well invested portfolio, can vary from character

    to character (and may be indicated and enhanced

    by their Aspects).

    Resources is used to determine starting equipment

    (page 5) and can be used to purchase items. The

    cost of items is measured as a purchase Difficulty

    on the ladder and many items are detailed in the

    Equipment chapter.

    A character can buy reasonable quantities of

    anything of a value less than his Resources without

    worrying about it. For items greater than or equal

    to his Resources, the player needs to roll against

    the cost of the item. If successful, the character can

    afford the item; if not, he cant. Characters can only

    make one Resources roll per scene.

    When a character is in a place where he cant draw

    upon his usual resources, the GM may increase the

    Difficulty of making a purchase anywhere from

    +1 for a modest amount of red tape, to a +4 if thecharacter is limited solely to the already-converted

    local currency he happens to have in his pockets.

    Science

    Science holds the promise of revealing all of

    natures secrets. This Skill represents a broad

    knowledge of scientific method, and includes the

    field of computers (including hacking) and

    medicine.

    Science is often used to make Declarations (see

    page 12). In certain circumstances the GM may

    allow Science to be used to make Assessments

    (page 12).

    Sleight of Hand

    This Skill covers fine, dexterous activities like stage

    magic, pick pocketing, and replacing an idol with a

    bag of sand without tripping a trap. While

    Athletics is appropriate for gross physical

    activities, most things requiring manual speed and

    precision fall under this Skill (that said, if youre

    picking a lock, use Burglary).

    Using Sleight of Hand is usually a contest against atargets Alertness Skill, if the target is on guard

    they gain a +2 bonus, however a distraction can

    negate this.

    Stealth

    This is the ability to remain unseen and unheard.

    Directly opposed by Alertness or Investigation,

    this ability covers everything from skulking in the

    shadows to hiding behind a door.

    Environmental conditions can greatly affect the

    ability to use Stealth, the table below suggests

    some modifiers to apply to the Stealth Skill roll.

    Table StealthSkill Modifiers

    Modifier Environment

    +4 Pitch black, no visibility

    +2 Dark, smoke, thick fog, no clear line of

    sight, greatly diminished visibility

    0 Dim lighting, cluttered line of sight.

    -2 Good Lighting, clear line of sight

    -4 Bright lighting, clear area

    Survival

    Survival is a very broad Skill covering virtually

    every sort of outdoor activity from wilderness

    survival to animal handling and riding.

    For determining whether a character is able to

    survive in an environment, the GM should set a

    Difficulty appropriate to the harshness of the

    environment; success allows the character to

    survive. If required the character can also help a

    number of other characters equal to the Effect to

    survive as well.

    When handling animals Survival is often used in a

    Contest against the animalsResolve.

    A successful Survival Test against a Mediocre (+0)

    Difficulty allows for a hide to be built that allows

    Survival to complement Stealth whilst in it. The

    hide lasts for one day, plus a number of extra days

    equal to the Effect.

    Weapons

    This is the Skill for fighting with weapons,

    including swords, knives, axes, clubs and whips.The Weapons Skill also covers the ability to throw

    small handheld weapons up to one zone away, or

    to use weapons (like a whip) with unusually long

    reach to attack adjacent zones, so a character

    would use this Skill to be a good knife fighter and

    knife thrower.

    As a combat Skill, Weapons inherently carries the

    ability to defend oneself in a fight and as such,

    may be rolled for defence.

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    StuntsStunts exist to provide guaranteed situational

    benefits, special abilities and even minor powers,

    under particular circumstances.

    A Stunt may grant a character the ability to use a

    Skill under unusual circumstances, such as using it

    in a broader array of situations, substituting it foranother Skill, or using it in a complementary

    fashion to another Skill. A Stunt might allow a

    character to gain an effect roughly equal to two

    shifts, when used in a specific way, or otherwise

    grant other small effects. Put more simply, Stunts

    allow the usual rules about Skills to be broken or

    at least bent.

    Games Masters, and players under GM

    supervision, are encouraged to create their own

    Stunts to fit their game. To help with this process

    Free FATE suggests five templates for Stunts.

    These templates provide guidelines on how to

    create distinct and balanced Stunts. Players and

    GMs are encouraged to give a name to a particular

    implementation of a template for ease of reference.

    By doing this, it is possible to build up an

    extensive list of different Stunts.

    Stunt Templates

    ConcentrationA concentration stunt provides a character with a

    +1 bonus to a particular Skill when using that Skill

    in a particular manner. The scope of this use is

    quite broad (but does not cover all uses of the

    skill).

    For example, a concentration stunt for the

    Weapons skill could be when wielding bladed

    weapons be they swords, knives or axes. A

    character would gain a +1 bonus to Weapons Skill

    Tests when using such a weapon, but not when

    using clubs, staffs or whips.When David was creating his character Trevor Maples

    he and Sarah his GM created a Concentration Stunt

    that they called Criminal Snitches; Trevor gains a +1

    bonus to the Contacting Skill when gathering

    information about criminal activity in the city. This

    bonus is not gained when using Contacting to learn

    about any other subjects (e.g. political funding sources,

    which actor is secretly seeing that new pop star etc).

    Specialisation

    A specialisation stunt provides a character with a+2 bonus when using a Skill in a very specific way.

    For example, a specialisation stunt for the

    Weapons skill could apply when a character is

    wielding a particular type of sword, for example a

    katana.

    If the character also has a concentration stunt that

    overlaps with this specialisation, only apply the +2

    bonus from the specialisation.

    David also created a specialisation stunt for his

    character called Police Interrogation. Trevor gains a

    +2 bonus to the Intimidation Skill when interrogating asuspect in an official police interview.

    David and Sarah agree that this means an interview in

    a police station interview room, with another police

    officer present and the interview being recorded.

    Skill SwitchA skill switch stunt allows a character to use one

    Skill in place of another when performing a

    particular task. The scope of such use is similar to

    that of a concentration stunt.

    For example, a skill switch stunt may allow theAthletics Skill to be used instead of Survival to ride

    horses and other mounts.

    David and Sarah devised the skill switch stunt

    Surroundings Read, which allows the Investigation

    Skill to be used instead of Empathy to get a read on

    someone when speaking with them in their home,

    workplace, car or favourite hangout. If trying to assess

    someone away from those environments David will need

    to use Trevors Empathy Skill; which defaults to

    Mediocre (+0).

    AllyAn ally stunt provides the character with an ally;

    another character who can help in specific types of

    conflicts and who may also have the ability to

    provide assistance outside of conflicts too.

    The ally is by default a Companion character

    which the player can improve with four advances

    (see Companions on page 28 of the Supporting

    Characters chapter). If the player chooses the

    Strength in Numbers advance the ally is instead a

    group of three Minions (more if the Strength inNumbers advance is chosen more than once).

    If desired a second and third ally stunt can, rather

    than provide more allies, provide an additional

    three advances each to spend on an existing ally

    (for a maximum of 10 advances).

    BenefitA benefit stunt is the catchall category for any

    other stunt that doesnt conform to the previous

    four templates. Benefit stunts can provide a

    character with access to resources, equipment,special abilities and other qualities.

    When creating benefit stunts some will appear

    more powerful than others, if the GM and players

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    are happy to have such stunts available, then they

    should feel free to incorporate them into their

    game.

    However, if such imbalance is not desired, there

    are a few methods to limit the power such benefit

    stunts may have, so that they are in line with other

    stunts.

    Fate Point Expenditure

    One simple manner to limit any possible abuse of a

    powerful stunt is to require the player spend a Fate

    Point in order to gain access to the stunts benefit.

    Joe wants to create a Stunt that lets his ex-con character

    Mickey act first in every exchange of a conflict. Sarah

    finds this too overpowering, however requiring a Fate

    Point to be spent each exchange provides a more

    balanced stunt, one which Joe calls Im on Top of it!

    Pre-requisites

    Some Stunts may have prerequisites in the form ofother Stunts that have to be gained before the

    benefit stunt can be used. This makes the more

    powerful stunt more difficult to obtain, and any

    character who does meet the pre-requisites has

    shown a particular degree of focus on one concept

    that may leave weaknesses in other areas. Thus,

    the powerful stunt is more balanced against stunts

    that any character can take.

    Joe is really focused on making his character Mickey

    able to act first in a conflict and suggests another stunt

    that provides a +1 bonus to his Alertness Skill Ratingwhen determining initiative in a physical conflict.

    Sarah thinks this is reasonable as it is effectively just a

    Concentration stunt.

    However, Joe wants to be able to take the stunt multiple

    times with the bonuses stacking with one another.

    Sarah thinks that this may be too powerful, but not

    wanting to say no, she allows it but enforces a pre-

    requisite. In order to take this new stunt (which Joe

    calls Ready for Anything) a character will need the

    Im on Top of it! stunt. Sarah reasons that at least

    this means a character will have one less stunt available

    to use to take Ready for Anything.

    Joe happily agrees and uses up three of his characters

    stunts to take Im on Top of it! and two instances of

    Ready for Anything.

    It is also possible to have pre-requisites in the form

    of Aspects rather than other stunts. This ensures

    there is always a particular aspect to compel in

    exchange for taking the stunt.

    David suggests to Sarah a stunt that will allow his

    character to call upon a number of police officers sixFair (+2) Minionsto act as backup.

    This is actually an ally stunt (with the Quality,

    Strength in Numbers x2 and Summonable advances),

    but one that Sarah feels provides an additional benefit in

    that these Minions will have official authority to enforce

    the law.

    Sarah states that such an ally stunt requires the

    character to have an Aspect that identifies him as an

    active member of the police (or other security service).

    This will allow her as GM to compel the Aspect to

    sometimes make the backup unavailable, and also toensure the character has some motivation to use the

    backup responsibly.

    David agrees to the pre-requisite and names the ally

    stunt Police Backup.

    Uses per Session

    A third way of limiting the power of a benefit

    stunt is to impose a restriction on the number of

    times it can be used per game session.

    Joes character Mickey is also a gambler, and Joe

    suggests a stunt that will allow him to use MickeysGambling Skill instead ofResources to make purchases.

    Joe argues that this represents the winnings his

    character accumulates in games of chance off screen.

    This initially sounds like a skill switch stunt to Sarah,

    except for the fact that Joe hasnt suggested a reduced

    scope in which the switch can occur; Joe wants to be able

    to use Gambling all the time instead ofResources.

    Knowing Joe has already assigned Mickey a Great (+4)

    Gambling Skill and has a number of gambling related

    Aspects he could invoke to gain further bonuses, Sarah

    is reluctant to allow this stunt without a severerestriction. She states Joe can have the stunt but it can

    only be used once per game session, explaining that

    even with this limit Mickey will likely be able to buy

    something with a cost of Great every session. Joe

    accepts and names the stunt simply Winnings.

    Combined Limits

    Some especially powerful stunts may still seem too

    imbalanced even with one of the above

    restrictions. In these instances more than one type

    of restriction may be needed in order to balance

    the stunt.

    In a previous FATE game Maria played a burly soldier,

    able to suffer a lot of punishment. In addition to having

    a high Endurance Skill, Maria created the One Hit to

    the Body stunt that allowed her character to pay a Fate

    point and ignore the effects of one attack per game

    session. Maria found this stunt extremely useful

    despite the two restrictions and saved it to avoid attacks

    where an enemy got an especially lucky shot in with a

    powerful weapon.

    Sample Benefit StuntsA number of sample Benefit Stunts are provided in

    Appendix A; these can be used by players and

    GMs when creating characters.

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    ConflictsThe stories often include moments of intense

    action and social interaction, times when the

    insults and lead starts flying or swords start

    swinging whilst wits are challenged.

    Running ConflictsOnce a conflict begins, the GM should regulate the

    flow of the action using the following pattern.

    1. Frame the scene2. Establish initiative3. Begin exchange

    a. Take actionsb. Resolve actionsc. Begin a new exchange

    Framing the SceneThe GM briefly describes the location in which the

    conflict occurs, declaring any obvious Aspects of

    the scene. If the scene takes place in a broad area,

    the GM declares the zones the scene will cover,

    and in which zone each character begins.

    The GM should also determine whether any

    participants begin the conflict surprised (e.g.

    failing an Alertness Test to spot an ambusher). A

    surprised characters first Defence is considered to

    be only Mediocre (+0).

    Zones

    Zones are loosely defined areas that help

    adjudicate which characters may interact with each

    other. Generally, people in the same zone can

    touch each other; people one zone apart can throw

    things at each other, and people two (and

    sometimes three) zones apart can shoot each other.

    Moving from one zone to another may be

    relatively simple; however sometimes there are

    barriers to moving between zones walls,

    staircases, chasms, doorways etc that require acharacter use a bit more effort to move zones.

    Establish InitiativeThe order of characters actions is determined at

    the beginning of the conflict, with characters acting

    from highest to lowest Alertness Skill (for physical

    conflicts) or Empathy (for social conflicts).

    Ties in initiative are resolved in favour of

    characters with a higher Resolve. Any remaining

    ties are in favour of the player characters (if a tie is

    between a player character and a supportingcharacter), or the player closest to the GMs right

    (if the tie is between player characters).

    The initiative order is used for the entire conflict.

    Begin ExchangesAn exchange is a variable period of time during

    which all characters involved in the conflict get to

    act. Actions occur in order of initiative as

    determined in the previous step.

    In turn, each player (or the GM for supporting

    characters) announces the action his character is

    going to take. This action is usually either an:

    Attack an attempt to directly inflict Stress

    and / or Consequence onto an opponent, or

    Manoeuvre an attempt to change the

    situation in some way, affecting the

    environment or other people, but not in a way

    that directly harms them

    Once the action is declared, the GM and player

    resolve the action according to the rules described

    previously and guidance given below.

    Once the action has been resolved the nextcharacter gets to act. Once all actions have been

    taken a new exchange is started.

    AttacksAn attack is an attempt to force the attackers

    agenda on a target, by attempting to injure them,

    by bullying them, or by some other means.

    An attack is resolved as a contest, with the player

    rolling his characters attack Skill against a

    Difficulty equal to the supporting characters Skill

    used in defence, or the player rolling his

    characters defence Skill against a Difficulty equal

    to the opponents attack Skill, depending upon

    whether the player character is attacking or being

    attacked. If for some reason a player character is

    attacking a player character, only the attacking

    characters Skill is rolled.

    Not all attacks are necessarily violent. An attempt

    to persuade or distract someone is also a sort of

    attack. When determining whether or not the

    attack rules apply, simply look for two charactersin conflict, an agenda (or want) pushed by the

    acting character, and the target or obstacle to that

    agenda; the defending (or responding) character.

    The Skills used to attack and defend depend on the

    nature of the attackers agenda.

    Table Attack and Defence Skills

    Purpose Attack Skill Defence Skill

    Wound or

    kill

    Fists, Guns, or

    Weapons

    Fists, Athletics, or

    Weapons

    Deceive Deceit Resolve or Empathy

    Scare Intimidation Resolve

    Charm Rapport Resolve or Deceit

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    A successful attack inflicts an amount of Stress on

    its target equal to the number of Shifts on the

    attack (the amount by which the attack skill

    exceeded the Difficulty, or the amount by which

    the Defense skill failed by) plus any weapon Stress

    bonus and less any Stress reduction due to armour.

    As described on page 7, Davids character Trevor shot a

    thug and achieved 3 shifts on the attack roll. The thugsuffers a base of 3 points of Stress plus the bonus from

    the weapon (+2 for a handgun) for a total of 5 Stress

    points. As this was a physical attack this Stress is

    marked off against the thugs Physical Stress Track.

    Defence and Spin

    If a character who is defending against an attack

    achieves an Effect of 3 or more shifts he gains

    Spin. Spin provides a +1 bonus or -1 penalty to

    the very next test made by anyone in the conflict.

    The only qualifier for using Spin is that the player

    must explain how his character was able to help or

    hinder, even if its just as simple as shouting some

    encouragement or providing a distraction. A

    player might not always be able to justify using

    Spin. Spin that isnt used on the next action simply

    goes away.

    Carrying on from the example above, Sarah the GM has

    the thug try to grab Marias character Alison to use as a

    shield against any further attacks by Trevor.

    Sarah states that this will be an attack using the thugs

    Fair (+2) Fists Skill. Maria elects to have Alison try toduck out of the reach of the thug by using her Average

    (+1) Athletics Skill. Maria rolls the dice, resulting in a

    4 on the Plus Die and a 5 on the Minus Die.

    Maria applies the Plus Die result to increase her

    Average (+1) Skill Rating for a Superb (+5) Effort. This

    exceeds the thugs Fists Skill by 3 shifts and so Alison

    dodges the thugs grasp and gains Spin. As it is

    Alisons action next Maria elects to take the +1 bonus to

    Alisons action.

    ManoeuvresWhen a character tries to jump to grab a rope,

    throw dust in an enemys eyes, draw eyes upon

    himself in a ballroom, or take a debate down a

    tangential path thats a manoeuvre.

    A manoeuvre is either a simple action or a contest,

    with the Difficulty determined by the nature of the

    manoeuvre. A manoeuvre that doesnt target an

    opponent is resolved as a simple action.

    Most simple manoeuvres like this result in a

    character rolling against a GM set Difficulty anddoing something with the resulting shifts,

    potentially adding a temporary Aspect to the scene

    (such as Barn on Fire!).

    A manoeuvre can also target an opponent, and, if

    successful, place a temporary Aspect on him. The

    opponent can either accept the temporary Aspect,

    or spend a Fate point to avoid accepting it.

    Introducing an Aspect by performing a manoeuvre

    provides one free tag of that Aspect as described in

    Introducing Aspects, page 10.

    Maria as