Free FATE

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

Table of Contents
Introduction ................................................................. 3 What is Roleplaying? .............................................. 3 Character Creation ...................................................... 4 Create a Concept ..................................................... 4 Choose Aspects ....................................................... 4 Choose Skills............................................................ 4 Choose Stunts .......................................................... 5 Finishing Things Off ............................................... 5 Rules ............................................................................. 6 Making a Test .......................................................... 6 Contests .................................................................... 7 Time Consuming Tasks.......................................... 8 Fate Points ................................................................ 8 Aspects ......................................................................... 9 Invoking Aspects .................................................... 9 Tagging Aspects ...................................................... 9 Introducing Aspects ............................................. 10 Compelling Aspects.............................................. 10 What is a Good Aspect? ....................................... 11 Skills............................................................................ 12 Skill List .................................................................. 12 Assessments ........................................................... 12 Declarations ........................................................... 12 Knowledge Tests ................................................... 13 Research ................................................................. 13 Skill Descriptions .................................................. 13 Stunts .......................................................................... 17 Stunt Templates .................................................... 17 Conflicts ..................................................................... 19 Running Conflicts ................................................. 19 Attacks .................................................................... 19 Manoeuvres ........................................................... 20 Other Actions ........................................................ 21 Stress and Consequences ..................................... 22 Other Sources of Injury ........................................ 25 Supporting Characters ............................................. 27 Extras ...................................................................... 27 Minions .................................................................. 27 Companions .......................................................... 28 Named Characters ................................................ 29 Aspects and Fate Points ....................................... 30 Sample Minions .................................................... 30 Sample Companions ............................................ 30 Chases ........................................................................ 31 Chase Conflicts...................................................... 31 Chase Scenes.......................................................... 31 Passengers.............................................................. 33 Chase Example ...................................................... 33 Equipment ................................................................. 34 Melee Weapons ..................................................... 34 Ranged Weapons .................................................. 34 Armour................................................................... 35 Explosives .............................................................. 35 Vehicles .................................................................. 36 Workplaces ............................................................ 37 Miscellaneous Equipment ................................... 37 Character Development ........................................... 38 End of Session ....................................................... 38 End of Story ........................................................... 38 Appendix A ............................................................... 39 Sample Benefit Stunts .......................................... 39 Legal Information ..................................................... 47 Amendment History ............................................ 47

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Introduction
Free 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 Adventures in 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) To learn more about FATE visit the website:

Scene 1 – Alison and Trevor are visiting Caroline’s 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 2 – The characters will likely want to investigate who Adam is and his connection with the church. Until recently 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 Adam’s 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 brother’s death. The characters must try to convince Adam to leave with them and return to his parents. They must also deal with the aggressive gang members. Epilogue – The next time the characters visit Caroline’s grave, they will see words being drawn in the dirt by an unseen hand – ‚Thank 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 Alison’s 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 church’s 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 are things that improve with practice. Encourage each other and provide constructive criticism to help each other tell better and better stories.

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Free 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 to the 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 Trevor’s late wife, Caroline, and that Trevor and Alison helped each other through their grief.

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Character Creation
Characters in Free FATE are composed of four main aspects, Concept, Aspects, Skills and Stunts. However, a character only becomes more than a set of words and numbers when a player roleplays his personality.

‚Let the young’uns do the running‛ Trained by Commander ‚Morse‛ Davidson. Haunted by wife’s death in a hit & run accident. ‚A policeman’s notebook is his greatest weapon‛ David asks his GM, Sarah, to choose his last Aspect once the game has begun. Sarah agrees.

Create a Concept
The first step in creating a character is to come up with a concept, a few words or phrases that describe the character’s 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 character’s motives, values and behaviour. It should also help the player when choosing Aspects, Skills and Stunts.

Choose Skills
The 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 Legendary Epic Fantastic Superb Great Good Fair Average Mediocre Poor Terrible Abysmal Rating +8 +7 +6 +5 +4 +3 +2 +1 +0 -1 -2 -3

Choose Aspects
Aspects are an extension of the character concept that together paint a picture of who the character is, what he’s connected to, and what’s 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, life events, 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 character’s 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

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 the default 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): Good (+3): Fair (+2): Average (+1): Investigation Contacting, Intimidation Alertness, Leadership, Resolve Drive, Guns, Science, Stealth

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Trevor Maples does however have a Fair Resolve skill and thus his Composure Track has 6 boxes. temptation and self-doubt a character can suffer before they lose a social conflict. 2 Good. 3 Fair. more if Endurance and / or Resolve Skills are chosen) Calculate Fate Point Refresh Rate (10 less number of Stunts chosen) Choose Equipment based upon Resources. 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. 2. Maria defined all 8 Aspects and 4 Stunts for her character Alison Havers. 6. 3. specialisations or different ways to apply skills that characters without the Stunt are unable to do. three items at a cost of two less and so forth down to items with an Average cost. a fall or burns from a fire. they keep these excess points to use in the next adventure. or by taking over a small part of the story. either by giving their characters bonuses. Benefit ‚Police Backup‛: Can call on police officers to provide physical backup. kicks. Table . be it a debate. two items at a cost of one less. or a seduction attempt. gun shots. The Physical Stress Track has 5 boxes which is increased if the character has an Endurance Skill above Mediocre (+0). Finishing Things Off Stress Tracks A character has two Stress Tracks that measure how much physical and social ‚injury‛ he can suffer before being ‚taken out‛ in a conflict. The Composure Stress Track reflects the amount of insults. for his 7 Aspects (one Aspect remains undefined) and 4 Stunts. If a character finishes a scenario with more Fate Points than their Refresh Rate. 5 . 4. two items at a cost of Fair (+2) and three items with a cost of Average (+1). Backup will consist of either 6 Fair (+2) or 12 Average (+1) Minions. Fate Points Refresh Rate Fate points give players the ability to take a little bit of control over the game.Choose Stunts Stunts are benefits. and also gave her a Good (+3) Resources skill. Skill Switch ‚Surroundings Read‛: Roll Investigation instead of Empathy to get a read on someone when speaking with them in their home. Fate points are described more fully in the Rules and Aspects chapters. 5. and 4 Average) Choose 4 Stunts Calculate Stress Tracks (5 boxes. Stunts are described in more detail within the Stunts chapter. David notes that as he did not choose the Endurance Skill for his character his Physical Stress Track has 5 boxes. a negotiation. a player can choose one item with a cost equal to his Resources skill rating. workplace.Stress Track Boxes Skill Rating (Endurance or Resolve) Mediocre Average – Fair Good – Great Superb – Fantastic Boxes 5 6 7 8 Character Creation Summary 1. During character creation a player should choose four stunts that relate to his chosen skills. In addition. Specialisation ‚Police Interrogation‛: Gain a +2 bonus to Intimidation when interrogating a suspect in an official police interview. David looks through the list of Stunts and selects the following to reflect his character’s 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. Equipment A 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. Create a character concept Choose 8 Aspects Choose 10 skills (1 Great. 7. car or favourite hangout. embarrassment. special abilities. The Physical Stress Track reflects the amount of physical punishment a character can suffer. The Composure Stress Track has 5 boxes which is increased if the character has a Resolve Skill above Mediocre (+0). Trevor Maples does not have the Resources Skill and so David can only select 11 Mediocre cost items. Maria therefore can choose 12 Mediocre cost items and an additional one item with a cost of Good (+3). whether inflicted by punches. the Refresh Rate would be 6). The GM may allow a player to postpone the selection of one or two Stunts until after the game has begun.

2. 6 . that number is added to the Skill Rating. Effort = Skill +/. determine Effect e. If the lowest die result was on the Plus Die. If the thug had been aware of Trevor the starting Difficulty would have been the thug’s Athletics skill. and the Skill goes unmodified. For many tasks. The greater the Effect the more successful the character has been. a Superb result on the Ladder. but not all. so that is added to his Guns Skill of Average (+1) for a final Effort of +5. it can be important to know how well that character has succeeded. When the dice are rolled the player need only pay attention to the die that rolled the lowest number. the character has accomplished most of what was hoped for. Roll the dice & modify the Skill Once the Skill and the Difficulty have been determined the player should roll two six-sided dice (abbreviated as D6s) to reflect the role of random chance. Sarah declared that Trevor barely jumped the gap and is left hanging on by his fingertips. The Games Master Sarah determines that this is a test using the Guns Skill. haggling may use the supporting character’s Resolve Skill rating as a Difficulty. 5. there is no lowest die. are based upon the Ladder. judges that shooting the thug would normally be a Mediocre task as he is unaware of Trevor and thus unable to seek cover. One die should be designated as the Plus Die. Sarah deems this a Fair (+2) Difficulty. Determine the Skill to use The GM should determine what Skill is appropriate to the task at hand. If successful. However as the conflict takes place in a dark alley and Trevor does not want to accidentally shoot Alison. the GM may use another character’s Skill rating as the Difficulty Number. Effect = Effort – Difficulty An Effect of zero shifts is barely a success.Lowest Die Result David rolls two D6s and gains a 4 on the Plus Die and a 5 on the Minus Die. The modified Skill rating is known as the Effort. Previously in the adventure. Rapport to charm someone. for example. David compares Trevor’s Effort of Superb (+5) to the Difficulty of Fair (+2). 3. A Test is resolved in the following manner: 1. Determine the Skill to use Determine a Difficulty Roll the dice & modify the Skill Rating Determine Success or Failure If successful. like Skill ratings. that number is subtracted from the Skill. Trevor was forced to leap from one rooftop to another to escape a fire. otherwise he has failed.Rules Making a Test Whenever a player wants his character to perform an action where the outcome is in doubt a Test is made pitting a character’s Skill against a Difficulty chosen by the Games Master. David made an Athletics test and achieved a success with an Effect of zero shifts. and Fists to swing a punch. 4. The lowest result is on the Plus Die. Difficulties. Athletics to climb a wall. if it equals or exceeds the Difficulty the character has succeeded. determine Effect Sometimes it is not enough just to know that a character has succeeded. This usually means further action is required to complete the task. David is trying to shoot a thug who is assaulting his friend Alison. the other designated as the Minus Die. If the lowest die result was on the Minus Die. If the two dice results are the same. Table – The Ladder Description Legendary Epic Fantastic Superb Great Good Fair Average Mediocre Poor Terrible Abysmal Rating +8 +7 +6 +5 +4 +3 +2 +1 +0 -1 -2 -3 Determine Success or Failure The Effort should now be compared to the Difficulty. Trevor has succeeded. The amount by which a character’s Effort exceeds the Difficulty is known as the Effect and is measured in Shifts. Sarah. Determine a Difficulty The Games Master should gauge how difficult she believes the task to be.g. A further Might Skill test was called for in order for Trevor to pull himself up and out of danger.

Modifiers impact the test by adding to. Inflict Stress: In a conflict. but doesn’t have to bring it to bear. the characters come to a stalemate in negotiations. players may explicitly spend shifts as well. therefore the Effect is 3 shifts. if the second Skill is of a lesser value. which is to say it can only provide a bonus. but if you’re resolute. Often. or both characters grab the gun at the same time. new offerings may be made in the negotiations. the Difficulty. Specific effects are detailed elsewhere in these rules. Increase quality of outcome: Improve the quality of the job by one step. If the Skill Test result only equals the Difficulty. each shift on a successful attack inflicts one point of Stress. Occasionally however it may be more appropriate for the GM to make the test for the supporting characters. the GM will implicitly spend shifts in accordance with the player’s description of his character’s actions. Contests As mentioned previously. Secondary Skill > Primary Skill = +1 Secondary Skill < Primary Skill = -1 When the second Skill can only help the first. If the secondary Skill comes into play only to hold the primary Skill back. e. Basic uses for one shift include: Reduce time required: Move the time required by one shift along the Time Increments table. Often Skills like Endurance or Resolve are restrictive Skills – as you get more tired. If the Test fails the opponent has won with an Effect equal to the number of shifts by which the Test failed. When a Contest occurs only one party should actually roll the dice and modify his character’s Skill rating. However. then the Contest is actually a tie. Combining Skills Occasionally a secondary Skill will have an impact on the task at hand. the darkness in the alley was one complicating factor and Trevor’s wish to avoid hitting Alison was another factor. it grants a +1 bonus to the roll. If the second Skill is of greater value than the first. Modifiers Modifiers reflect circumstances that make a task easier or more difficult to perform. For each complicating factor increase the Difficulty by one shift up the Ladder. This usually happens when the character has the option of using the secondary Skill.g. so a Fair (+2) task which is complicated by 3 factors becomes a Superb (+5) tasks to perform. as this was an attack roll a base of 3 Stress is inflicted on the thug. 7 . or subtracting from. sometimes the Difficulty of a task is based upon another character’s Skill rating. and also frees up the GM from having to grab dice and roll them.g. Further tests or action may be necessary to determine ultimate success or failure. in some cases. inflicting Stress etc). or a tug of war begins over the gun. Trevor’s Effort was Superb (+5) and the Difficulty was Fair (+2). the opposing Skill is left unmodified and acts as the Difficulty. it applies a -1 penalty to the roll.Using Shifts Shifts may be spent to affect the outcome of a roll. In the example above. Modifies – Can provide a bonus or a penalty Complements – Can only provide a bonus Restricts – Can only impose a penalty Spin Spin is a special effect that occurs when a character achieves an Effect of 3 shifts on a Test and doesn’t use those shifts for any other purpose (e. A restricting Skill never applies a +1. This allows the players to feel more in control of the fate of their characters. reducing the time taken. it complements the Skill. gaining Spin can result in an actual game effect. perhaps gaining admiring glances or special recognition. it restricts the Skill. the guard may investigate the source of the noise. for example trying to shoot a gun (Guns Skill) whilst maintaining balance on a precipice (Athletics Skill). in nearly all circumstances it should be the player who rolls the dice. Increase subtlety: Make the job harder to detect by one. Sometimes. If a Contest is between a player character and a supporting character. When one skill opposes another in this manner it is known as a Contest. A complementing Skill never applies a -1. David determines the Effect of his character’s Guns test. Gain Spin (requires 3 shifts): See Spin below. Normally Spin simply indicates that the character performed extremely well. you may not get worse. meaning it can only provide a penalty or nothing at all. even if it’s higher than the primary Skill. even if it’s lower than the primary Skill. using the player character’s Skill rating as a Difficulty. you won’t get better. the guard hears a noise but doesn’t spot the sneaking character.

to power a Stunt if it is particularly powerful. Fate Points however can be used to achieve more potent effects when used in combination with Aspects. e. Secretly rolling a Deceit test with a Difficulty of the player character’s Empathy may be a better option. The table below lists appropriate base times to assign to a particular task. Equally. for more information. David elects to use both shifts to reduce the base time from an hour to 15 minutes. Actual Time When the Test is made to determine the success or failure of the task. a fire extinguisher.This may be useful when the act of asking for a dice roll may tip off the player that something is up. than have four or five players all rolling dice. if a character fails the test. Base Time If a Games Master feels a task requires longer than a few instances to complete then she should assign the task a base time period in which it can be accomplished.g. has stated that such an interview has a base time of an hour. the GM may allow him to spend more time to complete the task. but not enough to charge the suspect. The GM. Alternatively. 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 week A few weeks A month A few months A season Half a year A year A few years A decade A lifetime Generations Centuries Fate Points Fate Points allow a player to nudge fortune in his character’s favour. Trevor Maples is conducting a police interview with a suspect. he gets enough of a confession to follow a new lead. but his Effect is now effectively zero. below. Spending a Fate Point can provide one of the following benefits: add +1 to the total of any dice roll. for example introducing an item into the scene that wasn’t described as previously being there. David rolls Trevor’s Intimidation skill to perform the interrogation and succeeds with an Effect of 2 shifts. the player can elect to spend any shifts of Effect to reduce the time. Time Consuming Tasks Certain tasks require an extended period of time to perform. This cannot be used to increase the Effect. The Games Master has veto power over this. The time taken is increased by one increment for every shift by which the character failed. it can take minutes to crack open a safe and weeks to write a computer program. for example asking for an Empathy test may clue the player into the fact that the supporting character is deceiving him in some way. see the Aspects chapter. Sarah. 8 . Each shift used in such a manner reduces the time taken by one increment on the table. to make a minor narrative declaration. it may be quicker to roll a single Stealth test for a supporting character and compare it to all the player characters’ Alertness Skill ratings.

so he looks to his character’s Aspects to see if any are applicable. Seeing the result. supporting characters. 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). 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. and a 4 on the Minus Die. explaining why he feels the Aspect will have an impact on the situation. all local ne’er-do-wells including the suspect look up worriedly. this is known as ‚tagging‛ the Aspect. For example. Sarah the GM set the Difficulty at Average (+1).or. Sarah role plays the journalist as recognising the police inspector and opening up a little because of their past relationship. taking the new result. 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! Invoking for Effect A player can also invoke an Aspect for effect. she thinks it will be a nice tie-in to the character’s back story and allows it. using it for a benefit that is not related to a dice roll or Skill use at all. he succeeds and Sarah reveals that Jimmy has the ‚Guilty conscience‛ Aspect. David asks Sarah to invoke his ‚Haunted by wife’s death in a hit & run accident‛ Aspect to state that the journalist was the one who covered the death of his wife. David turns to Sarah and asks whether he can invoke his ‚I want results!‛ Aspect.g. .Aspects Invoking Aspects As described previously. David’s character Trevor Maples is speaking with a pathologist in the hopes of getting some leads from the corpse he and Alison discovered earlier. David knows he will fail. Tagging Aspects It is not just player characters who have Aspects. thus allowing the player to ‚get away with‛ more.. items. Despite this not being part of Sarah’s original notes for the scenario. Aspects are descriptive qualities of a character. and single malt Scotch. David rolls the dice and gets a 6 on the Plus Die. Whenever a player states that his character is performing some action that is very much in line with an Aspect. E. David plays out the use of his Skill Switch ‚Surroundings Read‛ Stunt – ‚That’s quite a sum of money in the pot there Jimmy. and that she had been sympathetic to him back then. however the pathologist is being far from co-operative. The player should ask the GM whether he can invoke the Aspect. but gets the brush off when making enquiries at the newspaper’s office. If the GM agrees. locations and even the scene itself can have Aspects too. with the bonus from tagging the scene aspect. it seems someone has threatened the journalist and she is refusing to talk to anyone. re-roll the dice again. 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. not the blended stuff you usually drink? Come into some money recently?‛ David rolls his Investigation Skill against a Difficulty of Jimmy’s Deceit. however they can have a mechanical impact on a game as well. stating that he will play it safe and take the +2 bonus. Trevor is following up a rumour that a local journalist managed to take some photos of a crime in progress. the player spends a Fate Point and can: add +2 to the total of the related dice roll. Sarah describes how the poker players.. These Aspects can be invoked by a player just like his own character’s Aspects. she says it is. an atmosphere of nervous tension settling over the proceedings. the pathologist’s Resolve Skill rating. 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. a player could invoke an Aspect that describes a secret organisation to declare that the group has a chapter in town.. Sarah is convinced and David hands over a Fate Point. This costs a Fate point like any other invocation does. thinking about it. turning his Poor (-1) Effect into an Average (+1) Effect and just scrape a success! can make the less plausible more plausible. Trevor has just interrupted a back room poker game at a pub known to be the hangout of a suspect. 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. he may ‚invoke‛ that Aspect. explaining that Trevor will have gained a reputation for making a person’s life a misery if they don’t produce the goods. David asks Sarah whether ‚atmosphere of nervous tension‛ is an Aspect of the scene. asking David to spend the Fate point.. In return. it 9 . Sarah agrees. When an Aspect is part of a declaration.

usually to the character’s detriment. so may he tag Aspects not belonging to the character for effect. In such cases the player may bring this to the attention of the GM. When a player refuses a Compel. try to crash through a window. pushing over the table of cash and barging past Trevor. This usually means that the free tag must be taken within the same scene that the Aspect was introduced. Accepting a Compel is the primary way for a player to gain Fate Points. he does not have to pay a Fate Point to tag it for the first time. who identifies a situation where his character’s Aspects may be compelled. but he hopes that an attempt to flee will give him the excuse to arrest Jimmy and help prove his guilt. and should really only be used when the character getting compelled is having a defining moment in his story. rather than the GM. through their character’s actions. Just as David requested.e. This can allow for one character to set up an ally who is better positioned to take advantage of the newly revealed Aspect. force an automatic failure of an action. This is an optional rule. i. Alternatively the GM may Compel a character’s Aspects to add a complication to the task at hand. the GM can elect to offer two Fate Points instead of one. The player may pass his free tag to another character if he so wishes. Sarah agrees to the tag. David states that Trevor will give chase.Tagging for Effect Similar to the way in which a player may invoke his character’s Aspects for effect. Knowing that he requested the police constables cover the back of the pub. Manoeuvres are explained in the Conflicts chapter on page 20. Having learnt that Jimmy has the ‚Guilty conscience‛ Aspect. offering a brief explanation. Compelling Aspects Just as players can tag a supporting character’s Aspects to dictate the way in which he should behave. location or person via a declaration or a manoeuvre in a conflict. The GM can either agree and hand over a Fate point. they can refuse it but doing so costs a Fate Point rather than earning one. ‚Guilty Conscience‛. or up end the table with the cash on it hoping the confusion provides cover? The specifics are Sarah’s call. 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. and cannot be used to dictate specific actions. Sarah states she is Compelling Trevor’s ‚Let the young’uns do the running‛ Aspect. a Compel can lead to interesting and exciting situations. Introducing Aspects Players can. stating that Trevor will only have two exchanges to catch Jimmy before having to give up wheezing and out of breath. this should be in only general terms however. so the GM tag the Aspects of a player character to compel him to act in a certain manner. but now it will cost him two Fate Points. it must occur immediately after the Aspect has been brought into play. When this occurs the player should be awarded a free tag of that Aspect. or defer. In the example above. in moments of high tension or drama. 10 . If the player accepts he spends no Fate Points and instead receives two. A minor delay is acceptable. the GM has the power to veto any suggestion. When David attempted to tag it for effect Sarah allowed this to occur without requiring David to spend a Fate Point. as if it were a Compel. 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. but not encouraged. and as such it is wise to make sure a character has a number of Aspects that can easily be Compelled by the GM. This is usually done to compel the way in which a supporting character will act. Voluntary Compels Sometimes it is the player. David accepts the Compel and receives a Fate Point. As normal. Such a free tag is subject to one key limitation. The victim of a Tag for Effect receives the Fate Point spent by the tagging player character. but more importantly a player who accepts a Compel receives a Fate Point. Refusing a Compel & Escalation If a player really does not want to accept the Compel. Sarah has the suspect Jimmy make a break for it. Rarely. David discovered a previously hidden Aspect of Jimmy. This is known as Compelling an Aspect. 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. For further information on exactly how Assessments & Declarations work see the Skills chapter. However if the player really does not want to accept he can still refuse. discover Aspects that were previously hidden and even create new Aspects for a scene. the Games Master can choose to escalate a Compel. David knows that Trevor has already called in backup and so Jimmy is unlikely to actually escape.

so a player should discuss what they feel an Aspect means with his GM. this Aspect could enhance a Stealth Test to remain undetected when observing an illicit meet in a bar. can be easy. ‚Slave to the demon drink‛ would seem to be largely a weakness. Make it Snappy & then Discuss Aspects should be short.. Trevor’s ‚I want results!‛ Aspect could be Compelled to encourage David to have Trevor accept a suspect’s statement as true if it could lead to a quick arrest. on the understanding that it will come to light at some point and Trevor will suffer because of it. not paragraphs of text. as they will inform her of the type of adventure she should be creating. David wants an Aspect that indicates that Trevor Maples is well trained in deductive reasoning and investigation. The commander’s nickname is a reference to the fictional Oxford detective and suggests that Trevor was mentored by the best and is a clever. the brevity of an Aspect’s name means some things are left unspoken. However. resulting from accepting the compel would make for a more interesting and exciting story. . the Aspect may be too narrowly focused.and bigger!‛ Can it be Compelled? A good Aspect is often a double edged sword. Sample Aspects Always in a rush ‚But it works for me!‛ Curiosity killed the cat ‚Don’t I know you from somewhere?‛ First on the scene Girl in every port Heart of Gold Lying comes easy Never trusts a man who won’t look him in the eye Odd coincidences ‚Paparazzi dog my every step‛ Quiet as a mouse Reckless Fun Lover Something to prove ‚We need more! Much more. Is it a Hook? Aspects should say something about how the character fits into the larger world. or to create a Molotov cocktail. and which miscreants frequent each one.. if the player picks an Aspect like ‘DeathDefying’ then he is telling the GM to put his character into death defying situations. he chooses ‚Trained by Commander ‘Morse’ Davidson‛. 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. If you’re struggling. Rather than simply have an Aspect of ‚Investigator‛. providing a balance overall. The GM should pay close attention to the Aspects of his players’ characters. or that David can call upon by invoking his Aspect. a benefit in some circumstances. but David could invoke it to explain Trevor having a bottle of whisky in his pocket to use as a bribe. it introduces a supporting character that the GM can use to pull Trevor into a story. even though David knows it is likely a red herring and will lead to trouble with a local crime boss if acted upon. Such an Aspect can provide story hooks.What is a Good Aspect? Thinking of Aspects that describe a character. It could also be invoked to enhance a Contacting Test stating that Trevor knows all the pubs and bars in the area. be they supporting characters. catchy phrases. This allows Fate Points to be earned as well as providing the opportunity to spend them. the GM may agree with David’s self compel to have Trevor plant evidence to get a conviction. however creating Aspects that lend themselves well to the mechanics of invocation. But better still. or even ‚Trained investigator‛. and a hindrance in others. Can it be Invoked? In order to see whether an Aspect will likely see use in a Free FATE game. 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 11 . 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. organisations or past events. Aspects are also a way that a player can explicitly inform his GM of what he wants to see happen in the game. Alternatively. As Sarah was not familiar with the Morse novels and TV series. Equally. 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. David needed to explain what he meant by ‚Trained by Commander ‘Morse’ Davidson‛. observant and intuitive investigator.

Mysteries and Science. e. but not exclusively. Maria’s character Alison Havers is helping Trevor Maples investigate the death of noted psychic and artist Ray Bremmond. Assessments as Declarations If the GM is amenable. The Difficulty for the Skill roll to determine whether an Assessment is successful is set by the GM. The GM sets a Difficulty for the Skill roll to see if the character was correct in his Assessment. The Difficulty for a declaration should be based on how interesting the proposed fact or Aspect is. Aspect or other feature. When reviewing the crime scene Trevor inspects the deceased’s latest painting and asks Alison whether there is anything special about his work. Mickey’s player Joe asks the GM to use his Burglary Skill to ‚case‛ the factory. The idea of a secondary signature is interesting. Using a Skill in this manner is known as an Assessment and usually requires anywhere from a few minutes to a few days. or whether he was mistaken. features and flaws. these are the questions to ask when determining Difficulty: 1. For reasonable suggestions. the GM may wish to impose a temporary Aspect on the assessing character to reflect this.g. a default Good (+3) Difficulty will allow characters to successfully make an Assessment. 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. Is the declaration interesting or funny? Will the declaration have interesting consequences if it’s acted upon but is wrong? Does the declaration propose a specific and interesting or heroic course of action? Assessments Certain Skills allow characters to observe. Unlike Assessments. the domain of knowledge Skills such as Academics. If the roll fails. For locations and items. 2. Alison and Trevor may declare a number of Bremmond’s paintings to be forgeries – potentially embarrassing and also creating some red herrings! 12 . the Difficulty will often be set by that character’s appropriate Skill rating. In this manner the Assessment works like a Declaration (see below) with the player stating that his character has identified a weakness. Declarations are often. Sarah reveals that the factory has an Aspect of ‚Poorly maintained fencing‛. For Assessments that focus on other characters. Sarah the GM sets a Difficulty and Joe makes the Burglary Test. 3. an Assessment may also allow a player character to ‚discover‛ an element that the GM hadn’t even thought of previously. a Declaration takes no ingame time to perform as they represent a character recalling previously learnt knowledge. succeeding. Sarah the GM thinks this is a reasonable declaration and asks herself the three questions. Trevor’s ex-con associate Mickey is helping him investigate a factory from which a number of people have disappeared. above. 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. for example ‚Mistakenly believes the security cameras to have a blind spot‛.Skills Skills reflect both natural aptitudes and learned abilities. Each ‚no‛ adds 2 to a base difficulty of Mediocre. Skill List Academics Alertness Art Athletics Burglary Contacting Deceit Drive Empathy Endurance Engineering Fists Gambling Guns Intimidation Investigation Leadership Might Mysteries Pilot Rapport Resolve Resources Science Sleight of Hand Stealth Survival Weapons Declarations A Declaration allows a player to use his character’s Skills to introduce entirely new facts and Aspects into play by making a statement and testing to see whether it is true. study and interact with people and locations in order to discover useful information about them. Skills are rated on the Ladder as described in the Rules chapter. and if the declaration is wrong but believed to be true. though this may be increased if special efforts have been taken to conceal the Aspects. Ideas which would disrupt the game or are just unreasonable should simply be vetoed. Assessments can even be used to uncover previously hidden Aspects of a character or locale. Art. Deceit or Resolve.

Knowledge Difficult Obscurity Common knowledge Expert knowledge Leading expert knowledge Known only to one or two people in the world Lost knowledge Difficulty Average (+1) to Good (+3) Great (+4) Superb (+5) Fantastic (+6) Epic (+7) Alertness Alertness is a measure of the character’s passive awareness. whilst Guns might be used to identify a particular firearm and who manufactures it. Alison has the Mysteries Skill at Great (+4). The Knowledge Difficulty table can be used as a guide to assign a Difficulty to the task. Maria succeeds at the test and her Declaration is now a fact within the game. Mysteries. Maria therefore elects to return to her university Arcane Library (which luckily is of a Superb quality) to search for the answer. Academics to recall details of an historical battle. when this occurs the declaring character gets one free tag of the Aspect. setting the Difficulty at Superb (+5). Often a Declaration can be used to assign a new Aspect to an item or scene. or maybe he just knows the right questions to ask. who knows a guy. Alertness is also the basis for initiative in a physical conflict. Art can also be used to perform Declarations (see page 12). jumping.g. The greater the Effect. Sarah the GM asks Maria to make a Mysteries Skill Test for her character. beginning at ‚15 minutes‛. and performance. any knowledge that would not explicitly fall under Science. Athletics Research If a character fails a Knowledge Test. Table . Contacting Contacting is the ability to find things out from people. The Quality of the library or laboratory determines the hardest possible question that can be answered within it. Athletics covers running. Athletics measures the character’s general physical capability. Alison Havers is attempting to identify an occult symbol left on the body of a murder victim. but unfortunately Maria rolls a 5 on the Plus Die and a 2 on the Minus Die. Burglary Burglary represents the ability to overcome security systems. Burglary also includes knowledge of those systems and the ability to assess them (see Assessments. 13 . meaning her Effort is only Fair (+2). he can gather information by asking around. The amount by which the knowledge Skill Test failed is the length of time in time periods (page 8) required to find the answer. This includes knowledge. 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. climbing and swimming.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 asks Sarah whether ‚Signed with Veronese green‛ can be an Aspect of all of Bremmond’s paintings and Sarah agrees. above). his ability to stay on his toes and react to sudden changes in his environment. the more detailed the knowledge the character has about the subject. so if the Knowledge Skill Test had a Difficulty of Good (+3) then a Good library or better is required. composition. from alarms to locks. It determines movement and acts as a defensive Skill in physical conflicts. from painting to dance to music. each step above Mediocre gives the character knowledge of one extra language. Sarah tells Maria that Alison is unable to identify the symbol. or Art. Knowledge Tests When 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. (which is Might) and long term endurance (which is Endurance). excepting raw power. Whatever his methods. something that can be used to help authenticate Bremmond’s paintings. Skill Descriptions Academics Academics measures a character’s ‚book learning‛. A character may know a guy. Academics covers knowledge of other languages. Academics is often used to make Assessments (page 12) and perform Declarations (see page 12). In addition. covering the gamut of endeavours. he can spend time researching or experimenting to find the answer as long as he has access to a good library or laboratory in some form. Active searching falls under Investigation Skill. Art Art measures the character’s overall artistic ability.

Empathy This is the ability to understand what other people are thinking and feeling. The stakes of a game are assigned a rating on the Ladder. the gambler gets to make a single Resources Test using the rating of the stake rather than his own Resources Skill.e. Empathy can be used to get a ‚read‛ on someone by performing an Assessment (see above) using a target character’s Rapport as the Difficulty. how to win when gambling. such as searching a crime scene or trying to spot a hidden enemy. Despite the name. If the Gambling Test is successful. The GM should set the Difficulty for the Engineering roll. or its Resources cost. hovercraft. Using Intimidation is often a blatant social attack. If the Gambling Test fails. Engineering is often complemented by the Science Skill (see Combining Skills. Deceit can be used to fast talk a security guard. Endurance measures how well a character shrugs off poisons and disease. this is the Difficulty for the Gambling Test. Guns is used in Physical Conflicts. When looking for deep patterns and hidden flaws. and is the basis for initiative in a social conflict. private games require a Contacting Test to find. This is the Skill used when the character is actively looking for something. Guns Guns is used to shoot any type of personal weapon that fires at range from bows to pistols to automatic rifles. which someone can defend against with their Resolve. Engineering can be used to repair devices. Fists is used in Physical Conflicts. Investigation Investigation is the ability to look for things and. headbutts and bites as well as the use of bare hands. Finding a game to sit in on can simply be a matter of going to a casino. find them. Empathy is usable as a defense against Deceit. otherwise he is in debt preventing him from gambling any more until he can make payment. hopefully. Drive Drive is the ability to operate a ground or water based vehicle. for purposes of building. In addition to fatigue. Endurance Endurance is the ability to keep performing physical activity despite fatigue or injury. It is often used in chases (page 31). If this succeeds. It can be used to spot a liar or help tell someone what they want to hear. carry out elaborate confidence schemes or create simple disguises that can withstand casual inspection (but not close scrutiny. be it a car. given the right tools and enough time (see the table above). page 7). It’s a measure of the body’s resistance to shock and effort. and the stake is cash or easily liquidated assets. Deceit is often opposed by Empathy. if in doubt use the highest value of the device. the gambler must make a Resources Test with a Difficulty of the stakes. any use of the Investigation Skill). It is also useful for eavesdropping or any other activity where someone is trying to observe something over a period of time. Engineering Engineering is the understanding of how machinery works. Investigation may be used to make Assessments. 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). boat or submersible. Gambling Gambling is the knowledge of how to gamble and moreover. Rules for creating items can be found on page 37. It also includes knowledge of secondary things like bookmaking and risk taking. repairing and even sabotaging it. Table – Repair Times Repair Undertaken Remove all Stress Remove a Minor Consequence Remove a Major Consequence Remove a Severe Consequence Time Period A few hours A few hours A day A week Intimidation Intimidation is the Skill of unsettling and sometimes outright scaring another person through physical threats of violence or more subtle psychological means. Repairs also 14 . Finally. require a Workshop (see page 37) with a Quality Rating equal to the Difficulty of the repair minus 2. Endurance determines the number of boxes on a character’s Physical Stress track (see Stress Tracks. i. the gambler can pay his dues. This is also the Skill to use for interrogation. Finally. Fists Fists represents a character’s ability to fight and defend himself whilst unarmed.Deceit Deceit is the ability to hide the truth and convey falsehoods convincingly. this Skill can be used for kicks. in Character Creation). Alertness or Investigation.

Strong wood. It is most often used in chases (see Chases on page 31). A good leader knows how to direct and inspire people. helicopters. This can be used to help the participant recall memories. It’s an indicator of coolness under fire and also represents the drive not to quit. It can play a key part in efforts to resist torture or strange powers. If appropriate. example in combat. Rapport is the catchall that covers everything else. or help them remember information. Furthermore. Reinforced wood. Rules for creating items can be found on page 37. Mysteries Mysteries is knowledge of the supernatural. exterior door. his courage and willpower. the Leadership Skill covers acts of both types. Table – Lifting Might Mediocre (+0) Average (+1) Fair (+2) Good (+3) Great (+4) Superb (+5) Fantastic (+6) Epic (+7) Legendary (+8) Carry (lbs) 5 10 50 100 150 200 250 300 350 Pilot Pilot is the ability to fly aircraft. Rapport is the fallback social Skill. 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). It covers everything from experience with hypnosis techniques to a sense that there is something else beyond the material world. some light plastics. for 15 . heavy door Security door Bending prison bars Safe of bank vault door A character can carry a default amount of weight as shown on the table below. Might This is a measure of pure physical power. hardwood boards. from inspiring comrades to make one last push on a battlefield. While Empathy. Cheap wood. be it raw strength or simply the knowledge of how to use the strength one has. If carrying more than this. and Intimidation are fairly specific in their applications. Might may complement Fists and Weapons if force is a very significant element. Flimsy wood. Deceit. which makes it appropriate for interviewing. or commercial jet airliners. A GM may allow a Mysteries Test as she would an Alertness Test. to notice strange and mysterious things. to navigating the maze of bureaucracy of a corporation. and perhaps convince them to see one’s side of things. As such. the occult and psychic phenomena. Non-reinforced wooden board. bamboo. in effect it is a sixth sense. Rapport Rapport is the ability to talk with people in a friendly fashion and make a good impression. a successful manoeuvre may allow a character to begin grappling with his foe. 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). calm them down. complement. Resolve Resolve is a measure of a character’s self-mastery. allowing Might to be used instead of Fists.Leadership Leadership is a multi-faceted Skill. or restrict some Skill uses. but he also understands how to run an organization. Table – Breaking Things Difficulty Mediocre (+0) Average (+1) Fair (+2) Good (+3) Great (+4) Superb (+5) Fantastic (+6) Epic (+7) Legendary (+8) Description Paper or glass. to modify. Might may be used indirectly as well. this is the Skill to use. Mysteries may be used like the Engineering Skill to create and repair arcane and magical items. Any time a character wants to communicate without an implicit threat. whether they be propeller fighter planes. 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. Mysteries is often used to perform Declarations (see page 12). an interior door. A Mysteries Test with a Difficulty of a willing participant’s Resolve Skill will allow the character to put the participant into a hypnotic trance.

16 . however a distraction can negate this. A character can buy reasonable quantities of anything of a value less than his Resources without worrying about it. While Athletics is appropriate for gross physical activities. cluttered line of sight. success allows the character to survive. Science is often used to make Declarations (see page 12). the GM may increase the Difficulty of making a purchase – anywhere from +1 for a modest amount of red tape. clubs and whips. Finally. from a family trust fund to a well invested portfolio. smoke. The Weapons Skill also covers the ability to throw small handheld weapons up to one zone away. and replacing an idol with a bag of sand without tripping a trap. Resolve determines the number of boxes on a character’s Composure Stress track (see Stress Tracks. Good Lighting. Weapons inherently carries the ability to defend oneself in a fight and as such. Sleight of Hand This Skill covers fine. The hide lasts for one day. greatly diminished visibility Dim lighting. axes. or to use weapons (like a whip) with unusually long reach to attack adjacent zones. When handling animals Survival is often used in a Contest against the animal’s Resolve. to a +4 if the character is limited solely to the already-converted local currency he happens to have in his pockets. If required the character can also help a number of other characters equal to the Effect to survive as well. he can’t. 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. In certain circumstances the GM may allow Science to be used to make Assessments (page 12). Using Sleight of Hand is usually a contest against a target’s Alertness Skill. Weapons This is the Skill for fighting with weapons. Directly opposed by Alertness or Investigation. clear area Resources Resources is a measure of available wealth. the table below suggests some modifiers to apply to the Stealth Skill roll. This Skill represents a broad knowledge of scientific method. pick pocketing. if you’re picking a lock. Survival Survival is a very broad Skill covering virtually every sort of outdoor activity from wilderness survival to animal handling and riding. and includes the field of computers (including hacking) and medicine. the specific form this takes. may be rolled for defence. rather than on its own. if the target is on guard they gain a +2 bonus. no clear line of sight. Environmental conditions can greatly affect the ability to use Stealth. so a character would use this Skill to be a good knife fighter and knife thrower. Its primary role is as defence against most kinds of social manipulation or distraction. As a combat Skill. no visibility Dark. For items greater than or equal to his Resources. Stealth This is the ability to remain unseen and unheard. Characters can only make one Resources roll per scene. Resources is used to determine starting equipment (page 5) and can be used to purchase items. in Character Creation). When a character is in a place where he can’t draw upon his usual resources. Science Science holds the promise of revealing all of nature’s secrets. plus a number of extra days equal to the Effect. thick fog. dexterous activities like stage magic. Table – Stealth Skill Modifiers Modifier +4 +2 0 -2 -4 Environment Pitch black. clear line of sight Bright lighting. For determining whether a character is able to survive in an environment. knives. the player needs to roll against the cost of the item. If successful. the character can afford the item. this ability covers everything from skulking in the shadows to hiding behind a door. most things requiring manual speed and precision falls under this Skill (that said. The cost of items is measured as a purchase Difficulty on the ladder and many items are detailed in the Equipment chapter.Resolve is almost always rolled in response to something. can vary from character to character (and may be indicated and enhanced by their Aspects). the GM should set a Difficulty appropriate to the harshness of the environment. if not. including swords. use Burglary).

if the GM and players are happy to have such stunts available. By doing this. car or favourite hangout. so that they are in line with other benefit stunts. political funding sources. Trevor gains a +2 bonus to the Intimidation Skill when interrogating a suspect in an official police interview. then they should feel free to incorporate them into their game. equipment. The scope of such use is similar to that of a concentration stunt. If trying to assess someone away from those environments David will need to use Trevor’s Empathy Skill. for example a katana. staffs or whips. a specialisation stunt for the Weapons skill could apply when a character is 17 . The scope of this use is quite broad (but does not cover all uses of the skill). For example. knives or axes. Players and GMs are encouraged to give a name to a particular implementation of a template for ease of reference. there are a few methods to limit the power such benefit stunts may have. A Stunt may grant a character the ability to use a Skill under unusual circumstances. workplace. which allows the Investigation Skill to be used instead of Empathy to get a read on someone when speaking with them in their home. or using it in a complementary fashion to another Skill. David and Sarah devised the skill switch stunt ‚Surroundings Read‛. special abilities and even minor powers. When David was creating his character Trevor Maples he and Sarah his GM created a Concentration Stunt that they called ‚Criminal Snitches‛. David and Sarah agree that this means an interview in a police station interview room. These templates provide guidelines on how to create distinct and balanced Stunts. substituting it for another Skill. Stunt Templates Concentration A concentration stunt provides a character with a +1 bonus to a particular Skill when using that Skill in a particular manner. A Stunt might allow a character to gain an effect roughly equal to two shifts. For example. it is possible to build up an extensive list of different Stunts. wielding a particular type of sword. Benefit stunts can provide a character with access to resources. are encouraged to create their own Stunts to fit their game. with another police officer present and the interview being recorded. which actor is secretly seeing that new pop star etc). one which Joe calls ‚I’m on Top of it!‛ Specialisation A specialisation stunt provides a character with a +2 bonus when using a Skill in a very specific way. Sarah finds this too overpowering. David also created a specialisation stunt for his character called ‚Police Interrogation‛. only apply the +2 bonus from the specialisation. when used in a specific way. however requiring a Fate Point to be spent each exchange provides a more balanced stunt. and players under GM supervision. To help with this process Free Fate suggests four templates for Stunts. but not when using clubs. special abilities and other qualities. A character would gain a +1 bonus to Weapons Skill Tests when using such a weapon. Stunts allow the usual rules about Skills to be broken – or at least bent. such as using it in a broader array of situations. which defaults to Mediocre (+0). 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 stunt’s benefit. Benefit A benefit stunt is the catchall category for any other stunt that doesn’t conform to the previous three templates.g. Trevor gains a +1 bonus to the Contacting Skill when gathering information about criminal activity in the city. Skill Switch A skill switch stunt allows a character to use one Skill in place of another when performing a particular task. However. under particular circumstances. For example. a concentration stunt for the Weapons skill could be when wielding bladed weapons – be they swords. This bonus is not gained when using Contacting to learn about any other subjects (e. a skill switch stunt may allow the Athletics Skill to be used instead of Survival to ride horses and other mounts. Joe wants to create a Stunt that lets his ex-con character Mickey act first in every exchange of a conflict. if such imbalance is not desired. When creating benefit stunts some will appear more powerful than others.Stunts Stunts exist to provide guaranteed situational benefits. If the character also has a concentration stunt that overlaps with this specialisation. or otherwise grant other small effects. Games Masters. Put more simply.

these can be used by players and GMs when creating characters. In order to take this new stunt (which Joe calls ‚Ready for Anything‛) a character will need the ‚I’m on Top of it!‛ stunt. explaining that even with this limit Mickey will likely be able to buy something with a cost of Great every session. Joe wants to be able to use Gambling all the time instead of Resources. This initially sounds like a Skill Switch stunt to Sarah. Sarah states that such a stunt requires the character to have an Aspect that identifies him as an active member of the police (or other security service). 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. However.Pre-requisites Some Stunts may have prerequisites in the form of other Stunts that have to be gained before the benefit stunt can be used. 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. Sarah has previously used a stunt called Minions that provides either 6 Fair or 12 Average Minions (see Appendix A) however she feels David’s suggestion is different in that these Minions will have official authority to enforce the law. She states Joe can have the stunt but it can only be used once per game session. This makes the more powerful stunt more difficult to obtain. the powerful stunt is more balanced against stunts that any character can take. 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. able to suffer a lot of punishment. but not wanting to say no. Thus. It is also possible to have pre-requisites in the form of Aspects rather than other stunts. 18 . In these instances more than one type of restriction may be needed in order to balance the stunt. Sarah is reluctant to allow this stunt without a severe restriction. 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 Rating when determining initiative in a physical conflict. 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. Joe’s character Mickey is also a gambler. and also to ensure the character has some motivation to use the backup responsibly. In a previous FATE game Maria played a burly soldier. Joe happily agrees and uses up three of his character’s stunts to take ‚I’m on Top of it!‛ and two instances of ‚Ready for Anything‛. Sarah thinks that this may be too powerful. Sample Benefit Stunts A number of sample Benefit Stunts are provided in Appendix A. Combined Limits Some especially powerful stunts may still seem too imbalanced even with one of the above restrictions. David agrees to the pre-requisite and names the benefit stunt ‚Police Backup‛. Joe accepts and names the stunt simply ‚Winnings‛. David suggests to Sarah a stunt that will allow his character to call upon a number of police officer Minions (see page 27) to act as backup. In addition to having a high Endurance Skill. she allows it but enforces a prerequisite. and Joe suggests a stunt that will allow him to use Mickey’s Gambling Skill instead of Resources to make purchases. This ensures there is always a particular aspect to compel in exchange for taking the stunt. 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. Joe argues that this represents the winnings his character accumulates in games of chance ‚off screen‛. Sarah thinks this is reasonable as it is effectively just a Concentration stunt. Sarah reasons that at least this means a character will have one less stunt available to use to take ‚Ready for Anything‛. except for the fact that Joe hasn’t suggested a reduced scope in which the switch can occur. This will allow her as GM to compel the Aspect to sometimes make the backup unavailable. Joe wants to be able to take the stunt multiple times with the bonuses stacking with one another.

If for some reason a player character is attacking a player character. 19 . however sometimes there are barriers to moving between zones – walls. or Weapons Resolve or Empathy Resolve Resolve or Deceit Zones Zones are loosely defined areas that help adjudicate which characters may interact with each other. Frame the scene Establish initiative Begin exchange a.Conflicts The stories often include moments of intense action and social interaction. b. or the player closest to the GM’s right (if the tie is between player characters). An attack is resolved as a contest. affecting the environment or other people. Running Conflicts Once a conflict begins. simply look for two characters in conflict. 1. Take actions Resolve actions Begin a new exchange Framing the Scene The GM briefly describes the location in which the conflict occurs. A surprised character’s first Defence is considered to be only Mediocre (+0). Athletics. or the player rolling his character’s defence Skill against a Difficulty equal to the opponent’s attack Skill. Not all attacks are necessarily violent.g. the GM should regulate the flow of the action using the following pattern. an agenda (or ‚want‛) pushed by the acting character. Moving from one zone to another may be relatively simple. failing an Alertness Test to spot an ambusher). Actions occur in order of initiative as determined in the previous step. The Skills used to attack and defend depend on the nature of the attacker’s agenda. or by some other means. depending upon whether the player character is attacking or being attacked. the GM declares the zones the scene will cover. This action is usually either an: Attack – an attempt to directly inflict Stress and / or Consequence onto an opponent. doorways etc – that require a character use a bit more effort to move zones. c. When determining whether or not the attack rules apply. each player (or the GM for supporting characters) announces the action his character is going to take. people in the same zone can touch each other. with characters acting from highest to lowest Alertness Skill (for physical conflicts) or Empathy (for social conflicts). the GM and player resolve the action according to the rules described previously and guidance given below. or Weapons Deceit Intimidation Rapport Defence Skill Fists. Establish Initiative The order of characters’ actions is determined at the beginning of the conflict. 2. In turn. declaring any obvious Aspects of the scene. The GM should also determine whether any participants begin the conflict surprised (e. Ties in initiative are resolved in favour of characters with a higher Resolve. 3. Attacks An attack is an attempt to force the attacker’s agenda on a target. Once the action has been resolved the next character gets to act. Table – Attack and Defence Skills Purpose Wound or kill Deceive Scare Charm Attack Skill Fists. Generally. only the attacking character’s Skill is rolled. If the scene takes place in a broad area. or Manoeuvre – an attempt to change the situation in some way. chasms. and the target or obstacle to that agenda. by bullying them. The initiative order is used for the entire conflict. people one zone apart can throw things at each other. and in which zone each character begins. An attempt to persuade or distract someone is also a sort of attack. with the player rolling his character’s attack Skill against a Difficulty equal to the supporting character’s Skill used in defence. Guns. by attempting to injure them. but not in a way that directly harms them Once the action is declared. the defending (or ‚responding‛) character. times when the insults and lead starts flying or swords start swinging whilst wits are challenged. Once all actions have been taken a new exchange is started. Begin Exchanges An exchange is a variable period of time during which all characters involved in the conflict get to act. Any remaining ties are in favour of the player characters (if a tie is between a player character and a supporting character). staircases. and people two (and sometimes three) zones apart can shoot each other.

throw dust in an enemy’s eyes. Most simple manoeuvres like this result in a character rolling against a GM set Difficulty and doing something with the resulting shifts. Sarah’s reply is ‚You tell me!‛ Taking the hint. Sarah further states that grabbing the paint pot is a supplemental action (see below) and therefore Maria’s Test suffers a -1 penalty. or the amount by which the Defense skill failed by) plus any weapon Stress bonus and less any Stress reduction due to armour. Spin that isn’t used on the next action simply goes away. resulting in a 4 on the Plus Die and a 5 on the Minus Die. page 10. David’s character Trevor shot a thug and achieved 3 shifts on the attack roll. or take a debate down a tangential path – that’s a manoeuvre. place a temporary Aspect on him. Sarah states that this will be an attack using the thug’s Fair (+2) Fists Skill. A manoeuvre that doesn’t target an opponent is resolved as a simple action. the aim goes away – this is clearly fragile. Sarah states that the ‚Blinded‛ Aspect will exist until the thug spends a supplemental action (see below) wiping the paint from his eyes. Maria elects to have Alison try to duck out of the reach of the thug by using her Average (+1) Athletics Skill. page 8) and states that a half empty pot of paint sits on the wall directly behind where Alison is standing. Luckily. Maria rolls the dice. Trevor is the next character to act and Maria passes the free tag to him to use. A player might not always be able to justify using Spin. Maria states that Alison grabs the pot and throws the contents at the thug. Temporary Aspects Temporary Aspects that result from manoeuvres are usually ‚fragile‛. and. The opponent can either accept the temporary Aspect. As this was a physical attack this Stress is marked off against the thug’s Physical Stress Track. As it is Alison’s action next Maria elects to take the +1 bonus to Alison’s action. Sarah believes that this is a manoeuvre rather than a direct attack even though Maria will be rolling her Mediocre (+0) Weapons Skill against the Thug’s Average (+1) Athletics Skill. Carrying on from the example above. Sticky Aspects don’t go away after they are first tagged. Maria rolls well for an Effort of Fair (+2). a success! Maria declares that the thug now has the temporary Aspect of ‚Blinded‛. or spend a Fate point to avoid accepting it.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. even if it’s just as simple as shouting some encouragement or providing a distraction. potentially adding a temporary Aspect to the scene (such as ‚Barn on Fire!‛). This exceeds the thugs Fists Skill by 3 shifts and so Alison dodges the thug’s grasp and gains Spin. Some Aspects that result from manoeuvres can be ‚sticky‛. The thug suffers a base of 3 points of Stress plus the bonus from the weapon (+2 for a handgun) for a total of 5 Stress points. Once the shot’s taken. placing an ‚In My Sights‛ Aspect on the target. Maria applies the Plus Die result to increase her Average (+1) Skill Rating for a Superb (+5) Effort. A manoeuvre is either a simple action or a contest. the GM may require that the manoeuvring character gain Spin (see page 7) in order to succeed at placing a sticky Aspect. The only qualifier for using Spin is that the player must explain how his character was able to help or hinder. A manoeuvre can also target an opponent. Maria asks Sarah the GM whether there is anything within reach that Alison can throw into the thugs eyes. The GM is encouraged to be much more picky about whether or not to allow a sticky Aspect to result from a manoeuvre. allowing people to spend Fate points to continue to tag them. if the character who (likely unwittingly) has the Aspect on him manages to break line of sight or move significantly. Maria spends a Fate Point to make a minor narrative declaration (see Fate Points. Sarah the GM has the thug try to grab Maria’s character Alison to use as a shield against any further attacks by Trevor. Consider someone who uses a manoeuvre to take aim at a target. Introducing an Aspect by performing a manoeuvre provides one free tag of that Aspect as described in Introducing Aspects. A fragile Aspect exists for only a single tag and / or may be cleared away by a simple change of circumstances. But it could get lost even before the first shot. with the Difficulty determined by the nature of the manoeuvre. Even if Trevor fails to Manoeuvres When a character tries to jump to grab a rope. Defence and Spin If a character who is defending against an attack achieves an Effect of 3 or more shifts he gains ‚Spin‛. 20 . if successful. Spin provides a +1 bonus or -1 penalty to the very next test made by anyone in the conflict. however this is cancelled out by the Spin bonus gained previously. As described on page 7. draw eyes upon himself in a ballroom. In many cases.

3 for the first zone and 4 for the second). or compelled to cause him to change the subject or direction of an action. the GM may allow this if the player spends a Fate point). flipping a switch right next to the character. but they are indirectly affected. without a weapon in hand. Similarly. Pushing Pushing a target requires a successful attack (usually Fists or Might) and must generate a number of shifts equal to 1 per 100 lbs or part thereof (2 shifts for most people) +1 for each zone the target will be pushed (the +1 is basically the usual cost for moving one zone). For example. each additional zone costs as much as the previous zone did. without moving. A push moves both the target and the acting character into the destination zone. Knockback covers any manoeuvre that can accomplish this. Disarming A successful disarm manoeuvre forces the target to drop his weapon or otherwise renders the weapon temporarily useless.subdue the thug in that exchange. he will suffer a -4 penalty (-1 for the usual penalty. whether or not a roll of the dice is involved. 21 . the goal is the same: keep him from being able to see. or pick up the weapon as a supplemental action. he can’t use the Weapons Skill to defend (Athletics and Fists are still options). which may be tagged to add to the defence of his target. A supplemental action is normally a -1 penalty to the main action. plus one. he has the option of taking his turn any time later in the exchange. two zones would require 4 shifts etc. if they have not acted in the exchange at the time when they are first attacked. However. they may declare a full defence at that point. Sample Manoeuvres Blinding Whether it’s throwing sand in someone’s eyes. the shifts on the manoeuvre increase the penalty. There is no hard limit on the number of free actions a character may take during an exchange. A successful manoeuvre puts the Aspect ‚Blinded‛ on the target. He must explicitly take his turn after someone else has finished their turn and before the next person begins. Throw or Knockback It’s possible for a character to knock something or someone away from himself. This likely involves the attacker rolling Weapons and the defender rolling Athletics. When a character takes a hold action. Any applicable border conditions affect the roll to push. plus an additional -3) to his action that exchange. so are minor actions like casting a quick glance at a doorway. His defensive rolls are not directly affected by this penalty. So pushing a target one zone would require 3 shifts. or shouting a short warning. The target must either spend an action to become re-armed. the same as a Push). again foregoing their normal action for the exchange. To knock something back one zone requires the manoeuvre succeed with 1 shift plus 1 per 100 lbs or part thereof (so an average person would require 3 shifts to knockback one zone. Rolling for defence against an attack is a free action. so that the cost increases dramatically over distance (so an average person would require 7 shifts to knockback two zones. if the disarm attempt succeeds with three shifts. but when a disarm manoeuvre is used. Characters who are defending may declare it at the beginning of the exchange rather than waiting for their turn to come around. Other Actions Free Actions Some kinds of actions are ‚free‛. spraying someone with a harsh chemical or tossing a can of paint in his face. when the target tries to recover his weapon. It can’t force a character to take an action he doesn’t want to (so a blinded character can’t be compelled to walk off a cliff if the character refuses to move). Hold Your Action A character can opt not to act when his turn comes around. By foregoing his normal action. He cannot wait until someone declares what they’re trying to do. however the GM should impose a limit if a player is taking excessive advantage of this rule. with the manoeuvre succeeding if the attacker gets at least one shift. then interrupt them by taking his turn (although as an optional rule. he gains a +2 on all reactions and defences for that exchange. including throws. Full Defence A character can opt to do nothing but protect himself for an exchange. they don’t count as the character’s action during an exchange. the thug will suffer a penalty on his action for taking the time to wipe away the paint.

such as when there is some sort of barrier (like a fence or some debris) or there is some other difficulty (like getting from a rooftop to the street below and vice versa). unless the GM says otherwise. Sometimes the GM may decide a supplemental action is particularly complicated or difficult. minor cuts. Stress and Consequences Stress Stress represents non-specific difficulties character can encounter in a conflict. trivial gaffes and embarrassments. whichever is better. the supplemental action is the one which would normally require no dice roll. a character may move one zone as a supplemental action. and momentary fears pass away. but sometimes conflicts have lasting consequences. These are collectively called Consequences and are a special kind of Aspect. He makes this declaration on his turn. The numeric value of that border increases the penalty for a supplemental move action and subtracts shifts from a sprint action. rather than taking direct action to make something happen – he is performing a block action. Stress suffered from a social attack is marked off against the Composure Stress Track and represents getting flustered. Examples range from drawing a weapon and attacking. he successfully overcomes the block. compelled (and even invoked) like any other Aspect and can have lasting effects. Movement Movement is one of the most common supplemental actions. it is more difficult to move from one zone to the next. phobias. For other types of blocks. and the like. and fatigue. but unless the block is simple and clear. If a player wants his character to move further than that. later that exchange. and rolls the Skill he’s using to block. a character’s Stress tracks clear out. Consequences reduce the amount of Stress taken from a particular blow but in turn can be tagged. injuries. the result is the block strength. getting past the block takes additional effort. The result is the block strength. losing the conflict. to firing off a signal flare whilst intimidating the wolves at the edge of the firelight. Consequences Stress is transitory. the GM may assess penalties based upon how hard it would be. A blocking character can declare that he is protecting another character. minor scrapes and bruises. Sometimes. every time another character tries to perform the blocked action. or how much of a stretch it would be. Supplemental Actions Sometimes a player wants his character to perform a simple action in addition to his main action. Players should never be able to ‚cover all bases‛ with a single block. Trying to get past a block always takes an action. Players may declare a block against any sort of action or actions and may theoretically use any Skill. Even if the action is normally ‚free‛. a Stress received from a physical attack is marked off against the Physical Stress Track (mark off a number of boxes equal to the Stress inflicted). Such supplemental actions impose a -1 penalty on the character’s primary action roll (effectively spending one shift of Effect in advance). The character trying to get past the block rolls the Skill he’s using for the action (not a Skill specifically appropriate to the block). he enters into a contest with the blocker. This represents bruising. though the GM may grant similar latitude in deciding what Skill is being used to get past it. subject to any penalties imposed by the GM. Later that exchange. This movement complication is called a border. When in doubt about which is the primary action and which is the supplemental one. He declares what he’s trying to prevent and what Skill he’s using to do it. When it is reasonably easy to move from one zone to the next. he must perform a primary (not supplemental) sprint action. and rolls the Skill he’s using to block.Block Actions When the character’s action is preventative – trying to keep something from happening. unless the Stress can be absorbed by taking Consequences (see below). and compares it to the block strength. When a characters suffers Stress that equals or exceeds his Stress track he is ‚Taken Out‛. and may increase the penalty appropriately. and thus the GM can declare that it takes up the player’s action for the exchange. any enemy tries to attack the protected character. 22 . At the end of a scene. When. If the attacker gets at least one shift. which entails rolling Athletics and allowing the character to move a number of zones equal to the shifts generated. embarrassments. embarrassed or losing control of the situation. the blocking character declares the block on his turn. the protected character gets the benefit of either the blocker’s defence or his own.

After the victor wins a debate with someone. Major. Trevor finally handcuffs the blinded thug. Whenever the character is hit for Stress. so that cannot be a part of taking someone out. the loser may want to concede somewhere before things reach this point (see Concessions. Similarly. his fate is in the hands of his opponent. a diplomat at the negotiating table is not going to give the victor the ‘keys’ to the empire – that’s probably beyond the scope of his authority. he may use up one or more of these Consequence ‚slots‛ to reduce the hit. players are not always comfortable with being on the receiving end of this and may. Consequences tend to hang around for a while and take time to fade. but having them embarrass themselves and flee in disgrace is not unreasonable. the effect is limited to the character who has been Taken Out. The outcome must remain within the realm of reason – very few people truly die from shame. describing each Consequence as a particular kind of wound or setback that is not easy to shake off. as always the GM is the final arbiter on what is reasonable for the circumstances and severity. Third. David elects for Trevor to take a Minor Consequence which he describes as a ‚Nasty cut on his leg‛. who may decide how the character loses. but he cannot decide how the admiral will respond (or even if the admiral was particularly bothered). he also writes down the Minor Consequence. Severe and Extreme. Trevor is unable to subdue this second attacker and again is struck. Severe and an Extreme Consequence. so it’s not an appropriate part of the resolution. spend all the Fate points they have left (minimum of one) and demand a different outcome. this time for 3 Stress points. the effect must be reasonable for the target. The victor may declare that the loser has made a fool of himself in front of the admiral. but there are a few limits: First.Just like any other Aspect that a player introduces to a scene. the person taking the Consequence gets to describe what it is. Normally. However. Minor Consequences negate 2 Stress points Major Consequences negate 4 Stress points Severe Consequences negate 6 Stress points Extreme Consequences negate 8 Stress points The exact nature of the Consequence should depend upon the conflict – an injury might be appropriate for a physical struggle. if they wish. Being able to determine how a character loses is a very powerful ability. Lastly. Despite help from Alison. a character cannot carry three Minor Consequences. however the attack would only have inflicted 3 points. The character has decisively lost the conflict. David marks off the 2 Stress on Trevor’s Physical Stress Track taking the total to 3. if this is a real concern. the manner of the Taken Out result must be limited to the scope of the conflict. an emotional state might be apt for a social one.e. so having someone die as a result of a duel of wits is unlikely. below). People do not (normally) explode when killed. Consequences fall into four levels of severity. This means Trevor will be ‚Taken Out‛ unless he takes a Consequence. No Stress is suffered and David writes down the new Consequence. Following a short scuffle. and even if it’s not. so long as it’s compatible with the nature of the attack that inflicted the harm. Trevor needs to suffer another Consequence or be Taken Out. the player of the attacking character who inflicted the Consequence gets the first tag of that Consequence for free. Minor. Second. This negates 2 Stress meaning the attack only deals 2 Stress points. A character can only carry three Consequences at a time (barring Stunts which may allow more) and only one Consequence of each severity level (i. What he will do is make a deal that is very much in the victor’s favour and possibly even thank him for it. As he has already taken a Minor Consequence David elects for Trevor to suffer a Major Consequence ‚Stabbed in the hand‛. but could have a Minor. Taken Out If a character suffers Stress that equals or exceeds his Stress track and has already taken three Consequences then the character is Taken Out. and unlike the other levels of Consequence. A failed defence test results in Trevor taking another 4 Stress! Added to the 1 point of Stress he has already suffered this would equal his Physical Stress Track of 5 boxes. it’s unlikely something he would give these away under any circumstances. and the GM (or winning character) should then make every effort to allow them to lose in a fashion more to their liking. A Major Consequence can negate up to 4 points of Stress. he cannot decide that the loser concedes his point and the loser gives him all the money in his pockets – money was never part of the conflict. That said. during which Trevor suffers 1 point of Stress. 23 . in all the excitement Trevor fails to notice the thug’s friend sneaking up behind with a knife. Unlike the temporary Aspects resulting from manoeuvres.

The character inflicting the damage can always opt to not take the Concession. Recovering from Minor Consequences Minor Consequences are removed any time the character has the opportunity to sit down and take a breather for a few minutes. but it’s not a great choice for a ‚Bad Ankle‛. Needless to say the experience should have a profound effect on the character and result in the change of some of their Skills and Aspects. Healing or recovery will take a few months. realising that Trevor is only another couple of Stress points away from suffering a third Consequence (which must be either Severe or Extreme) decides to offer a Concession to the second thug. a character’s Stress tracks clear out after the scene has resolved. that Trevor painfully retrieves the keys to the handcuffs from his pocket and throws them to the thug shouting ‚Take your damn friend!‛ before collapsing against a dumpster holding his bloody hand. he gets a break. If the Concession is accepted. If the GM declares that the Concession was a reasonable offer. A Concession is essentially equivalent to surrendering. An afternoon of hiking might be a great way to get past a ‚Heartbreak‛ Consequence. Depending on the type of Major Consequence they remain in place until the character has had the opportunity to take anything from a few hours of ‚downtime‛ up to a few days. Consequences however can take longer to recover from. perhaps on their deathbed or fried within an inch of his life. Maria’s character Alison has not been Taken Out. spending time with a charming member of the opposite sex. Recovering from Extreme Consequences Extreme Consequences generally put characters in accident and emergency. These could require sophisticated medical treatment usually only found in major cities. Minor Consequence – A few minutes Major Consequence – A few hours to A few days Severe Consequence – A week to A few weeks Extreme Consequence – A few months No Time to Recover If the character is in back-to-back sessions with no in-game time between them. He suggests to Sarah. the GM. and the character who refused it loses one. These Consequences will last until the end of the current scene. he also has the option of offering a Concession. The Concession is an offer of the terms under which the character is Taken Out. any Consequences he begins the session with are treated as one level lower for how quickly they’re removed. Recovering from Severe Consequences Severe Consequences require substantial downtime. then the character who offered it gains one Fate point. but could be cleared up before the next adventure begins or at least reduced one level. and is the best way to end a fight before someone is Taken Out (short of moving away and ending the conflict). the conceding character is immediately Taken Out. 24 . or trained counsellors on hand 24 hours a day to stop you going over the edge. and she may still attempt to confront the thugs – but any such attempt will be without Trevor’s help. Many conflicts end with a Concession when one party or the other simply does not want to risk taking Major or Severe Consequences as a result of the conflict. Recovery As stated previously. It’s likely that the character will be left with lasting effects in the form of an Aspect (such as ‘Prosthetic Leg’ or ‘Branded a traitor’). The only exception is if there is no break between scenes – if the character doesn’t get a chance to take five. although not unconscious or dead. David agrees. Of course. the Consequence will remain in place. such as in a multipart adventure. and will usually be removed after that. Sarah clarifies that Trevor won’t be able to try to stop the thugs escaping if he accepts the Concession as.Concessions Any time a character takes a Consequence. unless the GM says otherwise. sleeping in a comfortable bed. in the nearest rehab. measured in a week to a few weeks. David. Trevor will still be considered Taken Out. or sitting on a beach to ‘forget about it all’ or anything else so long as it’s appropriate to the Consequence. but doing so is a clear indication that the fight will be a bloody one (literally or metaphorically). This may mean getting treatment for an injury. or when neither party wants to risk a Taken Out result that might come at too high a price. but rather than letting the victor determine the manner of his defeat. Generally this means that such a Consequence will linger for the duration of a session. in jail. he is defeated according to the terms of his Concession. Sarah considers the suggestion – losing their handcuffed suspect is a significant setback to Trevor and Alison. Recovering from Major Consequences Major Consequences require the character get a little more time and distance.

The Difficulty of the roll depends on the severity of the Consequence per the table below. forfeiting his next action). Every two shifts beyond the first improves this effect by one. Make a Science Skill test against a Difficulty of Mediocre (+0). At the beginning of an exchange. The severity of the Consequence is determined by the height of the fall per the table below.. and Force. an Athletics test should be made. Almost everything is on fire. the character will need some kind of medical kit or equipment and must spend a scene providing proper medical attention.. An area of 2 means it affects one zone and every zone adjacent 25 . this has the effect of limiting the extent to which the Aspect can be compelled. Difficulty Fair (+2) Great (+4) Fantastic (+6) Not possible Consequence Minor Major Severe Taken Out First Aid When using the Science Skill to perform first aid in the middle of a conflict. The Area of an explosion determines how many zones the explosion will cover. Multiple such attempts may not be made. Table – Fire Intensity Intensity 0 1 2 3 Description The building is on fire. the time to recover may be reduced by two steps instead of one.Medical Attention A character trained in the Science Skill can attempt to provide first aid to an injured ally during a conflict and also provide long term care afterwards. Complexity is the Difficulty to disarm the bomb once the fuse or timer has been triggered. Area. the fall is treated as one category worse than it is. Explosives have three ratings: Complexity. the subject may remove one point of Stress from his physical Stress track. treat the fall as one step shorter Table . a ‚Bleeding to Death Aspect‛) – in game terms. If the Effort is less than Mediocre (+0). for example. if it succeeds with at least one shift. They are deadly and can end a fight or alter a scenario significantly once used. you have only moments to live. long-term Consequences. Intensity works as follows. but the fire can be avoided. and the flames lick up near you. with five shifts. the character must take a full action with a target who’s not trying to do anything else (i. When a character falls. then the time it takes the subject to recover from the Consequence is reduced by one step on the time table. Table – Medical Care Difficulties Consequence Minor Major Severe Extreme Difficulty to Reduce Time Mediocre (+0) Fair (+2) Great (+4) – requires Great level medical equipment or facility Fantastic (+6) – requires Fantastic level Medical facility Explosions Explosions and other area attacks have the potential to do damage against everyone within their radius. A given person can’t be the target of more than one first aid action in an exchange. Fire Fire is rated by its intensity.e. a fire inflicts its intensity in physical Stress on every person in the scene. Other Sources of Injury Falling If a character jumps or falls from a height he may suffer damage in the form of Consequences (see above). when the doctor in question gains Spin on the test. a character can remove three Stress. Inferno! There may well be nowhere to run. An area of 1 means the explosion affects only one zone.g. If the roll is successful. If the Effort equals or beats a Difficulty based on the height of the fall.Falling Fall Short Medium Long Extreme Height 20 feet 40 feet 100 feet 100+ ft. This is a use of Science to directly address someone’s physical. At the GM’s discretion. and the heat is pressing in on you in waves. Success can also be used to ‚stabilise‛ someone who has taken a Severe or lesser Consequence that would appear to be life-threatening (e. Long Term Care When using Science to address someone’s longterm injuries. Everything is on fire.

If the thrower makes a bad throw – missing the Mediocre target entirely – then as noted. Investigation or Science) – either to prevent exposure or determine the cause of someone’s ailment. it’s an attack using Weapons against a Difficulty of Mediocre. which may reflect lethal damage. If successful. the explosive lands in the thrower’s zone. he is Taken Out immediately and suffers an Extreme Consequence. Regardless of severity. the Victim gains Spin on an Endurance Test. the Force value is the Difficulty of the free action Athletics test to take cover behind something solid enough to take some of the brunt of the blast. Anything short of Spin has no effect – they’ll have to hope that they get a turn before it goes off to move away. The Force of an explosion drops by one for each zone it crosses. The thrower does not have the option to reduce it. if the GM allows. or knockout drugs. and an Area of 3 expands it out to all zones adjacent to that. When a character throws an explosive. it lands in the thrower’s zone. If successful. e. ingestion. Once per scene the victim makes an Endurance Skill Test with a Difficulty of the poison’s Potency. 26 . but if the Test fails the victim immediately gains the Aspects as described in the poison. Many such poisons may stop if the player acquires Spin on his Endurance Test (beating the Potency by 3 shifts or more). the victim must make an Endurance Skill Test with a Difficulty of the poison’s Potency.to it. such as with medical treatment (or even inducing vomiting). these Consequences do not disappear until after the poison is cured. This process repeats until the poison is cured or. If successful the symptoms are passing.g. the explosive lands in an appropriate zone (thrown weapons have a range of one zone). A victim must make an Endurance Test Skill Test with a Difficulty of the poison’s Potency. Such poisons are often found on the blades of enemies and tips of blowgun darts. everyone within a zone covered by its Area rolls Athletics against the attacker’s Weapons result (from above). whilst Subtlety is the Difficulty to detect or analyze it (using Alertness. so characters in an adjacent zone have to deal with a Force level that’s one lower. though in such a circumstance everyone else merely faces a Mediocre Difficulty to dive clear. The Force of an explosion drops to zero once it reaches its maximum radius indicated by the area. If the Test fails by 3 shifts or more (the Poison effectively gains Spin) the victim suffers a Consequence (beginning with a Minor Consequence if one is not already being suffered). in which case he makes a miraculous escape). The poison continues to act. The thrower has the option to reduce everyone’s Difficulty to dive clear (he may not want to make it too difficult for his allies to dive away). and if not. exotic poisons put one or more additional Aspects directly on them (as with a manoeuvre rather than an attack). Poisons Poisons have a Potency and a Subtlety Rating. The Force of an explosion is a measure of how dangerous it is once it finally detonates. the character takes a Major Consequence (unless he generates Spin. Fast Acting Poisons Fast Acting poisons inflict Stress on a target. Throwing Explosives Throwing an explosive as an attack works in two stages. If he fails. Slow Acting Poisons Slow Acting Poisons inflict Consequences on the victim over a prolonged period of time. inhaled or injected. If the Test fails the victim suffers a point of Stress for each shift by which the Test failed. When an explosive detonates in a zone that a character is in. they may move one zone away from the zone the explosive is in by ‚diving clear‛ as a free action. If they gain Spin on this defense roll. with the Difficulty for the thrower to dive free increased by one for each step he missed the target. The duration of these effects depends upon the poison. People unaware that a detonation is impending automatically fail this roll. If there is a border between the zones that would provide some cover (like a wall) it also reduces the Force by the value of the border. Poisons also need a means of application. Potency determines how hard it is to resist and treat. Exotic Poisons Rather than damaging their target. When the explosive lands. with the victim making further Endurance Tests before the first initiative of each exchange. When such a poison is introduced into the system. otherwise they will have to deal with a detonation scenario as described above. as long as that Difficulty is not reduced below Mediocre. This repeats every exchange until the end of the scene (at which point the poison has run its course) or until the character somehow stops the poison.

This Difficulty is based on the hoodies Minions The term ‚Minions‛ is used to refer to the large number of faceless followers of important. each of which is treated as a single character in the conflict. if the story may require an Extra to make a Skill Test then the GM should refrain from creating them as fully blown characters. they are the cast of people on the fringe of the story. The attacking character’s Stress bonus from a weapon is only counted once. as well as their capacity for Stress. Together. This allows the GM to minimize the number of dice rolls being made. Sarah the GM asks David to make a defence roll using his default Mediocre (+0) Fists Skill against a Difficulty of Fair (+2). Average Minions can take one box of Stress. Often. Table – Minion Quantity Bonuses Number of Minions 2 to 3 4 to 6 7 to 9 10+ Bonus +1 +2 +3 +4 Extras Extras are those supporting characters who don’t often take up much ‚screen time‛ in the adventure. and Good can take three. an encounter with an extra is purely social in nature and no Skill Tests are involved. named characters. Examples of Extras include the storekeeper who sells you that roll of duct tape and happens to mention the ‚rough looking characters‛ who were in his store earlier. These groups don’t necessarily need to be equal in number. Minions who act together as a group are much more effective than individual Minions. Extras Minions Companions Named Characters Quality Minions may be either Average (+1). Quantity The quantity of Minions is simply the number of Minions present. Minions are the bodies of the faithful that the heroes must climb over to take on that villain. Minions act in one or more groups. The GM may build a villains’ mob using the Minion Stunt (see Appendix A) but should feel free to assign minions on an as needed basis. Trevor Maples is continuing his investigation when he is ambushed by a group of three ‚hoodies‛ wielding knives. and the politician’s aide who stymies your attempts to get an interview with his boss. people met along the way. the border guard who reviews your forged papers for a tension filled moment before waving you through. However. she should split them up into several smaller groups – preferably one group for each player character they face.Supporting Characters Supporting characters are all the people portrayed in the game by the Games Master. when a GM has a large number of Minions. This quality denotes their base effectiveness in one sort of conflict (physical. Fair can take two. This means a solid enough effort can take out an entire swath of Minions. As a rule of thumb. to the corporate CEO who is behind the villainous acts the player characters are investigating. but rather define their three highest rated Skills (rarely rated above Good) and maybe an Aspect or two. even when the player characters are facing off against a group of twenty frothing cultists. Minions only have a single Stress Track against which both Physical and Composure Stress is marked. any overflow of damage is applied to the next Minion. They attack as a single group. ranging from the cheerful bartender at the characters’ local pub. Minions have two important statistics. Fair (+2) or Good (+3) quality. sometimes it makes sense to pit the largest group of Minions against the most capable opponent. Also. Quality and Quantity. rather than the characters of the other players. There are four different types of supporting characters that are used in a game of Free FATE. grouping Minions together makes it a little easier for the characters to eliminate several Minions in a single action. 27 . gaining a bonus to their effective Quality for purposes of Tests in conflicts. it is for this reason that they are sometimes referred to as Non-Player Characters (NPCs). social or mental). Supporting characters include both the friends and foes of the players’ characters. but then any Stress reduction from armour the Minions are wearing is equally only applied once. often the villains of the piece. When Minions take Stress damage.

It has no benefits for the Minions. This has two benefits for the leader: he receives a bonus based on the group size (including him so even a single minion will result in a +1 bonus). an Effect of 2 shifts. this can be increased with the Quality Advance (see below). This Quality Rating is used for all tests during a conflict of the appropriate type. but that’s more or less their job. is to improve the effectiveness of their leader. but who can still help out their minions in a fight. David succeeds in his defence roll and actually manages to gain spin! David elects to have Trevor attempt to intimidate the hoodies into running off (a social attack). Sidekicks with the Endurance Skill and Aides & Assistants with the Resolve Skill get extra Stress boxes just as a character would. in effect he is providing the Quantity bonus to his Companion. this results in a final Effort of Great (+4). David reminds Sarah that he had called upon his ‚Police Backup‛ Stunt a few minutes before encountering the hoodies and offers up a Fate Point to have them appear now rather than later. and Stress suffered is applied to Minions before it’s applied to him. and thus grant a +1 bonus in appropriate conflicts due to group size (a Quantity of two including the named character). Companions have a Quality rating which by default starts at Average (+1). The type of conflict that the Companion can assist with determines her type. Sarah accepts the Fate Point (this is effectively a minor narrative declaration) and allows David to narrate how three uniformed police officers round the corner to join Trevor as he stares at the last remaining hoodie. Companions have one Stress box per level of Quality plus one. David uses his Good (+3) Intimidation skill with a +1 bonus for Spin against the Difficulty of Fair (+2) – although this is a social attack Sarah believes the Minions’ Quality should still apply as it is in the midst of a physical conflict. As the minions are only Average Quality the first Stress point takes out one Minion. Companions are either granted as a short-term story element by the GM. They are attached to named characters in the same way Minion groups are. In addition Companions give the named character the ability to withstand an additional Consequence 28 . they are considered to be attached. and the overflow (another Stress point) takes out a second Minion. one Fair and one Average Skill.being Average (+1) Quality with a Quantity bonus of +1. By default. David rolls the dice and gets a 5 on both dice. a Companion can assist in one type of conflict (though the Scope Advance can expand this). Trevor now gains a +2 Quantity bonus for having a group of four (himself and three Minions). For example a Good quality Companion has one Good. Companions only have a single Stress Track (though see the Scope Advance for exceptions). for example a Good (+3) quality Companion has 4 Stress boxes. Sarah describes two of the hoodies shouting ‚Run! He’s a cop‛ and then fleeing. a character with the Leadership Skill attached to a group of Minions may use his Leadership Skill to Complement the Minions’ Skill in Tests (see Combining Skills on page 7). Companions Companions are characters who are a little more important than Minions but are not quite fully fledged named characters in their own right. Leaving or attaching to a group is a free action. This allows for villains who don’t have much combat Skill themselves. Like Minions. be they ninjas or yes-men. Whenever a named character and a group of Minions are attacking the same target. She notes that now that only a single Minion remains no Quantity bonus applies. who give up their ability to act independently. If desired the named character to whom the Companion is attached may substitute the Companion’s Skill level in place of his own if it’s higher. Companions also get a single Skill column (instead of a pyramid) with a number of Skills equal to their Quality. The Quantity bonus still applies if the named character has at least an Average rating in the Skill in question. or are established through the purchase and use of the Contact and Close Contacts Stunts (see page 40). you’re nicked!‛ growls Trevor. meaning his Skill goes unmodified. and also to have some measure of ability in tasks outside of their normal scope. and a character may detach from a group automatically by moving away from it. and 2 Stress applied. Like Minions. ‚Give it up son. Alternatively. These Skills allow the Companion to be of use outside of conflicts (unlike Minions). Table – Companion Types Type Sidekick Aide Assistant Conflict Physical Social Mental / Knowledge Mixed Groups One of the main uses for Minions.

Maria has selected the Contact Stunt for her character Alison Havers. Named Characters Named characters are the other major characters in the story who have a name. or otherwise removed from the conflict (the severity of the Consequence would indicate how long the Companion is Taken Out for). They might be major players such as the player character’s boss. This Advance may be taken several times up to a maximum Quality of Great. Sarah sees no issue with this. They may be summoned again in a later scene if needed again. A summoned Companion vanishes or leaves if the summoning character is Taken Out. the evil alien or mad scientist. with a pyramid of Skills. the Consequence that the Companion is knocked out. 2 Fair. Quality Improve the Quality of a Companion by one step (from Average to Fair. For example a Good quality Companion with the Skilled advance would have 1 Good. and so on). This normally takes at least one minute but you may spend a Fate point to accomplish it in a single round. in addition the Companion can access the named character’s Fate Points and up to 2 of his Aspects that would also apply to the Companion. This advance may only be taken once. Stunt This advance allows the Companion to take a single Stunt and may be taken a maximum of two times. Another Skilled advance would add only 1 Average Skill. kidnapped. a set of Aspects and Fate Points. though suggests that Maria makes one of Alison’s Aspects relate to the spiritual nature of the companion so that it can be Invoked and Compelled in ways that will represent the incorporeal nature of the Companion. Named characters are defined just like player characters. Maria defines her Companion as an Expert. This may be taken twice. A Companion can have a number of Advances. Fair to Good. Physical & Social. However each new column is one rank lower than the last column. 2 29 . Keeping up If the Companion’s patron has a means of locomotion or stealth that makes it hard for the Companion to keep up with him. Advances Communication The Companion has some means of communicating with her patron in even the strangest of circumstances (a psychic link. with 3 Stress boxes and two Skills. Average Skills. Maria choose Fair (+2) Mysteries and Average (+1) Empathy. providing a +1 bonus to the Spirit’s Mysteries Skill when related to psychic phenomena. Unless she has the Independent Advance a Companion requires a Fate point to be spent by the named character in order to act alone. This ability is useful only for keeping up with her patron when attached. then the Companion with this advance has a similar ability. or all three scopes of conflict has both a Physical and Composure Stress Track and may gain extra Stress Boxes from both the Endurance and Resolve Skills. as opposed to Guard #3. allowing them to assist in an additional type of conflict. Summonable No matter where you are you can summon your Companion to you. quite fitting for a spirit.– specifically. Independent The Companion can act independently without the named character needing to spend a Fate Point. a major ally or enemy. allowing the Companion to be effective in all three scopes. with each advance making her more capable. Stunt is chosen as a second Advance and is used to give the spirit the Concentration ‚Psychic Phenomena‛ Stunt. Scope Improve the scope of a Companion. and for no other purpose. The third Advance is Summonable. It could be the main henchmen or the player’s arch nemesis. One Advance is spent on Quality increasing the Companion to be Fair (+2) Quality. Interestingly Maria asks Sarah the GM whether this Companion can be a spirit who advises her. This does not allow the Companion to take Companions or Minions themselves.e. A Companion able to assist in Physical & Mental. If desired a GM can set the apex of the Skill pyramid (i. able to assist in Mental and Knowledge based tasks. the top rated Skill) at a higher or Skilled Each time this advance is taken the Companion gets an additional column of Skills. a dedicated radio transceiver in a wrist watch etc). The Contact Stunt provides a Companion with three Advances. The Spirit is thus a Fair (+2) Aide. and will not last more than one scene either way.

Kevlar Vest Aspects and Fate Points Extras. four at Fair and five at Average. their Aspects exist solely to be tagged and compelled by others. or even another member of the entourage. Stunt Hand gun. celebrity.lower rating than Great (+4) – the apex Skill rating for a starting player character. science facility or casino. glare menacingly at the shooter and still drive his charge away from danger. The hand gun may not be appropriate in some countries (e. the same sort of Minions could represent a King’s courtiers (minus the cameras!) Sample Companions Bodyguard (Sidekick) Scope: Quality: Skills: Stunts: Stress: Advances Gear: Physical Good (+3) Good (+3) Endurance. who can arrive in a minute and whisk his patron away even faster. Summonable Hand gun These are the stereotypical low level guards providing security to a bank. and +1 when using his Personal Aircraft).g. In an historical game. These Minions represent the lab coat wearing scientists who the villain can coerce into brute force hacking nuclear missile launch codes and military satellites. they can be a potent force in thwarting attempts to engage socially with the This is a smart and socially savvy advisor who can assess his patron’s verbal sparring partners and provide general assistance. Skittish). Sarah the GM is creating a nemesis for David and Maria’s characters for the next scenario. Fair (+2) Intimidation. Hand gun This companions is a surly bodyguard. Average (+1) Drive Brawler  (two extra boxes for Endurance Skill) Quality x2. take a bullet. Obedient to a fault. clip board. He is always at his patron’s side. 30 . Laptop Celebrity Hanger-ons Scope: Quality: Quantity: Stress: Gear: Social Average (+1) Groups of 6 (+2 bonus)       (1 box per Minion) Cameras These are the entourage who follow in the wake of a media celebrity.g. Pilot Skill Tests are made with a +3 bonus (+1 for Pilot Skill. Sarah wants the nemesis to be able to outclass the two characters and so sets the Skill pyramid apex as Superb (+5). Scope Mobile Phone. Faceless Scientists Scope: Quality: Quantity: Stress: Gear: Mental Fair (+2) Groups of 6 (+2 bonus)       (2 boxes per Minion) PDA. Sample Minions Security Guards Scope: Quality: Quantity: Stress: Gear: Physical Average (+1) Groups of 3 (+1 bonus)    (1 box per Minion) Club. however they do not gain Fate Points. the United Kingdom). Helicopter Pilot (Sidekick) Scope: Quality: Skills: Stunts: Stress: Advances Gear: Physical Average (+1) Average (+1) Pilot Skill Concentration ‚Helicopters‛ Personal Aircraft  Stunt x2. unless instructed to undertake tasks independently. three at Good. or who a hero can call on for aid in thwarting such attempts. two at Great. This means the villain has one Skill at Superb. PDA. or a menacing glare. +1 for Skill Concentration. white lab coat A personal helicopter pilot for the villain. For example. who can fight off multiple attackers. Keeping up. Luckily they can be Taken Out with a witty put down. Minions and Companions may have one or two Aspects if the GM desires (e. Personal Advisor (Aide / Assistant) Scope: Quality: Skills: Stunts: Stress: Advances Gear: Mental and Social Average (+1) Average (+1) Empathy None  Independent.

the Chase Scenes rules become appropriate. Over the course of the chase. forcing the prey into difficult terrain or otherwise making trouble. the minion vehicles attach to the named leader normally. he takes no Stress and inflicts Stress to the fleeing character’s person. With that in mind. Pursuer Makes Test to “Attack” Next. and all of the pursuers acting as a single unit making a single roll. the fleeing character escapes. or rip up his tires on a tight turn. If the pursuer is Taken Out. his vehicle or his mount takes Stress as if failing a Defense roll. Chased Character Makes Test The player of the character being chased then makes an appropriate Skill roll against the declared Difficulty. If the pursuer fails the test. Pursuer Performs a Manoeuvre Alternately. with each car equating to a minion. vehicle or animal gets injured or slips out of control and suffers Stress equal to the number of shifts the player rolled below the Difficulty (as if the character had failed a Defence roll in a physical conflict). if the pursuer is not looking to damage the fleeing character or his ride / mount. just as if making an attack. If there’s a named pursuer with a handful of unnamed companions. The Skill used is dependent upon the means of locomotion: Athletics for a chase on foot Drive for a car chase or in watercraft Pilot for a chase in aircraft Survival for chases on horses or similar mounts. This Skill is modified by the Speed of the vehicle or mount if appropriate (see page 7). however often chases are a lot more crazy than that – it’s a lucky hero who is only pursued by only one vehicle! Multiple vehicle chases usually use the Minion rules (see page 27). Chase Conflicts Chases play out like any other conflict. if there are a lot of cars – say you have a named pursuer who has 10 minions – it’s a little hard (and anticlimactic) to have all of the vehicles on the field at once. and new cars come in to take their place. the character pulls it off. The key to enjoyable chases is that they aren’t all about speed. When you look at movies and the like. and describes what complicated and dangerous manoeuvre he’s performing that this Difficulty matches. he may roll for a Manoeuvre (see Manoeuvres on page 20). This represents getting close and grabbing at the fleeing character. the pursuing minions come at the player sequentially. riding an animal. Ending the Chase The above sequence of events repeats for each exchange until eventually one party or the other will be Taken Out. the player of the pursuing character (see below if there is more than one pursuer) rolls against the same Difficulty. slamming bumpers. he suffers Stress just like the chased character would. the character. If successful the Manoeuvre succeeds. In a straight race the faster person. However. This continues for the duration of the chase until the 31 . overzealousness or poor driving has had him collide with a nurse’s trolley. they crash. if the pursuer is the one left standing he has captured his prey. firing some shots. sideswipe a vegetable stand. If the Skill Test succeeds. If he fails. car chases or dogfights in the sky. Multiple Vehicle Chases The above chase conflict rules work well when one character is chasing another. vehicle or animal according to the shifts on the roll. If successful. Chase Scenes Chase scenes occur when the players are being pursued by a large enemy force that appears in waves. it goes less well than planned – the character. and at that point the chase concludes. but if he fails. with a new minion coming in as a prior one is Taken Out. with the main villain or henchman (a named character) staying out of the chase usually until the last conflict. when you want to play out a more extended chase that has this kind of pacing. be they on foot. the usual pattern is that a few cars show up in pursuit. A chase scene is made up of a number of Chase Conflicts.Chases Chases are the staple of many thrillers. Declare Difficulty for Exchange At the beginning of each exchange in a chase (regardless of initiative) the chased character’s player declares a Difficulty of his choice. with one or two small differences. animal or vehicle will win but that sort of situation should almost never happen. and this process repeats until there are no more reinforcements.

at least. some may be kept back to pay for Tricks (see below). the GM is allowed to spend additional points (up to half the remaining total) on purchasing additional Minions. The GM may not wish to spend all these points on Minions though. which immediately enters the chase. Table – Minion Chase Point Cost Points per Minion 1 2 3 Minion Quality Average (+1) Fair (+2) Good (+3) The Last Pursuer If the pursuing villain is not going to join the fight herself. the minions never attach. 32 . For example a vehicle has someone with a gun in the passenger seat. It also has one other benefit from this list: +3 Stress Boxes +1 to Athletics. reflecting how well planned and co-ordinated the effort is. since in theory. and costs all remaining chase points (minimum of 1). Each minion costs a number of points based on its value. The last pursuer is always more impressive than the previous minions. This is the last ability the pursuer can use. Any time the fleeing character takes Stress. Other pursuing vehicles do not need to defend against this attack. it is increased by one as long as this Minion is still on the field and able to shoot. the GM controlled named pursuer is given a certain number of points. being heroes. This is one of main tools the villain may use to offset the loss of not involving herself directly. she can try to end the chase with one last. at which point. which are immediately added to the field.named pursuer is out of minions. Table – Chase Points Points 5 10 20 Type of Chase Scene A short chase A major feature of the adventure A climactic marathon of a chase Shotgun! The baseline use of this value is to determine how many minions the pursuing character has. replacing individual minions that have been Taken Out). tougher-than-usual Minion. all the minions on the field of play have been Taken Out). at any time there are no pursuing vehicles (i. By spending one point. Assign Pursuer’s Chase Points At the beginning of a scene. Perhaps the car is big and armoured. she enters the fray and the chase is then resolved as a final Chase Conflict. don’t usually use these rules. In return for this. Road Hazard The pursuers have managed to get someone ahead of the fleeing character who launches an attack! The attack uses the named character’s Leadership Skill as the attack value. Also. however if any PC has the Minions Stunt it might be suitable to have him be the named pursuer. Pilot or Survival Rolls Armed (the Last Pursuer is always treated as having the Shotgun! Effect). the villain herself cannot subsequently join the chase. which represent the total value of the pursuit. Purchase Minions At the start of the chase. but with one extra box of Stress capacity for each point spent beyond the minimum. the GM can spend as many points as she wants (up to the total value of the pursuit) in order to buy Minions for the named pursuer. they’re aware that the hazard is forthcoming. like a biplane. Higher Quality Minions cost more points.e. which is often to the fleeing character’s benefit. the pursuing villain is given a few tricks to balance the scales. Players. so they use their own Skill. Because for much of the chase scene the named pursuer is not on the field. The Last Pursuer is treated as a Good Minion. sleek and black. These vehicles must all be of the same Quality. Tricks The GM may spend 1 point per exchange for any of the following effects: Reinforcements This trick allows the pursuing character to add multiple Minions at once. or maybe it’s something completely unexpected. If the Last Pursuer trick is used. since they are potent individuals of action. 1 point of armour (reducing Stress taken by 1) She can choose to have all of these minions go after the characters from the start or she can hold some of them in reserve (in which case the reserve vehicles enter the chase one by one. the GM can spend points to add a single additional pursuing vehicle. One of the pursuing Minions is able to make a ranged attack at the fleeing character in addition to simply pursuing. Drive.

Chase Example Back on page 10 we saw the suspect Jimmy make a break for it when confronted by Trevor Maples in a pub’s backroom. inflicting 1 Stress on Jimmy leaving him Taken Out. hitting Jimmy hard and sending him reeling into the gutter. This allows him to contribute to the chase. a passenger who is shooting does not get normal attack results. There is a limit though! The same passenger may not help two exchanges in a row. Unfortunately even with a roll of +1 he fails with only an Average result. If the GM has used The Last Pursuer trick already. increased to a Great (+4) result from the Aspect Invocation. pushing a crate out the back (Might). or just shouting ‚look out!‛ when dramatically appropriate (Alertness). a Poor (-1) result meaning Jimmy suffers 4 Stress Points. she may use the same rules as The Last Pursuer. Jimmy is a named character with Fair (+2) Athletics and a Physical Stress Track of 5 boxes. Trevor pursues Jimmy into the road. be it shooting at the pursuers (Guns). and begins the end of the chase. replacing the minion Quality with her own Skill. These rules allow chases to be resolved quickly and also focus the chase experience around the person in the driver’s seat. David then gets to roll for Trevor. Each exchange. and if she does not have a signature vehicle or mount. The stats of the pursuer’s vehicle or mount (if appropriate) depend on the pursuer. Between gasps and wheezes Trevor announces ‚You’re nicked!‛ Passengers Whether in a simple Chase Conflict or in a fully fleshed out Chase Scene. The pursuer must only roll if a hazard is described that forces him to respond. Furthermore. player characters not directly involved in the chase (e. one passenger may assist the driver. one short of being Taken Out! A taxi screeches to a halt too late. Once the pursuer is out of points and there are no pursuers left. ‚Alleyway ahead!‛ 33 . Confident his men will have done this. e. Due to a Compel Trevor only has two exchanges to finish the chase. The pursuer may elect to automatically succeed at a chase Skill roll. provided he has the means to do so. David rolls a +2. Trevor trots across the street and drops his weight onto the bloodied Jimmy as he struggles to his feet. Note that the Skill Test only aids the driver.Alternate Movement – the pursuer can move in a way the fleeing character cannot (such as flying) enabling him to avoid most hazards. This costs all the pursuer’s remaining points (minimum 1) and triggers a Road Hazard trick for the fleeing vehicle. While they can only act against the pursuers by partnering with the driver as described above. the fleeing vehicle finally escapes. just the ability to let the driver choose between the two Test results. all characters – even those not able to roll in that exchange – may offer to spend Fate points out of their own pool on behalf of the driver. Trevor suffers a point of Stress for failing the Test by 1 shift. who are passengers in a car) may still be able to help out. it does not have any other effect – for instance. defaulting to a Medicore (+0) Athletics Rating. and the driver may use the higher of the two results. above. as the pursuer appears in a colourful and hopefully hazardous way. at the expense of inflicting no Stress on the fleeing character. so long as they supply a bit of colour dialogue. David describes how he stumbles over a stool and crashes into a customer carrying a tray of drinks. this option is off the table. succeeding with 1 shift. there’s nothing to say that your car chase can’t feature the Academics guy in the back seat furiously trying to read through the book the heroes just stole from the villain’s lair< just in case the guy’s minions catch up with them and the book returns to its owner. Sarah declares a Difficulty of Good (+3) for the next exchange as she describes Jimmy trying to shake off pursuit by dodging between traffic and cross the busy road outside. David sees his chance and invokes his ‚Haunted by wife’s death in a hit & run accident‛ Aspect to have had the foresight to station traffic officers outside with orders to stop traffic if the suspect fled.g. by dint of being passengers in the same vehicle. This said.. the character’s shtick of being good at driving gets backed up. there’s nothing saying that characters along for the ride can’t be doing other things that don’t contribute directly to the chase. The passenger rolls his Skill while the driver rolls his Drive as usual. Sarah makes an Athletics Skill Test and succeeds with a Good result. She rolls badly. as long as he finds a way to describe it. fearful of innocents being hurt. Dramatic Entrance This is the moment when the named pursuer reveals herself.g. Sarah (playing the fleeing Jimmy) declares the Difficulty for the first exchange at Fair (+2) describing how Jimmy bursts into the bar and attempts to push his way through the crowd of drinkers.

Laser Sight Cost Difficulty: Good Invoke to gain a +2 bonus on a Guns Test. for example using Athletics to run all over the place. the Stress Bonus. running out of ammunition can occasionally add drama to a scene. and +1 if 2 Zones away. ammunition limits are not given much concern in a Free FATE game. a +2 Stress Bonus if used against a foe 1 Zone away. Ranged Weapons A number of ranged weapons are summarised in the Ranged Weapons table. *A knife may also be thrown at a target 1 Zone away. The Stress Bonus adds to the shifts of a successful attack to determine the amount of Stress inflicted upon the target.Ranged Weapons Weapon Bow Crossbow Musket Hand gun SMG* Sniper Rifle Assault Rifle* Shotgun** Taser*** Energy Pistol Energy Rifle Shuriken Stress Bonus +1 +1 +1 +2 +3 +4 +3 +2 +0 +4 +5 +0 Range (Zones) 2 1 1 1 2 4 3 2 1 1 4 1 Cost Difficulty Average Fair Good Good Great Superb Great Good Good Superb Fantastic Average *These weapons are capable of automatic fire. Automatic Fire Ranged weapons capable of automatic fire are particularly useful for performing suppression and covering fire. Such weapons gain a +1 bonus to perform Block Actions (see page 21) using the Guns Skill. Table . Ammunition Generally. see above. 34 . Compel to cause the weapon to get caught in clothing when being drawn. Some sample ways to use these Aspects are provided. Tag to roll your Alertness instead of Athletics for a Defence roll (you see the red dot on you and dive for cover).Equipment Melee Weapons The table below specifies the Stress Bonus and Cost Difficulty for several melee weapons. it’s an excellent first Consequence (or even a Concession if the Conflict is primarily being fought with guns). Silencer Cost Difficulty: Fair Invoke to be able to use a gun whilst using Stealth. Range in Zones and Cost Difficulty are shown.Melee Weapons Weapon Fists Knife* Sword Hand Axe Great Axe Club or staff Whip or flail Stun Baton** Stress Bonus +0 +1 +2 +1 +3 +1 +1 +0 Cost Difficulty Not Applicable Mediocre Fair Average Fair Mediocre Fair Good Table . ***If a foe is struck by a Taser any Stress inflicted applies to both his Physical & Composure Stress Tracks. it is assumed characters carry extra ammunition and reload appropriately. Compel to cause a hidden sniper be spotted. but even more. compelled and tagged just like any other Aspect. Running out of ammunition is a legitimate Compel for a character with gun-related Aspects. drawing fire and getting the bad guys to expend their ammunition. **A shotgun firing shot has a +3 Stress Bonus if used against a target in the same zone. **If a foe is struck by a Stun Baton any Stress inflicted applies to both his Physical & Composure Stress Tracks. However. Tag to gain a +2 bonus on a Fists Test to perform the Disarm Manoeuvre on the silenced-gun toting foe (you’ve got something to grab). Ranged Weapon Accessories Accessories are represented by Aspects of the weapon that can be invoked. Having a foe run out of ammunition could also be a result of a manoeuvre.

Explosives Area 2 1 1 2 1 Fuse Timer or On Demand Timer (crude) Timer or On Demand Timer or On Demand Timer (1 exchange) Cost Difficulty Epic Great Superb Fantastic Good 35 . armour and shields can take one or more Consequences reflecting damage to the actual worn armour. either by use of a remote switch or radio trigger. Athletics & Stealth Tests. Consequences taken on armour can. of course. knowing that Trevor is being attacked with a syringe (which contains goodness knows what) David elects to take a Minor Consequence to the Stab Vest. On Demand – The explosive detonates on demand. fuse wire) may not be 100% accurate. which could be tagged to help land a blow against the armoured opponent (the dent funnelling the blow.e. sparing the wearer from having to suffer that Stress. the type of Fuse and Cost Difficulty. Table . Area. be tagged for effects by attackers. meaning it absorbs all of the Stress (1 for its inherent armour bonus and 2 for the Minor Consequence). David’s defence roll for Trevor fails by 2 shifts meaning Trevor would suffer 3 Physical Stress (2 shifts + 1 Stress Bonus). Type Military Grade Home Made Mining Explosive Plastic Explosive Grenade Force Legendary Superb Fantastic Epic Fantastic Complexity Epic Superb Fantastic Fantastic Superb Table . it may detonate up to 5 exchanges early or late). Fuses The fuse determines when an explosive goes off. Once a piece of armour has suffered its maximum number of Consequences it is also considered Taken Out. Timer – The explosive detonates after a predefined time. Rules for using explosives are provided on page 25. Consequences can be repaired by qualified Engineers. Trevor Maples is taking part in a police raid on an illegal drugs factory and is wearing a Stab Vest. Grenades detonate after 1 exchange. David still thinks it is worth it though! If desired the GM may decide that the Stress Absorbed value imposes a penalty to all manoeuvres.g. However the Stab Vest will absorb 1 point of Stress leaving Trevor to only suffer 2 points.Armour Armour can absorb a certain amount of Stress inflicted as part of an attack. To absorb additional Stress. If an attacker gets a successful hit then the shield or armour value is deducted from the total Stress inflicted (including any weapon Stress Bonus). and no longer absorbs Stress. Force.Armour Armour Leather Chain Mail Plate Plate Mail Stab Vest Kevlar Vest Assault Vest Assault Suit Stress Absorbed 1 1* 2* 3* Consequences None 1 x Minor 1 x Minor 1 x Major 1 x Minor 1 x Major 1 x Severe 1 2 3 1 x Minor 1 x Minor 1 x Major 1 x Minor 1 x Major 1 x Severe 3 1 x Minor 1 x Major 1 x Severe 1 x Extreme Epic Fantastic Great Superb Fantastic Cost Difficulty Fair Great Superb Explosives The table below lists a few example explosives along with ratings for Complexity. rather than deflecting it) or compelled to impede the armoured person from sprinting. This leaves the stab vest Taken Out and indeed a hindrance with David selecting the Consequence of ‚Hanging Clumsily from the Shoulder Strap‛. However. For example a Major Consequence for Plate Armour may be ‚Badly dented‛. the number of exchanges is modified by a dice roll (i. A crude timer (e. Unexpectedly he gets attacked by a worker wielding a syringe (+1 Stress Bonus).

A Pedestrian automatically loses to an Aircraft. Limousine Van Truck Speedboat Yacht Cruise Ship Helicopter Propeller Plane Fighter Jet Passenger Aircraft Type Pedestrian Pedestrian Mount Mount Mount Car Car Car Car Car Car Car ‚Car‛ ‚Car‛ ‚Car‛ Aircraft Aircraft Aircraft Aircraft Table . Vehicles have three attributes.Vehicles Speed Athletics Skill Rating Athletics Skill Rating +1 Average Mediocre Good Good Great Good Great Fair Fair Average Great Fair Average Fair Good Great Good Stress Capacity As character 1 2 4 2 1 1 4 2 5 4 6 4 6 10 2 2 4 6 Cost Difficulty NA Average Fair Fair Fair Good Great Good Great Superb Good Superb Great Fantastic Epic Fantastic Fantastic Epic Epic 36 . A Car suffers a -2 penalty against an Aircraft. but slower than an Average Speed of an Aircraft. See Combining Skills on page 7 for what it means to modify Skills. Mixed Types Occasionally you may find that a chase involves parties in different Types of vehicles.Vehicles Vehicles are vital tools for numerous people and may be important to a story. for example five exchanges if the difference in Type is only one step. The Speed value is not absolute. These modifiers allow chases to be performed with mixed Types of vehicles. allowing Pedestrians a chance to catch up to a fleeing plane. An Average Speed of a Car is much faster than an Average Speed for a Pedestrian. When this is the case. Off road Motorcycle. Sports Car. A character suffers a -2 penalty against a vehicle of the next Type up. Mount. an Aircraft is effectively considered a Car Type. When taking off. the normal rules for resolving chases apply however the party using the slower mode of transport suffers a penalty. but rather indicative of how fast the vehicle is for the Type of vehicle it is. or where one participant is on foot or riding a horse. If the chase is not resolved within this time frame the faster Type of vehicle simply out paces the slower Type. perhaps only allowing mixed chases to occur for a limited number of exchanges. A Mount suffers a -2 penalty against a Car and a -4 penalty against an Aircraft. In summary: A Pedestrian suffers a -2 penalty against a Mount and a -4 penalty against a Car. and a -4 penalty against an opponent in a vehicle Type two steps up from him. Car or Aircraft). their Type (Pedestrian. A Pedestrian automatically loses to an Aircraft. Speed (the top speed of the vehicle) and Stress Capacity (the amount of damage the vehicle can sustain before being Taken Out). Vehicle On Foot Bicycle Camel Elephant Horse Motorcycle. however the GM is free to limit such chases even further. and three exchanges if the difference is two steps. Speed comes into play for simple contests of which vehicle is faster (roll Speed vs. Saloon Car. The Type of a vehicle is mostly relevant to understand the value of its Speed. the chase rules (see page 31) may be more appropriate in which case the Drive or Pilot Skill is modified by the Speed of the vehicle. modified by respective Drive or Pilot skills as appropriate) but for anything more complex. Speed. Racing Car.

experiments or to repair something. ***Night Vision Goggles negate darkness related penalties to Alertness and Investigation Skill Tests. people need workplaces and the tools that go along with them. and the required Quality Rating of a Library or Laboratory. Cost Difficulty = Quality +2 The rules for conducting Research.Workplaces In order to conduct research. A successful Engineering or Mysteries Skill Test with a Difficulty of the item’s Cost Difficulty. **A Lock Pick Gun provides a +2 bonus to Burglary Tests to pick mechanical locks. ****Camouflage Clothing provides a +1 bonus to Stealth Skill Tests in appropriate environments. based upon the higher of its Speed and Cost Difficulty. The Cost Difficulty of a workplace is two steps higher than its Quality Rating. As per page 8. 4.Workplaces Skill Academics Science Science Engineering Mysteries Mysteries Mysteries Work Academic Research Lab Work Medical Aid Repairing Arcane Research Artificing Alien Research Workplace Library Lab Med Facility Workshop Arcane Library Arcane Workshop Alien Archive Creating an item takes a Base Time determined by the Cost Difficulty of the item as shown on the table below. are detailed on page 13. e. There are a number of different types of workplace. For repairs the Quality Rating of the workplace must equal the Difficulty of the repair minus two. Creating Items For creating items using the Engineering Skill (or the Mysteries Skill for arcane and magical items) an appropriate workshop is needed.g. 3. Time (see below) *Caltrops provide a +1 bonus to Block Actions related to preventing movement through an area. depending upon the Skill being used. Table . so repairing a Saloon Car requires an Average (+1) Workshop. A successful Resources Skill Test with a Difficulty of the item’s Cost Difficulty -2 in order to purchase materials and pay for any extra labour required. Creating an item requires four things: 1. a Good Quality Laboratory has a Cost Difficulty of Superb. as shown in the table below. 2. the Difficulty for repairs being Good (+3). A workshop with a Quality Rating equal to the item’s Cost Difficulty.Workplaces Cost Difficulty Mediocre Average Fair Good Great Superb Fantastic Epic Base Time A week A few weeks A month A few months A season Half a year A year A few years Miscellaneous Equipment Table – Miscellaneous Equipment Item Camera Mobile Phone Desktop Computer Laptop PDA Audio Recorder Video Camera Caltrops* Handcuffs Lock Pick Gun** Binoculars Concealable Microphone Mini-Tracer Night Vision Goggles*** Parabolic Microphone Camouflage Clothing**** Flashlight Gas Mask GPS Receiver SCUBA Gear Cost Difficulty Average Average Fair Fair Fair Fair Fair Average Average Good Average Fair Fair Fair Fair Average Mediocre Fair Fair Fair Each workplace has a Quality Rating that determines its usefulness and also how much it costs. extra shifts on the Engineering or Mysteries Skill Test can reduce this time. Table . 37 .

The Stunt being added must have its prerequisites met as normal. the GM can award two Skill points to a player who did something spectacular in the session. to have 3 Good Skills. A few sessions later David has been playing through Trevor’s fight against the demon drink. Science. This provides more Fate Points at the beginning of an adventure and increases the limit on the number of Aspects and Stunts. 38 . However. End of Session At the end of each session each player character is awarded one Skill Point to add a new Skill or improve an existing one. Some development occurs at the end of each gaming session. In this instance An Average Skill is effectively being swapped with a Mediocre Skill. for example a Fair (+2) Alertness Skill can become Good (+3). Thus his Skill pyramid can change as shown below when he improves Alertness. there is one stipulation. Intimidation Alertness. Before he can increase Trevor’s Alertness from Fair (+2) to Good (+3) David first needs to gain an extra two Skills at Fair (+2) which in turn requires an extra two Skills at Average (+1). A Skill with a Rating of Average (+1) can also be dropped completely and replaced with a new Skill at Average (+1).Character Development Characters in a Free FATE game can change and improve over time. Replace an Aspect Players may change an Aspect. whilst other more significant improvements occur only at the end of a particular story. Improving a Skill 1 Skill Point allows an existing Skill to be improved by one step. Stealth Change one Stunt A player can remove one Stunt and replace it with another. David chooses ‚Alison is always there for me‛ as a replacement Aspect. or because it makes sense based upon the character’s experience in the previous adventure. Guns. a Stunt cannot be added. Leadership thus gets downgraded to Average (+1) and Stealth gets upgraded to Fair (+2). a character must have at least 4 Fair Skills & 5 Average Skills. either because it is not working out as envisioned.g. and thus changes his ‚Slave to the demon drink‛ Aspect to ‚Determined to stay on the wagon‛. so David elects to swap his Fair (+2) Leadership Skill with his Average (+1) Stealth Skill. Increase Fate Point Refresh Rate A character’s Fate Point Refresh Rate can be increased by one.   Great (+4): Good (+3): Fair (+2): Average (+1):       Add an Aspect A new Aspect can be added. Trevor has relocated to another city as part of the ongoing story. if this would reduce the Refresh Rate to zero. Swap adjacent Skills in the Skill Pyramid A player can swap the Rating of a Skill with that of a Skill with a Rating one tier higher or lower. each Rating tier must have at least one more Skill than the tier above. Resolve Drive. If everyone agrees. Leadership. David elects to change Trevor’s Aspect of ‚A policeman’s notebook is his greatest weapon‛ because it isn’t seeing much use and Sarah is finding it a difficult Aspect to Compel. Other Session Development In addition to being awarded and spending Skill Points. Adding a New Skill 1 Skill Point allows a player to add a new Skill to his character at a Rating of Average (+1). Trevor has been sneaking around a lot more than he has leading a team of police investigators. End of Story Add a Stunt A character can gain a Stunt (prerequisites must be met) at the expense of reducing his Fate Point Refresh Rate by one. so David decides to remove the Concentration ‚Criminal Snitches‛ Stunt and choose the Contact Stunt instead. at the end of each session each player can do one of the following as long as it does not result in any Stunt prerequisites no longer being met. The rules below indicate how this development is reflected in game mechanics. the player must maintain the pyramid Skill structure. which may involve several gaming sessions. The maximum number of Aspects a character may have equals his Fate Point Refresh Rate plus the number of Stunts he has. Trevor Maples has the following skills: Great (+4): Good (+3): Fair (+2): Average (+1): Investigation Contacting. E.

Thus. Of course this isn’t obligatory and a player may choose a Stunt relating to a Skill which his character does not even have The table below summarises the sample Stunts by associated Skill. Whenever making a Throw or a Push manoeuvre (page 21). You know how to apply your strength in a fight to take people off their feet. you require one less shift per zone than normal. to Throw an average person one zone only 2 shifts would be required (rather than 3) and only 5 shifts would be required to throw them two zones (2 plus 3. These Stunts usually relate to one particular Skill and players should be encouraged to choose Stunts that relate to their characters’ peak Skill to emphasise the niches their characters fill.Appendix A Sample Benefit Stunts Below are listed a number of sample Benefit Stunts that players may choose for their characters. Table – Sample Stunts by Skill Skill Academics Stunts Linguist Photographic Memory Walking Library Alertness Danger Sense I’m On Top Of It Ready for Anything Art Commissions Do You Know Who I Am? Virtuoso Athletics Contortionist Human Spider Slippery Burglary Contacting Lock Master Close Contacts Contact Walk the Walk Deceit Clever Disguise Master of Disguise Mimicry Drive Custom Ride Defensive Driving One Hand on the Wheel Empathy Endurance Engineering Fists Cold Read Ebb and Flow Feel the Burn One Hit to the Body Mister Fix-It Thump of Restoration Brawler Dirty Fighter Skill Gambling Guns Intimidation Investigation Leadership Might Mysteries Stunts Gambling Man Winnings Long Shot One Shot Left Nobody Moves! Subtle Menace Lip Reading Scene of the Crime Funding Minions Body Toss Wrestler Psychic Voices from Beyond Words on the Wind Pilot Flawless Navigation Flying Jock Personal Aircraft Rapport Resolve Resources Five Minute Friends International Smooth Recovery Steel Determination Headquarters Home Away From Home Lair Science Sleight of Hand Stealth Survival Weapons Medic Bump and Grab Cool Hand Hush Quick Exit Creature Companion Tracker Catch Good Arm Body Toss Requires Wrestler. rather than 3 plus 4) 39 .

but can’t ever apply more than six additional advances (for a total of nine) to any one contact. etc. Contact At the time your character takes this Stunt. Clever Disguise Normally. you may spread three additional advances out amongst your existing contacts. This character’s hands never shake and never waver. This companion operates only with a ‚physical‛ scope. refrigerators. With this Stunt. This Stunt may be taken multiple times. if you are successful enough to generate Spin on your defence. and must spend at least two of its advances on ‚Skilled‛ and / or ‚Quality‛. representing a successful past commission. with a name. his steadiness minimizes other distractions and cuts down on mistakes. Commissions Requires Virtuoso. provided he has a well-equipped disguise kit on hand. catch (so no catching. Your character may ignore any Difficulty increases from the environment when performing any fine manual work (even if that fine manual work doesn’t involve the Sleight of Hand Skill. Creature companions are designed using four advances and can come from any country. Once per session. Furthermore. he may assemble disguises of this quality in a matter of minutes. and her relationship to your character. Characters with this Stunt may do so after much less time – two or three steps faster on the Time Increments table (see page 8). with multiple opponents and ideally some beer in you. willing and able to accompany you on your adventures. i. contorting tasks are impossible to attempt. you may use your Art Skill instead of Resources. say. 40 . or at best default to a (non-existent) Contortion Skill rated at Mediocre. Once per scene he may eliminate one single nonenvironmental penalty that affects his Sleight of Hand. Cool Hand A steady hand can be critical when things get hairy.e. Cold Read Normally. palm an object. You may spend a Fate point to make a simple Sleight of Hand attempt to do something – pick a pocket. Further. you must define a specific contact.Brawler You’re at home in any big old burly brawl. you may declare that you are catching the item that was thrown at you. With this Stunt. you can use your full Athletics score instead. provided you have a free hand and it’s something you could. practically speaking. you may wish to allocate one of your Aspects to this contact as well. a character cannot create a disguise that will stand up to intense scrutiny. creating unusually talented Companions. Your works and performances are heavily sought out. he may defend against Investigation (anything short of physically trying to remove the disguise) with his full Deceit Skill. Close Contacts Requires at least one Contact. When fighting two or more minions. and have rationale to attempt feats of contortion that are simply unavailable to others. defining a different contact each time. a brief sentence about the contact’s personality. Normally. This contact is a Companion as described on page 28.e. you deal one additional Stress on a successful hit. if not more. such as Burglary for lock picking. Contortionist You can fit into and through spaces and shapes that no normal human readily can. or Science for surgical work). Creature Companion Your character has cultivated a close companion from the animal kingdom.. You may take this Stunt multiple times. Bump and Grab Your character is exceptionally skilled at taking advantage of distractions in order to make a quick grab. unless you have something truly crazy going on in the Might department). Whenever you are personally outnumbered in a fight (i. Catch When defending against a thrown object. For maximum effect. and there are those who will pay handsomely for it. This companion is designed using the Companion rules (see page 28). use of the Investigation Skill (see page 14). When you select this Stunt. with three advances for you to spend as you wish. with a few changes and limitations. when someone gets to attack you at a bonus due to a numerical advantage) your defence rolls with Fists are at +1. – as a Free action. to use Empathy to get a read on someone (an Assessment) it requires at least a few minutes of conversation.

and Survival. a lion might have Intimidation (this is unsubtle. you get an additional +1 on the roll. for any vehicles that might be chasing you. When identifying yourself in order to get your way in a social or other applicable situation. and not considered a violation of the physical scope). he can never get lost in flight. spend a Fate Point and declare that the vehicle has some extra device (such as an oil slick or caltrop dispenser) that will allow you to perform manoeuvres to impose appropriate Aspects on any pursuers. perhaps simply due to finely tuned mundane senses. as a free action. regardless of whether or not he’s surprised (if he is surprised. such as a horse. Your widespread name and your art are interlinked as one. once per session. Whenever attempting a driving manoeuvre in a chase (see page 31). this creature may be ridden as a mount. A raccoon might have Sleight of Hand. it can. given a chance for five minutes of conversation. Might. Defensive Driving You’re good at keeping your vehicle in one piece. if your character does spend a Fate point.g. or tag an Aspect of 41 . He may then act normally on his turn as usual. the character may spend a Fate point and attempt a quick read – looking for surface moods and other social cues – on any one target of his choosing. Do You Know Who I Am? Requires Virtuoso. Feel the Burn The character can push through incredible pain in order to reach his goal. Additionally. you may use that mount’s Athletics Skill instead of Survival in order to ride it. Deceit and Contacting rolls with your Art Skill. Whenever ambushed. representing its ability to perform fine manipulation. If the animal is of an appropriate size. before proceeding with the usual initiative order. the character is able to take a full defensive action. Five Minute Friends For a Fate point. the scene that affects your foe. Fists. and you may. Any time you tag an opponent’s Aspect in a fight. your vehicle has a little something extra. Athletics would also be used to pour on the speed when the rider is too busy to ‚steer‛ the animal himself. or a more exotic beast that has been persuaded to allow you to ride it. gaining a +2 on his Defence roll. If something strange is happening the Difficulties for his Pilot rolls are never increased by more than 2. within reason. you may complement Rapport. By exploiting an opponent’s weakness. and probable opportunities outright certain. improbable opportunities probable. Custom Ride You own a land vehicle (no Resources Test necessary) that is special and handles particularly well. What’s more. Characters with this Stunt never need to spend a Fate point: if it could fit. Ebb and Flow The character is so aware of the social currents in a situation that he is able to see something of what’s coming before it arrives. providing a +1 bonus to any Drive Tests. ‚Skidding Wildly‛ or ‚Shredded Tyres‛. If the companion is a mount. he can fit the plane in places it absolutely should not be able Dirty Fighter Requires Brawler.Any ‚Skilled‛ advances must be taken from a short list: Athletics. Your character has a talent for fighting dirty and is experienced in pulling all manner of tricks in order to get the upper hand on his opponents. as based on the animal type. You may take only one Skill outside of that list. you may treat the Difficulty as if it were one lower. Flawless Navigation The skies are an open map in the character’s mind. you can make a steadfast friend in a place you’ve never been. however. The Difficulty of the manoeuvre itself is not affected. This Stunt makes nearly impossible opportunities to make friends merely improbable. Unless bizarre circumstances are afoot. Normally. a pilot can spend a Fate point for a coincidence or declaration to assure that the plane has enough clearance space to fly through. e. Stealth. you are able to strike deep and true. Intimidation. at +1 to Survival. Flying Jock This pilot can squeeze his plane through places where it has no business fitting. At the beginning of any social exchange. Danger Sense The character maintains a quick and easy awareness of ambushes and other nasty surprises – perhaps preternaturally. this Stunt takes his base Defence up to Fair). The character can take one extra Major Consequence (see page 22) to negate Stress to his Physical Stress Track allowing him to take a total of four Consequences in a physical conflict. dropping his base Defence to Mediocre.

though you may bring in your own Aspects (and possibly tag the Aspects of those you are concealing) in order to improve the result. Any communications routed to. and may risk revealing the rest of you if they don’t manage to pull off a little stealth of their own. This Stunt is also useful for landing planes in improbably tight quarters. Extensive Security: Security measures make your headquarters difficult to compromise. Expert Staff are bound to the location of your headquarters. Gambling Man Requires one or more compellable Aspects related to gambling. from. or gain two Fate points if you accept them. and by spending a Fate point. Funding You head an organization that is profitable. the attack is made at a -1. Communications Centre: Your headquarters is the nerve centre of a number of vital channels of communication. and can’t ever leave it without losing their Companion qualities (they effectively drop to Mediocre outside of their home environs). operates at a Quality Rating one less than the main Workspace. such as a mansion or a secret cave. the character is rarely able to turn down a bet or an opportunity to take a risk. you may make a single Stealth roll for the whole group. and even those located nearby may be unaware. right at the outset. they immediately lose this benefit. You cannot apply the benefits of other Stunts (besides Hush) to this roll. The maximum number of additional people in the group is equal to the numeric value of the character’s Stealth score (so someone with 42 . or through your base take one time increment less to get to where they’re going. This extra allows you to define a second function that Hush Your talent with stealth may be extended to others who are with you close by. mostly flat surface in a rainstorm at much less difficulty). Utmost Secrecy: The location of your headquarters is tantamount to a state secret. the GM may increase the time it takes to acquire something by one step. Workshop. the headquarters may include one of the following extra elements: Expert Staff: Your headquarters has a small staff of competent individuals who are each treated as a Companion (see page 28). due to the efficiencies offered. Compels involving your gambling Aspects automatically start out at a point of escalation – you must either spend two Fate points to avoid them. Few know of it. if he does so. he may eliminate the effects of all Difficulty modifiers resulting from the environment or the characteristics of the thing he’s climbing (so he can climb a slick. allowing them still to be effective at a much longer range than usual. Lab. Arcane Library. The Difficulty of any Investigation or Contacting roll to find the location of your lair is equal to your Resources Skill. regardless of whether or not you’re present. As long as the whole group stays with you and follows your hushed orders. Human Spider The character can climb surfaces he should not be able to. provided that you travel as a group. When you personally make use of these resources it may take some time to filter through the power structure to reach you. Home Away From Home If a character has purchased a Workplace (see page 37) this Stunt allows the character to have a second such property in a different location (at the same Quality rating). Pay a Fate point and your organization may temporarily increase a Resources Skill up to the value of your Leadership. All Difficulties for bypassing your headquarters’ security are increased by one. two are of Average Quality and one is of Fair Quality (they have no other Advances). As a gambling man. or in advance. The player may specify the location during play (at which point it becomes locked in). Headquarters If a character has purchased a Workplace (see page 37) then with this Stunt it qualifies as a full blown private headquarters. If someone breaks from the group. The character may make an attack using a thrown weapon up to two zones away instead of the usual one. Secondary Facility: Your base facility normally serves one primary function – Library.to. and can throw weapons with great force. Good Arm The character has an amazing throwing arm. Arcane Workshop or Alien Archive. using your Skill alone. In addition to the Workplace. He receives a +2 bonus on any climb.

If the character rolls well enough to remove more physical Stress than the victim is suffering. Mimicry Requires Clever Disguise. To use this ability. At any subsequent point during play the player may choose any nameless. Lair Requires Headquarters. and even glib. you must wait until they’re done). such as a piece of wire. but if anyone is tipped off that he might be nearby. someone providing first aid can remove a checkmark for every two shifts gained on the roll (see page 25). and you have not yet acted. The character can convincingly pass himself off as nearly anyone with a little time and preparation. The character never suffers any penalties or increased Difficulty from unfamiliarity with his setting. someone may only speak a number of additional languages equal to the value of his Academics Skill. he may even remove a Minor. If multiple people with this Stunt exercise this ability. so long as he has something that could pass as a tool. otherwise. or perhaps convincing someone who can’t see you that you’re someone else even though you’re undisguised. you’re always able to take shots at a greater distance than you should be able to. you may instead spend a Fate point to act next. Your character must not have acted yet in the exchange in order to use the ability in this way. Characters with this Stunt never suffer an increased Difficulty for lacking proper tools on a Burglary roll. and cannot be done as an interruption of any kind (so if you spend the Fate point to do this while someone else is acting. and when given proper tools. et cetera.) in a scene and reveal that that character is actually the Player Character in disguise! The character may remain in this state for as long as the player chooses. With this Stunt. they go in turn of their normal initiative. but you can’t seem to be a specific person without a lot of work (and an elevated Difficulty). you may simply roll Investigation when others may not. Normally. etc. making it easy to manoeuvre through local customs he hasn’t encountered before. With this Stunt. With this Stunt. This may only be done between character’s actions. Linguist Normally. every shift removes a point of Stress. an investigator may spend a Fate point and roll Investigate against the disguised character’s Deceit. The character’s headquarters has three elements (rather than one). Long Shot For whatever reason. before those who don’t have the Stunt get a chance to act. His character is presumed to have donned a disguise and gone ‚off camera‛. in any situation.Fair Stealth and this Stunt would be able to use his Skill for himself and two others). I’m On Top Of It You may spend a Fate point to go first in an exchange. Lock Master The character’s skill with improvisation when bypassing a lock or similar contrivance is improved. a police patrolman. Lip Reading The character may use Investigation to eavesdrop on conversations he can only see. physical Consequence. Deceit can be used to convince people you are someone you aren’t – but usually only in a general sense. the player pays a Fate point and temporarily stops playing. your character may speak five additional languages. can defeat locks at one time increment faster than usual. Medic Requires a ‚Medicine‛ Specialisation Stunt for the Science Skill The character is talented at delivering medical care in the field. the Difficulty is reduced by 2. if the GM feels generous). In your hands pistols. 43 . regardless of your initiative. You can seem to be a cop. International The character’s mastery of etiquette leaves him comfortable. If the GM would normally allow someone to attempt to read lips. If the investigator wins. and to cover up any gaffes with a laugh and a sparkle in his eye. the investigator’s player (which may be the GM) gets to decide which filler character is actually the disguised Player Character. you can easily imitate the mannerisms and voice of anyone you’ve had a chance to study – removing another potential cause to have a disguise examined. filler character (a villain’s minion. Master of Disguise Requires Clever Disguise and Mimicry. rifles and other such weaponry reach an additional zone (or two. If the exchange has already started. out of the usual turn order. a steward on the cruiseship. an author.

you may deliberately use your Mysteries Skill to gain some mystic or terrible insight into the occult ‚climate‛ of an area. and the supplemental action is something minor). One Shot Left That last bullet has a kind of magic to it. as if it were Investigation – using a similar time-frame and gaining a similar level of (paranormal) detail. spent at the point you bring them into the scene. however a character with this stunt reduces any such penalties by the numerical rating of his Intimidation Skill (to a minimum penalty of zero). The time it takes to get something fixed by the character is reduced by two steps. or boosts the Quality of three of them by one step (no Minion can be more than Good quality). Each upgrade either adds three more to their number. but you needn’t bring them all in right away. A character with this Stunt may declare that he is on his last shot. you remember it. this Stunt functions like the Custom Ride Stunt (page 40). With this Stunt. regardless of whether you are 44 . You may make three upgrades to improve your Minions. This timeframe can be reduced. Mister Fix-It The character’s talented at getting things repaired under time-critical circumstances. Normally the GM would impose penalties if the character was attempting to block off more than one route out of the zone. or Deceit roll against a target of Mediocre. Photographic Memory Requires Walking Library. which may not always be possible. In all respects. in a scene. only complement it. a character may be called upon by the GM to roll Mysteries as a kind of paranormal Alertness Skill. Refer to that Stunt for details. With this Stunt. but will require an Empathy. Psychic You are open to the strange and paranormal – though sometimes that means letting in the Unpleasant Things from the Darkness and other such nuisances. One Hit to the Body The character can pay a Fate point and ignore the effects of one attack per game session. This is the character’s last shot – its use means that there’s no more ammo. If the answer lies in something you’ve read before (this must be reasonable). increased by one for each step faster on the Time Increments table (page 8). Nobody Moves! Any character can use Intimidation to perform a Block action (see page 21) to prevent foes in their current zone from moving to another zone. Normally. As a default. this means that a half hour’s worth of research in books you’ve already encountered can be resolved in a minute. or rolling some other Skill (you’re taking some other primary action. and may make any single Guns attack at +3. you don’t suffer that penalty. One Hand on the Wheel Driving while doing some other action normally results in a -1 penalty. You must spend all of your upgrades at the start of the scene when you bring in your Minions. Investigation. allowing driving to be the supplemental action). If the situation is already operating on the fastest possible amount of time the Difficulty of the repair effort is reduced by one. then any research effort takes an additional two units less time – stacked on top of the benefit of Walking Library. to pick up on the surface strangeness in a place. This stunt can therefore provide any of the combinations listed below.Studying someone usually requires only an investment of time and not a roll of the dice – at least half an hour of constant exposure. you may have the bare minimum of minions easily on hand – three of Average quality (see Minions on page 27). rolling Drive (driving is your primary action. but keeping the vehicle on the road isn’t all that challenging. Your Drive Skill can never be used to restrict another Skill. and a day’s worth covered in a mere hour. Minions You have minions – lots of them. no holdout guns or the like. If you’ve read it. The only way the character is going to be able to use his Guns Skill in the scene is if he takes an action acquiring a new weapon or ammunition. 3 Good (+3) plus 3 Average (+1) 6 Fair (+2) 3 Fair (+2) plus 6 Average (+1) 12 Average (+1) This Stunt may be taken multiple times to increase the starting number of Minions (taking it twice means you start out with six of Average Quality) and the number of upgrades (taking it twice also means you have six upgrades). Personal Aircraft You have a personal aircraft that you own or have the exclusive right to fly.

Provided you are not in the midst of a Conflict. When studying tracks. Smooth Recovery While most characters with Resolve can keep things together under stress. Quick Exit A momentary distraction is all you need to vanish from the scene. the character may roll Survival. you may no longer use Rapport with the same audience. Scene of the Crime The character has a strong visual memory. This character may use Intimidation no matter what the power imbalance in the situation is. allowing him to regain his footing 45 . the character is so ripe with the promise of the awful things he could do that he’s still scary. each time increasing the character’s initiative one step. The character’s senses are so keyed into minute changes that he is able to respond more quickly to new details. and can even use Mysteries as your initiative Skill when locked in a conflict with otherworldly forces. Even bound and behind prison bars. the device stops working again. as well as any social defence. This Stunt breaks ties whenever facing opponents with the same initiative. He then hits a device or other contraption that isn’t working. and reduces any bonus his target may have been awarded by the GM for acting from a superior position by 2 (to a minimum of +0). The character’s Alertness Skill is considered to be one higher for purposes of determining initiative (allowing someone with Superb Alertness to have Fantastic initiative). Mysteries can give you access to information that would normally be impossible to get – though the GM is under no obligation to give you that information in any clear fashion. regardless of the Difficulty rating to repair it under time pressure. as well as any attempts to escape from bonds. and roll Engineering (with a Difficulty of Mediocre). Sometimes a bunch of repairs can get short-handed with a good swift thump. There is an additional catch: Using this ability may open you up to an unpleasant psychic attack by the presence or residue of Unnatural Creatures that have touched the area < but at least you’ve learned something. you hit the thing). Tracker Your character is Skilled at tracking. Subtle Menace The character exudes menace far in excess of his capability to act. You gain a +2 to all attempts to defend against Pushing. However. if the origin of the surprise is in some way supernatural. you’re not there. for your character it is second nature. Ready for Anything Requires I’m On Top Of It. when you bluntly speak your true intentions in a social interaction. but the Difficulty for the Engineering roll increases by one on each subsequent attempt. as if it were an unusually detailed Alertness check. It will continue work for a number of exchanges equal to the shifts gained on the Engineering roll. Slippery Requires at least one other Athletics Stunt. in the face of even the direst of outcomes outside of physical conflict. Thump of Restoration Requires Mister Fix-It. social or mental Consequence (see page 22) to negate Stress to his Composure Stress Track allowing him to take a total of four Consequences in a social or mental conflict. and any efforts to repair it are at a one step higher Difficulty (since. after all. and it starts working immediately. Steel Determination It is apparent to all around you exactly how far you are willing to go in order to get what you want. This Stunt may be taken multiple times. trigger the effects of this Stunt. A character must spend a Fate point to activate this ability. Throw or Knockback manoeuvres. in that scene. If you succeed. Used with this Stunt. If the character wishes to thump again. he may make an immediate use of Investigation in a matter of seconds in order to determine what has changed since he was last there. you may make a Stealth Test with a Difficulty of the highest Alertness in the room. Muddled riddles and vague intimations are the mode of the day. if you do this. Once the time is up. as you have peeled away the façade of civility. he may do so for another Fate point. You may. and can infer a great deal of information from a trail. and whenever he revisits a place where he has used Investigation before. immediately gaining a +1 bonus which applies to all subsequent Intimidation or Resolve rolls. This Stunt allows the character to take one additional Major. the next time someone turns to look at or talk to you.This also means that you may use Mysteries instead of Alertness when surprised.

composition. the spirit may even manifest visibly. This stunt combines Concentration and Specialisation stunts with a Benefit (reduction of time to create works). He may also pick a specialty (such as a specific instrument or a specific school of painting) for which he receives a +1 specialty bonus (stacking with the +1 knowledge bonus). and hears the right things. at home and abroad. just not necessarily at the top of it. Virtuoso The character is a master of some specific form of art – painting. any research performed by this character in a real library automatically takes one unit less time (see Time Consuming Tasks on page 8). when using this Stunt. Walking Library The character’s prodigious reading has paid off in spades. The GM will use the results to guide her decision about how obscure the information gained is. he is still on the list of the finest artists in the world. and is often flush with cash. This is effectively a Skill Switch Stunt but with no reduced scope of effectiveness. His familiarity with the streets and peoples of the world allow him to function easily. and any libraries with a quality less than his Academics skill do not limit the Difficulty of the question asked. A Mysteries roll must be made against a Difficulty set by the GM. or wish to escape the summons. The character is a virtuoso in his field and recognized worldwide for his Skill. Winnings The character wins more than he loses. When applicable. Once per session. the character may use Mysteries or Resolve as his Skill of choice when struggling with the spirit. but once summoned. suffers any additional Difficulty from unfamiliar circumstances when using the Contacting Skill. Normally. using nothing other than his brain and some time for contemplation. Summoned spirits are not under any sort of compulsion to be cooperative. especially if the summoner gains Spin on her Mysteries roll. The player must provide a quick onesentence explanation of what the resource is and how he won it. Additionally. the virtuoso may produce works of art one time increment faster than would normally take. enabling him to answer questions with a base Difficulty less than or equal to his Academics skill. The character is always considered to have a library on hand of a quality equal to his Academics skill. The character may use his Might Skill instead of Fists in combat. At the GM’s option. This is a particular concession that is made in response to how infrequent Art performances are integral to the plot of a scenario. It may be as arcane as a snippet of a riddle. even to the wise. singing. conducting or playing music. so long as he hasn’t recently experienced a loss. he may use Gambling instead of Resources to represent these winnings. or the like. how they were moving. Even if his actual Skill level is not high. and roll Mysteries against a target of Mediocre. and he is able to recall minute details from even the most obscure literary works. Survival can’t be used to track something. instead a prerequisite is imposed in the form of another Stunt. There are patterns to things that are not always obvious. and may have their own agendas. and so on). they may speak through the character with others in attendance. leaving such attempts at a Mediocre default. or as mundane as news that a strange shipment is coming into the docks at midnight. Voices from Beyond Requires Psychic. The character receives a +1 knowledge bonus when performing his art form. he may request an omen from the GM. Wrestler Requires a ‚Lifting & Carrying‛ Specialisation Stunt for the Might Skill The character is a trained wrestler. functioning séance to try to call out to spirits dead or never living. Given time to prepare and perform the ritual.Each shift from this roll spent thereafter gives the character one piece of information about the person or creature being tracked (such as weight. Walk the Walk The character’s travels have taken him to every corner of the world. Once per session. when he is not otherwise occupied. in order to cause a particular spirit to manifest. as they normally would. The character never 46 . Should the spirit be malicious in any fashion. This character looks in the right places. the character may perform a real. Words on the Wind Requires Psychic.

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