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Producedby: VoidStarGames

Writtenby: MikeMechalusMcConnell

AdditionalEditing:MitchA.Williams,NicholasWarcholak,KristanMcConnell
Layout/BackgroundGraphics:MikeMcConnell
Additional Contributions: Tomi "Tonpa" Sarkkinen, Alfredo The Tweaker Sendn, Rick
"frws25" Sanders, Trentin Trechriron Bergeron, Brad "Radium" Osborne, Mitch
mitchwWilliams,LelandDutro,Grant"DigitalMage"Erswell
AdditionalArt: Daniel Kemler, Mike McConnell, Sade, LPJ Design, Joe Calkins
(CerberusIllustration)
PrimaryPlaytesters:LelandDutro,RobStroud,WesBrown,JosephMunn,Tomi"Tonpa"
Sarkkinen, Alfredo The Tweaker Sendn, Brad "Radium" Osborne, Rick "frws25"
Sanders, Clay Hjorimir Vernon, Mitch mitchw Williams, Dirk "Deep_Flow"
Keienburg,, Scott "Saint&Sinner" Acker, Marko "Bernd" Wenzel, Christopher
"nighthawk"May,Andrew"Gylthinel"Day,Mark"Warden"Jones,Jeremy"HidaJiremi"
Puckett,Heath"sirglandon"Glandon,
SpecialThanks:Tomywife,Kristan,forputtingupwithmylatenighttossingandturning,
evenings lockedinthe office, and for beingawonderful soundingboard formy crazy
rambling.
To Rob and Leland for tossing dice with me and helping me shape this thing into
somethingreal.
Andthankstomyloyalforumplaytesters,especiallyTomi,Alfredo,RickandMitch.
YouguyskeptmegoingwhenIfeltlikequittingandgavemeencouragementwhenI
neededitthemost.Thisbookwouldnotexistwithoutyou.
VisitOurHomePageat:http://voidstar.squarespace.com/


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ii
PrologueCredits/License

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15COPYRIGHTNOTICE
OpenGameLicensev1.02000,WizardsoftheCoast,Inc.
Fudge System 1995 version 19921995 by Steffan OSullivan, 2005 by Grey Ghost Press, Inc.; Author Steffan
OSullivan.
FATE(FantasticAdventuresinTabletopEntertainment)2003byEvilHatProductionsLLC;AuthorsRobertDonoghueand
FredHicks.
SpiritoftheCentury2006,EvilHatProductionsLLC.AuthorsRobertDonoghue,FredHicks,andLeonardBalsera.
TheDresdenFilesRoleplayingGame:Volume1:YourStoryandTheDresdenFilesRoleplayingGame:Volume2:OurWorld
2010,EvilHatProductionsLLC.
StarblazerAdventures2009,Cubicle7EntertainmentLtd.
StrandsofFate2010,VoidStarGames
Forpurposesofthislicense,thefollowingthingsareconsideredtobeProductIdentityinadditiontoanythingcoveredin
section1,above:Anymaps,layout,characters,colorquotationsanddialogue,names,andexamples.
AnyandAlldescriptionsofPowerAdvantagesinChapter5areProductIdentity,butmaybereprintedforfreefornon
commercialpurposes,andmaynotbeincludedinanyprofessionalpublicationwithoutwrittenauthorizationfromVoid
StarGames.
Forpurposesofthislicense,thefollowingthingsareconsideredtobeOpenGameContentinadditiontoanythingcovered
insection1,above:allrulesmechanics,excludingthePowerAdvantagesdescribedinChapter5.



iii

Chapter1TheBasics CareerTemplates..........................38
WhatisaRoleplayingGame?...........1 NonHumanRaces.........................44
WhatistheFATEGameSystem?....2 SampleNonHumanRaces............45
ThingsYouShouldHave.................2 SampleCharacters........................46
RollingtheDice...............................3
Willtheseregularsixsideddicework?....4 Chapter3FatePoints
RanksandDifficulty........................4 andAspects
TakingAction...................................5 FatePoints......................................51
Rate(Refresh).............................7 TheNPCFatePointPool...................51
Advantages......................................8 Aspects..........................................52
StressandConsequences...............9 FatePointExpenditureLimits.........53
Awesomevs.Realism........................9 InvokinganAspect(SpendingFate
Glossary..........................................10 Points)........................................53
Wordingvs.Intent...........................54
Chapter2Character CompellinganAspect(Earning
MoreFatePoints)......................55
Creation NoPain,NoGain..............................56
StepsofCharacterCreation...........15 CutthroatCompels..........................57
Step#1:CampaignPowerLeveland InvokingorCompellingother
TechLevel...................................15 Aspects.......................................57
Step#2:TheCharacterConcept....17 CompellingotherAspects...............58
Step#3:CharacterAspects............17 PersistentAspects.........................59
Step#4:Abilities............................20 FatePointDebt................................60
AffinityAbilities.................................21 Jazzingitup....................................61
CommonAbilityPackages................21 Gettingonthesamepage.........62
Step#5:SpecialtyAspects.............21 Sticky,Fragile&Complicated
Step#6:Advantages.....................24 Terminology.................................63
RepresentingyourCharacter..........25 AspectAssessment.......................63
Step#7:StartingEquipment.........26 SettingAssessmentDifficulties.......64
BuyingAdditionalEquipment..........26 ThemeAspects................................64
SharedEquipment............................27 AspectDeclaration........................65
ResourcesandExpenseAccounts...27 SettingDeclarationDifficulties.......65
CreatingCharactersOnTheFly.....27 DeclarationbyInvokinganAspect
CollaborativeCharacterCreation.....28 forEffect......................................66
PlayerEntitlement...........................28 StoryAspectsvs.Situation
CharacterAdvancement...............29 Aspects........................................68
OrganicGrowth.............................30
Story>XP.........................................30
ExampleofCharacterCreation.....31 Chapter4Abilities
1.DetermineyourCampaignPower WhatareAbilities?.........................69
Level(CamPL)...............................31 CombiningAbilities..........................70
3.SelectFiveCharacterAspects......32 ComplementingAbilities.................70
4.PurchaseAbilities.........................33 RestrictingAbilities..........................70
5.SelectFiveSpecialtyAspects.......34 MultipleSecondaryAbilities.............71



iv
IntroTableofContents

Listings............................................72 Chapter6Conflicts&
PhysicalAbilities............................73
Agility...............................................73
Consequences
Endurance........................................74 TheBasicsofConflict..................205
Perception........................................75 ClearingStressBoxes....................207
WonderingBlind..............................76 Concessions...................................208
PerceptionandParanoia.................76 CalledShots....................................209
Strength............................................77 RunningConflicts........................209
MentalAbilities..............................78 ConflictPhases...............................209
Craft..................................................78 FramingtheScene.........................209
Knowledge.......................................79 RevealAspects................................210
Willpower..........................................81 DetermineZones............................210
SocialAbilities................................82 EstablishInitiative...........................210
Deception.........................................82 TakingAction..................................210
Empathy...........................................83 PhysicalConflict............................211
Persuasion........................................83 AttackingandDefendingina
Allies,EnemiesandContactsas PhysicalConflict...........................211
PersuasionSpecialtyAspects......84 WeaponandArmorRatings............211
Resources.........................................85 PhysicalStressBoxes.......................211
ItemsasResourceSpecialtyAspects.86 LessRealism/LessComplexity......212
PhysicalConsequences...................212
OneHit,MultipleConsequences....214
Chapter5Advantages PhysicalMovementinaConflict....214
WhatareAdvantages?..................87 SampleofaPhysicalConflict........215
HeroicAdvantages........................88 MentalConflict............................220
PowerAdvantages........................89 WhentoUseMentalConflicts......220
PurchasingaPower.........................89 MentalAttacks...............................220
PowerAspects.................................90 CommonMentalAttackingand
PurchasingAdvantageswith DefendingAbilities......................221
Resources.....................................90 ResolvingMentalAttacks...............222
InvokingPowerAspectsforEffect..91 EdgeandDetermination........222
PowerSources..................................91 MentalStressBoxes.......................223
TheAffinityAbility...........................92 MentalConsequences....................223
StandardAbilitiesasAffinityAbilities 92 Shock,FearandInsanity................224
ActivationDifficultyandPowerStress..93 MentalDefeat................................224
FatePointCost.................................93 SampleofaMentalConflict.........225
AspectsfromAdvantages...............94 SocialConflict..............................232
Metro,World,Galaxy, WhatareSocialConflicts?..............232
CosmicandInfinity..............94 TheSocialAttack............................232
PowerSources,AffinityAbilitiesand SocialStressBoxes.........................232
theCampaign...............................95 SocialConsequences......................233
SampleExpertAdvantages..........96 LeverageandPopularity.........233
SampleHeroicAdvantages..........101 AwardingLeverageandMakingthe
SamplePowerAdvantages...........111 AttackRoll...................................233
MetaPowers...............................188 GainingPopularity...........................235
SampleofSocialConflict...............234

HealingStress&Consequences..237 SpecialRules&Maneuvers.........262
AssistedHealing.........................240 Ambushing.........................................262
Howdoyoudie?.............................240 AnimalHandling.................................262
OtherStressTracks.....................240 AnimalInstincts..................................262
RenewableStressTracks...............240 BeamWeapons..................................263
NonRenewableStressTracks........241 BreakingThings..................................264
Climbing..............................................265
StressBoxes&RelatedAbilities....241
ComputersandHacking....................265
Wealth..........................................242 Crafting&Repairing..........................267
PurchasinganItem(Attackingthe Demolitions........................................268
WealthTrack).............................242 Diseases..............................................269
CostsandRewards........................243 Disguise..............................................269
SellingThings.................................243 ExplosivesandExplosions.................270
HealingWealthStressand Facilities..............................................273
Consequences............................244 Falling.................................................273
GettingRich...................................244 FireandEnvironmentalHazards.......274
Mana............................................245 FootChases........................................275
ArcaneMagic.................................245 Forgery...............................................276
Arcane(AffinityAbility).................246 FullAutoWeapons.............................277
HealingManaStressBoxesand GatheringInformation.......................278
HelpfromOthers...............................278
Consequences............................246
Hiding,Shadowing&Camouflage.....279
ManaConsequences......................247
Jumping..............................................280
TaintedMana.................................247 KnockOutBlow.................................281
OptionalStressSystem:Thresholds 248 Languages..........................................281
OptionalStressSystem:SingleSet..250 LockPicking.......................................282
MedicalAttention..............................282
Movement..........................................283
Chapter7Playingthe OutofAmmoandOverheating.........284
Game PoisonsandDrugs.............................285
HowtoDoThings.........................251 Push/Pull/Throw.................................286
StackingBonusesandPenalties.252 Restrain/Pin........................................286
Riding.................................................287
SettingDifficulties........................252 Scale...................................................287
Spin..............................................254 Scavenging.........................................288
Maneuvers(PlacingaTemporary SizeandWeight.................................289
Aspect).....................................255 SocialEspionage................................291
TypesofActions...........................257 Spying(LongTerm)...........................291
SimpleActions................................257 SuppressionFire................................2912
ExtendedActions...........................258 Swallow..............................................293
Swimming...........................................293
ZeroOut.....................................259
TakingAim..........................................293
SpecialActions............................259 TakingCover.......................................294
FreeActions...................................259 Testing&Research............................294
HoldYourAction............................259 Time....................................................295
BlockActions.................................260 Trip......................................................295
FullDefense....................................261 Vacuum...............................................296
SupplementalActions....................261 ZeroGravity........................................296
Zones..................................................297



vi
IntroTableofContents

Chapter8Equipement& Chapter9Vehicles
Technology StepsofVehicleCreation.............341
WeaponRating(WR).................299 Step#1:WhatistheVehicle?........341
ArmorRating(AR)......................299 Step#2:Size..................................341
ArmorStress................................299 Step#3:VehicularAspects..........342
ExplosiveRating(ExR)..............299 Step#4:Abilities..........................343
EquipmentRating(ER)..............299 Step#5:SpecialtyAspects..........343
Range............................................300 Step#6:VehicularAdvantages...344
TechLevel(TL)............................300 WhoPlaystheCar?.........................344
CostRating....................................301 StressandConsequences...........345
StructuralStress............................345
EquipmentModifications..........301
SystemStress.................................345
OtherNotes.................................302
CrewStress....................................345
Ammunition(AmmoUnits)......302 RepairingConsequences...............346
ItemAspects................................303 DoingThingsinVehicles.............347
FIREARMSTABLE.......................305 Actions...........................................347
MELEEWEAPONSTABLE..........307 Driving/Piloting..............................347
ARMORTABLE............................308 VehicularManeuvers.....................348
GENERALEQUIPMENTTABLE.309 Navigation......................................348
CombinedItems...........................310 VehicleChases................................348
EquipmentKits.............................317 ThePeopleMatter.........................350
SpecialAmmunition.....................319 VehicularConflict.........................351
StealthandDetection.....................351
SmartGrenades...........................320
StructuralAttacks...........................351
SimplifiedEquipment...................321
SystemAttacks...............................352
MaintenanceCosts.....................324 CrewAttacks..................................353
AugmentedRealityTL5.............321 QuickResolution............................354
VirtualityTL6............................326 SampleVehicularAdvantages....355
AIandVITL56..........................327 CrewAdvantages...........................355
TranshumanityTL6..................328 SensorRanges................................357
CreatingTranshumanCharacters...331 DefensiveAdvantages....................357
SampleMorphs...............................331 FunctionalAdvantages..................360
CustomMorphs.............................335 MobilityAdvantages......................367
InfomorphAdvantages.................335 OffensiveAdvantages....................372
BackupInsurance...........................336 WeaponRanges..............................372
PowerItems................................337 SampleVehicles...........................376
PurchasingPowerItemsand
AspectedItems.......................337










vii

Attacking,Defending,Movingand
Chapter10Organizations Maneuvering..............................400
ThisChapterandtheFateFractal..381
MultiScaleConflict.....................402
WhatisanOrganization?.............381 ScalesandZones............................402
StepsofOrganizationCreation......381 TheInverseNinjaLaw....................403
Step#1:TheOrganizations Individualsvs.Units.......................403
Concept......................................382 TransitioningStressand
Step#2:Influence..........................382 ConsequencesbetweenScales.404
Step#3:DetermineOrganization Individualsvs.Vehicles..................404
Aspects.......................................383 UnitsorIndividualsvs.Organizations.405
TheOrganizationAspectAlphabet..383 FieldingUnits.................................406
Step#4:PurchaseOrganizations

Abilities&DetermineStress
Tracks.........................................384 Chapter12Antagonists
Step#5:Determinethe TypesofNPCs..............................409
OrganizationsAssetAspects....385 Extras.............................................409
MembershipAdvantage................386 GameMasterPlayedCharacter
OrganizationalConsequences& (GMPCs)......................................410
SacrificingAssets.......................386 AntagonistEntries.......................410
ImprovingtheOrganization..........387 AnimalAntagonists......................411
CollaborativeOrganizationCreation389 FantasyAntagonists....................420
SampleOrganizations.................390 ModernAntagonists...................433
SciFiAntagonists........................438
Chapter11Units&Large
ScaleConflict Chapter13GameMastery
WhatisLargeScaleConflict?......393 Changeit!.....................................441
SkirmishandCampaignScale.....393 TheRuleofFun........................441
WhatisaUnit?.............................394 NeverSayNo...........................443
StepsofUnitCreation...................394 PlayerNarratedFailure...............444
Step#1:TheCharactersthatmakeup TheFunofFailure........................444
theUnit......................................394
GMingviaEducatedReaction.....445
Step#2:DeterminetheUnit'sStress
Track...........................................394
GameBalanceandMutually
Step#3:DeterminetheUnit's AssuredDestruction................447
DefiningAspect..........................394 HowNottoRunGMPCs..............448
Step#4:DeterminetheUnitsSize ExperienceforMilestonesand
andAbilities................................395 Training.....................................448
Step#5:DeterminetheUnitsRoster
Aspects.......................................396

Step#6:DeterminetheUnitsStress Indexes/References
Tracks.........................................396 CommonTables...........................455
Consequences................................396 AdvantagesIndex.......................455
VehicularUnits...............................399
VehicularAdvantagesIndex.......455
SkirmishandCampaignScale
AntagonistsIndex.......................455
Conflict.....................................399
StandardIndex............................459



viii
IntroTableofContents

Chapter1
TheBasics

WhatisaRoleplayingGame?
Tellingstoriesisatraditionwevesharedsincetheearliestmenlearnedto
talk. Everyone gathers around and the storyteller avails the listener with
talesofadventures,mystery,actionorterror.
Role playing games (RPGs) were born of this tradition. But instead of a
singlestorytellertellingthestoryandplayingthepartofallthecharacters,
roleplayinggamesspreadtheworkaroundabit.
Toplayaroleplayinggameyouneedatleasttwopeople,thoughthreeor
fourispreferable.Onepersonusuallyhassomesortoftitle,wecallhimthe
GameMaster(orGM)andtheotherparticipantsaresimplycalledPlayers.
Eachplayermakesupacharacter.Likeacharacterinabookormovie,the
character should have an interesting background, quirky habits, views and
beliefsandothertraitsthatmakesthecharacterwellrounded.
But unlike a book or movie, the character is assigned statistics and traits
that are defined by the game system. These attributes tell the player, and
others,howcapablethecharacterisatperformingcertainthings.
ItistheGMsjobtocomeupwithsomesortofplotoutlineforthestoryas
well as playing all the other characters that appear. He is also the final
arbitrator of the rules, and may even supersede the rules of the game if it
suitshisstory.
So when the game starts, the GM describes to the players where their
charactersareandwhatisgoingonaroundthem.AndthenhellaskWhat
areyougoingtodo.
Eachplayerwill,inturn,describewhatactionstheywishtotake.Usingthe
rules of the game, the players and GM determine what happens when the
playersattempttheiractionsandwhetherornottheysucceed.
Andthatsroleplaying!





1

WhatistheFATEGameSystem?
The book you hold in your hands uses a heavily modified version of the
FATE (Fantastic Adventures in Tabletop Entertainment) game system
compiled and revised to allow the GM to run a game set in just about any
genrehecanimagine.
FATEistheawardwinningroleplayingsystemdrivingSpiritoftheCentury,
StarblazerAdventuresandtheDresdenFilesRPG.Withthisgamesystemyou
can tell stories of great adventure, terrible tragedy, super heroics or bone
chillinghorrorsetinthegenresoffantasy,modern,orsciencefiction.

ThingsYouShouldHave
Inadditiontothisbookyoullneedafewsuppliestoplaythegame.Heres
alistofmandatoryitemsaswellassomerecommendedones.
YoullNeed
A set of Fudge dice, which can be purchased at several online
hobbystores.Alternatively,youcanusetwosixsided(d6)dice,
preferablyofdifferingcolors,foreachplayerandtheGM.
Somecopiesofcharactersheetsoratleastblankpapertorecord
characters.(YoucandownloadcharactersheetsfromtheVoidStar
homewebsite.)
Writingimplements.
Friends. For running a game, the sweet spots somewhere
betweentwoandfour.
Youllfinduseful:
Asetofpokerchipsorglassbeads(touseasFatePoints).
Indexcardsorstickynotestopassnotesandtomakenoteson
thingsthatcomeupinplay.
Snacks.



2
Chapter1TheBasics

RollingtheDice
When you want your character to perform an
actionyourGMmaycanonyoutorollthedice.Do
so,andaddanyrelevantmodifierstofindthetotal
Probabilityof4
result of the roll. Usually a roll will call for you to FudgeDice
addaspecificAbilitytotheroll.Forinstance,ifyou
weretoldtorollyourAgility,youdrollthedice, Result %Chance
add your Agility rating, and then add any other 4 1.23
relevant modifiers to find the total. The total is
thencomparedtoadifficultyratingsetbytheGM 3 4.94
todeterminesuccessorfailure. 2 12.35
FATEusesFudgedice,asetoffoursixsideddice
1 19.75
markedwitha+,and0(orblank)oneach
side. You roll the four Fudge Dice and total them 0 23.46
up.Eachpluscountsas+1,eachminuscountsas1, 1 19.75
andablank(or0)countsas0.Theaverageresult
ofthedierollis0butcanswayasfaras4to4. 2 12.35
Once youve determined the result of your dice 3 4.94
roll, add theresult(or subtract ifitwasnegative)
4 1.23
toanyothermodifiersyoumighthavesuchasyour
relevantAbilityRank.
ForexampleifyourAbilityisRank2andyourolla+,,0,+(adicerollof+1),
thetotalis3.
If your total is equal to or higher than the difficulty you succeed at your
task. And if you beat the difficulty by 3 or more youve generated Spin.
This means you not only succeeded but you did so in spectacular fashion.
Seepg.254formoreonSpin.
Sowhenacharacterwantstodosomethingthatrequiresaroll,hefollows
thissimpleformulatodeterminehowwellhedoes:

4dF+AbilityRank+OtherModifiersvs.Difficulty

Modifiers can be anything from bonuses granted from Aspects to those
providedbyAdvantages(seebelow).


Willtheseregularsixsideddicework? Probabilityofd6d6
Yestheywill. Result %Chance
WhetheryoudonthaveanyFudgedice,oryou 5 2.78
just prefer slightly less predictable results, you
mayusetwosixsideddice. 4 5.56
Therearetwowaystodothis.Thefirstmethod 3 8.33
is to use four of them just like Fudge Dice,
2 11.11
counting12as0,34as,and56as+.
The other option is to take two different 1 13.89
colored six sided dice and decide which will be 0 16.67
thenegativediebeforeyouroll.Rollthedice
andsubtractthenegativedicefromtheother 1 13.89
dice result and add the total to your Ability 2 11.11
Rank.
3 8.33
Note that using this method of randomization
willhaveatendencytocreatemuchmorevaried 4 5.56
results.
5 2.78

RanksandDifficulty
Just about every quantifiable value in FATE is given a Rank. Abilities are
givenaRankthatdetermineshowgoodyouareatperformingcertaintasks,
equipment is given ranks (called Equipment Ratings) to determine how
muchitaidsyou,etc.
Difficultiesaregivenranksjustlikeeverythingelse.Forinstance,itmightbe
a Rank 0 difficulty to jumpstart a car, but a Rank 3 difficulty to repair that
samecarafteraseriousbreakdown.
Guidelinesforsettingdifficultiesarefoundlaterinthisbook(pg.252),but
theruleofthumbisthus:Theaveragepersonsucceedsatadifficulty2task
alittlemorethanhalfthetime.





4
Chapter1TheBasics

TakingAction
Diceareusedinoneoffourtypesofsituations:
Simple Actions: Where the character spends his turn rolling against a
fixed difficulty. If your total is equal to or higher than the difficulty,
youaresuccessful.(Seepage257.)
Contests: Two or more characters roll to perform competing simple
actions. The character whose dice roll plus modifiers has the highest
totalwins.(Seepage257.)
Conflicts:Whentwoormorecharactersactindirectoppositiontoone
another,butwhereresolutionisnotassimpleasacontest.(Seepage
205.)
PhysicalConflictAfightwithfists,knives,guns,etc.
Mental Conflict An argument, debate, or confrontation with something
thatpotentiallychangesordamagesyourmind.
Social Conflict A public conflict that can change or damage your
reputationand/orlegalstatus.
Extended Actions: When you are performing a complicated task you
cannot complete ina singleturn. Youroll each round, adding up the
result of your rolls (plus modifiers) until you eventually hit a set
difficulty.(Seepage258.)


CharacterAspects
Morethananyotherattribute,Aspectsarewhatmakethecharacterwho
heorsheis.AnAspectcanbeanyphraseorquotethattellsyouandtheGM
something about your character. Typically, an Aspect will relate to some
eventorimportantpersonfromthecharacterspast,anitemofimportance
to the character, a part of his personality, or a goal. They should not,
however,relatedirectlytohisproficiencyinaparticularAbility.Thatswhat
SpecialtyAspectsarefor(seebelow).
SomeSampleCharacterAspects:
TrainedbyCorporalFrankSheppard "Alwaysontherun"
AlwaysUnderestimated "Nobodygetsleftbehind!"
Soonthiscitywillbelongtome! NeverForgetsanInsult
Aspectsmaybeinvokedforabenefittotheplayer.Thismeanstheplayer
spends a Fate Point and gains a benefit in situations where his Aspect is
relevant.
Aspectsmayalsobecompelled.Thismeansthecharactersuffersinsome
waybecausehehasthatAspect,butheisrewardedwithaFatePointforhis
troubles.

AbilitiesandSpecialtyAspects Abilities

Abilities represent what a character can do, or rather, Physical


how well they can do it. They are ranked starting at 0 Agility
andgetbetterastherankincreases.Arankof0means Endurance
very little natural ability and/or no training. A rank of 5 Perception
means you are one of the best in the world with that Strength

Ability.

Mental
So while a character with a Strength rank of 0 may Knowledge
occasionally have trouble getting around in daytoday Reasoning
life, a character with a Deception of 5 is among the Willpower
greatestliarsandconartistsontheplanet. Craft

AbilityRank Whatthatmeans

Social
1* Youhaveahandicapordisabilitythatoften
makesyoureverydaylifeachallenge. Deception
0 Almost handicapped. You may have some Empathy
troubleindaytodaylife. Persuasion
1 Below Average. People note your Resources
deficiencies.
2 Average.MostpeoplehaveanAbilityrankof2.
3 AboveAverage.Youarenoticedforyourtalents.
4 Well Above Average. You are one of the most talented people
forhundredsofmiles.
5 Peak Human. Few people on the planet have this level of an
Ability.
*Charactersdefaulttoaratingof0,sotheonlywaytogeta1isbytaking
theWeaknessAdvantagefoundonpage203.



6
Chapter1TheBasics

Abilities are very broad generalizations, and while


they can give you a good idea of what a character is
capable of, they dont tell the whole story. To get a
better idea of what a
character is
exceptionally good (or
bad) at, you need to look
at his Specialty Aspects (and
Advantages, but well get to them
later).
LikeCharacterAspects,SpecialtyAspectsillustrate
things that are important to the character.
However, unlike Character Aspects, which are very
broad in their scope, Specialty Aspects should be
morefocusedonaparticularAbility.
SomeSampleSpecialtyAspects:
ExpertMarksman(Agility)
SicklyandSlowtoHeal(Endurance)
IhackedtheDoDDatabaseinlessthan7minutes!
(Knowledge)
Remember,Abilitiesareverybroad.Sodontthinkyouneedtohaveahigh
rank in an Ability to be very good at some specialty that falls under it. For
example, atalented chemist would probably have his Knowledge Ability at
Rank2or3withaSpecialtyAspectthatcangrantabonustochemistrylike
RecitesthePeriodicTableinHisSleep.
Seepage21formoreonSpecialtyAspects.

RefreshRate(Refresh)
AllcharactersstartwithapredeterminedRefreshRatesetbyyourGM.This
is thenumberof Fate Points the character begins each game session with.
RegardlessofhowmanyFPyouhadattheendoftheprevioussession,you
startthenextgamesessionwithanumberequaltoyourRefreshRate.
This Refresh Rate is often more simply referred to as your characters
Refresh.
NotethattheGMmaydecidenottoallowaRefreshatthebeginningofa
sessioniftheprevioussessionendedabruptly,orhemayofferaRefreshat
othertimesifappropriate;suchaswhenhittingamilestoneinastoryarc.

Advantages
Advantages represent additional training or special abilities a character
might have. You purchase Advantages with Advantage Points (AP) and
theycomeinthreetiers.
InthefirsttierwefindtheExpertAdvantages.Thesearecommonamong
allpeopleandareusedtodescribesomedegreeoftraining.Forexample,a
characterwithaCraftof2mightalsohavetheGearHeadAdvantage,which
grantsabonustoworkonvehiclesandimpliessomemechanictraining.
The second tier is made up of the Heroic Advantages. These are the
special, more cinematic, traits that push your character overthetop.
Heroic Advantages belong to action heroes like the bouncer who can take
down a room full of drunken brawlers or the investigator who can fashion
powerfulexplosivesoutofthestuffyoudfindinmostkitchens.
ThethirdtierholdsthePowerAdvantages.Thesearethemagicalspells,
psionic powers, mutant gifts, cybernetic augmentations or other unnatural
powersthatcharactersmayobtain.
What Advantages are available for you to choose from depends largely
uponyourGM,thegenreofthegameyoureplaying,andthespecificsetting
youreusingforyourgame.
Advantages are also meant to represent the unique abilities that a given
genre/setting may allow for your character to indulge in mechanical
wonders made possible by science(!), arcane secrets of undocumented
ancient civilizations, superhuman capabilities, the unlocked power of an
enlightenedmind,younameittheseAdvantagesaremeanttodistinguisha
characterassomethinguniquewithinthesettingofthestory.





8
Chapter1TheBasics

StressandConsequences
Bullets and claws rend flesh, the mind reels in the face of an unnamable
abomination from beyond or at the sight of a dead loved one. The hero
walksalone;outcast,banished,hungry,homeless,poor,andbroken.Notall
heroesarewelcomedwithopenarms,buttheydothejobanyway.
Whenyousufferstressfromanattack,theamountyousufferismarkedoff
yourstressboxes.Onceallthestressboxesinarowaremarked,youmust
takeaConsequence.OnceyouhavetakenfourConsequences(oneeachof
Minor, Major, Severe(P), and Extreme(P)) you are in danger of being
Defeated(P).
ConsequencesareessentiallytemporaryAspectsthatdescribeaneffectof
thestressyouhavetaken.AndlikeotherAspectstheycanbecompelled,or
evensometimesinvoked.Forexample,aMinorPhysicalConsequencemight
beaSprainedAnkle,while a Severe(P)Social Consequence maybeWanted
DeadorAlive.
In addition, the first invoking or compelling of a Consequence is free and
the Severe(P), Extreme(P), and Defeated(P) Consequences are considered
persistent,allowingyoutoalwaysinvokeorcompelthemforfree.
Note that Extras are often unable to take the full allotment of
Consequences.
SeeChapter6formoreonconflicts,stress,andConsequences.

Awesomevs.Realism
Unlikemanyothergamesystems,FATEdoesnottrytosimulatereality.
Instead, the focus here is on telling a story, a shared narrative between
theGMandplayers.
Often times what makes for a good story isnt always realistic. When
playing games using Strands of Fate, remember to think of it as a play,
novel,comicbook,ormovie.TheplayerscanusetheirFatePointstotake
over some control of the story, bringing to the forefront the different
aspectsoftheunfoldingstoryanditscharactersthattheythinkarecool.
While this may not always create a perfectly realistic result, it should
alwayscreateaninterestingone.Thatwasawesome!isalmostalways
morefunthanThatwasrealistic.

Glossary
Ability:YourAbilitiespaintaverybroadpictureofyourcharacter,defining
his innate aptitude in performing certain tasks. When creating your
character, you willgivehim ranks inhis Abilities. The average person has a
ratingof2ineachAbility.SeeChapter4formore.
Advantage: Theseattributesfurtherdefinewhat yourcharacter cando. If
Abilities cover your characters natural ability, Advantages help represent
whatyourcharacterhaslearnedovertheyears.SeeChapter5formore.
Advantage Points (APs): Characters are given a number of Advantage
PointsatcharactercreationwithwhichtopurchaseAdvantages.
AffinityAbility:AnAbilitythatdescribesyouraptitudeforcontrollingyour
PowerSource.UsuallyrolledwhenusingPowerAdvantages.Seepg.92for
more.
Aspects: An Aspect is a word, phrase, quote, or sentence that describes
someparticulartraitofaperson,placeorthing.YoucanspendaFatePoint
(FP) to drawattention to a particular Aspect, or gain a FP when an Aspect
harmsyou.ThisiscalledinvokingorcompellinganAspect.
Aspectsaregenerallywritteninitalicsinthisbook.
SeeChapter3formore.
Assessment:YoumayuseyourPerception,ReasoningorEmpathytostudy
aperson,placeorthinginanefforttodiscoverAspectsitmayhave.Seepg.
63formore.
Armor Rating (AR): Armor, shields, and some Powers grant an Armor
Rating.Ifyouaresuccessfullyhitwithanattack,yourARissubtractedfrom
theamountofstressyousuffer.
Campaign:Aseriesofgamesessionsstrungtogethertoformasharedand
evolvingstory.
CampaignPowerLevel(CamPL):AratingdeterminedbytheGMthatsets
the tone of the campaign. Your Campaign Power Level determines the
numberofAbilityranks,AdvantagePoints,etc;thatstartingcharactershave.
Seepage15formore.
CharacterAspect:AnAspectthatdescribeswhoacharacteris.Itanswers
thequestionofwhereheisfrom,hisoutlookonlife,hisguidingprinciples,
etc.
Compel (an Aspect): Spend a Fate Point to make an Aspect impact a
characterinanegativeway.YougainaFatePointanytimeoneofyourown
Aspectsarecompelled.Seepg.55formore.



10
Chapter1TheBasics

Concession:Youmaychoosetoendaconflictonyourterms.Ifyouoffera
Concessiontoyouropponentanditisaccepted,yougainaFP.Ifherefuses
andtheofferwasafairone,helosesaFP.Seepg.208formore.
Consequences:IfyousuffertoomuchstressonyourStressTrack,youmust
takeaspecialkindofAspectcalledaConsequence.Therearefourtypesof
Consequence Minor, Major, Severe(P) and Extreme(P). As you take
Consequences,andtheyarecompelled,youbecomelessandlesseffective
atperformingtasksuntilyouareeventuallyDefeated(P).SeeChapter6for
more.
Declaration: You may roll your Knowledge or Reasoning to declare that a
person, place, or thing has an Aspect you get to specify. The more
interestingtheDeclaration,thehigherthechancesareofsuccess.Seepg.65
formore.
Defeated: The exact nature of Defeat depends largely on what type of
conflictyoulost.Foraphysicalconflict,itcouldmeanacomaorevendeath.
A mental conflict could reduce you to a gibbering vegetable, while a social
conflictcouldlandyouinprisonorexiledforlife.SeeChapter6formore.
Defining Aspect: The Character Aspect that best defines your characters
concept.Seepg.19formoreonDefiningCharacterAspects.
Determination: The armor used in mental conflicts. Determination
ratingsderivefrommotivationandmoraleonthepartofthedefender.See
pg.222formore.
Difficulty(Diff:X):Thenumberthatyourrollplusmodifiersmustmeetor
exceedtosuccessfullyperformanaction.
Edge: The weapon used in mental conflicts. Edge ratings are granted
fromexceptionalroleplayingorclevernessonthepartoftheattackers.See
pg.222formore.
EquipmentRating(ER):Thebonusapieceofequipmentgrantsyouwhen
usingittoaidyouinperforminganaction.Seepg.299formore.
Experience Points (XPs): At the end of each game session, the GM will
reward you experience points. These points are spent to improve your
characterstraits.
Extra: Extrasarethe faceless masses ofcharactersthe PCs might interact
with,butdonotplayamajorroleinthestory.Itmaybethebartender,the
crossing guard, or one of the local farmers. They tend to have simplified
statisticsandareDefeatedmucheasierthanPCsorGMPCs.
Fate Point (FP): Fate Points are used as narrative currency. They can be
spenttoturnthespotlightonaparticularperson,placeorthingsAspectsby



11

way of invoking or compelling. They can also be used to activate some


Advantages.SeeChapter3formore.
GameMaster(GM):AlsocalledNarrator,Judge,Referee,StoryTeller,etc.
in other games. The GM helps the group tell a story, devises the plot,
background,settingandenemies,playstherolesofNPCsandenemieswhen
you encounter them, and is responsible for knowing the rules and making
suretheplayershaveagreattime.
Game Master Played Character (GMPC): These NPCs are the other major
charactersinthestorythathaveanameasopposedtoGuard#3.Theyare
importantfiguresinthestory;suchasaplayercharactersboss,amajorally,
orenemy.
Initiative: A roll that takes place at the start of a conflict that determines
theorderinwhichtheactingcharactersgettotaketheirturns.Seepg.210
formore.
Invoke(anAspect):SpendaFatePointtomakeanAspectimpactarollina
positiveway.Seepg.53formore.
Leverage: The weapon used in social conflicts. Leverage ratings are
granted from collecting evidence against your target, publically humiliating
him,orundermininghisbaseofpower.Seepg.233formore.
Maneuver: An action taken to place an Aspect on yourself, another
character,anobject,orthescene.Seepg.255formore.
Melee Attack: An attack made against an opponent with your fist, feet,
knives,spearsorotherhandheldweapons.
NonPlayerCharacter(NPC):Theyrethecastofpeopleonthefringeofthe
story, people met along the way, all briefly played by the Game Master to
enhanceyourexperience.NPCsareeitherExtrasorGMPCs.
PersistentAspects:Denotedwitha(P)attheendoftheAspectsname.
TheseAspectsimpactaperson,place,thingorscenetosuchadegreethatit
canbeinvokedorcompelledforfree.ItdoesnotcostaFatePointtoinvoke
a persistent Aspect and no one gets a Fate Point if it is compelled. Note,
however,thatinvokingorcompellingapersistentAspectforeffectstillcosts
aFatePoint.Seepg.59formore.
Player:OneofthepeopleplayinginthegamethatisnottheGameMaster.
Player Character (PC): Thats the imaginary person you will play in the
game.Youcreatethemfromyourimaginationusingtherulesfoundinthis
book as a guide. Once created, you will control this character, making
decisionsforhimorherthatwillhelpthemovercometheirobstacles.



12
Chapter1TheBasics

Popularity:Thearmorusedinsocialconflicts.Themorethepubliccares
forthedefender,themoredifficultitistogetasocialattacktostick.See
pg.233formore.
Power Source: The source of power from which you gain access to your
PowerAdvantages.Seepg.95formore.
RangedAttack:Anattackmadewithabow,crossbow,pistol,assaultrifle,
thrownspearoranyothertypeofrangedweapon.
Refresh Rate: Your Fate Point budgethow many Fate Points you get at
thestartofeachsession.OftenjustcalledRefresh.
Round: A round consists of about three seconds of ingame time. And
duringthattime,eachcharacterinthescenegetsaturn.Eachcharactergets
totaketheirturninorderofinitiative.
Scene:FATEbreaksuptheactionintoscenes,muchlikeamovie.Youhave
interaction scenes, action scenes, chase scenes, etc. The exact length of a
scenevariesbutgenerallybeginsandendswhenthereisasignificantshiftin
thestorysfocusorachangeinthesetting.
Scale: The scope of a conflict. Scales are rated as Personal, Skirmish, and
CampaignScale.Seepg.287formore.
Session:Agamesession.Thetimeyouandyourfriendsdevotetoplaying
thegameonagivenday.
Specialty Aspect: An Aspect that describes what a character is good (or
bad)at.TheyarenarrowinfocusandareassociatedwithanAbilitytobetter
defineitsintendedmeaning.Note:ResourceSpecialtyAspectscanbeitems
orFacilitiesandPersuasionSpecialtyAspectscanbealliesandcontacts.See
page21formore.
Spin: When the total of your roll plus all modifiers beats the difficulty by
threeormore,youaresaidtohavegeneratedSpin.Spinindicatesthatnot
onlydidyousucceedbutyoudidsowithfinesse,precisionand/orflare.See
pg.254formore.
StressTrack:AStressTrackisusedtotracktheamountofstressyouhave
takenmeasuredinstressboxes.Onceallthestressboxesinarowarefilled
you must take a Consequence. Additional stress is then taken on the next
row, which when filled, requires you to take another Consequence; and so
onuntilyouareDefeatedorConcede.SeeChapter6formore.
TechLevel(TL):Thegeneralleveloftechnologyfeaturedinthecampaign.
Thehigherthenumber,themoresophisticatedthetechnologytheaverage
personhasaccessto.Seepg.300formore.



13

TemporaryAspect:AnAspectthatgoesawaywithtime.FragileAspects
go away when compelled or invoked or after the round is over. Sticky
Aspectsgoawayaftertheyareintentionallyremovedorsomethinghappens
toremovethem.SeeChapter3formore.
Turn:Yourchancetoactduringaround.
WeaponRating(WR):WeaponsandsomePowershaveaWeaponRating.
After you have landed a successful attack on your enemy, this bonus is
addedtotheamountofstressyourtargetsuffers.Seepg.299formore.
Zone:Theareainwhichaphysicalconflicttakesplaceisdividedintozones
by the GM. Zones usually have clearly defined boundaries, such as walls or
changesinelevation,andaresizedbasedonthescaleoftheconflict.Seepg.
297formore.



14
Chapter1TheBasics

Chapter2
CharacterCreation

StepsofCharacterCreation
1. DetermineyourCampaignPowerLevel(CamPL)andTechLevel(TL)
2. Thinkaboutyourcharacterconceptandpickoutacoolname
3. SelectfiveCharacterAspects
4. PurchaseAbilities
5. SelectfiveSpecialtyAspects
6. PurchaseAdvantages
7. Purchasestartingequipment

Step#1:CampaignPowerLevelandTechLevel
Before youbegin creating your character, the GM should set a Campaign
PowerLevel(CamPL).TheCampaignPowerLevel,simplyput,tellsyouhow
epicyourcampaignisgoingtobe.Willyoubefightinggangstersinaback
alleyordragonsintherealmofgods?
The table below suggests several common Campaign Power Levels but
dontbeafraidtomakeupyourown.Ifyoufeelyouwanttorunacampaign
wherethecharactershavetheAbilitiesofaHerobuttheAdvantagesofa
SuperHero,goforit.JustrememberthattheCampaignPowerLevelwill
haveadrasticaffectonyourgame,sothinkaboutitcarefully.
TechLevel: Determine the campaigns TL as it will impact how some
Advantagesareusedandwhatequipmentisavailable.Seepg.300formore.
Aspects:RegardlessoftheCamPL,allcharactersbeginwithfiveCharacter
AspectsandfiveSpecialtyAspects.
CharacterAspectsdefinewhoacharacteris,whileSpecialtyAspectsdefine
the characters proficiency in skills, his personal items, or interesting
relationships.
Abilities:Allcharactersbeginwitharankof0inallAbilities.Dependingon
your starting CamPL, you gain additional ranks to distribute among your
Abilities as per the table below. So placing 3 ranks in Empathy netsyou an
Empathyratingof3.



15

Thenumberinparenthesisisthehighestrankyoucanstartwithinasingle
Ability,thoughitmaybeincreasedlaterbyspendingExperiencePoints.
Refresh: All characters start with a Refresh Rate determined by the
campaignsPowerLevelasperthetablebelow.ThisistheamountofFate
PointsthePCswillstarteachgamesessionwith.
Advantages: Unlike Aspects, Advantages offer a constant bonus to a
specific use of an Ability, such as sneaking or telling lies, or allow you to
performsomespecialaction.
Charactersstartwithanumberofpoints,dependingonyourCamPL,with
which to purchase Advantages. However, some Advantages are only
available at higher Power Levels and cannot be purchased no matter how
many Advantage Points (APs) you have. The table below shows the
suggestednumberofstartingAdvantagePointscharactersshouldgetbased
on the Power Level of the campaign. The number in parenthesis is the
maximum number of APs the character can put into a single Advantage,
thoughhemayaddmorelaterbypurchasingAPswithExperiencePointsand
devotingthemtoimprovinghisPower(s).
ThedifferenttypesofAdvantagesandwhattheyareforaredescribedlater
inthischapter.
Note that the GM may decide to allow Power Advantages to Experts or
HeroesiftheyareplayinginasettingwhereAdvantagescanbepurchased
withResources,suchasafuturisticsettingfeaturingcybernetics.Seepg.90.
Also, the GM may consider allowing Commoners and Experts to purchase
theHeroicAdvantagecalledExperienced(pg.103).
Campaign Abilities Adv.
PowerLevel Refresh (Max) Points AvailableAdvantages
Commoner 4 24(3) 1(1) Expertonly
Expert 5 24(3) 3(1) Expertonly
Hero 6 25(3) 6(2) ExpertandHeroiconly
ActionHero 7 25(4) 9(2) ExpertandHeroiconly
MythicHero 8 26(4) 12(5) Expert,HeroicandPowers(NoSuperPowers)
LegendaryHero 9 26(5) 15(7) Expert,HeroicandPowers(NoSuperPowers)
SuperHero 10 27(5) SeeBelow SeeBelow
MetroClass 20(10) All,MetroClassSuperPowerOnly
WorldClass 30(12) All,UptoWorldClassSuperPowersOnly
GalaxyClass 40(14) All,UptoGalaxyClassSuperPowersOnly
CosmicClass 50(16) All,UptoCosmicClassSuperPowersOnly
InfinityClass 60(18) All
YouhaveanumberofPhysicalstressboxesequaltoyourStrength+Endurance+Modifiers.
YouhaveanumberofMentalstressboxesequaltoyourReasoning+Willpower+Modifiers.
YouhaveanumberofSocialstressboxesequaltoyourPersuasion+Resources+Modifiers.



16
Chapter2CharacterCreation

Step#2:TheCharacterConcept
Thesecondstepincreatingacharacteristositdownandthinkofasolid
characterconcept.Thisofcoursewilldependlargelyonthesettingyouare
goingtobeplayinginandthegenre(s)youretakinginspirationfrom.
In a fantasy game, your character could be the outcast heir to an ancient
kingdom. Or he might be a poor down on his luck merchant looking for a
waytogetbackattheevilDukewhorobbedhimofhisfortune.
Inamoderngame,yourcharactermightbeaburnedoutcopwithaknack
forbeinginthewrongplaceatthewrongtime.Ormaybeyouareaformer
proracecardrivergettingbydoingstreetracesanddrivingthegetawaycar.
Inascifigame, you might be a cybernetically enhanced computer hacker
embroiled in the world of industrial espionage, breaking into secure
corporate networks and selling what you find to their competition. Or
maybe youre a laserriflewielding street samurai looking to bring justice
backtoyouroldhometownonMars.
Dont be afraid to bounce your character concept off the GM and other
players. Youll know youve got a good one when another player tries to
stealitforhisowncharacter.

Step#3:CharacterAspects
Chapter3dealswithAspectsindetail,butfornow,youjustneedtoknow
thebasics.
An Aspect is a phrase, sentence, or character quote that describes some
aspectofyourcharacter.YoucanspendaFatePointtogainabonusbecause
of your Aspect. This is called invoking an Aspect (see pg. 53). An Aspect
can also work against you, earning you a Fate Point. This is called
compellinganAspect(seepg.55).
Aspects can be both positive and negative, but they should never be
boring.WheneveryouchooseanAspect,takeaminutetoaskyourselfwhat
kind of situations you can imagine using it for and what kind of trouble it
might get you into. The very best Aspects suggest answers to both those
questions. And an Aspect that can answer neither is likely to be very dull
indeed.
WhenyourepickingAspects,makesureyoudontgethunguponcoming
up with some clever play on words or being witty. What really matters is
howusefulyourAspectis.IfyouareiffyaboutanAspect,trytothinkoftwo



17

orthreedifferentwaysthatAspectcouldcomeupinthegame.Howdoyou
invokeit?Howcanitbecompelled?
Asageneralrule when selectingAspects, Cool should always outweigh
Powerful. So you might be thinking Ill take Lucky as an Aspect. That
couldalwaysbeinvokedtohelpme.Andyeah,youdberight.Itspowerful.
Butisitcool?
LetstakeitastepbackandchangeittoTwistsofFate.Notonlyisthata
little more evocative but it suggests that it could be invoked in some truly
interesting ways. It might also get you to wondering why this character is
regularlysubjectedtooddcoincidencesand...twistsoffate.
And perhaps just as important as being cool, the Aspect should be
interestingwhen compelled. Askyourselfhow often Lucky is going to be a
bad thing in your characters life. You want conflict. You want challenge.
AdversityisfunanditnetsyouFatePoints.
Now lets look at Twists of Fate. This Aspect implies that the odds always
seemtoturnontheirheadwhenyourcharacterisaround.Butthatdoesnt
meantheyalwaysworkinyourfavor.AnAspectlikethiscouldbecompelled
bytheGMinallsortsofinterestingwaysandnotonlydoesthatnetyouFate
Pointsbutitmakesforabetterstoryforeveryone.




18
Chapter2CharacterCreation

Your character starts with a total of five character Aspects. One is called
yourDefiningAspectandisessentiallyyourcharactersconceptsummedup
injustafewwords.Theotherfourareusedtofurtherdefineyourcharacter
andareaddressedbelow.
SampleDefiningCharacterAspects
HonorableKnightoftheCross
MysteriousSorcerer
ParanoidParanormalInvestigator
HardNosedSpecialForcesOperative
BloodThirstySpaceMarine
CyberneticAssassin
WhenthinkingaboutyourotherCharacterAspects,youshouldprobablystop
toconsiderhowyourAspectsaddressthetopicslistedbelow.
We call this the Aspect Alphabet and while it is not required that your
Aspects address these issues, its a good idea to at least give them a little
thought.
AisforAmbition
Whatareyourcharacter'sgoalsandambitions?GoodambitionAspectsmight
besimilartoWantstoAvengehisFather'sDeath,I'llmakecaptainoneday!",
"ThehordesofGogshallbedrivenoutofmyhomeland!",orsomethingsimilar.
BisforBackground
Thiscouldcoveranythingfromwhereyougrewup,towhoyourparentswere,
toyourpreviousprofessions.ThingslikeGrewupontheStreetsofNewYork,
Bastard Son of Prince Morlass, Ex CIA Operative, make great background
Aspects.
CisforConvictions
Whatdoyoubelievein?Whatphilosophiesguideyouractionsandmakeyou
thepersonyouare?SomegoodconvictionAspectsincludeGodwillgrantme
Strength,LadiesFirst,orIdlaydownmylifeformycountry.
DisforDisadvantages
Whyhaventyoualreadyachievedallyourgoals?Whatareyourweaknesses?
SomegooddisadvantageAspectsincludeSoftSpotforthePoor,Lostmylegs
inNamorIshallnotharmaninnocent.



19

Step#4:Abilities
WhileCharacterAspects tellus whoa character is, his Abilities tell us in a
verygeneralsensewhathecando.Characterswillhavearankdefaultingto
0 in each of the following twelve Abilities. These Abilities are very broad
interpretations of your characters capabilities, which are further defined
withSpecialtyAspectsandAdvantages.
The twelve Abilities, and what they measure about your character, are
listedbelow:
PhysicalAbilities:
Agility speed, balance, handeye coordination, hiding, moving quietly,
manualdexterity,attackingwithrangedweapons,etc.
Endurance health, vigor, ability to withstand pain, toxins, sickness and
diseasesofthebody,etc.AddstoyourPhysicalstressTrack.
Perception the five senses, general awareness of your surroundings,
reactionspeed,etc.CanbeusedtomakeAssessments(pg.63).
Strength raw physical might, lifting, dragging, pulling, attacking with
meleeweapons,etc.AddstoyourPhysicalStressTrack.
MentalAbilities:
Craft painting, carpentry, blacksmithing, demolitions, sculpting,
programming,engineering,etc.
Knowledge history, geography, computers, physics, chemistry, pop
culture,literature,etc.CanbeusedtomakeDeclarations(pg.65).
Reasoningriddles,logicproblems,math,shorttermmemory,puzzles,etc.
Adds to your Mental Stress Track and your Wealth Stress Track if one is
usedinyourcampaign.CanbeusedtomakeDeclarations(pg.65).
Willpower resisting seduction, addiction, brain washing, temptation,
psychicassault,etc.AddstoyourMentalStressTrack.
SocialAbilities:
Deceptionlying,seduction,cheating,stealing,runninglongtermconsjobs,
casinganarea,pickingpockets,etc.
Empathy sense others emotions, detect deception, help with
psychologicaldamage,etc.CanbeusedtomakeAssessments(pg.63).
Persuasion bargaining, contacts, debate, intimidation, sex appeal,
performance,etc.AddstoyourSocialStressTrack.
Resources money, credit, collateral, home, means of transportation, etc.
Rolledtopurchaseitems.AddstoyourSocialStressTrackandyourWealth
StressTrackifoneisusedinyourcampaign.


20
Chapter2CharacterCreation

AffinityAbilities
AthirteenthAbility,calledAffinity,isusedtomeasureyourcontrolover
yourPowerSource.APowerSourceandAffinityAbilitymaybenecessaryif
youhavesometypesofPowerAdvantages.
PowerSourcesandAffinityAbilitiesarecoveredindetailintheChapter5.

CommonAbilityPackages
The following packages can be purchased with 24 ranks in Abilities.
You might want to select one of these packages to speed character
creation.
TheAverageGuy:Rank2inallAbilities.
TheTrainedProfessional:Rank3intwoAbilities.Rank2ineightAbilities.
Rank1intwoAbilities.
TheSpecialist:Rank3inthreeAbilities.Rank2insixAbilities.Rank1in
threeAbilities.
Ifyouarestartingwithmorethan24ranksinAbilities,considerselecting
apackagefromtheabovelistandcustomizingitwiththeadditionalranks
youhave.

Step#5:SpecialtyAspects
SpecialtyAspectsarewhatsetyourcharacterapartfromthemasses.
AfteryouhaveallottedyourAbilityPoints,youmaynowcomeupwithfive
Specialty Aspects. These Aspects should strongly reflect some strength or
weakness you have in a particular Ability. For example, under Agility you
might have High School Track Team and under Persuasion you might have
LadiesMan.
Butremember,as withCharacterAspectsthere is some benefit to having
anAspectthatisanegativetrait.ThememberoftheHighSchooltrackteam
could easily also have All Thumbs to indicate that while he may be athletic
andquickonhisfeet,hesnotespeciallygoodatcatchingthingsoranything
thatrequiresalotofmanualdexterity.
Note that Specialty Aspects are associated with an Ability (and an Ability
may have multiple Specialties), but are not restricted to it. The purpose of
this association is to better define the intent of the Aspect, not to strictly
limititsuse.



21

For example, Ill Never Talk! implies


Your10Aspects
something different if it is associated with
Every character begins
Endurance than if it were associated with
withatotalof10Aspects,
Willpower, even though the wording of the
and if you are using the
Aspect is the same. The association with an
Aspect Alphabet, you
Ability just helps clarify what the Aspect says
shouldtrytohaveonefor
aboutthecharacter.
eachofthese:
Also,theremaybesomespecialcaseswhere

the GM allows you to invoke or compel a CharacterAspects:


Specialty Aspect with a different Ability than 1. DefiningAspect
theoneitisassociatedwith.Andthatsokay. 2. Ambition
The Specialty Aspects association with an 3. Background
Abilityisaguideline,notarestriction. 4. Conviction
5. Disadvantage
For example, if a character has a Specialty
AspectofToughasNails(Endurance),theGM SpecialtyAspects:
maystilllethimspendaFPandapplyabonus 6. ExceptionalSkill
to a defense roll to mitigate physical stress, 7. Foe(s)
evenifheisrollingAgilitytodefend. 8. Gear
Like Character Aspects, we can continue 9. Help
lookingtotheAspectAlphabetasaguidefor 10. InferiorSkill
selectingSpecialtyAspects.
EisforExceptionalSkill
Sowhatareyougoodat?Haveyoureceivedsomespecialtrainingthatmakes
you an expert with some specific use of an Ability? Or maybe your body or
mind has been changed to make you better at something. Some good
exceptional skill Aspects include Master Swordsman (Strength), SubDermal
PainDampers(Endurance),andSilverTonguedSalesman(Persuasionormaybe
Deception).
FisforFoe(s)
Every hero has enemies. Who have you crossed in your past that might be
lookingforrevenge?Orisityouwhoseeksvengeancefromthem?Somegood
foe Aspects include On the Run from Sheriff Dobs (Persuasion), The Black
Widow Clan has my Number (Persuasion), Wont Rest Until Helios
MicrosystemsisBankrupt(Persuasion).
Note that foe Aspects are almost always associated with your Persuasion
Ability.Seepg.84formore.



22
Chapter2CharacterCreation

GisforGear
Doyouhaveanyspecialpiecesofequipment,vehiclesorfacilities?Goodgear
Aspects include: My Pas Old Six Shooter
(Resources), Shes the fastest ship in the Rim
(Resources), HighTech Research and
DevelopmentFacility(Resources).
Note that Gear Aspects are almost always
associatedwithyourResourcesAbility.Seepg.
86formore.
HisforHelp
Do you have a friend, some family, or a group
youcancallonintimesofneed?Afewexamples
of help Aspects are: Old Brother John the
Vampire Hunting Priest (Persuasion), Im a
member of Talos 9 (Persuasion), Us Larsons
sticktogether.(Persuasion)
Notethatlikefoes,Aspectsthatrepresent
people willing to help you are almost
always associated with your
Persuasion Ability. See pg. 84 for
more.
IisforInferiorSkill
Wecantallbegoodateverything.
So what do you suck at? Maybe its
some handicap or maybe you just
cant seem to get it no matter how
hard you try. What specific use of an
Abilityjusteludesyou?Somegoodinferior
skill Aspects include Bad Knees (Agility),
OverlyBlunt(PersuasionormaybeDeception),
Mathishard(Knowledge).
Ifyouarehavingahardtimecomingupwith
Specialty Aspects, make sure you check out
Chapters3and4formoreexamples.
Andremember,youdonothavetostickwith
the Aspect Alphabet. For example, if you feel
like your character wouldnt have any special
gear,youcouldjustgivehimanotherinferiorskillAspectinstead.



23

Step#6:Advantages
LikeSpecialtyAspects,Advantagesrepresentthetrainingorspecialabilities
that characters may have. And, in addition to their Aspects and Abilities,
Advantagesdefinewhatitisacharactercando.
AllAdvantageshaveacostwhichisdeductedfromyourstartingAdvantage
Points(AP)andcomeinthreetiers;Expert,Heroic,andPowerAdvantages.
Unlike Specialty Aspects, Advantages do not have to be invoked or
compelledtohaveaneffect.
Expert Advantages cost one AP and tend to grant you some sort of
constantbenefit,suchasa+1or+2bonusonsomespecificusesofanAbility
ortheoptiontouseoneAbilityinplaceofanotherinsomecircumstances.
Generally,theseAdvantagesaretheresultofyearsoftrainingorpracticein
a specific field. You dont have to spend a Fate Point to benefit from an
ExpertAdvantage.
HeroicAdvantagesareabitmoreexotic.TheycosttwoAPandeithergrant
some powerful benefit at all times or allow you to spend a Fate Point to
performsomesortofspecialaction,likestunninganopponentstruckwitha
meleeweapon.
Power Advantages (or Powers) are special abilities that rise above the
limits of normal human kind. Their AP cost varies depending on how
powerfultheAdvantageis,buttheyallgrantsomesortofunnaturalbenefit
such as resistance to psychic assault. Or they may allow you to perform
somesupernaturalactliketurninginvisibleorthrowingmagicalfireballs.
Notice that Power Advantages come in two flavors; regular Powers and
SuperPowers.SuperPowersarefurthercategorizedintoMetroClass,World
Class,GalaxyClass,CosmicClassandInfinityClass.APowersclassindicates
howpowerfulitisandcharacterscannotpurchaseaPowerofaclasshigher
thanthecampaignsPowerLevel.

TradingRefreshforAdvantagePoints
IftheGMallows,youmaybegrantedtheoptiontostartthegamewith
a reduced Refresh in exchange for more Advantage Points. Generally a
single point of Refresh is worth 1.5 Advantage Points. This means that
yougain3APforevery2pointsofRefreshyouexchange.Oryoucanjust
usethetablebelowforaneasyreference:
Refresh AdvantagePoints
2 3
4 6
6 9
NotethatyoumayneverbeginthegamewithaRefreshratelessthan1.


24
Chapter2CharacterCreation

RepresentingyourCharacter
Abilitiesareameasureofyourcharactersinnatecapabilities.Theyare
instinct, genetics, and the product of his lifestyle. On the other hand,
Advantagesrepresenttrainingoraverystrongtalentforaspecificuse
ofanAbility.SoathiefmighthaveAgility2andtheStickyFingers(+2)
Advantage. This grants him a +4 bonus on rolls to pick a persons
pocket.
Then,ifheisreallygoodhemighthaveaSpecialtyAspectofWheres
myWallet?,whichhecaninvokeforanadditional+2foratotalbonus
of +6 when lifting wallets on the subway. And if he is really REALLY
good,hemightalsoinvokehisCharacterAspectofBackAlleyStreetRat
foranother+2foratotalbonusof+8.
In general, Character Aspect and Abilities can cover a very broad
swathoftopics.Theyareverygeneralandapplyinalotofsituations.
Specialty Aspects tend to be rather narrow and come into play less
frequently.
Advantages grant further bonuses that truly set you above the
massesinyourparticularareaofexpertise.
Just remember that higher Ability ratings mean that your character
performsliterallyhundredsorthousandsoftasksexceptionallywell.
SodontthinkyourcharacterhastohaveanAgilityof4tobeagood
shotwithagun.Yeah,hellbeagoodshotbuthellalsobeanamazing
gymnast,juggler,andamasterofsleightofhand.
Its almost always better to just take an Agility of 2 or maybe 3 and
further define your characters skill with a gun using Advantages like
Weapon Specialist and Specialty Aspects like Marine Sniper (Agility).
This makes a lot more sense and helps avoid the juggling sniper on a
tightropekindofsilliness.
Also remember that your characters Character Aspects can be
invoked or compelled to modify a roll. So while your expert assassin
might invoke his Defining Character Aspect of Expert Assassin for a
bonusonhisAgilityrolltoshootablowgundart,theGMmightcompel
itonarolltorideaunicycle;sincethatsprobablynotaskillhepicked
upaspartofhisassassintraining.


25

Step#7:StartingEquipment
Once you have picked your Character and Specialty Aspects, look at each
andwritedownfivepiecesofstandardequipmentthatrelatetothem.
These items, while free, should not have a higher Cost rating than your
ResourcesAbilityrating.Ifyouwantsomethingmoreexpensive,youllhave
topayforit(seebelow).Youcanpicktheseitemsfromtheequipmentlistin
Chapter8,ortalkwithyourGMifyouwantanitemthatisntlisted.
Forexample,acharacterwiththeSpecialtyAspectofDashingSwashbuckler
would probably always have his saber, while another with the Specialty
Aspect of Combat Medic could have a field surgery kit. Its something that
personwouldnormallycarryaroundwiththemallthetime.
InStrandsofFate,charactersareexpectedtohaveaccesstoallRank0cost
piecesofequipmentthatcouldberelevanttotheirdailylife.Thismeansthey
are free to those who would normally have access to them, such as the
carpenterwhowantsahammerorthesoldierwhoneedsacanteen.
You may also start the game with a single Facility (usually your home).
Facilitiesaredescribedingreaterdetailonpage273,andhavearatingequal
toyourResourcesrating.

BuyingAdditionalEquipment
Ifsomethingisrankedwithacostof1orhigher,itsmoreexpensive,rare,
illegal,orrequirespermissiontoownandrequiresaResourcesrollifitisnot
oneofthefreeitemsgivenduringcharactercreation.
To purchase these more expensive items, roll the dice and add your
Resourcesrating.IfthetotalofyourResourcesrollisequaltoorhigherthan
the Cost rating of the item, you can have it. You may continue to make
purchasesinthismanneruntilyoufailaroll.OnceaResourcesrollisfailed,
youmaynotattemptanymorepurchasesduringcharactercreation.
YoumayspendFatePointstoinvokerelevantAspectsforabonusorreroll
onyourrollstopurchaseequipment.However,thenumberofFPsspentin
thismanneraredeductedfromthenumberyoustartwithduringyourfirst
gamesession.
The idea is to choose particular pieces of equipment or stuff to give you
things to hang your story and action around. Having some equipment
doesntalwaysgiveyouanybonuses,thoughitmighttriggeranideainyour
head.
Itisalsopossibletostartoffwithadditionalfreeequipmentbytakingthe
itemasaResourcesSpecialtyAspect.Seepage86formoreinformation.



26
Chapter2CharacterCreation

SharedEquipment
Duringcharactercreation,itispossiblefortwoormorecharactertogo
intogetherandpurchaseanitem.
Inthiscasejustasinreallife,thePCsneedtosplituptheCosthowever
theychoose.OncetheydeterminehowmuchofthetotalCosttheyplan
to take on they roll their Resources to purchase their share like any
otheritem.
However, if someone fails to pay their allotted share, either the group
cantaffordthepurchaseorsomeoneelseneedstopickupthetab.
ResourcesandExpenseAccounts
Characters who have access to a fairly large sized organizations
resourcescanactasiftheyhaveResources2and,withthebackingofthe
organization can potentially make bigger purchases. These expenditures
are tracked by the organization, and as such, if subterfuge is important
personalresourcesareawiserchoice.

CreatingCharactersOnTheFly
Simply pick a name and write down your Defining Character Aspect and
maybesomebasicequipment.Seriouslythatsit.Dontworry.Youcanadd
moreCharacterAspects,SpecialtyAspectsandAdvantagesasyougo.Each
player is given a Fate Point for each Aspect they come up with, to a
maximum number set by the CamPL. If they start with a fewer number,
everytimeaplayerthinksofanothercoolAspecttoaddtotheircharacter,
givethemanotherFatePoint.
Now to Abilities (see Chapter 4 for full details); this is the easy bit. The
characterstartsoffwiththefullallotmentofstartingranksandmaysimply
purchaseAbilitiesduringthegameastheyneedthem.
Advantages work pretty much the same way. Did you read about a great
Advantage intherulebookor have an idea for one thats not listed? Great;
just add it to your character and remove the AP cost from the characters
startingAPtopayforit.
In this way you can build characters as you play without having to spend
toomuchtimedreamingthemup.Itsespeciallygoodforpeoplewhovenot
played a game like this before who dont yet understand what Aspects or
AdvantagesdoorwhatSpecialtyAspectswouldbecoolfortheircharacters.
Often by just playing the game you quickly understand why Advantages or
Aspectsaresouseful.



27

CollaborativeCharacterCreation
Forcharactersthatarebeingcreatedforalongtermcampaign,itmightbe
agoodideatogettheotherplayersinvolved.
Creatingcharactersasacollaborativeprocessbetterallowstheplayersto
createcharactersthatwillfunctionwelltogether.Theywillbeginthegame
with interconnecting back stories that will give the players a good
foundationtobuildupon.
Todothis,firstwritedownyourcharactersDefiningCharacterAspect.
Next,theGMshouldwritedowneachcharactersnameandputthemina
hatorsomethingsimilar.
Passthehataroundandleteachpersonpullacharactersname.Tryagainif
youdrawyourowncharacter.
The characters nameyou drew has played some sort of role in your own
characterstrainingoryoungadulthood.Getwiththatplayerandthetwoof
youshouldcomeupwithaCharacterorSpecialtyAspectforbothcharacters
that relates to the shared event in their lives. The two characters neednt
havemeteachotherduringthattime,butbothoftheirliveswereaffected
byitandbothshouldhaveanAspectthatreferstoit.
Now,repeatthisprocessagain(makesureyougetadifferentcharacters
name),butthistimetheeventinquestionisabitmorerecent.Maybeitwas
afewmonthsagoorpossiblyayear.Yourcharacterisnolongeranoviceat
histrade,andthecharacteryouselecthashadsomeroleinarecentpivotal
event.AgainyoushouldeachtakeanAspectthatrelatestotheevent.
YoucanstopthereandfillintherestofyourAspecthoweveryoulike,or
youcancontinueswappingstoriesandAspectswiththeotherplayersuntil
youhaveawelldevelopedcharacter.

PlayerEntitlement
Thisbookisfirstandforemostatoolbox.TheGM,andtosomeextent
the players, will use bits and pieces of this toolbox to put together the
setting you play in and that means some Advantages, equipment, etc,
maynotbeavailabletoyou.
So dont assume that just because its in the book that you can use it.
RunthingsbyyourGMandotherplayerstomakesureyourcharacterisa
good fit for the setting and isnt using bits of the book your setting
doesntaccountfor.Asalways,theGMisfinalarbiterofwhatisandisnot
allowed.



28
Chapter2CharacterCreation

CharacterAdvancement
At the end of each game session, each player should be rewarded with
around3ExperiencePoints.Theexactnumbercouldvarybyapointortwo
dependingonwhatthePCsaccomplishedoriftheGMwantstoseeslower
orfastercharacteradvancement.
These Experience Points are used to improve or change your characters
traits in different ways with each trait costing a different amount of
Experience Points. The different character traits that can be advanced and
thecostsfordoingsoareexplainedbelow:

ImproveAbility SwapAspect
You can spend your XP to increase You may remove a Character or
your Abilities. It costs 10 XPtoincrease Specialty Aspect and replace it with a
anAbilitybyonerank.Notethatplayers newonefor1XP.
should seek the GM's permission for
increasing any Ability over the Forthefirstfewgamesofacampaign,
maximum starting limit established by its recommended that the GM allow
theCampaign'sPowerLevel(pg.16) playerstoswaparoundAspectsforfree.
Sometimes the players dont have a
SwapAbilities good grasp of what Aspects would be
interesting going into a campaign, and
You may swap the rating in any two
theyshouldntbepenalizedforthat.
Abilitiesthatarewithinonerankofeach
other. This costs 2 XPs. For example, if Thisisdoublytrueforplayerswhoare
youhaveAgility3andWillpower2,you newtoFATEgamesingeneral.
may swap them to Agility 2 and
Willpower3. PurchaseAdvantagePoint
A new Advantage Point costs 10 XPs.
CharacterAspect You may add a new Advantage or
A new Character Aspect costs 10 XPs. upgradeexistingAdvantageswiththese
You may never have more than 7 additionalAPs.
Character Aspects, not counting those
thatcomefromAdvantages. LiquidateAdvantage
Spend1XPtocashinanAdvantage.
SpecialtyAspect TheAdvantagedisappearsandyougeta
A new Specialty Aspect costs 5 XPs. numberofAPtospendequaltothecost
You may never have more than 10 oftheAdvantage.
Specialty Aspects, not counting those As with swapping Aspects, GMs may
thatcomefromAdvantages. allow this for free if it makes sense for
the story or if the player is new to the
IncreaseRefreshRate gameandisnthappywithhisselection.
Itcosts15XPstoincreaseyourRefresh

rateby1.



29

OrganicGrowth
If the GM allows, each time
the Fudge Dice comes up all
negative or all positive, you
may put a little tick mark
beside the Ability you were
rolling. Thesetick markscount
as free Experience Points only
usable for increasing that
Ability, purchasing related
Specialty Aspects, or
improving an Advantage you
arerollingtouse.
Ifyouareusingtwo sixsided
die you could let the player
place a tick mark every time
the result comes up 5 or 5,
thoughthiswillhappenslightly
more often than with Fudge
Dice rolling all positive or
negativeresults.
GMs who prefer much slower character advancement may make this the
ONLYwaytogainXPs.Thoughitmaystillbeagoodideatogiveoutatleast
1 XP each game session so characters can purchase new Advantages,
Refresh,orotherthingsthatarentrelatedtodicerolls.

Story>XP
Sometimes something happens in the story that should affect the
charactersstatsandusuallytheseeventsareusedtojustifyincreasingan
AbilityortakinganewAdvantage.Butinsomecases,theGMmaywantto
waive the XP cost. This is especially true when it comes to swapping
Aspects.
Forexample,ifacharacterhastheSpecialtyAspectFastRunner(Agility)
andissuddenlyaparaplegicduetobeingDefeatedinaconflict,theGM
should consider waving the XP cost of swapping the Fast Runner Aspect
forsomethingmoreusefultothecharacter.
Afterall,thecharactercantwalkanymore.Thatspaymentenough!



30
Chapter2CharacterCreation

ExampleofCharacterCreation
1.DetermineyourCampaignPowerLevel(CamPL)
Well be playing ina heroic cyberpunk setting. Players can be escaped
genetically modified psitroopers or their more mundane cybernetically
enhanced friends and allies. For background the GM tells us that the
government runs a secret program to create elite psychic warriors to
combatthemegacorporatedominanceintheUS.Threeyearsagowewere
apartofthatprogram,butweeventuallyrebelledagainstourenslavement
andescaped.Intheprocesswedestroyedourprisonandmillionsofdollars
in government equipment. Weve been on the run ever since, selling our
talents as mercenaries to get by. Unfortunately for us, the government
wantsusback.
Characters will be Mythic Heroeswhich gives us a Refresh of 8. 26 Ability
Points with an Ability Cap of 4, and 12 Advantage Points of which we can
spend a maximum of 5 on any one power. All Powers are available to us,
excludingtheSuperPoweroptions.TheTechLevelforthesettingis5.
Nowitstimetogettowork.

2. Think About your Characters Concept and Pick Out a Cool


NameforHim
We decide to be one of the escapees. A Precognitive. Trained to be a
soldier. We name him Parker 231 or at least we decide thats what they
calledhim.Hewaskidnappedasachildandbroughttothefacility.Itsthe
onlyhomeheseverknown.
IdontremembermuchbeforetheProcess.ThatisapainIllneverforget.
Everymoleculeinyourbodyallonfireatonce.Ihavenoideahowlongthat
lasted.Afterthatthesurgeriesstarted.Atleasttheyknockedusoutforthose.
Easiertodealwithuswhenwereunconscious.
His latent psionic potential was awakened and reinforced with painful
geneticresequencingandbrainaugmentations.
Its disorienting at first. Seeing things seconds before they happen.
SometimesitfeelslikeImwatchingmyselfthroughsomeoneelseseyes.
Trained as soldiers, these children grew up discovering their powers and
learninghowtobesoldiers.
Super Soldiers. Thats what the sergeant called us. So we decided to use
thoseskillstheydsolovinglyrammeddownourthroatstoletourselvesout.



31

3.SelectFiveCharacterAspects
NextwellselectourCharacterAspects.CharacterAspectsdefinewhoand
whatourcharacteris.StrandsofFateusestheAspectAlphabetasaguide
tohelpcomeupwithAspects.AsyougainexperiencewithStrandsofFate
andFATEingeneral,feelfreetoignoretheABCsandwingit.Butfornow,
wellusethemasaguide.
DefiningAspectWhatisyourcharacter'sconcept?
Parker is what he was made to be, a weapon. We choose Genetically
ModifiedPsychicSoldierasourDefiningCharacterAspect.
AmbitionWhatarethecharacter'sgoals?
Parker231neverreallyhadanything,bornandraisedasaslaveandscience
experiment. Now that hes free, he finds that more than anything he just
WantstoLiveinPeaceandwillfighttoprotectthosepeopleandplacesthat
makehimfeelcomfortable.
BackgroundWhereishefrom?
ParkersbackgroundisdefinedbyhisexperiencesattheFacility.Themost
importantAspectofthatwastheexperimentationthatledtotheawakening
of his abilities. We choose Subjected to Experimental Procedures as our
backgroundduetoitsimplications.
ConvictionWhatdoesthecharacterbelievein?
Next we need a conviction. Looking at Parkers background, we see hes
been a victim his entire life. Hes done with that now. And he wont let
othersbevictimizedthewayhewas.DefenderoftheWeakfeelsright.Parker
cantstandbyandwatchbulliespreyupontheweak.Especiallychildren.
DisadvantageWhatstopsthecharacterfromachievinghisgoals?
Finally, for our last Aspect we need a disadvantage, Off the Grid. Having
beenkidnappedasachildandheldattheFacilityuntilthebreakout,Parker
lacksthenecessaryimplantedidentificationtagsrequiredtoeasilymaneuver
throughsociety.Thatsgoodandbad.Thegovernmentcanteasilyfindus,
butitmakesithardtosurvive.
SonowwehaveourCharacterAspects.Andwehaveaprettygoodideaof
whatkindofpersonParkeris.






32
Chapter2CharacterCreation

4.PurchaseAbilities
Now we move on to Abilities. Abilities give us a broad view of what our
charactersarecapableof.Parkerishighlytrainedasasoldier,butisstillonly
about18yearsold.Hehasalotmoreexperiencethanyouraverageteen,but
hesstillonly18.
Physically,Parkerisingoodphysicalconditionforsomeonehisage,buthe
is not exceptional in any way. We decide to give him average Physical
Abilitieswitharatingof2inAgility,Endurance,PerceptionandStrength.
The experiments that were performed on him had more to do with
increasinghismentalAbilitiesandpsipotentialthananythingelse.Andhis
traininghasgivenhimsomebasicskills.
Parkers training allows him to field strip a military
battle rifle, sabotage enemy vehicles, place
explosives, etc. Hes not an exceptional
mechanic and what little teaching he has
receivedfocusedmainlyonmilitary
applications, so we give him a
rating of 2 in Craft and 1 rank in
Knowledge.Thenwegivehima3in
both Reasoning and Willpower as a
resultoftheexperimentation.
Socially,Parkershouldbeamess,having
lived his entire life as a slavesoldier.
However, his psipotential makes him an
excellent judge of character and quite capable
ofmanipulatingothers.Wegivehima3ranksin
bothEmpathyandDeceptiontorepresentthis.He
is still a little awkward around people but his psi
powershelphimmakeupforthatsohegetsa2in
Persuasion. Finally being on the run from the
governmentmakeslifehard,sohegetsResources
1.
Thatbringsusupto27totalAbilities,whichisour
max. Now we have an idea of Parkers natural
capabilities.





33

5.SelectFiveSpecialtyAspects
Specialty Aspects behave just like Character Aspects, only with a much
more narrow focus. These are skills you are particularly good or bad at, or
relationshipsthatareimportanttoyou.Wegettochoose5.
As with Character Aspects, we can turn to the Aspect Alphabet for
guidance. Again, this isnt required but since this is our first character we
decidetoseewhereittakesus.
The Aspect Alphabet for Specialty Aspects picks up where it left off with
CharacterAspects,sowellstartwithE.
ExceptionalSkillWhatisyourareaofexpertise?
Parkers Defining Character Aspect is as a psychic soldier. We decide his
Specialty Aspects should also reflect that. Knowing what someone will do
beforetheydomakeshimagoodshotwithagunandthatsalmostalways
basedonAgility.SowestartwithCrackShot(Agility).
FoesWhoareyourenemies?
Thegovernmentdidthistohim.Theystolehislife,hischildhood,andeven
those few he ever called friends. Thats something hell never forget. And
now theyre after him. Foes are always a Persuasion Aspect since had you
somehow been more persuasive, you might not have ended up with
enemies.
ThatleadsustoTheGovernment(Persuasion).
GearDoyouhaveanyspecialpiecesofequipment,vehicles,orfacilities?
Parker piloted the HK50 assault craft that he and his friends used to
escape.Sincethenhehasmanagedtomakeafewmodificationstoitandit
servesasbothhisprivatecraftandtransportfortheteam.
Wecanworkoutthenecessarydetailsforthecraftusingtheguidelinesin
Chapter 9 but for now well just take it as a Specialty Aspect. Aspects for
geararealwaystiedtoResourcessoweendupwithThisoldHK50saved
ourlives!(Resources).
HelpDoyouhaveafriend,somefamily,oragroupyoucancallonintimes
ofneed?
Duringhistimeincaptivity,Parkermadeafewotherfriends.Amongthem
was one of the security guards assigned to watch him. Since his escape,
Rachel has been promoted. And while shes still an employee of the
government,sometimesParkercancallonherforinformation.
Likeafoe,someonewhocanofferhelpisalwaysaSpecialtyAspectlinked
toPersuasion.AndsinceRachelsinsiderinformationcanreallyhelpusout,
wetakeSgt.RachelWilkins(Persuasion)asoneofourSpecialtyAspects.



34
Chapter2CharacterCreation

InferiorSkillWhatisyourhandicap?
Life as a slave, soldier, and mercenary brings with it a lot of challenges
whenyouaresetfree.ThechallengeParkerseemstohavethemosttrouble
withisrespectinganysortofauthority.Heseemsnaturallyandonoccasion
violently averse to being told what to do by any sort of government
representativeorlawenforcement.
WeregoingtoattributethisSpecialtyAspecttoWillpowersinceanykind
ofdealingswiththosekindsofauthoritiesreallychallengesParkersabilityto
keephimselfincheck.ButitcouldjustaseasilyapplytoPersuasionoreven
Deceptionrolls.
SoweendupwithYoudontcontrolmeanymore!(Willpower).

6.PurchaseAdvantages
Advantages are the special things that set us apart from the nameless
masses.InthecampaignourGMhasplannedtheycouldincludecybernetics
orpsionicpowers.Weget12AdvantagePointstospend.
LetsstartwithPowers.ParkerisaPrecognitive.Lookingthroughthelistwe
seeEnhancedReflexes.ItallowsustouseAgilitytodefendagainstranged
attacksaswellashelpingwithattackanddefenserollsinphysicalcombat.
Soundslikesomethingsomeonewhocanseeglimpsesofthefuturewould
have.PowersneedaPowerAspect,sowedecideonPrecognitiveReflexes
forourEnhancedReflexes.Thiscostsus3AP.
A little further down the list we find Precognition. Well, I guess we need
thatone.
PrecognitionalsorequiresaPowerSourceandanAffinityAbility.APower
Source tells us were our powers come from. In Parkers case they are
psionic,sowewritePowerSource:Psionicsonourcharactersheet.
AffinityAbilitiesrepresentourcapacitytocontrolourPowerSourceandits
what we roll when we need to use our Powers. We need to buy up our
brandnewAffinityAbilitybutwevealreadyboughtourAbilitiesandwere
out of ranks to distribute. What do we do? Well first, lets finish buying
Precognition.
WellkeepitsimpleandchoosePsychicPrecognitionasourPowerAspect.
We also note that Precognition gives us the Character Aspect Precognitive
whichbehavesjustlikeallofourotherCharacterAspects.
Precognitioncostsus4AP.



35

So now that wevefinished with Precognition, we need to fix our Affinity


Abilityproblem.AftertalkingourcharacteroverwithourGM,heallowsus
to buy the Experienced Advantage. This gives us 20 Experience Points to
spendlaterfor2AbilityRanks.
HavingspentthelastfewmonthsontherunwedecidetogiveParkerthe
Advantage Constant Vigilance. This gives us a bonus to initiative and the
abilitytospendFatePointstodefendnormallyifsurprised.Soundsgoodfor
someonelivingontherun.ThisisaHeroicAdvantageandcostsus2AP.
WithourlastAPwepickFlyBoy.ParkerisatrainedpilotandflewtheHK50
thatthegroupusedtomaketheirescapein.Sohenowgainsa+2bonuson
rolls to pilot any aircraft. It is an Expert Advantage and costs us 1AP for a
grandtotalof10AdvantagePointsspent.
NowweneedtogobackandtakecareoftheExperiencePointswegained
withExperienced.SpendingXPtoincreaseanAbilitycostsus10XPperrank.
So we spend our 20 XP and raise our Affinity from 0 to 2. Now Parker has
everythingheneedstousehispowers.

7.PurchaseStartingEquipment
Nowitstimetopicksomeequipmentforourcharacter.Parkerispartofa
groupofmercenaries,sohesprobablygoingtoneedsomeweaponry.Your
characterstartsoffwithfivepiecesofequipment,witheachpiecetiedtoan
Aspect. The problem is that none of these items can have a Cost rating
higherthanyourcharactersResources.AndParkerhasaResourcesof1.
Lookingattheequipmentchapter,weseethatsomeofthatstuffispretty
expensive,soParkerisapparentlyhavingatoughtimegettingthegearthat
he needs. Hes poor and cut off from society, so hes got to make do with
whathecanscroungeup.
Also,theGMhassettheTechLevelofthecampaignat5,thattellsusthat
wecantgetanythingfromahigherTLnomattertheCost.
Andwithallthatinmindwegoshopping.
Dagger,WR:+2,Range:1(TH),Notes:Small(P)
Thefirstitemweselectisabasicdagger.Wedecidethatthiscomesfrom
Parkers Sgt. Rachel Wilkins (Persuasion) Aspect. Its really more of a shiv
than a dagger, and Rachel slipped it to him on the day of his escape so he
couldtakeoutafewguards.
Flight Suit, AR: +0, 2 stress boxes, Accessories: chronometer, biomonitor,
radiationpouch



36
Chapter2CharacterCreation

Second, wethinkParker mightneed some armor, but his extremelack of


funds is going to make this tough. Fortunately he was able to find a flight
suit that fit him when he hijacked the HK50 assault craft, so he takes it
basedonhisThisoldHK50savedoutlives!(Resources)Aspect.
FirstAidKit
Beingasoldier,hesnostrangertowoundsandtrauma.Inpreparationfor
suchanevent,Parkeralwayscarriesadufflebagwithbasicmedicalsupplies
inside.HelinksthisitembacktohisDefiningCharacterAspectofGenetically
ModifiedPsychicSoldier.
FlashLight
HavinganAspectlikeOfftheGridmeansthatParkersometimeshastofind
foodandshelterinplacesmostpeoplewouldrathernotbe,andthoseareas
arentalwaysbrightlylit.Sohemakessurehealwayscarriesaworkingflash
lightonhim.
AnExtraUnitofAmmunition
ThoughwehaventbeenabletogetParkeranactualgunyet,hesaCrack
Shotandhasbeenstoringupwhatlittleammohecomesacrossjustincase.
Nowthatourfivefreeitemshavebeenaccountedfor,Parkercanattempt
to buy additional equipment. He gets to roll Resources against the Cost
ratingoftheitem.Ifhewins,hehasmanagedtoscrapeupenoughcashto
affordtheitem.Ifhefails,hecantmakeanymorepurchaseattempts.
Naturally,beingagoodshotwithagun,wewanttogetParkeragun.Well
shoot for the Light Gauss Pistol (Cost: 2). So we roll the dice and add our
measlyResourcesof1.
Sadly,thetotalresultoftherollisonlya1.ButwespendaFatePointand
invoke our Crack Shot Aspect. The GM agrees that a character with that
Aspect should have a gun so he lets us add a +2 bonus, making it a 3.
Success, Parker now has a Light Gauss Pistol, though hell have one fewer
FatePointatthestartofthefirstsession.
Thinking on it some more, itd be nice if Parker had a quality portable
computer he could use. We check and the Cost for a Rating 2 portable
computeratthisTechLevelis3.SowerollandaddourResourcesagain.This
timewegeta1.LookingoverourAspectswedontseeanythingthatdhelp
out. So we cant afford the computer, and we cant make any more
purchases.
Butthatsok.Wevegotourcharactermadeandwerereadytoplay!



37

CareerTemplates
Thefollowing list ofcareer templatesare provided to inspire andguide
youwhencreatingcertaintypesofcharacters.
Note that the Aspects and Advantages listed in a template are not
additional Aspects and Advantages. They are just samples of the types of
AspectsandAdvantagescharacterswiththosecareersmighthave.Youstill
have to select these Aspects as one of your starting Character or Specialty
Aspects,andyoudneedtopaytheAdvantagePointcostfortheAdvantage.

AceReporter
Ace Reporter is in some ways similar to a journalist, working for some
newspaperorradioshow,buttendstorelylessonresearch.Instead,theAce
Reporterfollowsleadsandtrustsinhispersonalcharm.
CharacterAspect:CharmingAceReporter
SpecialtyAspect:ThiscouldbeTHEstoryofthecentury(Persuasion)
Advantage:WellKnown

Antiquarian
Antiquarians are obsessed with recovering lost lore and relics, and usually
workinabookstore,museumorthehistorydepartmentofacollege.
CharacterAspect:Antiquarian
SpecialtyAspect:BackgroundinAncientHistory(Knowledge)
Advantage:GoodInvestment

Artist
Artists tend to have a sensitive soul, with a unique perception of the world
aroundthem.Theirpassiondrivesthemtowardcreatingnewart,oftentothe
detrimentofotherpartsoftheirlife.
CharacterAspect:Painter,Sculptor,Musician,Photographer,etc.
SpecialtyAspect:ArtistsSoul(Empathy)
Advantage:Artist

Athlete
The athlete takes part in physically demanding games of skill, seeking to
improvehisownphysicalfitnessandenjoythethrillofvictory.
CharacterAspect:FootballPlayer,BaseballPlayer,HockeyPlayer,etc.
SpecialtyAspect:InShapeandReadytoPlay(Endurance)
Advantage:FleetofFoot



38
Chapter2CharacterCreation

BountyHunter
TheBountyhuntertracksdownfugitivesformoney,oftentimesbendingthe
law,sometimesbreakingit.
CharacterAspect:BountyHunter
SpecialtyAspect:NoMercyfortheLawBreaker(Empathy)
Advantage:SenseDeception

Boxer
TheBoxerisaspecialistsportsman,makingmoneybybeatinghisopponents
andputtinghisownhealthonline.
CharacterAspect:ModernDayGladiator
SpecialtyAspect:TrainedBoxer(Strength)
Advantage:HardStyle

Clergyman
TheClergymanisamanoffaith,maybeapriestorarabbi,thinkinghimselfa
spiritual guide for his flock and a living example of spirituality and proper
behavior.
CharacterAspect:DevoutPriest,DevoutRabbi,etc.
SpecialtyAspect:Lordgrantmethestrength...(Willpower)
Advantage:SmoothOver

Criminal
A Criminals morality sets his limits, not the law. And he is often willing to
harmotherstogetwhathewants.
CharacterAspect:BankRobber,ConMan,Pickpocket,etc.
SpecialtyAspect:Unremarkable(Persuasion)
Advantage:ConMan,Locksplitter,StickyFingers,etc.

Dilettante
TheDilettanteisapersonofwealthwhooftenspendshisfreetime,ofwhich
heprobablyhastoomuch,indulginghiswhims.
CharacterAspect:MoreMoneyThanMorals
SpecialtyAspect:ManofMoneyandMeans(Resources)
Advantage:GreasetheWheels

DoctorofMedicine
TheDoctorofmedicineisaphysicianofsomesort,patchingupwoundsand
treatingdiseases.
CharacterAspect:DoctorofMedicine
SpecialtyAspect:IntimateKnowledgeoftheHumanBody(Knowledge)
Advantage:Doctorate(Medicine)orSurgeon



39

Drifter
Drifter is a vagrant without a home or steady income, wandering the world
doingoddjobstogetby.
CharacterAspect:Drifter
SpecialtyAspect:SchoolofHardKnocks(Reasoning)
Advantage:Scavenger

Engineer
The Engineer uses his knowledge of science to design and build complex
items.
CharacterAspect:MechanicalEngineer,ElectricalEngineer,etc.
SpecialtyAspect:Accordingtomycalculations(Reasoning)
Advantage:Engineer

Entertainer
Entertainer is an artist of personal style, singing, dancing, telling stories or
playinganinstrumentfortheenjoymentofothers.
CharacterAspect:Singer,Comedian,etc
SpecialtyAspect:ProfessionalEntertainer(Persuasion)
Advantage:Artist

ExpeditionLeader
TheExpeditionLeadercombinesthewillandthemeanstoformupandlead
expeditions.
CharacterAspect:ExpeditionLeader
SpecialtyAspect:CommandingPresence(Persuasion)
Advantage:GraceUnderFire

Farmer
A Farmer is a hardy man from a rural area, performing the physical labor
requiredtokeepthecitiesfed.
CharacterAspect:Farmer
SpecialtyAspect:SunToughenedandHardy(Endurance)
Advantage:AnimalEmpathy

Lawyer
The Lawyer represents others in a court of law. Many arent above seeking
loopholes or playing on the emotions of the jury to get their client out of
troublewhetherguiltyornot.
CharacterAspect:ShrewdLawyer
SpecialtyAspect:ScholarofLaw(Knowledge)
Advantage:LegalEagle



40
Chapter2CharacterCreation

MartialArtist
TheMartialArtistisadeptatsomeformofmartialarts,beitkarate,kungfu
orsomecombinationofmultiplestyles.
CharacterAspect:MartialArtist
SpecialtyAspect:HealthyLifestyle(Endurance)
Advantage:SoftStyleorHardStyle

MilitaryOfficer
The Military Officer holds a position of authority in the armed forces and
expectshissubordinatestoobeyhiscommands.
CharacterAspect:MilitaryOfficer
SpecialtyAspect:ScholarofMilitaryHistory(Knowledge)
Advantage:Fearless

Mobster
TheMobsterisaspecialkindofcriminalindirectcontactwiththeorganized
criminalelementofthecity.
CharacterAspect:Mobster
SpecialtyAspect:ContactsintheUnderworld(Persuasion)
Advantage:MoneyTalks

NobleSavage
A member of some tribe found far from civilization, the Noble Savage is
accustomedtolivingofftheland.
CharacterAspect:NobleSavage
SpecialtyAspect:AccustomedtoWildlife(Endurance)
Advantage:HunteroftheWildorSurvivalist

Parapsychologist
TheParapsychologiststudiesthemysteriousentitiesorphenomenathatskirt
thefringesofscience,gaininglittlerespectfromrealscientistsandahealthy
doseofskepticismfromeveryoneelse.
CharacterAspect:Parapsychologist
SpecialtyAspect:Thereisalwaysmorethanmeetstheeye(Perception)
Advantage:SpatialMemory

Pilot
Pilotsareprofessionalaviators.Somedoitforthemoney,whileothersdoit
forthethrill.
CharacterAspect:Pilot
SpecialtyAspect:AtHomeBehindtheStick(AgilityorReasoning)
Advantage:FlyBoy



41

PoliceDetective
The Police Detective is a veteran of police work, using his experience and
keeneyetosolvecrimes.
CharacterAspect:PoliceDetective
SpecialtyAspect:Ihaveseenthisbefore(Reasoning)
Advantage:SceneofCrime

Policeman
Alwaysonpatrol,thePolicemanputshimselfatriskeverydaytoupholdthe
law.
CharacterAspect:BeatCop
SpecialtyAspect:ThePayAintWorththeRisk(Resources)
Advantage:EyeforCrime

Politician
The Politician is an expert in politics, wielding the power granted to him by
the people who support him. He can be part of the local administration, an
activist,orafullblownmemberofthefederalgovernment.
CharacterAspect:Politician
SpecialtyAspect:GivetheVoterswhattheyWant(Empathy)
Advantage:TakesOnetoKnowOne

PrivateInvestigator
ThePrivateinvestigatorworksonthefringesofthelaw,oftentakingthejobs
folkscanttaketothepolice.
CharacterAspect:PrivateInvestigator
SpecialtyAspect:HardBoiled(Willpower)
Advantage:Alertness

Psychotherapist
ThePsychotherapististhehealerofmind,tryingtohelphispatientstodeal
withthiscrazyworld.
CharacterAspect:Psychotherapist
SpecialtyAspect:Juststartatthebeginning.(Empathy)
Advantage:DoctorateofPsychology

Salesman
TheslicktonguedSalesmanisalwaysreadytomakeadeal.
CharacterAspect:CarSalesman,InsuranceSalesman,etc
SpecialtyAspect:ShrewdNegotiator(Persuasion)
Advantage:FastTalker



42
Chapter2CharacterCreation

Scientist
TheScientistuseshisteachingstoquantifytheworldaroundhim,comingto
understanditbettersothatheandotherscanworktoadvancemankind.
CharacterAspect:Scientist
SpecialtyAspect:Ivebeenupallnightworkingonthistheory.(Willpower)
Advantage:IntheNameofScience

Soldier
Physicallyfitandtrainedforcombat,theSoldierisamemberofsometypeof
armedforcesormaybeamercenaryunit.
CharacterAspect:ProfessionalSoldier
SpecialtyAspect:HeartofaWarrior(Endurance)
Advantage:FiringDisciplineorWeaponSpecialist

Spy
The Spy is a shadowy operative for some organization, using stealth,
subterfugeandmisdirectiontolearnthesecretsofhisenemies.
CharacterAspect:Spy
SpecialtyAspect:ProfessionalLiar(Deception)
Advantage:ShadoworHideinPlainSight

Survivalist
Survivalists are explorers, adventurers, guides, or scouts. In all these cases
theyarehomeinthewildforestsorhotdesertsandarementallyandphysically
equippedtodealwiththedangers.
CharacterAspect:CleverSurvivalist
SpecialtyAspect:Theenvironmentcanprovideeverythingyouneed.(Craft)
Advantage:Survivalist,ScavengerorDirectionSense

Wizard
Amasterofthearcanearts,andmysteriouswielderofgreatpower.
Note:YourCamPL,mustbeofalevelhighenoughtoallowyoutopurchase
PowerAdvantages,oryoullneedtogetspecialpermissionfromyourGM.
CharacterAspect:Wizard,Sorcerer,Warlock,etc.
SpecialtyAspect:AuraofPower(Persuasion)
Advantage:Scary



43

NonHumanRaces
Depending on your setting, your GM may allow you to play characters of
racesotherthanhuman.
First,theraceneedstobedefined.Forexample,whataretheelveslikein
your world? What are they associated with? What is their history? How do
theotherracesviewthem?
Theanswerstothesequestionsareimportantbecauseallracesprovidethe
character with a Racial Aspect (another Character Aspect that proclaims
thecharactersrace).ThisAspectcanbeinvokedorcompelledinsituations
whereyourracemightimpactwhatsgoingon.Andifyoudontknowwhat
anelfisinyourcampaign,youwontknowwhenorhowitisappropriateto
useyourElfRacialAspect.
Each race is presented as a racial package, which costs Advantage
Pointstopurchase.
In addition to a Racial Aspect, each race also comes
with one Specialty Aspect and one or more
Advantages. The Aspects provided by a racial
packagearegrantedinadditiontothosegained
throughcharactercreation.Soamemberofa
nonhuman race would have a total of six
Character Aspects (1 Defining Aspect + 1
CharacterAspectforthecharactersRace+
4 more) and six Specialty Aspects (five
standard+onefromhisrace).
When designing new races, the AP cost
shouldbeequaltothetotalvalueofallthe
Advantagestheracialpackageprovides+1.
IfanAdvantageRequiresanAffinityAbility
(see pg. 92), increase the AP cost by +1 for
every rank in that Ability the racial package
provides (round up). Youll also need to
decideonaPowerSource(pg.91).
If the GM allows, it may also be possible to
upgrade these Advantages through the
expenditure of Advantage Points during
character creation or later by purchasing
APswithExperiencePoints.



44
Chapter2CharacterCreation

SampleNonHumanRaces
CatMan Elf
APCost:3 APCost:2
RacialAspect:CatMan RacialAspect:Elf
SpecialtyAspect:FelineBalance SpecialtyAspect:ElvenGrace(Agility)
(Agility) Advantages:NightVision(Natural
Advantages:BodyWeaponry(Cats NightVision)
Claws),Retractable
Gnome
DemonBlooded APCost:2
APCost:3 RacialAspect:Gnome
RacialAspect:DemonBlooded SpecialtyAspect:Mechanically
SpecialtyAspect:DemonicVisage Inclined(Craft)
(Persuasion) Advantages:EnhancedSmell(Extra
Advantages:Payback SensitiveNose)

DragonMan Halfling
APCost:4 APCost:3
RacialAspect:DragonMan RacialAspect:Halfling
SpecialtyAspect:RegalBearing SpecialtyAspect:InsatiableCuriosity
(Persuasion) (Willpower)
Advantages:PowerAttack,Ranged Advantages:Tenacious
(FieryDragonsBreath)Activation1
FP,PowerSource:Draconic Orc
Heritage,AffinityAbility:Draconic APCost:3
Heritage1 RacialAspect:Orc
SpecialtyAspect:OrcishMight
Dwarf (Strength)
APCost:2 Advantages:Toughness
RacialAspect:Dwarf
SpecialtyAspect:Dwarven WarBorn
Constitution(Endurance) APCost:4
Advantages:ThermalVision(Natural RacialAspect:WarBorn
HeatVision) SpecialtyAspect:LivingConstruct
(Endurance)
Advantages:Lifeless(BodyofSteel
andWood)


45

Dr.JacobLawson,OccultInvestigator
CamPL:MythicHero;TechLevel:3(RenaissanceEra) Refresh:8
Last descendant of a long line of scholars of the occult, Dr. Jacob Lawson learned from an
earlyagethebasicsofthemysticalmathematicswhichallowhimtomanipulatetimeandspace.
Like many other members of his family, his insatiable curiosity often leads him into far more
dangeroussituationsthannecessary.
Abilities
Physical:Agility:2;Endurance:2;Perception:2;Strength:1
Mental:Craft:1;Knowledge:3;Reasoning:2;Willpower:2
Social:Empathy:2;Deception:1;Persuasion:2;Resources:3
Affinity:MysticalMathematics3

CharacterAspects
Defining:MysticalScholarandOccultInvestigator
SeekandDestroytheDarkForces
DiscoveredtheUniversalEquationduringaMathTestinSchool.
"Earthisaspotoflightinacold,darkuniverse...AndIintendto
keepitthatway!"
"You know, curiosity killed the cat... But hey, let's have a look,
anyway!"
SpecialtyAspects
"Math has always bored me with its simplicity, unlike history,
whichIfindendlesslyfascinating.(Knowledge)
Forget the ritual; this is Lawson were dealing
with!(Persuasion)
StaffofHashansha(SeeBelowforEffects)(Resources)
FriendsallovertheWorld(Persuasion)
Notthestrongestmanintheworld(Strength)

Advantages
PowerSource:MysticalMathematics
Ritual(MysticTheorems)(10RitualPointsorRP)
Barrier(RealityAssertingField);Hardened(+1);SpatialLock(+1)(5RP)
Repel Creature (Field of Stable Reality); repels creatures from other planes alien to
thehumanconsensualreality;Strenuous(+0);Potent(+1);Destructive(+1)(3RP)
Sense(SeesAlterationsintheFabricofReality);ImprovedSensitivity(+1)(2RP)
PowerAttack,Ranged(TelekineticLanceofForce);Effortless(0)
Weakness (+2 AP): Needs to reassert his control of reality by solving a complex series of
mathematical theorems every day. Otherwise, he loses his powers until he can solve the
theorems.Thistakesaboutanhour.
GeekSpeak;GeniusatWork;GutFeeling;Headquarters(Quality4;Library+MathematicsLab);
SoftStylex2(+2bonustoAgilitywhendefendingagainstmeleeattacks);WellKnown
StartingEquipment
The Staff of Hashansha (Power Item), a tool created by the scholar warriors of ancient Mu;
Potency5(Cost10).Canbeusedasanormalquarterstaffincombat(WR+2,Large)andprovides
Lawson with the following effects: Affinity Focus (+1 to his Affinity rolls);
AstralDoorway(RealityRift)APCost5(Act.Diff8).Requirestospend1FPtoactivateandcan
onlybeusedonceperday;
HeavyRevolver(WR+4;range2;TL3;cost4;Reliable,LimitedAmmo,Small),Ammox2
Duster,OldCowboyHat,1978StationWagon,BigOldCellPhone,PenLight,BagofRitualGear



46
Chapter2CharacterCreation

RanieltheEarthScorcher,Pyromancer
CamPL:LegendaryHero;TechLevel:3(RenaissanceEra) Refresh:9

TheflameswithinRanielawakenedthedayhisvillageburned.Awarlordfromthenorth
invadedhishome,lootedit,andkilledmostofthetownsfolk;includingRanielsfamily.The
shockofhislossbroughtforthhisinnatemagicalabilityandheusedittotrackdownand
burntheinvaderstodeathastheysleptintheircampthefollowingnight.
Eventually Raniels gift for fire magic led him into an
apprenticeship with the old and somewhat unstable Wizard
Council.Butliketheflamesthemselves,Ranielwasnotsuited
fortherigidstructureoftheCouncil,andhechafedunderits
general position of aloof selfishness. Eventually he helped
form the Brotherhood of the Cleansing Flames; a hidden
faction inside the Council that seeks to help protect those
whocannothelpthemselves.

Abilities
Physical:Agility:2;Endurance:3;Perception:1;Strength:2
Mental:Craft:1;Knowledge:3;Reasoning:2;Willpower:2
Social:Empathy:1;Deception:1;Persuasion:2;Resources:2
Affinity:Pyromancy:3

CharacterAspects
Defining: I am called the Earth Scorcher. Remember that
whileyouwatchyourtwistedkingdomburn.
Thefiremakeseverythingcleaner,clearer
IwasafraidofFire,andthefearliestherestill;fuelingmy
Power!!
Thestrongunderstandonlyonelanguage;Strength!
Featsofexcessiveforce,withextradashofbravado!
SpecialtyAspects
VastIntellectFueledbyaBurningHeart(Knowledge)
ThosefoolsontheCouncilandtheirdamnedillusions!(Persuasion)
Awarlockofmycalibermustdressforthepartmydear.(Resources)
FoundingMemberoftheBrotherhoodofCleansingFlame(Persuasion)
Mercy?Ifyouwantmercyyoullhavetogrovelbetterthanthat.(Empathy)

Advantages
PowerSource:ElementalMagic
Control(Magical Control of Fire, Fire Domain), Summon From Nothing +2.
Roteexamples:FlamingSnakesDartfromhisEyes,Hiscloakturnintoflamesandheuses
it as an flame whip, Ring of Flames produce white hot ring around him making the air
flicker,Heconjuresgreatballofflamesandlightthathoversandmovesathiscommand.

CustomStressTrack(Mana);GeniusAtWork(Knowledge);Opportunist;PromiseofPain

StartingEquipment
Dashing clothing with flame inspired decorations, fine hose with decorative barding,
medallionofsilverandgoldintervenedinformofflame,hardbootswithmetallinesand
tipgivinganice'cling',rednotebookwithheavyleathercover.



47

GabriellaCross,Adventurer
CamPL:ActionHero;TechLevel:4(ModernDay) Refresh:7

Daughter of infamous international art and artifact thief Marcel Cross, Gabriella was
educatedandtrainedtobehisperfectcompanionincrime.Butduringanoperationgone
sour, she was captured and spent two years in a thirdworld prison before she could
escape.ContactedbytheWorldArcheologicalSociety,shedecidedtousehertalentsto
discoverandpreservetheworld'sforgottenarcheologicalmarvels.Angryatherfatherfor
notbustingheroutofprison,shenowtakesgreatpleasureinspoilinghisplans.

Abilities
Physical:Agility:3;Endurance:2;Perception:2;Strength:2
Mental:Craft:2;Knowledge:3;Reasoning:2;Willpower:2
Social:Empathy:2;Deception:3;Persuasion:2;Resources:2

CharacterAspects
Defining:AdventurerandThief
"My father left me to rot in that prison and I will never
forgivehim"
TheBestEducationMoneyCouldBuy
"There are many wonders out there, just waiting to be
discoveredandthensoldtothehighestbidder!"
StubbornandIndependent
SpecialtyAspects
Acrobatic Skills and Grace that can Only Come from
Training(Agility)
Branded as a Traitor by Marcel Cross and his
Organization(Persuasion)
TwinHeavyPistols(Resources)
Member of the World Archeological Society(P)
(Resources)
RudeandCrude,butSexyEnoughtogetAwaywithit(Persuasion)

Advantages
Experienced (20 additional XP; used to purchase Abilities); Acrobatic Exploit; Guns
Akimbo;Allies(WorldArcheologicalSociety);
HardStyle(ExpertAdvantagetakentwice;+4WRtofistsandfeet)

StartingEquipment
Twin Heavy Pistols (each of them is WR +4; Range 2; TL 4; Cost 4;Small), Extra
ammunition x 2, Knife (WR +2, Range 1 TH; TL 1; Cost 0;Small), Ammo x 3, Set of field
clothesselectedatleastpartiallyforsexappeal,Backpack,TrailRations,Radio.
OtheritemsmightbeprovidedbytheWorldArcheologicalSocietyasneeded.





48
Chapter2CharacterCreation

Cobalt,TechNinja
CamPL:ActionHero;TechLevel:6(FarFuture) Refresh:7
AllenRimwasfittedwithabackupmoduleaspartofthesignonbonushewasgrantedwhen
he signed on with megacorporation called Talos Systems. He worked for Talos as a counter
intrusion systems specialist until the day he, and several of his friends, were killed in an
explosionathisworkfacility.Afterhisbackupwasbroughtonlinehediscoveredthatthecause
of the explosion was a deliberate act perpetrated by the Orion
Group,anothercorporationincompetitionwithTalos.Andhealso
discoveredthatagreatmanyofhisfriends,havingbeenmembers
of a human purity movement, had not been fitted with backup
modules.Hedlostthemforever.
Sickenedbyseeminglyneverendingcorporatewars,hetookthe
name Cobalt and began a new career as a corporate contracted
assassinandintrusionspecialist.Nowheworkswithandwithinthe
variouscorporations,seekingweaknesseshecanexploittooneday
bringthemdown.
Abilities
Physical(BetaSynthmorph):Agility:3;Endurance:4;Perception:2;
Strength:2
Mental:Craft:2;Knowledge:2;Reasoning:3;Willpower:3
Social:Empathy:1;Deception:3;Persuasion:1;Resources:2

CharacterAspects
Defining:RevengeSeekingContractIntrusionSpecialist
Weshouldbeabletolivefreeofcorporatetyranny.
Theykilledme.Andwhatgoesaroundcomesaround.
CompelledtoHelpTheLittleGuy
WorksforthePeopleheWishestoDestroy
HybridMorph(Beta):UpgradedHumanoidHybridMorph
SpecialtyAspects
IntrusionExpert(Agility)
TheyreprobablystilltrackingthemorphIusedonmylastjob.(Persuasion)
CustomStealthSuit(Resources)
IcanalwayscountonDillontokeephisfingeronsocietyspulse.(Persuasion)
Itradedmyhumanityforashotatvengeance.(Empathy)
HybridMorph(Beta):GeneFixed(Endurance)
HybridMorph(Beta):UnremarkableAppearance(Persuasion)
HybridMorph(Beta):AugmentedSystems(Endurance)

Advantages
AssassinStrike,BlackHat,ConstantVigilance,DigitalSpider,Shadow,Sniper
Synthmorph (Beta) Advantages: ComputerImplant(NanoCybernetic Neural Network,
Rating3,Wireless,DigitalBackup)
StartingEquipment
Synthmorph (SpecializedSoftware(CounterIntrusion)4, Purchased with Resources); Custom
StealthSuit(PoweredReconArmor,AR:+5,7stressboxes,Stealthy,UpgradedwithChameleon
Advantage);HeavyGaussPistol(WR:+6Range:2,ArmorPenetrating,Small),PistolAmmox3;
Gauss Light Sniper Rifle (WR: +9, Range 5, AntiVehicular, Armor Penetrating, Day/Night Scope,
Huge), Sniper Ammo x 2; MonoEdged Dagger (WR: +3, Range: 1 TH, Small); Agent (Elleese,
Rating:2),CreditDisk,PlastiRopeDispenser,SpiderGearKit,MediStimulantInjectionx2,



49

LilyWhite(WhiteLily),MutantTelekineticist
CamPL:SuperHero(WorldClass);TechLevel:4(ModernDay) Refresh:10

Lily Whiteran away from homeat the age of 16after shestarted displayingtelekinetic
powers.Ifherparentshadknownthattheirquickwittedandprettylittlegirlwasactually
the infamous hacker The White Lily they could have accepted that, but not the
mutation.So,sheleft.
She eventually hooked up with the Nova Select, a group of
youngsuperheroesdedicatedtolounginginthetrendiestclubs
and fighting super villains. Lily supports the team by hacking
systemsandgatheringcriticalinformation,andbysmashingthe
enemywithherawesometelekineticmight.

Abilities
Physical:Agility:2;Endurance:1;Perception:2;Strength:2
Mental:Craft:3;Knowledge:2;Reasoning:2;Willpower:2
Social:Empathy:2;Deception:3;Persuasion:2;Resources:1
Affinity:Mutation4

CharacterAspects
Defining:MutantTelekineticistandComputerHacker
Just Wants a Quiet Place to Code and Chill with Her Closest
Friends
I didn't need my lameass parents and I don't need you
either.
BorderlineAnarchist
Thisisboring,letsdosomethingelse.
SpecialtyAspects
Hackingisfuncauseitshard.Smashingpeopleiseasy.(P)(Craft)
Wewon!Theyreinjail.Whatsthecopsproblem?(Empathy)
KnowsWheretoGofortheBestHardware(Resources)
TheWhiteLilyisaLegendintheHackerCommunity(Persuasion)
Punchhim?!Imightbreakanail!(Strength)
AbsolutelyGorgeousGirlNextDoor(P)(Persuasion)

Advantages
PowerSource:Mutation
Telekinesis(WorldClass,PsionicMindoverMatter)VisibleForce,Agilex4;Strongx4;
Armor(TelekineticShield),AR:14Insulating;ImprovedArmorx8
AbsolutelyStunning
PersistentSpecialtyHackingisfuncauseitshard.Smashingpeopleiseasy.(P)
RazorTongue
BlackHat
FastTalker
Experienced(PurchasedAffinityfromrank2to5)

StartingEquipment
Portable Personal Computer (Rank 3), Specialized Intrusion Software (Rank 2), Form
Fitting Body Suite, Motorcycle, Cutting Edge SmartPhone, Sunglasses, Backpack, Set of
CasualClothes



50
Chapter2CharacterCreation

Chapter3
FatePointsandAspects

FatePoints
Atthebeginningofeachgamesession,eachplayerstartswithanumberof
FatePointsequaltotheirRefreshRate.Theseareusethemorlosethem.
YoucantcarryFatePointsoverfromonegamesessiontothenext,sodont
hoardthem!However,iftheGMleftthingsatacliffhanger,heisentitledto
say that no Refresh has occurred between sessions. By the same token, if
the GM feels that a substantial (i.e., dramatically appropriate) amount of
downtimeandrestoccursinplay,theGMmayallowaRefreshtooccurmid
session.
ButwhatareFatePointsandwhatcanyoudowiththem?Simplyput,Fate
Points are used in conjunction with Aspects to purchase some level of
control over the story by granting their character bonuses or letting the
playertakeovertheroleofGMforabriefmoment.
TheymayalsobeusedtoactivatesomeAdvantages,butthosearecovered
laterinChapter5.

TheNPCFatePointPool
SohowmanyFatePointsdotheNPCsget?Well,theydontreallygetanyas
individuals.AnytimeanNPCneedstospendaFatePoint,itcomesfromthe
GMsNPCFatePointpool.
The GM starts with a number of Fate Points in his NPC pool equal to the
RefreshsetbytheCampaignPowerLevel(pg.15),plusoneperPC.Thispoolis
usedforallofhisNPCsforthesession,andasNPCsappearinascenetheyadd
anumberofFatePointstotheNPCpool.ThenumberofFPsaddeddepends
ontherelevancyoftheNPC,andisdiscussedmoreonpg.409.
As NPCs spend FPs, they are subtracted from the GMs pool. As PCs spend
FatePointstocompelAspectstoharmNPCs,FPsareaddedtothepool.
Note that the number of FPs the GM may have in his NPC pool is not
concrete.SomeGMsmaypreferafewmoreorevenafewlessFPsfortheir
pool.Ifyoufeellikeyourgameisbetterbecauseyouusemoreorless,then
feelfreetodoso.



51

Aspects
CharacterandSpecialtyAspectsbothserveoneprimarypurpose:theyhelp
define the character. More than anything else, Aspects are a players most
explicitwayoftellingtheGMThisisthestuffIwanttoseeinthegame.If
theplayerpicksanAspectlikeDeathDefyingDaredevil,thentheGMshould
try to put him in death defying situations. GMs should want players to use
theirAspects;playersshouldpicktheonestheywanttouse,andGMsshould
encouragethemtochooseAspectsthatwillbebothinterestinganduseful.
OnceaplayerdecidesonanideaforanAspect,heneedstofigureoutwhat
Aspect name best describes what he intends. There are usually many
possiblenamesforadesiredAspect,whichcanmakethischoicesomewhat
difficult.However,mostofthetime,anAspectisgoingtobe(orinclude)a
phrase,apersonoraprop;usuallyfeaturingthreeormorewords.
A phrase can be anything from a descriptive phrase (Could Have Been a
Rocket Scientist) or even a literal quote (You wouldnt like me when Im
angry.). Phrase Aspects come into play based on how well the situation
matches them; a colorful phrase adds a lot of flavor and innately suggests
severaldifferentwaystouseit.ThispotentiallymakesphraseAspectssome
ofthemostflexibletoolsinthegame.
AnAspectcanalsobeapersonwhoisimportanttothecharacter.Afriend,
anenemy,afamilymember,asidekick,amentortheseallmakeexcellent
Aspects. A person Aspect is most easily used when that person is in the
scene with the character, but the Aspect can come up in other ways
dependinguponthepersonshistoryandrelationshipwiththecharacter.For
example,ifacharacterhashismentorasanAspect(TrainedbyMasterSgt.
FrankGiveemhellBaker),thatAspectmightbeusefulforthingshismentor
wouldhaveinstructedhimin.
Finally,ResourceSpecialtyAspectscanbegear(seepg.86).GearAspects
arethings,places,orevenideas,anythingexternaltothecharacterthatisnt
aperson.AgearAspectcanbeusefulifitssomethingthecharacteralways
haswithhimorifitsthecruxofaconflict.Butitmayalsoimplythingsabout
the character or even be useful in its absence (if only I had My Custom
Hotrod!).
These three categories of Aspects arent hard and fast. An Aspect like
Captain Reynalds Needs Us Now! has elements of both a phrase and a
person and thats just fine. Weve just provided these categories to help
provideawaytothinkabouthowtoframeAspects.
Acharactermayinvokeorcompel(seebelow)anAspectasafreeactionat
anytime.HemayuseanynumberofAspectsinaturn,butmaynotusethe
sameAspectmorethanonceinthesameround.



52
Chapter3Aspects

FatePointExpenditureLimits
Intheinterestofmaintainingacertainlevelofstability,GMsmaywant
toinstitutealimitonthenumberofFatePointsaplayermayspendina
round.
For characters of the Commoner or Expert power levels, it is
recommendedthataplayernotbeabletospendmorethantwoFPona
single roll. For Heroes, you might increase that limit to three, and for
SuperHeroes,youmighttopoutatfour.
Scope
Anotherapproachtothesameconceptiswiththeinclusionofscopes.
Whenusingthisoptionalrule,acharactermayinvokeorcompelonlyone
Aspect per scope per turn. So the character could invoke a Character
AspectandaSpecialtyAspectinaturn,butnottwoCharacterAspects.
The following is a list of the most common scopes likely to come up
duringplay:
Character/Organization/Unit/VehicularAspects
SpecialtyAspects/Asset/Roster
Consequences
AnotherCharactersAspects
AspectsCreatedbyManeuvers
SceneAspects
ZoneAspects
EquipmentAspects
PowerAspects

InvokinganAspect(SpendingFatePoints)
You may spend a Fate Point to gain a bonus on rolls in a situation that
relates to your Aspect. This is called invoking an Aspect. Essentially, you
are declaring that your Aspect will matter in this scene. By spending Fate
Pointsyoumakeitimportant(oratleastrelevant)tothesceneinawaythat
benefitsyou.
Specifically,beforeorafteryouroll,youmayspendaFatePointtoinvoke
yourAspect.Doingsograntsyouoneofthefollowingbenefits:
+2BonusontheDiceRoll
RerolltheDice
InvokeforEffect
Youmay also spenda FatePoint withoutinvoking an Aspect but in those
casesitmerelygrantsyoua+1bonus.



53

For example, you could spend a Fate Point to invoke your Big Dumb Ox
Aspect,grantingyouabonusonaStrengthAbilityroll.Likewise,youcould
spendaFPtoinvokeSoonthiscitywillbemine!andgainabonusonjust
aboutanyactionthatdirectlyrelatestoyourattempttotakeoverthecity.
In addition to bonuses to rolls, you may also invoke Aspects for effect,
gainingsomemeasureofnarrativecontrol.Inessence,youmaybeallowed
tositintheGMseatforamomentanddescribeeventsthatareaffectedby
yourAspect.Forexample,youmayspendaFatePointandinvokeTrainedby
Corporal Frank Sheppard upon meeting a fellow soldier to declare that this
soldier also served under Corporal Sheppard and that you two know each
other. However, any such effect mustbe approved by the GM who always
hasvetorights.
Aspectsthatarentbroughtintoasceneviainvokingorcompellingjustsort
of fade off into the background. Yeah the character is a Big Dumb Ox, but
unlesstheplayerspendstheFPandinvokestheAspect,youcanassumethat
your characters size and strength werent really relevant to his actions
during the scene. Even in a tavern brawl, every punch isnt going to be
dependent solely on the attackers Strength. Maybe he was throwing
glancing blows and was having a hard time getting his hands on his
opponent.ItisntuntiltheplayerspendstheFPandinvokestheAspectthat
hedeclaresrightnow,beingabigoxmatters.
SampleAspect:CaptainofCharlieCompany
PossibleInvokedResult
[Bonus] Gain a +2 bonus (or reroll) on rolls to attack with typical
militarysmallarms.
[Effect]Thesoldieryoujustmetisanoldfriendfromtheservice.
[Bonus]Gaina+2bonus(orreroll)onrollstoleadmenindistress.
[Effect]Getnoticedbyahighrankinggeneral.

Wordingvs.Intent
WhenacharactertakesanAspect,hegenerallyhassomespecificintent
inmindinregardstohowitwillbeused.Forexample,acharacterwho
takestheSurgeonat300YardsAspecttodemonstratehowgoodasniper
heis,shouldnotalsobeabletoinvokethatAspectwhentryingtogrant
medicalattentiontoanally.JustbecausetheAspectcontainstheword
surgeon, doesnt mean the character knows anything about real
surgery.
Theonlywayheknowshowtoopenaheartiswithahighpoweredrifle.



54
Chapter3Aspects

CompellinganAspect(EarningMoreFatePoints)
Aspects arent always used to grant you benefits, bonuses, and special
privileges,sometimestheycangetyouintotrouble.Andthisisagoodthing!
The effect of a Compel is pretty much the exact opposite of invoking an
Aspect.YousufferoneofthefollowingeffectsandgainaFatePointforyour
troubles:
2PenaltyonYourDiceRoll
YouareForcedtoRerolltheDice
Somethingbadhappens.
(Note that you do not gain a Fate Point when a persistent Aspect is
compelled, and you must always pay a Fate Point to reject the
compel.)
Regardless of which of thethree options you areforced to take, compels
tendtocomeaboutinoneoftwoways,eitheractivelyorpassively.
ActiveCompelsDuringthegamesomethingmighthappenthatrelatesto
one of your Aspects. In these situations, the GM may offer you a FP to
compel that Aspect. Alternatively, you as the player may suggest to the
GMthatyouhaveanAspectthatcouldbecompelled.
When an Aspect is compelled, something detrimental comes to pass
becauseofyourAspect.Thismightbeassimpleasapenaltyyousufferona
rollor itmaytriggersomeeventthatplaysoutinawaythatendangersor
inconveniencesyourcharacter.
TheprecisedetailsofacompelareusuallyuptotheGMbuttheplayermay
alsooffersuggestions.Regardlessofthespecifics,theGMmustagreethat
theeffectsofthecompelwasworththeFP.Playersmayalwaysrefusethe
compel (and the offered Fate Point), but the GM has the option to
escalatethecompel.
So, for example, the GM may offer you a Fate Point and compel your Big
DumbOxAspectwhenyouareinasituationwherequickthinkingisamust.
Letssaythecharacterisontherunfromthecopsandtheplayerdecideshe
isgoingtotrytooutruntheminhisgetawaycar.Asthecharacterisrushing
to the car, the GM holds up a token representing a Fate Point. He informs
the player that because he is a dumb ox, he forgot the keys back at the
bar.
In this situation, the player may refuse the offered FP and have his
characterproceedtojumpinthecarandracetosafetyorhemayacceptthe
FPandrunbackforthekeysorpossiblyabandonthecaraltogether.
However, there is also the possibility of escalation. Lets say the player
rejectstheofferedFP.TheGMcouldthenofferasecondFPandaskhimif



55

hes sure. Or the character could get in the car and only get a half mile
beforetheGMofferstwoFPandsuggestsmaybethecharacterforgottofill
upthetankbeforeleaving.
A bit of advice for the GM though dont badger the player. If you offer a
secondFPtotheplayerandhestillsaysno,letitgo.
Passive Compels Occasionally the GM may plot the story ahead, taking
thePCsAspectsintoconsiderationashedoes.
Inthesecases,itsnotuncommonforanAspecttobecompelledsimplyby
thewaythestoryplaysout.
For example, your character may have an Aspect of Lives at Home with
Mom. Now, over the course of the story the bad guy goes back to the
charactershouseandtakeshismotherhostage.
ThisiseffectivelyacompelsincethecharactersAspecthashadanegative
effectonhim,andtheGMshouldtosshimaFatePointforhistroubles.
SampleAspect:CaptainofCharlieCompany
PossibleCompelSituation
[Effect] While on guard duty, your friend puts his hand on you.
Surprised,youpunchhimbeforerealizingwhoitis.
[Penalty]Thegeneralyoujustmetremembersatimeyoudisobeyed
ordersandcallsyououtinfrontofeveryone,causingyoutosuffera
2penalty(orreroll)onaPersuasionrollthisround.
[Effect]Nowanoutlaw,thegovernmentcanuseitsrecordsofyouto
bettertrackyoudown.
[Penalty] During a firefight, you have a flashback to a previous
conflict that distracts you, forcing you to suffer a 2 penalty (or
reroll)onyourdefenseroll.

NoPain,NoGain
AsaGM,youalwayswanttoavoidawardingtheFatePointprematurely.
In general, you dont want to hand the Fate Point over until the Aspect
actuallyimpactstheplayer.
Something can always happen between the time the compel is agreed
upon and the point that the effects of the compel actually impact the
player.SoalwaysmakesuretheplayerhasearnedthatFatePointbefore
handingitover,dontjustawardtheFPbecauseaplayerisplayingtohis
Aspects.
Iftheydontreallyhurthim,hedidntreallyearnit.



56
Chapter3Aspects

CutthroatCompels
Sometimes a GM may feel that a compel relates so strongly to a characters
AspectthatinsteadofjustlettingtheplayerchoosetoaccepttheFatePointor
not,heactuallychargestheplayeraFatePointtodeclinethecompel.Thisisa
good way to influence a player to stay true to his character but be careful.
Thereisafinelinebetweeninfluencingandbullying.
Note, however, that when a persistent Aspect is compelled it is always a
cutthroatcompel.

InvokingorCompellingotherAspects
Many things can have Aspects. The PCs have Aspects, the NPCs have
Aspects,eventheirequipmentandthesceneitselfcanhaveAspects.Players
andNPCscanusetheirFatePointstoinvoke(orcompel!)Aspectsonother
people,places,andthings.Thisworksalotlikeinvokingorcompellingyour
ownAspects,excepttheAspectdoesntbelongtoyou.
As a rule of thumb, invoking or compelling someone or somethings
Aspects requires a little more justification than invoking one of your own
Aspects. For scene Aspects, it should be some way to really bring in the
visual or theme that the Aspect suggests. For Aspects on opponents, the
playerneedstoknowabouttheAspectinthefirstplaceandthenplaytoit.
Also,FatePointsandAspectsareinherently"selfish".Theyareaboutyour
character,andhoworwhenthespotlightshinesonhim.Thus,youmayonly
invokeorcompelAspectsthatrelatetoyouinsomeway.
Forinstance,inazonewiththeShadowyAspectonit,youmayinvokethat
Aspect to gain a bonus on rolls to hide or compel that Aspect to make an
enemysufferapenaltytoshootatyouinthedark.Butyoumaynotinvokeit
todirectly grant a bonus toanally or compel it to make an enemy,who is
notshootingatyourcharacter,sufferapenalty.
Also keep inmind that a single Aspectmay only be invoked or compelled
onceperroll.Soyoucouldnotforexample,invokeanAspecttobothgaina
bonus to attack an enemy and compel that same Aspect to force him to
sufferapenaltytodefend.
ExamplesofInvokingotherAspects
Foggy During a chase, you duck into a fog bank to lose your pursuers,
invokingtheFoggyAspectfora+2bonus(orreroll)onyourrolltohide.
SmallYouhaveaweaponthatisSmall.Youinvokeittogiveyourselfa+2
bonus(orreroll)whenattackinganenemyinveryclosequarters.
SlickRideTryingtoattractadateforthenight,youpulluptothecurbin
your Slick Ride, invoking that Aspect for effect to state that one of the
prettyyoungladiesnearbyreallydigsyourcar.



57

CompellingotherAspects
The GM isnt the only one that can compel Aspects. Characters (PCs and
NPCs)canspendtheirFatePointstocompeleachothersAspects.
When a player or NPC compels another characters Aspects, the player
offerstheGMorplayeroftheothercharacteraFatePointandpicksoneof
thefollowingresultstoinflictonhistarget:
2PenaltyontheCharactersDiceRoll
ForcetheCharactertoRerolltheDice
Compel for a negative effect on the Character. (Note that you still
have to spend a Fate Point when compelling persistent Aspects in
thisway.)
IfitisanNPCwhoisbeingcompelled,astheGMyoushoulduseyourbest
judgment in regards to whether or not the NPC accepts. If youre unsure,
look to the rule of cool and go with the more interesting option. If the
NPCacceptsthecompel,theofferedFatePointisaddedtotheNPCpool.
Thefirsttwooptionsarerathersimple.Theenemysuffersa2penaltyona
dicerollorisforcedtoreroll.
The compel for effect option requires a bit more thought however.
Effectively, the person offering the compel gains a bit of control over the
othercharactersdestiny.Theexactnatureofthecompelcanbeanything,
butasalways,itissubjecttoGMapproval.
Below are some Aspects another character might have and examples of
howtheymaybecompelled.RememberthatanyAspectissubjecttobeing
compelled, even temporary Aspects like those caused by Maneuvers or
Consequences.
ExamplesofCompellingotherAspects
Drowsy Player compels this Aspect for effect and states that the drowsy
guardfallsasleep.
BadTemperedAtthenoblesball,theplayerinsultsoneofthelocallords,
compellinghisBadTemperedAspecttoforcethelordtosuffera2penalty
(orreroll)onhisWillpowerrolltodefendagainstamentalattack.
OffBalance After havingOffBalance placed on him by an allys successful
Maneuver,youcompelthatAspecttocauseyourfoetosuffera2(orre
roll) on his roll to defend against your attempt to push him into the
adjacentzone.
Poor Quality After an enemy attacks and rolls poorly, the player compels
this Aspect and states that his foes old rusty sword breaks as it clashes
withhisown.



58
Chapter3Aspects

PersistentAspects
TheGMmightdecideanAspectispersistentifitisamajorcomponentofa
person,placeorthing;andhasaneffectthatisalmostimpossibletoignore
orgetaround.SoafloorwithalightdustingofsnowmightbeSlippery,butif
the roomiscoveredina fine sheetoficeand you cant walk on it without
slipping,thezoneAspectmightinsteadbeCoveredinIce!(P).Andifitisreally
slippery,itmayhaveboththeSlipperyandCoveredinIce!(P)Aspects.
The two Aspects work much the same way and both can be invoked or
compelled for a bonus/penalty or reroll. However, when invoking or
compelling the Covered in Ice!(P) Aspect you need not spend a Fate Point.
Youneedonlydeclarethatyouareinvokingit.
Note that you must still pay a Fate Point any time a persistent Aspect is
invokedorcompelledforeffect.Thebonus/penaltyorrerollisfree,butyou
stillhavetopaytoinfluencethestory.
WhenusingaregularandpersistentAspectwithsimilarmeanings,asinthe
case above where a room has both a regular Aspect (Slippery) and a
persistent Aspect (Covered in Ice!(P)), you would need only pay one FP to
invokeorcompelbothAspectsfora+4/4,tworerolls,oracombinationofa
bonus/penaltyandrerollthetwo.
Unlike standard Aspects, you do not gain Fate Points when a persistent
Aspectiscompelled.AndtorefusethecompelyoumustpayaFatePoint.In
thisway,compellingpersistentAspectsismuchlikeperformingacutthroat
compel,asdescribedonpage57.
Note that the Severe(P), Extreme(P), and Defeated(P) Consequences are
alsopersistent,andworkthesamewayasapersistentAspect.

TemporaryAspects
TemporaryAspectsthatariseinplayorarecreatedbyManeuvers(pg.255)are
usually fragile. A fragile Aspect only exists for a single invoke or compel and
mayevenbeclearedawaybyasimplechangeofcircumstances.
Inaddition,thefirstuseofanAspectcreatedbyaManeuverisfree.Itdoesnt
costaFatePointforthefirstinvokingorcompellingbutsubsequentusescostFP
asnormal.
ConsidersomeonewhousesaManeuvertotakeaimatatarget,placinganIn
My Sights Aspect on the target. Once the shots taken, the Aspect goes away;
this is clearly fragile. But it could get lost even before the first shot if the
characterwhohastheAspectonhimmanagestobreaklineofsightormakea
suddenunpredictablemove.FragiletemporaryAspectsareusuallymucheasier
tojustifyandpassmusterwiththeGM.



59

FatePointDebt
Sometimes a character needs to invoke an Aspect, or maybe activate an
AdvantagethatrequiresaFatePoint,buthehasrunout.Usuallythismeans
the character simply cannot perform the action he wants to perform. Not
enoughFPs?Toobad.
However,somecasesmayarise wherethis simply doesnt make sense. For
example, a character has a Specialty Aspect called My Daddys Revolver
(Resources),whichreferstoagunhetypicallycarrieswhereverhegoes.Now
lets say that in the previous scene the character needed to spend all of his
FatePoints.Andnow,withoutanyFatePointstoinvokehisAspects,hefinds
himselffacetofacewithanarmedgunman.Thecharacterneedshisgun.But
hisgunisanAspect.AndhehasnoFatePointsremaining.
Now the GM (or player) should make an effort to come up with some
interestingreasonastowhythecharactersuddenlydoesnthavetheuseof
thegunhealwayscarries.Maybehedropsitdownalargedrainandwillneed
toretrieveitlater.Maybehesjustoutofammo.
But sometimes such explanations seem contrived or just silly, and in these
casestheGMmayinsteadallowtheplayertoinvoketheAspectanywayand
gointoFatePointDebt.
Fate Point Debt should only be used when not having a FP keeps the
character from doing something he should be able to do or from having
something he should have in a way that either just doesnt make sense or
wouldruintheplayersfun.
Players can pay back their debt on a 1 for 1 basis, but until they have paid
theirdebt,theyhaveanextraCharacterAspectofUnlucky.Andofcourse,the
GMandothercharactersmaycompelthisAspectlikeanyother.
SomeAspectsthatresultfromManeuverscanbesticky.(Aspectsthatresult
from Assessments or Declarations, explained on pages 6364, are also usually
sticky.)
StickyAspectsdontgoawayaftertheyrefirstinvokedorcompelled,allowing
peopletospendFatePointstocontinuetousethem.TheGMisencouragedto
bemuchmorepickyaboutwhetherornottoallowastickyAspecttoresultfrom
aManeuver.
In many cases, the GM may require that the Maneuver attempt be successful
enough to generate Spin (see pg. 254) before declaring an Aspect as sticky.
Sticky Aspects may be easier to place on a location or scene than on another
character, especially when they potentially offer complications to everyone
present on both sides, such as a Maneuver to tip over a barrel of oil and add
SlipperyFloortothezone.
Similarly, it may also be possible to remove a sticky Aspect via a successful
Maneuver.



60
Chapter3Aspects

Jazzingitup
Aspectsareone ofthemajor sources of flavor for your character; theyre
thefirstthingaGMwilllookatonyoursheetwhentryingtoworkoutwhat
sortofstoriestothrowyouinto.Thisisasubtleyetpowerfulrequest,and
thebestpartis,youareintotalcontrolofitwiththewordsyouchoosefor
yourAspect.
WheneveryourewritingdownthenameofanAspect,askyourself,how
muchflavordoesthisAspectsuggest?Ifitseemsfairlycolorless,thenyou
mightwellbeoffthemark,anditstimetokickitupanotch.Certainly,dont
feellikeyouhavetodothiswitheveryAspectyoutake,butifyourcharacter
isservedupasablanddish,youmaydiscoverthatyourGMisatlooseends
forkeepinghiminvolvedinthestory.
Forafewgoodbetterbestideas,lookatthistrioofexamples.
Bland Tasty Huzzah!
Strong StrongasanOx ManofIron
Outlaw FormerCarThief AmericasMostWanted
Spellcaster DarkSorcerer MasteroftheSecondCircle
Ineachofthesecases,theblandoptioncertainlysuggestsitsuses,but
doesntreallyjumpoffthepageassomethingthatsuggestsstoryideas.The
tastyoptioniscertainlybetterbywayofbeingmorespecific;bothGMand
player can see some potential story hooks in these, and they serve to
differentiatethemselvesinterestinglyfromtheirblanderpredecessors.
Butthehuzzah!optionsarewhereitsat.ManofIroncouldeasilybethe
phrase others use to identify the character and
suggestsmoreapplicationsthansimplestrengthor
cyberneticreplacementparts.
MasteroftheSecondCirclenamesthegroup
thecharacterwasonceapartofandstarts
to put some NPCs onto the map. This
Aspect gives the player plenty of
opportunity for flashbacks to his time
in training, which may include lessons
and history that dont just have to do
with magic. So when you pick an
Aspect,askyourself:isthisbland,isthis
tasty,oristhishuzzah!?



61

Gettingonthesamepage
Youmayhavenoticedthat,sofar,wereusingalotofinktotalkabouthow
yourAspectscommunicatethingsaboutyourcharactertotheGM.Wemean
it. Out of all the things in the game, Aspects are probably the clearest
messageyoucansendtotheGMaboutwhatyouwantfromthegameshort
ofwalkingrightuptotheGMandsayingso.Also,inalllikelihood,theGMis
going to have copies of your character sheets when youre not around, so
the Aspects youve picked are going to represent you in absentia. Once
youvepickedalltheAspectsforyourcharacter,takeastepbackandlookat
them as a whole, and ask yourself if they make the kind of representation
youdwantthemto.Iftheydont,changethem!
Bythemselves,Aspectscantsayitall,
and its important to remember that.
Short of making each Aspect a
paragraph or essay, youre dealing
with a few short, catchy phrases
and names here. You want them
reasonably short because you
want to be able to talk about
them casually without running out
of breath. But the brevity of an
Aspects name means some things
areleftunspoken,sotakesometime
withtheGMtospeaktheseunspoken
thingswhenyoucan.
BoththeplayerandtheGMshould
look at an Aspect not as the end of an
ideabutthestartofone.Yourebothgoingtobringyourownideasofwhat
theAspectmeanstothetableandatleasttosomeextent,yourebothright.
Usually this works out fine the combined perspectives make the whole
greater than the sum but sometimes the GM and the player will have a
radicallydifferentideaofwhattheAspectentails.Beclearwithoneanother
andfigureouthowtoironoutanydifferences,ideallybeforetheFatePoints
startflying.
Thatsaid,afteryouvegottenoneormoresessionsofplayunderyourbelt,
you might feel like youve picked one or more Aspects that dont feel
right.
Your GM should be sympathetic to that. If an Aspect doesnt seem to be
working out well for you, you should feel free to ask your GM if you can
changeitforfree,atleastforthefirstfewsessions.



62
Chapter3Aspects

Sticky,Fragile&ComplicatedTerminology
When dealing with temporary Aspects, the first rule is to simply use
common sense. Terms like sticky and fragile help describe how
Aspectscanwork,butusually,youaregoingtoautomaticallyknowwhen
anAspectgoesaway.Likealotoftheothertermsusedinthisbook,try
not to let the gamespeak trick you into thinking the concept is more
complicatedthatitreallyis.
IfitsOnFireandyouthrowwateronit,thatAspectisgoneanditstops
taking physical stress. (See pg. 274 for more on fire and environmental
hazards.)
StrandsofFateisreallylesscomplicatedthanmostRPGs.Whenyouare
readingit,trynottogetoverwhelmedbytheterminology.Ifyoustartto
feel lost, stop for a moment and break it down section by section. Or
better yet, take thetime to look closely at the examples we provide for
you.

AspectAssessment
Sometimes Abilities will be used in careful Assessment well in advance of
takingaction,maybeaspartofputtingtogetheraplanorsimplyobserving
the target long enough to learn something that would be a critical
advantage.ThisapproachismostoftenusedwiththePerceptionAbilitybut
canalsobedonewithReasoning(todeducelogicaloutcomes)orEmpathy
(togetasenseofhowacharacterisfeeling).
Here, the Ability is not used to place a temporary Aspect so much as
discover an existing one. The character making the Assessment can still
invokeorcompelthisAspectforfree,butissubjecttotheusuallimitations
of a free use; they must do so immediately after revealing it. This usually
meansthatthefreeinvokeorcompelmustbetakenwithinthesamescene
as the Assessment or, if the Assessment takes longer than a scene to
perform,inthescenewhichimmediatelyfollows.Thisprovidesarewardto
balanceoutthetimetheplayermayotherwisespendtalkingthroughamore
cautiousplan.
All Assessment attempts require the use of a significant chunk of time,
usually at least a few turns. This can allow Abilities that usually cant be
brought to bear in more timesensitive environments (like a fight) to be
usefulthankstothetimeinvestedinadvance.



63

SettingAssessmentDifficulties
IfthetargetofanAssessmentisapersonoragroup,thedifficultyofthe
AssessmentisusuallyacontestedAbilityroll.Staticentitieslikelocationsor
objectstypicallyhavedifficultiessetbytheGM.Iftheresnoobviouswayto
determinetheAssessmentdifficulty,considerthebaselinedifficultytobe0.
AttheGMsdiscretion,ifacharactergainsSpinonanAssessmentroll,he
may gain insight into a more potent fact or one additional fact; potentially
allowinggoodrollstoresultintherevelationoftwoAspects.
Forexample,Jacobhasbeenplanningthisbankjobforamonth.Now,withall
thepiecesinplay,hefindshimselfsittingacrossthestreetgivingtheplaceone
lastlookbeforegoingin.
He decides to spend this time trying to assess the situation. Given Jacobs
current position, the GM sets a difficulty of 1. So Jacob spends a few hours
sitting there and rolls his Perception Ability, spending a Fate Point, and
invokinghisKeenEyefortheCrimeSpecialtyAspect.
Herollsatotalof6,andtheGMtellshimthatthebankseemstobepopular
amonglocalhospitalemployees.Heseesalotofpeopleinscrubsgoinginand
out.
SotheGMinformsJacobsplayerthatthebankhasanAspectcalledPopular
withtheScrubs.ShouldJacobfindawaytoinvokethisAspect,saybydressing
inscrubstomoreeasilyblendinduringthegetaway,hemayspendaFatePoint
toinvokethatAspectforsomebenefit.Andsincehesthefirstpersontouse
thatAspect,hegetstodosoforfreeifheactsfast.

ThemeAspects
One other type of Aspect that the GM might consider adding to his
campaignistheThemeAspect.ThisAspecthelpsdefinethethemeofthe
campaign. Maybe its Survival Against all Odds or Light in the Darkness.
Whateveritis,thisAspectshouldbesomethingthananyonecaninvokeor
compel at any time during the campaign, because its the overall theme
fortheentiregame.
The Theme Aspect should be decided on before the campaign begins,
and the GM should make it clear what the Theme Aspect is. It may be
necessarytochangetheThemeAspectasthecampaignprogresses,and
thatsok.Thatstobeexpectedasyourplotevolves.



64
Chapter3Aspects

AspectDeclaration
In contrast to an Assessment, the GM should also allow Declaration. In
other words, using the Knowledge Ability to state facts about things, or
Reasoning to draw logical conclusions, can allow a player to introduce
entirelynewfactsintoplayandthenusethosefactstohisbenefit.
ThenewfactstaketheformofanewtemporaryAspect.
The GM is encouraged to use creativity as his primary guideline when
judgingthe useofan Ability inthis fashion.Creative and entertainingfacts
willbemorelikelytoresultinasuccessfulDeclarationandthusgiverisetoa
temporaryAspectthanboringfactswill.
For example, an explorer with a solid Knowledge Ability may use
Declarationtostatenewtruthsaboutanalienworldthecharactershavejust
encountered. If he is successful, suddenly the scene or the world has an
Aspect on it in keeping with the fact the player just invented. As with
Maneuvering or making an Assessment, the first invoking or compelling of
thisAspectisfree.
UnlikeAssessment,Declarationdoesnttakeanyactualingametimeatall,
justtheKnowledgeorReasoningAbilityrolltomakeuseofit.
Any Aspects brought into play by these methods are considered sticky
and do not have to go away after theyre used if the GM wishes them to
persist (or if circumstances merely make it reasonable that they hang
around).AnysubsequentusesofsuchAspects,however,willcost(orgrant!)
aFatePoint,asusual.
This does mean that occasionally Maneuvers, Assessments, and
Declarations will backfire, leading to a compel used against YOU. Since
Aspectsareinvolved,suchthingsareoftendoubleedged!

SettingDeclarationDifficulties
The difficulties for Declarations should, honestly, be based on how
interestingtheproposedAspectis.Ideaswhichwould disruptthegameor
arejustunreasonableshouldsimplybevetoed.
Thesearethequestionstoaskyourselfwhendeterminingdifficulty:
1. IstheDeclarationinteresting,and/ordoesitsupportthemoodofthe
campaign?
2.WilltheDeclarationhaveinterestingresultsifitsactedupon,orcanit
beeasilycompelledtomakelifemoreinterestingforthePCs?
3. Does the Declaration propose a specific and interesting or heroic
courseofaction?
Eachnoadds2tothebasedifficultyof0.



65

If the proposed fact is very amusing, proposes an interesting course of


action,andhasinterestingresultsifwrong(threeyeses),adifficultyof0
isappropriate.Bycontrast,aboringfactwithadullcourseofactionandno
possibleinterestingresulthasadifficultyof6.
If your players havent quite got a grasp of how much they can do with
Declarations,youwillprobablyneedtolowerthedifficultiestosuit,butyou
shouldletthemknowwhatmakesaDeclarationmorelikelytosucceed.
Notethattheaboveformulaisasuggestion,notasetinstonerule.Ifthe
GMhasagutfeelingforwhatthedifficultyshouldbe,thatsprobablywhat
itshouldbe.
For example, Jacob has successfully robbed the bank, and now hes on the
run.Hesspeedingdownthecitystightlypackedstreets,andthepolicearent
farbehind.
JacobsplayerdecidesthatJacobhasbeenaresidentofthecityforsometime
andmayknowofagoodplacetolosethecops.
The GM feels this is reasonable and sets a difficulty of 2. Jacob rolls his
Knowledge to see what he knows about the citys geography and traffic and
getsatotalof3.HedeclaresthatthispartofthecityTendstoCollectaLotof
Junk.
JacobtheninvokesthatAspectforeffectandstatesthatthereisajunkyard
nearby. The GM accepts and Jacob turns a corner and pulls into a local junk
yard, which he uses to hide the car. Now, among the wrecked cars, he has a
goodchanceofescapingthecopsonfoot.

DeclarationbyInvokinganAspectforEffect
TheaboveguidelinesassumethecharacterdoesnthavearelevantAspect
toworkwith.Ifhedoes,hecanspendaFatePointtoinvokethatAspectfor
effect, the effect actually being a Declaration. And remember the GM may
alwaysvetosuchDeclarations.
Intheexampleabove,ifJacobhadanAspectofChicagoStreetRat,theGM
mightjustlethimspendtheFatePointandallowhimmakehisDeclaration
withoutneedingtotouchthedice.
HereareafewmoreofexamplesofDeclarationsinplay.






66
Chapter3Aspects

Example#1
Garrog Ironjaw and his partner Phelix have just entered the abandoned
mines beneath the town of Beggars Leap. Garrog decides to make a
Declaration, declaring that the mines are Prone to Cave Ins. Since he's a
dwarf he knows a thing or two about mining. His player thinks he can use
thistodroptheroofonenemies.TheGMcalculatesthedifficultyasfollows:
InterestingYes
Interesting Results Yes (The GM plans to use it to block the players'
retreat.)
InterestingCourseofActionNo
Sothat's2yesesand1no,eachnoaddstwotothebasedifficultyofzero
so the declaration difficulty is 2. Garrog rolls the dice coming up with a +2.
HisKnowledgeis2,givingatotalof+4,easilybeatingthedifficulty.Garrog
(or Phelix) can now invoke or compel this Aspect (for free the first time)
untiltheGMrulesthatitisnolongerineffect.


Example#2
ThecrewoftheStarPolicecruiserAdamantisinhotpursuitofasmuggler
ship. It has just entered the atmosphere of a desert planet. One of the
players who plays the astrogator makes a declaration that he thinks the
planetsuffersfromhavinganAspectofViolentSandstorms.Thedifficultyis
setat2,determinedby:
Interesting Yes (Both the GM and players foresee limited visibility,
blockedairintakes,andviciouswinds.)
InterestingResultsyes
InterestingcourseofactionNo
The player rolls a 1 with a Knowledge of 1. His total is 0, which is not
enough.HoweverhedoeshavetheAspectExplanetarySurveyOfficer,which
heinvokesfora+2bonus,allowinghimtomaketheDeclaration.


Example#3
The party has just arrived in the port town of Roland's Reach. They are
lookingtospringoneoftheircomradeswhowaswronglyaccusedofpiracy.
They want to make this easier so the leader tries to declare that the town
has Corrupt Officials. Their leader, RedEye McLain, has the Aspect A Thief
KnowsaThief,whichheinvokesforeffecttomaketheDeclaration.
The GM likes the idea of corruption in the town so allows it. RedEye
doesntneedtoroll.HejustpaystheFatePointforinvokinghisAspect.



67

StoryAspectsvs.SituationAspects
Heres a point to follow on the previous ones: more often than not,
Aspectstendtodivideintoanothersetoftwocampsstoryandsituation
anditsagoodideatomakesureyouhaveAspectsofeachtype.
Story Aspects suggest one or more sources for stories involving the
character, by bringing in an external element from the world at large.
SpecialtyAspectsrelatingtopeopleoritemsarealmostexclusivelystory
Aspects.YoucanmosteasilyidentifyastoryAspectbyaskingyourselfif
theAspect,independent ofthe character, is something other characters
might interact with, affect, and change. Strange cults, ancient artifacts,
evilaliens,hiddenlairs,bazaarworlds,spouses,andmoreallfitintothis
category.
SituationAspectssuggestthekindofsituationsacharactermightbein
much more than they suggest the origin of those situations. Phrase
Aspects fall strongly into this camp, and they operate as a statement to
the GM of the style of stories the player wants his character to be in.
Aspects like Nick Of Time, Always a Damsel in Distress, and Last Man
Standing all suggest vivid situations, ones which should rightly repeat
themselves over the course of playing the character, but dont really
suggestthecontextofthosesituations.
Were taking a few moments to focus on the split between story and
situationAspectsbecauseitsaneasyonetomissifyourenotlookingfor
it. You can very easily fall into the trap of creating a character who only
has situation Aspects. On the surface, situation Aspects may be more
attractive, since they usually apply in a multitude of circumstances;
certainly, youll want to have at least a few situation Aspects in your
repertoire.
But if situation Aspects are all that your character offers to the game,
yourunarealriskofbeingdifficulttohookintothelargerstoryline.Thisis
why you should be certain to include a few story Aspects on your
character. Fundamentally, story Aspects offer easy hooks to your GM to
pullyouintohisstory.Youwantthis,sinceyoucametothepartytoplay
thegame.Butitsmorethanjustthat.ByprovidingstoryAspects,youve
providedsomethingswhichexistseparatelyfromyourcharacter.Atthe
coreofit,thismeansyouvehelpedtobuildthegameworld.Youvegot
ownershipandstakesinthebiggerpicture.TheGMwillbegratefultoyou
for it, and that kind of gratitude tends to pay out in the form of amore
satisfyinggame.


68
Chapter3Aspects

Chapter4
Abilities&SpecialtyAspects

WhatareAbilities?
Characters have Abilities, like Agility, Knowledge or Persuasion; which are
given ranks. The higher the Abilitys rank, the better. Abilities can also be
enhanced for specific uses with the addition of Specialty Aspects and
Advantages.
Simplyput,Abilitiesgiveyouaverybroadandgeneralsenseofwhatyour
charactercando,andhowwellhecandoit.Whenaplayerrollsthedice,he
isusuallymakinganAbilityrollagainstasetdifficulty.ThisAbilityrollcanbe
madetotakeasimpleaction,performaManeuver,anAssessment,ormake
aDeclaration.
For an Ability roll, you roll four Fudge dice (or two six sided dice if you
prefer that method). Then add your Ability rank and any other relevant
bonuses. So a roll result of 1 using an Ability with a rating of 2 results in a
total of 3. Your total needs to meet or exceed the difficulty of the roll,
assignedbytheGM.Soifthedifficultyoftheactionwas2,youwouldhave
succeeded. And if you had succeeded with a 5, you would have generated
Spin!(Seepage254formoreaboutgeneratingSpin.)
Nearly every action that the character may undertake is covered by his
Abilities.IfyoudidntputpointsinanAbility,youmaystilluseit.Youjustadd
0toyourdiceroll.Andinsomecases,suchasthelessthan0rankedmental
Abilitiesofanimals,Abilitiescanbenegativeandshouldbesubtractedfrom
theroll.
ThischapterisfocusedongettinganideaofwhateachAbilitycovers.

CombiningAbilities
Sometimesthecharacterneedstoperformataskthatreallyrequiresusing
twoormoreAbilitiesatonce.Youneverknowwhenacharacterisgoingto
need to carry a heavy weight (Strength) while balancing on a spinning log
(Agility)orwhenhesgoingtoneedtoexplainpopculture(Knowledge)to
anotherworldlyhorror(Willpower).



69

Inthosesituations,theGMcallsforarollbasedonthemainAbilitybeing
used(theprimarythrustoftheaction),butmodifiedbyasecondAbility.If
thesecondAbilityisofgreatervaluethanthefirst,itgrantsa+1bonustothe
roll;ifthesecondAbilityisofalesservalue,itappliesa1penalty.Iftheyare
thesame,thesecondaryAbilityprovidesnomodifier.
So,forexample,letssayyouhaveanAgilityof3,andaStrengthof1.Ona
roll that uses Agility as the primary Ability, and Strength as the secondary,
youdsuffera1penalty.
Its important to note that combining Abilities can never be done to
performtwofullactionsatonceifthatsthegoal,itshouldtaketwoturns.
WhenAbilitiesareusedincombination,oneAbilityisalmostalwaysgoingto
serve a passive role, as the thing the character needs to be able to do in
ordertobeabletoperformtheotherAbility.Ifacharacteristryingtolifta
greatweightwhilebalancingonaspinninglog,StrengthisthemainAbility
rolled.ButAgilityrestrictsthisroll,becausewithoutit,thecharacterfallsoff
the log. Similarly, ifthe characteris gibbering before an ancient horror, his
KnowledgeAbilityissimplynotgoingtohelphim.
The difference between an action that combines Abilities and a
supplemental action (pg. 261) is not always obvious. In general, if both
componentsoftheactionaresomethingyoudexpecttorollforiftheywere
doneseparately,thenitstimetocombineAbilities.Ifthelesserpartofthe
action is something that normally doesnt require a roll, just handle it as a
supplemental action. Sometimes, an action will be both supplemental and
modifiedmaybethecharacterismovingalittle(supplemental),butisusing
hisAgilityAbilitytogetanedge(modifyingtheprimaryroll).

ComplementingAbilities
When combining Abilities, and the second Ability can only help the first
(which is to say it can only provide a bonus), it complements the Ability. A
complementing Ability never applies a penalty, even if its lower than the
primary Ability. This usually happens when the character has the option of
usingthesecondaryAbility,butdoesnthavetobringittobear.

RestrictingAbilities
WhencombiningAbilitiesandthesecondaryAbilitycomesintoplayonlyto
hold the primary Ability back, it restricts the Ability; meaning it can only
provideapenaltyornothingatall.ArestrictingAbilityneverappliesabonus,
evenifitshigherthantheprimaryAbility.OftenAbilitieslikeEnduranceor
Willpower are restrictive Abilities as you get more tired, you wont get
better,butifyoureresolute,youmaynotgetworse.



70
Chapter4AbilitiesandSp.Aspects

MultipleSecondaryAbilities
Inveryrarecircumstances,aprimaryAbilitymaybeaffectedbymorethan
onesecondaryAbilitysay,asituationwhereacharacterneedstoclimba
wall(Agilityasprimary),butistired(Endurancerestricts),butthewallispart
of a building the character has been studying in order to burglarize
(Perceptioncomplements).
In such cases, no matter the number of Abilities in play, the most the
combinationcanproduceisone+1andone1.Thisisactuallyveryquickto
reasonout.First,lookatalloftheAbilitiesthatmodifyorcomplement;ifany
ofthemarehigherthantheprimaryAbility,a+1isapplied.Next,lookatallof
theAbilitiesthatmodifyorrestrict;ifanyofthemarelowerthantheprimary
Ability,a1isapplied.ThismaymeanthatmultipleAbilitiesallaffectingaroll
willresultinnomodificationatallbotha+1anda1!

SpecialtyAspects
While Abilities are a general measure of
your character's basic capabilities, that
doesn't mean that because
two characters both have 3
ranksinAgilitythattheyareboth
equally good at gymnastics and
tennis. Likewise, a historian and a
computer hacker are both going to
want a good Knowledge Ability, but
justbecausetheybothhavethesame
numberofranksinKnowledgedoesnt
mean they have the exact same
understandingofbothfields.
ThatswhereSpecialtyAspectscome
in. Specialty Aspects tell you what
specificareasofanAbilityyouaregood(orbad)at.LikeCharacterAspects,
Specialty Aspects need be neither good nor bad. Some might describe a
particular affinity for a job (Masters in Electronic Engineering from MIT
(Knowledge)), while some might point out a particular weakness (Been Hit
withtheUglyStick(Persuasion)).
AswithallAspects,SpecialtyAspectscanbeinvokedandcompelled.What
separates them from Character Aspects is their close association with an
Ability. The majority of the time, Specialty Aspects will be invoked or
compelled in conjunction with an Ability roll that includes the Ability it is



71

associatedwith.However,itmaysometimesbepossibletoinvokeorcompel
aSpecialtyAspectassociatedwithoneAbilitywhileactivelyrollinganother.
SokeepinmindthatjustbecauseSpecialtyAspectsaregenerallytiedtoa
specificAbility,thatdoesntmeanitcantsometimesbeusedforothertypes
ofrollswhenitisrelevant.
Forexample;RobertisattendinghisHighSchoolreunion.Hesalwaysbeena
bitofageek,andthefactthathehastheAspectBeenHitwiththeUglyStick
(Persuasion)neverhelpedhissociallife,thoughhisRazorTongue(Persuasion)
oftencameinhandy.Andaftergraduating,hemadeagoodlifeforhimselfand
recently picked up the Aspect Masters in Electronic Engineering from MIT
(Knowledge).
While at the party Robert runs into Alice. The former prom queen always
thought she was better than everyone else and doesnt hesitate to compel
RobertsBeenHitbytheUglysticktomakeherbelittlingremarksstingalittle
worse.ButRobertsnapsbackwithawittyretortbackedbyhisRazorTongue
Aspectandputsherinherplace.
Laterherunsintoafewofhisoldfriends,somefellownerdsfromthechess
team,andtriestomakeagoodimpression.InthissituationherollsPersuasion
and invokes Masters in Electronic Engineering from MIT (Knowledge) and
usesthebonustosuccessfullycharmthem;addingthebonustoaPersuasion
rolldespitethefactthatthisSpecialtyAspectisassociatedwithhisKnowledge
Ability.

AbilityListings
The Abilities used in Strands of Fate are listed in greater detail below,
organized by type. Each entry tells you what the Ability is commonly used
for.Inaddition,eachentrycontainsthefollowing:
Sample Specialty Aspects: Here youll find a series of sample Specialty
Aspectsthatyoumightusetobetterdefineyourcharacter.Thesearevery
simpleAspects,andyouprobablywanttospiceyourownupabit.
Special Rules: Each Ability lists a number of special rules for different
situations in which these Abilities play an important part. These rules are
listedalongwithpagenumbers,whichyoucan usetofindtheappropriate
entriesforthemlaterinthebook.



72
Chapter4AbilitiesandSp.Aspects

PhysicalAbilities
Agility
This Ability is the measure of your characters balance, handeye
coordination, manual dexterity, speed, reflexes and generally just conveys
the level of control the character has over his own body. It is used for the
majorityofphysicalrollsthatdonotdependonbrutestrength(Strength)or
yourbodysabilitytoresisteffects(Endurance).
Agility covers running, jumping, climbing, swimming, and other broadly
physicalactivitiesyoumightfindinatrackandfieldevent.
CharacterswithhighAgilityincludeathletes,soldiersandoutdoorsmen.
AgilityisoftenthewhenindoubtphysicalAbility,anditcangetalotof
use.TheressometimesconfusionastowhentouseAgilityandwhentouse
Strength. As a rule of thumb, Agility is used to move yourself, Strength is
usedtomoveotherthingsandpeople.Whenanactioncallsforboth,they
may modify one another. If there is no clear indication which should be
primary,defaulttoAgilityasprimaryandStrengthasthemodifyingAbility.
Dont ask the players to roll their Agility Ability if its to do something
mundanelikeclimbingoveralowwall,unlesstheyrebeingchasedorneed
toquicklygettocovertoavoidanimpendingexplosion.
SampleSpecialtyAspects
DeftHands
GoldMedalWinningSprinter
ButterFingers
TrainedTightRopeWalker
Myarthritisactingupagain.
MasterMartialArtist
OneShot,OneKill

SpecialRulesRelatedtoAgility
Ambushing(pg.262),AttackingandDefendinginaPhysicalConflict(pg.211),
AvoidExplosions(pg.270),Climbing(pg.265),FootChases(pg.275),Hiding&
Shadowing (pg.279), Jumping (pg.280), Movement (pg.283), Riding
(pg.287),Swimming(pg.293)



73

Endurance
Enduranceistheabilitytokeepperformingphysicalactivitydespitefatigue
orinjury.Itsalsoameasureofthebodysresistancetoshockandstrain.In
addition to fatigue, Endurance measures how well a character shrugs off
poisons, disease and supernatural afflictions. Characters with a high
Enduranceincludeexplorers,athletes,andsailors.
Endurance is a passive Ability. Players will very rarely need to ask to roll
Endurance;instead,theGMwillusuallycallforrollswhenappropriate.
Endurance can particularly come into play in longterm actions, as a
secondary, restricting Ability; where the characters need to keep
performing at his peak is limited by his capacity to overcome fatigue and
pain. This is why top athletes have their Endurance on par with (or better
than!) their Agility. Someone without a solid Endurance may be a good
sprinter, but will find themselves winded and falling behind in a marathon.
Seepage70formoreonrestrictedAbilities.
EnduranceisalsousedtodeterminethenumberofPhysicalsstressboxes
thecharacterhasforeachConsequence(seepg.211).
SampleSpecialtyAspects
LongWinded
ConditionedtoResistPoisons
SorryMyallergiesareactingup.
AlwaysaBitSickly
ShortofBreath
Iwantyoutohitmeashardasyoucan.
NeverTookaSickDay

SpecialRulesRelatedtoEndurance
Encumbrance (pg.289), Healing Physical Consequences (pg.237), Endure
Falling (pg.273), Resist Disease (pg.269), Resist Environmental Hazards
(pg.274),ResistPoison&Drugs(pg.285),SurviveExplosions(pg.270)



74
Chapter4AbilitiesandSp.Aspects

Perception
Perceptionisameasureofthecharacterslevelofawarenessandhisability
to stay on his toes and react to sudden changes in his environment.
Characterswillalsonoticethingstheyarenotactivelysearchingforbyusing
theirPerception.HighPerceptioncharactersarerarelysurprised,strikeearly
inafight,andtendtopickuponthedetailsofascenesimplybyenteringit.
Characters with high Perception include bodyguards, outdoorsmen and
criminalsofasneakyvariety.
PlayersmaybecalledonbytheGMtomakePerceptionrollstoseeifthey
notice hidden objects, people, clues etc. Or the player may state that he
wantstomakeaPerceptionchecktolookforsomethingspecific,ortolook
inaspecificplace.Inthiscase,theGMmightprovidebonuses.Forexample
theGMmightcallforaPerceptionrolltonoticethefingerprintsinthedust
on top of the dresser. If the character is searching randomly around the
room, the GM might set the difficulty at 4 to spot them. But if the player
specificallystates that his characteris searching the dresser, the GMmight
insteadsetthedifficultyat0orjustdeclarethesearchasuccess.
WhencallingforaPerceptionroll,theGMshoulddescribethescenetothe
personwhodidbestfirst,thenforeachpersondowntheline,tellthemwhat
theydontsee.Doingitinthisorderletstheplayersgetaclearpicture,while
makingthelimitsoftheircharactersknowledgeveryclear.
In some cases it may be a good idea to combine a Perception roll with
Reasoningifthereisagoodchancethatlogiccouldleadthecharactertothe
clue.
SampleSpecialtyAspects
EyesLikeaHawk
ExceptionalHearing
Colorblind
Wherearemyglasses?
TheNoseKnows
Cantfeelathinginthesethreefingers.
LegallyDeaf

SpecialRulesRelatedtoPerception
Ambushing (pg.262), Aspect Assessments (pg.63), Defending Against
RangedWeapons(pg.211),DetectingPoisonandDrugs(pg.285),Initiativein
a Physical Conflict (pg.210), Penetrating a Disguise (pg.269), Scavenging
(pg.288)



75

WonderingBlind
GMs should be careful about depending on characters to make good
Perceptioncheckstofurtherthestory.Whatiftheyallfail?Whathappens
then?
IncaseswhereaPerceptionrolliscriticaltothescene,youmightinstead
decide to go ahead and give the characters the critical information for
free,butfillindetailsdependingonhowwelltheyroll.
For example, lets say you start a scene in which the PCs are being
assaulted by trolls. Instead of rolling to see who (if anyone) notices the
trolls coming at them through the trees, instead tell everyone that they
hear the sounds of something coming at them; then let them roll their
Perception.Thebettertheresult,themoredetailaboutthetrollsyourcan
provide.
This method, while not always necessary, provides you with a way to
jumpintotheactionwhilestillrewardingthecharacterswhorolledwellon
theirPerception.Otherwise,youriskafewroundsofboredomasplayers
report bad Perception rolls. This serves no real purpose and is really just
deadanddullgametimebetterspentslayingtrolls.

PerceptionandParanoia
A good trick to help build suspension is, as a GM, you roll some
Perception checks instead of letting the players do it. Take note of each
characters Perception before the start of the game and, on occasion,
inform the players that youll be rolling Perception checks for them this
time.Anddontletthemseetheresults.
Whenplayersdoexceptionallywell ona Perception roll, they expect to
noticeanythingthatsworththeirattention.Iftheyrollwell,andtheGM
reports nothing of note, they tend to assume there wasnt anything
importantworthmentioning.Andtheyreprobablyright.
But if the GM rolls for them, and they dont know how well they did, a
report that they see nothing of interest means that there may still be
something there. And in reality, you dont know when you dont notice
somethingimportant,soitkeepstheplayersguessing.
Youmightalsooccasionallyjustrollsomediceoutofsightoftheplayers
fornoreason.Thisisespeciallyeffectiveifyoufollowthedicerollupwith
aslygrindirectedatoneormoreofyourpoorplayers.


76
Chapter4AbilitiesandSp.Aspects

Strength
Thisisameasureofpurephysicalpower,beitrawphysicalmightorsimply
the knowledge of how to use the Strength one has. In general, if you are
tryingtomovesomeoneorsomethingbesidesyourself,youuseStrength.
Soforlifting,movingandbreakingthings,StrengthistheAbilityofchoice.
Strength may be used indirectly as well, to modify, complement, or limit
someAbilityuses.
CharacterswithahighStrengthincludebrutalwarriors,laborers,andgiant
creatures.
Strengthisalsousedwhenattackingwithyourbarefistsorfeet,orwhen
wieldingameleeweaponsuchasabaseballbatorsword.
StrengthisalsousedtodeterminethenumberofPhysicalstressboxesthe
characterhasforeachConsequence(seepg.211).
SampleSpecialtyAspects
18inchbiceps
Ispentallmorningliftingincreasinglylighterbeercans.
LooksLikea(Mostly)ShavedBear
Imanaccountant,notalumberjack.
SpentYouthSwingingaBlacksmithsHammer
ProfessionalBoxer
HighSchoolWrestler

Special Rules Related to
Strength
AttackinginaPhysicalConflict
(pg.211), Breaking Things
(pg.264), Lifting Things (pg,
289),



77

MentalAbilities
Craft
Craftrepresentsyourcharactersabilitytocreatesomething,fromworksof
art to computer programs. While often combined or restricted with
KnowledgeorReasoning,Craftcanalsobeusedtorepairitemsortakethem
apart.
Characters with high Craft include engineers and artists; as well as
professionalcarpentersandblacksmiths.
SampleSpecialtyAspects
GiftedPainter
MechanicalInclinationofaFish
Icanrebuildanengineblockwithapaperclipandsomestring.
Iprograminbinary.
FinestSwordsmithintheLand
TravellingCartographer
FamedNovelist

SpecialRulesRelatedtoCraft
BreakingThings(pg.264),Camouflage(pg.279),CraftingandRepairing(pg.
267),Demolitions(pg.268),Facilities(pg.273),Forgery(pg.276)



78
Chapter4AbilitiesandSp.Aspects

Knowledge
Thisisthesumofallyouhavelearned,science,literature,history,etc.Any
timeyouneedtodeterminewhetherornotyourcharacterknowsafact,or
howtodosomething,yourollKnowledge.
Perhaps more so than any other Ability, Knowledge covers a very broad
range of topics. When building a character, youll find that you want to
furtheridentifyhisfieldsofstudywithAdvantagesandSpecialtyAspects.
Characters with high Knowledge include college professors, historians,
scientists,engineers,etc.
TheremaysometimesseemtobeafinelinebetweenKnowledgeandsome
other Abilities, such as Reasoning and Craft. Remember that Knowledge
referstotheinformationthatsalreadyinyourhead,notyourcapabilityto
learn new things. And while it may provide theories and lessons, it isnt a
measure of your capability to apply that information, which is what Craft
usuallyreflects.
TheplayercanasktheGMWhatdoIknowaboutthissubject?orWhat
doesthismean?Often,therewillbenoneedtoroll,especiallyifthesubject
is within the characters specialty; but if the GM feels the information is
somethingthatshouldbehardtoattain(suchasaclue)thenhemaycallfor
arollagainstadifficultyhesets.
Youmightsetaratherlowdifficultyonsucharoll(Diff:02)ifthetopicis
fairlywellknown,butitcouldbeacasewherethecharacterjustisntfamiliar
withitforsomereason.Ontheotherhand,ahighdifficultymightbeused
forobscuretopicsthatwillalmostcertainlyrequireresearch.
SowhensettingthedifficultyforaKnowledgeroll,thebestyardstickisthe
obscurity of the knowledge sought. Something with a difficulty of 6 is
probablyonlyknownbyoneortwopeopleintheworld.Difficulty5islimited
tothehandfulofleadingexperts.Adifficultyof4wouldequatetoallthetop
meninthefield,while3andlowerstartsgettingintothecommonbodyof
knowledge.Difficultiesbeyond6areappropriateforlostknowledge.
If the character succeeds he receives the information. And if he succeeds
with Spin, he may learn something especially interesting or obscure. If he
fails,hedoesnot,buthemaystillattempttoresearchthetopic(seepg.294)
or,perhapsmoreentertainingly,maystumbleontoafalseleadthatgetshim
deeperintotrouble.
The character may use his Knowledge to declare facts, filling in minor
details which the GM has not mentioned (though the GM always has the
righttoveto).SoiftheGMisallrightwithit,shemaylettheplayerattempt
aDeclaration(seepg.65)androllKnowledgeagainstadifficultyhesets.If
successful,thefactistrue,andifnot,thecharacterismistaken.



79

SampleSpecialtyAspects
Iknowallthecapitals,ofallthenations,onalltheworlds.
Readit?Illwaitforthemovie.
PublishedConceptsandPhilosophiesoftheEnlightenedMindatAge14
Stringtheoryisaloadofgarbage.Here...Icanproveit.
ProfessorofChemistryatMIT
Biology?Isntthatthestudyoflivingorgasms?
EverythingIknowIlearntfromTV.

SpecialRulesRelatedtoKnowledge
Analyze Poisons and Drugs (pg. 285), Aspect Declarations (pg. 65),
Computer Hacking (pg. 265), Explosives (pg. 270), Facilities (pg. 273),
Languages (pg. 281), Lock Picking (pg. 282), Medical Attention (pg. 282),
TestingandResearch(pg.294),

Reasoning
Reasoningrepresentsyourcharacterscapacitytolearnnewthings,aswell
as decipher complex puzzles and problems. It could also be said to be the
measure of the characters common sense and is sometimes used to
measurethecharactersshorttermmemory.
So while Knowledge represents what the character already knows,
ReasoningisusedtolearnnewthingsandputhisKnowledgeintoaction.
Knowledge and Reasoning are often used to compliment or restrict each
other.
CharacterswithhighReasoningincludesurvivalists,soldiers,codebreakers,
inventors,philosophers,etc.
ReasoningisalsousedtodeterminethenumberofMentalstressboxesthe
characterhasforeachConsequence(seepg.223).
SampleSpecialtyAspects
Psychoanalyst
SurvivedThreeWeeksaloneintheAmazonRainForest
AbsentmindedGenius
Ooh!Whatsmyhoroscopesay?!
NSAEncryptionAnalyst
Judgingbytheangleoftheshot,Idsayourshooter
Rockmusichasmessagesfromthedevilinitwhenyouplayitbackwards!

SpecialRulesRelatedtoReasoning
Ammo Conservation (pg. 284), Riding (pg. 287), Testing and Research (pg.
294),Scavenging(pg.288)



80
Chapter4AbilitiesandSp.Aspects

Willpower
Willpowerisameasureofacharactersselfmastery,asexpressedthrough
thingslikecourageand resolve.Itsan indicatorof coolness under fire and
also represents the drive not to quit. It plays a key part in efforts to resist
tortureormindinfluencingpowers.
Willpowerisalmostalwaysrolledinresponsetosomething,ratherthanon
its own. Its primary role is as defense against most kinds of mental
manipulation or distraction. Willpower also shines in situations which have
spunverymuchoutofcontrol.CharacterswithahighWillpowerAbilityhave
a distinct advantage in continuing to keep their head about them and
respond calmly. Similarly, when all seems lost, a character with a strong
Willpower is often capable of soldiering on. It is the mental parallel to
physicalEndurance.
ItsimportanttorememberthatafailureofaWillpowerrollshould never
taketotalcontrolofacharacteroutofaplayershands.AbadWillpowerroll
affects how the character carries himself and how well or poorly he
convinces everyone else that hes unfazed by events. If a character is
exposed to something disconcerting, Willpower is useful to see how well
theykeepittogether.FailuremayresultinaMentalConsequence,butthe
nature of that Consequence and the characters actions, such as whether
theyrunfromtheroom,isadecisiontheplayermakes.Suchdecisionscan
be influenced by Aspects, but the failure only removes control of the
characterwhenheisDefeated.
One good way to handle very stressful situations or other crises where
keeping yourcool or otherwise keeping it together is paramount, is to use
Willpower as a modifier or restriction on whatever other Ability the
character is using, the same way one would use Endurance to restrict
Abilitieswhentired.
WillpowerisalsousedtodeterminethenumberofMentalstressboxesthe
characterhasforeachConsequence(seepg.223).
SampleSpecialtyAspects
TrainedtoResistTorture
Sticksandstonesmaybreakmybones,butwordswillneverhurtme.
QuitSmokingAfter20Years,ColdTurkey
EternalOptimist
WillWin,orWillDieTrying.
InevermetasinIdidntlike.
CantResistaGoodMeal

SpecialRulesRelatedtoWillpower
MentalConflict(pg.220).ResistingFearandShock(pg.224)



81

SocialAbilities
Deception
Deceptionistheabilitytolie,simpleasthat.Beitthroughwordordeed,its
theabilitytoconveyfalsehoodsconvincingly.
Characters with a high Deception Ability include con artists, spies, and
politicians.
For simple deceptions, a contest between Deception and an appropriate
Ability (usually Empathy, Perception or Reasoning) is all that is necessary,
but for deeper deceptions, like convincing someone of a complex lie or
selling someone the New York Starport, a Mental conflict may be
appropriate (pg. 220), complete with Deception attacks and mental stress
being dealt. Sometimes, Deception is the undercurrent rather than the
forefront of an action, and as such, the Ability may be used secondarily to
modify,restrict,orcomplementanotherAbilitysuse.
The GM needs to be very careful about adjudicating Defeated results in
MentalconflictswhereDeceptionisinplay.Deceptionshouldnevercreate
behaviorthatisatoddswiththebasicnatureofthetarget;anhonestman
wontbetrickedintostealing,forexample,thoughhemaybetrickedinto,
say,holdingstolengoodsifhehasnoreasontothinktheyrestolen.
WhenDeceptionismostsuccessful,thetargetisputinapositionwherehis
ownnatureforcesthedecisionthattheliarwantedhimtomake,muchthe
same way the compulsion of an Aspect does. An honest man wont steal,
unlesshe feels he hasto do soto protect something more important than
his honesty. Some of the greatest crimes in history are perpetrated by
people believing they are doing the right thing for their family or their
country. Part of the reason a character with a high Deception is going to
wantadecentEmpathyistoknowwhatdirectiontospinthingstowards.
SampleSpecialtyAspects
FastTalkingSalesman
MasterofDisguise
Itsnotcheatingifyoudontgetcaught.
HoneyTonguedSeductress
InnocentFace
ClinchesHandsWhenNervous
LegendaryCatBurglar

SpecialRulesRelatedtoDeception
Disguise(pg.269),Forgery(pg.276),Hiding,ShadowingandCamouflage(pg.
279),MentalConflict(pg.220)



82
Chapter4AbilitiesandSp.Aspects

Empathy
Empathy measures your capacity to understand what other people are
thinkingandfeeling.Thiscanbehandyifacharacteristryingtospotaliaror
wantstotellsomeonewhatthatpersonwantstohear.Empathyisusableas
a defense against Deception, and is the basis for initiative in a mental
conflict.
Characters with a high Empathy Ability include gamblers, diplomats,
reportersandsocialites.
SampleSpecialtyAspects
GoodJudgeofCharacter
Betterthemthanme!
KeenEarforLies
EquatesAngertoFear
SuckerforaPrettyFace
Ifitsoundstoogoodtobetrue,itprobablyis.
HatesMinorities

SpecialRulesRelatedtoEmpathy
Animal Handling (pg.262), Mental Conflict (pg.220), Mental Initiative (pg.
210),SocialEspionage(pg.291),


Persuasion
Persuasion is the ability to
manipulate people through social
contact, and perhaps convince them
toseeonessideofthings.Anytimea
character wants to communicate; this
is the Ability to use, which makes it
appropriate for flirting, interviewing,
intimidating,andinterrogating.
Characters with a high Persuasion
include actors, models, politicians,
performers,reporters,andcops.
Persuasionisoftenthefallbacksocial
Ability. While Empathy and Deception
are fairly specific in their applications,
Persuasion is the catchall that covers
everythingelse.



83

Persuasion is often used to determine first impressions, as it is also a


measure of your presence and overall appearance. It is also used to keep
fromshowingyouremotionsonyourface.
PersuasionisalsousedtodeterminethenumberofSocialstressboxesthe
characterhasforeachConsequence(seepg.232).
SampleSpecialtyAspects
AlwaysQuickwithaSmile
Honeycatchesmorefliesthanvinegar.
Memberofthe101st
EasyontheEyes
CalmandRegalDemeanor
Hesabitofascaryfellow.
FriendswiththeRedEyeGang

SpecialRulesRelatedtoPersuasion
Animal Handling (pg.262), Gather Information (pg.278), Mental Conflict
(pg.220),

Allies,Foes,andContactsasPersuasionSpecialtyAspects
AcommonPersuasionSpecialtyAspectistheally,afriendorgroupof
people wholl be willing to help you out directly, or provide you with
useful information. Though maybe just as common is the bitter enemy,
theguywhojustwontrestuntilyoureontheothersideofthegrass.
TheseNPCAspectscanbeutilizedtogatherinformation,callforhelp,or
becompelledbytheGMtomakeyourstoriesmoreinterested.
Theexactnumberandstatsfortheseallies,contactsorenemiesareup
toyouandyourGMtoworkout.Butalliesgenerallyshouldnotbeany
morepowerfulthanyourcharacter,eitherasindividualsoragroup.
GMs should keep in mind that allies and enemies can mean different
things in different campaigns, and are very dependent on the type of
campaignyouareplayingin.
Forexample,inasurvivalhorrorgame,asingleallymaybeagreathelp
to a PC. But in a game where characters are high ranking nobles, a
retinueofbodyguardsmightbemoreappropriate.
GMs and players should keep such things in mind when determining
whatkindsofalliesandenemiesareappropriate.



84
Chapter4AbilitiesandSp.Aspects

Resources
UsuallyResourcesissimplyameasureofavailablewealth,butthespecific
formthistakes,fromafamilytrustfundtoawellinvestedportfolio,canvary
from character to character (and may be indicated and enhanced by their
Aspects).UsuallythisAbilitypassivelyinformstheGMwhatthecharacters
available resources are, but Resources may still be rolled for large
expenditures, like purchases and bribes. Some largescale conflicts may be
abouttryingtooutspendtheotherguy;here,Resourcescanevenactasan
attackordefenseAbility.
How much specific things cost is covered in the Equipment chapter,
starting on page 299, but there are a few things to bear in mind when
players start throwing money around. Most importantly, as the GM, be
willingtobegenerous.CharacterswithahighResourcesshouldbethrowing
money around. That was the whole point of them putting ranks in that
Ability. The important thing to remember is that money should be able to
removeobstacles,butitshouldnotsolveproblems.Afatcontributiontothe
mayors reelection campaign should
get you an audience with him to
pleadyourcase,butitshouldnotget
him to solve your problem for you
(unlesshesfantasticallycorruptorit
otherwisemakestheplotofthestory
moreinteresting).
Whenacharacterisinaplacewhere
they cant draw upon their usual
resources, you may suffer a penalty
on Resource rolls when making a
purchase anywhere from a 1 for a
modestamountofredtape,toa4if
theyre limited solely to the already
convertedlocalcurrencytheyhappentohaveintheirpockets.Thispenalty
neednt indicate an increase in the actual Cost rating of the purchase; it
instead represents the increased effort necessary to make the purchase
happen.
Characters with a high Resources include pirate lords, aristocrats and
corporateleaders.
ResourcesisalsousedtodeterminewhattypesofpersonalFacilities(see
pg.273)acharactermayhaveaccessto.Aswellasdeterminingthenumber
ofSocialstressboxesthecharacterhasforeachConsequence(seepg.232).
IftheoptionalWealthStressTrackisbeingused,Resourcesalsodetermines
thenumberofWealthstressboxesyouhave(sepg.242).


85

SampleSpecialtyAspects
BigWinneronWallStreet
ThisisntaGun.ThisisaM104ArchonAssaultRiflewithagyroscopicrecoil
compensatorand
SmallbutSteadyPay
MywifegotitallintheDivorce.
TrevainFamilySword
Canyousparesomechangesir?
Picka(credit)card,anycard.

SpecialRulesRelatedtoResources
Crafting and Repair (pg. 267), Facilities (pg. 273), Starting Equipment (pg.
26),OptionalWealthStressTrack(pg.242),EquipmentCosts(pg.301)

ItemsasResourceSpecialtyAspects
Some Resources Aspects refer directly to specific items. For example, a
charactermighthaveanAspectcalled,MyVeryFavoriteGunwhichreferstoa
gun the character carries. In this case, the item should be either something
importanttothecharacter,likeafamilyheirloom,orsomethingthatinmany
ways defines who the character is, like a magic sword reforged to unite his
peopleskingdom.
TheseAspectstypicallyallowthecharactertohaveequipmenthedidntpay
for at character creation. As a general guideline, the Cost of the item
shouldnt be a factor, but the player needs to get the GMs approval.
ObviouslytheGMshoulddisallowthecharactertotakeaResourcesAspectof
My Uncles Star Ship when he plans to run a medieval fantasy game, or
even something like Pimped Out Ride if the game is going to be set in an
arcticwasteland.
In exchange for the ease in which they were acquired, characters must
spend a Fate Point to bring the equipment into a scene. However, once the
Aspecteditemappearsinthescene,theyarethereforthedurationanddo
not require further Fate Points until the scene is over, though they may be
invokedforbonusessinceitisassumedthecharacterhasatalentforutilizing
thisitem;thoughitcouldalsobecompelledifthesituationallowsforit.
Also,GMsshouldthinkverycarefullybeforepresentingasituationinwhicha
character loses a piece of Aspected equipment. If they are forced to lose
suchanitem,theGMshouldprovideasimpleandquickmeansofrecovering
theitem,orallowthemtoeitherreplacetheAspectwithanotheroneforfree,
orjusttossthemafewXPsfortheirtrouble.



86
Chapter4AbilitiesandSp.Aspects

Chapter5
Advantages

WhatareAdvantages?
For the most part, Advantages are what separate the heroes from the
masses.TheyaresimilartoSpecialtyAspectsinthattheygoastepbeyond
Abilitiesinanefforttobetterdefinewhatyourcharactercando,butunlike
SpecialtyAspects,theyarealwaysabenefittoyou.
Advantagescomeinthreetiers;Expert,HeroicandPower.

ExpertAdvantages
ExpertAdvantagesarethespecialskillspossessedbyordinaryindividuals.
They represent some measure of training and/or natural talent. They cost
one Advantage Point (AP) each and usually grant one of the following
benefits:
+1bonusonrollstoacertaintypeofaction,nomatterwhatAbilityisused.
When rolling to perform a task, such as engaging in a mental conflict to
seduceanothercharacter,yougaina+1bonus.
+2bonusonspecificusesofanAbility.Thisbonusshouldonlyapplytovery
specificusesofanAbilitythatslikelytoonlyoccurrarely,suchasa+2bonus
toPerceptionwhenattemptingtoreadlips.
Substitute one Ability for another in specific situations. A characters
traininginoneAbilitymaybleedoverintoafieldnormallyassociatedwitha
different Ability. For example, a martial artist may use Agility instead of
Strengthtoattackunarmedorwithmeleeweapons.
Special.Anysmallbenefitthecharactermayhave,suchasnotforcingyou
tosufferthe1penaltyfortakingacertainactionasasupplementalaction.
ThesebenefitsshouldbesmallandfunctionwithouttheneedofanAspect.
Later in this chapter you will find a laundry list of suggested Expert
Advantages.However,thislistisfarfromcompleteandyouareencouraged
to think up your own Expert Advantages using the guidelines mentioned
above.



87

HeroicAdvantages
The lone cop battling terrorists in a burning skyscraper, the cave diving
archeologistbravingdeadlytrapsforancientrelics,thelonesoldierwagingaone
manwarbehindenemylines;thesearethepeoplewithHeroicAdvantages.
HeroicAdvantagesallowyoutoperformspecialactionsorgrantlargerbonuses
thanthosegainedfromExpertAdvantages.Someofthemorepowerfuleffects
generatedbyHeroicAdvantagescostaFatePointtoactivate.
HeroicAdvantagescosttwoAdvantagePointstopurchase,andyouwillfinda
listofseveralsuchabilitieslaterinthischapter.AndaswithExpertAdvantages,
you will likely think up some more special abilities you think would make for
goodHeroicAdvantages.
As a guideline, Heroic Advantages tend to provide some of the following
benefits, usually to grant the character some style or flavor. They are also
usuallyaccompaniedbysomelimitationstokeepthembalancedandinteresting.

Providea+2bonustoabroaduseof Breaking or ignoring a specific


a given Ability or a +3 bonus to a gameruleinexchangefor1FP.
verylimited,specificuseofagiven BeingabletoaskyourGMforclues
Abilityinexchangefor1FP Not having to roll for obtaining a
Make a Specialty Aspect you already specific benefit (making friends,
haveintoaPersistent(P)Aspector buyingequipment,etc.)
gainanewnonphysicalPersistent Make an Assessment when you
(P)SpecialtyAspect normallywouldntbeableto,
Spend a FP to make a scene or zone Delaying the effects of Defeat in a
Aspectintoa Persistent(P)Aspect specifictypeofconflict.
foryouonly GrantingextraXPtoimproveother
Add 2 additional boxes to a given traits.
StressTrack.Canbetakenmultiple IncreasingyourRefreshRate.

times, each time adding 1
SampleLimitations:
additionalbox
Limiting the use of the Advantage
Reduce the amount of stress which
toonceperroll,turnorscene
overflows to the next row of a
Advantage activates after taking a
givenStressTrackby2
Consequence
Getaspecialbenefitaftergenerating
Advantage activates after
Spininaroll.
generatingSpin
Attack a foe by spending 1 FP if you
Advantage activates only on the
generateSpininadefenseroll.
firstattack/defenseroll
Infiniteammo
Advantageactivatesonlyinspecific
Actingfirstinanycombat
situations (social, outdoors,
Gainabenefitforusingtwoweapons
when driving a vehicle, in
incombat
businessmeetings,etc.)
PerformaManeuverasafreeaction
in exchange for 1 FP if you
generateSpinonanattackroll



88
Chapter5Advantages

PowerAdvantages
Power Advantages (or just Powers) grant special abilities beyond the
grasp of normal men. Be they magic spells, psychic powers, cybernetic
implants or strange abilities granted from exposure to nuclear arachnids.
Powerssetthecharactersthathavethemapartfromallothers.Theoption
to takePower Advantagesat character creation is up to your GM, and you
shouldtakesomesortofCharacterAspectthatrelatestotheoriginsofyour
Powers,probablyyourDefiningAspect.
SeveralsamplePowersaredetailedinthischapter,bothtoserveasPowers
youcanpickandchoosefrom;andexamplesofthoseyoucanmakeonyour
own.
ItshouldalsobenotedthatthevarioussupernaturalPowerslistedhereare
effect based, meaning that what is described is the end result, and not
necessarily the means of getting there. For example, lets take the Power
called Power Attack, Ranged. This Power could be the result of a dragons
fierybreath,awizardsmagicalspell,oracrazypyrokineticpsychic.
While the trappings for each may differ, its the end result that we are
concernedwithhereintherules.Thetrappingsimpacttherulesintheform
ofAspectsthatcomewiththePower.
For example, the Armor Power may be the result of hardened skin, a
psychic shield, cybernetic plating, a magical barrier, etc. The basic
mechanicaleffectremainsthesameforeach,butcanbedifferentiatedwith
AspectslikePsychicBarrierorDurasteelPlating.


PurchasingaPower
WhenyoupurchaseaPower,thereareafewthingsyouneedtodo,some
ofwhichmaynotbenecessarydependingonthePower.
1. PaythePowersbasecostinAdvantagePoints.
2. SelectaPowerAspecttodefinethetrappingsofyourPower.
3. Determine how the Power is activated. Some Powers require a roll, others a
Fate Point, and some are activated for free. If need be, determine what
StressTrackthePowerisassociatedwith.
4. IfthePowerrequires,determinethePowerSourceandAffinityAbilityyouhave
associatedwiththisPower.
5. DeterminethevariablesofthePower,suchashowmuchstressitdealswithan
attack,whatformyoucanchangeinto,etc.
6. DecideonandpurchaseanyPowerModifiersyoumaywant.
7. ConsiderhowthisPowermaybeusedinconjunctionwithaMetaPower.
8. RecordanyadditionalAspectsgrantedtoyoubythePower,ifany.



89

PowerAspects
EachtimeyouselectaPower,youneedtodetermineaPowerAspectfor
thatPower.ThisAspectdescribeshowthePowerworks,andlikeanyother
Aspect,youcanspendaFatePointtoinvokeorcompelthisAspectanytime
thePowerisused.
HerearesomesamplesofPowerAspects,andhowtheymightbeused:
Armor(MagicBarrier)CompelthisAspectwhenthecharacterneedstobe
abletomakephysicalcontactwithanobject,butmustdeactivatehisarmor
atadangeroustimetodoso.
Enhanced Sight(Cybernetic Eyes) An enemy might compel this Aspect to
affectyourvisionwithelectromagneticinterference.
Flight (Angelic Wings) Compel this Aspect to hamper or make flight
impossibleinenclosedareas.
Illusion(PsychicImpressions)AnenemymightcompelthisAspecttogaina
bonustopierceyourillusionsifhehassomesortofpsychicresistance.
Lifeless (Undead) Invoke this Aspect as a bonus on rolls to hide from
thermalsensorssinceyoudonotproduceyourownbodyheat.
Power Attack, Ranged (Magic Lightning from the Hands) Invoke this
Aspecttoattacktwoenemies(insteadofone)thatarebothstandinginthe
samepuddleofwater.
Power Attack, Melee (Touch of Death) Compel this Aspect if another
sorcerer sees you using death magic in a setting where such magics are
illegal.
EmotionSwitch(PsychicConditioning)InvokethisAspecttogainabonus
orrerolltodefendagainstafearbasedmentalattack.
ExtraLimb(PrehensileTale)YoucouldinvokethisAspectforeffecttosay
that you slam the door shut behind you without taking a supplemental
action.
Terrify(MindMagic)ThisAspectmightbecompelledifthepersonyouare
affectingrunsintosomesortofantimagiczone,causingyourPowertofail.

PurchasingAdvantageswithResources
Youmay decide that someAdvantages can be purchased with money.
Cyberneticsarethemostcommoncase,butyoumaythinkofothers.
If youallowan Advantage to be purchased with money instead of AP,
theCostoftheitemneedstobedetermined.
A goodbaseline fortheCost Ratingis twice the AP cost (minimum 4),
butitcouldvarydependingonthesetting.



90
Chapter5Advantages

InvokingPowerAspectsforEffect
Like any other Aspect, you may spend a Fate Point to invoke the Power
AspectassociatedwithyourPowerforeffect.
Forexample,youmayhaveaPowerthatallowsyoutoshootbeamsoffire
fromyoureyes(PowerAttack,Ranged).Butperhapsyouarefightingalotof
opponentsandwouldliketoattackeveryfoeinazoneinsteadoftargeting
justone.
In this case, you can spend a Fate Point to invoke your Powers Aspect
(LaserEyes)tostatethatyouhavetheabilitytonarrowyoureyesandwiden
yourbeam,allowingyoutostrikemorethanoneopponentatatime.
LikeanytimeanAspectisinvokedforeffect,theGMhasvetopower.And
itsalsouptohimtodeterminetheeffectsofyourunusualPowerusage.
Inthelasereyesexampleabove,theGMmightdeterminethatyoucan
indeed attack everyone in the zone at once, but your Powers Weapon
Ratingisreducedby2becausethebeamisunfocussed.
RememberthatyoudontwantonePCtostealtheshow.Ifaplayerwants
to use his characters Power in a way that takes the spotlight away from
anotherPC,suchasmimickingthatPCsPowerorjuststealinghismoment,
theGMshouldnothesitatetoveto.

PowerSources
Many Power Advantages require you to describe an associated Power
Source. Somesample PowerSources areArcane Energies, Supernatural
Mutation,PactwithaDemon,PoweroftheMind,MagicalCreature,
etc.
This Power Source is simply a way to explain where your Powers come
from,andhowtheyarecontrolled.Italsoplaysalargeroleindescribingthe
trappings of your Powers and should somehow strongly relate to one of
yourCharacterAspects.
The Power Source serves no real mechanical function in the game, but
helpstheplayerandtheGMbestdeterminehowsomePowersmayormay
not affect each other, or how they are related. In most campaigns,
characters with the same Power Source will also share the same Affinity
Ability.




91

TheAffinityAbility
InadditiontoselectingaPowerSourceyouwillalsoneedtopurchaseranks
in an Affinity Ability for some Powers. This Ability functions like any other
(Strength,Willpower,etc.)anddescribesyourmeasureofcontroloveryour
PowerSource.ManyPowerswillrequireyoutorollyourAffinitytoactivatea
Powerortodeterminehoweffectivelytheyareused.
Youll need a separate Affinity Ability for every Power Source you have
access to. And like other Abilities, Affinity Abilities default to a rating of 0
andcanbeimprovedatcharactercreationusingthesamepoolofrankswith
which you purchase your other Abilities. And, of course, you can improve
yourAffinityAbilitywithXPthesameasotherAbilities.
Like Power Sources, the Affinity Ability itself can have many different
names.ItmightbecalledArcana,Psyche,InnerStrength,etc.There
are as many Affinity Abilities as there are Power Sources, and like other
Abilities,AffinityAbilitiescanhaveSpecialtyAspects.
SoifthedescriptionofaPowertellsyoutorollyourAffinity,thisisthe
Abilityitisreferringto.

OtherAffinityAbilityUses
In addition to being rolled for a Powers activation or to otherwise help
determine how effective your Powers are, an Affinity Ability may also be
usedinplaceofsomeotherAbilitieswhendealingwithyourPowerSource.
For example, a sorcerer might use his Arcane Affinity Ability instead of
Perceptiontodetectandanalyzemagic;orinsteadofDeceptionwhentrying
tohidemagicaleffectsorauras.

StandardAbilitiesasAffinityAbilities
TheremaybesomecaseswhereyouwantyourAffinityAbilitytobethe
same as a regular Ability, such as the psychic whose powers stem from
hisWillpower.
In such cases, the GM should feel free to charge more XP to increase
thatAbility.In this case, theXP costto increase theAffinity Ability is 15
insteadof10.
AnotheroptionwouldbetoincreasetheAPcostofallAdvantagesthat
usethatAbilityby+1.
Or you may decide to both increase the XP cost of the Affinity Ability
andtheAPcostofrelatedAdvantages.



92
Chapter5Advantages

ActivationDifficultyandPowerStress
Many Powers are tied to one of your Stress Tracks. These Powers are
draining, potentially exhausting the character in some way each time they
areused.MostPowerswillaffecteitheryourphysicalormentalStressTrack,
andwhichtrackyouuseshouldbedecidedonbetweentheplayerandthe
GMpriortopurchasingthePower.
Each time you use a Power with an activation difficulty, you roll your
Affinity Ability against the listed difficulty. If you succeed, you activate the
PowerandsuffernostresstoyourassociatedStressTrack.
If you fail, unless the specific Power says otherwise, you still successfully
activatethePower.However,yousufferthedifferencebetweentheresult
ofyourrollandthedifficultyasstressontherelevantStressTrack.
SomePowersrequireyoutorolltoactivatethePowerwitheachuse,while
some may only require you to activate the Power once, and then it stays
activefortherestofthescene.UnlessthePowerstatesotherwisehowever,
youmustrollforactivationeachtimethePowerisused.


FatePointCost
SomePowersrequireyoutospendaFatePointtobeactivated.Remember
that Fate Points do not represent effort on the part of the character, but
reflecttheplayers ability toturn thespotlight on his character. In other
words,somePowersarejustplaincoolorpowerful,andFatePointsareused
tobalancethosePowersagainstothers.
Powers most often have Fate Points costs when the Advantage needs
somesortoflimitingfactor,butstressjustdoesntmakesense.

PowerModifiers
WhenpurchasingaPower,firstlooktothebasecostofthePower.You
may then, depending on the Power, be able to purchase the Power at a
higher or lower Advantage Point cost in exchange for a more potent,
weakened,orsimplydifferenteffect.Notethatmodifiersmayneverreduce
the cost of an Advantage below 1. These Power Modifiers are listed at the
end of the Powers entry and might be written as something like +1
(Improved Potency). This means that by paying one additional AP when
purchasingthatPower,yourPowerismodifiedinthewaydescribed.
Unless otherwise stated, you may purchase a Power Modifier multiple
timestogetincreasinglymorepotenteffects.



93

AspectsfromAdvantages
SomePowersgrantyouadditionalAspectswhenthePowerispurchased,
orafterthePowerisused.ThisAspectcanbeinvokedorcompelledlikeany
other.TheAspectmayremainforever,untilcertainconditionsaremet,orit
maydisappearifthePowerisswitchedoff.

RangeandTargeting
Unless otherwise specified, Powers have a Range rating equal to its
associatedAffinityAbilitysrank.ThisRangeratingfunctionsexactlylikethe
Rangeratingofrangedweapons(seepg.300).
You may only affect a target you can see or touch unless you have some
wayofknowingEXACTLYwhereyourtargetis.

ActivationTimeandDuration
TheamountoftimeittakestoactivateaPower,andhowlongitseffects
last once activated, varies from Power to Power. You can find this
informationineachPowersentry.
NotethatsomePowershaveanactivationtimeofOneTurn;thismeans
that activating the Power is all a character can do on his turn. He may not
moveorperformanysupplementalactions.

MetaPowers
ThissubgroupofPowerAdvantagesworkdifferentlythantherest,actually
granting you more Advantage Points or modifying the way other Powers
work. And in some cases, such as with Control or Ritual Power, the Meta
PowermaycompletelychangethewayyouusePowersaltogether.
TheMetaPowersaredescribedattheendofthischapter.

Metro,World,Galaxy,CosmicandInfinity
Remember that Super Heroes should not be allowed to purchase
Powersatalevelhigherthantheirclass.Forexample,eveniftheyhave
the AP to do so, a Metro Class Super Hero should not be allowed to
purchaseWorldClassSuperStrength.
Thesevaryinglevelsofapowerarelistedafterthemainentryalong
withtheirbasecostsandadditionaleffects.



94
Chapter5Advantages

PowerSources,AffinityAbilitiesandtheCampaign
Its usually a good idea to determine ahead of time how Powers are
goingtoworkinyourcampaignssetting.Youwanttobeconsistentso
thattheplayerscancometoknowwhattoexpectfromdifferentPower
Sources,andunderstandhowtheydiffer.
Forexample,letssaytheGMwantstorunagameinatypicalfantasy
setting.Inthatcase,hemightpreparethefollowingaheadoftime:
PowerSource AffinityAbility StressTrack
ArcaneMagic* Arcane Mana
DivineMagic** Faith None
PsychicPower Willpower*** Mental

* All spell casters must take the Weakness MetaPower which


requires them to chant arcane incantations and make gestures when
usingtheirPowers.Thisisworth2AdvantagePoints.Theymustalsotake
theCustomStressTrackAdvantagetogaintheManaStressTrack.
**Mustobeythewilloftheirgod.AllPowershavetheLimitationthat
they may not be activated if doing so would oppose the will of their
patrongod.ThisreducesthecostofallsuchPowersby1.Mayonlyuse
PowersthatcanbeactivatedwithFatePoints.
*** The AP cost of all Powers is increased by 1, and when increasing
WillpowerwithXP,thecostis15perrankinsteadof10.


95

SampleExpertAdvantages
AcrobaticYou gain +2 on rolls related tosurviving falls and negotiating a
difficultenvironment.
AlertnessYougaina+1onanyrollstodetectandavoidanambush.
AmbushPredatorYougaina+2bonusonphysicalattacksmadeagainstan
ambushedopponent.
AnimalEmpathyYougain+2onrollstodiscernthemotivesofanimalsand
tomakeAssessmentsrelatedtoanimals.
ArchitectofDeathWhenevermakingaCraftrollinvolvingthecreationor
repair of implements of war, such as weapons or combat vehicles, you
gaina+2bonus.
Artist You are an authority in a specific artistic field, be it painting,
sculpting, singing, dancing, etc. You gain a +2 on all rolls related to your
specified field of artistic creation or performance. You may take this
Advantagemultipletimes,eachtimegaininganotherspecialty.
BlackHatYougaina+2onKnowledgerollstohackintoasecurecomputer
system.
Book Worm Gain a +2 bonus on all rolls to research information about a
specificperson,place,orthingusingalibrary.
Con Man Substitute Deception for Empathy when trying to perform an
AssessmenttodiscoverwhatAspectsapersoncouldhave.
Criminal Mind Substitute Deception for Perception when investigating a
crimescene.
Deadly Grace You may substitute Agility for Strength when fighting
unarmedorusingameleeweapon.
DemolitionistIfyouhavetimetoproperlyplaceandsetanexplosive,the
explosionsforceratingisincreasedby3becauseyouknowhowtoplace
thebombsatthetargetsweakpoints.
DigitalSpiderGaina+2bonusonallrollstoresearchinformationabouta
specificperson,place,orthingonacomputernetwork.
Direction Sense You almost always know which direction is north. In
situationswhereyouneedtorolltokeepfromgettinglost,yougaina+2
bonus.



96
Chapter5Advantages

Doctorate You are an authority in a specific scientific field, be it physics,


chemistry,medicine,etc.Yougaina+2onKnowledgerollsrelatedtoyour
specifiedfield,ora+1bonustomakerelevantDeclarations.Youmaytake
this Advantage multiple times, each time selecting a new subject to gain
thebonus.
Engineer You are an authority in a specific engineering field, be it
computerhardwareorsoftware,explosives,vehicles,etc.Yougaina+2on
allCraftrolls,orrollstomakeAssessmentsrelatedtoyourspecifiedfield.
You may take this Advantage multiple times, each time selecting a new
fieldtogainthebonus.
EyeforCrimeYougaina+2bonusonPerceptionrollstonoticesomeone
performingacriminalact.
FastTalkerWhetherthetruthoralie,yougaina+2onanyrolltoconvince
anotherpersontobelievewhatyousay.
FearlessYougaina+2bonusonWillpowerrollstodefendagainstfear.
FiringDisciplineYougaina+2bonusonReasoningrollstoavoidrunning
outofammo.
First Impressionist You gain a +2 bonus to the first Persuasion roll you
maketoattractorimpressaperson.
FleetofFootYougaina+2bonusonrollstoRun.
FlyBoyYougaina+2bonusonrollstopilotanaerialvehicleorspacecraft,
oryoumaygrantthatbonustoyourvehiclewhenitneedstomakerolls.
FreeRunner(orTraceur)Yougaina+2bonusonAgilityrollstotraverse
difficultenvironments,suchasduringachase.
GearHeadYougaina+2onCraftrollstorepairormodifyvehicles.
GoodInvestmentOncepersessionyoucangaina+2bonusonanysingle
Resourceroll.
GrapplerYoumaysubstituteAgilityforStrengthwhenattemptingtopush,
pull,throw,restrain,pinortripanother.(SeeChapter7formoreonthese
actions)
Grace Under Fire You gain a +2 on rolls for initiative during physical
conflicts.
GreasetheWheelsSubstituteResourcesforPersuasionwhenattempting
tomakeabribe.



97

HardStyleYouaretrainedinastyleofmartialartsthatemphasizeshard
strikes, blocks and direct counters. Your fists and feet gain a Weapon
Ratingof+2.ActionHeroesmaytakethisAdvantagetwice,whileMythic
Heroesorhigherpowerlevelscantakeituptothreetimes.
HeadquartersYougainanewFacilitywitharatingequaltoyourResources
+1 if it is a general Facility or +2 if it is specialized. You may take this
Advantage multiple times. Each time your Facility gains a new function
(Library,LaborWorkshop),oryouincreasetheratingofoneFacilityyou
alreadyownby+1.
Seepage273formoreonFacilities.
HunteroftheWildGaina+2bonusonrollstosetambushesandlaytraps
inthewilderness.
Hide In Plain Sight You gain a +2 bonus on rolls to hide in a stationary
position.
In the Name of Science Gain a +2 on all social rolls in which you need to
convinceanothertodoasyousay,intheinterestsofscientificresearch.
LegalEagleGaina+2bonusonallsocialinteractionorconflictrollswhen
dealingwiththelaw.
Linguist You can speak three additional languages. You may take this
Advantagemultipletimes,eachtimegainingoneadditionallanguage.
Lip ReadingYoucan gain a +2 bonus tolisten in on conversations where
youcanonlyseepeopletalking.
LocksplitterGaina+2bonusonrollstopicklocksorcracksafes.
LongShotWhenyouarewieldingafirearm,itsrangeratingisincreasedby
+1.
Master of Disguise You gain a +2 on rolls to disguise yourself, or remain
disguised.
MimicYougaina+2bonusonDeceptionrollstomimicsounds.
MoneyTalksSubstituteResourcesforaKnowledgerollbyofferingaround
arewardforinformation.
MonkeyManYougain+2onAgilityrollstoclimb.
Mounted Warrior Riding and controlling a mount does not count as a
supplementalactionforyou.Insteaditisafreeactionsoyoudonotsuffer
a1penaltyonyourprimaryaction.
PreciseMemory+2onrollstorecallinformationyouhavepreviouslyseen
orheard.



98
Chapter5Advantages

QuickDrawYoutakenopenaltyfordrawingaweaponasasupplemental
action.Insteaditisafreeactionsoyoudonotsuffera1penaltyonyour
primaryaction.
QuickStepYoudonotsufferapenaltyfortakingasupplementalactionto
movebeforeoraftermakingaphysicalattack.
ScaryYougaina+2bonustoPersuasionrollstofrightenothers.
Scene of the Crime Gain a +2 bonus on rolls to notice clues at a crime
scene.
SenseDeceptionYougaina+2onEmpathyrollstodetectalie.
Shadow Gain a +2 bonus on all rolls to follow or sneak up on another
personunseen.
SmoothOverYougaina+2bonustoPersuasionrollstocalmothers.
SniperYougaina+2bonustoPerceptionrollstoperformtheTakeAim
Maneuver.Seepg.293formoreonTakingAim.
Soft Style You are trained in a style of martial arts that emphasizes
misdirection and turning anothers momentum against them. Gain a +1
bonusonAgilityrollstodefendagainstmeleeattacks.ActionHeroesmay
takethisAdvantagetwice,whileMythicHeroesorhigherpowerlevelscan
takeituptothreetimes.
Spatial Memory Gain a +2 bonus on rolls to recall information about an
areayouvepreviouslyinvestigated.
SurgeonYougaina+2bonusonrollstoadministermedicalaidtoyourself
oranother.
ScavengerGaina+2bonusonScavengingrolls.
StickyFingersGaina+2onrollstopickpocketsorfilchunattendeditems.
StrikingLooksYougaina+2bonustoPersuasionrollswhendealingwith
membersoftheoppositesex,orhomosexualmembersofyoursamesex.
Survivalist Gain a +2 bonus on rolls to find food and water in the
wilderness.
TakesOnetoKnowOneSubstituteDeceptionforEmpathywhentryingto
determineifanotherpersonislying.
TrackerGaina+2bonusonrollstotracksomeone(orsomething)onthe
move.
Trained Rider You gain a +2 bonus when making rolls to determine how
wellyoucanridealivingcreature.
Trap Sense Substitute Deception for Perception to detect traps and
alarms.



99

WeaponSpecialistSelectacategoryofweapons.Yougaina+1bonuson
all attack rolls with a weapon of that category. You may take this
Advantage multiple times,each time you mustselect a different weapon
category.Thecategoriesareunarmedattacks,lightblades,heavyblades,
bludgeoning weapons, bows and crossbows, beam firearms, projectile
firearms,orexplosives.
WellKnown Your name is
wellknowninmanycircles.
Ifyouareusingyourname,
you gain a +2 on the first
Persuasion roll on any
person who has heard of
yourreputation.
Wheel Man You gain a +2
bonus on rolls to drive a
groundvehicle,oryoumay
grant that bonus to your
vehicle when it needs to
makerolls.
White Hat You gain a +2
bonusonallrollstodefend
a computer network or
system under your control
againstintrusion.
WrestlerYougain+2bonus
to grappling related rolls,
such as when attempting
to push, pull, throw,
restrain,pinortripanother.
(SeeChapter7formoreon
these actions). Action
Heroes may take this
Advantage twice, while
Mythic Heroes or higher
powerlevelscantakeitup
tothreetimes.



100
Chapter5Advantages

SampleHeroicAdvantages
These Advantages always cost 2 AP to purchase and sometimes require a
Fate Point to activate. Unless otherwise specified in the Advantages
description,AdvantagesthatrequireaFPtoactivaterequirethecosttobe
paideachtimeitisused.

AbsolutelyStunning
You are so astoundingly beautiful and graceful others have a hard time
disagreeing with you. You gain Absolutely Stunning(P) (Persuasion) as a
persistentSpecialtyAspect.

AcrobaticExploit
Any time you generate Spin on an attack roll you may move into an
adjacentzoneasafreeaction.

AdaptiveMastery
Whendisguisedasanotherperson,yougaina+2bonusonanyAbilityroll
that would be strongly associated with the role you are playing. For
example, youd gain a +2 bonus on rolls related to carpentry if you were
disguisedasacarpenter.

AnimalKen
Animalsarenaturallyinclinedtolikeyou.Hostileanimalstendtogrowcalm
inyourpresence,andyouhaveagiftfortrainingthem.SpendaFatePointto
gain a +3 bonus on any roll required to interact with an animal in a non
violentway.

AssassinStrike
Youknowhowtostrike,usingameleeweapon,todealthemostdamage
to your opponent. You know how to get around armor, anticipate your
targets movements, and strike at their weak spots like vital organs and
pressurepoints.
When attacking an ambushed target (see pg. 262) with a melee weapon,
youmayspendaFPtoadda+3bonusonyourfirstattackroll.

ConstantVigilance
Youarealwaysonthelookoutfortroublesoyougeta+1toanyinitiative
roll.Inaddition,ifyouareambushed,youmayspendaFatePointtodefend
yourselfnormally.



101

CounterAttack
Whenever you generate Spin on a roll to defend yourself against a melee
attackorclose(samezone)rangedattack,youmayspendaFPtogainafree
immediatemeleeattackagainstyouropponent.
Thisisasinglemeleeattack,eitherunarmedorwithaweaponinhand(or
already active Melee Power Attack), and you may not perform any
supplementalactionsormove.Youstillgetthenormal+1Spinbonuswhich
canbeaddedtothisattack.

CoverofDarkness
YoumayspendaFPtomakeanysceneorzoneAspectthatrelatestodim
lightordarknesspersistentforyouonly.

CustomStressTrack
Powers that require an activation roll generally deal stress to either your
physical or mental Stress Track if you fail to meet the activation difficulty.
ThisAdvantageprovidesthecharacterwithsomesortofthirdStressTrack,
suchasMana(pg.245),toapplythatstressto.
TheStressTrackfunctionslikeanyotherandyouhaveanumberofstress
boxesperConsequenceequaltotwiceyourAffinity.Seepg.240formoreon
addingadditionalStressTrackstoyourgame.

CripplingBlow
YoumayspendaFatePointtoincreasetheWRofameleeweaponby+3
foryournextattack.Thismustbeannouncedbeforethedicearerolled.

DazingBlow
ByspendingaFPjustafterperformingameleeattackthatdealtstressyou
may roll your Strength, contested with the targets Endurance, as a free
action. If you succeed, you may place a Dazed Aspect on your foe. And as
withmosttemporaryAspects,thefirstpersonwhoinvokesorcompelsthis
Aspectcandosoforfree.
The Dazed Aspect lasts until the end of your targets next turn. Each turn
thereafter,thevictimcanmakeanEnduranceroll(Diff:2),asafreeaction,to
removetheAspect.



102
Chapter5Advantages

Dervish
When wielding a melee weapon in each hand you gain the persistent
Aspect Dervish(P). This Aspect could be invoked for a bonus or reroll on
attack rolls with either of the weapons you wield, but compelled any time
youmightneedbothhandstoperformanaction.

Experienced
You gain 20 Experience Points you can spend in any way. See pg. 29 for
moreonspendingExperiencePoints.
This Advantage is special in that, with the GMs permission, characters of
theCommonerorExpertPowerLevelcantakethisAdvantage.Ifpurchased
as an Expert Advantage, Experienced costs 1 Advantage Point, but only
grants10XP.

FiveMinuteFriends
For a Fate Point, you can make a steadfast friend in a place youve never
been,givenachanceforfiveminutesofconversation.ThisAdvantagemakes
nearly impossible opportunities to make friends merely improbable,
improbable opportunities probable and probable opportunities outright
certain.
If you later choose to take your new friend as a Persuasion Specialty
Aspect,youmaypurchasetheAspectforonefewerXP.

GeekSpeak
You are really good at seeding a conversation with just enough techno
babbletobaffle,confuseanddeceiveothers.Oncepersceneyoumayspend
a Fate Point and add a +3 bonus to any Persuasion or Deception roll to
convincesomeoneofafactinregardstosometechnicaltopic.

GeniusatWork
Youhaveatalentforanalyzingasituationandfiguringouthowtogetthe
mostbenefitfortheleastamountofeffort.Thiscouldmeanworkingoutthe
bestwaytobuildasimpletool,orjustknowingexactlywheretohit(orwhat
tosayto)anopponenttomakeithurtthemost.
When you select this Advantage, select either Knowledge or Reasoning.
Once per scene, you may spend a Fate Point and use either Knowledge or
ReasoninginplaceofanyotherAbilityonasingleroll.Advantagessuchas
DoctorateorEngineermayalsoofferanadditionalbonusiftheyarerelevant
tothetask.



103

GunsAkimbo
When wielding a ranged weapon
ineachhandyougainthepersistent
AspectGunsAkimbo(P).ThisAspect
could be invoked for a bonus on
attack rolls with either of the
weapons you wield, but compelled
any time you might need both
handstoperformanaction.

GutFeeling
You tend to have a primal instinct about people and situations. You may
spendaFPtoasktheGMforaclueorbitofadviceinregardstoaperson,
place or thing. For example, he might tell you that you get a bad feeling
abouttheplanyouguysarerelyingonifhedoesntthinkitwillworkorthat
forsomereasonyoudontfeellikeyoucantrustanNPCthatisplanningto
betrayyou.

GroundandPound
If you generate Spin on any attempt to push, pull, throw, restrain, pin or
tripanothercharacter,youmayspendaFatePointandimmediatelymakean
attackagainstthepersonyouperformedthisManeuverupon.Thisisasingle
melee attack, either unarmed or with a weapon in hand (or already active
MeleePowerAttack),andyoumaynotperformanysupplementalactionsor
move any more than you normally would when performing one of these
typesofactions.

HollywoodBullets
Yourcharacterneverseemstorunoutofammo.Anytimeyoufailarollto
seeifyouareoutofammo,youmayinsteadspendaFatePointtodeclare
thatyoustillhaveammoleft.

InspiringLeadership
Youhaveagiftforgettingyourfriendsbackontheirfeet,dustingthemoff,
and putting them back in the game. You are a natural leader and an
inspiration to those around you. Spend a Fate Point. You are granted a
numberofFatePointsequaltoyourPersuasiontofreelydistributetoanyPC
orNPCallieswhocanhearyourcommandsorwordsofencouragement.This
isafreeaction,andtheseextraFatePointsmustbespentduringthisscene
orbewasted.
These Fate Points may not be later given away or traded using other
Advantages.



104
Chapter5Advantages

IronWill
You gain two more stress boxes for each set of stress boxes on your
MentalStressTrack.YoumaytakethisAdvantagemultipletimes,eachtime
addingoneadditionalstressbox.

IveGotJusttheThing
You have a tendency to carry a number of gadgets and tools with you,
somemundane,someabitmorespecialized.WiththeexpenditureofaFate
Point,youcandeclarethatyouhavejustthetoolforanyparticularjob.And
notjustanytool,butaqualitytoolwellsuitedforthetaskathand.Thetool
grantsa+2bonusonrollswhenusingit,regardlessofitsexacttype.

Juggernaut
As long as you are wearing armor with the Bulky Aspect, that armors
ArmorRatingisincreasedby+2.

LastStand
If you are Defeated in a physical conflict, you can spend a Fate Point to
delay the effects for one round, during which you gain the Determined(P)
Aspect.
Soyouvegotoneturntodosomethingbeforeyoumustsettletheeffects
oftheDefeat.

LightningReflexes
You have an amazing gift for instantly reading a situation and reacting
appropriately.Wheneveryouarecalledupontorollinitiativeyoumayspend
aFatePointtoautomaticallygofirst.

LivingLieDetector
You know what physical quirks to look for when someone tells a lie, and
you are good at spotting them. Spend a Fate Point to gain a +3 bonus on
rollstodetectalie.

MasterTactician
AnytimeyougenerateSpinonanattackrollinaconflict;youmayspenda
FatePointtoattempttoperformaManeuverasafreeaction.

MoneyisNoObject
OncepergamesessionyoucanspendaFate Point andforego rolling the
dice on a Resources roll to buy an item. Instead, you may just assume the



105

dicerollresultedina+4.IfyouusethisAdvantageduringcharactercreation
youbeginyourfirstgamesessionwithonefewerFatePoint.

OfftheGrid
Youarenobody.Littlerecordofyourlifeexists.Youdonotshowonmost
governmentrecords.YouhavenofingerprintsorDNAonfileanywhere.You
dont have a social security number, nor can anyone find your medical
recordsoracreditratingforyou.
WhenyoutakethisAdvantage,itisassumedyouhavemanagedtofinda
way to make it in this world without being tracked, and that you spend a
portion of your down time working to keep your tracks covered. You may
needtotalkthespecificsoverwithyourGM.
Peopleseekingtousethesystemtotrackyoudownsuffera3penalty.

OneBulletLeft
YoumayspendaFatePointanddeclarethatyouhaveonebulletleft.Your
nextattackroll,usingyouroneremainingbullet,gainsa+3bonus.Youare
thenoutofammo.

Opportunist
You are especially adept at spotting flaws and weaknesses and taking
advantageofthem.Onceperscene,duringaconflict,youmayspendaFate
PointtoattempttoperformanAssessmentasafreeaction.

Payback
Any time youare physically attacked, and suffer a Consequence, you may
spendaFatePointandimmediatelymakeanattackagainstthepersonwho
injuredyouasafreeaction.
Thisisasinglemeleeattack,eitherunarmedorwithaweaponinhand(or
already active Melee Power Attack), and you may not perform any
supplementalactionsormove.

PersistentSpecialty
SelectoneofyourSpecialtyAspectsthatdescribesyourextremeexpertise
(or shortcomings!) in a particular skill, or a close attachment to a person
placeorthing.ThatAspectbecomespersistent.
Rememberthat,aswithallpersistentAspects,thisAspectcanbeinvoked
forfree.YoualsowontgetaFatePointwhenthisAspectiscompelled,and
youmustalwayspayaFatePointtodenyacompelofthisAspect.
Seepg.59formoreonpersistentAspects.



106
Chapter5Advantages

PromiseofPain
You have a very intimidating demeanor and know exactly how to play on
thefearsofanothertogetwhatyouwant.YoumayspendaFatePointto
adda+3bonusonyournextPersuasionrollmadetointimidate.

RazorTongue
Youhaveacunningwitandknowjustwhattosaytogetundersomeones
skin.YoumayspendaFatePointtoadda+3bonusonyournextPersuasion
rollmadetoangeryouropponent,possiblyforcinghimtoattackyou.

Reputable
YougaintwomorestressboxesforeachsetofstressboxesonyourSocial
StressTrack.YoumaytakethisAdvantagemultipletimes,eachtimeadding
oneadditionalstressbox.

Resilient
You gain two more stress boxes for each set of stress boxes on your
PhysicalStressTrack.YoumaytakethisAdvantagemultipletimes,eachtime
addingoneadditionalstressbox.

SlipperyCombatant
If you generate Spin on a defense roll against a melee attack, you may
instantlymovetoanadjacentzoneasafreeaction.

Strategist
Youareadeptatseeingandexploitinganenemysweaknessesinaphysical
conflict.Thesemightbetendenciestomoveacertainway,apropensityto
telegraphattacks,oraliteralchinkinhisarmor.SpendaFatePointtogaina
+2bonusonattackrollsagainstoneopponentforthedurationofthescene.
Each time you use this Advantage during this scene, you must select a
different enemy to gain this bonus against. You cannot use it twice on the
sameenemyfora+4bonus.

Tenacious
AnytimeyoutakeMentalstressthatforcesyoutosufferaConsequence,
and it overflows into the next set of stress boxes, reduce the amount of
stressthatoverflowsby2.



107

Tireless
Youareveryfitandcapableofpushingyourbodymuchfurtherthanmost.
YourEnduranceisconsideredtworankshigherforrollsinwhichEndurance
restrictsanotherAbility.
Inaddition,youcangetbyjustfinewithonlyfourhoursofsleepeachnight.

Toughness
AnytimeyoutakePhysicalstressthatforcesyoutosufferaConsequence,
and it overflows into the next set of stress boxes, reduce the amount of
stressthatoverflowsby2.

TwinArrow
Whenshootingabow,youcanloaduptwoarrowsandfirethembothat
thesametime.SpendaFatePointtomaketwoattacksaspartofthesame
simple action. Both attacks may be directed at the same target, or two
targetsinthesamezone.

Untouchable
Any time you take Social stress that forces you to suffer a Consequence,
and it overflows into the next set of stress boxes, reduce the amount of
stressthatoverflowsby2.

ViciousComeback
Whenever you generate Spin on a roll to defend yourself in an argument
(mentalconflict),youmayspendaFPtogainafreeimmediatementalattack
againstyouropponent.
This is a single attack. You may not perform any supplemental actions or
move.
Youstillgetthenormal+1Spinbonuswhichcanbeaddedtothisattack.

WeaponExpertise
Selectaspecifictypeofweapon.Yougaina+2bonusonattackrollswith
this weapon. You may take this Advantage multiple times, each time you
must select a different weapon category. The categories are unarmed
attacks, light blades, heavy blades, bludgeoning weapons, bows and
crossbows,beamfirearms,projectilefirearms,orexplosives.



108
Chapter5Advantages

PowerBaseCostPg.# PowerBaseCostPg.#
Absorption V 111 Insubstantial 6 141
Affliction 2 112 Invisibility 3 142
AnimateDead 3 112 Leach 3 143
Armor 1 113 Lifeless 3 143
AstralDoorway 5 114 MachineSubmersion 1 144
AstralPassage 6 114 Mindlink 1 145
AstralPerception 1 115 MindProbe 4 145
AstralProjection 3 117 MindWipe 3 147
AugmentedMovement 1 117 Morph 2+ 149
Awe 2 118 MorphLiving 5 151
Barrier 3 119 Multiply 2 151
Binding 2 120 NightVision 1 153
Blessing 2 121 Nullify 1 153
BodyWeaponry 1 121 PhotographicMemory 2 154
Breathless 2 122 Poison 1 155
Chameleon 1 122 Possession 5 155
Clairsentience 3 124 Postcognition 4 157
ComputerImplant 1 125 PowerAttack,Melee 2 159
Echolocation 1 126 PowerAttack,Pulse 3 161
Elasticity 2 126 PowerAttack,Ranged 3 163
EmotionSwitch 1 126 Precognition 4 166
EnhancedHearing 1 127 ReadEmotions 2 167
EnhancedSenses 3 127 ReadThoughts 2 168
EnhancedSight 1 128 RepelCreature 1 169
EnhancedSmell 1 129 Regeneration 2 170
EnhancedSpeed 1 129 Resistance 1 171
EnhancedReflexes 3 130 Sense 1+ 171
EnvironmentalProtection 1 131 Shapeshifting 9 173
ExtraLimb 1 131 Shrink 1 174
Flight 3 131 Sleepless 2 175
GestaltMind 3 133 SummonCreature 2+ 175
Grow 1 134 SuperAgility 6+ 176
Heal 2 135 SuperEndurance 3+ 177
HiddenCompartment 1 136 SuperStrength 4+ 178
Illusions 2 137 Telekinesis 3 179
ImbueArmororShield 3 138 TeleportOther 4 180
ImbueWeapon 3 139 TeleportSelf 4 181
InfluenceThoughts 3 139 TeleportationPortal 6 182


109

PowerBaseCostPg.# MetaPowerBaseCostPg.#
Terrify 2 183 ConditionalTriggerVaries 188
ThermalVision 1 184 Control 5+ 189
Transmogrification 4 184 CraftPowerItem 1 197
Trans.MatterorEnergy 5 185 LimitationSpecial 199
WallWalker 2 186 LinkedAdvantageSpecial 200
WeaponMastery 2 187 RitualPower1per5RPs 201
XRayVision 2 187 WeaknessSpecial 203


110
Chapter5Advantages

SamplePowerAdvantages
Absorption
SamplePowerAspects:FireEater,MutantForceAbsorption
BaseAPCost:Varies
Activation:None
RequiresaPowerSourceandAffinityAbility
Youarecapableofabsorbingtheenergyofcertaintypesofattacks,suchas
from fire or lightning. The AP cost of this Power depends on the type of
energyyoucanabsorb,andcanbefoundbelow:
APCost SampleEnergy
2 Heat,Cold,Electricity,Radiation
4 PsychicorMagicEnergy
6 KineticEnergy
Whenattacked with a typeofenergy you can absorb, that stress is taken
onaspecialAbsorptionStressTrack.Thenumberofstressboxesthistrack
hasperConsequenceisequaltoyourAffinityAbilityx2.
When you select this modifier, you need to decide whether the
Consequences you suffer are physical or mental in nature. For example,
absorbing too muchfire might resultin a Minor Consequence of Runninga
Fever(Physical)orHotTempered(Mental).
ConsequencesonthisStressTrackdowngradeatthesamerateasphysical
ormentalConsequences.
Modifiers
+1 (Improved Absorption): Your Absorption Stress Track has 2 more stress
boxesperConsequence.
+1 (Power Supply): You may instantly downgrade a Consequence from your
Absorption Stress Track to gain a +2 bonus on your next roll for a single
physicalAbility,oryournextrolltoeitheractivateoruseanotherPowerof
yourchoosing.TheAbilityorPoweryouarecapableofboostingmustbe
chosenwhenthisPowerispurchased.
For every additional AP you spend on this modifier, you may select one
additional physical Ability or Power to which you can apply this bonus,
thoughyoumayonlyapplythisbonusonceperturn.
+1 (Purge): If you have the Power Supply modifier, you may instantly
downgrade any Consequence on that Stress Track as many steps as you
desire.Foreverystepdowngraded,yougainanadditional+2bonus.
Forexample,ifyoudowngradedaSevere(P)Consequencetocompletely
recovered(3steps),youdgaina+6bonus.



111

Affliction
SamplePowerAspects:InfectedSweat,SickeningCurse
BaseAPCost:2
Activation:FatePoint
ActivationTime:Activateswithtouch,SimpleAction
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytospreaddisease.Withatouch,youexposeyourtargetto
some sort of noncontagious disease. In a conflict, this is resolved as a normal
physical attack, using your Agility (defended against by Agility) to touch your
target.Armormaymakethismoredifficult.
Ifyousuccessfullytouchyourtarget,hehasbecomeAfflicted.Thediseasehas
aPotencyequaltoyourAffinity.Seepg.269formoreondiseases.
Modifiers
+1(ImprovedPotency):Thepotencyofyourdiseaseisincreasedby+2.
+1(Contagion):VictimsofyourAfflictionarecontagious.

AnimateDead
SamplePowerAspects:NecromanticSpell,OtherworldlyRadiation
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
Youcaninfusethebodyofadeadcreaturewithsomesortofanimatingenergy,
restoring it to a mockery of life. The dead creature is a mindless automaton
directedbyyourwill.AllofitsPhysicalAbilitiesremainunchanged,butitsMental
Abilitiesarereducedto1anditsSocialAbilitiesarereducedto3.Thecreatures
StressTracksmayneedtobeadjustedtoaccountforthesenewAbilityratings.
You can issue commands by voice as a free action, or telepathically as a
standardorsupplementalaction.Thecreaturewillobeyyourcommandstothe
bestofitsability,butitslimitedmentalcapacitiesleaveverylittleinthewayto
adapt to changing circumstances. Animated creatures have the Aspect
Undead(P), gain the Lifeless Advantage, and can suffer a number of
ConsequencesequaltoyourAffinity(max4).
Modifiers
+1 (Fortified): For every additional AP you spend on this Power, you increase
anyPhysicalAbilitypossessedbyacreatureyouanimateby2ranks.
+1(Smart):ForeveryadditionalAPyouspendonthisPower,youincreaseany
MentalAbilitypossessedbyacreatureyouanimateby2ranks.



112
Chapter5Advantages

Armor
SamplePowerAspects:MarbleFlesh,PsychokineticShield
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youhavetheabilitytoinstantlywrapyourselfinsomeformofprotection.This
maybehardenedskin,naturalarmorplating,areinforcedskeleton,etc.
Whenactivated,this Power grantsanaturalArmorRatingof2+thesettings
TechLevelforthedurationofthescene.IfthesettingusesmultipleTLs,usethe
highest.
Unlikemostbonuses,theArmorRatingprovidedbythisPowerdoesnotstack
with that provided by wearing actual armor. If you have this Power and also
weararmor,youusethegreaterofthetwoArmorRatingsprovided.
Modifiers
+1 (Improved Armor): For every additional AP you spend on this Power, the
ArmorRatingprovidedisincreasedby2.
+1(Insulating):Thearmorcreatedisnotdirectlyconnectedtoyourbody,such
as with a force field. Subject to the GMs ruling, some attacks that
normallyignorearmormaystillbehamperedbythisPower.
+1 (Light Compatibility): You may stack up to 2 points of the granted Armor
RatingfromthisPowerwiththatofwornarmor.
+2(HeavyCompatibility):Youmaystackupto4pointsofthegrantedArmor
Rating from this Power with that of worn armor. You may not also
purchaseLightCompatibility.
+2(Passive):Yourarmorisalwaysonandneednotbeactivated.

SuperArmor
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis
Power.ThesuperversionsofthisPowerfunctionexactlythesameasthe
normal version, but have a higher base AP cost in exchange for an
increasedAR.
ThefollowingchartliststheAPcostforeachclass,andtheARprovided
bythisPoweratthatlevel:
ClassBaseAPCostBonus
MetroClass 3 +5
WorldClass 5 +10
GalaxyClass 7 +15
CosmicClass 9 +20
InfinityClass 11 +25


113

AstralDoorway
SamplePowerAspects:MagicDoor,BuiltInRiftGenerator
BaseAPCost:5
ActivationDifficulty:10
ActivationTime:SimpleAction
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Youcanopenagatewaytotheastralplane,shreddingthebarrierbetween
worldsandleavingagapingholeforyouandotherstocrossover.Youcan
alsousethisPowertoopenadoortothematerialrealmifyouarealreadyon
theastralplane.
Thedoorwaycanbeplacedanywherewithinrangeandtakestheshapeof
averticalholeintheair.Theopenareaofthedoorwaycanbeaslargeasone
squareyardperrankinyourAffinityAbility.
Onceopen,thedoorremainsforthedurationofthescene,oruntilyouwill
itclosed.
Modifiers
+1(ImprovedProficiency):YourAffinityAbilityisconsidered+2higherfor
thepurposesofusingthisPower.
+1 (Versatile Placement): You can create an Astral Doorway at an odd
angle,includingparalleltothefloor.Thismightallowforoddeffects,
likeforcingafallingobjecttopassbetweenworlds.

AstralPassage
SamplePowerAspects:PsychicTransference,SpiritualAcceptance
BaseAPCost:6
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Permanent
RequiresaPowerSourceandAffinityAbility
Youarecapableofcrossingtheborderbetweenthematerialrealmandthe
astralplanebodily, convertingyour bodyinto astral or physical matter and
crossingthebarrierbetweenworlds.UnlikeAstralProjection,youmaintain
theuseofyournormalPhysicalAbilities.



114
Chapter5Advantages

AstralPerception
SamplePowerAspects:PsychicSenses,SensorySpell
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
RequiresaPowerSourceandAffinityAbility
You gain the capacity to see or hear astral objects when on the material
plane,ormaterialobjectsifyouareontheastralplane.
Modifiers
1 (Astral Traveler): You may only use this Power when using Astral
Projection,orareinsubstantial.
+1 (Sight and Sound): You can both see and hear objects located on the
otherside.
+1(Touch):Yourbody(andobjectsyouhold)interactwiththematerialand
astralrealmsatthesametime;asifyouweresolidinbothrealms.This
alsomeansthat,whileyoucantouchentitiesonbothsides,theycan
touchyouaswell.
+2(Passive):Yourastralsensesarealwaysonandneednotbeactivated.



115

TheAstralPlane
The astral plane is a mirror realm of spiritual and psychic energies laid over the
materialplane.Itlooksmuchthesameasthematerialworld.Ahousefoundinthe
materialrealmlikelyhasanastralcounterpartthatisverysimilar.
The astral is home to all manner of spirits. These creatures usually exist as some
formofplatonicidealofamundaneobjectorcreature.Forexample,adogspiritwill
look,thinkandbehaveasamaterialplanedogwould.Itwillchasecatspiritsandpee
on spirit fire hydrants. The spirit will likely appear as some sort of generic dog,
however, instead of a specific breed. And thats the key difference between the
astralandthematerial
Objects and entities of the astral plane are reflections of humanitys perceptions
and emotions. A house that serves as a happy home to a happy family probably
appears in the astral realm as a pretty little place, with clean floors and a general
senseofjoyaboutit.Ontheotherhand,placesofsadnessandmiseryhavesimilar
reflections.Theshadowsaredarker,thepaintispeeling,andasenseofsadnessand
depressionmightpervadetheentireplace.
Andlikecallstolike.Spiritsassociatedwithcertainemotionswillgatherinlocations
thatarealsotiedtosuchemotions.Sospiritsofjoyandlovemightgotothehappy
house,whilespiritsofpainandlossmightgatheratacemetery,bothfeedingoffthe
ambientenergiesoftheplace.Likewise,spiritswithenoughintelligence(theytend
togetsmarterandstrongerwithage)mightdecidetoinfluenceanareatomakeit
more palatable. So a spirit of hate who moves into the happy home might start
influencing those who live there, using its Powers to twist the minds of the
residencesorcauseaccidents.
Almostanythingcangiverisetoaspirit,solongasitbecomesthefocusofstrong
emotions at some point. Most animals have spiritual reflections. Emotions, such as
loveandhate,arealsocommon;asaresomeidealslikefreedomorpeace.Objects
andplaces,suchasweapons,homes,fire,lakes,andmountainsmayalsogiveriseto
spirits.Thephysicalformthesespiritstakecanvarysignificantly,andisverymuchup
to the GMs imagination. A spirit of freedom may appear as a stereotypical hippy
wearing broken shackles, while the spirit of a mountain may appear as a massive
snakemadeofstone.
Spirits of human beings can also be found, but they are rare. Some are ghosts,
whicharereallyjustspiritreflectionsofapersoncreatedwhentheydie.Othertimes
theyaresomesortofhumanideal,suchasapolicespirit.Suchaspiritwouldnotbea
reflectionofasingleperson,butoftheconceptofhumanpolicemen.
Objectsandentitiesonopposingplanescannotinteractwitheachotherdirectly.If
they desire to do so, they will need to take Astral Perception (or similar Powers)
whichallowsthemtoperceiveandcommunicateacrosstheborderbetweenworlds.



116
Chapter5Advantages

AstralProjection
SamplePowerAspects:MentalProjection,Ghostform
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Special
RequiresaPowerSourceandAffinityAbility
Youcanprojectyourconsciousnessoutofyourbody,yourmindtakingon
an astralform andenteringthe astral plane. There, your mind assembles a
bodyoutofectoplasm,therawmatteroftheastralrealm.
When in astral form, the physical capabilities of your actual body are
meaningless.Whenperforminganactioninastralformthatwouldnormally
calluponyourStrengthorEndurance,insteaduseyourWillpower.Likewise,
ReasoningisusedinsteadofAgilityorPerception.
Stress taken from a physical conflict while in astral form is dealt to your
mental Stress Track instead of physical. And if you are killed in astral form
yourminddiesandyourbodybecomesbraindead.
While using Astral Projection, your actual physical body is in a catatonic
state.
To return to your physical body, your projection and body must be
occupyingthesamespaceinboththematerialworldanditsastralreflection.
Youneedthenonlyspendaturnconcentrating.
Modifiers
+1 (Anchored): You can instantly return to your body, regardless of
distance.


AugmentedMovement
SamplePowerAspects:SwingsfromTrees,SlidesonSlime
BaseAPCost:1
Activation:None
When you purchase this Power, you gain the ability to move by swinging,
bouncingorslidingfromlocationtolocation.Thismightbedonebyswingingon
ropesorvines,jumping,suddenburstsbyonboardthrusters,etc.
Youcanmoveatincreasedspeedusingvines,treelimbs,ropes,etc.,solongas
theyareavailable.Whenmovingaboutinthisway,youcanHustle(pg.283)one
additionalzoneorgaina+2onrollstoRunorforrollsrequiredduringchases
inwhichyoucanuseyourAugmentedMovement.



117

Modifiers
+0(Shared):YoucanspendaFatePointtoallowanotherpersontouseyour
methodofAugmentedMovementforthescene.
+1 (Improved Speed): For every additional AP you spend on this Power, you
can move a bit faster. Each additional AP spent grants a +2 on rolls to
RunwhenusingyourAugmentedMovement.
+2 (Provided): You provide your own means of getting around. You might
swingfromstickywebs,telekineticallypullonandpushoffsurfaces,slide
alongsheetsoficeyouproject,etc.


Awe
SamplePowerAspects:MagicAura,PsychicInfluence
BaseAPCost:2
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
RequiresaPowerSourceandAffinityAbility
You are capable of emitting an aura capable of influencing the emotions of
others in a specific way. When you purchase this Power, select one of the
persistent Aspects listed below. You may purchase this Power multiple times,
eachtimeselectingadifferentAspect.
When you activate this Power everyone in the same zone is subtly and
subconsciously urged to look at you. You also gain the persistent Aspect you
chosewhenyoupurchasedthisPoweruntilyouwillinglydeactivatethisPower
oruntiltheendoftheScene.
Aura of Command(P): Anyone who views you instinctively perceives you as a
leader. Theyll often find themselves following your orders, not even knowing
why.
AuraofSeduction(P):Youradiatepureanimalsexuality.Peoplecantputtheir
fingeronit,butyoustrikethemasveryattractiveandtheylongtobewithyou.
Aura of Mystery(P): There is something about you that people find intriguing.
Theygetasensethatthereismoretoyouthanmeetstheeyeandcanthelpbut
yearntodiscoveryoursecrets.
Modifiers
+1(ExpandedCoverage):ForeveryadditionalAPyouspendonthisPower,you
mayprojectyourauraofAweintoanadditionalzone.



118
Chapter5Advantages

Barrier
SamplePowerAspects:MagicForceField,PsychicSpatialSensitivity
BaseAPCost:3
ActivationDifficulty:6
ActivationTime:SimpleAction
Duration:1+AffinityRatingx3hours
RequiresaPowerSourceandAffinityAbility
You can surround the zone
you are in with a near SuperBarrier
impenetrable barrier. This is SuperHeroClasscharacterscanpurchase
essentially a block action (pg. amorepowerfulversionofthisPower.The
260) that covers the entire super versions of this Power function
zone, with the potency set by exactlythesameasthenormalversion,but
anAffinityroll. haveahigherbaseAPcostinexchangefor
added bonuses to your rolls when using
The potency of this block
thisPower.
action applies to attempts to
penetrate the barrier by The following chart lists the AP cost for
moving through it as well as each class, and the bonus added to your
protecting against incoming or BarriersPotency:
outgoingenergyorprojectiles. ClassBaseAPCostBonus
Thebarrierlastsforanumber MetroClass 5 +5
ofhoursequaltoyourAffinityx WorldClass 7 +10
3,oruntildismissedbyyou. GalaxyClass 9 +15
CosmicClass 11 +20
Modifiers InfinityClass 13 +25
2 (Permeable): The barrier can be easily passed through. This is useful
when used in conjunction with the Conditional Trigger and Linked
Advantages MetaPowerstobuildtraps. In addition, you may choose
to have your Barrier sound an alarm to let you know it has been
penetrated. The alarm can be any sound you choose, and it may be
audibletoall,orjusttoyou.
+1 (Hardened Barrier): For every additional AP you spend on this Power,
yougaina+2bonusonyourrollstosetyourblocksPotency.
+1(SpatialLock):TeleportationPowerscannotbeusedtopassinoroutof
azonesurroundedbyyourBarrier.
+1(ScryCurtain):Clairsentience andClairvoyance Powers cannot be used
inside a zone surrounded by your Barrier, nor can they perceive the
areainsidesuchazone.
+1(ExpandedCoverage):YourBarriercancoveranumberofzonesequal
toyourAffinityAbility.



119

Binding
SamplePowerAspects:MagicSpiderWebs,BuiltInGlueSprayer
BaseAPCost:2
Activation:FatePoint
ActivationTime:SimpleAction(Attack)
Duration:Victimremainsbounduntilheescapes.
RequiresaPowerSourceandAffinityAbility
Whether by throwing webs at your target, spraying them with hardening
goo, or hitting them with a magic holding spell, you have a special attack
thatbindsanenemy,renderingthemimmobile.
Roll your Affinity as an attack. The target may defend with Agility if your
binding is something they could dodge, or maybe Willpower if it is a spell
they could resist. If you hit your target, he cannot move. The margin by
whichyousucceedsetsthedifficultyoftheStrengthorWillpowerrollthey
mustmaketogetfree.
Modifiers
+1(ImprovedBinding):Yougaina+2bonusonyourBindingattackroll.

SuperBinding
Super Hero Class characters can purchase a more powerful version of
thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas
the normal version but have a higher base AP cost in exchange for a
bonusontheinitialattackroll.
ThefollowingchartliststheAPcostforeachclass,andthebonusadded
totheinitialattackroll:
Class BaseAPCost Bonus
MetroClass 4 +5
WorldClass 6 +10
GalaxyClass 8 +15
CosmicClass 10 +20
InfinityClass 12 +25



120
Chapter5Advantages

Blessing
SamplePowerAspects:GodsBlessing,MagicalLuckSpell
BaseAPCost:2
Activation:FatePoint
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
OncepersceneyoumayspendaFatePointtogainanumberofFatePoints
equaltoyourAffinity.YoumaynotusetheseFPyourself,butmaygivethem
outtootherPCsorNPCs.
These Fate Points may not be later given away or traded using other
Advantages, nor can they be used to activate any other Advantages that
themselvesgrantFatePoints.

BodyWeaponry
SamplePowerAspects:UnbreakableMetalClaws,WolfsFangs
BaseAPCost:1
Activation:FatePoint(1sttimeusedinthescene)
ActivationTime:FreeAction
Duration:Scene
You have a set of razor sharp claws, fangs, bone mounted blades, etc.
Whateverthecase,yourBodyWeaponryhasaWeaponRatingequaltothe
settingsTechLevelandcostsaFatePointthefirsttimeyouuseitinascene.
Modifiers
+1 (Improved Weapon Rating): The Weapon Rating of your Body
Weaponryisincreasedby+2.
+1(ArmorPenetrating):YourBodyWeaponrygainstheArmorPenetrating
Aspect.
+1(Retractable):YourBodyWeaponrycanretractintoyourbody,making
themhiddenfromcasualobservation.Retractionisafreeaction.







121

Breathless
SamplePowerAspects:Unliving,BuiltInAirSupply
BaseAPCost:2
Youdonotneedtobreath.AttacksorPowersthatrequireyoutobreath,
suchaspoisongas,havelittleornoeffectonyou.
Modifiers
1(Amphibian):Youstillneedtobreath,butyoucanholdyourbreathfor
aboutahalfhour.

Chameleon
SamplePowerAspects:PhysicalMutation,DistortionEmitter
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youmaycauseyourskintochangecolortomatchyourenvironment.This
grantsyoua+2onrollstoremainunseenaslongasyouarentmoving.
Modifiers
+2 (Cloaked): You project a field around your body that makes you and
yourequipment,blendwiththeenvironment.Yougaina+4onrollsto
remainunseenaslongasyouarentmoving,anda+2onsuchrollsif
youdo.












122
Chapter5Advantages

SympathyModifiers
The following modifiers are used to determine the difficulty to use Powers that
rely on your connection to another person, place, thing or event. Such Powers
include Clairsentience, Precognition, Postcognition, Sense and the Teleportation
Powers.
Person Thing
Modifier Familiarity Modifier Familiarity
+8 Heardadescriptionofthe +8 Heardadescriptionofthe
person. thing.
+4 Seenapictureoftheperson. +4 Seenapictureofthething.
+2 Metthepersononce. +2 Heldorusedthething
+1 Personisanacquaintance. once.
+0 Personisaclosefriend. +1 Heldorusedthething
1 Personisabloodrelative. often.
LinkModifier: +0 Youaretheownerofthe
+6 Youdonotknowthe object.
personsname. 1 Theobjectissome
1 Youhavesomethingthat somethingofpersonal
belongstotheperson. importancetoyou.
3 Youhaveanitemtheperson LinkModifier:
valueshighly. 2 Youhaveapieceofthe
6 Youhaveaphysicalpieceof object
theperson(i.e.blood, 4 Youcreatedtheobjector
fingernailclippings)orcan arecurrentlyholdingit.
touchthem.
Place Event
Modifier Familiarity Modifier Familiarity
+8 Heardadescriptionofthe +8 Youheardabouttheevent.
place. +5 Youveheardorreada
+4 Seentheplaceonamapor descriptionofwhat
seenapictureoftheplace. happenedattheevent.
+2 Beentotheplaceonce. +2 Witnessedaverysimilar
+1 Youfrequenttheplaceoften. event.
+0 Personalproperty,youcan +1 Frequentlywitnessvery
seetheplace,oryouknow similarevents.
exactlywhereitisin +0 Theeventhappenedtoyou.
relationtoyourself(such 1 Youtriggeredtheevent.
astheothersideofadoor) LinkModifier:
1 Yourhome. 3 Youareattheplacewhere
LinkModifier: theeventhappened.
2 Youhaveanitemfromthe 5 Youarewithsomeonewho
place. witnessedtheeventor
4 Youhaveanitemcloselytied haveanitemstrongly
totheplaceorare associatedwiththe
currentlythere. event



123

Clairsentience
SamplePowerAspects:PsychicESP,MagicScrySpell
BaseAPCost:3
ActivationDifficulty:6+SympathyModifiers
ActivationTime:OneTurn
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Youhavethepowertoremotelyhearandseesomeotherperson,placeor
thing. People, places or things well known to you are easier to peer in on,
whiletheunfamiliarismuchmoredifficult.
Roll your Affinity to activate this Power and apply the single most
appropriatefamiliarityandlinkmodifierfromthesympathymodifierstable
to set the target difficulty. If you succeed you may see and hear as if you
werestandingafewfeetawayfromthepersonorobject,orarestandingin
themiddleoftheplaceyouseek.
If you fail, not only do you suffer stress equal to the difference between
yourresultandthedifficulty,butthePowerfailstoactivate.
Your displaced senses last for the duration of the scene, or until willingly
returned to normal. You may move your perceptions around the target of
thisPower,butmaynotmoveitoutofthesamezoneitoccupies,nordoyou
automatically know the location of your target relative to your own. Any
Powers you have that enhance your senses may also be utilized, but
otherwiseyouviewandhearyourtargetasifyouwerereallystandingthere
with (or within) it. While using Clairsentience, your normal senses are
replacedbywhatyouperceivethroughthisPower.
Modifiers
1(Clairvoyance):YoumayonlyseethetargetofyourClairsentience.You
hearnothingfromthetargetslocation.
1(Clairaudience):YoumayonlyhearthetargetofyourClairsentience.You
seenothingfromthetargetslocation.
+1(PhysicallyAware):Youmaintainthecapacitytoseeandhearfromyour
physicallocationaswell.ThoughwhiledoingsoyougainDistracted(P)
asapersistentPerceptionAspect.
+2 (Power Conduit): Spend a Fate Point to use other Powers from the
samePowerSourcethroughtheClairsentientlink,targetingthoseyou
can see. When using Powers through a Clairsentient Power Conduit,
you can target enemies as if you were actually there. The Fate Point
required to use a Power through this link is in addition to any other
activationcostsnormallyrequiredforthatPower.



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Chapter5Advantages

ComputerImplant
Sample Power Aspects: Implanted Nanocluster, Body Spanning Distributed
SystemwithCranielHub
BaseAPCost:1
Activation:None
Youhaveacomputerimplantedinyourbrainwhichyoucaninterfacewith
using your thoughts. Sensory data provided by the implant is received
directlyoveryournormalsenses.Thisisacomputerwitharatingof2.See
page265formoreoncomputers.
Your implant comes with a jack in the back of your head to allow your
implantedcomputertointeractwithothermachinesandnetworks.
Modifiers
+1 (Wireless): Your implant has an onboard wireless transmitter and
receiver.
+1 (Improved System): For every additional AP spent on this Power, the
ratingofyourcomputerisincreasedby1;toamaximumequaltoyour
TechLevel.
+2 (Digital Backup): Every few seconds a digital copy of your mind is
backed up and storedin some part of the implant. With surgery, this
device can be removed and your mind can be uploaded into a
computer or another body with an implant featuring the necessary
inputs.
+2 (Wireless Backup): Requires the Digital Backup modifier. Every 72
hours, usually while you sleep, your implanted backup module
wirelesslystreamsacopyofyouregotoasecurestoragefacility.Ifthe
company used to make the backup discovers that your current body
has been killed, and your backup module cannot be recovered, the
mostrecentcopyofyourbackupwillbebroughtonlineinavirtuality.
Thereyoucanmakearrangementsforanewbody.Whilethisdatais
encryptedwithstateoftheartencryptionsoftware,interceptionsare
not unheardof. Also, iffor some reason your backup module cannot
getawirelesssignalouttotheserver,abackupwillnotbemade.



125

Echolocation
SamplePowerAspects:BatSight,CyberneticEcholocationSensorArray
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Whenactivated,thisPowerallowsyoutoseesound,gainingtheability
tonavigatebysensingthesoundsyoumakeandtheambientnoisearound
you for the duration of the scene. While active, you gain the persistent
Aspect,Echolocation(P).
Modifiers
+2(Passive):ThisPowerisalwaysonandneverneedstobeactivated.

Elasticity
SamplePowerAspects:MutatedBodyofRubber,SwarmBody
BaseAPCost:2
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youcanstretchyourlimbs,allowingyoutoreachgreatdistancesandstrike
enemiesfartheraway.YoumayactivatethisPowertoattackormanipulate
targetsinanadjacentzone.Andyoumayalsouseittoperformallsortsof
strangeManeuvers,suchasplacingFlexible,Compressed,Flattenedorsimilar
Aspects on yourself. You should also consider taking Linked Advantage or
WeaknesstofurtherdefineyourElasticityPower.

EmotionSwitch
SamplePowerAspects:PsychologicalConditioning,EndocrineRegulator
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
You have the capacity to literally switch off your emotions, or at least
dampen them significantly. When activated, you gain a +3 on any mental
defense roll. You must, however, have this Power activated prior to the
attack;andthisPowerdoesnothelpyouagainstdirectmentalmanipulation
fromPowerslikeInfluenceThoughtsorMindProbe.



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Chapter5Advantages

EnhancedHearing
SamplePowerAspects:MagicalAwareness,CyberneticAudioUpgrade
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youcanwillinglyincreasethesensitivityofyourabilitytohear,grantingyou
the capacity to hear clearly things most people would never even notice.
Whenactivated,yougainthepersistentAspectEnhancedHearing(P)forthe
durationofthesceneoruntilyouwishtodeactivatethisPower.
Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you
gaina+2bonusonyourPerceptionrollstohearsounds.
+2 (Passive): Your enhanced hearing is always on and need not be
activated. The Aspect Enhanced Hearing (P) effectively becomes a
permanentpersistentSpecialtyAspectforyourPerception.

EnhancedSenses
SamplePowerAspects:MutantAwareness,CyberneticSensoryUpgrades
BaseAPCost:3
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youcanwillinglyincreasethesensitivityofallfiveofyoursenses,allowing
youtoseehear,see,touchfeelandtasteatlevelsfarbeyondnormal.When
activatedyougainthepersistentAspectEnhancedSenses(P).
Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you
gaina+2bonusonyourPerceptionrolls.
+2 (Passive): Your enhanced senses are always on and need not be
activated. The Aspect Enhanced Senses (P) effectively becomes a
permanentpersistentSpecialtyAspectforyourPerception.



127

SuperSenses
SuperHeroClasscharacterscanpurchaseamorepowerfulversionof
EnhancedHearing,Senses,SightandSmell.Thesuperversionsofthese
Powers function exactly the same as the normal versions, but have a
higherbaseAPcostinexchangeforaddedbonusestoyourPerception
rollswhenusingthisPower.
Thefollowingchart lists the AP costincrease foreachclass, and the
bonusaddedtoyourrelevantPerceptionrolls:
Class BaseAPCost Bonus
MetroClass +2 +5
WorldClass +4 +10
GalaxyClass +6 +15
CosmicClass +8 +20
InfinityClass +10 +25
YoumayalsopurchaseSuperEcholocation.Whendoingso,thebonus
listedabove is added toallPerceptionchecks made to see sounds,
but the base AP cost is +1 more than the cost increase listed on the
table.SoMetroClassSuperEcholocationcosts+3AP.

EnhancedSight
SamplePowerAspects:GeneEngineeredEyes,PsychicSenses
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Youcanwillinglyincreasethesensitivityofyoursenseofsight,allowingyou
toseeobjectsatadistancewithperfectclarity.Whenactivated,yougainthe
persistentAspectEnhancedSight(P).
Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you
gaina+2bonusonyourPerceptionrollstoseethings.
+2 (Passive): Your enhanced sight is always on and need not be
activated. The Aspect Enhanced Sight (P) effectively becomes a
permanentpersistentSpecialtyAspectforyourPerception.





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Chapter5Advantages

EnhancedSmell
SamplePowerAspects:CanineGeneSplice,MagicalSenses
BaseAPCost:1
Activation:None
You can willingly increase the sensitivity of your sense of smell, allowing
you to detect and track objects and people with extreme accuracy. When
activatedyougainthepersistentAspectEnhancedSmell(P)fortheduration
ofthescene.
Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you
gaina+2bonusonyourPerceptionrollstosmellthings.
+2(Passive):Yourenhancedsenseofsmellisalwaysonandneednotbe
activated. The Aspect Enhanced Smell (P) effectively becomes a
permanentpersistentSpecialtyAspectforyourPerception.

EnhancedSpeed
SamplePowerAspects:MagicSpeedSpell,AugmentedLegs
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
Theaveragehumanbeingcanrunatatopspeedofabout15mph(24kph).
By spending a FP, you move at twice that speed (30 mph/48 kph). In a
conflict, things are chaotic and confusing, so you have to move a little
slower. The body is still limited by how fast the brain can process these
changesandadapt.
However, you can still move one additional zone when you Hustle in a
conflict, and you gain a +2 on rolls to Run. See pg. 283 for more on
movementduringaconflict.
Also,duringachase,yougaina+2bonusonyourAgilityrollstogetawayor
closethedistance.



129

SuperEnhancedSpeed
Super Hero Class characters can purchase a more powerful version of this
Power. The super versions of this Power function exactly the same as the
normal version, but have a higher base AP cost in exchange for the added
bonusesandeffectsdescribedbelow.
MetroClassSpeed(AP:3)Youcanrunataspeedofabout50mph(80
kph).Inaconflictyoumaymove2additionalzoneswhenyouHustle,and
yougaina+5bonusonRunningrollsorAgilityrollsinachase.
WorldClassSpeed(AP:5)Youcanrunataspeedofabout200mph(320
kph).Inaconflictyoumaymove3additionalzoneswhenyouHustle,and
yougaina+10bonusonRunningrollsorAgilityrollsinachase.
Galaxy Class Speed (AP: 7) You can run at a speed of about 500 mph
(800 kph). In a conflict you may move 4 additional zones when you
Hustle, and you gain a +15 bonus on Running rolls or Agility rolls in a
chase.
CosmicClassSpeed(AP:9)Youcanrunataspeedofabout1,500mph
(2,400 kph). In a conflict you may move 5 additional zones when you
Hustle, and you gain a +20 bonus on Running rolls or Agility rolls in a
chase.
InfinityClassSpeed(AP:11)Youcanrunataspeedofabout5,000mph.
(8,000 kph). In a conflict you may move 7 additional zones when you
Hustle, and you gain a +25 bonus on Running rolls or Agility rolls in a
chase.

EnhancedReflexes
SamplePowerAspects:TimeDilationField,MutantDangerSense
BaseAPCost:3
Activation:NoneorFatePoint
ActivationTime:FreeAction
IntimesofgreatStressyourcharactersreflexesgetamuchneededboost.
Asyourcognitivefunctionsspeedup,toyou,theworldseemstoslowdown.
YougaintheEnhancedReflexes(Agility)SpecialtyAspect.
In addition, any time you spend a Fate Point to invoke your Enhanced
ReflexesAspectforareroll,suchasdodginganincomingbloworcatchinga
thrownobject,youcanusethehigherofthetwodiceresults.
Inaddition,youcanrollyourAgilitytodefendagainstrangedattacksfrom
gunsandbows.
Modifiers
+1 (Improved Reflexes): You gain an additional +2 on your Agilitybased
defenserolls.



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Chapter5Advantages

EnvironmentalProtection
SamplePowerAspects:CyberneticBodySealsandDermalCoatings,Magical
ProtectionSpell
BaseAPCost:1
Activation:None
Youarenaturallyimmunetothedangersofonetypeofenvironment,beit
underwater,thevacuumofspace,etc.WhilethisPowerdoesnotallowyou
tobreathinthisenvironment,youwillnotfreeze,becrushed,orsufferfrom
ebullism.

ExtraLimb
SamplePowerAspects:ThirdArm,PrehensileTail
BaseAPCost:1
Activation:None
Youhaveoneormoreadditionalfullyfunctionallimbs,betheyextraarms,
legs, tentacles, etc; as defined by this Powers Aspect. This Aspect is also
persistent.
YoumightinvokethePowerAspectassociatedwiththisPowertogranta
bonus on grappling, climbing, running, or complex work where an extra
handmightcomeinhandy.

Flight
SamplePowerAspects:MutantWings,FlightSpell
BaseAPCost:3
Activation:FatePoint(1sttimeusedinthescene)
ActivationTime:FreeAction
Duration:Scene
Whether from wings emerging from your back, the telekinetic ability to
levitate,orsomeothersimilarsupernaturalgift;youcanfly.
In addition to the Power Aspect that defines this Power, you gain the
AspectSlowandClumsyFlight.YoumayinvokethisAspecttotakeflight(you
neednotspendanotherFPtoflyagainthisscene),andyoumoveataspeed
equaltoabouttwicetheaveragehumanstoprunningspeed(+2bonuson
rollstoRunorAgilityrollsduringachase).However,youmayhavesome
troubleperformingsharpturnsandmaynothover.



131

Modifiers
2 (Levitation Only): You may only fly straight up or down. You can be
pushed or moved by outside forces, but have no control over your
movement when levitating except to increase or decrease your
altitude.
+1 (Relative Speed): Instead of being based off of an average persons
speed, your flight speed is relative to your own walking speed. Any
otherbonusesyougainformovementrolls,suchasfromAugmented
MovementorSuperSpeedareaddedtoyourflightspeed.
+1 (Slow but Agile): You gain the Aspect Slow but Agile Flight instead of
SlowandClumsyFlight(andinsteadgaina+4bonusonrollstoRun,
orAgilityrollsduringachase,whileflying).WiththisAspectyoustill
flyrelativelyslow,butyoucanturnonadimeandmayhoverinplace.
+2(FastbutClumsy):YougaintheAspectFastbutClumsyFlightinsteadof
SlowandClumsyFlight(andinsteadgaina+6bonusonrollstoRun
orAgilityrollsduringachasewhileflying).WiththisAspectyoucanfly
as fast as most military airplanes, but you have trouble performing
sharpturnsandmaynothover.
+3 (Fast and Agile): You gain the Aspect Fast and Agile Flight instead of
SlowandClumsyFlight(andinsteadgaina+8bonusonrollstoRun
orAgilityrollsduringachasewhileflying).WiththisAspectyoucanfly
bothveryfastandwithnearperfectprecision.
+4 (SuperFast but Clumsy): You gain the Aspect SuperFast but Clumsy
FlightinsteadofSlowandClumsyFlight(andinsteadgaina+10bonus
onrollstoRunorAgilityrollsduringachasewhileflying).Withthis
Aspectyoucanflyasfastasabullet,butyouhavetroubleperforming
sharpturnsandmaynothover.
+5(SuperFastandAgile):Yougainthe AspectSuperFastandAgileFlight
insteadofSlowandClumsyFlight(andinsteadgaina+12bonusonrolls
toRunorAgilityrollsduringachasewhileflying).WiththisAspect
youcanflyfasterthanaspeedingbullet,andcanturnonadime.








132
Chapter5Advantages

GestaltMind
SamplePowerAspects:BoundSpirit,OnboardAI
BaseAPCost:3
Activation:FatePoint(1sttimeusedinthescene)
ActivationTime:FreeAction
Duration:Scene
You have a second conscious mind. This might be another person in your
head or perhaps an onboard artificial intelligence. The secondary mind is
alwaysthere,butrequiresactivationifitisevercalledupontomakearoll.
When you select this Power, you must first determine your secondary
mindsMentalandSocialAbilities.Todeterminethis,distributetwelveranks
between the second minds Craft, Knowledge, Reasoning, Willpower,
Deception,Empathy andPersuasion. The maximum rank your second mind
may have in a single Ability is equal to your primary minds highest Ability
(anyAbility)+1.ForallotherAbilities,thetwomindssharethesameranks.
Inaddition,thesecondmindgainstwomentalSpecialtyAspectsandhasits
ownMentalStressTrack.Rememberthat,foranAI,Willpoweralsoservesas
aSecurityRating.
Any time you choose, you may allow the second mind to take over the
body. The original remains conscious and aware of events, but has no
controloverthebody.
Thetwomindsmaycommunicatewitheachotherwiththoughts,andthey
sharethesamepoolofFatePoints.
Modifiers
1 (Amnesic Dormancy): The mind that is not currently in control of the
bodyiscompletelydormant.Itisunawareofwhatisgoingonaround
itandhasnomemoryofeventsthattranspirewhiletheothermindis
incontrolofthebody.
1 (Antagonistic): Your second mind has goals of its own, and may work
againstthegoalsoftheoriginalmind.Youneedtodeveloptwonew
CharacterAspects(inadditiontothoseyoualreadyhave)thatbecome
activeonlywhenthesecondmindisdominant.TheseAspectsshould
reflect the goals and attitudes the second mind has that are at odds
with the goals and attitudes of the original mind. You may not
purchasebothAntagonisticandAmnesicDormancy.
1(Dominating):YoumustalsotakeAntagonistic.Ifyoubehaveinaway
contrary to your secondary minds motivations, the secondary mind
can engage the primary in a Mental Conflict, attacking the primary
mindsMentalStressTrackuntilitConcedesorisDefeated.



133

+1 (Improved Mind): For every additional AP spent on this Power, your


second mind gains two more ranks to distribute among its Abilities,
thoughnoAbilitycanberaisedhigherthantheprimaryMindshighest
Ability(anyAbility)+1.
+1 (Specialized Mind): For every additional AP spent on this Power, your
secondmindgainstwoadditionalMentalSpecialtyAspects.Notethat
thismodifiermaynotbepurchasedmorethantwice.
+2 (Slaved Mind): Your second mind works in tandem with your original,
acting as a voice in your head that offers advice. This slave mind
cannotbecomedominantunlessgivenpermissionbythemastermind.
Iftheslavemindbecomesdominant,itwillbehaveinthebestinterest
ofthemastermind.

Grow
SamplePowerAspects:MutantGrowth,MagicalGrowthSpell
BaseAPCost:1
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Scene
You are capable of increasing your size and mass. When you activate this
Ability,youincreaseyourSizebyonecategory.Seepg.289formoreonSize.
YoumightalsoconsiderLinkedAdvantageandWeaknesstobetterdefine
the effect of your Growth, such as using Linked Advantage to gain Super
Strength, or Weakness to lower your Agility as you suffer from the added
bulk.
Modifiers
+1 (Increased Size): For every 1 AP spent, increase your Size by one
additionalcategory.
+2(Large):YouarealwayslargeanddonotneedtoactivatethisPower.It
isconsideredalwayson.



134
Chapter5Advantages

Heal
SamplePowerAspects:DivineHealingSpell,PsychometabolicRejuvenation
BaseAPCost:2
Activation:FatePoint
ActivationTime:SimpleAction
Withatouch,youcanhealthesickandclosethemostgrievousofwounds.
Spend a Fate Point and touch another living creature to instantly reduce
one physical Consequence of your choice caused either from injury or
sickness,byonestep.
Modifiers
+0(RepairOnly):YoucanuseyourhealingPoweronnonlivingcreaturesor
objects,butonlyonnonlivingcreaturesorobjects.
+2(SelfHealing):YoucanuseHealonyourself.
+1(Repair):YoucanuseyourhealingPoweronnonlivingobjects.

SuperHeal
Super Hero Class characters can purchase a more powerful version of
thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas
thenormalversion,buthaveahigherbaseAPcostinexchangeforthe
addedbonusesandeffectsdescribedbelow.
Metro Class Heal (AP: 3) When you Heal someone, you instantly
reducetwophysicalConsequences.
World Class Heal (AP: 5) When you Heal someone, you instantly
reducethreephysicalConsequences.Inaddition,youallowthemto
regrowlostlimbs.
Galaxy Class Heal (AP: 7) When you Heal someone, you instantly
reduce four physical Consequences. In addition, you allow them to
regrowlostlimbs.
CosmicClassHeal(AP:10)WhenyouHealsomeone,youinstantly
reducefourphysicalConsequences.Inaddition,youcanresurrecta
recentlydeadcorpseaslongasitiscompleteandwhole.Evenifyou
havetheSelfHealingmodifier,youcannotresurrectyourself.
InfinityClassHeal(AP:13)Youcanbringapersonbackfromdeath
solongasyouhaveatleastapieceoftheirbody.Inaddition,ifyou
die and you have the SelfHealing modifier, you immediately return
to life sometime within the next three days. You will generally
reappearatalocationimportanttoyou.



135

HiddenCompartment
SamplePowerAspects:SkinPocket,BuiltinStorageCompartment
BaseAPCost:1
Activation:None
Youhavesomesmallcompartmentinsideyourbodyinwhichyoucanstore
smallitemsaboutthesizeofyourfist.
Modifiers
+1 (Insulated): Your compartment is heavily lined, sealed, and shielded.
ItemsinsidedonotshowuponXRays,metaldetectors,orthelike.



136
Chapter5Advantages

Illusions
SamplePowerAspects:MagicalIllusionsSpell,PsychicImageProjection
BaseAPCost:2
Activation:FatePoint
ActivationTime:OneTurn
Duration:Scene
RequiresaPowerSourceandAffinityAbility
You can create believable illusions within your line of sight. The basic
versionofthisPowerallowsyoutocreatestaticimages.Thoughtheydonot
moveormakesound,theyaredetailedenoughtopassforreal.
WhenyouactivatethisPower,rollyourAffinity.Theresultofyourrollsets
thedifficultyofthePerceptionrollneededtoseetheillusionforwhatitis.A
lowrollmightresultinanillusionthatflickers,orcolorsthatjustdontlook
quiteright.
However,arollthatmeetsadifficultyof3isalmostalwaysbelievable,and
rollstopiercetheillusionshouldonlybeallowediftheobserverhasareason
tobewaryofillusions,suchasanillusionthatisntregisteringtosensesor
sensorsthatitshould,oriftheillusionisbehavinginastrangeway.
Forexample,anillusionofarockinafieldofrocksshouldnotcallforaroll
to notice the illusion for what it is. On the other hand, passing your hand
throughanillusionofanunmovingmanwouldprobablyallowtheobserver
topiercetheillusionwithoutrolling.
Themostbasicillusionisthesamesizeasahumanadult(size0).Tomake
largerillusions,thecharactersuffersa1penaltyonhisrollpersizecategory.
So,ifthecharacterwantstocreatetheillusionofacar(size2),hedsuffera
2onhisAffinityrolltodeterminehowbelievableitis.
Modifiers
+1 (Illusion Mastery): Your Affinity Ability is considered 2 higher for the
purposesofusingthisPower.
+1 (Audible Illusions): Your illusions can make sounds. It can make any
sound you desire in a manner that is convincing to witnesses. So the
illusionofamancouldtalk,speakingthewordsyouwishhimtospeak.
Theillusionofacarcouldhonkorrevitsengine.Inaddition,youmay
createsoundalonewithoutavisiblecomponenttoyourillusion.
+1 (Mobile Illusions): Your illusions can move around in a way that is
convincing.Itmaymoveatanyspeed,butdisappearsifyouloselineof
sightwithyourillusion.Anytimeanobserverrollstopierceamoving
illusion,hegainsa+2bonus.



137

+1 (Permanent): Your illusions last until dismissed by you, and do not require
line of sight to maintain. If the illusion can be made mobile, you may
programthemtoperformsomescriptedactionoverandoveragainin
yourabsence.
+1(Phantasm):Yourillusiononlyappearsinthemindofyourvictims,whichcan
be a number of people equal to your Affinity. Any stress the Phantasm
inflictsissufferedasMentalstressinsteadofPhysical.
+2 (Tangible Illusions): You are able to create illusions that are seemingly
tangible. Your illusion is under your direct control, like a puppet, and
disappears if you lose line of sight with it. Your illusion may pick up and
move objects, having a Strength, Agility and Endurance equal to your
Affinity,regardlessofitsactualshapeorsize.Yourillusionhasanumberof
stressboxesdeterminedlikeanyothercreature,butifitisforcedtotakea
physicalConsequence,itdisappears.


ImbueArmororShield
SamplePowerAspects:ElementalEnchantmentSpell,Alchemy
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Scene
RequiresaPowerSource
You have the ability to imbue your clothes, a suit of armor, or a shield with a
specialproperty.WhenyoupurchasethisPower,selectapersistentAspectthat
defines the property you can apply. Sample properties include: Weightless (P),
HeatResistant(P),Blessed(P),BulletProof(P),BlindinglyBright(P),etc.
When you spend a FP to activate this Power, that Aspect is applied to the
clothing or armor youre wearing, or shield youre carrying, for the duration of
thescene.
Modifiers
1(ArmororClothingOnly):YoucanImbueonlyarmorandclothing.
1(ShieldsOnly):YoucanImbueonlyShields.
+1(AdditionalProperty):ForeachadditionalAPspentonthispower,youmay
chooseoneadditionalpersistentAspecttoapplytoyourclothing,armor,
orshield.EachactivationonlyallowsyoutoimbueoneAspect.Toimbue
the same item with multiple Aspects you have to activate this Power
multipletimes.
+1 (Shared Property): You can Imbue the armor or clothing worn, or shield
held,byanotherperson.



138
Chapter5Advantages

ImbueWeapon
SamplePowerAspects:SpiritBinding,CyberneticEnergyFieldGenerator
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Scene
RequiresaPowerSource
Youhavetheabilitytoimbueaweaponoryourownfistsandfeetwitha
specialproperty.WhenyoupurchasethisPower,selectapersistentAspect
thatdefinesthepropertyyoucanapply.
Sample properties include: Blessed (P), Flaming (P), Shocking (P), Armor
Piercing(P),Acidic(P),etc.
WhenyouspendaFPtoactivatethisPower,thatAspectisappliedtoone
weaponyouhold,forthedurationofthescene.
Modifiers
1(SelfOnly):YoucanImbueonlyyourownfistsandfeet.
1(MeleeWeaponsOnly):YoucanImbueonlymeleeweapons,andneveryour
ownfistsandfeetorrangedweapons.
1 (Ranged Weapons Only): You can Imbue only ranged weapons, and never
yourownfistsandfeetormeleeweapons.
+1 (Additional Property): For each additional point spent on this power, you
may choose one additional persistent Aspect to apply to your weapon.
EachactivationonlyallowsyoutoimbueoneAspect.Toimbuethesame
itemwithmultipleAspectsyouhavetoactivatethisPowermultipletimes.
+1(SharedProperty):YoucanImbueaweaponheldbyanotherperson.


InfluenceThoughts
SamplePowerAspects:PsychicTelepathy,MutantHypnosisRay
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Special
RequiresaPowerSourceandAffinityAbility
Youarecapableofdirectlyinfluencingthethoughtsofothers.However,to
usethisPower,youmustfirstbatteryourwaythroughyourtargetsmental
defenses.



139

When activated, you may make a single mental attack against your opponent
usingyourAffinityasafreeaction.ThetargetmayresistusinghisWillpower.If
your attack generates Spin, the target will not be aware of your attempt to
influencehim.Otherwisehesensesyourpresenceinhismind.
EachtimeyourmentalattackcausesthetargettotakeamentalConsequence,
you may implant some form of command into the targets mind. The target
suffering the Consequence will seek to perform this action to the best of his
ability.
AMinorConsequenceresultsintheabilitytoimplantasinglewordcommand,
such as Freeze or Kneel. The wording for this Consequence should be
somethinglikeInfluencedtoKneelandthetargetwilltrytoobeythecommand
untiltheendofthesceneoruntilhesuccessfullyresists.
A Major Consequence results in the ability to implant a simple sentence
command,suchasGostandinthecorner,orDroptheweapon.Thetarget
willtrytoobeythecommandforanhouroruntilhesuccessfullyresists.
ASevere(P)Consequenceresultsintheabilitytoimplantacommandconsisting
ofafewsentences.Thetargetwilltrytoobeythecommandfora24hoursor
untilhesuccessfullyresists.
An Extreme(P) Consequence results in the ability to implant a command
consistingofseveralsentencescapableofrelatingaseriesofsteps.Thetarget
willtrytoobeythecommandforaweekoruntilhesuccessfullyresists.
Thetargetmayattempttoresistanytimeheisforcedtotakeanactionthat
would itself cause him any sort of physical, mental or social stress; or by
spending a Fate Point. For example, if you were to influence him to shoot
himself, before pulling the trigger, hed get one chance to resist. To resist
the target must succeed on a Willpower roll against your Affinity. Once he
hassuccessfullyresisted,thementalholdisbrokenandthetargetneednot
continue to resist. Also, depending on how contrary the command is, in
regards the victims usual behavior, he may gain a bonus. For example,
causingthevictimtoleaveanareaheisguardingmaynotgrantabonus,but
causinghimtoharmalovedonemightgranthima+3,whileforcinghimto
commitsuicidemightgranta+5.
If the victim successfully resists, the Consequences he has suffered from this
PowerarereplacedbynewConsequencesthatrepresentthementaldamagehe
hasendured,butnotnecessarilyacompulsiontofollowacommand.
Remember that the target of this Power seeks to do as the attacker intends.
Thatis,hemaynotattempttoexploitloopholesinthecommand.
Modifiers
+1(PotentInfluence):YourmentalattackwhenusingthisPowerisconsidered
tohaveanEdgeRatingof+2.Eachtimeyouselectthismodifier,thatEdge
Ratingisincreasedbyanadditional+2.



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TheFragilityoftheMind
You may notice that Powers that allow you to affect the conscious
minds of others always require you to cause them Mental stress and
Consequences.Thisisbecause;nomatterhowgentlethetouch,psychic
manipulationisterriblydamagingtothevictim.
Even if you are trying to do something good, like using Mind Wipe to
help a person forget a terrible event, you are still tampering with the
wiringofthepersonsmind.Andthesentientmindisnotdesignedto
betamperedwithinsuchadirectmanner.

Insubstantial
SamplePowerAspects:GhostFormSpell,BodyofMist
BaseAPCost:6
Activation:FatePoint
ActivationTime:OneTurn
Duration:Scene
You may spend a Fate Point to somehow transcend the physical, making
your body and your equipment completely intangible for the rest of the
sceneoruntilyoudecidetoswitchback.
WhenyouactivatethisPoweryoumaynotpickuporinteractwithmaterial
objects in any way. You may walk through walls and travel through solid
objectsasifyoucouldfly,butyoucannotseethroughsuchobjects.Youare
effectivelyflyingblind.
Toothersyouappearghostlyandtransparent,andyoucannotbeharmed
by any physical force. However, you may interact with other insubstantial
entitiesorobjectsasiftheyweresolid.
Modifiers
2(VulnerabletoEnergy):Attacksfromenergiessuchaselectricityorfirecan
harmyouwhileinsubstantial.
1(Vapor):Youtaketheformofacloudofmistorvapor.Thisiseffectivelythe
sameasbecomingwhollyinsubstantial,butyoucannotmoveintoairtight
areasorthroughsolidbarriers.
1 (Vulnerable to Magic): Attacks from supernatural sources, such as magic
spellsormagicalweapons,canharmyouwhileinsubstantial.
+1(Materialize):RequiresPassive.YoumayspendaFPtobecometangiblefor
thedurationofthescene.Youmayswitchbacktobeinginsubstantialasa
freeaction,butitcostsanotherFPtomaterializeagain.
+2(Passive):YouarealwaysinsubstantialandneednotspendaFatePointto
activatethisPower.



141

Invisibility
SamplePowerAspects:InvisibilitySpell,TelepathicCloak
BaseAPCost:3
ActivationDifficulty:6
ActivationTime:SimpleAction
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Theabilitytobecomeinvisibleusuallyworksinoneoftwoways,telepathic
orcloaked.ChooseonewhenyoupurchasethisPower.
Telepathic:Telepathicinvisibilityistheresultofanactiveefforttocloudthe
subconscious minds ofthosearound you.They still see you, but youaffect
theirmindsinsuchawayastocausethemtoignoreyou.Infact,theywill
evengosofarastosubconsciouslyavoidyou,steppingoutofyourway,for
example,shouldyoutrytopassbythem.WhenyouactivatethisPoweryou
remaininvisibletothemindsofeveryoneyouencounterfortherestofthis
scene, or until deactivated. If you perform some overt action, such as
slamming a door or pushing someone, they may roll their Willpower
contestedbyyourAffinitytoseeyou.Themoreoverttheaction,thebigger
thebonustheGMmaygrantthem.
Also, with this form of invisibility, you still appear on video tapes and in
pictures.
Cloaked:Thistypeofinvisibilityworksbywrappingyourselfinsomesortof
cloakingfield,hidingyouinthevisiblespectrumoflightfortherestofthe
sceneoruntildeactivated.However,youmaystillbenoticedbyheatsensing
equipment,andyoudonotgainthebenefitofhavingotherssubconsciously
ignore you. But with this type of invisibility, you remain undetectable to
camerasandvideoequipment.
When activated, you gain a bonus equal to your Affinity +2 on all rolls to
avoiddetectionbysight.
Modifiers
+1 (Offered): Spend a Fate Point extend your invisibility (regardless of
type)toanumberofpeopleinthesamezoneequaltoyourAffinity,or
one object you can touch with a Size rating no greater than your
Affinity.
+1(Effortless):Insteadofrollingagainstanactivationdifficultytousethis
power,youneedonlyspendaFatePoint.However,insteadoftakinga
SimpleActiontoactivatethisPower,itrequiresafullturn.



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Chapter5Advantages

Leach
SamplePowerAspects:VampiresBite,NecromanticTouch
BaseAPCost:3
Activation:FatePoint
ActivationTime:Activateswithtouch,SimpleAction
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytodrawthelifeoutofanothertosustainyourself;this
maybesomethinglikeavampiresbiteoralifesappingnecroticray.
YourLeachattackrequiresyoutomakephysicalcontactwithyourtarget.
This is resolved as a normal physical attack, using your Agility (defended
againstbyAgility)totouchyourtarget.Ifyousuccessfullytouchyourtarget,
roll your Affinity as an attack against your target (who may defend with
Endurance).
Each time you cause the target to suffer a Consequence from your Leach
attack, you may automatically downgrade one of your own physical
Consequencesofalike(orlesser)type.SoifyouinflictaMajorConsequence
on your target, you may downgrade your own Major (or Minor)
Consequence. This downgrade works exactly like normal healing (see pg.
237).
Modifiers
+1(DeadlyLeach):WhenusingyourLeachPowertoattack,yourattackis
considered to have a Weapon Rating of +2. Each time you select this
modifier,thatWeaponRatingisincreasedbyanother+2.
+1 (Ranged): This Power works as above, but it can be used at range.
Instead of requiringyou to touchyour target however, you mustroll
Agilitytomakearangedattack.

Lifeless
SamplePowerAspects:Robot(P),Undead(P)
BaseAPCost:3
Activation:None
Youdonotage,youdonotneedtoeatordrink,nordoyouneedtosleep.
You are also immune to the effects of vacuum, poisons, disease and drugs
andthePowerAspectthatcomeswiththisPowerispersistent.



143

MachineSubmersion
Sample Power Aspects: NanoCybernetic Neural Interface, Technomancy
Spell
BaseAPCost:1
Activation:FatePoint
Youhavetheabilitytointerfacewithmachinesdirectlywithyourmind.This
might be with a cable attached at the base of your skull, or some sort of
mysticalorpsychicconnectionforgedbytouchingthemachine.
Onceactivated,yougaina+3bonusonrollstouseorhackacomputeror
computerizedmachine.
Remember that when dealing with machines,
WillpowerandSecurityservethesamepurposes.
Modifiers
+1/+0 (Wireless): Your link is wireless. Note that if
you already have a Computer Implant with
thewirelessmodifier,thisoneisfree.
+2 (Remote Control): You can overwrite the
programming of a machine you are
interfacing with, forcing it to obey your
commands. This works exactly like the
Influence Thoughts Power, but only
works on computerized machines.
However,mostmachinesdonotreally
haveamindoftheirownandwillnot
seektoresistyourcontrolonceyou
remotecontrolofthem.
+3 (Possession): Similar, but more
powerful than the Remote Control
option, your mind fully inhabits the body
ofthemachine.Thisallowsyoutocontrolits
physical form, but also grants full access to
itsdataandcomputingcapabilities.Thisworks
exactly like the Possession Power, but only
worksoncomputerizedmachines.







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Chapter5Advantages

Mindlink
SamplePowerAspects:TelepathicLink,HiveMind
BaseAPCost:1
ActivationDifficulty:4+1perpersonlinked
ActivationTime:OneTurn
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Youarecapableofforgingabidirectionaltelepathiclinkwithoneormore
people you can see for the rest of the scene. Roll your Affinity against an
activation difficulty of 4 +1 per person involved in the link (not counting
yourself).
Once the link is established, everyone connected can broadcast their
thoughtstoallotherswithasimpleactofwill.Notethatnotallthoughtsare
broadcast,justtheonesthecharacterintends.
AllparticipantsintheMindlinkmustbewilling.


MindProbe
SamplePowerAspects:MindProbingSpell,BuiltInBrainScanningModule
BaseAPCost:4
Activation:FatePoint
ActivationTime:OneTurn
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Youve learned how to delve the mind of another living being, sifting
throughitsthoughtsandmemoriesfortheinformationyouseek.Tousethis
Power,youmustfirstbetouchingyourtargetandthenactivateit.
When activated, you may make a mental attack against your opponent
usingyourAffinity,andthetargetmayresistusinghisWillpower(butsuffers
a2penaltyifunconscious).IfyourattackgeneratesSpin,thetargetwillnot
be aware of your attempt to influence him. Otherwise he senses your
presenceinhismind.
Ifyoufailtodealanystressonyourattack,yousufferanamountofstress
toyourrelatedStressTrackequaltothedifferencebetweenyourattackroll
andthedefendersdefenseroll.
Each time your mental attack causes the target to take a Mental
Consequence, you may discover one piece of information you seek. The
amountofinformationgaineddependsontheConsequencetaken.



145

AMinorConsequenceresultsinasinglewordanswertoaquestion.
AMajorConsequenceresultsinasimplesentenceanswertoaquestion,or
abitofsensoryinformationlikeamentalimage,asound,orevenasmell.
ASevereConsequenceresultsinananswerconsistingofafewsentences,
or the probing character may experience an entire scene the target was
presentforasifhehimselfhadbeenthere.
An Extreme Consequence results in the probing character learning just
about any fact the target knows or gains the ability to experience several
daysofthetargetslife.
Modifiers
+1(DeepProbe):YourMentalAttackwhenusingthisPowerisconsidered
to have a Edge Rating of +2. Each time you select this modifier, that
EdgeRatingisincreasedbyanother+2.
+1 (Ranged): You can use this Power at range instead of requiring touch.
TherangeratingisequaltoyourAffinity.



146
Chapter5Advantages

MindWipe
SamplePowerAspects:HypnoticGaze,TelepathicMemoryWipe
BaseAPCost:3
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Special
RequiresaPowerSourceandAffinityAbility
Youarecapableofremovinganotherpersonsmemories.However,touse
this Power, you must first batter your way through your targets mental
defenses.
When activated, you may make a mental attack against your opponent
using your Affinity, and the target may resist using his Willpower. If your
attack generates Spin, the target will subconsciously avoid attempting to
remember the things he has been made to forget. He will not attempt to
think about the missing memories and will only consider the matter if
promptedtobyanother.
Ifyoufailtodealanystressonyourattackyousufferanamountofstress
toyourrelatedStressTrackequaltothedifferencebetweenyourattackroll
andthedefendersdefenseroll.



147

Each time your mental attack causes the target to take a Mental
Consequence, you may remove some specific range of memory from your
victimsmind.
A Minor Consequence results in the ability to erase the events of a single
sceneoflittleimportancetothevictim.Thismeansthatyoucouldforcehim
toforgetwherehehidhisweaponscache;butyoucouldntmakehimforget
thelastfewmomentshehadwithhisdyingfather.
AMajorConsequenceresultsintheabilitytoeraseaboutadayoftime,or
youmightbeabletoeraseamemoryofascenethatwasimportanttothe
character.
A Severe Consequence results in the ability to remove a week or so or a
criticaldayinthecharacterslife.
An Extreme Consequence results in the ability to erase about a month of
timeorforgetaweekthatwasveryimportanttothecharacter.
Theamountofmemorieserasedmustbeasinglelumpoftimeperuse.
Thismeansthatwhileyoumaybeabletoerasetheeventsofadayfroma
characters mind, you could not erase twelve hours worth of time spread
overthecourseofamonth,takingonlyanhourortwoatatime.
TheeffectsofthisPowerarepermanentunlessthecharactersmemoryis
joggedbybeingexposedtoevidenceofaforgottenevent.Onceexposedto
thisproof,torecallamemorythathasbeenwipedthecharactermustspend
a Fate Point and succeed on a Reasoning roll against a difficulty equal to
yourAffinity.
Modifiers
+1 (Improved Wipe): Your mental attack when using this Power is
considered to have an Edge Rating of +2. Each time you select this
modifier,thatEdgeRatingisincreasedbyanadditional+2.
+1 (Memory Edit): You can replace the memories you remove with new
memories of your own creation. The memories should make sense
within the context of the time period and false memories that are
difficult to believe may grant the victim bonuses to recall his true
memoriesofthattime.
+1 (Selective Editing): Instead of a specific time period, you may remove
memories related to a specific person, place or thing. The defender
gets a bonus on his defense rolls based on how attached to the
person, place or thing he is. For example, making the victim forget
everytimehestoppedataparticularredlightmayoffernobonusto
defense rolls, yet he may be granted a +5 bonus on rolls to defend
againstanattempttomakehimforgethiswife.



148
Chapter5Advantages

Morph
SamplePowerAspects:PolymorphicBody,TransformationSpell
BaseAPCost:SeeBelow
Activation:FatePointeachtimeyouchange
ActivationTime:OneTurn
Duration:Permanentuntilyouchangeback.
RequiresaPowerSource
You can transform your body into some other creature (or swarm of
creatures!). You select this alternate form at the time you take this Power,
andmaynotchangeyourselectionthereafter.
Wheninyouralternateform,youpossessthePhysicalAbilities,senses,and
traits natural to that form while retaining your own Mental and Social
Abilities.Youalsogainthenewformsmethodoflocomotion,ifithasany.
However, while you also inherit the new forms physical Abilities, you still
havethesamenumberofstressboxesandmaytakeyourfullcomplement
ofConsequences.
When in your Secondary Form, you also gain all of the Aspects related to
thatform.
You may select this Power multiple times, each time selecting a different
alternateformtotakeon.
ThecostofthisPowervariesdependingonthealternateformyouselect.
See the chart below for costs, and Chapter 12 for the statistics for these
types of creatures. Keep in mind that these are just guidelines. While a
character may purchase the ability to change into a wolf and use a wolfs
stats,hisactualformcouldjustaseasilybeanylargedog.Andinthiscase,
theAspectthatthisPowerprovidesmightbeLargeDoginsteadofWolf.

CreatureFormCost CreatureFormCost
Fish 2 Wolf 3
Rat 2 SameSpecies/UniqueForm 3
Spider 2 FlockofBirds 4
Cat,House 2 Crocodile 4
Bird 3 SpiderSwarm 4
Shark 3 Tiger 4
Snake 3 WolfPack 5
Horse 3 Bull 5
RatSwarm 3 Bear 5



149

Same Species: You take the form of a different person, but of the same
species. You physical features can change dramatically, so long as you
maintain the same physical mass. You may even change sex! In regards to
yourPhysicalAbilities,whenselectingyouralternateform,addupthetotal
number of ranks in all of your Physical Abilities. Use those ranks to re
purchasethePhysicalAbilitiesofyouralternateform.
You may also elect to trade in up to three Ability ranks to add Specialty
Aspects,suchasGoodLooking.EachrankisworthoneSpecialtyAspect.
Forexample,ifallofyourPhysicalAbilitiesaddedupto8ranks,yournew
formwouldalsohave8ranksworthofPhysicalAbilities,thoughtheycould
be arranged entirely differently. Or your Physical Abilities may only have 5
ranks,butyoumayadd3additionalSpecialtyAspects.
UniqueForms:Whentakingonauniqueform,somethingtoocomplicated
toeasilyqualifyasoneofthecreatureslistedintheabovetable,youneedto
builditusingMorph,LinkedAdvantages,andsomeadditionalPowers.
First select one of the
forms that most closely
resembles your chosen
unique form. Now, using
Linked Advantage, you
can add other Powers to
build up to the desired
result.
So, for example, if you
wanttobeabletochange
into a large fire breathing
dragon,youmightneedto
take the Morph Power
anduseLinkedAdvantage
to add Body Weaponry,
Flight (for dragon wings),
Armor, Growth, Super
Strength and Power
Attack,Rangedforthefire
breath.





150
Chapter5Advantages

MorphLiving Modifier Duration


+0 OneRound
SamplePowerAspects:Mutagenic
+1 DurationofScene
Virus,PolymorphSpell
+2 AnHour
BaseAPCost:5
+3 ADay
Activation:FatePoint,Special
+4 AWeek
ActivationTime:Special
+5 AMonth
Duration:Special
+6 ThreeMonths
Requires a Power Source and
+7 AYear
AffinityAbility
+8 ThreeYears
You can transform the body of +9 ADecade
anotherlivingcreatureinmuchthe +10 Forever
same way you can transform
yourself with Morph. When you use this Power, you can transform your
victimintoacreaturefoundontheMorphlist,orsomethingverysimilar.You
may select the type of creature at the time this Power is used, and it may
varyeachtime.
To transform another, you must activate this Power while the subject is
within range. To activate this Power, you must spend a Fate Point and roll
your Affinity. This is an extended action, and you may perform a roll as a
simple action each turn. However, you must also spend a Fate Point each
turnyouroll.
Thedifficultyoftheextendedactionisequalto8+thetargetsEndurance
+adurationmodifier.
Modifiers for duration, which can be found on the accompanying table,
determinehowlongthevictimstaysinhisnewform.
Modifiers
1(Limited):Youmayonlychangeyourvictimsintoonespecificform,suchas
onlybeingabletochangethemintofrogs.
+1(MasterChanger):Yougaina+2bonusonrollstotransformanotherliving
creature.


Multiply
SamplePowerAspects:MutantReplication,DuplicationSpell
BaseAPCost:2
Activation:FatePoint
ActivationTime:OneTurn
You are somehow able to createmultiple copies of yourself in a localized
area, all sharing the same mind. Effectively,you become a Unit with a Size
ratingoneincrementgreaterthanyourcurrentSize.


151

Seepage394formoreonUnits,andguidelinesforchangingyourstatsas
youbecomeaUnit.YouretainthesamenumberofFatePointswhetheryou
areusingthisPowerornot.
Whenyouremergeintoasinglebody,yousufferthetotalamountofstress
you suffered as a Unit. So if you suffered 12 points of physical stress as a
Unit,whenyouremerge,yousuffer12pointsofphysicalstress(whichmay
causeyoutosufferConsequences).IfthismeansyouareDefeated,youmay
setthetermsofyourDefeat.
AttheendofthescenetheUnitmusteitherpaytheactivationcostagain
orremerge.ThemembersoftheUnitalldisappearexceptone,whichisnow
your individual character. Your character, as an individual, appears in the
locationthatismostcentraltoallthemembersoftheUnit,whichmustbea
safelocation.Youwouldntremergeandfindyourselfinapooloflavafor
example.Insuchcases,youdremergeatthenearestsafelocation,suchas
theedgeofthelavapool.
Modifiers
+1(SingleMinded):YoumusthavetakentheDuplicatemodifier.Whenyou
take Single Minded, both versions of your character share the same
memories at all times. This also means that both versions of your
charactersufferthesameMentalstress.
+2 (Selective Merger): When you remerge, one of your duplicates is
selectedtobethefocusofthemerger.Forexample,ifyoumultiplied,
and one of your duplicates took the elevator to the roof while the
others stayed in the basement, when you remerged, your character
couldbeontherooforintheplaceofanyoftheotherduplicateswho
remainedinthebasement.
+2(ArmyfromOne):YourSizeasaUnitisincreasedby+1.
+3(Duplicate):InsteadofbecomingaUnit,youspawnanexactduplicate
ofyourself,completewithaseparatemind.Youcanprettymuchjust
makeanothercopyofyourcharactersheet.However,bothversionsof
your character suffer the same Social stress. Once you remerge, the
singlecopyofyourememberstheexperiencesofbothoftheprevious
copies. And as with the Unit version of this Power, upon remerging,
yousufferthetotalamountofstressbothcopieshavesustained.The
durationforMultiplywiththismodifierischangedfromOneSceneto
OneDay.Tostaysplit,youmustspendoneFatePointperday.



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Chapter5Advantages

NightVision
SamplePowerAspects:EvolvedMutation,GeneEngineeredEyes
BaseAPCost:1
Activation:None
ThisPowerpermanently grantsyouthePerception Specialty AspectNight
Vision. This Aspect might be invoked to grant bonuses to see in darkened
areas, or may be compelled by the enemy when he flashes you with a
blindinglybrightlight.
Modifiers
+0(Activated):ThisPowerisactivatedwithaFatePoint.
+1(Adaptive):TheAspectassociatedwiththisPowerispersistent,butyoucan
switchthisPoweronandoffatwill.

Nullify
Sample Power Aspects: AntiMagic Field, Cybernetic Reality Solidification
Module
BaseAPCost:1
Activation:Seebelow
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
You have the capacity to nullify or dispel another characters Power. You can
onlyNullifyPowersthatcomefromthesamePowerSource,adirectlyopposing
PowerSource,oraverysimilarPowerSourcetheGMallows.
ThisPowercanworkinthreedifferentways:
Defend When attacked with a Power you can Nullify, you may elect to roll
yourAffinityAbilitytodefendinsteadofusinganormalAbilitysuchasAgilityor
Willpower.
Block You may spend a Fate Point to nullify powers directed at others by
using a block action (pg. 260), using your Affinity to determine your blocks
potency.OncetheFPisspent,andthepotencyoftheblockisset,itremainsfor
thedurationofthescene,oruntilovercome.
Attack Creatures comprised of, or held together by, the Power Source you
canNullifycanbeattackeddirectlywiththisPower.Youdestabilizeordissolve
thebondsholdingittogether,causingstructuralweaknessandoutrightdamage.
SpendaFatePointtomakeanattackrollwithyourAffinity,addingyourAffinity
again as a Weapon Rating. Your target may defend with Endurance or its own
AffinityAbilityifitisalsorelatedtothesamePowerSource..



153

Modifiers
+1(ImprovedNullification):ForeveryadditionalAPyouspendonthisPower,
yourAffinityisconsidered2higherwhenusingthisPower.
+1 (Deconstruction): Some powers create effects that are long lasting or are
notdirectattacks(suchaswithBarrierorusingControltocreateagolem).
Youcanattempttodeconstructtheseeffectswiththispower.Todoso,
you may spend a Fate Point to activate this Power, and then roll your
Affinity in an extended action (each roll requires a full turn). The target
difficulty is equal to three times the Affinity Ability of the person who
created the effect you are deconstructing. Each time you roll and fail to
meet the target difficulty, you suffer an amount of stress equal to the
differencebetweenyourrollandthetargetdifficulty.Thisstress maybe
becauseoftheeffortrequiredtodeconstructthetargeteffect,becauseof
some energetic backlash, etc. The type of stress you suffer should make
sense in regards to the reason you are suffering such stress, and is
ultimatelyuptotheGM.
+1 (Rebound): If you generate Spin when using this Power to defend against
another,youmaysendthatPowerbackagainstitssource.Forexample,if
yougenerateSpindefendingagainstaRangedPowerAttack,theperson
tryingtohityoubecomesthetargetofhisownattack.
+2(AntiPowerZone):YoucanspendaFatePointtousethisPoweronazone,
allowingyoutoautomaticallyattempttoblockallPowersfromthePower
Source you can affect entering the zone, such as Power Attacks. In
addition,rollstoactivateaffectedPowerssufferapenaltyequaltotwice
yourAffinity.IfthePowerisinsteadactivatedwithaFatePoint,youmust
paytwoadditionalFPtoactivatethosePowers.Ifacreatureiscomposed
ofamaterialstronglyassociatedwithyouraffectedPowerSource,suchas
a magical construct entering an antimagic zone, you may make a free
attackonthatcreatureeveryround.YouuseyourAffinity toattack,and
thecreaturedefendswithitsEnduranceorAffinityAbility.

PhotographicMemory
SamplePowerAspects:PerfectEideticMemory,DigitalStorageCapacity
BaseAPCost:2
Activation:FatePoint
ActivationTime:FreeAction
When you purchase this Power you permanently gain the Vault of Knowledge
(Knowledge)Aspecttorepresentmemoriesyouhaveobtainedoffcamera.
Inaddition,whenyouactivatethisPower,yougaina+4bonusonanyattempt
torememberafact,nomatterhowobscure.Inaddition,yourememberdetails
sovividlyyoucanperfectlyrecallanyimageyouveseenorsoundyouveheard.



154
Chapter5Advantages

Poison
SamplePowerAspects:SnakesFangs,KissofDeath
BaseAPCost:1
Activation:FatePoint
ActivationTime:FreeAction,partofanattack
Throughanaturalskinpenetratingattacksuchasabiteorclawstrike,youcan
spendaFatePointtodeliveraviciouspoisontoyourtargetasafreeaction.The
poisonhasaSubtletyof3andaPotencyof3.(Seemoreaboutpoisonsonpg.
285.)
Modifiers
+1(LethalDose):YoumayincreaseeitheryourpoisonsSubtletyorPotencyby
2.
+1(Touch):Youmayalsoadministeryourpoisonwithatouch.
+1 (Taint): You may target a consumable, such a piece of food or glass of
water.Anyonewhopartakesofthepoisonedsubstancebecomesaffected
byyourPoison.
+2(Ranged):Youmayadministeryourpoisonatrange,aspoisonspittleorthe
like.

Possession
SamplePowerAspects:GhostlyPossession,PsychicDomination
BaseAPCost:5
ActivationCost:FatePoint
ActivationTime:SimpleAction
Duration:Special
RequiresaPowerSourceandAffinityAbility
You are capable of directly entering and taking control of anothers body,
leavingyourownbehind(ifyouhaveone).
When activated, you may make a mental attack against your opponent using
your Affinity, and the target may resist using his Willpower (and gains a +2 if
conscious). If your attack generates Spin, the target will not be aware of your
attempttoinfluencehim.Otherwisehesensesyourpresenceinhismind.Ifyou
fail to deal any stress on your attack, you suffer an amount of stress to your
related Stress Track equal to the difference between your attack roll and the
defendersdefenseroll.
Yousuccessfullytakeoverthebodyofyourtargetwhenyouforcethemtotake
a Mental Consequence (a Minor will do). The original mind of the body you
possessislargelysuppressed,thoughyoumayspeaktelepathicallywithhimand



155

hemaystillsensetheworldthroughthebodyssenses.Butonceinpossession,
youcontrolthebodyofyourhostuntilitsuccessfullyresists.
Thetargetmayattempttoresistanytimehisbodyisforcedtotakeanaction
that would itself cause him any sort of physical, mental or social stress; or by
spendingaFatePoint.Forexample,hedgetachancetoresistifyouwereabout
towalkhispossessedbodyoffacliff,oruseittotrytokillhiswife.Toresist,the
target must succeed on a Willpower roll against your Affinity. Once he has
successfully resisted, the mental hold is broken and you are ejected from the
body. Also, depending on how strongly your host disagrees with your actions
while in control of his body, he may gain a bonus. For example, causing the
victimtoeatafoodhedoesntcareformaynotgrantabonus,butcausinghim
toharmalovedonemightgranthima+3,whileforcinghimtocommitsuicide
mightgranta+5.
If the victim successfully resists, the Consequences he has suffered from this
PowerarereplacedbynewConsequencesthatrepresentthementaldamagehe
hasendured.
Your own body (if you had one), falls into a catatonic state as long as you
possessanotherbody.Shouldthepossessedbodydie,oryouareejectedfromit
forcibly, you immediately suffer enough stress to cause a Mental Consequence
and instantly return back to your own body. You may also elect to end the
possessionwillinglyhoweverandsnapbacktoyourownbodyatanytime.
Each day spent in a stolen body requires you to reactivate this Power and
successfullyforcethemindthatinhabitedittotakeaConsequence,thoughyou
may continue tousethisPowertoattack theformerownersmind,evenafter
you have gained control. If the former owner of the body is ever mentally
Defeated,hisminddiesandyougainuncontestedcontrolofthebodyforaslong
asyouinhabitit.Shouldyouthenleavethebody,itbecomesbraindeadanddies
withinafewhours.
Modifiers
1 (Voiceless): When possessing another body, the original owner retains
controlofthebodysabilitytospeak.
+1(IrresistiblePossession):YourAffinityAbilityisconsidered2higherforthe
purposesofusingthisPower.
+1 (Functional Possession): When possessing another person, you still have
some limited control over your own body. You have the Distracted(P)
Aspectwheninpossessionofanotherbeing,whichcanhinderanyactions
youtrytotakewithyourownbodyortokeepyourvictimfromresisting
yourcontrol.
+1 (Merge): When possessing another body, your own body becomes
insubstantial and merges invisibly with the host body. Should the host
bodydie,bothyourmindandbodyareejected,withyourbodybecoming
tangibleonceagain.



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Chapter5Advantages

Postcognition
SamplePowerAspects:PsychicPsychometry,TimeMagic
BaseAPCost:4
ActivationDifficulty:8+SympathyModifiers(pg.123)
ActivationTime:FreeorSimpleAction,seebelow
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytoperceiveflashesofeventsfromthepast.
This Power works in two ways. First, you gain a Character Aspect called
Postcognitive.ThisAspectcanbecompelledbytheGMtograntyoupainfully
vividimpressionsofthepast.Likeanyothercompel,theplayermayrefuse
and reject the offered FP and glimpse into the past. However, should he
accept, the postcognitive flash assaults the users mind as a wave of
overpowering sensations. When this occurs, the GM may choose to roll an
attackagainstthecharactersmind.TheattackhasanEdgeRatingof+2and
thecharactermaydefendusinghisWillpower.
Suchacompelshouldmostoftenoccurwhenthecharacterentersaplace
whereterribletragedyunfolded.Likewise,itmayhappenthefirsttimethe
character touches an object that was somehow connected to a traumatic
event,likeamurderweapon.
TheseconduseofthisPowerisanintentionalattempttoseethepastasit
relates to a person place or thing. This is a more controlled use, usually
requiringatleastafewsecondsofquiettimetomeditate.Inthiscase,the
userrollshisAffinityagainstanactivationdifficultyequalto8+anyrelevant
sympathymodifiers.Seepg.123fortablesympathymodifiers.
Success means the character will get some impression of the past, failure
indicatesthatthePowerdoesnotworkandnoimpressionisreceived.The
GM should ask the player what he wishes to know about a specific person
place or thing. The more specific the question, and the better the roll to
activate,themoreaccuratetheinformationtheGMshouldrelateback.
For example, lets the PCs are investigating a murder scene and find the
murder weapon. The player of the Postcognitive PC wants to get an
impressionofwhathappened(anevent),andhowtheweaponwasused.So
he closes his eyes and gently touches the weapon, sensing for psychic
residueslingeringontheweapon.
Afterallsympathymodifiershavebeenfactoredinthedifficultytoactivate
is5(describedevent+5,atthelocation3,holdingthemurderweapon5).
He rolls his activation check and succeeds. Since he met the required
difficultyactivatethisPowerhegetsabriefglimpseofwhathappened.Inhis
mindseye,thecharacterseesthekillerraisethegunandshootthevictimin
thebackasshetriestofleeoutthefrontdoor.



157



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Chapter5Advantages

PowerAttack,Melee
SamplePowerAspects:MagicalTouchSpell,ImplantedEnergyWhip
BaseAPCost:2
ActivationDifficulty:4
ActivationTime:FreeAction(AttackorManeuverisaSimpleAction)
RequiresaPowerSourceandAffinityAbility.
Youarecapableofperformingsomekindofstrangemeleeattack,beita
touchthatrotsthefleshortheabilitytosummonaswordmadeofsolidfire.
You may select this Power multiple times, each time you may select a
differenttypeoftouchattack.
Regardless of the type of attack, the mechanics remain largely the same.
OncethePowerisactivatedyoumayrolltohityourtargetasasimpleaction
melee attack made with your Strength or Agility (your choice). The target
may defend with whatever Ability is most reasonable. Generally Agility will
be used to dodge physical or energy weapons, Endurance will be used to
defendagainstPowersthataffectivelybreakdownthebody,andWillpower
resistsattacksagainstthemind.
WeaponRating:YourattackhasaWeaponRatingequalto3+thesettings
Tech Level (see pg. 300 for more about Tech Levels). If the setting uses
multipleTLs,usethehighest.Certainattacks,suchasamagicdeathtouch,
maynotallowthedefendertoapplyhisarmorsArmorRating.Ifyoudecide
thatyourattackwillignorearmor,youdonotgettoaddyoursettingsTLto
yourattacksWeaponRating.
Maneuver:Likemanyothertypesofattacks,thisPowermayalsobeused
asaManeuvertoplaceanAspectoraperson,place,orthing.Seepage255
for more about Maneuvers. The types of Maneuvers you can perform
should, of course, relate to the type of attack you perform. So a rotting
touchmightbeusedtorotarope,puttingaRottenAspectonit,whichyou
couldcompelthenexttimeanenemytriestoclimbittomakeitbreak.
Modifiers
+0(Effortless):Insteadofrollingagainstanactivationdifficultytousethis
power,youneedonlyspendaFatePoint.
+1(ImprovedWeaponRating):TheWeaponRatingwhenusingthisPower
isincreasedby+2.
+1(Reach):Yourmeleeattackcanbeusedtoattackenemiesinanadjacent
zone.



159

+1 (Versatile): Your melee attack takes an additional form. You gain an


additional Power Aspect to go along with this Power (so a wizards
TouchAttackPowermighthavebothTouchofIceandShockingJoltas
Power Aspects). The mechanics of the Power remain the same for
both forms. It is only its Aspect and the way it is described that
changes. When you use this Power, decide at the time it is activated
which of thetwo forms your Melee Power Attack will take. You may
add additional forms to this Power, each time gaining a new Power
Aspectforit.
+2 (Persistent): Your Melee Power Attack continues to deliver stress to
your opponent each round. It could be some sort of corrosive acid
attack,amagicalfleshrottingspell,orsomesimilareffect.ThePower
Aspect you take with this Power should relate to that. When you
attack with this Power and your target suffers stress, he suffers an
additionalamountofstressonyournextturnequaltotheamounthe
sufferedfromtheinitialattack3.Eachroundthereafterhecontinues
suffering stress, though the amount suffered decreases by an
additional3eachturn.ThisPowercontinuestoinflictstressthisway
foranumberofroundsequaltothenumberofranksyouhaveinyour
AffinityAbility,thoughiftheamountofstressyoudealisreducedto0,
theeffectends.
+2(Repetitive):Onceactivated,youmayusethisPowerasmanytimesas
youdesireforthedurationofthescene.Anychoicesyoumustmake
uponusingthisPowerwhenactivatedpersistuntilitisactivatedagain.

SuperPowerAttack,Melee
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis
Power.ThesuperversionofthisPowerfunctionsexactlythesameasthe
normal version, but has a higher base AP cost in exchange for added
bonusestotheattacksWeaponRating.
ThefollowingchartliststheAPcostforeachclass,andthebonustothe
attacksWeaponRating:
Class BaseAPCost WRBonus
MetroClass 6 +5
WorldClass 8 +10
GalaxyClass 10 +15
CosmicClass 12 +20
InfinityClass 14 +25


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Chapter5Advantages

PowerAttack,Pulse
SamplePowerAspects:ExplosiveTelekineticRelease,MagicAuraofFire
BaseAPCost:3
ActivationDifficulty:4
ActivationTime:FreeAction(AttackorManeuverisaSimpleAction)
RequiresaPowerSourceandAffinityAbility.
Like Power Attack, Ranged with the Ranged Explosion modifier, you are
capableofattackingeverythinginanarea.However,withthisPower,theattack
emitsfromyouinalldirections,affectingeverythinginthezoneyouoccupy,but
notyourself.
ExplosiveRating:YourattackhasanExplosiveRatingequalto1+thesettings
TechLevel(seepg.300formoreaboutTechLevels).Ifthesettingusesmultiple
TLs, use the highest. Certain attacks, such as acidic clouds, may not allow the
defender to apply his armors Armor Rating. If you decide that your attack will
ignore armor, you do not get to add your settings TL to your projectiles
ExplosiveRating.
If you roll to activate this Power you may willingly decrease your Explosive
Rating, though this does not decrease the activation difficulty unless you take
theVariablemodifierbelow.However,ifyouactivatethisPowerbypayingaFate
Point,youmaynotwillinglydecreasetheExR.
Modifiers
1(AuraOnly):Yourpulsealwaysfunctionsasanaura.Itcannotbeusedasa
singleattack.
+0 (Effortless): Instead of rolling against an activation difficulty to use this
power, you need only spend a Fate Point. However, you may not also
selecttheVariableModifierdescribedbelow,andyoumaynotwillingly
reduceyourPowersExplosiveRating.
+1(Aura):InsteadofrollingtoactivateaPulsePowerAttack,youmayinstead
spendaFatePointtoactivatethepulseandleaveitonfortheduration
ofthesceneoruntilwillinglyturnedoff.WhenusingyourPulsePower
Attack in this manner, you automatically attack every creature in the
zone(s) your pulse affects every round. However, you suffer a 2 penalty
onyourattackrolls.
+1 (Expansive): You may target the zone you occupy, but also all zones
adjacenttoit.YoumaytargetazoneradiusequaltoyourAffinity,butyour
attacksExRsuffersa2penaltyforeverylayerofzonesyouaffect.For
example,ifyouhaveanAffinityoftwo,youcanusethisPowertoattack
the zone you are in and two more zones around you in every direction
expanding out from you in a widening circle. However, doing so would
reducetheExRoftheattackby2onthefirstrowofzonesand4onthe
secondrow.



161

+1(ImprovedExplosiveRating):TheExplosiveRatingwhenusingthisPoweris
increasedby+2.
+2(Persistent):Yourattackcontinuestodeliverstresstoyouropponenteach
round. It could be some sort of corrosive acid attack, a magical flesh
rottingspell,orsomesimilareffect,andthePowerAspectyoutakewith
this Power should relate to that. When you attack with this Power and
your target suffers stress, he suffers an additional amount of stress on
yournextturnequaltotheamounthesufferedfromtheinitialattack3.
Each round thereafter he continues suffering stress, though the amount
suffereddecreasesbyanadditional3eachturn.ThisPowercontinuesto
inflictstressthiswayforanumberofroundsequaltothenumberofranks
youhaveinyourAffinityAbility.
+1 (Variable): You may elect to increase or decrease the Explosive Rating of
this Power by 1 for every 1 you add or subtract from the Activation
Difficulty. You can change the Explosive Rating and Activation difficulty
eachtimeyouusethis Power,increasingordecreasingtheExRbydoing
thesametotheActivationDifficulty.Forexample,if your attacksExRis
usually +3, you may increase it to +5. But by doing so, the activation
difficultyforthisuseofyourPowerislikewiseincreasedby+2.
+1 (Versatile): Your attack takes an additional form. You gain an additional
Power Aspect to go along with this Power (so a wizards Ranged Power
Attack might have both Magic Fire Burst and Magic Acid Cloud as Power
Aspects).ThemechanicsofthePowerremainthesameforbothforms.It
isonlyitsAspectandthewayitisdescribedthatchanges.Whenyouuse
thisPower,decideatthetimeitisactivatedwhichofthetwoformsyour
attack will take. You may add additional forms to this Power, each time
gaining a new Power Aspect for it. The total AP cost of this Power is
increasedby+1foreachnewformadded.

SuperPowerAttack,Pulse
Super Hero Class characters can purchase a more powerful version of this
Power.ThesuperversionofthisPowerfunctionsexactlythesameasthenormal
version,buthasahigherbaseAPcostinexchangeforahigherExplosiveRating.
In addition, the number of zones affected by your Power is increased. The
chart lists the number of zones away from you that you can affect in all
directions.
The following chart lists the AP cost for each class, and the bonus to your
PowersExR:
ClassBaseAPCostExRBonusAdditionalZones
MetroClass 5 +3 +1zoneaway
WorldClass 7 +6 +2zonesaway
GalaxyClass 9 +9 +4zonesaway
CosmicClass 11 +12 +6zonesaway
InfinityClass 13 +15 +8zonesaway


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Chapter5Advantages

PowerAttack,Ranged
SamplePowerAspects:MutantLaserEyes,MagicalThrownFireball
BaseAPCost:2
ActivationDifficulty:4
ActivationTime:FreeAction(AttackorManeuverisaSimpleAction)
RequiresaPowerSourceandAffinityAbility.
You are capable of projecting some sort of unnatural ranged attack. You
mightthrowfireballs,spitacid,crushyourfoesmindwithapsychicassault,
shred the fabric of space your foe occupies, shoot laser beams from your
eyes,etc.SelectthetypeofattackyoumakewhenyoupurchasethisPower.
Itmaynotthereafterbechanged.
You may select this Power multiple times, each time you may select a
differenttypeofprojectileattack.
Regardless of the type of attack, the mechanics remain largely the same.
You roll to hit your target as a ranged attack made with your Affinity. The
target may defend with whatever defense is most reasonable. Generally
Agilitywillbeusedtodefendagainstenergyattacks,Endurancewillbeused
to defend against Powers that affect or break down the body, and
Willpowerresistsattacksagainstthemind.
WeaponRating:YourattackhasaWeaponRatingequalto1+thesettings
Tech Level (see pg. 300 for more about Tech Levels). If the setting uses
multipleTLs,usethehighest.
Certainattacks,suchaspsychicblasts,maynotallowthedefendertoapply
his armors Armor Rating. If you decide that your attack will ignore armor,
youdonotgettoaddyoursettingsTLtoyourattacksWeaponRating.
Ifyourollto activatethisPoweryoumaywillinglydecreaseyourWeapon
Rating, though this does not decrease the activation difficulty unless you
taketheVariablemodifierbelow.IfyouactivatethisPowerbypayingaFate
Point,youmaynotwillinglydecreasetheWeaponRating.
Maneuver:Likemanyothertypesofattacks,thisPowermayalsobeused
asaManeuvertoplaceanAspectonaperson,placeorthing.Seepage255
formoreaboutManeuvers.
The types of Maneuvers you can perform should, of course, relate to the
typeofattackyouperform.Theabilitytobreathefireforexamplemayallow
youtoplaceanOnFire!Aspectonanarea,whileyoucouldusetheabilityto
projecticetoplaceaSlipperywhenIcedAspectonasectionofthefloor.




163

Modifiers
+0 (Effortless): Instead of rolling against an activation difficulty to use this
power, you need only spend a Fate Point. However, you may not also
selecttheVariablemodifierdescribedbelow,andyoumaynotwillingly
reduceyourPowersWeaponRating.
+1 (Improved Weapon Rating): The Weapon Rating when using this Power is
increasedby+2.
+1 (Beam or Full Auto): You may use your Ranged Power Attack to perform
BeamWeaponorFullAutoWeaponspecialattacks(pg.263&277).Ifyou
doso,insteadofrollingPerceptiontoseeifyouareoverheatedoroutof
ammo,youmustinsteadrollEnduranceagainstthesamedifficulty.Ifyou
fail, you must spend the next round resting your Power. This functions
exactlylikeoverheatingaweapon.
+1(LongRange):Yourattacksrangeratingisincreasedby+3.
+1(Variable):YoumayelecttoincreaseordecreasetheWeaponRatingofthis
Powerby1forevery1youaddorsubtractfromtheActivationDifficulty.
YoucanchangetheWeaponRatingandActivationdifficultyeachtimeyou
usethisPower,increasingordecreasingtheWeaponRatingbydoingthe
same to the Activation Difficulty. For example, if your attacks Weapon
Rating is usually +3, you may increase it to +5. But by doing so, the
activationdifficultyforthisuseofyourPowerislikewiseincreasedby+2.
+1 (Versatile): Your attack takes an additional form. You gain an additional
Power Aspect to go along with this Power (so a wizards Ranged Power
Attack might have both Magic Fireball and Magic Lightning as Power
Aspects).ThemechanicsofthePowerremainthesameforbothforms.It
isonlyitsAspectandthewayitisdescribedthatchanges.Whenyouuse
thisPower,decideatthetimeitisactivatedwhichofthetwoformsyour
attack will take. You may add additional forms to this Power, each time
gaining a new Power Aspect for it. The total AP cost of this Power is
increasedby+1foreachnewformadded.
+1(ExpansiveExplosion):IfyouhaveselectedtheRangedExplosionmodifier
(next page), you may target a number of additional zones equal to your
Affinity. You suffer a penalty on your activation roll equal to the total
number of zones targeted. So if you target two zones, you suffer a 2
penalty.
+2(Repetitive):Onceactivated,youmayusethisPowerasmanytimesasyou
desire for the duration of the scene. Any choices you must make upon
usingthisPowerwhenactivatedpersistuntilitisactivatedagain.

Continuedonnextpage



164
Chapter5Advantages

+2(Persistent):Yourattackcontinuestodeliverstresstoyouropponenteach
round. It could be some sort of corrosive acid attack, a magical flesh
rottingspell,orsomesimilareffect,andthePowerAspectyoutakewith
this Power should relate to that. When you attack with this Power and
your target suffers stress, he suffers an additional amount of stress on
yournextturnequaltotheamounthesufferedfromtheinitialattack3.
Each round thereafter he continues suffering stress, though the amount
suffereddecreasesbyanadditional3eachturn.ThisPowercontinuesto
inflictstressthiswayforanumberofroundsequaltothenumberofranks
youhaveinyourAffinityAbility,thoughiftheamountofstressyoudealis
reducedto0,theeffectends.
+2 or +3 (Ranged Explosion): Instead of attacking a single target, you may
make an attack against everyone in a targeted zone. When attacking a
zone, the activation difficulty of this Power is increased by 2 and your
Powers Weapon rating instead becomes its Explosive Rating. If your
attack is always an explosion and may not be used to attack a single
target,theAPcostmodifieris+2insteadof+3.

SuperPowerAttack,Ranged
Super Hero Class characters can purchase a more powerful version of this
Power.ThesuperversionofthisPowerfunctionsexactlythesameasthenormal
version, but has a higher base AP cost in exchange for added bonuses to its
WeaponRating.
The following chart lists the AP cost for each class, and the bonus added to its
WeaponRating:
ClassBaseAPCost WRBonus
MetroClass 5 +5
WorldClass 7 +10
GalaxyClass 9 +15
CosmicClass 11 +20
InfinityClass 13 +25

If you have purchased the Ranged Explosion Modifier, you instead use the
chartbelow.InadditiontohavingahigherExR,thenumberofzonesaffectedby
your Power is increased. However, all affected zones must be adjacent to one
otheraffectedzone.

ClassBaseAPCostExRBonus AdditionalZones
MetroClass 7 +3 +1adjacentzone
WorldClass 9 +6 +3adjacentzones
GalaxyClass 11 +9 +6adjacentzones
CosmicClass 13 +12 +12adjacentzones
InfinityClass 15 +15 +24adjacentzones


165

Precognition
SamplePowerAspects:TarotCards,PsychicSensitivity
BaseAPCost:4
ActivationDifficulty:10
ActivationTime:FreeorSimpleAction,seebelow
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytoperceiveflashesofeventsfromthefuture,theexact
oppositeofPostcognition.
Like Postcognition, this Power works in two ways. First, you gain a
Character Aspect called Precognitive. This Aspect can be compelled by the
GMtograntyoupainfullyvividimpressionsofthefuture,oratleast,alikely
futurescenario.Likeanyothercompel,theplayermayrefuseandrejectthe
offeredFPandflashofinsight.However,shouldheaccept,theprecognitive
flashassaultstheusersmindasawaveofoverpoweringsensations.When
this occurs, the GM may choose to roll an attack against the characters
mind. The attack has an Edge Rating of +2 and the character may defend
usinghisWillpower.
Such a compel should most often occur when the character is about to
perform a very significant action, or when something bad is about to
happen.
The second use of this Power is an intentional attempt to see the future.
Thisisamorecontrolleduse,usuallyrequiringatleastafewsecondsofquiet
timetomeditate.Inthiscase,theuserrollshisAffinityagainsttheactivation
difficultyasnormal.
Success means the character will get some impression of the future. The
GMshouldasktheplayerwhathewishestoknowaboutthecomingevents.
The more specific the question, and the better the roll, the more accurate
the information the GM should relate back. The player should also keep in
mindthatthisisthemostlikelyfuture,butnottheonlypossibleone.After
all,theGMdoesntknowhowthedicearegoingtolandinfuturescenes,or
whatchoicestheplayerswillmake.Buthecangiveithisbestguess.
Forexample,letssaythePCs(allpolicemen)arestandingoutsidethedoor
ofthecriminalslair.Butbeforetheyburstin,theplayerofthePrecognitive
PC wants to get an impression of what will happen should they do so. He
tells the others to wait, closes his eyes, and opens his mind to the flow of
time.
He rolls his activation check and succeeds. Since he beat the required
difficulty to activate this Power, he gets a brief glimpse of what would
happenshouldtheyburstin,gunsblazing.
Continuedonnextpage


166
Chapter5Advantages

The GM alreadyknows that the criminals know the police are outside. He
alsoknowsthattheyareheavilyarmedandhavetakenuppositionsbehind
coverintheroom.Checkingthecriminalsstats,healsoknowsthatsomeof
themareaprettygoodshot.IfthePCsburstin,theyaredeadmeat.
SotheGMtellstheplayerthatinhismomentofinsightheseeshimselfand
his friends burst in, only to die in a hail of gunfire. The player, now armed
withthisknowledge,informshisteammatesthattheydbettersneakaround
andtrythebackentrance.

ReadEmotions
SamplePowerAspects:TelepathicSensitivity,CyberneticBrainScanner
BaseAPCost:2
Activation:None
ActivationTime:FreeAction
Duration:OneRound
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytosensetheemotionsofanotherthinkingcreature.As
a free action you may spend a Fate Point and roll your Affinity (Diff: 0) to
instantly become aware of what emotions (happiness, sadness,
apprehension,skepticism,etc.)yourtargetisfeeling.
The GM may place modifiers on the roll if the target is not of the same
speciesas thecharacterusingthis Power.For instance, a human using this
Poweronalizardmanmaysuffera3onhisAffinityroll,ora2ifusedona
dog.
UseofthisPowerplacesanAspectonthetargetrelatedtotheemotionhe
isfeeling.TheuserofReadEmotionswhodiscoversthisAspectmayinvoke
or compel it for free on the same round this Power is used. This Aspect is
veryfragileandwillgoawayiftheemotionthetargetisfeelingchanges.
Modifiers
1(AnimalEmpathy):YoumayusethisPoweronanimals,butonlyanimals.
YoustillsufferthepenaltytousethisPowerontargetsofadifferent
species.
+1(UniversalEmpathy):YoumayusethisPoweronanythinkingcreature
withoutpenalty.




167

ReadThoughts
SamplePowerAspects:ThoughtReadingSpell,Telepathy
BaseAPCost:2
Activation:FatePoint(Contested,seebelow)
ActivationTime:SimpleAction
Duration:OneRoundorScene,seebelow
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytolisteninonthecurrentthoughtsofanothersentient
creature. Spend a Fate Point and roll your Affinity contested against the
targetsWillpower.
If you succeed, you hear the targets next few surface thoughts in your
mind as if they were speaking them out loud. If you succeed and generate
Spin on your Affinity roll, you can hear the targets thought for the rest of
thescene.
Ifyoufail,youdonothearthetargetsthoughts.Ifyoufailandthetarget
generatesSpinonhisdefenseroll,hesensestheattemptedmentalintrusion
andknowsthegeneraldirectionfromwhichitcame.
The GM may place modifiers on the roll if the target is not of the same
species as the character using this ability. For instance, a human using this
Poweronagoblinmaysuffera2onhisAffinityroll.Youmustalsobeableto
speakthesamelanguageasthetargettounderstandwhatheisthinking.
UseofthisPowermayallowyoutodiscoveroneofthetargetsAspectsifit
is relevant to the situation and his current thoughts. The user of Read
ThoughtswhodiscoversthisAspectmayinvokeorcompelitforfreeduring
thefollowinground.ThisAspectmaybeveryfragilehowever,andcouldgo
awaydependingonthesituationsandhowitchanges.
Modifiers
+2(UniversalReading):YoumayusethisPoweronanythinkingcreature
withoutpenaltyandwithouttheneedtoshareacommonlanguage.
+1 (Mind Bridge): You need to spend a FP to activate this Power on a
willingtarget.
+1 (Sensory Link): When reading someones thoughts, you can also
perceivetheworldthroughtheirsenses.Forabriefmomentyoucan
seewhattheyseeandhearwhattheyhear.





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Chapter5Advantages

RepelCreature
SamplePowerAspects:CompelledbyFaith,AversionSpell
BaseAPCost:1
Activation:FatePoint
RequiresaPowerSourceandAffinityAbility
Youmayusetheforceofyourwill,thepowerofyourfaith,orsomeother
abilitytodrivecreaturesofacertaintypeoutofthezoneyouoccupy.
WhenyoutakethisPower,selectatypeofsupernaturalcreaturetorepel.
Common creatures repelled by this power are undead, spirits, demons,
elementalsofaspecifictype,etc.Livingcreatureswiththeabilitytopossess
others, such as some wizards or psychics, are considered spirits when in
possessionofanother.
To repel a creature, you roll your Affinity as a block action (see pg. 260).
ThecreaturemustrollitsWillpowertoresist.Ifitfails,itmustimmediately
retreatfromthezoneyouoccupy.Orifitcannot,itmustmoveasfaraway
fromyouaspossible.Onceoutsideoftheaffectedzone,itmustovercome
theblocktogetbackin.
Notethatinthecaseofapossession,youllmostlikelyneedtosomehow
restrain the body. Otherwise, the possessing creature can just move away
takingthebodywithit.Soyoullneedtorestrainitfirstifyouwanttoforce
thecreatureout.
NotethattheGMmayneedtoadjusttheAPcostofthisPowerdepending
ontherarityofthecreaturetoberepelled.Forexample,inaworldwhere
demonsareascommonashumanstheAPcostshouldbeabithigher.
Modifiers
+0 (Strenuous Repel): Repelling a creature is a stressful process for you.
Instead of spending a Fate Point to activate this Power, you need to
makeanactivationrollagainstadifficultyof4.
+1(PotentRepel):ForeveryadditionalAPyouspendonthisPower,your
Affinityisconsidered2higherwhenusingthisPower.
+1 (Additional Creature Type): For every additional AP you spend on this
Power,yougaintheabilitytoRepeloneadditionaltypeofcreature.
+1(DestructiveRepel):Eachtime,includingthefirsttime,thecreaturetries
and fails to overcome your block, it suffers an amount of physical
stress equal to the amount by which it failed. For example, if your
block potency is 5, and the creature attempting to enter your zone
rolls a total of 3 on its Willpower roll, it suffers 2 points of stress in
additiontobeingforcedtoleavethezone.



169

Regeneration
SamplePowerAspects:MutantHealingFactor,ImplantedMedibotFactory
BaseAPCost:2
Activation:None
Yourbodyhealsfromwoundsatanincrediblerate.Whenyoupurchasethis
Power,theamountoftimerequiredforaPhysicalConsequencetodegrade
toalowerseverityisreducedby1timeincrement.Seepg.295formoreon
timeincrements.
Forexample,normallyitrequiresaboutamonthtoreduceanExtreme(P)
Physical Consequence to Severe(P). However, if you have Regeneration, it
onlytakesaweek.
Modifiers
+1 (Limb ReGrowth): By spending one more AP on this Power, you also
gain the ability to regrow lost limbs. Once the Consequence
associatedwiththelossofthelimbhasbeenhealed,thelimbhasbeen
restored.

SuperRegeneration
Super Hero Class characters can purchase a more powerful version of
thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas
the normal version, but have a higher base AP cost in exchange for the
addedeffectsdescribedbelow.
MetroClassRegeneration(AP:4)Reducetheamountoftimeittakesto
healaConsequenceby2timeincrements.
WorldClassRegeneration(AP:6)Reducetheamountoftimeittakesto
healaConsequenceby3timeincrements,andyoucanreturntolifefrom
death. You can only be killed by disintegration, a severed head, or a
destroyedheart.
GalaxyClassRegeneration(AP:8)Reducetheamountoftimeittakes
to heal a Consequence by 4 time increments, and you can return to life
fromdeath.Youcanonlybekilledbydisintegrationoraseveredhead.
CosmicClassRegeneration(AP:10)Reducetheamountoftimeittakes
to heal a Consequence by 5 time increments, and you can return to life
fromdeath.Youcanonlybekilledbydisintegration.
InfiniteRegeneration(AP:12)Youhealallwoundsinasingleturnand
can only be killed by disintegration. And even then, if 10% of your body
masscanbecollectedyoucanreformandawakeinaboutaday.



170
Chapter5Advantages

Resistance
SamplePowerAspects:FireProofSkinCovering,ProtectionSpell
BaseAPCost:1
Activation:None
Youaresupernaturallyresistanttodamagefromonespecificsource,beit
fire,disease,orevenjustplainiron.
ThisPowerworkspassively,grantinganaturalArmorRatingwithnoneed
to activate it. The amount of armor provided depends on the rarity of the
damagesourceyouareresistantto.Seethetablebelowforguidelines:
CostArmorRating Examples
Common 2 Iron,Lead,Stone,Wood,etc.
Uncommon 4 Disease,Fire,Electricity,PsychicAttacks
Rare 6 Radiation,DeathMagic,etc.
Modifiers
+1 (Improved Resistance): The Armor rating provided is increased by the
initial value, effectively doubling (or tripling or quadrupling, etc) its
effectiveness.
+V (Immunity): You are simply immune to damage from your specified
source. The additional AP cost to gain this Modifier depends on the
rarityofthetypeofattackyouareimmuneto.Itis+5forCommon
attacks,+3forUncommon,and+1forRare.


Sense
SamplePowerAspects:PsychicAwareness,LocationSpell
BaseAPCost:Varies
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Scene
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytosensethelocationofobjects,energiesorsubstances
atadistanceof4+yourAffinityratinginzonesaway.(Orifexactdistances
arerequired,4+yourAffinityratingx10yardsaway.)Andnotonlydoyou
sensetheirpresence,butyoumaybeabletodiscernfactsaboutthem.
Yoursensitivityallowsyoudetermineyourtargetsdistancefromyouand
an estimate of how much there is. The GM may call for an Affinity roll,
treatingitmuchlikeaPerceptionroll,todeterminewhatkindsofdetailsare
available.



171

For example, the ability to detect water can allow you to determine how
much there is (Diff: 0) and with a good roll (Diff: 2), determine if it is
poisoned. An exceptional roll (Diff: 5) may even allow you to determine if
anycreaturesareinthewater,andifyes,howmany.
The ability to sense magic may allow you to sense objects cloaked in
invisibility spells or find hidden magic items. Good rolls (Diff: 2) may allow
youtotellhowpowerfulsomethingisorwhatamagicalitemdoes(Diff:4).
Whileanexceptionalroll(Diff:5)mayevengiveyousomehintatwhocast
themagic.
Theabilitytosenselivingcreaturesmighttellyouwhatkindofcreatureitis
(Diff:2)orhowhealthyitis(Diff:4).Onaverygoodroll(Diff:5),youmay
evengetasenseofwhatitsPhysicalAbilityratingsare.
TheAPcostofthisPowerdependsontherarityoftheobjectyouseek.See
thetablebelowforguidelines:
RarityAPCost Examples
Common 3 Water,Iron,etc.
Uncommon 2 LivingCreatures,Weapons,etc.
Rare 1 Magic,Ghosts,etc.
Note that the GM may increase the AP cost if you are able to sense very
valuableobjects,suchasgoldordiamonds.
AlsokeepinmindthatyourGMmayalreadyallowyoutouseyourAffinity
todobasicsensingofthingsrelatedtoyourPowerSourcewithoutrequiring
youtotakethisPower(seepg.91).
Modifiers
+1(ImprovedSensitivity):WhenusingthisPower,yourAffinityAbilityratingis
considered2rankhigher.
+1(LongRange):Multiplythedistanceatwhichyoucansenseobjectsby10.
2(LocateObject):Insteadofageneralsense,forabaseAPcostof2youcan
sensethelocationofaspecificobject.Todothis,youmustspendaFate
Point to activate this Power then succeed on an Affinity roll against a
difficulty set by your familiarity with the object. If you succeed, you can
sense the direction the object is in, and have a general idea of how far
away the person is. If you fail, you suffer stress and the Power does not
activate. The difficulty to locate an object is 5 + any relevant sympathy
modifiers.Seepg.123forthesympathymodifierstable.
3(LocatePerson):ThismodifieristhesameastheLocateObjectmodifier,
butcosts3APandcanbeusedtolocatespecificpeople.Thedifficultyto
dothisis6+anyrelevantsympathymodifiers.



172
Chapter5Advantages

Shapeshifting
SamplePowerAspects:MutantShapechanger,TransformationSpell
BaseAPCost:9
Activation:FatePointeachtimeyouchange
ActivationTime:OneTurn
Duration:Permanentuntilyouchangeback
RequiresaPowerSourceandAffinityAbility
You have the power to change your physical form at will, altering your
physical features, sex, species or becoming something altogether unique.
Whenyoudo,yougainanAspectthatdescribesyournewformsuchasWolf,
TableorGiantGreenMonster.Thisnewformcanbeanycreatureorobjectof
similarmassandcanbeaformthatiscompletelyunique.
Whenchangingtoanewform,addupthenumberofranksyouhaveinall
ofyourphysicalAbilitiesplusyourAffinityAbility.Youmaythenredistribute
theserankshoweveryouchooseasyoutakeyournewform.Soifyouadd
upallyourranks,andyougetatotalof32,youhave32pointstoredistribute
tobettermodelyournewform.(Thoughthemaximumrankyoucanhavein
asingleAbilitycannotexceedyourAffinityx3.)
You may also trade these ranks for temporary Advantage Points to
purchaseAdvantagesthatrepresentphysicaltraitssuchasBodyWeaponry,
Striking Looks, Flight (Wings), Armor, etc. You lose these temporary
Advantageswhenyouchangeform.
Whenchangingyourlookstoformadisguise,yougaina+4onDeception.
ThoughtheGMprobablyshouldntevenmakeyourollunlessyourobservers
knowtheyarelookingforashapeshifter.
Modifiers
2(ThemedShifting):Youmayonlytakeformsthatmatchuptoacertain
theme,suchasnaturalanimalsorhumanoidforms.
+1(ShapeshiftingMastery):ForthepurposesofthisPower,yourAffinityis
considered2rankshigher.
+1 (Mass Shifting): You may spend any extra physical Ability ranks on
shiftingyoursizeupanddown.Thishasnoeffectonyourcapacityto
resist physical stress, but you gain any other relevant benefits and
penalties based on your Size. For every two ranks spent, you can
changeyoursizebyonecategory.Seepg.289formoreonSize.



173

DoYourHomework!
SomePowers,suchasShapeshiftingandControlcanbeabitofachore
toimplementduringthegame.Youneedtoshiftalotofnumbersaround,
lookatotherAdvantages,andreallythinkaboutwhatyouaredoingtobe
effective.Thiscantakeuppreciousgamingtimeandleavesotherplayers
sittingboredwhileyoufigureoutwhatyouaredoing.
Toavoidthis,itisSTRONGLYrecommendedyouhavealotofthework
doneaheadoftime.Areyouashapeshifter?Ifso,cometothegamewith
five or six of your most commonly used alternate forms already worked
out.
This advice applies to any Power that requires you to make decisions
beforeyouuseit.HaveaplanforhowyouintendtouseyourPowersand
yourGMandfellowplayerswillthankyoufornotwastingtheirtime.

Shrink
SamplePowerAspects:ShrinkingSpell,MutantShrinkage
BaseAPCost:1
Activation:FatePoint
ActivationTime:SimpleAction
Duration:Scene
You are capable of decreasing your Size and mass. When you activate his
Ability,youdecreaseyourSizebyonecategory.Seepg.289formoreonSize
andhowitaffectsyou.
YoumightalsoconsiderLinkedAdvantageandWeaknesstobetterdefine
theeffectofyour Shrinking, such as using Linked Advantage to gain Super
Agility or Weakness to lower your Strength as you suffer from reduced
musclemass.
Modifiers
+1 (Decreased Size): For every 1 AP spent, decrease your Size by one
additionalcategory.
+2(Small):YouarealwayssmallanddonotneedtoactivatethisPower.It
isconsideredalwayson.





174
Chapter5Advantages

Sleepless
SamplePowerAspects:Robot,GeneEngineeredAugmentation
BaseAPCost:2
Activation:None
RequiresaPowerSourceandAffinityAbility
Forwhateverreason,yourbodydoesnotrequiresleep.
Modifiers
1 (Restful): While you do not need to sleep, your body still needs to rest for
about4hoursaday.Whileresting,yousuffera2penaltyonPerception
rolls.


SummonCreature
SamplePowerAspects:PsionicTeleportiveSnatch,MagicalSummoning
BaseAPCost:2+CreaturesHighestAbility
ActivationDifficulty:8+CreaturesHighestAbility
ActivationTime:SimpleAction
Duration:Scene(8hourswithFPexpenditure)
RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytocallsomeothercreaturetoaidyou,agenericcreatureof
acertaintype.WhenyouselectthisPower,youselectthetypeofcreatureyou
will summon. Both the AP cost of this Power and the activation difficulty are
basedonthechosencreatureshighestAbility.
When the creature is summoned, you may make an Affinity roll contested by
the summoned creatures Willpower. If you succeed, you may give the
summonedcreatureasinglecommandwhichitmustobeyforanumberofturns
equaltothedifferencebetweenyourAffinityrollandthecreaturesWillpower
rolltoresist.
If you generated Spin on this roll even after the creature is free of your
command,hestillwillnotattackyoudirectlyduringthisscene.Ifyoufailonyour
rolltocontrolthesummonedcreature,thecreatureisfreetoactasitchooses.
At the end of the scene or if the summoned creature is killed, it vanishes. By
spendingaFatePoint,yoursummonedcreaturecanremainfor8hours.
Modifiers
+1 (Master Summoner): For the purposes of using this Power, your Affinity
Abilityisconsidered2higher.
+1(StableMaster):Youmaysummononeadditionaltypeofcreature.Thecost
of this Power is always based on the most powerful creature you can
summon.



175

SuperAgility
SamplePowerAspects:MutantAgility,AgilityEnhancementSpell
BaseAPCost:SeeBelow
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero
topurchasethisPower.
Yougaintheabilitytobecomesuperagile,gainingtheAspectSuperAgile
whenthisPowerisactivatedaswellasthefollowingbenefits:
MetroClassSuperAgility(AP:6)
Attacking:WhenattackingwithSuperAgility,suchaswhenusingaranged
weapon or a melee weapon with the Deadly Grace Expert Advantage, you
addabonustoyourattackroll.
Thebonusyoumayaddis+5,ortwicetheWeaponRatingoftheweapon
youareusing,whicheverislowest.Ifyouareattackingunarmed,thebonus
canbeashighasdoubleyourStrengthor+5,again,whicheverislowest.
Nomatterhowaccurateorfastyouare,itshardtotakedownatankwith
aplasticknife.
Defending: When defending with Super Agility, your gain a +5 bonus on
yourdefenseroll.
Other Rolls: For other uses of Super Agility, such as initiative, jumping or
climbing,yougaina+3bonus.
Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper
heroes.ThehigherclassversionofthisPowerfunctionsexactlythesameas
theMetroclassversion,buthasahigherbaseAPcostinexchangeforadded
bonusestoyourrollswhenusingthisPower.
ThefollowingchartliststheAPcostforeachclass,andthebonusaddedto
your Agility rolls. The first is used for attack and defense rolls, while the
secondbonusisappliedtoothertypesofAgilityrolls.
Class BaseAPCost Bonus
WorldClass 8 +10/+6
GalaxyClass 10 +15/+9
CosmicClass 12 +20/+12
InfinityClass 14 +25/+15
Modifiers
+2 (Passive): Your Super Agility is always on, and you do not need to
activateit.



176
Chapter5Advantages

SuperEndurance
SamplePowerAspects:AlienDurability,SuperCyberneticReinforcement
BaseAPCost:SeeBelow
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero
topurchasethisPower.
You gain the ability to become super durable, gaining the Aspect Super
EndurancewhenthisPowerisactivatedaswellasthefollowingbenefits:
MetroClassSuperEndurance(AP:3)
StressBoxes:Forthepurposesofdetermininghowmanystressboxesyou
have in each row, your Endurance is considered 3 ranks higher. The added
stressboxesgrantedbythisPowerareaddedinfrontofyournormalstress
boxes, meaning stress is applied to the new stress boxes first. When this
Power deactivates, the additional stress boxes gained and any stress that
mayhaveaccumulatedinthem,arecleared.
Other Rolls: For other uses of Super Endurance, such as resisting poison,
yougaina+5bonus.
Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper
heroes.ThehigherclassversionsofthisPowerfunctionexactlythesameas
the Metro class version, but have a higher base AP cost in exchange for
addedbonusestoyourrollswhenusingthisPower.
ThefollowingchartliststheAPcostforeachclass,andthebonusaddedto
yourEnduranceforthepurposeofdetermininghowmanyadditionalstress
boxesyouhaveineachroworabonusonrolls:
Class BaseAPCost Bonus StressBoxes
WorldClass 5 +10 +6
GalaxyClass 7 +15 +9
CosmicClass 9 +20 +12
InfinityClass 11 +25 +15
Modifiers
+2(Passive):YourSuperEnduranceisalwayson,andyoudonotneedto
activateit.





177

SuperStrength
SamplePowerAspects:CyberneticAugmentation,MutantStrength
BaseAPCost:SeeBelow
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero
topurchasethisPower.
You gain the ability to become super strong, gaining the Aspect Super
StrongwhenthisPowerisactivated,aswellasthefollowingbenefits:
MetroClassSuperStrength(AP:4)
StressBoxes:Forthepurposesofdetermininghowmanystressboxesyou
have, your Strength is considered 2 ranks higher. The added stress boxes
granted by this Power are added in front of your normal stress boxes,
meaning stress is applied to the new stress boxes first. When this Power
deactivates,theadditionalstressboxesgained,andanystressthatmayhave
accumulatedinthemarecleared.
Other Rolls: This Power provides a Weapon Rating of +5 to unarmed
punchesandkicksoradds+5totheWRofmeleeweapons.Youalsogaina
+5bonusonallStrengthbasedManeuversandspecialactionsaswellasnon
conflict related Strength rolls. In addition, you are considered one Size
categorylargerforthepurposesofdeterminingyourliftingcapacity.Seepg.
289formoreonliftingcapacity.
Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper
heroes.ThehigherclassversionsofthisPowerfunctionexactlythesameas
theMetroclassversion,buthaveahigherbaseAPcostinexchangeforan
addedbonustotheWRofStrengthbasedattacksandfurtherSizeincreases
forthepurposesofdeterminingyourliftingcapacity.
ThefollowingchartliststheAPcostforeachclass,thebonusstressadded
toStrengthattacksandyourSizeincreaseforthepurposesofdetermining
yourliftingcapacity.
ClassBaseAPCostWR/Bonus StressBoxes SizeIncrease
WorldClass 6 +10 +4 +2
GalaxyClass 8 +15 +6 +3
CosmicClass 10 +20 +8 +4
InfinityClass 12 +25 +10 +5
Modifiers
+2(Passive):YourSuperStrengthisalwayson,andyoudonotneedto
activateit.



178
Chapter5Advantages

When/WhySuperAbilities?
You may be asking yourself, Why take Super Ability instead of just
increasing my Ability to really high levels? And thats a valid question. The
reasonistwofold.
Thefirstandmostsimplereasonisthat,atsomepoint,itbecomesacheaper
waytogetbetterwithanAbility.
Secondly,SuperAbilityexistsistoinsurethedicestillmatter.Ifyouhavea
Strength of 80, how often do you think the dice will impact your
performance? Likely not often. And when two super powered individuals
fight,andthedicedontmatter,theentireoutcomecanbeseenbeforehand.
Just look at their stats, do a little math, and you can see who the winner is
almostcertainlygoingtobe.
Super Abilities allow the GM and players to make characters with
phenomenal physical abilities, while retaining the random element dice
provide.
As a rule of thumb, if a character or creature is going to have a Strength,
AgilityorEnduranceAbilityhigherthan5,theGMshouldrequirethemtotake
a Super Ability instead. Though for mundane creatures, such as bears and
elephants, you might just allow them higher Strength for the sake of
simplicity.
Its also a good idea to take Super Abilities if there is ever a possibility of
losing your Powers. For example, lets say you have a character with Super
Strength,buthastheWeaknessthatheloseshisPowerswhenexposedtoa
certain rare element. In that case, its better to create the character with a
StrengthratingequaltowhathisStrengthwouldbewithouthisPowers,then
addSuperStrength.
SoUltraGuy,whocouldnormallyflipatankwithonehand,mayonlyhavea
Strengthratingof2.ButhealsohasGalaxyClassSuperStrength.

Telekinesis
SamplePowerAspects:PsionicMindoverMatter,MagicForceSpell
BaseAPCost:3
ActivationDifficulty:4+TelekineticStrength(seebelow)
ActivationTime:FreeAction
Duration:OneTurn
RequiresaPowerSourceandAffinityAbility
You have the ability to control objects at a distance, without physically
touchingthem,usinganinvisibleforce.
Eachactivationallowsyoutomanipulatetheobjectforoneturn.Youmay
attackbysmashingorcrushingyourtargetwithtelekineticforceorperform



179

maneuvers as if you were interacting with the target with a pair of giant
invisible hands. The Strength of the hands is determined when you
activatethisPower.AnditsAgilityisequaltoyourAffinity.
When you activate this Power, you must determine the Strength of your
Telekinesis.TheactivationdifficultyisequaltoyourTelekineticStrength+4.
For instance, if you want your Telekinetic Strength to be 3, then the
activationdifficultyis7.
AttacksmadebutstrikingwithyourTelekinesisaremadewithitsStrength.
Modifiers
1 (Visible Force): Your telekinetic force is visible to others. It appears as
translucent tendrils of glowing mist originating from you, or
somethingsimilar.
1(Effortless):Insteadofrollingagainstanactivationdifficultytousethis
power, you need only spend a Fate Point. However, your Telekinetic
Strengthisalways2.
+1 (Agile): Your Affinity is considered 2 higher for the purposes of
determiningyourtelekineticAgility,butnotforactivationrolls.
+1(Strong):YourTelekineticStrengthisincreasedby+2forfree.Youmay
alsotakethismodifierwithEffortless.

SuperTelekinesis
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis
Power. The super version of this Power function exactly the same as the
normal version, but has a higher base AP cost in exchange for an added
bonus to Strength rolls and an increase in your Size category for the
purposesofdeterminingyourtelekineticliftcapacity.
ThefollowingchartliststheAPcostforeachclass,thebonusstressadded
to telekinetic Strength rolls and your size increase for the purposes of
determiningyourtelekineticliftingcapacity.
ClassBaseAPCostBonusSizeIncrease
MetroClass 7 +5 +1
WorldClass 9 +10 +2
GalaxyClass 10 +15 +3
CosmicClass 12 +20 +4
InfinityClass 14 +25 +5



180
Chapter5Advantages

TeleportOther
Sample Power Aspects: Implanted Translocation Beam, Magical
TeleportationSpell
BaseAPCost:4
ActivationDifficulty:5+TargetsSize+SympathyModifiers(pg.123)
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
ThisPowerfunctionslikeTeleportSelf,butyoucanmoreeasilyaffectother
people or objects. To target an object or person you are touching, roll for
activation and apply the same penalties as for personal teleportation
dependingonwhereyouaresendingthepersonorobject.
Modifiers
+1(Ranged):Youdonothavetotouchanobjecttoteleportit.Youneedonly
seeit,anditmustbewithin1zoneperrankofyourAffinityAbility.Ifyou
are attempting to teleport an object out of another persons hand after
you have made your activation roll, you must also beat the target in a
contestedrollofyourAffinityvs.theirAgility.

TeleportSelf
Sample Power Aspects: Super Science Translocation Implant, Psionic
Teleportation
BaseAPCost:4
ActivationDifficulty:5+SympathyModifiers(pg.123)
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
You can instantly move from one location to another regardless of distance.
However, the more familiar you are with your target area, the easier it is to
teleportthere.Youmaycarrywithyouanyequipmentonyourbodyandasmall
objectineachhandoralargerobjectinbothhands.
Teleportedobjectsmaintainthesamevelocityanddirectionoftraveltheyhad
beforeteleporting.Soifyoujumpoffabuildingandteleportjustbeforeyouhit
the ground, you arent saved from the impact. Youll just splatter elsewhere.
Thoughteleportingoverwatermightbebetterthanimpactingagainstconcrete!
RollyourAffinitytoactivatethisPowerandapplythesinglemostappropriate
modifier from the sympathy modifiers table on page 123. If you succeed, you
instantly disappear from where you are currently standing and appear at your
chosenlocation.Ifyoufail,yousuffertheappropriatestressanddonotteleport.



181

Modifiers
1 (Line of Sight): Your teleportation is always limited by sight. You must be
abletoseeyourtargetlocationtoteleportthere.
+1(PrecisionTeleportation):Yougaina+2bonusonyouractivationroll.
+1 (Blink): The Activation time for this Power is a Free Action instead of a
SimpleAction.
+2(Versatile):Younegateyourvelocitywhenyouteleport.Andbyspendinga
FP, you can elect to maintain your velocity but change your direction of
travel.
+1(Offered):Youmaybringsomeotherpersonorobjectyoutouchwithyou
whenyouTeleport,butyousufferapenaltyonyourAffinityrollequalto
theobjectorpersonsSize+2.

TeleportationPortal
SamplePowerAspects:CyberneticWormHoleGenerator,RiftSpell
BaseAPCost:6
Activation: Extended Affinity roll, Diff: 10 + Sympathy Modifiers (pg. 123),
SimpleAction(Stress:MentalorPhysical)
ActivationTime:OneTurn
Duration:Scene
RequiresaPowerSourceandAffinityAbility
ThisPowerfunctionslikeTeleportSelf,butinsteadofsimplymovingyourselfor
anobjectinstantlytoanotherplace,youopenagatewaytoanotherplace.Once
opened,thegatewaylastsuntiltheendofthescene(oruntilyouwillitshut)and
anyone or anything can travel through it between locations. The doorway
openingcanbeaslargeasoneyard,bothinwidthandheight,perrankofyour
AffinityAbility.
To open a portal to another location, roll you Affinity to activate this Power,
modified by the same level of familiarity with the destination as with
Teleportation,Personal.
Modifiers
+1 (Gate Keeper): For the purposes of this Power, your Affinity Ability is
considered2higher.







182
Chapter5Advantages

Terrify
SamplePowerAspects:PsychicAnxiety,FearSpell
BaseAPCost:2
Activation:FatePoint
ActivationTime:SimpleAction,activatesasanattack
Duration:Scene
RequiresaPowerSourceandAffinityAbility
You have the ability to instill a sense of terror in your foes. Spend a Fate
Point and roll your Affinity as an attack against your target (with an Edge
ratingequaltoyourAffinityAbility).ThetargetmayresistwithWillpower.If
you succeed in forcing your target to take a Mental Consequence, the
Consequencetheytakemustsomehowrelatetotheirfearofyou.
Inaddition,youmayusethisPowertoperformaManeuver.Youmayroll
yourAffinitycontestedagainstyourvictimsWillpower.Ifyousucceed,your
target gains the
Anxious Aspect for
anumberofrounds
equal to the
differencebetween
your Affinity roll
and your victims
Willpowerroll.
You do not need
to spend a Fate
Point to activate
the Power when
using it this way and if you generate Spin on the roll to perform the
Maneuver;theAnxiousAspectlaststhedurationofthescene.
Modifiers
+1(Horrific):Gaina+2bonusonallrollstousethisPower.
+1(AuraofTerror):Youmayattackeverypersoninthezoneyouoccupyor
anadjacentzone.
+1(FearoftheUnknown):Thetargetneednotseeyou.Youneedonlybe
abletoseethetargetyourself.Inthiscase,Consequencesthetarget
takesshouldrelatetoamoregeneralsenseoffearinsteadoffearing
youspecifically.Also,ifthedefendingopponentgeneratesSpinonhis
Willpower defense roll, he senses that his emotions are being
artificiallymanipulatedandmayevensensethegeneraldirectionyou
areinwithanexceptionalsuccess.



183

ThermalVision
SamplePowerAspects:EvolvedMutation,CyberneticEyes
BaseAPCost:2
Activation:None
This Power permanently grants you the Perception Specialty Aspect
ThermalVision.ThisAspectmightbeinvokedtograntbonusestoperceivein
darkenedorobscuredareas,butmaybecompelledifwhatyouarelooking
forisroomtemperature.
Modifiers
+0(Activated):ThisPowerisactivatedwithaFatePoint.
+1(Adaptive):TheAspectassociatedwiththisPowerispersistent,butyoucan
switchthisPoweronandoffatwill.


Transmogrification
Sample Power Aspects: Magical Shapechanging,
MutantTransformation
BaseAPCost:4
ActivationDifficulty:FatePoint
ActivationTime:SimpleAction
Duration: Permanent, though you may undo
allchangesatwill.
RequiresaPowerSourceandAffinityAbility
You can transform your body at will, making
physicalalterationsonthefly.
When you activate this Power, you gain a number of transformation points
equaltoyourAffinity.Thesepointsmaybespentasasimpleactiontograntyou
immediate access to any other Power or Powers. These Powers are purchased
with your transformation points as if you had used Advantage Points. The
Power(s) gained must in some way relate to a physical transformation of your
body,suchasBodyWeaponrytogrowfangsorArmortogrowathickcarapace.
EachtimethisPowerisactivatedyoumaypurchaseadifferentPowerorsetof
Powerswithyourtransformationpoints.
Alternatively,insteadofselectingaPower,youcangainatemporarypersistent
Aspect such as Beastly Countenance(P) or Bugs Eyes(P). Such an Aspect is
consideredtobeworth2AdvantagePointsforthepurposesofthisPower.
Modifiers
+1 (Master of the Flesh): Your Affinity Ability is considered 2 ranks higher for
thepurposesofthisPower.



184
Chapter5Advantages

TransmuteMatterorEnergy
SamplePowerAspects:AlterationSpell,ImplantedTransmutationDevice
BaseAPCost:5
ActivationDifficulty:2+ModifierforMass+SeverityofChange
ActivationTime:SimpleAction
Duration:Permanent
RequiresaPowerSourceandAffinityAbility
You can transform nonliving or vegetable matter or energy into another
typeofmatterorenergy.
To transform matter or energy, you need only activate this Power while
within line of sight of your subject. To activate this Power, the character
mustrollhisAffinityagainstadifficultydeterminedbyaddingtogether2+a
modifierbasedontheamountofthematterchanged+amodifiersetbythe
degreeofchange.
Modifiersfortheamountofmatterchanged,orthedegreeofchange,can
befoundbelow:
Modifier ExampleofMass
+1 Coin
+2 CupofWater
+3 AChair
+4 Barrel
+5 PoolTable
+6 Car
+7 SmallHouse
+8 Airplane
+9 IndustrialComplex
+10 SmallTown

Modifier ExamplesofChange
+2 WatertoMilk,RocktoIron,HeattoLight
+4 WatertoWood,RocktoMilk,HeattoElectricity
+6 WatertoGold,RocktoAir,HeattoSound
+8 WatertoFire,RocktoElectricity,HeattoWater
YoucanusethisPowertoattackorperformaManeuver.Youmayattack
bytransforming thing airabovesomeoneto rock, transmuting thefloor to
fire, etc.When attacking,roll yourAffinity(with a Weapon Rating equal to
the settings TechLevel). The target may defend with whatever Ability
seemsmostappropriate.
Thedurationofthechangeispermanent.



185

Modifiers
1(Limited):Youmayonlychangeyourtargetinonespecificway,suchonly
beingabletochangethingsintostoneorsound.
+1(MasterTransmuter):YourAffinityAbilityisconsidered2higherforthe
purposesofusingthisPower.
+3 (Organic Transformation): You may transform living creatures in the
same way you can transform nonliving matter or energy. This works
exactly the same as Morph Living, but the end result can be inert
matter or energy. This places the victim into a form of suspended
animation until he is somehow changed back. The difficulty of the
extendedactiontochangealivingbeinginthiswayisequalto8+the
targets Endurance + a duration modifier (pg. 295) + a degree of
change modifier. Sample modifier for the degree of change can be
foundbelow:
Modifier ExampleofChange
+2 LivingHumantoWater
+3 LivingHumantoStone
+4 LivingHumantoAir
+5 LivingHumantoFire
If the object your victim is transformed into is destroyed, such as
shattering a character transformed into glass, or drinking a character
changedintowater,heiskilled.


WallWalker
SamplePowerAspects:SpiderLikeMutation,MagicWallCrawlingSpell
BaseAPCost:2
Activation:FatePoint
ActivationTime:FreeAction
Duration:Scene
YoumayspendaFatePointtobeabletocrawlonverticalsurfaces,oreven
ontheceiling,atyournormalmovingspeed.
You effectively gain a +20 bonus on rolls to climb, though the GM should
rarelyrequireyoutomakesuchrollssinceyoucanclimbmostanythingwith
littledifficulty.



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Chapter5Advantages

WeaponMastery
Sample Power Aspects: Magical Enhancement Spell, Implanted Computer
withCombatAssistProgramming
BaseAPCost:2
Activation:None
When you take this Power, you must select a specific type of weapon
(pistol,longsword,crossbow,etc.).YougainapersistentAgilityorStrength
Aspect (depending on which Ability you use to attack with your chosen
weapon)calledMasteroftheX(P)whereXisyourweaponofchoice.
You may select this Power multiple times, each time you may select a
differenttypeofweapon.

XRayVision
SamplePowerAspects:AlienSenses,CyberneticEyes
BaseAPCost:2
Activation:FatePoint
You may spend a Fate Point to be able to see through walls, clothing,
doors, etc. Generally you can see through 1ft of material, though this may
varydependingonthedensityofthematerial.Forinstance,youmayonlybe
abletoseethrough1inchoflead,but2feetofwood.
Also, when this Power is activated, you gain the persistent Aspect XRay
Vision(P).
If you also have one of the Insubstantial Powers, this Power can be
activatedforfreeanytimeyoubecomeinsubstantial.
Modifiers
+1 (Penetrating Gaze): Your gaze can penetrate one additional foot of
materialforeveryadditionalAPspent.



187

MetaPowers
ConditionalTrigger
BaseAPCost:SeeDescription
RequiresanyotherAdvantage
When you select this Power, you must associate it with any other
Advantage (Expert, Heroic or Power) you have already purchased. You
cannot activate the associated Advantage unless it is triggered by some
event.Whenthetriggeringeventtakesplace,youmustattempttoactivate
theassociatedAdvantageonyournextaction.
ByassociatingyourAdvantagewithaConditionalTrigger,youmayreduce
theAPcostofthatPower.Theamountreduceddependslargelyonthetype
ofeventrequiredtotriggertheAdvantage,andhowfrequentlythatslikely
tooccur.Regardlessofyourtriggeringevent,youmayneverreducethecost
of an Advantage below 1. The table below provides some examples of AP
costreductionsandsomefittingtriggers.
CostMod SampleTriggeringEvent
1 Charactermustattainanemotionalstate,suchasangerortotalcalm.
Must be exposed to a common material, such as water. Power only
works after some other action, such as an attack or Maneuver, is
performed.MustbeinjuredenoughtosufferaMinorConsequence.
2 Character must be injured, having taken a Major Consequence. Must
performsomerathercomplextask,suchasadance.
3 Charactermustbeexposedtoararematerial,suchasuranium,orhave
takenaSeverePhysicalorMentalConsequence.
Note that when triggering Advantages that dont normally have a limited
use or duration (such as most Expert and many Heroic Advantages), the
Advantage remains only for the duration of the scene in which it was
triggered.Oritmaypersistaslongasthecharacterremainsexposedtothe
stimulusthattriggeredit.
Also, some triggers may not make sense with some Advantages. For
example, you should not get a price break on Regeneration by taking a
Conditional Trigger that activates Regeneration only after being wounded.
RememberthattheGMalwayshasfinalsaysoonhowmuchanAdvantage
shouldcost.
Modifiers
+1(ControlledTrigger):YoumaychoosetonottriggeryourAdvantageon
the following round after the triggering event. Otherwise, the
triggeringisreflexiveorimpossibletoresist.



188
Chapter5Advantages

Control
SamplePowerAspects:MagicalControlofReality,PsychicMindbender
BaseAPCost:59(Seebelow)
ActivationDifficulty:BaseDifficulty(6TL)+ControlModifiers
ActivationTime:SimpleAction
RequiresaPowerSourceandAffinityAbility
Beitthroughmagicaltraining,psychicability,ordivinewill,youareableto
controlsomething.Itmightbeaspecifictypeofenergyormatter(suchas
fire, gravity, light, sound, earth or metal), slightly more abstract concepts
likedarknessortheweather,orbroadrangingconceptslikekineticenergy,
themind,orevenrealityitself.
The base AP cost of this Power dependson how prevalent the thing that
you control is, which is referred to as your domain. The table below
providessomeexamplesofsubstancesandcosts.
APCost SampleDomains
5 Fire,Earth,Air,Metal,Computers,Weather,etc.
7 KineticEnergy,Matter,theMind,Space,etc.
9 Reality
When you use Control, you must first roll for activation. The activation
difficultyissetbyaddinganymodifiersyouchoosetothebasedifficulty.The
basedifficultyisequalto6thecampaignsTechLevel.Ifthecampaignuses
multipleTLs,usethehighest.
YoumayelecttoincreasetheactivationdifficultyofthisPowerinexchange
for more potent effects. Just remember that the higher the difficulty, the
morestressyouarelikelytotake.Also,ifyoufailtomeetthebasedifficulty
onanactivationroll(thedifficultybeforeanyincreasesareadded),notonly
doyousufferthestressyouwouldnormallysuffer,butyourattempttouse
yourControlisactuallydisruptedandyoucantuseitthisround.
Forexample, lets sayyourbaseactivationdifficulty is3, and you want to
increasetheactivationdifficultyto6inexchangeforamorepowerfuleffect.
Ifyourollan8,youactivateyourControlandsuffernostress.
Ifyourolla4,youcanstilluseyourControlbutsuffer2pointsofstress.
Ifyourolla1,yousuffer5pointsofstressandyourControlfailstoactivate
altogether.
Alsorememberthattheabilitytocontrolyourdomaindoesnotnecessarily
allow you to create things from nothing. To control metal, there must be
metalnearbyforyoutocontrol.Thisiswhythedomainsthatareeffectively
everywherearemoreexpensive.
ThefollowingsectionsdescribehowControlcanbeusedtoperformsome
commonactions:



189

Attack
Dependingonyourdomainandyoursurroundings,youmaybeabletouse
yourcontroloveryourdomaintomakeattacks.Forexample,youmightuse
your control over fire to turn a cigarette lighter into a flame thrower, or
controlofthemindtounleashadevastatingpsychicbarrage.
To resolve any attack using your domain, you must first determine what
typeofattackyouareperforming(physicalormental).Thendecideonthe
attacksWeaponRating.TheWRisthenaddedtotheactivationdifficultyto
useControl.
Once activated, roll your Affinity to attack, and your target may defend
with whichever Ability seems mostappropriate. Generally Agility is used to
solid objects or bursts of energy, Endurance is used to fight off direct
assaultsonthebodysuchasdisease,poison,radiation,etc.,andWillpoweris
usedtoresistattacksagainstthemind.
RangedattacksgenerallyhavearangeratingequaltoyourAffinity,though
if your attack instead requires you to be in the same zone as your target,
reducetheactivationdifficultyby1.
An attack comes and goes in an instant, requiring only a simple action to
activateandmaketheattackroll.
AreaofEffect:Youmayelecttoattackeveryoneinsideazoneinsteadofa
singletarget.Whendoingso,increasetheactivationdifficultyofthisuseof
Control by +4. In addition, instead of adding a Weapon Rating, you add an
Explosive Rating. And as with a Weapon Rating, you add your Explosive
RatingtotheactivationdifficultytouseControlinthismanner.
PersistentAttack:Byincreasingtheactivationdifficultyby+4,yourattack
deals damage over time, such as with a slow burning acid. If you hit an
opponent with your attack and he suffers stress, each additional round he
suffersanamountofstressequaltotheamounthesufferedontheprevious
round 3. Once the amount of stress he suffers drops to 0, the attack has
ended.
So if your opponent suffers 7 points of stress with the initial attack, hed
suffer4thenextround,then1,then0.
IgnoreArmor:IfyouattackusingControlinsuchawaythatrendersyour
targets Armor Rating useless (such as a mental attack), increase the
activationdifficultyofthisuseofControlbyanamountequaltothesettings
TechLevel.IfyoursettingusesmultipleTLs,usethehighest.




190
Chapter5Advantages

Defense
OftentimesyouruseofControlmayallowyoutorollyourAffinityAbilityto
defendinsteadofoneofyourmundaneAbilities.Forexample,youmaybe
able to divert incoming projectiles with a current of air (substitute your
AffinityinsteadofdodgingwithAgility),ordisruptatelepathiccontrolspell
withyourownmasteryofmindmagic(substituteAffinityforWillpower).
Todothis,youmustrolltoactivateyourControl.Thisisafreeaction,and
youuseyourbasedifficulty.Onceactivated,youmayuseyourAffinityAbility
insteadofyournormalAbilitytoforasingledefensiverollthatturn.
Also,forevery+2bywhichyouelecttoincreaseyouractivationdifficulty,
yourAffinityisconsidered+1higherforthepurposesofthatdefenseroll.

Block
Thisisanyattempttohamperorstopanotheractionfromhappeningwith
Control. It works very much like a normal block action (pg. 260), but uses
yourAffinityAbility.
Onceactivated,youcanholdablockactionaslongasyouconcentrateon
holding it. Concentrating on a block is a supplemental action that requires
youtosuffera2penaltyonallotheractions(pg.261).
Ablockactionwillonlylastforaroundunlessheldwithconcentration.
Extended Coverage: By increasing the activation difficulty by +2, you can
extend your block to cover another person instead of yourself. For every
additional +2 added, your block covers another person (which can include
yourself).
Youblockmaycoveranentirezonebyincreasingtheactivationdifficultyby
+3.
Protection:Byrollingagainstyourbaseactivationdifficulty,youmaycreate
somesortofarmororshieldforyourself.Thisprotectionlastsforoneround
andprovidesanArmorRatingequaltoyourTL.Youmayfurtherincreasethe
AR by +1 for every +1 by which you increase the activation difficulty of this
useofControl.
Extended Duration: You may change the duration of your block or
protectiontolastthedurationofthescenebyspendingaFatePoint.

PerformManeuver
Add+2totheactivationdifficultywheneveryouwanttouseyourcontrolof
yourdomaintoplaceanAspectonyourself,atargetorazone.Thoughfor
especiallydifficultorcomplexManeuvers,theGMmayaddmorepenalties.



191

TheseAspectsaregenerallytemporary,andlasteitherforasingleroundor
untilthevictimcanremovethem.
WhenperformingaManeuverthatrequiresacontestedroll,onceControl
hasbeenactivated,yourollyourAffinityagainsttheirrelevantAbility.
YoumaychoosetoincreasetheactivationdifficultyforthisuseofControl
byanadditional+2togaina+1onAffinityrollstoperformtheManeuver.For
example, lets say you want to use your control of air to blow against the
oncomingogreinanattempttoplaceaStaggeredAspectonhim.Youdroll
your Affinity against his Endurance. And if you chose to take increase the
activationdifficultyofthisuseofControlbyanadditional+4,youdgaina+2
onyourrolltoplacetheAspect.
ForManeuversthatplacemorelonglastingAspects,increasetheactivation
difficultyby+2foreverytimeincrementgreaterthanaRound.
ForManeuversthatarenotdirectlyrelatedtocombat,suchascontrolling
theweathertocreateanAspectofThunderstorm,theGMmightallowyou
tocover multiple zonesor an entire city. Such a Maneuver should increase
theactivationdifficultyequaltotheSizeoftheareayouintendtoaffect.See
pg.289formoreonSizes.

Shape
DependingonwhatyouhaveControlover,youmaycauseenergyormatter
toshapeitselfintotheformyoudesire.
Whendoingthis,theactivationdifficultyisincreaseddependingonwhatit
isyouarebringingintobeing.
Suchobjectsonlylastuntiltheendofthescenebeforecrumblingbackinto
their original form or dissipating. For every +2 you choose to add to the
activationdifficultyofthisPower,increasethedurationofyourcreationby
onetimeincrement(pg.295).
Create:Youmayshaperawsubstancesintofinishedobjectswhichmaintain
their new shape for the duration of this use of Control. The activation
difficultyisincreasedbyanamountequaltotheSize(x2)+TLoftheobject
created,andyouneedtohaveenoughoftheappropriatematerialsonhand
toworkwith.
So if you wanted to turn a pile of destroyed cars into a new car, the
activationdifficultywouldbeincreasedby+8(TL4+Size2(x2)=8),andit
would last until the end of the scene unless the activation difficulty was
furtherincreasedtoextendtheduration.
If you have the capability to create something from nothing, increase the
activationcostby+2whendoingso.



192
Chapter5Advantages

For more complex creations, such as Power Items and creature


summoning, youll need to emulate the Craft Power Item or Summon
CreaturePower.SeebelowformoreonemulatingotherPowers.
Minion: You animate raw materials, causing them to take the form of a
creature capable of performing actions for you. You must have enough
matter on hand to create the minion, and the minion has an Aspect that
describesitsmakeupandshape,suchasEarthenHoundorManofFire.
Theminionhasthestatsofalesserspiritofatypebasedonthesubstance
youcancontrol.Itisnotanactualspirithowever,beinginsteadamindless
automaton fashioned from the base matter or energy you control. See pg.
116formoreonspirits.
The creature can take a number of Consequences equal to your Affinity
(maximum4)beforebeingdestroyed.
By increasing the activation difficulty of this power by +3, your minion
instead uses the stats of a standard spirit. For +7, it can use the stats of a
greaterspirit.
Tocreatesomeothertypeofminion,useControltoemulatetheSummon
CreaturePower.SeebelowformoreonemulatingotherPowers.

EmulateOtherPower
DependingonwhatitisyouControl,youmaybeabletoperformactsthat
very closely resemble another Power. For example, if you can control the
fabric of reality itself, you may be able to grow claws (Body Weaponry) or
seedistantlocations(Clairvoyance).
WhenemulatinganotherPower,usethefollowingguidelines:
ThetotalAPcostofthePowertobeemulatedmaynotbehigherthan
yourAffinity.Forexample,ifyourAffinityis4,thetotalAPcostofthe
Poweryouwishtoemulate(includinganymodifiersyoumayaddtoit),
mustbenogreaterthan4.
WhenemulatingaPoweryoudecideonallthefactorsofthatPoweras
if you were purchasing it with Advantage Points. You may select any
modifiers, but you may not use any MetaPowers (Limitation, Linked
Advantage,etc.).
YoumaynotemulateaPowerifitwouldprovideabetterresultthanif
simplyusedControl.Forexample,youmaynotemulateRangedPower
Attack instead of simply making an attack with Control, or Armor
insteadofcreatingprotection.
As a general rule, Control should never offer a more powerful or
efficientresultthanadedicateduseofasinglePower.



193

TheactivationdifficultyisequaltotheactivationdifficultyofthePower
tobeemulated,plusthebasedifficultyofControl.SoifyourControlhas
abasedifficultyof2,andyouwantedtoemulateAstralDoorway(which
hasanactivationdifficultyof10),theactivationdifficultyforthisuseof
Control would be 12. If the Power to be emulated activates with the
expenditureofaFatePoint,thePowerisinsteadconsideredtohavean
activation difficulty of 4. If the Power does not require a roll or FP to
activate, add the Powers AP cost (x2) to Controls base activation
difficultytogetthefinalactivationdifficulty.
RegardlessofthePowerthatisemulated,itusesthesameAffinityand
PowerSourcethatisassociatedwithyourControl.
ThedurationofanemulatedPoweristhesameasitnormallyisforthat
Power. If the Power normally doesnt have a limited duration, it has a
duration of Scene when emulated. This may be changed to a whole
daywiththeexpenditureofaFatePoint.

FocusedControl
YoumayspendaFatePointandelecttospendadditionalroundsdrawing
in energy, shaping your effect, fine tuning your creation, etc. When doing
this, you effectively turn your activation roll into a short extended action.
Butifyoustopearlyoraredistracted,youmayreleaseabacklash.
During the first round, state your intended effect and set the activation
difficulty by defining the parameters of this usage of Control. Now, as a
simple action, spend a FP and roll for activation. If you fail to meet the
activation difficulty, you do not suffer stress. However, you also do not
activateyourPower.
Onthefollowingroundyourrolltoactivateagain,addingtheresulttothat
ofthepreviousroundinhopesofmeetingtheactivationdifficulty.Oncethe
activationdifficultyismet,yourPowerisactivated.
ByspendingadditionalFPs,youmaycontinuetobuildupyoureffectover
multiplerounds.However,oncethedifficultyisset,itcannotbechanged.If
youfailtopaytheFPcostordonottakethetimetomakeanactivationroll,
youimmediatelylosecontrolandsufferabacklash

Backlash:Ifyoufailtotakethesimpleactiontocontinuefocusingonyour
Controleffect,failtopaytheFP,orgetdistracted,yousufferanamountof
stress equal to the difference between your accumulated total and the
difficultyyouhaveset.Thisiscalledbacklash.
Thestresssufferedshouldberelativetotheeffectyouintended.Soifyou
weredrawinginenoughpowertounleashamassivefireball,thestressyou
suffercomesfromeitheranexplosionoffirecenteredonyouorthestress


194
Chapter5Advantages

of containing it. Or if you were attempting some complex mental


manipulation,itmaybacklashasaninstantandterribleheadache.
However, by spending a Fate Point, you may choose to release some of
thatstressintotheworldaroundyouinsteadoftakingitallonyourself.You
must suffer at least half (round up) the total amount of stress yourself.
However,youmayunleashtherestasanattackoneveryoneinthezoneyou
occupy, enemies and friends. This attack is resolved as an attack with your
Affinityplusabonusequaltotheamountstressyouchosenottoabsorb.
So,ifaparticularuseofControlhadadifficultyof16,andyoufailedtopay
the FP after having only accumulated an activation total of 5, you would
sufferabacklashof11pointsofstress.Youmaychoosetosufferall11points
yourself, or spend a FP and only take 6 stress. The other 5 stress is
transformed into an attack against everyone in the zone you occupy. This
attackisresolvedasanattackwithyourAffinity,plusa+5bonus.
Ifyouareattackedwhilefocusing,youmustmakeaWillpowerrolltoavoid
losingcontrol.Thedifficultyisequaltotheamountofstressyousuffered.If
you fail, its as if you refused to pay the FP to focus on your Control that
round,forcingyoutosufferabacklash.
Otherthings may distractyouas well,such as aloud noise or the sudden
appearance of a hated foe. In such cases, the GM may call for a Willpower
rollandsetanappropriatedifficulty.
For example, let's say you need to perform a very powerful use of Control.
Youdeterminewhatitisyouwanttodoandsetthedifficulty.Inthiscase,let's
assumeitis14.So,inthefirstround,youmakeyouractivationrollandgeta4.
You're not there yet, so you can spend a FP and roll against next round. On
your next round, you get a total of 5, for a total of 9 towards your stated
difficultyof14.
Now,youmaydecidetospendanotherFPandtryagainonyournextturnor
stopandsuffer6pointsofstressfromthebacklash(149=6).
Let'ssayyouspendtheFPandrollagainnextround,gettinga6.Nowyou've
got what you need to overcome the set difficulty and may now release your
mightypower.
Hadyounotdecidedtocontinue,orhadyoubeeninterrupted,youcouldhave
electedtosuffer6pointsofstress,orsuffer3andunleashtherestasanattack
oneveryoneelseinthezoneyouoccupy.



195

RitualControl
By taking the time and effort to carefully prepare a use of Control over
several minutes or hours, you can perform more powerful effects with no
chanceofbacklash.AndyouneedonlyspendoneFPinsteadofoneperroll.
Thisusuallytakestheformofmeditation,sacrifices,burningincense,etc.
The more time you spend, the more powerful the effect. For every hour
spent performing the ritual add a +2 bonus to your activation roll. If your
Affinityisgreaterthan3,youinsteadgaina+1every10minutes.Nomatter
howmuchtimeyouspendhoweverthemaximumbonusallowedisequalto
yourAffinity.
Sacrificecanbeanimportantpartofanyritual.ByinflictingConsequences
on yourself or others, you can gain a bonus on your activation roll. The
bonusgrantedis+3forMajor,+6forSevere(P),+9forExtreme(P)and+12
forDefeated(P).TheDefeatedresultrequiresthedeathoftheparticipant.
Qualityritualcomponentscanhelpdirectenergiesandyourfocus.Youmay
spendaFatePointanddetermineaCostforyourritualcomponents.Ifyou
thenpurchasethecomponentsatthatCost(seepg.26formoreonbuying
things), you gain a bonus on your activation roll equal to the Cost of the
components.Ifyoufailtomakethepurchase,youdonotgainabonus,and
yourFatePointwaswasted.
Modifiers
1(InabilitytoFocus):Youmaynotspendadditionalroundstofocusonause
ofControl.
1(NoRituals):YoumaynotutilizetheritualoptionofControl.
2 (Rote Reliant): Rotes (see below) do not grant you a bonus on your
activationroll,andyousuffera2penaltyonanyuseofControlthatyou
donothaveaRotefor.
3(RoteDependent):Rotesdonotgrantyouabonusonyouractivationroll,
andyoucannotuseControlunlessyouareusingarote.Youmaynotalso
taketheRoteReliantmodifier.
5 (Reality SubDomains): You may only purchase this modifier if the domain
youcontrolisrealityitself.Foryou,realityisdividedupintodifferentsub
domains which you have different degrees of control over. Select a
different Affinity Ability for each subdomain of reality. The subdomains
youmaypickfromaredeterminedbyyourGM.GenerallytheseareMind,
Body, Forces, Matter, Space and Time. However, some GMs may break
themdownintothemessuchasAnimalsorWeather.
+2 (Summon From Nothing): You are able to summon the subject of your
Control from nothing, such as creating fire when no fire was previously
present.Noticethatsomedomains,suchascontrolofreality,allowyouto
do this already. And some domains, such as air or gravity, are almost
alwayspresentanyway.


196
Chapter5Advantages

Rotes
When you take the Control Power you should sit down and work up
several different uses of Control that you think you might want to use.
Takethetimetothinkthingsthroughaheadoftimesoyoudonttakeup
toomuchpreciousgametimetryingtopiecetogetherhowyouwantto
useyourControlonthefly.
IftheGMallows,youcanpurchasetheseprepreparedusesofControlas
Rotes.RotesrepresentaveryspecificuseofControlthatyourcharacter
uses on a regular basis, sort of a signature effect that he has become
especiallygoodat.
This is a pretty simple process. Just work out the details of that use of
Controlaheadoftime,definingthespecificsoftheRote.
WhenyoufirstpurchaseControl,yougainanumberoffreeRotesequal
toyourAffinity.AdditionalRotescost5XPeach.
Thebenefitofcreating and purchasinga Rote, aside from being a time
saveringame,isthatitreducestheactivationdifficultyofthatspecificuse
ofControlby2.

CraftPowerItem
SamplePowerAspects:MagicalAlchemy,SuperScientificInvention
BaseAPCost:1
Activation:FatePoint(Special)
RequiresaPowerSourceandAffinityAbility
Power Items are special items that grant the user the ability to use some
sort of Power, they might be magical, or the product of superadvanced
technology.
The creation of a Power Item requires you to collect the necessary
materialsandthenperformseveralritualsthatincludeexposingtheitem
to certain ritual components, rare minerals, ultrahigh tech development
processes, etc. In addition, the item may require the engraving of intricate
runes,thesettingofgemstones,oranynumberofothersuchtasksbefore
theitemiscomplete.
In game terms, the creation of the item is an extended roll against a
difficultydeterminedbythePowerLeveloftheitemyouwishtocreate.
ThefirstthingyouneedtodoisdeterminetheitemsPowerLevel.Seepg.
337forguidelinesregardingPowerItemsandtheirPowerLevels.
Once you have determined what you want the item to do, and what its
PowerLevelis,youcanstartcraftingit.



197

To craft the item, you spend a Fate Point and roll your Affinity Ability
(combinedwithyourCraftAbility).Whilethephysicalalterationstotheitem
are important, far more important and difficult to produce are the
manipulations of energy or technology required to imbue the item with
power.
Each roll requires 2 hours, and after 8 hours of effort, your rolls will be
restrictedbyyourEndurance.Thetargetdifficultytocreatetheitemisequal
toitsPowerLevelx10.
Youmaydecidetostopcraftingforthedayandstartagainlater,butyou
mustpaytheFPcosttoactivatethisPowerbeforeyougetstartedagain.
In addition to the crafting efforts, you must also be able to afford the
necessary materials. Each time you make a craft roll you must also make a
ResourcesrollagainstadifficultyequaltohalftheitemsPowerLevel.Ifyou
everfailoneoftheserolls,youreffortsareputonholdforanumberofdays
equaltotheitemsPowerLeveloruntilyousomehowcomeintosomeextra
funding.
Note that if you are using the optional Wealth Stress rules (pg. 242), you
insteadsufferanattackagainstyourWealthStressTrackwithabonustothe
attackrollequaltohalftheitemsPowerLevel.
A proper Facility, like a magical lab or hightech work shop, can grant a
bonus on both the crafting and funding rolls. See pg. 273 for more on
Facilities.
IftheGMallowsyoutocreateanitembetweengamesessions,theamount
ofFPspentinmakingtheitemisdeductedfromyourRefreshatthestartof
thenextgamesession.
Modifiers
+1 (Master Craftsman): For every additional AP spent on this Power, you
gaina+2bonusonrollstobothcraftandfundyourcreations.
+3 (Power Charge): You have the ability to instantly charge an item with
powerthatlastsforthedurationofthescene.ThiscostsaFatePoint
and requires an Affinity roll against a difficulty equal to the items
temporary Power Level x 2. If you succeed on the roll, the item is
createdwiththePowersyoudesire.Ifyoufail,theitemisstillcreated,
butyousufferanamountofstressequaltotheamountbywhichyou
failed.TheStressTrackthestressisappliedtoisdeterminedwhenthe
itemischarged.



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Chapter5Advantages

Limitation
SamplePowerAspects:DefinedbyPowerAspectsofassociatedPower(s)
BaseAPCost:SeeBelow
Activation:None
Select one other Power you already have. That Power becomes limited in
someway,reducingitsAPcostattheexpenseofbecomingmoredifficultor
inconvenient to use. You may select this Power multiple times, each time
adding new Limitations to the same Power or adding new Limitations to
differentPowers.
RegardlessofitsLimitations,thecostofaPowercanneverbereducedby
morethanhalf(rounddown)orlessthan1.
APCost
Modifier SampleLimitations
1 TheactivationdifficultyofyourPowerisincreasedby+4orcostsan
additionalFatePoint.
ReducetheWeaponRatingofyourPowerby2.
One of your Powers takes the form of a physical object, like a high
techgadgetorenchanteditem.(NotethattheGMshouldprobably
refund the Player the Advantage Points of an item that is lost
forever.)
You Power is limited in some minor way appropriate to the Power,
suchasnotbeingabletoattackdirectlywithControl.
Your Power only works once per scene. (May not be taken with
Rituals or Powers that last the duration of the scene when
activated.)
2 You must both roll to Activate your Power (with an activation
difficultyof4)andspendaFatePoint.
APowerthatnormallyhasnoactivationcostrequiresyoutospenda
FatePointtoactivate.
Your Power only works once per day. (May not be taken with
Rituals.)
YournormallyrangedPoweronlyworksontargetsyoutouch.
You Power is limited in some major way appropriate to the Power,
suchasbeingunabletocontrolsummonedcreaturesthatmightbe
hostiletoyou.
3 EachtimeyouuseyourPower,yousufferenoughstresstoforceyou
totakeaConsequence.
YourPoweronlyworksoncepergamesession.
TheactivationdifficultyofyourPowerisincreasedby+8orcoststwo
additionalFatePoints.



199

LinkedAdvantage
SamplePowerAspects:DefinedbyPowerAspectsofassociatedPower(s)
BaseAPCost:TotalcostofallAdvantagesinthebundle,+1perAdvantage
Activation:Seebelow
RequiresoneotherAdvantage
You may bundle one or more of your Advantages together. All the
Advantages in a bundle activate at the same time and you may apply any
MetaPowers,suchasLimitations,totheentirebundle.
YouareabletousealltheAdvantagesinthebundleattheexactsametime
aspartofthesameaction.IfoneAdvantagetakeslongertousethananyof
theothers,theyallactivatewhenthelastoneactivates.
To activate the Advantages in the bundle, first determine whether it will
activatebyexpendingFatePointsorbyrequiringanactivationroll.
IfactivatingthebundlewillcostFatePoints:
TheFPcosttoactivateallAdvantagesinthebundleisequaltothenumber
ofAdvantagesinthebundlethatrequireactivation.IfoneofthosePowers
normallyrequiresanactivationroll,itincreasesthetotalcostofthebundle
by1FPifthedifficultyoftheactivationis4orless.Ifmore,itadds1FPtothe
activationcostforeverymultipleof4(rounddown).
So anAdvantagethat requiresand activation roll against a difficultyof 10
wouldadd2FPstothetotalactivationcostofthebundle.
Ifactivatingthebundleisdonewithanactivationroll:
ThedifficultyoftheactivationrolltoactivateallAdvantagesinthebundle
is equal to the activation difficulty of the Advantage with the highest
difficulty, then increase the total difficulty by +2 for each additional
Advantageinthebundlethatrequiresactivation.
NotethatAdvantagesthatnormallyactivatebyexpendingaFatePointare
consideredtohaveanactivationdifficultyof4forthesepurposes.
Modifiers
1 (Sequenced): Your Advantages are activated in sequence, one at a time.
DecidetheorderinwhichyourAdvantagesaffecttheirtarget.Ifyoufailto
activateaPowerormisswithanattackPower,alllinkedPowersthattake
affect later automatically fail to activate. For example, you may link
Ranged Power Attack with Affliction, but if you fail to cause your target
stress with your Ranged Power Attack, your Affliction automatically fails
tobeactivated.
1(ForcedLink):YoumaydecidethattheAdvantagesyouhavelinkedtogether
may only be used in conjunction with each other and may never be
activated separately. In this case, the totalcost of linking your powers is
reducedby1.



200
Chapter5Advantages

RitualPower
SamplePowerAspects:MagicalCeremony,PsionicMeditation
BaseAPCost:Seebelow
Activation:None,thoughyoumuststillactivatethePoweryouhavetaken
asaritualwhenitisused
RequiresaPowerSourceandAffinityAbility
This Power grants you cheap access to a number of other Powers,
however,tousethosePowersyoumustspendanextendedperiodoftime
in meditation, performing strange rites, or some other time consuming
activityrelevanttothePowerAspectchosentogowiththisPower.
For every AP spent on this Power, you gain 5 ritual points. These ritual
pointsareusedtolearndifferentPowersasrituals.Powerspurchasedwith
ritualpointsmayonlybeusedasaritual,andthecosttolearnthemisequal
totheirnormalAPcostinritualpoints.
WhenyoulearnaPowerasaritual,
youmustmakeallthesamedecisions
you would normally make when first
learning that Power. For example, if
you wanted to be able to transform
yourself into a wolf or a bird, youd
still need to purchase the Morph
Powerasaritualtwice,onceforeach
form. You may also select any
modifiers you wish, as well as
accompanyingMetaPowers.
To activate a Ritual Power, you roll
your Affinity as an extended action
once per hour. Once you reach the
target difficulty, you effectively (if
only temporarily) know that Power as if you had purchased it with
AdvantagePoints.
AnyrollsrequiringyoutorollAffinityusethesameAffinityAbilityyouhave
associatedwithRitualPower.
YoumustusethePowerinthesamesceneinwhichtheritualiscomplete.
FailuretodosomeanstheritualfailsandyouloseknowledgeofthatPower.
Youalsosufferanamountofstress(physicalormental,yourchoice)equal
totheAPcostofthatPowerx3.



201

You may only activate a Power once per casting of the ritual and Powers
abide by their standard duration. However, Powers with a permanent
durationendwithin24hours.ThoughyoumaycontinuetospendoneFate
Pointevery24hourstoprolongtheduration.
InadditiontograntingyouaccesstoaPoweratacheapercost,youmay
alsousearitualtoempowerthePower.ByspendingaFatePoint,youmay
continuecastingaritualevenafteryouhavemettheactivationdifficulty.
You may make one additional roll for each rank you have in your Affinity,
eachrolltakingthesameamountoftimeasthepreviousrolls.
The total of theseadditional rolls is added as a bonus on the first Affinity
rollyoumakewhenusingtheritualPower.
ExtendedAction Activation:The difficultyyou have to meet to perform a
ritualisequaltotheAPcostofthePowerx2,withaminimumof4.
Onehourmustpassbetweeneachroll.
CeremonyandSacrifice:SimilartothewayEdgegrantsabonusinaMental
conflictforgooddescriptionsandroleplaying,youmayaddbonusestoyour
ritualrollsfordoingthesame.
Usually rated from +1 to +5, the GM may grant this bonus if the player
describesindetailwhatactionsheperformsandwhyheperformsthem,orif
hehastogotogreatlengthstofindandperformasuitablesacrifice.
ThisbonusmaybeappliedtoanysinglerollassociatedwiththisPower,but
onceused,itisgone.
Modifiers
+1 Ritual Point (Delayed Power): You may purchase a Power for one
additionalRitualPoint.YouneednotactivatethePowergainedfrom
itsritualinthesceneinwhichtheritual wascompleted.Instead,you
may hold on to it and use it later. Roll your Affinity and consult the
timeincrementtable(pg.295)todeterminehowlongyoumayholdit.
+1 Ritual Point (Accelerated Ritual): You may purchase a Power for
additionalRitualPoints.Eachtimeyoudoso,theamountoftimethat
must pass between each roll in the extended action to perform the
ritualisreducedbyonetimeincrement.Thistimemaynotbereduced
tolessthanoneminuteperrollhowever.







202
Chapter5Advantages

Weakness
SamplePowerAspects:AlienWeakness,SideEffectofMutation
BaseAPCost:SeeBelow
Youhavesomesortofweakness,beitaallergicreactiontoacertaintype
ofmaterial,atypeofattack,somefactorthatmakesyouloseyourPowers,
etc.UnlikeallotherPowers,thisonedoesnotcostAPtopurchase.Instead,
itactuallygivesyoumoreAdvantagePoints.TheamountofAPgainedfrom
thisPowerdependsonhowfrequentitislikelytobeaproblemforyou,how
damagingitcanbe,orhowmuchofaninconvenienceitis.
You may select this Power multiple times, each time selecting a new
weakness. However, regardless of your Weakness(es), you may never gain
more than half yourstarting AdvantagePoints from this Power ormultiple
instancesofthisPower.
BonusAPSampleWeaknesses
+1 Exposure to garlic results in a physical attack (+2 Weapon Rating)
resistedbyyourEndurance.
Youcannotharmaninnocent.
You must perform elaborate rituals or consume some mundane
substanceeachdayortemporarilyloseyourPowers.
+2 ExposuretoplutoniumrobsyouofallofyourPowers.
Youcannottellalieorwillinglyallowanothertobedeceived.
Youcannotenterahousewithoutbeinginvitedin.
Youdonotcastareflection.
If you do not act in accordance with the will of another being, you
loseaccesstoyourPowersuntilyoumakeamends.
Reduce an Ability with a rating of 0 to 1, effectively becoming
crippledwiththatAbility.
+3 You suffer double the physical stress when attacked with a silver
weaponorbullet.
Holywaterburnsyoulikeacid(+4WeaponRating)everyroundyou
areexposed.
You must perform dangerous rituals or consume some rare
substanceeachdayortemporarilyloseyourPowers.
+4 Youcannotcrossrunningwaterandareparalyzedintherain.
Youareblindanddonotpossesssomeothersensetocompensate.
Yousuffera3penaltyonallrollsmadeduringthedaytime.
+5 Yousufferdouble thephysicalstress whenattackedwith aweapon
madeofironorsteel.
ExposuretowaterrobsyouofallofyourPowers.
Sun light burns you (+6 Weapon Rating) every round you are
exposed.



203

CreatingyourOwnPowers
WhencreatingyourownPowers,trytokeepinmindthefollowing:
ThreeQuestions
Advantage Point costs are determined by three major factors, which take
theformofquestions.Considertheanswertothesequestionscarefullywhen
creatinganewPower.
ComparedtootherPowers,howquicklywillthisPowerbringaconflictto
anend?
WillthePowermakeothercharacterswithoutsuchaPowerirrelevant?
HowpotentiallydisruptingtoacampaignisthisPower?
AttackPowers
Powersthatdealstressshouldabidebethefollowingguidelines:
IncreasingtheAPcostofthePowerby1,theActivationDifficultyby4,the
FatePointactivationcostby1,ortheWeaponRatingby2areallroughly
equalwaysofbalancingapower.
Requiring that an attack Power need only be activated once per scene,
and may then be used for free the rest of the scene, generally justifies
increasing the AP cost by 2, the activation difficulty by 8, or requiring 2
additionalFatePointstoactivate.
WeaponRatingsshouldbedependentonthesettingsTechLevel.Thisis
to insure that characters whospend AP on Powers can deal more stress
than those who just purchased the latest gun or biggest sword off the
shelf.
The base Weapon Ratings for different types of attack Powers are: Area
Affecting:TL+1;Ranged(SingleTarget):TL+2;Melee:TL+3
UtilityPowers
SomePowers,bytheirverynature,aredesignedtobeusedoutsideofaconflict.
Thismeansthatthecharactercanprobablytakethetimetorestaftertheysuffer
stressfromafailedactivationroll.KeepthisinmindifthePoweryouaredesigning
isnt something the character should be using often during down time. Such
PowersshouldeithercostaFatePointtoactivateofhaveanactivationdifficulty
highenoughalmostcertainlycauseaConsequenceonanythingbutagoodroll.
Difficulties
WhensettingthedifficultiesforPowers,assumethecharacterisgoingtorolla
total of 4. Obviously this wont always be the case, but 4 is a good average for
whatthecharacterwillbeabletogeneratewithanormalrollandmodifiers.Keep
thisinmindwhenassigningdifficultiesforPowers.Itsagoodwaytogetanidea
ofwhetherornotthecharacterwillsucceed,byhowmuch,andhowoften.



204
Chapter5Advantages

Chapter6
ConflictandConsequences

TheBasicsofConflict
Nomatterwhatsortofconflictyouareinvolvedin,beitphysical,mental,
orevensocial;thebasicsofthesystemareessentiallythesame.
Anattackisrolledasacontest,withtheattackingcharacter(theattacker)
attempting to beat the defending character (the defender) in a contested
Abilityroll.TheAbilitiesuseddependonthetypeofconflict.
The difference between the attackers attack roll and the defenders
defenserollissufferedbythedefenderasstressoftheappropriatetype.
Physical attacks generate physical stress, mental attacks generate mental
stress, and social attacks generate social stress. Characters have multiple
setsofstressboxesforeachofthedifferenttypesofstress,andifasetis
filledup,thecharactermusttakeaConsequence.
Consequences are arranged in order of severity as Minor, Major,
Severe(P) and Extreme(P), each with an accompanying set of stress
boxes. The last set leads to Defeated(P). What these Consequences are,
andwhatitmeanstobeDefeated,differsdependingonthetypeofconflict
thecharactersareengagedinandaredescribedlaterinthischapter.
Regardlessofthetypeofconflicthowever,stressistrackedthesameway.
When a character first suffers stress, he finds the stress boxes associated
withhisMinorConsequenceandchecksoffanumberofboxesequaltothe
amountofstresshesuffered.Ashesuffersmorestress,hechecksoffmore
boxes.
Once that set of stress boxes has been filled, he must take a Minor
Consequence.Ifhesuffersmorestress,thatstressischeckedoffthestress
boxes associated with the nextavailableConsequence in the sequence, in
thiscase,Major.
Ifyousuffersomuchstressthatyoufillupasetofstressboxes,andstill
have some left over, this remaining stress overflows into the
nextavailableset.



205

And if you have been in a conflict previously, and have a row of stress
boxesthatisalreadyfull(andaConsequence),furtherstressischeckedoff
startinginthenextopenbox.
Forexample,JohnattacksBobbywithapunch.HerollshisStrengthtoattack.
Bobby rolls his Agility to defend. Johns gets a total of 4on his attack.Bobby
defendswithatotalof2.SothetotalstressJohninflictsis2.
So Bobby marks off his first 2 stress boxes, changing his Stress Track from
this:
Minor:
Major:
Severe(P):
Extreme(P):

Defeated(P):

Tothis:
Minor:
Major:
Severe(P):
Extreme(P):
Defeated(P):

During the next round, Bobby is attacked again. This time John rolls his
Strengthtoattackandgets a1.Bobbyhowever,rollspoorlyandgeneratesa
defenseof2.Sohetakesanother3pointsofphysicalstress,andnowhehasto
takeaConsequence.Hedecidesthathesbeendoingwellatavoidingpunches,
butthefightiswearingonhim,sotakesaMinorConsequenceofFatigued.
AndnowhisStressTracklookslikethis:
Minor: Fatigued
Major:
Severe(P):
Extreme(P):

Defeated(P):

Bobbyisintroublenow.Onthenextround,JohninvokesBobbysFatigued
Consequence(whichhecandoforfreethistimebecauseitisthefirsttimethis
Consequence has been invoked or compelled) and gains a +2 bonus on his
attackroll.
Herollswellandgetsatotalof+6onhisattack.Bobbyonlydefendswitha1
sohesuffersanother5pointsofstress.



206
Chapter6Conflicts&Consequences

HehastotakeanotherConsequenceandnowhisStressTracklookslikethis:
Minor: Fatigued
Major: Broken Nose
Severe(P):
Extreme(P):

Defeated(P):

Bobby decides hes had enough, and concedes the fight. John accepts the
concessionandletshimwalkaway.

ClearingStressBoxes
Attheendofthescene,assumingthecharactercantakeafewminutesto
rest and clear his head, all the stress boxes in a set that doesnt feature a
Consequencearecleared.
In addition, your Minor Consequence (and its stress) clears after a five
minuterest.
Sofiveminuteslater,BobbysStressTracklookslikethis:
Minor:
Major: Broken Nose
Severe(P):
Extreme(P):

Defeated(P):

TheotherstressboxeswillremaincheckeduntilheisabletohealhisMajor
Consequence.Seepg.237formoreonhealingConsequences.
However, should he get in another fight before his Major Consequence
getsachancetoheal,anystresshesuffersstartsgettingcheckedofwithhis
recently cleared Minor stress boxes, and once they are filled, he takes a
MinorConsequenceandstartsfillinginhisSevere(P)checkboxes.
SoifBobbytookanother6stressafewhourslater,hisStressTrackmight
looklikethis:
Minor: Sore and Bruised
Major: Broken Nose
Severe(P):
Extreme(P):

Defeated(P):



207

Concessions
Any time a character takes a Consequence, he also has the option of
offeringaConcession.AConcessionisessentiallyequivalenttosurrendering,
and is the best way to end a fight before someone is Defeated (short of
movingawayandendingtheconflict).
The character inflicting the damage can always opt to reject the
Concession,butdoingsoisaclearindicationthatthefightwillbeabloody
one(literallyormetaphorically).IftheGMdeclaresthattheConcessionwas
areasonableoffer,thenthecharacterwhooffereditgainsoneFatePoint,
andthecharacterwhorefuseditlosesone.
The Concession is an offer of the terms under which the character
concedes the fight. If the Concession is accepted, the conceding character
mustimmediatelytaketheactionsheproposedintheConcession.
ManyconflictsendwithaConcessionwhenonepartyortheothersimply
does not want to risk taking Severe(P) or Extreme(P) Consequences as a
resultoftheconflict,orwhenneitherpartywantstoriskaDefeatedresult
thatmightcomeattoohighaprice.
A Concession may consist of a character literally laying down his weapon
and begging for his life, or maybe he works out a deal with his opponent
duringtheconflict.
Inamentalorsocialconflict,theConcessionmaybeacourseofactionsuch
asgivingintoyourenemysdemandsorsteppingdownfromapositionof
power.
However,itcouldalsobeanoutofcharacterdealstruckbetweenplayers
ortheplayerandtheGM.
For example, Johns character, The Blue Baron, has been ambushed in his
homebase.Hisnemesis,ShadyJack,hasinvadedwithasmallarmyofhisbest
warriors.
Thefightbreaksout,andafterafewrounds,itiscleartoJohnthatTheBlue
Baronisntgoingtomakeitoutalive.SoheoffersaConcessiontotheGM.The
BlueBaronwillplaceanexplosiveonhishideoutsmainreactor,destroyinghis
basetobuyhimtimetoescape.
TheGMdecidesthisisreasonablesinceTheBlueBaronwilllosetheuseofhis
homebase.SoheacceptstheConcessionandallowsJohntodescribehowthe
explosionprovideshismeansofescape.



208
Chapter6Conflicts&Consequences

CalledShots
Sometimes a character wants to attack an opponent (physically,
mentally,orsocially)insuchawayastoprovokeaspecificresult.Thisis
especially useful when trying to stake a vampire, blow the head off a
zombie,ormakeanenemyreactacertainwaytoyourthreats.
WhenusingtheCalledShotsoptionalrule,anytimeaplayergenerates
Spinwith anattackroll and theenemy is forced to takea Consequence,
theattackermayspendaFatePointtodescribethatConsequenceinstead
ofthedefender.
Asalways,theConsequencedescribedmustmakesensewiththetypeof
attackperformed,andtheGMmayoverruleit.Also,thedefenderhasthe
optiontospendaFatePointtovetothedescriptionandcomeupwithhis
ownasperanormalattack.

RunningConflicts
Beforeaconflictbegins,followthesesimplesteps:
1.FrametheScene
a.RevealAspects
b.DetermineZones
2.EstablishInitiative
3.DetermineActions

ConflictPhases
Aconflictisbrokenupintothefollowingphases:
TurnWhenitisyourchancetoact,itisyourturn.Everyactingcharacter
gets a turn. On your turn you can perform one simple action and any
supplementalactionsyourGMallows.
RoundAroundequalsaround23secondsofgametime.Aroundisover
onceeveryonehashadtheirturn.

FramingtheScene
Before the conflict begins, you will want to give the players an accurate
description of the surrounding area. You may call for Perception checks if
therearehiddenAspectsorotherelementsoftheenvironmentthatmaynot
beimmediatelyobvious.



209

RevealAspects
Over the course of a conflict the elements in play in the scene can affect
howtheconflictunfolds.Inframingthescene,theGMdeclaresifthereare
any immediately obvious Aspects on the scene, and lays them out for the
players.HemightalsocallforPerceptionrollstonoticemoresubtleAspects.
These Aspects can be invoked or compelled by everyone present in the
scene.


DetermineZones
A conflict should take place on a map laid out in zones. Or if the
environmentisrathersimple,theGMmayjustdecidetothoroughlydescribe
itandexplainwhatandwherethezonesare.
MostconflictshappeninPersonalScalezones,whichareusuallyaboutthe
sizeofaroomorahallway.
Seepg.297formoreonthedifferenttypesofzones,andhowtheywork.


EstablishInitiative
Theorderofcharactersactionsisdeterminedatthebeginningoftheconflict;
each character rolls his Perception (for Physical conflicts) or Empathy (for
MentalandSocialconflicts)andaddsanyrelevantmodifiersfromAdvantagesor
Aspects. Characters act in order of highest to lowest initiative result. This is
referredtoas theorder ofinitiative,and is usedtodetermine whotakeswhat
actionandwhen.
TiesininitiativeareresolvedinfavorofcharacterswithahigherWillpower.Any
remainingtiesareinfavoroftheplayerclosesttotheGMsrightorinfavorof
theplayeriftheothertiedcharacterisanNPC.
Once this order is established, unless some character action alters this, this is
theorderinwhichactionsaretakeneachroundforthedurationoftheconflict.


TakingAction
When a player takes action, he describes what his character is doing and, if
necessary,rollsanappropriateAbility.Eachactionisresolvedaseitherasimple
action or as a contest, with the details depending upon the specifics of the
action.Seepg.257formoreonthedifferenttypesofactions.
MostactionsinaconflictwillbeeitherattacksorManeuvers,bothofwhichare
explainedlaterinthischapter.



210
Chapter6Conflicts&Consequences

PhysicalConflict
AttackingandDefendinginaPhysicalConflict
TheAbilitiesusedtoattackanddefendinaphysicalconflictdependonthe
typeofattack.Herearesomecommonexamples:
Attacking Defending
Intent Ability Ability
Touch Agility Agility
UnarmedAttack Strength AgilityorEndurance
RangedAttack Agility PerceptionforGuns&BowsorAgilityfor
ThrownObjectsorGuns&Bowswithin
thesamezone
MeleeAttack Strength Agility
PoisonorDisease Varies Endurance


WeaponandArmorRatings
If the attackers total attack roll is equal to or exceeds the defenders
defense,addtheattackersWeaponRatingtothedifference.Thensubtract
thedefendersArmorRating(ifhehasone).
ThedefendersufferstheremainderasPhysicalstress.
Note that, in the case of explosives, the Explosive Rating (ExR) is added
directly to the attack roll instead of only being added in the case of a
successfulattack.


PhysicalStressBoxes
Acharactersphysicalstressboxesrepresentthemeasureofhiscapacityto
absorborshrugoffphysicalstress.Attacksthatonlycheckoffstressboxes
have no real lasting effect. They might result in a scrape or a bruise, but
arentsignificantenoughtocausealastingwound(aConsequence).
Thenumberofphysicalstressboxesacharacterhasassociatedwitheach
typeofConsequenceisdeterminedwiththefollowingformula:
Size(adulthumansare0)+Endurance+Strength+OtherModifiers=
NumberofPhysicalStressBoxes(Minimum1)
TheOtherModifiersaregenerallyAdvantages.



211

LessRealism/LessComplexity
Want to simplify resolving conflicts a bit? An easy solution is to simply
addyourweaponsWeaponRatingtotheattackroll.Thenthedefender
addshisArmorRatingtohisdefenseroll.
Thissimplechangecanspeedupconflictresolutionalittlebit,butatthe
costofmakingthingsmoreabstractandgenerallylessrealistic.

PhysicalConsequences
Attacks that cause you to check off stress boxes represent the minor
bumps,nicksandscratchesofbattle.Theymightstingabit,buttheydont
hinderthecharacterinasignificantway.Butsometimesconflictswillresult
inlastingwoundssprainedankles,brokenarms,bulletholes,etc.Theseare
collectivelycalledConsequences,andtheyareaspecialkindofAspect.Well
talkmoreaboutwhatthismeansshortly.
EachtimeacharactersuffersenoughPhysicalstresstofillupanentirerow
ofstressboxes,hesuffersaConsequence.Wevetalkedaboutthedifferent
ranks of Consequences. You get one Minor, one
Major, one Severe(P) and one Extreme(P) before SamplePhysical
you are Defeated(P). But what exactly are Consequences
Consequences,andwhatdotheydo? Minor
The exact nature of a Consequence should Fatigued
dependuponthetypeofattackthatcausedit,be Dazed
it a sword slash, a laser burn, or the result of a PulledMuscle
botched dodge such as a twisted knee. In short, Major
ConsequencesareasortoftemporaryAspect.But SprainedAnkle
unlike the temporary Aspects resulting from MinorLaceration
Maneuvers, Consequences tend to hang around WrenchedBack
forawhileandtaketimetofade.(Tounderstand Severe(P)
exactly what this means, see Healing Stress and BrokenArm
Consequences,page237.) SeveredFinger
Like any other Aspect, Consequences can be Concussion
invokedorcompelledforbonusesandeffects.And Extreme(P)
you should remember that the first time a BrokenBack
Consequence is invoked or compelled it doesnt SeveredArm
cost the user a Fate Point. Minor and Major RupturedOrgan
Consequences function like any other Aspect. Defeated(P)
Severe(P) and Extreme(P) Consequences, on the Dead
otherhand,arepersistent.Seepage59formore Comatose
onpersistentAspects. Quadriplegic



212
Chapter6Conflicts&Consequences

Forexample,theRedSentinelopensfireonDestinywithhisassaultrifle.He
rolls his attacking Ability (Agility) and adds any modifiers for Advantages or
Aspects. Now she rolls her defense Ability (Perception), and adds any
modifiers. He hits. He adds his Weapon Rating to the amount of stress he
inflicts, and Destiny reduces the total amount of stress by her Armor Rating.
However,shestillsuffersenoughstresstotakeaMinorConsequence.
The rifle fire cuts through her armored sleeve and grazes her inner bicep as
shespeedsaroundthecornertosafety.
Destinys player writes Just a Flesh Wound in the spot for her Minor
Consequence.
Shecontinuesdownthehall,andhearsthefootstepsoftheSentinelbehind
her.Sheturnstofirebackathim.
She makes her attack roll, and the Sentinel
makeshisdefenseroll.However,theSentinel
decides to compel Destinys Just a Flesh
Wound Consequence this time (for free since
its the first time), forcing her to suffer a 2
penalty on her attack. Her arm must be
gettingshakyfromthepainofthewound.
ThepersontakingtheConsequencegetsto
describewhatitis,solongasitscompatible
with the nature of the attack that inflicted
the harm. The GM acts as an arbitrator on
the appropriateness of a Consequence, so
there may be some back and forth
conversation before a Consequence is settled on. The GM is the final
authority on whether a players suggested Consequence is reasonable for
thecircumstancesandseverity.
ButheresthethingaboutConsequencesbeingaspecialkindofAspect:As
long as the Consequences are on the characters sheet, they may be
compelled(orinvoked!)likeanyotherAspect.Thisalsomeansthatopponents
maystartcompellingthoseAspectsprettyeasily,sinceitsnosecretthatthe
ConsequenceAspectsarenowonthecharacterssheet!Anddontforget,as
perthefreeinvokeorcompelrule,thefirstuseofeachConsequenceisfree
inthescenewheretheConsequenceisinflicted.AndaConsequencethatis
freetocompeldoesnotgainthevictimaFatePoint.
To clarify, since Severe(P) and Extreme(P) are persistent, you can always
invokeorcompelthemforfree.ButforMinorandMajorConsequences,you
stillneedtopaytheFatePointtoinvokeorcompelthemafterthefirstfree
use.



213

OneHit,MultipleConsequences
Its very possible that a character could be forced to suffer so much
stress that he must take two or more Consequences from the same
attack. In this case, simply write down the Consequences as they make
sense. For example, if you suffer a gun shot that forces you to take a
Minor,aMajor,andaSevere(P)Consequence,youmightrecordthemas:
MinorBruisedMusclesaroundtheWound
MajorTornMusclesandDamagedNerves
Severe(P)InternalBleedingandKidneyDamage
However, despite that all three of these Consequences came from the
sameattack,theyaretreatedasiftheyweretotallyindependent.Allthree
maybecompelledorinvoked,andallthreemusthealseparately.

PhysicalMovementinaConflict
Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing
options.(Notethatthebasictypesofactionsaredescribedonpage257.)
StandardMoveYoumoveintoanadjacentzone.Thisisasimpleactionor
it can be taken as a supplemental action (see page 261), incurring the
standard1penaltyonallotheractionsperformed.Ifthetransitionbetween
zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto
sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult
obstaclesprobablyrequireafullsimpleactiontotraverse.
Hustle If you hustle, you may move across one zone and into the next.
This can either be a simple action or a supplemental action like Move, but
anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother
penaltiesyoumightsuffer.
RunRunningworksthesameashustlingandallowsyoutomoveacross
one zone and into the next, but you may also roll your Agility against a
difficulty of 2. Foreverypoint by which your roll exceeds 2,you may move
one additional zone. However, if taken as a supplemental action, you also
suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis
added to any penalties you might suffer from traversing a difficult
environmentorobstacle.
Note that some scene Aspects may also make it more difficult to move
through certain zones. For example, a room filled with debris may have an
Aspect of Debris Filled, which, when compelled, forces the character to
sufferapenaltyorrerollonrollstomove,assumingtheGMletshimmove
throughitatall.Asalways,theGMhasthefinalsayonwhatAspectsascene
hasandhowtheymayeffectmovement.



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Chapter6Conflicts&Consequences

SampleofaPhysicalConflict
Sarah Storm, leader of the World Protection League has just landed her
rocket pack atop the zeppelin HQ of her arch nemesis the Scarlet Mask,
currentlyhovering2000'abovetheAndes.Shewasspottedflyinginandthe
Maskhasdispatchedtwoofhisminionstostopher.
BobtheGMdeclaresseveralzoneAspects:
SlipperySurface
VeryWindy
It'salongwaydown
Theareaissplitinto3zones,withSarahinthecenterzoneandtheMasks
minionsatthefront.

Sarah
Agility3 Endurance2
Perception3 Strength2
Advantages:
HardStyle:UnarmedattackshaveaWeaponRatingof+2
DeadlyGrace:UseAgilityforunarmedandmeleeattackrolls
WeaponSpecialist(Unarmed):+1bonustoattackrollswhenattacking
unarmed.
Shewearsaleatherflyingsuitwithanarmorratingof1andcanabsorb3
stress.

Armor:
Minor:
Major:
Severe(P):
Extreme(P):

Defeated(P):



215

Boris
Agility2 Endurance2
Perception1 Strength3
Heisarmedwithaknife(WR+2)
Hehas5stressboxesperPhysicalConsequence,butbecauseheisanextra,
hecanonlytakeaSevere(P)andDefeated(P)Consequence.Seepg.409for
moreonextras.
Severe(P):
Defeated(P):

Collette
Agility3 Endurance2
Perception2 Strength1
Sheisarmedwithalightpistol(WR+3,Range:2)
LikeBoris,Colletteisanextraandthereforeshedoesnotgetthefullrange
ofConsequences.

Severe(P):
Defeated(P):

Initiative
The first step is to establish initiative. Sarah rolls +0, added to her
Perceptionof3,foratotalinitiativeof+3.
Bobmakesasinglerollforbothopponentsgettingaresultof3onthedice.
ThisgivesBorisatotalof+4andCollettea+5.Sotheorderofactionforeach
turnisCollette,BoristhenSarah.



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Chapter6Conflicts&Consequences

Round1
Collettedoesn'twanttogettooclosesoshefiresherpistolatSarah.Sarah
isintheadjacentzonesotherangeisfine.Theattackrollis+4foratotalof
+7 (4 + her Agility). Sarah rolls +2, for a total defense of +5 (2 + her
Perception).
Sarahmusttake4stress(75=2,plus3forthepistolsWR,thenreduced
by 1 for Sarah's armor) as the bullet slams into her. She decides that the
armorwilltakethebruntoftheattackandmarks2stressagainstit,andshe
takestheremaining2stressherself,gruntingslightlyfromtheforceofthe
bulletsimpact.
Note that Sarah could have reduced the attack to 1 stress, but it would
makeherarmoruselessuntilrepaired.
Armor:
Minor:
Major:
Severe(P):

Extreme(P):
Defeated(P):

BorisistoofarawaytoattackwithhisknifesohemovesintoSarah'szone
(B).ThisisaSupplementalAction,whichwillgivehima1penaltytoattack.
Herollsa1onthedice,foratotal0.
Sarah defends with her Agility, and rolls a +2 for a total defense of +5,
neatlysidesteppingBorissclumsyknifeswipe.
Nowitsherturntoattack.Sarahrollsa+1onthedice,foratotalof+5(1+
Agility+WeaponSpecialist).Borisdefendswith+1(herolls1,whichisadded
tohisAgilityof+2).
SarahsblowlandssolidandBoristakes6stress(51=4,plus2forherHard
StyleAdvantage),causinghimtotakeaConsequence.TheGMdeclaresthat
Sarahspunchhasbrokensomeribs.
SonowBorisisinaworldofhurt,andhisStressTracknowlookslikethis:

Severe(P): Broken Ribs

Defeated(P):



217

Round2
Its Collettes turn again, and she decides to stay put and fire another shot,
rolling+4foratotalof+7.Sarahrolls+1foratotalof+4.Butthenshespendsa
Fate Point and compels Very Windy (stating that the zeppelin rocks, throwing
Collette's aim off). Forcing Collette to reroll her attack, the new result is a +0,
reducingittoatotalof+3.
SarahfeelsCollette'sshotwhistlepastherheadandgivesthankstowhoever
mightbelisteningforhergoodfortune.
Boris,ontheotherhand,isintrouble.Desperate,hemakesadeterminedlunge
towardSarah,rolling+4foratotalof+7.
Sarah'stotalis+5aftersherollsa+2. ButthenshealsoinvokesBoris Broken
Ribs Consequence for a bonus, which costs her no Fate Point since it is
Persistent.ButevenifitwerentPersistent, shedstillgettocompelitforfree
sinceitsthefirsttimeithasbeencompelled.
This brings her defense up to +7. Ties go to the attacker however, so Boris is
stillabletoinflict2stress(fortheWRoftheknife),minusoneforSarah'sarmor.
Shedecidestosacrificethearmorandmarksoffitsfinalstressbox.Thismeans
shetakesnostressherself,butherarmorisseverelydamaged.
Sarah'sStressTracknowlookslikethis:
Armor: Damaged
Minor:
Major:
Severe(P):
Extreme(P):
Defeated(P):
Sarahanswerswithherownattack.Sherolls+3foratotalof+7,thencompels
his Broken Ribs (remember it's free to compel since it's persistent) for a grand
totalof9.Borisrollsa+1foratotaldefenseof+3.SoSarahhitswithamarginof
6andaddsherWeaponRatingof2foragrandtotalof8stress!
This more than fills his Stress Track, leaving him Defeated. Sarahs player
decides that Boriss dodge actually placed him at just the perfect range and
angle for her lunging knee strike to land on the top of his head, breaking his
neck.
Borisisunconsciousandprobablydying.
Severe(P): Broken Ribs
Defeated(P): Broken Neck
AtthispointtheGMcouldspendalloftheFatePointsBorisaddedtotheGMs
pool and force Sarahs player to declare a different outcome for the Defeated
result,buthedecidesitsnotworththetroubletosaveanextra.



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Chapter6Conflicts&Consequences

Round3
Collette is a little scared now, but stays put and fires at Sarah again. She
rollsa+2,foratotalof+5.
Sarah rolls a +1 giving her a total defense of +4. Then she spends a FP to
compelIt'salongwaydown,statingthatColletteisgettingclosertothe
edge and it's making her nervous. Sarah's final defense is +6 so Collette
misses.
SarahneedstochangezonesinordertoattackCollettesincehandtohand
combat has to be in the same zone. So she moves forward to close the
distance.
Sherolls1,foratotalor+3,reducedbyanother1formoving.Sohertotal
forherattackrollis+2.
Collette'sdefenseis+0(sherollsa2).Shetakes4stress(2forthemargin
of success plus 2 for the Weapon rating provided by Sarah's Hard Style
Advantage)andmusttakeaSevere(P)Consequence.
BobdecidesthatshehasaBrokenJaw,andherStressTracknowlookslike
this:
Severe(P): Broken Jaw
Defeated(P):

Round4
CollettewantstofleebutherfearoftheScarletMaskkeepsherstanding.
Shetakesashot,rolling1foratotalof+2.
Sarahrollsa+2foratotaldefenseof+5,shetakesnostressasthebullet
goeswide.
Sarah then kicks Collette, rolling 2, added to +4 giving a +2 total. She
invokesCollettesBrokenJawforfree;bringingitupto+4.
Collette'sfeebledefenseof1(rollof3)meansshetakesatotalof7stress.
Sarahs playernarrates herDefeat as a crushing blow to the head, and her
unconsciousbodyhitsthedeck.
Severe(P): Broken Jaw
Defeated(P): Crushed Skull



219

MentalConflict
WhentoUseMentalConflicts
Amentalattackisanysortofovertattempttoharmorchangethemindset
of another. While not every conversation need be solved as a mental
conflict, attempts to change the perspective of another character in a
mannerthateffectsthestoryinanimportantwayprobablyshould.Inmost
cases the GM should simply decide whether or not an NPC is persuaded,
intimidated,orwhateverwithoutresortingtoaMentalconflict.
Ifitmightmatterstothestorywhetherornotyousucceedinmanipulating
anotherperson,butitisntworththetimetoresolveasaMentalconflict,a
simpleopposedrollusuallyworks.Forexample,attemptingtoflirtwiththe
gasstationmanagerabitsothathemightbemoreamicabletohelpingyou
later might be a simple Persuasion roll vs. the gas station managers
Empathytoseeifhenoticestheflirtationisntgenuine.
Things that affect your character or the story in a meaningful way (e.g.
comingintocontactwithsomeunthinkablehorrororattemptingtoseduce
theking'sdaughterinordertogetcloserandassassinatehim)aremoments
whentheGMmightcallforaMentalconflict.
Mentalconflictusesthesamebasicconflictresolutionsystemasdescribed
in the beginning of this chapter, but instead of fists and weapons, the
outcomeisdecidedwithwordsandemotions.


MentalAttacksandDefenses
Mentalattackscancomeinmanyforms,butasfarastheconflictrulesare
concerned,theyallworkthesame.
You roll your attacking Ability against your opponents defending Ability,
dealingstressagainstthedefendersMentalStressTrackuntilthedefender
Concedes, is Defeated(P), or somehow withdraws from the conflict. Most
MentalConflictswillendinaConcessionorwithdrawalsincepeoplearent
usuallywillingtoargueordwellonapointofcontentionuntilitcausesthem
lastingpsychologicalharm.
Awithdrawalmayconsistofsimplywalkingawayfromtheotherperson,or
it could escalate into a physical conflict. Either way, the Mental conflict is
over.
However, sometimes you dont have a choice. Scenes of extreme horror
canunhingethemindsimplybyviewingthem,butwellgetintotheeffects
ofhorroralittlelaterinthischapter.



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HerearesomecommoncausesforMentalconflict:
Deception:Anattempttoconvinceanotherpersonofyourlie.Youattack
with your Deception and your target defends with his Empathy. You
continuetoattackuntilthetargetConcedes,isDefeated,orwithdrawsfrom
theconflictbyeithersimplyleavingorbyturningitintoaPhysicalconflict.
Manipulation: An attempt to change another persons outlook on a
subject.RollPersuasionormaybeReasoningagainstthetargetsWillpower.
Seduction: Attempting to manipulate another through temptation may
giverisetoaMentalconflict.OftentheseducerwillrollPersuasion,maybe
combinedwithDeception,whilethedefendermustrollWillpower,possibly
combinedwithEmpathy.(Seepg.69formoreonCombiningAbilities.)
Psychic Trauma: There are few things more
psychologically damaging than psychic
manipulation. Even something as simple as
a single word psychic command can leave
lastingscarsonthemindoftherecipient
asitdistortstheveryfoundationofwho
a person is. More on psychic
manipulation can be found in Chapter 5
withthePowerAdvantages.
Fear: Experiencing a traumatic event
canaffectonesoutlookonlifeforever.See
later in this chapter for more on fear and its
effectsonthemind.


CommonMentalAttackingandDefendingAbilities
TheAbilitiesusedtoattackanddefendinamentalconflictdependonthe
typeofattack.Herearesomeexamples.

Intent AttackingAbility DefendingAbility
DebateaTopic Persuasion Willpower
IntimidateintoSubmission Persuasion Willpower
LyingaboutyourMotives Deception Empathy
BribeanOfficial Resources Willpower
BarterforaBetterPrice PersuasionorDeception Willpower



221

ResolvingMentalAttacks
Forthe mostpart,Mentalconflictworks exactly like Physical conflict, but
beforeanyrollingtakesplace,allcharactersinvolvedintheMentalcombat
shouldhaveaclearlystatedintent.AcharactersintentsmightbeBribethe
GuardtoLetmeBy,whiletheguardsintentwouldbeDontLetAnyone
NotonTheListInside.
Onceintentisestablished,theattackingplayerrollshisattackAbility,and
the defender rolls his defending Ability. If the defender wins, nothing
happens. If he wins and generates Spin, he gains a +1 on his next mental
attackrollagainsthisattacker,asthedefenderislestflustered.
JustaswithPhysicalconflict,iftheattackerwins,thedifferencebetween
hisattackrollandthedefendersdefenserollcountsasstress.Ifthatstress
fills up all the stress boxes associated with a Consequence, the defender
musttakeaConsequenceofthattype.


EdgeandDetermination
Edge is the weapon used in mental combat. Its a snappy comeback, a
potent threat, a horrific sight, etc. When involved in a mental conflict that
takes place in the context of an argument or threat, the player should
describeforyouwhatheissayingordoingtohisopponent.Themoreclever
his description, the more Edge the GM should give his attack. The Edge
ratingmaythenbeappliedasabonustoyourattackroll.
AnotherwaytogainEdgeistousestoryelementsagainstthetarget.For
example,whenengaginginamentalattacktogetacharactertosurrender,
if you have his loved ones at gun point, you would be rewarded an Edge
bonus.Whilenotparticularlywitty,itreallyhitsthecharacterwhereithurts.
Note that, unlike a Weapon Rating, you do not have to first successfully
landahitwithyourattackbeforeyouaddinyourEdge.Itisabonustothe
attackroll,notjustasimplebonustostressinflicted.Edgeusuallyhastobe
usedintheturnitwasgeneratedin,butonceused,itisgone.
TheamountofEdgegrantedtoacharactersmentalattackisdetermined
by theGM,whichhe grantsbasedoff of how well the player roleplays his
characterintheconflict.Usuallytheamountrangesfrom0to5forawittyor
cleververbalassault,with0beingahalfhearteddescriptionandadiceroll,
and 5 being an exceptionally well thought out response that plays on the
targetsfears,ambitions,orweaknesses.Butwhileattackswithwordstend
to top out at an Edge rating of around 5, a character can be exposed to
eventsthatarefarmoredamagingtothemind.



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Chapter6Conflicts&Consequences

Forexample,acharacterbeingforcedtokillhisownfathermightsuffera
mentalattackwithanEdgeratingashighas+10.Insuchacase,theattackis
resolvedasasimpledicerollwitha+10bonus.
Thesetypesofmentalattacksarediscussedingreaterdetailbelow.
DeterminationistheoppositeofEdgeandfunctionslikeasortofarmor
inaMentalconflict.Itisthemeasurementofacharactersdedicationtohis
intent.LikeEdge,Determinationisrated(usually0to5)andgrantsabonus
onthedefendersdefenseroll.
For example, a guard who hates his job and employer may have a
Determinationof0,whilea guardwhoknowshisemployerwillkillhimfor
failuremighthaveaDeterminationof9or10.Determinationcouldrepresent
morale,orsimplefearofwhatmighthappenshouldhegivein.

MentalStressBoxes
Acharactersmentalstressboxesmeasurehisabilitytoignoreordealwith
mentalstress.Attacksthatonlycheckoffstressboxeshavenoreallasting
effect. Small frights, little insults, etc. These leave no lasting impression
(Consequences).
The number of mental stress boxes a character has associated with each
typeofConsequenceisdeterminedwiththefollowingformula:
Willpower+Reasoning+OtherModifiers=NumberofMentalStress
Boxes(Minimum1)

MentalConsequences
Stress isa transitory thing, but sometimes even nonphysical conflicts will
havelastingConsequencesanirrationalhatredforyourattacker,inability
to relate to others, lessened ability to control your temper, etc. As with
Physical Consequences, these are a special kind of Aspect that can be
compelledoreveninvoked.
AswithotherConsequences,theexactnatureoftheConsequenceshould
depend upon the type of attack one suffers, be it insults, threats, or
exposuretosomeextradimensionalhorror.
Also remember that it doesnt cost a Fate Point to invoke or compel a
Consequenceforthefirsttimeinascene,andthatSevere(P)andExtreme(P)
Consequencesarepersistent.



223

Shock,FearandInsanity
Many games feature supernatural creatures or
SampleMental
just plain mundane horror that could affect the Consequences
mindsofthecharacterswhowitnessit. Minor
Coming into contact with horrific creatures or Flushed
stumbling upon sanity crushing crime scenes can Shamed
result in an attack against the characters mental Withdrawn
stress.Thisattackishandledlikeanyothermental Major
attack,thoughtheGMmaygrantEdgebonusesto Trembling
theattackrolldependingonthesituation. UnwillingtoSpeak
For example, encountering a blood soaked DesiretoLashOut
zombie on your way to the break room at work Severe(P)
couldcallforamentalattackwitha+8Edgebonus Flashbacks
if the character had never seen or believed in Reclusive
zombiespriortothisencounter. PsychoticTendencies
TheEdgebonustheGMaddstotheattackshould Extreme(P)
reflectthegenreofthegameheisrunning,andthe Mute
experiencesofthedefendingcharacter. SevereHallucinations
Sowhileacharactersfirstcontactwithazombie Suicidal
may result in an attack with a +8 Edge bonus, the Defeated(P)
GM may add no Edge, or may not even roll an Dead
attack if the character is one of the sole survivors
Catatonic
ofazombieapocalypseandhehaskilledhundreds
CripplingDementia
oftheminthepast.
TheGMshouldalsoconsideradjustingtheEdgebonusforthegenre.Wizards
who are used to wielding potent magic may not be quiet as disturbed by a
zombieorghost,butapizzadeliveryboywilllikelybedrivenhorriblyinsaneby
thesightofThatWhichShouldNotBe.


MentalDefeat
The exact effect of being Defeated due to extreme mental stress depends
largelyonthetypesofattacksyouvereceived.
For the most part being taken out due to Mental stress functions exactly the
samewayasPhysicalstress,butofcoursetheeffectsarenotphysicalthough
theymayleadtophysicalstressifgoneuntreated.
Essentially, if a person is Defeated in a mental conflict, the characters mind
shutsdown,orbecomesseverelywithdrawn.
The exact effects may vary, but in general the character is incapable of
performinganysortofconstructiveactions.Thecharactermayballupintofetal
positionandrefusetomoveorcommunicate,orsimplypassoutfromshock.


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Chapter6Conflicts&Consequences

SampleofaMentalConflict
The, some say, overly aggressive and bold King Elderard of Freezan has
decidedtobeginanewexpansioncampaignbeginningwiththeinvasionof
theneighboringkingdomofElasia.
Isabella Montayn, who recently inherited the position of High Advisor to
the King, fears what would happen to their people should they go to war.
The last campaign took a very high toll both in lives and money and she
requests an audience with the King in order to persuade him to delay this
newwar.


KingElderard (7FatePoints)
RelevantCharacterAspects:
BoldKingofFreezan
BredtobeaWarrior
RelevantSpecialtyAspects:
Ambitious(Willpower)
IndifferenttoSuffering(Empathy)
MentalandSocialAbilities:
Craft 1 Deception 2
Knowledge 1 Empathy 1
Reasoning 2 Persuasion 2
Willpower 2 Resources 4
RelevantAdvantages
IronWill:+2boxesinMentalStressTrack
Tenacious:2toamountofStresswhichoverflows


Minor:
Major:

Severe(P):

Extreme(P):
Defeated(P):



225

HighAdvisorIsabellaMontayn (7FatePoints)
RelevantCharacterAspects:
NewHighAdvisortotheKingofFreezan
Warshouldbethelastsolution.
RelevantSpecialtyAspects:
CannotTellaLie(Empathy)
AbsolutelyStunning(P)(Persuasion)
MentalandSocialAbilities:
Craft 1 Deception 2
Knowledge 2 Empathy 2
Reasoning 3 Persuasion 3
Willpower 2 Resources 3
RelevantAdvantages
Fearless:+2toWillpowervs.Fear
Absolutely Stunning: Gives the Absolutely Stunning (P) (Persuasion)
Aspect
Minor:
Major:
Severe(P):
Extreme(P):

Defeated(P):



William,theGM,explainsthatthekinghasdeclaredthatthisaudiencewill
takeplaceinthekingsthroneroom,infrontofthecourt.Thesycophantsof
the court will support any decision the king takes, which will make things
verydifficultforIsabella.Allactionwilltakeplaceinthesamezone.
TheGMdeclaresseveralAspectsforthethroneroom.
AwesomeDisplayoftheKingsPower
SycophantsEverywhere
EverybodyHereisReadytoJudgeYou
Isabellasintentis:Persuadethekingagainstbeginninganewwar.
Thekingsintentis:Gotowartosolvethekingdomsproblems





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Chapter6Conflicts&Consequences

Initiative
Isabella rolls a +1, which adds to her Empathy of 2 for a final result of 3.
Williamrollsthedice,witha1resultfortheking.Thisissubtractedfromhis
Empathyof1,getting0asatotalresult.
Isabellahastheinitiative.

Round1
Isabella begins by explaining why this new war should be averted. She
doesitsoconvincinglythattheGMawardsheranEdgeratingof2.Sherolls
thedice,addingherPersuasionandtheEdgebonusforafinalresultof7!
The king defends himself using his Willpower of 2 and spending a Fate
PointtoinvokehisownAmbitious(Willpower)Aspectfora+2tohisroll.He
rollsa1,foratotalof3,butthendecidestospendanotherFatePointand
invoke the zone Aspect Awesome Display of the Kings Power. He expects
that the magnificent throne room will help him intimidate this newcomer.
However,hisfinaldefenseresultof5is2lessthanIsabella'sattacktotal,so
hetakes2StressandhisStressTracknowlookslikethis:
Minor:
Major:
Severe(P):
Extreme(P):

Defeated(P):

Now its the kings chance to respond to Isabella's speech using his
Persuasion Ability to attack. He will not tolerate being contested over this
matteranddecidestoteachheralesson.HerollshisPersuasionforatotal
of5.
Thatsgood,butnotenoughtosatisfyhim.HespendstwoFatePointsand
invokes his own Bred to Be a Warrior Aspect and the throne rooms
Sycophants Everywhere Aspect in attempt to undermine Isabellas words
withadetailedexplanationofhisbrilliantcombatstrategyandthesupport
ofthecourtiers.Withtheadditional+4bonusheattackswithatotalof+9.
Isabella rolls her Willpower to defend herself. She gets a total of 2, but
invokes her War should be the last solution. Aspect for a +2 bonus to
strengthenherresolve.ShealsodecidestospendanotherFatePoint,even
thoughshedoesnthaveanotherAspecttoinvoke,foranother+1.Shegets
afinalresultof6.Thats3lessthanthekingsattacktotalof9,soshetakes3
Stress.HerStressTracknowlookslikethis:



227


Minor:
Major:
Severe(P):
Extreme(P):

Defeated(P):

Thekinghas3FatePointsleft,whileIsabellastillhas5.

Round2
Isabella decides that she is going to have to be more aggressive. She
adjustshertoneandbodylanguagetosomethingabitmoreseductiveand
invokesherAbsolutelyStunning(P)AspecttoaidherDeceptionbasedattack
againsttheking.ShealsospendsaFatePointtoinvokeWarShouldbethe
Last Solution for a +4 total bonus to her roll. She then presses her
argument, using her alluring presence and passionate beliefs to get to the
king's heart. Her player does a good job describing her actions and word,
whichtheGMdecidesisworthanEdgeof2.Shethenrollsa+1,foratotal
resultof8.
The king, refusing to show any impact from Isabellas words or beauty,
defends with his Willpower. He laughs away Isabellas argument and
reinforceshisownfaithinhispositionbyinvokinghisAmbitious(Willpower)
Aspectfora+2bonus.
Inaddition,thekinghaslongsincefearedIsabellasbeautycouldbeused
against him, and if her alluring glances and seductive gazes are noticed by
others,itwouldsurlyunderminetheirfaithinhim.WiththisinmindtheGM
grantshima+1Determinationbonus.Herollsthediceandgetsa3though,
whichwouldmakehistotalscore3.HethenspendsanotherFatePointand
invokestheSycophantsEverywhereAspectforareroll,rollinga2.Thefinal
resultis4versusIsabellas8.Thekingtakes4StressandmusttakeaMinor
Consequence.
ItappearsthatthekingwasntabletoshrugoffIsabellasseductivecharm
sowellafterall.
Minor: Distracted by Lust
Major:
Severe(P):
Extreme(P):

Defeated(P):




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Chapter6Conflicts&Consequences

Thekingnowhasonly1FatePointleft.HehasbeenunsettledbyIsabellas
beautyandallure,whichmakeshimallthemorefrustratedwiththewoman.
Sohedecidestochangehisapproachandresortstointimidation,compelling
Isabellas Absolutely Stunning (P) (which he can do for free, as it is a
persistentAspect,andIsabellaisnotallowedtorefusethiscompelwithout
spendingaFatePoint,whichshedeclinestodo)topresentherbeforethe
courtasanave,inexperiencedyoungwomanwhocannotunderstandwhat
isatstakefortheKingdomofFreezanandissimplyusingthisaudienceasan
excuseforshowingherselfoffandimpressthem.Shellsuffera2onherroll
todefendbecauseofthis.
TheGMthinksthisisanespeciallyeffectivetacticandgrantshima+2Edge
rating.Herollsandgetsa+1,foratotalresultof5.
IsabellainvokesthekingsDistractedbyLustConsequence,inaneffortto
catchhiminalogicaltrapandthusprovingherselfmorethanjusta pretty
facetoothersandtoherself.
SherollsherWillpowerandaddsa+2forinvokingthekingsDistractedby
LustConsequence(firstuseisfree).However,theGMdecidestocompelthe
zone Aspect Everybody Here is Ready to Judge You. Isabella accepts the
offeredFatePointfromthecompelandsuffersa2penaltyonherdefense
roll.Sheishorrifiedbytheideaofcomingoffasjustabrainlessbeauty,and
thethoughtisverydistracting.
The bonus gained from invoking the Consequence and the penalty
sufferedfromthecompelcanceleachotherout.Sherollsa+3,whichgives
herafinalresultof5.Thisroundendsinatie.
The king has 1 Fate Point left. Isabella still has 5 points left since she
acceptedthecompelanddeclinedtospendaFatePointtodenythecompel
againstherpersistentAspect.

Round3
Isabellaknowsthisargumentcannotbestretchedmuchlongerunlessshe
wantstoriskawakeningthewrathoftheking.Shewillnotplaycautiousthis
time though, and tries to complete a Maneuver in order to bring the
courtiers to her side before attacking the king once more. However, this
Maneuver will also impose a 1 on her next roll because shell need to
performtheManeuverasasupplementalactionifshewishestoalsoattack
thekingthisround,andshedoes.
She rollsher Persuasion (restrictedby her Empathy) to place a Movedto
Compassion Aspect on the throne room itself. To do this she turns her
attentiontothecourtatlargeandbeginstopassionatelydescribethestrain
the last war put on the people, how mothers and wives mourn their sons



229

and husbands, and how the Kingdom is falling into neglect due to the
enormousspendingrequiredtomaintainFreezan'smassivearmy.
ShealsospendsaFatePointtoinvokeherICanNotTellaLieAspectfora
+2 bonus to this roll. The GM allows it since that Aspect has gained her a
reputationofbeinghonest.Butshemustovercomeadifficultyof4dueto
thegeneraldisregardofthecourtiersinregardstothepeople'ssuffering.
Sherollsthediceandgetsa+2.HerEmpathyislowerthanherPersuasion
however,soshesuffersa1.Still,shemanagedtocomeupwithafinalresult
of 6. Her efforts have allowed her to successfully reach the stony heart of
the audience she can now invoke or compel the Moved to Compassion
Aspect.
She will now use her Persuasion to elaborate on her speech about the
sufferingofthepeopleandturnittowardtheking.Andhavingatleastsome
supportfromthespectatorsshecompelsMovedtoCompassion(forfree,as
thisisthefirsttimeitiscompelled)androlls.Asthereactionsofthecrowd
lendweighttoherarguments,sherollsatotalof6,reducedto5becauseof
thepenaltyfortakingasupplementalactiontoperformherManeuver.
Thekingisanobstinatemananddoesnotwishtolosemorefaceinthe
presenceoftheCourt.Hetriestodefendhispositiononelasttime,usinghis
Willpower to resist Isabellas attempt to sway his emotions, but does not
wanttorisklosinganymoreFatePoints.Herollsa0,forafinalresultof2.
Thisis3lessthanIsabella's5,sosheinflicts3stresspoints.
Minor: Distracted by Lust
Major:
Severe(P):
Extreme(P):

Defeated(P):

The king is beginning to think he is not going to win this resolute young
woman so easily. He returns fire by justifying the future invasion with a
fallaciousspeechaboutthethreattheexistenceoftheirneighborsmeansto
theKingdom.ForthisheuseshisDeceptionof2androllsa2.
Unhappywitha2onthedice,hespendsaFatePointtoinvokehisAspect
ofBoldKingofFreezantorerollthedice.However,luckisnotonhissidethis
time,andherollstheworstpossibleresult:4!Thisgiveshimafinalresultof
0. Perhaps he overplayed the threat, because Isabella certainly wasnt
swayed.Andforthatmatter,neitherweretheotherfolksintheroom.
Smug with her previous success and thoroughly unimpressed with the
kings attempt to inflate the threat to the kingdom, Isabella weathers the
kingstiradewithanicystare.SherollsherWillpowerandgetsa+1.Notthe



230
Chapter6Conflicts&Consequences

best roll, but enough for her to ignore the kings overblown attempt to
convinceherthatthedangerwasworsethanitreallywas.
Thekingstillnowhas0FatePointleft.Isabellahas3.

Round4
Isabella will now try and use up all her best arguments to deliver a
devastating blow to the king's ambitions. She will spend a Fate Point to
invokeWarshouldbethelastsolution,plusanothertoinvokethethrone
room's Everybody Here is Ready to Judge You, reserving her last Fate Point
just in case. If she does not win this round, she feels she will have to seek
refugeinaforeigncountrytoescapetheking'sanger.Sherollsa+2,which,
added to her +4 bonus from the Aspects invoked and her Persuasion of 3
resultsinatotalof9!
Isabellasargumentshavewornontheking,andheisstartingtothinkthis
debateislostforhim.Heattemptstoworkuphisangerandpassionforthe
warcampaign,butitjustisntthere.Maybeitisntworthputtinghispeople
indanger.
He defends once more with his Willpower. He rolls a +3, getting a total
result of 5. That's 4 less than Isabella's attack roll of 9, so he receives 4
Stress.ThekingtakesaMajorConsequence:
Minor: Distracted by Lust
Major: I cannot justify this
Severe(P):
Extreme(P):
Defeated(P):

There is no overflow to the next row of his Stress Track thanks to his
Tenacious advantage, which subtracts 2 from any overflowing Stress.
However, being a more intelligent man than he is often thought to be, he
decidestoofferaConcessiontoIsabella(whocannowbreathrelieved).
TheKingsConcession:Illcalloffthewar.
Isabellaaccepts.
A new meeting will be convened in a few days, with the presence of
Isabellaandtheotheradvisorstothekinginordertofindawaytohelpthe
peoplerecoverfromtheexcessesofthelastwarsandplanamoresensible,
coherent strategy of future development for the army's strength. King
Elderard is sincerely impressed by the temper of his new High Advisor and
intendstokeephernear.Verynear.Perhapsinhisbedchamber?



231

SocialConflict
WhatareSocialConflicts?
Social conflicts differ from Physical or Mental conflicts in that they take
longertoresolve,oftenrequiringasceneormoretoresolveasingleattack
insteadofafewrounds.
ASocialattackisanattackononesreputationorstatus,beitlegalstatus,
honor,socialstanding,etc.Thissortofconflictmaynotbeappropriatetoall
campaigns, but can play a large part in a game that focuses on political
maneuveringorsocialdisruption.Sowhileyoucanprobablyskipthissection
if you are running a postapocalyptic campaign with a focus on survival, it
couldplayacriticalrole inacampaignfocusingonthemaneuveringofthe
localnobilityoracampaigninwhichthePCsseektobringfinancialorsocial
ruintotheirenemies.


TheSocialAttack
Setting up a social attack may take one or more scenes, or possibly be
spread over a number of game sessions that culminate in a single conflict
scene. This attack roll works like any other. You select an Ability to attack
with,andthedefenderselectsanAbilitytodefendwith.
Unlike physical and mental conflicts, you are not doing direct damage to
youropponent;youareactuallyinfluencingsocietysviewofthedefender.It
is their disapproval that causes damage to the victims Social Stress Track,
andanyConsequencesplacedonthattrackshouldreflectthis.


SocialStressBoxes
A characters social stress boxes represents the measure of his ability to
avoidordivertsocialstress.Attacksthatonlycheckoffstressboxeshaveno
real lasting effect, such as minor embarrassments, the occasional outburst
totheirfans,etc.Theseleavenolastingimpression(Consequences).
The number of social stress boxes a character has associated with each
typeofConsequenceisdeterminedwiththefollowingformula:
Persuasion+Resources+OtherModifiers=NumberofSocialStressBoxes
(Minimum1)



232
Chapter6Conflicts&Consequences

SocialConsequences
Social Consequences work the same way Physical and Mental Consequences
do, but their effects tend to be more varied. Depending on the type of attack
made,SocialConsequencesmayresultinpublicembarrassment,legaltrouble,or
thetotallossofrespectfromallofonespeers.


LeverageandPopularity
Similar to the Edge and Determination ratings used in a mental conflict,
socialconflictusesLeverageandPopularity.Wheneveracharactermakesa
move to harm the social status of another, such as by exposing a skeleton in
their closet, humiliating the target in public, framing the target for a crime or
cuttingofftheirprimarysourceofpower,theGMshouldawardtheplayerwitha
Leveragerating.
Like Edge, Leverage is usually rated 0 to 10 with the bonus denoting the
importance of the revelation or act. Simply put, actions taken against your
enemysreputationorsocialstandinggenerateLeverage,whichgrantsabonus
toyoursocialattackrolls.
Forexample,ifyouknowthechiefofpoliceiscorrupt,youmightstarttryingto
gather evidence against him. In this case, the quality and amount of evidence
foundisrepresentedbyaLeveragerating.Findingoutheswepthiswifesdrunk
driving arrest under the rug might be worth a Leverage rating of +3, while
definitiveprooflinkinghimtothemayorsmurdermightbeworth+10.
Ontheotherhand,acharactermayalsohaveaPopularityrating.Usuallyrated
0 to 5, Popularity fills the role of a sort of armor against social attacks. The
defendersPopularityratingisaddedasabonusonhisdefenserollstodefend
againstsocialattacks.
Forexample,theownerofalocalnightclubmighthaveapopularityof1,while
abelovedkingmayhaveaPopularityof5.AhighPopularityratingmeansthat
peoplearemorelikelytoforgivemistakesandsleights.

AwardingLeverageandMakingtheAttackRoll
The GM should keep tabs on the players actions, keeping in mind how their
behaviormightimpactothers.Likely,asthePCsworkagainsttheirenemies,they
aregoingtobebuildingupLeverageastheyunravelmysteries,beatconfessions
outofmooks,etc.AstheGM,youdontneedtokeepaconstanttabonevery
possible bonus you might reward, but if the players decide to make a social
attack roll, you should have a good idea of what kind of Leverage rating to
awardthem,ifany.
ThePCscanbuildupasmuchLeverageastheywantbeforemakingtheactual
socialattackroll.Tomaketheroll,theysomehowneedtobeabletogetthe



233

SampleSocial
information they have accumulated against Consequences
theirtargetintothehandsofthosethatmatter. Minor
Thismightbedonebysendingtheevidenceto Embarrassed
alocallawyerinasealedenvelopeoritcouldbe SmallFine
agrandannouncementtothetownsfolk. LostaLittleRespect
When making the roll, add up all of the Major
Leverage you plan to use at this time, then Humiliated
select an appropriate Ability to attack with. LargeFine
MostlikelythiswillbePersuasion,butthereare LostAllies
times when another Ability might be more Severe(P)
appropriate. If an entire group is making the FocusofPublicOutrage
attack, the character with the highest relevant ShortJailTime
Abilityrankshouldmaketheroll. TraitorsintheRanks
Its also very likely that the defender will Extreme(P)
defend with Persuasion, but again, this might UnforgettableHumiliation
not always be the case. Also, if the attack is LongJailTime
directed at a group, theyll need to select a Mutiny
spokesmantomakethedefenseroll.However, Defeated(P)
stressisalsosufferedbyeveryoneinthegroup DeathSentence
hewasrepresenting.
EnemyoftheState
Oncetheattackrollismade,anyLeverageyou PermanentExile
addtotherollislost.Iteitherdiditsdamageor
nobodycared.However,youdonothavetoblowallofyourLeverageonasingle
attack.Sometimesitsbettertokeepafewcardsupyoursleeve.

CommonSocialConflicts
Herearesomeexamplesofcommonsocialconflicts,andhowLeverageis
gained:
Intent:UnseataPoliticalOfficial
GainLeverage:Discoverproofoftargetsallegiancewithenemiesofthestate,
framethetargetformurderorassassinatethetargetsmostpowerfulally.

Intent:CollapseanOrganization
Gain Leverage: Disable the organizations ability to buy their drugs, guns,
slaves, manufacturing equipment, etc. Plant evidence that the organization is
working against one of its allies and reveal that to them, or track down the
organizationsprimaryassetanddisableit.

Intent:DefameaCelebrity
Gain Leverage: Discover/plant proof that the celebrity is involved in one or
moremorallycorruptacts,suchasadulteryordrugs,sabotagetheirlatestevent
sothatitfailsspectacularlyorrevealorplantrumorsthatthecelebrityishaving
disputeswithsimilarlyfamouscelebrities.



234
Chapter6Conflicts&Consequences

GainingPopularity
GMsmaygrantPopularityratingstoPCsastheyperformheroicdeeds
or otherwise become well known to their peers. However, Popularity
remains a passive defensive trait and isnt actively rolled or added into
social conflicts except as defense. Instead, characters with Popularity
scores should look to add Aspects to their character that represents
theirfameandposition.
The GM may, if he chooses, allow you to trade in any accumulated
PopularityforXPaimedatpurchasingarelevantAspect.Forexample,if
you manage to gain a Popularity rating of 3 from defending your
hometown of Willowbrook from bandits, you may exchange your
Popularityfor3XP,whichyoumaythenspendtowardpurchasingHero
ofWillowbrookasaCharacterAspect.

SampleofaSocialConflict
Thecharacterscomeforthduringapressconferencetoexposethemayor
asacrookandinleaguewithalocalcriminalgang.
Intent:Sendthemayortojail.

Round1
For their first attack, they present pictures to the crowd that shows the
mayortalkingwiththegangsleaderinabackally.ThehighestPersuasionof
anyone in the group is 3 and the GM decides the pictures are worth a
Leverage Rating of 3. So the leader of the group steps forward with the
evidence and makes his attack roll and adds his Persuasion and Leverage
bonusforatotalof5.
Themayorisfairlywellthoughtofbymostofthepeopleintown,sohehas
aPopularityof2.
He defends with Persuasion plus Popularity for a total defense result of 2
andmayorsuffers3pointsofsocialstress.Thepicturesgetareaction,but
peoplelikehimsotheymakeexcusesforhim.
Themayorthenreturnsfirewithhisownsocialattack.Heexplainstothe
group that the people who are accusing him of these crimes are obviously
crazy.Hetellsthemthattheymusthavesomeemotionalissues,andthathe
hasnoideawhytheydbeafterhiminsuchafashion.
HisPersuasionrollisa2,buthehasnobasisfortheseclaimsandtherefore
has no Leverage. The leader of the PCs defends with his own Persuasion,
pointing out how ridiculous these claims are. He gets a total of 1 on his
Defenserollandeveryoneinthegroupsuffers1pointofsocialstress.



235

Round2
Seeingthatthepicturesdidn'tdothetrick,theplayerspullouttheiracein
theholefortheirnextattack.They'vegotanaudiorecordingofthemayor
discussinghisplanstopayoffsomeofthegangsterstoperformadriveby
ononeoftheguyswhoplanstochallengehiminthecomingelection.Thisis
prettydamningevidence,sotheGMawardsthepartyaLeverageratingof
+10.
Attachingtherecordingdevicetotheloudspeakers,theyplaytherecording
foralltohear.Thisallowsthemtoaddthe+10LeveragetotheirPersuasion
rollandgetatotalof15fortheirattack.Themayortriestodefend,butthere
isntalothecandotospintherecordinginhisfavor.
Theplayersscorebigandthemayorsuffersenoughsocialstresstocause
bothaMinorandMajorConsequence.Heisarrestedandtakenawaybythe
policebeforehegetsachancetoretaliatewithhisownattack.
MinorDisappointedVoters
MajorNowUndergoingInvestigation
Severe(P)Wevegotyouontape!

WeaponsandArmor
Youllnoticeacommonthemewiththedifferenttypesofconflicts,all
ofthem takeinto account somesortof weapon and armor, and it
maymakethingseasiertounderstandwhenyouthinkofthingsinthose
terms.
Physical conflicts have actual weapons and armor. Their Weapon
Ratings add to the amount of stress dealt, and Armor Ratings subtract
fromtheamountofstresssuffered.
Similarly, Mental conflicts have Edge and Determination. And Social
conflicts have Leverage and Popularity. These act as simple bonuses to
attackanddefenserolls.
These may be accumulated in different ways, but for the most part,
theseweaponsandarmorservethesamebasicfunctionsacrossall
sortsofconflicts.Thebettertheweapon,thebettertheoffense.The
betterthearmor,thebetterthedefense.
When you are thinking about creating a new Stress Track, take a
momenttoconsiderthetypeofconflictitmightrelatetoandwhatsort
ofweaponandarmoritmighthave,ifany.



236
Chapter6Conflicts&Consequences

HealingStressandConsequences
Whenacharactersuffersenoughstresstofilluptherowassociatedwitha
Consequence, he suffers a Consequence. Additional stress overflows into
thenextsetofstressboxes.Ifthosestressboxesarealreadyfilled,thenext
openstressboxischecked.
Attheendofafiveminuterest,allstressboxesareclearedunlessanentire
row is filled. Once an entire row is filled and the character has suffered a
Consequence, those stress boxes will not clear until the Consequence is
healed. Consequences are healed by downgrading in severity until they
becomeMinorConsequencesandthenclear.
Consequencesfadewithtimebodiesheal,rumorsdiedown,anddistance
bringsperspective.Howlongthistakesdependsuponthetypeofstressand
theseverityoftheConsequence.
After a certain amount of time, a Consequence may downgrade. This
requires for some time to pass and an Ability roll be made. For Physical
Consequences,yourollEndurance.ForMental,rollWillpower.ForSocial,roll
Persuasion.
Downgraded Consequences may change. For example, a Severe(P)
ConsequenceofBrokenArmmaybecomeArminaSlingwhenitdowngrades
fromtoaMajorConsequence.
Also remember that a character may only have one Consequence of each
type, per Stress Track, at a time. So if a Consequence downgrades to a
category that already has a Consequence in it, that Consequence
automaticallydowngradesaswell.Soevenifitisnttimetorolltohealthat
Consequence, it automatically downgrades if a worse Consequence
downgradesintoitscategory.
TheGMmayputmodifiersontherolltorecoverifthecharacterhasnthad
timetorestoreatproperly.Itsalothardertogetoveraknifewoundwhile
trekkingthroughaswampthansittingonthecouch.
For example, its been a week since Destinys encounter with the Sentinels
whoshotherinthethigh(Severe(P):ShotintheThigh).Shesbeentakingit
easy,sotheGMdecidesthatthestandarddifficultytoheal(Diff:4)isfine.So
sherollsthedice,andaddsherEnduranceof3totheresult,gettinga5.She
succeeds, so her Severe(P) Consequence downgrades to a Major, changing
fromShotintheThightoWeakenedThigh.Theholehasalmosthealed.
Rememberthatthestressboxesdowngradewithit.Sonow,insteadofafull
setofcheckedSevere(P)stressboxes,shehasafullsetofcheckedMajorstress
boxes.
Butwithluck,shellhavefulluseofherleginadayortwo.



237

Anotherexample
ThecarchaseJasonwaspartofinthelastsceneendsasheispushedoffthe
roadandslamsintoatelephonepole.HehastwoConsequences;hetookaflesh
wound earlier from a gun shot fired from the pursuing car. (Major: It just
grazedme.)ButthenhetookaSevere(P)Consequencewhenhehitthepole
(Severe(P):Battered,BruisedandBroken).
Ifhegetssomerest,attheendofthenextdayhecanrolltoseeifhisMajor
ConsequencedowngradestoaMinor,whichwouldhealattheendofthenext
scene.
AttheendoftheweekhegetstorolltohealtheSevere(P)Consequence.Ifhe
succeeds,Battered,BruisedandBrokendowngradestoaMajorConsequence
andjustbecomesBatteredandBruised.
IfforsomereasonhewasntabletohealhispreviousMajorConsequenceof
It just grazed me., it would automatically heal and downgrade as his
Severe(P)Consequence(Battered,BruisedandBroken)downgradedandtook
itsplace.
Minor (Downgrades to no Consequence in 1 Scene for Physical & Mental.
ForSocial,itdowngradesin1Week,norollrequired)
Minor Physical and Mental Consequences are removed any time the
character(orthepeopleheknowsinthecaseofsocialConsequences)has
the opportunity to sit down and take a breather for a few minutes. These
Consequenceswilllastuntiltheendofthecurrentsceneandwillusuallybe
removed after that. The only exception is if there is no break between
scenesifthecharacterdoesntgetachancetotakefive,theConsequence
willremaininplace.
Major(DowngradestoMinor,orjustclears,in1DayforPhysical&Mental.
ForSocial,itdowngradesin1Month,Diff:2)
Major Physicial and Mental Consequences require the character to get a
littlemoretimeanddistance,andmaybesomebasicfirstaid.Thismaymean
gettingtreatmentforsomeburns,sleepinginacomfortablebed,layinglow
andjusthangingoutatalocalhotspot.Ormaybespendingsometimewith
acharmingmemberoftheoppositesexorwitharespectedmemberofthe
community, or sitting on a beach to forget about it all. Or it could be
anythingelsesolongasitsappropriatetotheConsequence.Anafternoon
ofhikingmaybeagreatwaytogetpastaConsequenceofHeartbroken,but
itsnotagreatchoiceforaBadAnkle.
A Major Consequence actually downgrades to a Minor Consequence, but
sinceaMinorgoesawayattheendofascene,itseasiesttojustassumeit
clearscompletelywithasuccessfulroll.



238
Chapter6Conflicts&Consequences

Severe(P)(DowngradestoMajorin1WeekforPhysical&Mental.ForSocial,it
downgradesin3Months,Diff:4)
Severe(P)Consequencesrequiresubstantialdowntime.Thecharacterusesthe
downtime to rest and recuperate or, in the case of social Consequences, he
needs to spend that time running damage control or making amends to those
heshurt.
Extreme(P) (Downgrades to Severe in 1 Month for Physical & Mental. For
Social,itdowngradesin1Year,Diff:6)
Extreme(P)Consequencesareevenhardertodealwith.Thecharacterusually
ends up in jail, in the nearest rehab, an intensive care unit or maybe even on
suicidewatch.Itspossiblethatthecharacterwillbeleftwith lastingeffectsin
the form of an Aspect (such as More Metal than Meat or I can never go home
again.).
These could require sophisticated medical treatment usually only found in
majorcitiesorwithtrainedcounselorsonhand24/7tostopthecharacterfrom
goingovertheedge.
InthecaseofanExtreme(P)SocialConsequence,thecharacterisgoingtohave
to devote a substantial period of his time seeking forgiveness, mending
relationships, or just serving his sentence. Eventually, people will forget and
maybeevenforgivetheshame,butitsgoingtotakeawhile.
Needlesstosaytheexperiencecouldhaveaprofoundeffectonthecharacter
and can result in the change of some of their Abilities and Aspects. This is
somethingtheplayersandGMshouldworkouttogether.
Defeated(P) (Downgrades to Minor in 3 Months for Physical & Mental. For
Social,itdowngradesin3Years,Diff:8)Assumingitcanberecoveredfromat
all.
AswithanExtreme(P)Consequence,ifacharacterisDefeated,thereisagood
chance that the character is changed forever from the experience. While not
mandatory, players should strongly consider taking some sort of Character or
Specialty Aspect that relates to the event. The GM should consider allowing
them to take the Aspect for free or at a reduced XP cost. It may even be
appropriate to change an existing Aspect that is relevant. For example, an
Aspect of Im the toughest guy in town. could be changed to I was the
toughestguyintown.afteraphysicalDefeat.

ConsequencesofConsequences
Often a Consequence can change a character permanently. He might lose an
arm,orbeforeveroutcastfromhishome.InsuchcasestheGMmayallowyouto
cleartheConsequence,anditsassociatedstress,inexchangeforyoutakinganew
permanentCharacterorSpecialtyAspectthatrepresentsthepermanentdamage
that has been done to the character. Such an Aspect might be Missing Left Arm,
TerrifiedofEnclosedSpacesorIcannevergohomeagain.



239

AssistedHealing
Sometimes hospitals or similar medical Facilities (Page 273) can be used
with the Knowledge Ability and appropriate Aspects and Advantages to
provide bonuses to rolls to remove Physical or Mental Consequences or
speedtheprocessup.Seepage237formoreonrecoveringConsequences.
Likewise,somelocationsandevents,suchaspopularclubsorhighsociety
balls,couldprovidesimilarbonusestorecoversocialConsequences.

Howdoyoudie?
Usually a character only dies when his player allows him to. When you
are Defeated, the person who Defeated you gets to define what that
means.Andhemightdefineitasyourcharacterdying.
The player then gets the option to cash in all his Fate Points and veto
that definition of Defeat, forcing his enemy to come up with something
elseperhapsheonlysuffersabrokenbackand/ortemporaryparalysis.
ButifhehasnoremainingFatePoints,hedoesntgetthisoption.

OtherStressTracks
TherulesforStressTracksandConsequencescanbeveryversatileand,if
youwish,thissystemcanbeusedtotrackalmostanysortofresource.
Typically, Stress Tracks come in one of two forms: Renewable and Non
Renewable.

RenewableStressTracks
As seen above with the Physical, Mental and Social Stress Tracks,
renewable Stress Tracks heal naturally over time. Assuming you arent
Defeated(andsometimesevenifyouare),eventuallythewoundswillclose,
youll come to terms with the trauma, and people will largely forget about
yourmistakes.
A Renewable Stress Track may be used to track any situation where time
will eventually solve the problem (e.g. an energy reserve that slowly
replenishes itself, the effects of heat dispersion within a machine, the
assumption that the character is effectively managing the resource during
downtime).Inthiscase,theplayerwillalwaysgettorollinordertoremove
Consequences on the track or the GM may rule that no roll is necessary
dependingonthenatureofthetrackitself.



240
Chapter6Conflicts&Consequences

HealingRenewableStressTracks
Renewable tracks recover over time. After a certain amount of time, the
playershouldrollanAbility(usuallyonethatisusedtodeterminehowmany
stress boxes you have) against a set difficulty. See Removing
Consequences above for how Physical, Mental and Social tracks recover.
The characters new track may work the same way, or it may recover at a
differentrateorwithlowerdifficultiesdependingonwhattheGMdecides.
There are situations that may add bonuses to the recovery process. For
example, even if a wizards power naturally returns with enough time, the
GMmightgranthimbonusesonhisrecoveryrollifheisrestinginaplaceof
power(allowingsuchaplacetoworkinasimilarmannerthatahospitaldoes
inthecaseofrecoveringphysicalstress).


NonRenewableStressTracks
UnlikethepreviouslyshownStressTracks,theGMmayalsowantaStress
Track that reflects the status of a resource that doesnt recover overtime.
One example for this is the sorcerer who has to draw his power from ley
linesoravampirewhoneedsbloodtofuelhisunholypowers.
Inthiscase,thecharacternevergetsbetterunlessheperformssomesort
of action to promote the recovery of the track, such as the sorcerer
performingaritualontheleylinetodrawinitspowerorthevampirewho
feeds.


StressBoxes&RelatedAbilities
Likeanyother StressTrack,yournewtrack is going to have stress boxes.
Determininghowmanyyougetgenerallyfollowsthesameformulaasthose
yousawearlierinthischapter:
Ability+Ability+OtherModifiers=NumberofStressBoxes(Minimum1)
The Ability chosen may be a standard Ability, like a psychic who uses
Willpower. Or it might be an Affinity Ability taken when choosing Power
Advantages,such as a sorcererwhohasanAffinity Ability called Arcane.
Seepg.92frommoreonAffinityAbilities.
TheGMshouldrememberhowever,thatusingastandardAbilityforatrack
makestheusermorepowerfulasthatAbilitypullsdoubledutyfulfillingits
usualfunctionandsupportingthenewtrack.Sobybuyinguptheirranksin
thisAbility,theplayerbecomesespeciallygoodatboththeusualtrappings
ofthatAbilityandthingstiedtothenewtrack.



241

Wealth
(SampleRenewableStressTrack) SampleWealth
Consequences
This option provides the GM with
Minor
another way to track spending as well as
GotanIOUtoMARS,Inc.
acting as an example of a renewable
LostaLittleBet
StressTrackyoucouldcreateyourself.
BadDayTrade
This wealth system assumes that the Major
playersareincontroloftheirfinancesand
MarketTookaHit
that they are making decisions on a daily
BillsKeepPilingUp
basis in regards to what is purchased,
WorkingOffDebttoJim
what bills are paid, what investments are
Severe(P)
made, etc. Because their finances are in
OweMARSinCashorBlood
flux, and we dont want to track every
pennyspent,Consequencesarerecovered I used to live on the nice
byrollingResources. sideoftown.
HadtoLiquidate
TherecoverytimesforConsequencesare Extreme(P)
the same as those listed earlier in this
Theyrelookingforme.
chapterforSocialConsequences.
WorthMoreDeadthanAlive
Usethisformulatodeterminehowmany Canyouspareadollar?
wealth stress boxes you get per Defeated(P)
Consequence. UtterlyBroke
Resources+Reasoning+Other HomelessandHungry
Modifiers=NumberofWealthStress Nothing but the shirt on
Boxes(Minimum1) myback.

PurchasinganItem(AttackingtheWealthTrack)
When you purchase an item, your Wealth Stress Track is attacked. The
attack roll is made as a standard dice roll plus the Cost of the item. You
defendwithaResourcesrollplusanyRewardsyouwishtouse.Seebelow
formoreonRewards.
Regardlessofwhetheryoutakestressornot,youstillgettheitem.Andas
always, if all of the stress boxes in one row are filled, you must take a
Consequence.
For any character with a Resources of 1 or higher, a roll for Cost 1 items
should only be required if the result is potentially interesting for the
narrative:iffailureisboring,itemsshouldsimplybegranted.



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Chapter6Conflicts&Consequences

CostsandRewards
Sometimes the PCs find the treasureor finally score the big job, and now
theyvegotsomecoldhardcashtospend.Rewardsserveafunctionsimilar
toDeterminationinmentalconflictorPopularityinSocialconflict.Anitems
Cost is the weapon used against your Wealth Stress Track while your
Rewardsareyourarmor.
Whenever the GM wishes to reward the
players with a windfall of wealth, he should
ratetheRewardashewouldanythingelse.
The Rewards are rated along the same scale
asitemscosts(seealsoSellingThingsbelow).
Sowhilepaymentforasimplejobmaybearank2
Reward, winning the lottery or claiming a dragons
hordecouldbearank10Reward.
The characters Reward rating can be used, in
whole or in part, as a bonus on Resource rolls to
purchasethings.Youdonothavetoaddallofyour
Reward rating on a roll, but once it is used, its
gone.
No other advantage is conferred from monetary
rewards since Resources is a character Ability and
changes according to the experience rules and in
accordance with the players wishes. Characters
cannotbecomerichinanypermanentsenseexcept
through improving their Resources. The Resources Ability, like all game
statistics, is the effect and not the cause: causes emerge only through
narrationjustifyingtheeffectsaswitheverythingelse.
Note:EvenifyouarenotusingtheWealthStressTrackinyourgame,you
might consider allowing characters to obtain rewards and use them as
bonusesonResourcesrollstopurchaseitems.


SellingThings
When you sell something, you gain a Reward with a rating equal to the
valueoftheitemsold1(2iftheobjectisknowntobestolenorotherwise
compromised).TheGMhasfinalsayinregardstotheRewardratingasold
itemoffers.



243

HealingWealthStressandConsequences
Stress boxes on the Wealth Stress Track clear the same way Physical,
Mental and Social Stress boxes clear, but instead of clearing at the end of
thescene,Wealthstressboxesclearattheendofthegamingsession.
Recovering Wealth Consequences works the same as recovering
Consequences as described on page 237. You roll your Resources Ability
whenrollingtodowngradeaConsequence.
TheamountoftimerequiredbeforerollingtodowngradeaConsequenceis
listedbelow:
Consequence TimeRequired Difficulty
Minor AWeek Norollrequired.
Major AMonth 2
Severe(P) ThreeMonths 4
Extreme(P) AYear 6
Defeated ThreeYears 8

GettingRich
Similar to the optional rule that allows you to trade in Popularity for
experiencepointsdedicatedtoAspects,theGMmayallowyoutotradein
RewardforXPdedicatedtoincreasingyourResources.
If the GM allows it, you may trade in Reward for XP on a oneforone
basis.DoingsoallowsyoutousethoseXPtoraiseyourResourcesAbility
butmaybeusedfornootherpurpose.













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Chapter6Conflicts&Consequences

Mana
(SampleNonRenewableStressTrack)
ThissectionservesasbothasampleofaNonRenewableStressTrackand
anexampleofawayyoucandefinemagicinyoursettingasaPowerSource
andAffinityAbility,thentiethemtogether.SeetheAdvantageschapterfor
moreonPowerSourcesandAffinityAbilities.


ArcaneMagic
GMsmightrequireplayerswhotakecertainPowerAdvantagestoselecta
Power Source called Arcane Magic, an associated Affinity Ability called
Arcane,andpurchasetheCustomStressTrackHeroicAdvantage(pg.102)
togainaccesstotheManaStressTrack.
The Mana Stress Track representsthe latent magical energies found in all
living things. Mana also infuses the world around us, and sorcerers act as
conduitsforthatmagic,harnessingthemagicaroundthemandfocusingit
throughthemselvesintoadesiredmagicaleffect.
When you cast a spell (using a Power associated with the
ArcanePowerSource),youchanneltheambientmagicof
theworldthroughyourself,shapingitintothedesired
effect. If done right, this has little effect on you. If
done wrong however, sloppy or untrained magic
places a strain on the body, mind and soul,
potentially disrupting, destabilizing and
destroyingthelatentmanawithinyou.
Channeling the mana of the world can be
dangerous, destroying or destabilizing the
casters own innate mana as the magic flows
through him. Whenever the use of a Power
Advantage associated with the Arcane Magic
PowerSourcecausesstress,itgoestoyourMana
Stress Track as per the Advantages description.
See more about Affinity Abilities, activation
difficultiesandStressTracksonpage92.
Use this formula to determine how many
mana stress boxes you get per
Consequence.
Arcane+Willpower+OtherModifiers=
NumberofManaStressBoxes(Minimum1)



245

Arcane(AffinityAbility)
Arcane is an Affinity Ability used when rolling to activate and use your
magicalPowers,butservesacoupleofotherfunctionsaswell.
MagicAuras
When you cast a spell, a bit of magic sloshes out into the surrounding
environmentleavingaurasotherarcanistscansenseandread.
Such auras tend to hang around for a number of days equal the Powers
activationdifficulty orabout 4daysifthe Power wasactivatedwith aFate
Point.
ArcaneDeception
Its possible to avoid leaving magical auras if you are careful, taking the
time to focus your energy and minimize the amount that spills over into
theworldaroundyou.
When you want to use a Power without leaving an aura, you roll your
ArcaneasasupplementalactiontoactivatingyourPower.IfthePoweronly
requires a FP, hiding the Powers aura becomes the primary action so it
suffers the 1 penalty. The result of this roll sets the difficulty of an Arcane
rolltodetectyourPowersusage.
ArcanePerception
Youcansensemagicalauras,andwithconcentration,readthem.Youcan
automaticallysensetheuseofmagicusedaroundyouunlessthespellcaster
hasbeencarefulandmadetheefforttohidehiswork.
Attemptingtodetecthiddenmagicrequiresyoutoconcentrateamoment
androllyourArcaneagainstadifficultysetbythecaster.
If you generate Spin, not only do you detect the magical aura, but you
knowwhatthePoweryouaresensingdoesordid.Thedifficultytoanalyze
anunhiddenPowerinthiswayis2.

HealingManaStressBoxesandConsequences
Manastressboxesrepresentasortofmagicalfatiguethatclearsattheend
ofthescene,justlikePhysicalorMentalstressboxes.
However, truly damaged or destroyed mana (Mana Consequences) does
not heal or return to the caster naturally; instead it must be restored and
replentished at places of power, suchas ley line nexuses, or places where
theastralplanetendstobleedoverintothematerialrealm.Todothis,the
caster needsto spend some time in meditation at the place of power, and
thenheneedstorollArcaneagainstasetdifficulty.Theamountoftime,and
the difficulty, required to remove the Mana Consequence is listed in the
tablebelow.



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Chapter6Conflicts&Consequences

ManaConsequences
SampleMana
The Consequences for disrupting and burning
Consequences
outyourbodysnaturalmanarangesfrombodily
Minor
harm to psychological instability, and may also
affecttheuseoffuturemagicalworkings.Using Fatigued
your magic may become more difficult, and at Irritable
worstyoumayburnoutyourabilitytousemagic UnstableMana
altogether. Major
SplittingHeadache
Remember though that Mana Consequences,
HotTempered
even if they seem physical or mental, are
TaintedMana
recorded as Mana Consequences on the Mana
Severe(P)
StressTrack.EveniftheConsequenceseemslike
it would fit on the Physical or Mental Stress SpontaneousWounds
Track,ifitwasgainedfromtakingstressonyour PronetoViolence
ManaStressTrack,itsaManaConsequence. PainfulMagic
Extreme(P)
SevereMegalomania
UncontrollableMagic
TaintedMana
TemporaryBurnOut
Depending on the location you use to restore Defeated(P)
yourMana,themagicalenergiesyoutakeinmay Dead
be tainted. Locations that are prone to strong Paralysis
emotional investment, like a childrens BurnedOut
playgroundoratomb,cantaintthemanagained
therewithanAspect,suchasJoyousorNecrotic.
Effectively, this Aspect is a temporary Specialty Aspect placed on your
PowerAbility.ThelengthoftimeyouhavethisSpecialtyAspectdependson
the severity of the worst Consequence healed at the location of power.
Seethetablebelow.
YoumayonlyhaveonesuchmanataintAspectatatime,andanynewone
overwritestheprevious.

Mana TimeArcane
Consequence RequiredDifficulty TaintDuration
Minor 10minutes 2 1Day
Major 1hour 4 2Days
Severe 4hours 6 1Week
Extreme 12hours 8 1Month



247

OptionalStressSystem:Thresholds
This option removesthe stressboxes,replacing themwith a Threshold. If
yousufferanamountofstressequaltoorgreaterthanyourThreshold,you
sufferaConsequence.Consequencesworkthe same way they do with the
standardsystem,andyourThresholdisequaltothenumberofstressboxes
youwouldnormallyhave,1.
SoifacharacterhasaStrengthof2,anenduranceof3,andaSizeof0,he
hasatotalPhysicalThresholdof4(2+3+01).
When using Thresholds, a conflict is resolved the same way it is with the
default system. However, instead of checking off stress boxes, the total
amountofstressyousufferfromanattackiscomparedtoyourThreshold.If
itisequaltoorgreaterthanyourThreshold,yousufferaConsequence.
So if your Threshold is 4, and you are hit with 5 stress, you must take a
MinorConsequence.Ifyouarelaterhitwithanotherattackthatresultsina
Minor Consequence, since you already suffer a Minor from the previous
attack,thenewConsequenceisupgradedtoMajor.
In addition, for every multiple of the defenders Threshold the attack
succeeds by, the resulting Consequence is upgraded. So if you have a
Threshold of 4, and suffer 8 stress, you must take a Major Consequence,
evenifyouhavenotalreadytakenaMinor.
Forexample,JohnattacksBobbywithapunch.HerollshisStrengthtoattack.
BobbyrollshisAgilitytodefend.
Johnsgetsatotalof5onhisattack.Bobbydefendswithatotalof2.Sothe
totalstressJohninflictsis3.
He compares this to Bobbys Physical Threshold, which is 2, and since the
amount of stress John dealt was higher than that, Bobby must now take a
MinorPhysicalConsequence.
NowitsBobbysturn.HemakeshisattackrollandJohntriestodefend.John
rolls poorly however, and the total from Bobbys attack results in 4 stress.
JohnsPhysicalThresholdisonly2.Nowsincetheattackersattackrollresults
inanamountofstressequaltotwiceasmuchasthedefendersThreshold,the
Consequence John has to take is upgraded. So instead of suffering a Minor
Consequence,heinsteadtakesaMajor.
ItsJohnsturnagainandhemanagestogetatotalof3overBobbysdefense.
Bobbys defense is still only 2, so 3 stress causes him to take another
Consequence. But since Bobby already has a Minor Consequence from Johns
firstattack,thisnewConsequencehemusttakeisupgradedtoMajor.



248
Chapter6Conflicts&Consequences

Now Bobby has his chance at


revenge. He attacks John and
generatesatotalof3overJohns
defense.SinceJohnhasaPhysical
Thresholdof2,Bobbysucceedsin
forcing him to take another
Consequence. Though his first
attack against John resulted in a
MajorConsequenceforJohn,this
isntasimpressiveandonlyyields
aMinor.
This systems cuts down on
some of the recordkeeping in
play since nothing really
happens unless a Consequence
is scored. However, some
players may feel dissatisfied
when they are fighting a
superior foe and find
themselvesunabletoovercome
thefoesThreshold.
Inthiscase,thePCsneedtoturntheirattentionstosettingupManeuvers.
MaybeacoupleofthePCscantrytoplacehinderingtemporaryAspectson
thetargetwhiletheirbestwarriorinvokesorcompelsthoseAspectsforthe
bonusesheneedstoovercometheThreshold.
Note also that Mental and Social conflicts can also use the Threshold
system,orifyoulike,youcouldevenusethedefaultsystemforonetypeof
conflictandThresholdsforanother.Therestofthisbookhasbeendesigned
tobeagnostictowardswhicheverstresssystemyouchoose.
NotethatAdvantagesthatnormallyincreasethenumberofstressboxesa
characterhasinsteadincreasethecharactersThreshold.

ThresholdAdjustments
Ifyou likethis system, butfinditiseithertoo deadly or too safefor your
tastes,youcaneasilyadjustitbychangingthe1modifierintheformulato
determinecharacterThresholds.
Ifyouwantcharacterstobetougher,youcouldsimplychangethe1to0
oreven+1.Feelfreetoadjustthisnumberasneededtogetthefeelofthe
campaignyoudesire.



249

OptionalStressSystem:SingleSet
This option functions like the default stress system except you only have
onerowofstressboxesforeachtypeofstress(Physical,Mental&Social),
andwhenthatrowisfilled,youareDefeated.
However, as you suffer stress, you may elect to suffer a Consequence to
reduce the amount of stress you take. The amount of stress each type of
Consequencenegatesislistedbelow:
Minor:Negates2pointsofstress
Major:Negates4pointsofstress
Severe(P):Negates6pointsofstress
Extreme(P):Negates8pointsofstress
Note that you must take the Consequence at the time the stress is
delivered. You may not later remove stress from your Stress Track by
applyingaConsequence.
AlsoyoumayneverhavemorethanoneConsequenceofthesametypeper
StressTrack,andyoumayonlytakeoneConsequenceperattack.
So,forexample,ifyouhavesixstressboxesandsufferfivepointsofstress,
youcaneither:
Takethefivepointsofstressandcheckfivestressboxes.Thismeans
that you can only take one more point of stress before being
Defeated(P).
TakeaMinorConsequencetoreducetheamountofstressyousuffer
fromfivetothree.
TakeaMajorConsequenceandreducetheamountofstressyoutake
fromfivetoone.
Or take a Severe Consequence and reduce the amount of stress you
takebysix,effectivelynegatingallofthestresstaken.
AlternateOption:UpgradingSingleSet
Whenyoutakestress,insteadoffillinginallthestressboxesintherowup
to the amount you suffer, you instead only mark the single box associated
withtheamountsuffered.
Forexample, if you suffered 3 points ofstress, youd only check the third
boxintherow.Thefirstandsecondboxeswouldremainunchecked.Butif
you suffered another 3 points of stress later, youd instead check the next
openbox,andsoon.
Once you check off the last box in the row, no matter how many other
boxesareunchecked,youareDefeated(P).



250
Chapter6Conflicts&Consequences

Chapter7
PlayingtheGame

HowtoDoThings
Thischaptercoversmostofthethingsacharactermaywanttodothatisnt
coveredinthepreviouschapteraspartofaconflict.Or,atleast,itprovides
rulesforseveralthingstheycando.Intruth,nobookwillbeabletocover
every possible action a PC can take. GMs who need to come up with
imprompturulessubsystemsshouldlooktothischapterforexamplesand
inspiration.
For most of the things characters do, theres no real need for rules. They
canstand,walk,talk,goswimming,andotherwisedonormalthingswithout
needingtorolldice.TheycaneventakeactionsthatusetheirAbilities,like
driving to work, without worrying about the dice. The dice only come out
whenthereisaninterestingchallengewiththeprobabilityofameaningful
outcome.Onthesimplestlevel,whenaplayerrollsthedice,ifhematchesor
exceeds the difficulty, his character succeeds; if he doesnt, he fails. When
theissueissimplethismaybeallthatsnecessary,butsometimesyoualso
need to know how well a character did or did not do. For instance, if a
characterrollsfourhigherthanthedifficulty,thatsbetterthanrollingonly
onehigher.
If the total of the roll plus any relevant modifiers is below the target
difficulty,itsafailure.Ifarollmatchesthetargetdifficulty,orisgreater,itis
a success. If it beats the difficulty by 3 or more, it has generated Spin. See
page254formoreonSpin.


OnYourTurnYouCan
A round lasts for about 3 seconds of in game time and consists of all
characters getting one turn. On your turn you can perform a single simple
action and any number of supplemental actions your GM allows, such as
movingintoanotherzoneordrawaweapon.
Youtakea 1penaltytoyour primaryaction for each supplementalaction
you take, though some more complex supplemental actions may require a
largerpenalty.


251

StackingBonusesandPenalties
Whether through invoking Aspects or by purchasing Advantages, there
arealotofwaystogetbonusesandpenaltiesappliedtoaroll.
InStrandsofFate,almosteverythingstacks.Thismeansthatifyouget
a +2 bonus from one source and a +1 bonus from another, you may add
thosetogetherforatotalofa+3bonus.
Sounlessit isclearlystatedotherwise,youcanassumeanybonusesor
penaltiesyouhavestackwithanyothers.

SettingDifficulties
Before you the GM call for a die roll, it is critically important that you
stopanddotwothings:
1.ImagineSuccess
2.ImagineFailure
Itsoundssimple,butitcanmakeacriticaldifference.
Successisusuallytheeasypart,butfailurecanbebittrickier.Youwantto
makesurethatbothoutcomesareinteresting,thoughinteresting certainly
doesntneedtomeangood.
Ifyoucannotcomeupwithawaytohandleeitheroutcome,youneedto
rethinkthesituation.
Its as simple as that, because there are few things more frustrating to a
playerthanmakinganAbilityrollandgettingtoldthatitnetsthemnonew
knowledge, no suggested course of action, no new development for the
story,andsoon.Ifitdoesntmeananything,whyrollit?
So,wheneveryoucallforaroll,beabsolutelycertainyouunderstandwhat
failureorsuccessentails.
Again,ifoneortheotherresultdoesnotsuggestacourseofaction,then
calling for a roll is probably a bad idea. Now, that said, every roll does not
needtohavehighstakes.Failureshouldalwayshavesomenegativeeffect,
but there are degrees of negative effects, and minor setbacks may be
overcomeforalargersuccess.
Ifthereisalargeissueonthetable,trynottohaveithingeentirelyonone
rollspreaditoutacrossthescene.Badrollshappenfromtimetotimeand
youdontwantyourcampaigntofallapartbecauseofafewbadtossesof
thedice.
The whole point of the potential failure offered by the dice is to keep
playersengaged.Itmakestherollsreallymeansomething.Andthatfactis



252
Chapter7PlayingtheGame

the ultimate informer on how you want to set difficulties. The goal is to
makeanyrollsatisfying.
Withthatinmind,asageneralguidelinedifficultiesshouldbesetlow(with
afewexceptionswellcoverinthischapter).Ifyouleavedifficultiesatthe
defaultratingof0,thencharacterswillalmostalwayssucceed.Butthereis
still a chance of failure unless the odds are strongly stacked in favor of
success.Whatthismeansisthatcharacterswillrarelyfail,butfailureisstilla
possibilityinmostcircumstances.Youcanincreasedifficultiesfromthat,but
always stop and think about why you want to do that. The answer should
alwaysbebecauseyouwantfailuretobemorelikelyhopefullybecause
failurescooltoo.
Asageneralruleofthumb,assumetheaveragepersonwillsucceedagainst
adifficultyof2halfthetime.
Difficulty Action
0 Requireslittleeffortoreventhought.
1 Requiresasmallamountofeffort.
2 A simple task, but requires a little effort. The average
personwillsucceedabouthalfthetime.
3 Amoderatelydifficulttask.
4 Usuallyrequiressometrainingorforyoutogetlucky.
5 Adifficultytask.Youneedtobereallygoodtopullthisoff.
6 Youdbetterbeanexpertifyouhopetosucceed.



253

Ifyouaretemptedtomakearollsodifficultthatfailureisalmostcertain,
makesureyouvegotasolidreasonwhythatsso,andwhyyourecallingfor
aroll.
Withdifficultiessetlow,thequestionisnotwilltheysucceed?butrather
how(orhowmuch)willtheysucceed?.Itmeansthatthemarginbywhich
theresultofyourrollexceedsthedifficultybecomestheyardstickyoucan
use to frame how something turns out. The bottom line here is that every
rollshouldbefun,whetheritsucceedsorfails;butasuccessby5pointsover
thedifficultyisreallysomethingspecial!
Effect Description
Successby0 Minimal success The character pulled it off. Its neither
prettynorgraceful,butitworks,atleastfornow.
Successby1 NotablesuccessThisisaclearcutsuccess.Thecharacters
resultissolid,reliable,andwhileitmaynotbeinspired,itis
absolutelyworkmanlike.
Successby3 Significant success (Spin!) The success is sufficient
enough to be noticeably well done, and will be of fine
quality, very reliable and so on. A significant or better
successissaidtohavegeneratedSpin(seebelow).
Successby5 Potent success Not only is the quality of the success
remarkable, it may have some unexpected secondary
benefits,suchasadeeperinsightintoaproblemathand.

Spin
Initsbroadestsense,Spinisaspecialeffectthatoccurswheneverthetotal
resultofarollexceedsthedifficultythecharacter is rolling against by 3 or
more. That special effect may simply be color it may mean the character
lookedparticularlycool,orisduesomerecognitionforexcellence.Insome
cases,asoutlinedinAbilitiesandelsewhere,generatingSpincanresultinan
actualgameeffect.
Inconflict,ifacharactergetsSpinonadefenseroll,hecanadda+1bonus
tohisnextactionattackrollagainsthisattacker.
OtherapplicationsofSpin,foundthroughoutthisbook,existaswell.Butin
general,itservesasaneasywayofmakingnotethatacharacterhasdone
particularlywellonaroll.Whenevercharactersrollwellenoughtogenerate
Spin,itstimetositup,payattention,andspiceupthedetails.



254
Chapter7PlayingtheGame

Maneuvers(PlacingaTemporaryAspect)
AManeuverisanactiontakentoaffecttheenvironment,otherpeopleor
even yourself in a way that creates a temporary Aspect. When a character
flashesabrightlightinanenemyseyestoplaceatemporaryBlindedAspect
on him, or counts to ten and takes a deep breath to place a temporary
FocusedAspectonhimselfthatsaManeuver.



255

To clarify, actions are the normal things a character can do in a round.


Maneuvers are special actions taken specifically to set up temporary
Aspects.
A Maneuver is either a simple action or a contest, with the difficulty or
opposition determined by the nature of the Maneuver. A Maneuver that
doesnt target an opponent is resolved as a simple action. Most simple
ManeuverslikethisresultinacharacterrollingagainstaGMsetdifficulty.
Forexample,a charactertaking a moment to relax and place the Focused
AspectonhimselfmightberequiredtorollWillpoweragainstadifficultyof
2.
AManeuvercanalsotargetanopponent,azone,oreventhesceneitself.If
successful, you place a temporary Aspect on your target and it may be
invokedorcompelledlikeanyotherAspectforaslongasitremains.
Zone or Scene altering Maneuvers allow you to place some kind of
temporary Aspect over a targeted zone or the entire scene as a whole,
potentially affecting everyone taking part in it. How hard this is to do can
rangefromtrivialwithnoAbilityrollrequiredatall(knockingoveracandle
in a hay loft to add an On Fire! Aspect to the scene) to virtually impossible
withanAbilityrolldifficultyof8ormore(AttemptingtoremovetheOnFire!
Aspectwithasquirtgun.)Whatevertheresult,theGMcandecidewhether
ornotthechangethecharactermakesmeritsaddingorremovinganAspect
tothezoneorscene.
Ifthetargetisanothercharacter,theManeuveringcharacterandthetarget
make opposed rolls using whatever Abilities the GM deems appropriate.
Success is usually achieved if the Maneuvering characters roll matches or
exceedshisopponents.
ThetemporaryAspectmaythenbeinvokedorcompelledforabonusona
subsequent roll. The first invoke or compel doesnt cost the player a Fate
Point (nor does the victim of a compel earn a FP), but subsequent uses
usuallydo(seeChapter3formoreoninvokingandcompellingAspects).Ifa
characterissimplytryingtoincreasethedifficultyofanothertargetsaction,
this is considered a block action and should be resolved as such. See page
260formoreonblockactions.
Maneuversused to place an Aspecton yourself tend to create temporary
Aspects that last until they are invoked or compelled, but may vary
dependingontheAspectandthesituation.
Forexample,theFocusedAspectgainedfromamomentofmeditationwill
likely disappear the first time you invoke it for a bonus or reroll or if
somethinghappenstobreakyourconcentration.



256
Chapter7PlayingtheGame

TypesofActions
SimpleActions
SimpleactionsarerolledagainstadifficultysetbytheGM.Theyareusedtosee
ifacharactercandosomething,andhowwellhecandoit.TheGMdescribesthe
situationandselectstheappropriateAbility(orAbilities)thecharactermayapply
totheroll.TheplayerthenrollsagainstthedifficultydeterminedbytheGM(by
default, Diff: 0). If the total is equal to or greater than the difficulty, the
charactersucceeds.Somesamplesimpleactionsinclude:
Jumpingaditch
Lookingupanobscurefact
Searchingacrimesceneforfingerprints

Contests(ContestedSimpleActions)
Contestsareverymuchlikeregularsimpleactionsexcepttheactionisindirect
oppositiontosomeoneelseandeasilyresolvedonewayoranother.Ratherthan
setting a difficulty, each party rolls the appropriate Ability, and the outcome is
resolved as if the high roll had beaten a difficulty equal to the low roll. A tie
meansbothsucceed,butwhetherthatmeanstheoutcomeisatieorifitcallsfor
anotherrolldependsonthesituation.Somesamplecontestsinclude:
Tryingtograbadroppedweaponfirst(Agilityvs.Agility)
Determiningwhocanthrowaballthefarthest(Strengthvs.Strength)
Attemptingtogetawaywithasimplelie(Deceptionvs.Empathy)

Conflicts
Conflicts(Chapter6)arewhathappenwhentwoormorecharacterscomeinto
oppositioninafashionthatcannotbequicklyandcleanlyresolvedwithasingle
simplerollorcontest.
Aconflictisbrokendownintoanumberofrounds,duringwhicheachcharacter
gets a turn. Success on an attack roll in excess of the defenders defense roll
counts as stress. As characters suffer stress they will begin to suffer
Consequences. If the conflict persists, one combatant will need to Concede or
theconflictmaycontinueuntilonesideoftheconflictisDefeated.
Conflictsconsistofthemostcomplextypesofactions,andanentirescenemay
revolvearoundasingleconflict.Conflictscaninclude:
Anykindoffightscene(Physical)
Tryingtotalkyourwaypastaguardashetriestoscareyouoff(Mental)
Anattempttodestroyacelebritysreputation(Social)



257

ExtendedActions
Some actions simply cannot be resolved in the amount of time usually
allottedtoabasicaction.ThismightberepairingastarshipsFTLdrive,write
anovel,ortryingtoswayacrowdtoyourpointofview.
Extendedactionstendtohaveveryhighdifficulties,withtheaveragebeing
10.However,insteadofmakingonerolltoseeifyousucceedorfailagainst
the target difficulty, you roll several times and add up (or subtract if
negative!)thetotalofeachroll.TheGMdeterminestheamountoftimeyou
must spend trying between each roll and you complete the action
successfullywhenyoufinallyreachthetargetdifficulty.Seepg.295formore
ontimeincrements.
Someexamplesofextendedactionsare:
ExtendedActionTimeBetweenRollsDifficulty
Hotwiringacar 1turn 10
Pickingastandardpadlock 1turn 15
Buildingashortwoodenbridge 1hour 10
Buildingahouse 1week 20
Findingawayoutofan 1hour 10
unfamiliarforest
Someextendedactionsmayrequireyoutomeetaminimumdifficultywith
each roll. If any roll fails to meet that difficulty, something happens. Often
timesitisimpossibletocontinueafterafailedroll.
Forexample,whendisarmingabomb(pg.270),ifyourollbelowacertain
difficultyyounotonlyfailtodisarmit,butitexplodes!

ContestedExtendedActions
These sorts of actions are a sort of race to the finish. Like a normal
extendedaction,yourollmultipletimesinanefforttogenerateatotalequal
toorhigherthanthesetdifficulty.
Thedifferencehere is that twoor more characters are rolling to see who
meetsorexceedsthedifficultyfirst.Thesetypesofactionsareappropriate
forcompetitionsthattakemorethanasingleshortscenetoresolve,suchas
apokertournamentoranoverlandracetoaspecificlocation.





258
Chapter7PlayingtheGame

ZeroOut
Ifacharacterisundertakinganextendedorsimpleactionwheretheonly
significantfactorishowlongitwilltake,andthereisnopenaltyforfailure,
theplayermaysimplydeclareheisgoingtoZeroOut.Whenhedoesthis,
nodicearerolled.TheGMjustassumesthedicewouldcomeup0eachtime,
and adds the characters Ability and relevant modifiers to determine the
totalforeachroll.
Naturally,youcannotdothisifanextendedactionrequiresthecharacterto
meetaminimumdifficultyoneachroll.
For example, lets say the character wants hotwire a car. If he isnt in a
hurry, and a failed roll doesnt hamper his ability to try again, the GM may
allowhimtoZeroOut;justusinghisAbilityratingplusothermodifiersas
theresultoftherolleachturn.

SpecialActions
FreeActions
Some kinds of actions are free they dont count as the characters
simpleactionduringaconflict,regardlessofwhetherornotarollofthedice
is involved. Rolling for defense against an attack is a free action. So are
minoractionslikecastingaquickglanceatadoorway,flippingaswitchright
nexttothecharacter,orshoutingashortwarning.
Thereisnolimitonthenumberoffreeactionsacharactermaytakeduring
histurn;theGMsimplyhastoagreethateachactionisfreeandshouldfeel
freetoimposelimitsifitseemslikesomeoneistakingexcessiveadvantage
ofthisrule.

HoldYourAction
A character can opt not to act when his turn comes around. When a
charactertakesaholdaction,hehastheoptionoftakinghisturnanytime
laterintheround.
Ifheholdshisturnthroughtheround,hestartsthenextroundatthetop
of the initiative order. If multiple characters did this, they can make
contestedAgilityrollstoseewhogoesfirst.



259

BlockActions
When the characters action is preventative trying to keep something
fromhappeningratherthantakingdirectactiontomakesomethinghappen
hecanattempttoperformablockaction.Hedeclareswhathestryingto
prevent and what Ability hes using to do it. Players may declare a block
against any sort of action or actions and may theoretically use any Ability,
butunlesstheblockissimpleandclear,theGMmayassesspenaltiesbased
uponhowharditwouldbeorhowmuchofastretchitwouldbe.
Playersshouldneverbeabletocoverallbaseswithasingleblock.
For example, a character can use the block action to protect another
character.HespendshissimpleactionrollingtheAbilityhesusingtoblock;
theresultistheblocksPotency.When,laterthatround,anyenemytriesto
attacktheprotectedcharacter,theprotectedcharactermayusetheblocks
Potency as his defense if it is greater than the defense he provides for
himself.
So,theattackerrollshisattackasnormal.Thedefenderrollshisdefenseas
normal. If that defense roll is higher than the block Potency, he uses the
defense result; otherwise he uses the block Potency. The attacker then
causes,ordoesntcause,stressasnormal.
Othertypesofblocksworkthesameway.Theblockingcharacterdeclares
theblockonhisturnandrollstheAbilityhesusingtoblock,subjecttoany
penalties imposed by the GM. The result is the block Potency. Later that
exchange,everytimeanothercharactertriestoperformtheblockedaction,
he enters into a contest with the blocker. The character trying to get past
the block rolls the Ability hes using for the action and compares it to the
blockPotency.IftheattackersrollmeetsorexceedstheblocksPotency,he
successfully overcomes the block. If it does not, he cannot perform that
action.Hehasbeenblocked.
AvarietyofAbilitiesmaybeappropriatetogettingpastablockandgetting
pastablockmayoccasionallyrequirerollinganAbilitymodifiedbyanother,
secondaryAbility.Seepage70formoreonCombinedAbilityrolls.
Note also that in the above examples, blocks are generally described as
physical actions. However, this need not always be the case. Its entirely
possible to attempt block to another from performing an action by
attemptingtotalkthemoutofit,distractingthem,orperforminganyother
sort of action that could hamper or stop another from taking a specific
courseofaction.



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Chapter7PlayingtheGame

FullDefense
Acharactercanopttodonothingbutprotecthimselfinaconflict.Byusing
asimpleactionentirelytodefendhimself,hegainsa+2onalldefenserolls
until his next turn. Characters who are defending may declare it at the
beginning of the round rather than waiting for their turn to come around.
Similarly,iftheyhavenotactedintheroundatthetimewhentheyarefirst
attacked,theymaydeclareafulldefenseatthatpoint,againforegoingtheir
simpleactionfortheround.

SupplementalActions
Sometimesacharacterneedstodosomethingmorecomplicatedthanjust
takingasingle,basicaction.
Sometimes the combined actions are simple, like drawing a weapon and
attacking; sometimes its more complex, like composing a sonnet while
fencing. When the character performs a simple action while doing
something else, like drawing a weapon and attacking, or firing off a signal
flarewhileintimidatingthesnappingwolvesattheedgeofthefirelight,itis
a supplemental action and simply imposes a 1 on the characters primary
simple action roll. When in doubt about which is the primary action and
which is the supplemental one, the supplemental action is the one which
would normally require no die roll or would have the lowest difficulty if it
wererolled.
Sometimes the GM may decide a supplemental action is particularly
complicatedordifficultandmayincreasethepenaltyappropriately.
The difference between an action that combines Abilities and a
supplementalactionisnotalwaysobvious.Ingeneral,ifbothcomponentsof
the action are something youd expect to roll for if they were done
separately,thenitstimetocombineAbilities.Ifthelesserpartoftheaction
is something that normally doesnt require a roll, just handle it as a
supplemental action. Sometimes, an action will be both supplemental and
modifiedmaybethecharacterismovingalittle(supplemental),butisusing
hisAgilityAbilitytogetanedge(modifyingtheprimaryroll).
In those rare cases where a character is performing two supplemental
actions, such as drawing a weapon before moving into another zone and
attacking,thepenaltysufferediscumulative.



261

SpecialRules&Maneuvers
Ambushing
If you attack a target, and he was until now not aware of your presence,
that target may not add an Ability to his defense roll (nor can he add the
ArmorRatingprovidedbyashield).Hestillgetsasimpledicerollandarmor,
ifheiswearingany,mayhelpmitigatethestress.
You may also ambush someone who knows you are there but is not
expecting you to attack them. In this case, before the attacker makes his
attack roll, the defender rolls his Perception (at a 2 penalty) against the
attackersDeception.Ifhesucceedshemaydefendhimselfnormally.Buton
afailure,heiseffectivelyambushedandcannotaddanAbilitytohisdefense
roll.


AnimalHandling
Dealing with animals is very much like dealing with people; you use
Persuasion to convince them to do as desired and Empathy to read their
bodylanguageanddeterminetheirmotives.However,thefurtherremoved
a creature is from human, the more difficult this becomes. For nonhuman
mammals, the GM might apply a 2 penalty on attempts to influence the
creaturesemotionsormotivations.Forreptiles,thepenaltymightbe4.
Howananimalrespondstoapersonisverymuchlikeafirstimpression.If
the animal has been trained, like an attack dog, then its likely going to
behaveasitsmasterhastrainedittobehave.Butifitreallycouldgoeither
way,PersuasioncanberolledagainstthecreaturesWillpowertoseeifthe
first impression is favorable or unfavorable. If the animal is potentially
hostile, a favorable result means its not likely to attack. If the animal is
potentiallyuseful(suchaswithriding),afavorablerollisnecessarytogetit
towork.

AnimalInstincts
Whendealingwithanimals(oranimallikecreatures)inamentalconflict
keep in mind the animals basic fight or flight instincts. For example, a
bear may have very little in the way of defenses against mental attacks.
Butthatdoesntmeanthebearisgoingtorunawayinfearthefirsttime
someoneyellsboo!atit.Itjustmeansthatthebearisgoingtobevery
sensitive to mental stimulation. But instead of cowering in fear, it may
wellreactwithafrenzyofbestialrage.



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Chapter7PlayingtheGame

BeamWeapons

BeamSweep
Whenusingabeamweapon,youcanhold
down the trigger and sweep a continuous
beamacrossyourtargets.Thisallowsyouto
attack more than one target in a zone.
Before the attack roll is made, determine
howmanytargetsyouaretryingtohit.You
will then roll and apply the results of that
roll as anattackagainsteachtarget;witha
cumulative 1 each (1 for the 1st, 2 for the
2nd, etc.) After the attack is resolved, you
mustmakeaReasoningrollwithadifficulty
equaltothenumberoftargetsyoutriedto
attack+1toavoidoverheatingtheweapon.
Onafailedroll,youcannotusetheweapon
again until you spend a turn doing
something else while letting the weapon
cool.
Forexample,Johnwantstosweephislaser
pistol over both of the guards currently
chasing him down the hall. He rolls his attack roll and gets a 4. Since he is
attacking two targets, his attack roll is considered a 3 against the first guard
anda2againstthesecond.HethenrollshisReasoningandgetsa2.Sincethis
didnotmeetorexceedthedifficultyof3(twotargets+1),hehastolethislaser
pistolcooldownonhisnextturnbeforeusingitagain.
When attacking a Unit in Personal Scale conflict, simply add a +3 to the
weaponsWRandthenrollforoverheatingagainstadifficultyof4.

Overheat
You hold down the trigger on a target until your gun overheats. The
weapons Weapon Rating is doubled for this attack. After doing this you
cannot use the weapon again until you spend a simple action doing
somethingelsewhilelettingtheweaponcool.

SuppressionFire
Beamweaponsmayalsobeusedtolaydownsuppressionfire.Seepg.292
formoreonsuppressionfire.



263

BreakingThings
StrengthistheAbilityofchoiceforapplyingbruteforcetobreakthingsinto
smallerpieces.Thisincludesbreakingboards,knockingdowndoorsandthe
like.
Using Strength, items can be damaged over time or broken with a single
dramatic blow. This means that there are generally two ways to break
something:methodicallyandabruptly.
Breaking something methodically generally requires no rolling. Given time
andtools,youcaneventuallybreakanything.Howlongitwilltakeismostly
just a matter of common sense, ranging from a few moments to saw a
board,tomonthstoscratchthroughadoorwithaspoon.
ThisisusuallydoneoffscreenandaStrength(orCraftroll)couldbemade
to get a sense for how well or quickly the job is done, but if no one is
interruptingorotherwiseinvolved,itwillworksoonerorlater.
If its necessary tobreakupa methodical roll into something measurable,
youmaycallforanextendedaction(pg.258)togetasenseofprogress.But
that is ultimately more a narrative convenience than a real measure of
difficulty.Extendedactionsmayalsobeappropriateifyouwanttointerrupt
amethodicaleffortwiththingslikeenemyattacks.
Breaking something abruptly is more dramatic, such as knocking down a
door,splittingaboardwithoneshands,bendingironbarsandsoon.Thats
justaquickrollagainstadifficultybaseduponthetargetsnature.Seethe
accompanyingtableforsomesampledifficulties.
Havinganappropriatetool(likeahammer,crowbar,oraxe)mayadda+1
or+2bonus.
Difficulty Examples:
0 Paperorglass.Donotrollforthis,unlessunderstress.
1 Flimsywood.
3 Cheap wood broken with the grain; bamboo, some light
plastics.
4 Nonreinforced wooden board, like a pine twobyfour, or an
interiordoor.
5 Strongwood,hardwoodboards,exteriordoor.
7 Reinforcedwood,heavydoor.
9 Securitydoor.
11 Bendingprisonbars(aninchortwo).
15 Bankvaultdoor,thedoorofasafe,starshipairlock.



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Chapter7PlayingtheGame

Climbing
Unlessyouvegotareallygoodreasonwhyclimbingneedsaroll,justassume
peoplegetovertheobstacle.If,however,thewallisdifficulttoclimbandfailure
mightresultinadramaticoutcome,youmightconsiderhavingthePCsroll.And
ifrollinggivesacharacterwithappropriateAdvantagesanopportunitytoshine,
thenyoumightconsideraskingforrollssothatcharactergetshismoment.
Climbing is handled as an extended action using Agility with the character
tryingtomeetadifficultysetbytheheightoftheclimb.Thebasedifficultyis8
fora10climbandincreases+4toeveryadditional5inheight.Eachroundthe
characterrollshisAgilityandaddsupthetotals.Oncethistotalequalsthefinal
difficulty,hehasmadeittothetop.
Thebasedifficultyassumesafairlyeasyclimb,butkeepinmindsceneAspects
may complicate the climb. For example, Dark or Raining could prove a
complication,whilepersistentAspectslikeNothingtoGrip(P)orCoveredinSlick
Moss(P)maymakeitalmostimpossiblewithoutaropeorclimbinggear.
Inaddition,thereistheriskofslippingandfalling.Ifyourtotalonaclimbingroll
doesnotexceed0,youfall.Seepg.273formoreonfalling.
AfterthecharactermakesanumberofrollsequaltohisEndurance,additional
rollsarerestrictedbyhisEnduranceAbility.Seepage70formoreonrestricting
Abilities.

ComputersandHacking
Knowinghowtouseacomputerisacornerstoneoflifeinthemoderndayand
probablyevenmoresoingamessetinthefuture.
In many scifi settings nearly everything is controlled by a computer, from a
basic time management program in a handheld gadget to a sophisticated
artificialintelligencecontrollingthefunctionsofavastinterstellarwarship.
Mostbasiccomputingfunctionsdonotrequirearoll.Inthemoderndaymost
youngerpeopleshouldbeabletonavigateacomputersystemandtheinternet
without a roll unless they have an Aspect that implies they dont have any
familiarity with computers. But if characters mess with the programming or
attempt to hack into a computer system, you need to assign the computer
softwareaSecurityrating.TheSecurityratingisthedifficultytobypassitsbuilt
insecurityandamenditsprogramming.







265

Herearesomesamplesecurityratings:
Security TypeofSystem
4 Householdsystems&alarms,Basichandheldequipment
5 VIPHomessystems&alarms,factoryequipment
6 Governmentsystems&alarms,sensitiveequipment
7 Highsecuritysystems&alarms,securityservicesequipment
8 Militarysecuritysystems&alarms,militaryequipment
Artificially (or virtually) intelligent targets, such as robots or drones, use
their Willpower as their Security rating, and hacking them is handled much
likeamentalconflict.Ifattacked,theintelligencecandefenditselfasactive
security.Seebelowformoreonactivesecurity.
HackingIn
Attackingacomputersystemisinsomewayssimilartoattackingaperson.
The hacker rolls his Knowledge, adding any modifiers, as an attack on the
system.TheGMrollsforthecomputersdefense,addingitssecurityrating.
As the computer suffers Consequences, the attacker gains more and more
controloverthetargetcomputersystem.
However,ifthedefendingcomputerevergeneratesSpinonitsdefenseroll
against the attacker, the attackers efforts have been noticed and he is
locked out. When he is locked out, he losses any control he had over the
systemandmuststartfromscratch.
A computer has a number of stress boxes equal to its Security rating and
will usually be able to take up to three Consequences, the most common
Consequences computer systems take are; Minor: Limited Access, Major:
SystemAccessandSevere(P):AdminAccess.
Usually, the hacker can stop fighting the system after the computer is
forced to take a Major Consequence, but not if he needs total system
control.
ActiveSecurity
Computers protected by active security, such as an administrator,
expensive antiintrusion software, or artificial intelligences, are harder to
hack.Thecharacter(orAI)onthedefensivemayprotectthecomputerasa
blockaction(seepg.260formoreonblockactions).
Failure to overcome the block prevents the hacker from making any
progress into the system, but if he fails by more than 3, he is permanently
lockedoutofthesystem.
TheGMmayallowthehackertotryagainifhechangeslocations,computer
systems,intrusionsoftware,orwhateverelsemakessense.



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Chapter7PlayingtheGame

Crafting&Repairing

Crafting
While Crafting can have very potent effects, its fairly timeconsuming to
worksomethingupingametime.
Whenever a character has sufficient time and access to the necessary
equipment,hemayattempttobuildapieceofequipment.Ineffect,thiscan
dramaticallyreducetheCostoftheitem.
Todothis,thecharactermakesaCraftingrollwithadifficultyequaltothe
Costoftheitemheintendstomake.Withasuccess,thedifferencebetween
theresultofthisrollandthedifficultyissubtractedfromtheCostratingof
the item. The difference represents the amount of money required to
scrounge up the necessary raw components and tools. The character then
uses his Resources to pay the modified Cost just as he would pay for any
otheritem.
So,forexample,aCraftrolltobuildanitemwithaCostof5requiresaroll
againstadifficultyof5.Witharollof6,youdsubtract1fromtheCostofthe
item,loweringitto4.
IftheCostisreducedto0,thecharactergetsitforfree.
If you are using the Wealth Stress Track (see page 242), and the Cost is
reducedtoanegativenumber,thecharactercanselltheitemandthisisan
indication of the profit he would likely receive. This negative number is
transformedintoapositiveReward.
SoanitemthatsCosthasbeenreducedto2couldbesoldforaRewardof
2,whichcouldhelpeliminatedebtfromthecharactersWealthStressTrack.
Notethatitispossibletosellacrafteditemformorethanthebasecostofa
similaritem.Thisindicatesthattheitemcraftedwasofexceptionalquality.
RepairingItems
Craftcanbeusedtorepairdevicesgiventherighttoolsandenoughtime.
This is generally handled as an extended action that takes 4 hours per roll
against a total difficulty equal to the items Cost x 2. Though the GM may
decidetoincreaseordecreasethesefactorsasdictatedbythecampaign.
Some complex items, such as vehicles, may have their own Stress Tracks.
Torepairthoseitems,youmustremoveitsConsequences.Fordevicesthat
donthaveStressTracks,thedifficultyisbasedofftheCostofthedevice.
Removing Consequences works exactly like it does for a character (page
237),exceptinsteadofrollingEndurancetohealyourwounds,yourollCraft
to repair the items damage. The amount of time required to repair a
ConsequenceandthedifficultyoftheCraftrollaredescribedbelow.



267

Consequence TimeRequired CraftDifficulty


Minor 1day 2+Size
Major 1week 4+Size
Severe 2weeks 6+Size
Extreme 1month 8+Size
Ifyoufailtomeettherequireddifficulty,takenoteoftheamountbywhich
you failed. You have the option to make up the difference by purchasing
somereplacementpartsorhiringaprofessionaltocompletethejob.
For example, if you fail on your roll and miss the difficulty by 3, you may
makeupthedifferencebypurchasingthenecessarypartsorlaborataCost
ratingof3.

RepairingArmor
Stress sustained by armor is cleared
automatically at the end of the scene
unlessithassufferedaConsequence.
ArmoronlyhasoneConsequence
(Damaged)andisrepaired(andall
stress cleared) when this
Consequence is removed.
The difficulty on a Craft
check to remove that
Consequence is equal to
thearmorsCostratingand
takes one day per Tech
Level, though generating
Spin may allow you to reduce
theamountoftimerequired.
Time spent in a shop or lab can
grant bonuses on your Craft rolls equal to the
qualityoftheFacility.Seepage273formoreonFacilities.


Demolitions
Craft is also the Ability for unmaking things. Given time and tools, an
engineercantopplevirtuallyanybuilding,structureorobstruction.Inthose
circumstances, Craft works like a very peculiar combat Ability, possibly
resultinginManeuversorweirdlyindirectattacks(likesettingupabridgeto
collapsewhensomeonewalksacrossit).
Seepage270formoreinformationonexplosions.



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Chapter7PlayingtheGame

Diseases
If a character comes into contact with a dangerous disease it can cause
damage in the form of Physical Consequences. The disease should have a
ratedPotencyanda type (Airborneor Contact). Upon contact, the disease
attacks the character, adding its Potency to the die roll. The character
defendswithhisEndurance.Ifthedefendingcharacterloses,hebecomesa
carrier.IfthedefendingcharacterisforcedtotakeaConsequencefromthe
diseasesattack,hebecomesbothacarrierandvictimofthedisease.
InregardstoPotency,thecommoncoldmayhavearatingof2whilesome
sortofsuperpotentflesheatingplaguecouldberatedat10.
Whenever an infected being is not wearing protective gear, an airborne
diseasemakesanattackasaboveonanytargetsinthesamezonethatare
exposed. If the diseased character is in the same zone as others and is
carrying a Contact disease, they can pass on the disease with bite or claw
attacks.IfaConsequenceissufferedfromsuchanattackthetargetisalso
attackedbythedisease.
Characters with the disease must get medical treatment in a sickbay or
hospital,otherwisetheysufferanotherattackbythediseaseeveryday.The
GM may rule that a disease can be permanently overcome by generating
Spinonthedefenserollagainsttheseattacks.
A character with an appropriate Aspect or Advantage may use his
Knowledgetoaidinthehealingprocess.HerollshisKnowledgeagainstthe
Potency of the disease. A roll in excess of the diseases Potency grants a
bonus on the patients next defense roll against the disease equal to the
differencebetweentheresultandthediseasespotency.
Soifthediseasehasapotencyof3andyougetatotalof5onaKnowledge
roll to provide aid, the patient gains a +2 bonus on his next roll to defend
againstanattackfromthedisease.
Spendingtimeinahospitalmayalsoaddbonusestoboththecharacters
defense rolls and/or a characters Knowledge rolls to aid him. The bonus
added is equal to the quality of the facility. See page 273 for more on
facilities.


Disguise
Deceptionisusedtodeterminethequalityofadisguise.Anyonewithgood
reason to do so can roll Perception, contested by your Deception, to
penetratethedisguise.Suchdisguisesaredependentuponwhatpropsare
availableandprobablywontholduptointensescrutinywithouttheuseof
Advantages.Buttheyrefineforcasualinspection.


269

ExplosivesandExplosions
Explosionsandotherareaattackshavethepotentialtododamageagainst
everyonewithintheirblastarea.Theyaredeadlyandcanendafightoralter
a scenariosignificantlyonceused.Thinkvery carefullybefore allowing free
andeasyuseofexplosivesinyourgame.
Explosives have three ratings: Complexity, Area, and Explosive Rating
(ExR).Here,welldigdeeperintowhatthesemean.
ComplexityThisisthedifficultytodisarmthebomboncethefuseortimer
hasbeentriggered.AsimpledevicesuchasagrenademyhaveaComplexity
of3,whileanuclearbombmayhaveaComplexityof20ormore.
Disarmingabombisdoneasanextendedactionwithadifficultyequalto
thebombsComplexity.Inthisextendedaction,eachrollgenerallytakesone
turn.
Also,manybombsmayberiggedtoexplodeiftamperedwith.Whenrolling
todisarmabomb,theGMmaydeclarethatanyrollresultinginatotalless
thanaminimumdifficulty(usuallyDiff:2)resultsindetonation!
AreaTheAreaofanexplosiondetermineshowmanyzonestheexplosion
willcover.Anareaof1meanstheexplosionaffectsonlyonezone.Anareaof
2 means it affects one zone and every zone adjacent to it. And area of 3
expandsitouttoallzonesadjacenttothat.
Anareaof10canprettyeffectivelycoverasmalltown,anda20cancovera
largecity.Thisofcourseassumesthatyourzonesareroughlythesamesize,
thattheexplosionoriginatesinthecenterofitszone,andsoforth.Theres
nothingsayingsomearea2explosionsautomaticallyhitalloftheiradjacent
zones,merelythattheycould.
ExplosiveRating(ExR)TheExplosiveRatingofanexplosionisameasure
ofhowdangerousitisonceitdetonates.Whenanexplosivedetonatesina
zone that a character is in, the character suffers a physical attack with a
bonusequaltotheexplosivesExplosiveRating(ExR).Hemaydefendwith
eitherAgilityorEndurance,andarmorcanhelpmitigatethestresssuffered.
ThegoodnewsisthattheExRofanexplosiondropsbyoneforeachzone
itcrosses,socharactersinanadjacentzonehavetodealwithanExplosive
Ratingthats1lower.
AlsokeepinmindthatcharactersundercovercanusethosecoverAspects
to aid their Agility rolls to avoid the explosion. See Taking Cover on pg.
294.



270
Chapter7PlayingtheGame

ExplosivesinCombat
Obviously, the use of explosives in a fight is extremely, perhaps even
insanely, dangerous. But they can be very potent. Setting and using
explosives can usually be done using Knowledge or Craft, but throwing an
explosiveintoafightissomethingelseentirely.
Throwinganexplosiveasanattackworksintwostages.Whenacharacter
throws an explosive, its an attack using Agility (Diff: 0). If successful, the
explosive landsin the zone he aimed for (remember that thrown weapons
havearangeofonezone)andifnot,itlandsinthethrowerszone.
Thebombwillexplodeafteritstimerrunsdown.Theaverageroundlasts
around 3 seconds, so a hand grenade for instance will go off two rounds
after the round in which it was thrown. With some explosives, such as
grenades, the attacker may decide to cook the explosive. This means he
initiatesthetimerbypullingthepinorwhateverbutdoesnttossituntilthe
lastsecond.
See page 309 for common stats for explosives used in combat, such as
grenadesandsatchelcharges.
ItsGonnaBlow!
Whenacharacterhasanunexplodedbombinhiszoneandtheopportunity
toact,thereareafewthingshemaytry.
PickItUpandThrowIt:Thisusesthesamerulesforthrowingtheexplosive
that the original thrower used, but at a 1 penalty for taking the
supplementalactionofpickingitup.Thiscanbecomeadeadlygameofhot
potato.
Pick It Up and Disarm It: A character may use his own Craft to disarm a
bomb.Thisactionisat1forthesupplementalactionofpickingitupandisat
adifficultyequaltothecomplexityoftheexplosive.Itspossibletoremovea
detonatoroutofanexplosive,butitsariskyproposition.
LeaponTopofIt:Well,firstoff,thiswillverylikelykillthecharacterdead.
That said, it will improve the chances of everyone around him by reducing
theExRoftheexplosionby4.Ifthecharacterisarmoredinsomeway,then
the value of the armor is also subtracted from the stress caused by
explosion. Under particularly unusual circumstances, sets of Advantages or
strangealieninvulnerabilitypowers,thecharactermaybeabletowalkaway
fromthis,butreally,playersshouldbediscouragedfromsuchactionsunless
theyre looking to start a new character. Fate Points could be brought to
beartoforceadudresult,buttheGMshouldfeelquitefreetochargethe
playereverysingleFatePointhehastopullitoff.



271

Run Away: Often the wisest course, using Agility to run away from the
bombisnotsuchabadidea.
Thetrickisthatyouneedachancetotakeaturntobeabletoexercisethis
option.Playersareoftengoingtowanttobringtheirfriendsalongontheir
flightawayfromgroundzero,soGMsshouldmakesuretoreviewtherules
for lifting and carrying weight (page 289). While an individual will most
alwaysgetawayfasterbyhimself,ifanexplosiveissetonatimer,hemay
stillbeabletohelpothersalongandgetthemallclearbeforeitblows.

BombsOutsideofCombat
When a character encounters a
bomb or explosive in a situation
other than having it thrown by a
maniac, there are a few things to
expect. It is usually larger, heavier
and more powerful, and it usually
has an explicit trigger, such as a
timeronacountdownoranevent
itwilltriggerinresponseto,like
atripwireoralarm.
Such bombs are inevitably
powerful enough that
characters in close proximity to
them when they detonate have
very little chance of survival.
Thankfully, the role of such
bombs is not to blow up but,
rather threaten to blow up.
Usually such bombs are in
important places so that if
they go off there will be
seriousrepercussions,evenif
thecharactersareunharmed.





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Chapter7PlayingtheGame

Facilities
Part of the passive measure of Resources is the tools and spaces the
character has access to. Facilities are environments where a character can
perform a certain type of work, and owning and maintaining a worldclass
lab, workstation, library or workshop requires a certain amount of
Resources.
CharactersmayusetheirResourcestosetupthetoolstheyneedfortheir
job.Acharactershomemayhave,forfree,asingleLibrary,Lab,Workshop,
or Workstation of a quality equal to their Resources. In general, use of an
AbilityinarelevantFacilityaddstheFacilitysratingasabonustothoserolls.
See below for examples of Abilities which can benefit from Facilities. In
addition,theGMmayallowotherlocationstoworklikeFacilitiesforcertain
rolls,suchasaproductionstudioaidingCraftinanefforttomakeamovie.
Activity Ability Facility
Research Knowledge ResearchLibrary
ScientificExperimentation Knowledge Lab
BuildingorRepairing Crafting Workshop
ComputerHackingorResearch Knowledge Workstation
ComputerProgramming Craft Workstation
If the character wishes to have a specialized workspace, such as a
workshopthatcanonlyworkonguns,hemayhaveitataqualityequaltohis
Resources +1 instead. Higher quality workspaces may be constructed, but
willrequireaResourcesrollwithadifficultyequaltotheratingoftheFacility
+2(oronly+1inthecaseofaspecializedspace).
Most schools and private individuals have Facilities with ratings of 2 to 4.
Small colleges often have Facilities rated at 5, while larger institutions may
havethemratedat6.Rating7andbetterFacilitiesarefewandfarbetween,
andmanyalsohaveaspecialtyortwowheretheyareconsideredonestep
higher.

Falling
Characters who fall from a great heightsuffer an attack roll against them
withabonusdeterminedbythedistancefallen.Thisattackisjustadiceroll
plusthebonusfoundbelowsincegravitydoesnthaveanAbilitytoroll.The
character may defend against the attack with Endurance or Agility
(combinedwithEndurance).
Height AttackBonus Height AttackBonus
Upto10ft/3m +2 Upto500ft/150m +14
Upto20ft/6m +4 Upto1000ft/300m+24
Upto100ft/30m +8



273

Atalittleafter1000ft/300mthecharacterwillreachterminalvelocity.This
means that the speed at which he is falling remains fairly constant, so the
damagefromimpactisntgoingtoincreaseifhefallsfromahigherdistance.
However,ifforsomereasonthecharactersdescentisbeingslowed,such
as with a skydivers wingsuit, the GM should drastically reduce the attack
bonususedintheattackagainstthecharacter.Likewise,ifthecharacteris
moving faster than he normally would from a free fall, the attack bonus
mightbeincreased.

FireandEnvironmentalHazards
Fire,electricity,radiation,noxiousfumes,etc.,areratedbytheirintensity.
Whentheyappear,andatthebeginningofeachround,theymakeanattack
againsteveryoneinanaffectedzoneaddingtheirintensityratingasabonus
to the attack roll. So an attack made by an intensity 3 fire is resolved as a
simplediceroll+3sincetheFirehasnoAbilitytoadd.
This attack can be defended against with Endurance, but most types of
armorareuseless.
Intensity works as follows for fire, and this chart can provide an example
forsimilareffects.
Intensity Description
0 Thezoneisonfire,butthefirecanbeavoided.
3 Almost everything in the zone is on fire, and the heat is
pressinginonyouinwaves.
6 Everythinginthezoneisonfire,andtheflameslickupnear
you.
9 Inferno.Thezoneis,essentially,amassivefurnace.
Itsalsopossibletobesetonfiredirectly,likeifyouareshotwithaflame
throwerordousedingasandsetalight.Inthiscase,youareconsideredto
beinanintensity6fire.
Whileothersdonothavetoworryabouttakingstresswhenyoualoneare
on fire, its very likely that the flames will spread. Every creature or object
thatisonfirealsohastheAspectOnFire!.
Some environments are fatiguing rather than damaging, such as trying to
operateoutinthehotdesertsun.Inthosesituations,itismoreappropriate
to have Endurance restrict other Abilities rather than actually inflict any
physicalstress.



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Chapter7PlayingtheGame

FootChases
In achase, acharacters Agility(combinedwith Strength) is used to close
the distance between him and the person hes chasing (or increase the
distanceifhestheonebeingchased).Itsalsousedtobringquickresolution
totheissuesbroughtupbyterrainandotherobstacles.
A foot chase may take place in an open field, through a crowded market,
along the roofs of buildings, etc. The more difficult the environment is to
navigate,thelargerthepenaltyondicerollstooutrunpursuersortocatch
thetarget.
A chase is effectively a mixture ofa contested and extended action. Each
roundthechasersrollAgilitycombinedwithStrength,modifiedbyanyscene
Aspectsthatarebroughtintoplay.Eachroundthetotalofthisrollisadded
up with the intent of reaching a total difficulty, like any extended action.
However,thetargetdifficultyissetbythepersonbeingchased.
Step 1:Determinewhatscene Aspectsare in play. SomeexampleAspects
include: Open Road, Residential Yards, Light Forest, Crowded Market or
BuildingRooftops.
Step 2: Roll initiative. All participants in the chase should use Agility to
determine their place in the initiative order. See pg. 210 for more on
initiative.
Step3:ThepersonbeingchasedrollshisAgility(combinedwithStrength).
That sets the initial difficulty all his pursuers need to reach. Should they
reachthatdifficulty,theyhavecaughtuptothepersonbeingchased.Note
thatatthestartofthechasethepersonbeingchasedgainsa+2bonuson
his first roll for every zone between himself and his pursuers. Its a little
hardertocatchsomeonewithaheadstartafterall.
Step4:ThechasersrolltheirAgility(combinedwithStrength)ontheirturn.
Thetotalisaddedupeachround.Iftheyeverreachthedifficultysetbythe
person being chased, they have caught him. If caught, the pursuer and his
targetareconsideredtobeoccupyingthesamezoneatthestartofthenext
round.
Also, after the character makes a number of rolls equal to his Endurance,
additionalrollsarerestrictedbytheEnduranceAbility.Seepage70formore
onrestrictingAbilities.

ChangingEnvironment
As the chase progresses, and the environment changes, new Aspects are
broughtintoplay.ThetargetcouldleadhispursuersintoaCrowdedMarket
inhopesoflosingthem,andachaseacrossSkyscraperRooftopscouldcome
to a deadly end very quickly. The GM should inform the player of the


275

characterbeingchasedofanyAspectshecouldbringintoplaybychanging
hiscourse.
Atthestartofeveryround,theGMshoulddeterminewhetherornotthe
environment changes or stays the same. Changes can be brought on by a
numberoffactors.Maybetheroofsintheareastarttogetfurtherapartor
maybethetargetdecidestoleavetheroadinfavorofrunningonthesand.

SupplementalActions
Toperformanactionduringthechasethatisntsimplydevotedtoclosing
thedistance,youneedtodecideonwhethertheotheractionistheprimary
action or if continuing the chase is the primary action. The problem,
however,isthatitisverydifficulttodomuchofanythinginthemiddleofa
fullonrun.So
If maintaining the chase is the characters primary concern, other actions
youtakesuffera4penalty.
If performing another action is the characters primary action, the Agility
(combinedwithStrength)rolltokeepupthechasesuffersa4penalty.
Thesesortsofsupplementalactionsareoftentakentoattackyourtarget
orperformManeuvers,settingAspectsonthescenetomakeiteasiertoget
away, or easier to catch your prey. For example, the GM might allow a
supplemental action to allow the person being chased to knock over a
garbagecan,settingaGarbageCanintheWayAspectonthescene.Thenhe
can invoke that Aspect on his next roll to create distance between himself
andhispursuers.


Forgery
Craft (combined with Deception) is used to make fakes, be they lost
symphoniesorfalsifieddocuments.WhenacharacterusesCrafttomakea
forgery, the difficulty depends on the complexity of the thing being
duplicated.ThetargetwouldusetheirPerceptionorCraftAbility,whichever
ishigher,todetecttheforgery.Havinganoriginalonhandcanhelpreduce
thedifficulty.
Difficultiesforforgeryshouldbesetat0forsomethingsimplelikealetter
oraspeech,3forsomethingmoreinvolvedlikeapainting,songoranovel,
and5forsomethingthatwillbechallenginginitsownright,likeasymphony
orbestsellingalbum.Thedifficultyshouldalsoreflectthetimeitwilltaketo
producetheforgery.Subtract2fromthedifficultyifthereisanoriginalon
handtoworkfrom.



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Chapter7PlayingtheGame

FullAutoWeapons

BurstFire
You fire your fully automatic weapon in a short burst of bullets. For this
attack,theWeaponRatingoftheweaponisincreasedby+3,butyoumust
makeaReasoningroll(Diff:2)toavoidoverheatingtheweaponorrunning
out of ammo. On a failed roll, you cannot use the weapon again until you
spend a simple action reloading or doing something else while letting the
weaponcool.

EmptytheClip
You set the weapon to auto fire and empty your clip at your target. Your
weapons Weapon Rating is effectively doubled for this attack. However,
doing this burns through all ofyourammoor overheats your weapon. You
cannot use the weapon again until you spend a simple action reloading or
doing something else while letting the
weaponcool.
If the weapon has the High
CapacityAspect,youmayinvoke
this Aspect to get a Reasoning
roll (Diff: 3) to see if you avoided
runningoutofammo.

SuppressionFire
Fullautoweaponsmayalsobe
used to lay down suppression
fire. See pg. 292 for more on
suppressionfire.









277

GatheringInformation
Using Persuasion to gather information begins with a question. With that
questioninmindthecharactergoesoutandtalkstopeopletryingtofindthe
answer.Oncethequestion issettledon(Whostryingtokillme?,What
gangs symbology features an apple and a dagger?), the player describes
wherehischaracterisgoingtotalktofolks(usuallythestreet).
TheplayerthenrollshisPersuasion.Hemaytrymultipletimes,buteachroll
requires about 3 hours of beating the pavement, talking to folks, and
generallysnoopingaround.
When determining the difficulty, the GM has a few things to consider.
Would the people the character is asking know the answer, and if so, how
hard is it to get the answer out of them? For instance, trying to discover a
localgangssymbolsmightonlybeadifficultyof2.Ontheotherhand,trying
tofigureoutwhotriedtomurderyoumightrequireyoutomeetadifficulty
ashighas6.
TheGMmightalsowanttosetaminimumresultrequirementoneachroll.
Thatmeansthateachtimeyoumakearolltogatherinformation,youmust
meetatleastthisminimum(usually0)oryoucannolongercontinue.Youve
completelyranoutofleads,ormaybesomethingbadhappens.
Thisrequirementforaminimumresultusuallydependsonobscurityofthe
information sought, or the relative danger of asking certain questions.
Askingthelocalsaboutgangsignsmighthaveaminimumrequirementof1
ormaybe0.Ontheotherhand,talkingwithpaidkillersaboutwhowashired
tosnuffyoumighthaveaminimumrequirementof3.

HelpfromOthers
Many hands make light work. If someone tries to help you accomplish a
task,theyneedtomakeanAbilityrollusingthesameAbilityastheprimary
character with a difficulty equal to the primary characters Ability. Success
grants the primary character a +1 bonus on his roll (generating Spin grants
+2!),failuremeansyoudidnthelp.
TheGMisthefinalarbiterastohowmanypeoplecanhelpwithatask.For
instance, it might be okay to allow six people to help flip over a car, but
usuallyonlytwocanworktogethertobashopenadoor.



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Chapter7PlayingtheGame

Hiding,ShadowingandCamouflage
Whenacharacterishiding,hesremainingperfectlystilland(hopefully)out
of sight. Aspects related to lighting, obstacles and other environmental
factorscanaffecttheplayersroll,andtheresultofhisDeception(combined
withAgilityorWillpower)rollisthebasisforanycontestagainstasearchers
Perception.Ifsomeoneisactivelysearchingforahiddencharacter,theygain
a+2ontherollsolongastheyhavesomereasontoactuallybelookingand
are taking the time to do a thorough search in the right place. When
someone is searching for you, you can usually assume theyll do logical
things like turn on the lights or otherwise do things that make it more
difficulttostayhidden.
Thismeansthatifastealthycharacteriseverinapositionwherepeopleare
activelysearchingforhim,hesinalotoftrouble.Thatusuallyrequiresthat
the character was spotted or somehow set off an alarm which, if hes
doinghisjob,hewasnt,anddidnt.
Forexample,consideracharacterhidinginastoreroom.Ifaguardopens
thedoor,shinesalightin,andlooksaround,itsjustaquickPerceptionroll,
and thecharacter canprobably stay hidden. If the guard flips on the lights
andstartsmethodicallygoingthroughtheroom,hidingismuch,muchmore
difficultbecausehehasbothreasonandtimetosearch.
Thegoodnewsisthatthissortofsearchingisusuallyobvious,sowhenthe
guardflipsonthelightsandstartslooking,itstheplayerscuetoactnowor
giveuphischanceatsurprise.
MostofthebonusesandpenaltiesinthesesituationscomefromAspects,
eitheronthesceneorthecharacters.AdarkroomwiththeAspectDarkcan
beinvokedbythehidingplayerforabonus.Ontheotherhand,themoment
theguardflipsonthelights,thatAspectisgone.
Shadowing
Shadowing is the art of moving while trying to remain unnoticed. It uses
many of the same rules as Hiding, but uses Agility (combined with
Deception)andissomewhatmoredifficultforobviousreasons.
Whenacharactertriestomovewhileremainingunseen,anyonelookingfor
himgainsabonustoseehimdependingonhowfastheismoving.Thisisa
+4bonusfornormalmovement,+6forahustle,or+8whenrunning.Seepg.
283formoreonmovement.
Characters might attempt to creep. This is a Maneuver that places an
AspectofCreepingonthecharacter,whichcanbeinvokedtoaidinmoving
stealthily.ThisManeuverdoesntrequirearolltoplacetheAspect.



279

Camouflage
Craft(combinedwithDeception)canbeusedtoconstructblindsandother
waystohelpremainhiddenoutdoors.RollyourCraftandaddtheresultasa
bonus(orpenalty!)onrollstohidewhilecamouflaged.
Suchaconstructiontakesroughlyanhourtobuild.

Jumping
Jumping is something a character does to get over obstacles or across
bottomlesschasms,andinthosesituationstheGMwillsetafixeddifficulty
tobemetorexceededbythecharactersAgility(combinedwithStrength).
Generally, that difficulty is going to be the bare minimum to clear the
distance,sobeatingthatbyafewpointsisoftenagoodidea.
Situations requiring a difficult jump should be carefully designed. As the
GM, if you want the PCs to be able to get across you have to provide the
meanstodoso;dontmakeitimpossible.
If its a bottomless hole, and a PC fails, does he die? Maybe not. Theres
alwaysaledgetocatchorahiddenwalkwayjustoutofsight.Considerwhat
youwanttheresulttobeiftheydofail.
Somesampledistancesanddifficultiesarelistedbelow.Heightrefersto
the height the jumpers feet are from the ground at the apex of the jump.
Distance refers to the distance a person can jump given a two yard (or
roughly2meter)runningstart.If,forsomereason,thecharactercannotget
arunningstart,hesuffersa2penaltyonhisroll.
AcharactersSizeisaddedasabonusorpenaltytothisroll.
Difficulty Height Distance
0 1ft/30cm 1yard/1m
1 2ft/60cm 2yards/2m
4 3ft/90cm 3yards/3m
6 4ft/120cm 4yards/4m
Every+2 +1ft/+30cm +1yard/+1m







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Chapter7PlayingtheGame

KnockOutBlow
AttemptingtoknockanExtraunconsciouscanbedoneinoneoftwoways:
ManeuverAManeuverisusedwhenyouwanttoswiftlybringdownan
opponentwithasingleblow.
Youattackthetargetwithabludgeoningweaponasifyouweremakinga
normal attack. The target defends normally. If the attacker generates Spin
on the attack roll, the defender is knocked out and gains the Unconscious
Aspectforanamountoftimedeterminedbyhismarginofsuccessminusthe
targetsEndurance.Seepg.295formoreontime.
So,forexample,ifthedefenderlostbyamarginof5andhadanEndurance
of2,hedbeoutforanhour.
Called Shot A Called Shot is generally used to knock out a foe you are
alreadyfighting,usuallyknockinghimunconsciousforlongerperiodsoftime
orevenputtinghiminacoma.
If you attack an opponent with a weapon capable of knocking your
opponentoutandyouscoreaCalledShot,youmayrequireyouropponent
to take a Consequence of Unconscious. The character remains unconscious
untilhehealsenoughforthatConsequencetodowngrade.

KnockingoutPCsandGMPCs
NotethatPCsandGMPCsgenerallycannotbeknockedoutusingeitherof
themethodslistedabove.Instead,aknockoutblowshouldtaketheformof
aConcession(pg.208)withtheplayerorGMelectingtohavethecharacter
beknockedoutfromahardblowinsteadofcontinuingthefight.

Languages
Languagesarepartofagoodeducation.Acharactermayspeakanumber
of languages equal to his Knowledge 2, to a minimum of 1. So a character
withaKnowledgeof4maybeginthegameknowinghisnativelanguageand
twoothers.
The player does not need to choose the languages when the character is
created;insteadhemaysimplychooselanguagesinthecourseofplay.This
assumesofcoursethattheGMagreesthatyourcharacterwouldhavehad
theopportunitysometimeinthepasttolearnthelanguageinquestion.



281

LockPicking
Attempting to pick a lock is an extended action. The character rolls
Knowledge(restrictedbyAgility)totalingtheresultseachturninanattempt
tohitatargetdifficulty.Eachrollalsorequiresacertainamountoftimewith
morecomplexmechanismsrequiringmoretime.
Each roll also requires a minimum difficulty be met. Failure to meet this
difficulty on each roll results in a damaged lock that can no longer be
opened.
Asaroughguideline,herearesomesampletargetdifficultiesandtimes:
Example Difficulty/Min.DiffRequiredTimeforEachRoll
ExteriorDoor,SimplePadlock 10/0 1turn
QualityPadlock,OfficeDoor 15/0 1turn
SecurityDoor 20/0 1turn
PrisonCellDoor 25/0 1turn
SafetyDepositBox,CheapSafe 15/1 5minutes
ExpensiveSafe 20/2 5minutes
UltrasecureSafe,BankVault 25/3 5minutes
Mostlocksrequiresomesortoftoolstoopen.Forregularlocksthisissome
sort of pick, whereas safes and vaults require more specialized tools.
Otherwisethejobcantbedoneunlessitsaveryunusuallockindeed.

MakeshiftPicksandTools
Ifyouareinanareawherethenecessarybitsmightbefoundyoucanattempt
to fashion the tools required to pick a lock. To do this roll Craft against a
difficulty of 2. If you succeed, youve been able to cobble together the bare
minimumthatisrequiredtogetthejobdone.However,yousuffera2penaltyof
eachrollusingsuchtools.
AttheGMsdiscretion,ifyougenerateSpinonyourCraftroll,thetoolsyouare
abletobuildareofgoodenoughqualitythatyoudontsufferthe2penalty.


MedicalAttention
A character can aid another character on rolls to heal by providing them
withmedicalattention.Todoso,makeaKnowledge(combinedwithCraft)
roll against the same difficulty the patient needs to beat to heal his
Consequence.Youmayaddabonustothepatientsrolltohealequaltothe
amountbywhichyourrollexceedsthedifficulty.
If you are in a medical Facility, the Facilitys rating is added as a bonus to
rollstohealPhysicalandMentalConsequences.
Intheeventthatacharacterisrollingtoaidanothercharacterinhealing,
onlyoneofthemmayusethemedicalFacilitysrating.


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Chapter7PlayingtheGame

Movement
Whennotinaconflict,charactersarefreetomovearoundastheychoose.
Thisusuallyrequiresnodierolls.
Ahumancanrunataspeedof15milesperhour+yourresultonanAgility
(combined with Strength) roll each round. After a number of turns spent
runningequaltoyourEndurance,therollchangestoanAgility(restrictedby
Endurance)roll.
Thissystemisprovidedmainlyasareferencehowever.Ifyouareinvolved
inachase,seepage275.
The rules for movement in a conflict are reprinted here for your
convenience:

PhysicalMovementinaConflict
Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing
options:
StandardMoveYoumoveintoanadjacentzone.Thisisasimpleaction,or
it can be taken as a supplemental action (see page 261) incurring the
standard1penaltyonallotheractionsperformed.Ifthetransitionbetween
zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto
sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult
obstaclesprobablyrequireafullsimpleactiontotraverse.
Hustle If you hustle, you may move across one zone and into the next.
This can either be a simple action or a supplemental action like Move, but
anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother
penaltiesyoumightsuffer.
RunRunningworksthesameashustlingandallowsyoutomoveacross
one zone and into the next, but you may also roll your Agility against a
difficultyof 2.Foreverypoint by which your roll exceeds 2,you may move
one additional zone. However, if taken as a supplemental action, you also
suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis
added to any penalties you might suffer from traversing a difficult
environmentorobstacle.
Note that some scene Aspects may also make it more difficult to move
throughcertain zones.Forexample, a roomfilled with debris may have an
Aspect of Debris Filled, which, when compelled, forces the character to
sufferapenaltyorrerollonrollstomove,assumingtheGMletshimmove
throughitatall.
TheGMhasthe final say on whatAspects ascene has and how they may
effectmovement.



283

OutofAmmoandOverheating
Itsusuallynotworththetimeandefforttotrackeveryroundintheclipor
exactly how hot a weapon is getting.Butat the same time, running out of
ammooroverheatingaweaponcansometimesbedramaticallyinteresting,
especiallyifyourunoutjustasahordeofzombiesmakesitoverthefence!
When a character makes an attack with a firearm, he may be firing one
round or several. The game mechanics of the attack dont change, but the
description of the attack might vary from round to round. You can also
generallyassumethatcharactersareattemptingto
conserve their ammo and reload as needed when
theyhavetime.
However, should the GM choose, he can
have the player roll a Reasoning check
to see how well he has been paying
attention to his ammo consumption or
his weapons heat buildup. On a failed
roll, hes out and must spend a simple
action reloading or doing something
else while his weapon cools. The
difficultyofthischeckisusually2,
buttheGMmayincreaseitifhe
feels youve been expending a
significant amount of ammo
overashortperiod.
For weapons that require
actual ammunition, you may
reload as a supplemental
action so long as the primary
action is not an attack with that
weaponandyouhaveanextraunitof
ammunitionavailable.
Anothermethodistosimplyoffertheplayer
a Fate Point in exchange for declaring hes
out of ammo. If you prefer this method,
youcanassumeeveryfirearmhasaLimited
AmmoAspectthatanyonecancompel.



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Chapter7PlayingtheGame

PoisonsandDrugs
Poisonsanddrugsbothhavetworatings:PotencyandSubtlety.
The Potency determines how hard it is to resist using Endurance (see
below) and the Subtlety is the difficulty for any Perception or Knowledge
rollstodetectoranalyzeit;eithertopreventexposureortodeterminethe
causeofsomeonessuddenailment.Poisonsanddrugsalsoneedtohavea
meansofapplication,suchasfood,gas,injectionorsomePowers.

Poisons
First, we have damaging poisons. Damaging is used loosely here, as it
maybelethaloritmaymeanknockoutdrugsoranynumberofotherthings.
Damaging poisons are often fastacting, found on the blades of enemies
andtipsofblowgundarts.
When such a poison is introduced into the system it makes an attack roll,
addingitsPotency(0foramildpoison,5forsomethingverypotent),against
thetargetsEndurance.
This attack occurs at the start of your first turn after exposure. Then it
repeatseveryturnuntiltheendofthescene(atwhichpointthepoisonhas
runitscourse)oruntilthecharactersomehowstopsthepoison,suchaswith
an Advantage or medical treatment (or even something as mundane as
inducing vomiting when appropriate). Many such poisons may stop if the
playergeneratesSpinonhisdefendingEnduranceroll.
Somedamagingpoisonsareslowactingandkilloveramuchlongerperiod
oftime,butthoseareoftenmoreappropriateforbackgroundthanshowing
up directly in play. If you are looking to introduce a sloweracting poison,
rather than treating it as a standard attack, make a roll once per scene
against the victims Endurance roll. If the poisons roll beats the victims
Endurance roll by 3 or more (generating Spin), then the victim acquires a
Physical Consequence. Regardless of severity, these Consequences do not
disappear until after the poison is cured. Alas, with poisons, there are no
Concessions!
And then we have special poisons. These are the poisons that violate the
rulesinsomewayandtendtoeitherleaveabelovedNPCinacoma,needing
a very exotic cure, or will kill the person who has been exposed in a fixed
periodoftimesotheymustracetofindtheantidote.Alternately,theymay
have killedsomeone ina very peculiarway and mayprove the onlyclue to
thekillerslocation.
Inshort,thesearepoisonsthatservenopurposebuttomotivatetheplot.
ThatsOK!FATEadventurescantoleratealittlebitofclich,buttrytokeep
theirusetoaminimum.


285

Drugs
Rather than damaging their target, drugs put one or more additional
Aspects directly on them (as with a Maneuver). Their Potency is the value
whichthesubjectrollstheirEnduranceagainstinasimpletest.Ifthesubject
wins, the symptoms are passing, but if he loses, he immediately gains the
Aspects as described in the drug. The duration of these effects depends
upon the drug. This approach is specifically different from a slowacting
damaging poison as these Aspects are not Consequences and thus do not
pushthecharacterclosertobeingDefeated.


Push/Pull/Throw
Youcanattempttopush,pullorthrowyouropponentoutofitszone.
You and the defender both make a contested Strength + Size roll. If you
succeed,thetargetispushed,thrownorpulledintoanadjacentzoneofyour
choosing.
Ifyouarelargerthanyourtarget,youmaypushorthrowyourvictimeven
farther. The number of zones away the target can be pushed or thrown is
equal to the difference between your roll and your opponents roll to a
maximumofthedifferencebetweenyourSizeandyourvictims.
Certain Advantages may effectively increase your Size rating for the
purposeofdetermininghowmuchyoucanlift.Thatincreaseapplieswhen
pushingandthrowingobjectsaswell.
Whenpushingorpulling,youmaychoosetofollowyouropponentintothe
zoneyouarepushingorpullinghimintoasafreeaction.


Restrain/Pin
Youattempttoholdontoyourfoe,keepingthemfrommovingaroundor
physicallyassaultinganothercharacter.
Thisiseffectivelyablockaction(pg.260).RollyourStrength+Sizetoset
theblocksPotency.Aslongasyourtargetremainsinthesamezoneasyou,
and you continue to try to restrain him, he must roll Strength + Size each
time he attempts to move or attack another. The first time he fails, he is
consideredrestrainedandyoubothgaintheGrapplingAspect.
While restrained, attempting to perform any action requires the victim to
beattheblock.Ifhefails,hecannottakethataction.Ifhesucceeds,heisno
longerrestrained,losestheGrapplingAspect,andmayactfreely.
As long as the target is restrained, you both have the Grappling Aspect
placedonyou.



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Chapter7PlayingtheGame

Riding
Agility may be used for riding animals, though Reasoning may also cover
thebasicsofriding.Characterslookingtobeaccomplishedhorsemenshould
considerselectinganapplicableAdvantageorSpecialtyAspect.
Whether the character personally owns a mount may be subject to
character concept or judicious application of the Resources Ability. Truly
exceptionalmountsarethedomainofResourcesAspects.
While mounted, the actual riding of the animal counts as a supplemental
action,forcinga1penaltyontheprimaryaction.
When riding a mount you also gain the Aspect Mounted. This Aspect is
commonlyusedtogainabonusonattackrollsusingmeleeweaponsagainst
unmountedopponents,butitmayhavecertaindrawbacksaswell.


Scale
Scale refers to the current scope of a scene and comes in three different
types:

PersonalScale
The majority of scenes that happen in your game are probably Personal
Scale scenes. These scenes feature a small group of characters engaging
each other in some way, on a personal level. They may be taking part in a
conversation,chasingeachotherthroughthejungle,orfightingtothedeath
inarenacombat.
Physical and Mental conflicts take place in rounds with every character
gettingaturn.Aroundlastsabout3seconds.
Social conflicts are not tracked in rounds. Rolls are made whenever one
persondecidestotakeanaction,eitherinstigatingconflictorrespondingto
anotherpersonsattack.
SeeChapter6formoreonPersonalScaleconflicts.

SkirmishScale
ThisScaletendstorevolvearoundsmallgroupsofcharacters(orvehicles),
calledUnits asthey come intoconflictwitheach other. Instead of tracking
theactionsofeachpersoninvolved,thescenezoomsouttofocusonthe
actionsoftheentiregroup.
PhysicalandMentalconflicttakesplaceinroundswitheveryUnitgettinga
turn.Aroundlastsabout1minute.
Seepg.399formoreonSkirmishscaleconflicts.



287

CampaignScale
CampaignScalescenesusuallydontfocusonparticularcharacters,buton
theworldasawhole.Insteadoffocusingontheactionsofanindividualor
evenaUnit,CampaignScalescenesfocusonthemovementsandactionsof
largeOrganizationsandevenarmies.
Like Personal Scale Social conflict, Campaign Scale conflicts do not take
placeinrounds.RollsaremadewheneveranOrganizationdecidestotakean
action, either instigating conflict or responding to another Organizations
attacks. Often a lot of time can take place between roll, days or weeks
dependingonwhatsgoingon.
Seepg.399formoreonCampaignscaleconflicts.


Scavenging
Ifcharactersneedtoscroungeupsomethingfromthewildernessorawar
tornwasteland,suchasfood,sticks,bones,sharprocks,vinesthatcanserve
asropeandsoon,theycanrollPerceptionorReasoningtofindthesethings.
Thedifficultyforfindingsomethingisbasedoffhowlikelyitistobefound
and how interesting it will be to use. The base likelihood depends on the
environmentandwhatsbeinglookedfor.Ifitmakessensethatitcouldbe
there(likewoodandvineinaforest)thenthedifficultyis0.Ifitsabitofa
stretch, but still possible (decent wood in a swamp) then the default
difficultyis3,andifitslesslikelyorsimplyoutrightrare,its5orhigher.Each
qualifyingcriteriaincreasesthedifficultyby1.
Thus,ifacharacterneedssticksinaforest,thedifficultyis0,butifheneeds
sticks of a certain size and strength (2 criteria) the difficulty is 2. If the
characteristryingtobuildsomethingusingsalvagedparts,likeatrap,itsa
CraftrollmodifiedbyReasoning.








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SizeandWeight
Livingcreaturesandinanimateobjectscomeinallsortsofshapesandsizes,
andthe following table canbe usedasa guide to assigning them a Size or
Weightcategory.
Rating Size Weight
4 Bacteria,Nanites,Viruses .001lbs.(.5g)
3 Grasshoppers,Mice,Coins .01lbs.(5g)
2 Baseball,Handgun,Toaster 1lbs.(.5kg)
1 HumanChild,Chair,SmallDog 10lbs.(5kg)
0 AdultHuman,Door,Barrel 100lbs.(50kg)
1 Bear,LargeMotorcycle,Table 1,000lbs.(500kg)
2 Elephant,Car,SmallShack 10,000lbs.(5000kg)
3 Dragon,Tank,SmallHouse 100,000lbs.(50,000kg)
4 Airplane,LargeHouse,Battleship 1millionlbs.(halfmillionkg)
5 AircraftCarrier,IndustrialComplex 10millionlbs.(5millionkg)
6 MilitaryInstallation,SpaceStation 100millionlbs.(50millionkg)
7 City,OrbitalSpacePort 1billionlbs.(500millionkg)
8 LargeIsland,Asteroid 10billionlbs.(5billionkg)
9 Country,Moon 100billionlbs.(50billionkg)
10 Planetoid 1trillionlbs.(500billionkg)

LiftCapacity
Todetermineacharactersliftcapacity,multiplytheweightassociatedwith
hisSizeratingbyhisStrength.Forexample,anormalhuman(Rating0)hasa
Strength of 2, so his lift capacity is 200 lbs (roughly 100kg). This means he
cancomfortablyliftandmove200lbswithouttheneedtoroll.
When a character carries something heavy, he is always considered to be
takingasupplementalaction.Thepenaltyforthissupplementalactionis1if
theweightcarriedishalforlessofhisliftcapacity.Ifitismorethanhalfhis
liftcapacity,hesuffersa2penalty.Ifitismorethanhisliftcapacity(uptoa
maximumofdouble),hesuffersa3.

Encumbrance
Thisisnotagamewhereweregoingtomakecharactersemptyouttheir
pocketstofigureoutexactlyhowmuchtheyarecarrying.Forthemostpart,
daytodayequipmentandclothingisjustnotanissue.
From time to time, however, a character may need to perform an action
whilecarryingalargeamountofweight,likeabombthatstickingdownora
woundedbuddyslungovertheirshoulder.



289

Acharactercaneasilycarrysomethingthatisonequartertheirliftcapacity
withoutaproblem.Now,remembercommonsenseapplies.Justbecausea
charactercanrunatfulltiltwhilecarrying100poundsofexplosivesdoesnt
meanhecandosoallday.Tryingtodosoformorethanascenecallsforan
Endurance roll against the weight of the load and additional rolls each
subsequentscene,withthedifficultygoingupby1eachtime.

LiftingThings
Strengthalsocontrolshowmuchthecharactercanliftormove.Theweight
ofthethingbeingmovedsetsthedifficultyfortheroll.
Characters have a default amount of weight they can lift and still do
something with that weight (like moving slowly, or trying to place it
carefully),describedaboveasthecharactersliftcapacity.
Appropriateuseoftoolscan
increase the characters Lift
Capacity, using anythingfrom
a lever (which may grant a
bonus) to a pulley system
(which may outright multiply
capacity).
Also, the line between Lift
andBreakissometimesfuzzy.
If someone is trapped under
rubbleandyouwanttogetit
offthem,ifyoudoitcarefully,
thats an appropriate use of
lift. If its a moment of panic,
ripping aside something
heavy to free a loved one,
well, then the guidelines for
breaking things are more
appropriate, and the amount
the character can remove
(lift) is based off their roll.
While this may seem like a tricky distinction, its actually very easy to
distinguishinplay.
When in doubt, look and see if the character has any Aspects that may
apply.



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SocialEspionage
Empathycanbeusedtofigureoutwhatmakesanothercharactertick.This
systemisusuallyusedtocoverdowntimecharacterinteraction,likewhen
aplayersaysImgoingtoseewhatIcanfindoutonourdate,andthedate
is glossed over. Social Espionage allows you to move the game along
withoutspendingalotoftimeonthespecificsofthedate,butstillhelpsthe
GMdeterminewhatthecharacterlearned.
Given at least a half hour of personal interaction, you may make a
contestedEmpathyrollagainstthetargetsWillpowerorDeception.Thisis
anAssessmentaction(seepage63).
If you win, you discover one of the targets Aspects which you are not
alreadyawareof.ItmaynotrevealtheAspectinprecisedetail,butitshould
paintagoodgeneralpicture.Forinstance,itmaynotgivethenameofthe
characters brother, but it will reveal that there is someone with that
relationship.
Thisprocessmayberepeated,takinglongereachtimeandultimatelycan
revealanumber of Aspectsequal tothe characters Empathy Abilitys rank
(minimum one). So an Empathy rank of 2 would allow two Aspects to be
revealedthroughatleasttwodifferentrolls.
KnowingsomeonesAspectsisapowerfultool,bothbecauseitallowsyou
to invoke or compel them, and because it gives potent insight into the
targetsnature.
Its critical to remember that a characters Aspects are not necessarily
public knowledge. While a scenario may call for compelling a characters
Aspects,NPCsshouldnotbeplanningforthatAspecttobecompelledunless
theyhavesomereasontobelievesomeonehasdiscoveredit.
When you decide which additional Aspects Empathy reveals to a player,
therearetwopossibleyardsticks.ThefirstisshowcasingthoseAspectsyou
feelareclosesttowhotheNPCreallyis.Thesecondisshowcasingtheones
youthinkwouldbemostentertainingiftheplayerfoundthemout.Ifneither
of those yardsticks work, pick the one closest to the top of the list; its
probablyreflectiveofwhatyouthoughtwasmostessentialatthetime.


Spying(LongTerm)
Spying works pretty much exactly the same way Social Espionage does
(see above), but uses Perception instead of Empathy. The character isnt
taking part in extended conversations, instead he is watching unnoticed
fromafar.



291

However,insteadofmakingacontestedroll,theGMsetsadifficulty.This
difficulty depends largely on the person being spied upon, what kind of
accessyouhavetothem,whatkindofsecuritytheyhave,etc.
Generally, the average person taking no special precautions will offer a
difficultyof2.However,muchmorehigh profiletargets,suchasanations
president,couldofferadifficultyashighas10ormore.


SuppressionFire
Youswingyourrangedweaponaroundanareawildly,potentiallyattacking
everyoneinthetargetedzone.Thisrequirestheuseofafullautoorbeam
weapon,andthezonemustbewithinrangeforthetypeofweaponused.
ThisisaManeuverthatplacestheSuppressedAspectonthatzone.Atany
timeyoumayinvokethatAspecttomakeafreerangedattackonanytarget
inside the Suppressed zone so long as you continue suppressing it. Just
remember that this isnt a very precise action, and should a friendly PC or
NPCenterthearea,theGMmightwellcompelthisAspecttocauseyouto
accidentlyattackthem.
Eachtimeyoumakesuchanattack(afterthefirst)youneedtorolltoseeif
youverunoutofammo.ThisisaReasoningrollwithadifficultyof2,andit
increasesbyacumulative+1foreachattack.TheGMmayalsocallforarollif
you have been suppressing an area for a few rounds even if you havent
beenmakinganyattackrolls.
Onafailedroll,youcannotusetheweaponagainuntilyouspendasimple
action reloading or doing something else while letting the weapon cool.
Note thatifthe weaponhasthe HighCapacityAspect, you may invoke this
Aspecttogainabonusorrerollonsuchrolls.











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Swallow
A creature may attempt to swallow any creature that is three Size categories
smallerthanitself.
It may make an opposed Strength + Size roll against its wouldbe snacks
Strength+Size.Ifitwins,thetargetisswallowed.Aswallowedtargettakesan
amountofphysicalstressequaltothedifferencebetweenyourrolltoswallow
and the targets roll to defend, plus your Size. The target also gains the
Swallowed!(P)Aspect.
Each round inside your stomach, the target suffers an attack roll made with
your Endurance +3. The target may defend with its Endurance, and armor may
onlyhelpifitissealedagainstthecorrosivejuicesofyourdigestivesystem.
Theswallowedcreaturemayattempttoattackyoufrominside,thoughitcan
bedifficulttowieldlargerweapons.
You may defend against such an attack with your Endurance, but should you
SufferanExtreme(P)ConsequenceorbeDefeated,theswallowedcreaturemay
cutitswayout.


Swimming
Agility(combinedwithStrength)canbeusedtomoveaboutinthewater.
This essentially works like any normal movement, but is only about half as
fast.
TheGMmaylevypenaltiesonchecksforrushingwaterorobstructionsor
for characters carrying a considerable amount of weight, such as heavy
weaponsorarmor.


TakingAim
This is a common Maneuver used to set up a careful shot using a ranged
weapon.
The character must spend a turn watching his target and succeed on a
Perception roll (Diff: 2) to place the In My Sights Aspect on his wouldbe
victim.
Ifsuccessful,hemayinvokethatAspectforfreeonhisnextturn.However,
thistemporaryAspectisveryfragile,andtheGMmaycallforhimtorollto
replaceiteveryroundifthetargetismovingaroundalot.
Also, the GM should consider increasing the difficulty for certain factors
such as extreme distance, rain, fog, erratic movements, shooting from an
unstableposition,etc.


293

TakingCover
A character may take cover behind objects within the same zone as a
simpleaction.Thisisagoodideawhenyouareabouttocomeunderheavy
enemyfire.
Therearetwotypesofcover,lightcoverandhardcover.
Light cover represents being hidden behind objects that may deflect
incoming projectiles, but not necessarily stop them. Or it may mean the
characterisbehindhardcover,butonlyaportionofhisbodyiscovered.This
includeshidinginorbehinddensefoliage,furniture,alcovesinwalls,behind
concretepillars,etc.Movingbehindsuchcoverisessentiallyasimpleaction
to perform a Maneuver that grants the character the Aspect Behind Light
Cover.
Hardcover issomethingthat willstopmost types of projectiles, like sand
bags,steelplates,reinforcedwalls,etc.Inthiscase,theManeuvergrantsthe
charactertheAspectBehindHardCover(P).SincethisisapersistentAspectit
canbeinvokedforfreeforabonusorreroll,oriftheGMallows,theplayer
mayspendaFatePointtoinvokeitforeffectandsimplydeclareIcantbe
hit behind this. In such a case hes protected from attacks as long as he
stays behind cover or until the attacking enemy moves to attack from a
differentlocation.

Testing&Research
IfacharacterfailsonaKnowledgeorReasoningroll,theycanspendtime
researching to find the answer as long as they have access to the proper
Facility(seeFacilities,pg.273).Theamountyoufailtheinitialrollby(x3)is
thelengthoftimeintimeincrements(page295)requiredtofindtheanswer
youarelookingfor.
Research using a computer to access a global network works much the
samewayasresearchinginalibrary.However,inthiscaseyourKnowledge
Ability(modifiedbyanyAdvantagesorAspectsyouhavethatarerelatedto
computer use) is rolled, and the result (if positive) is added as a bonus to
your Research rolls. Thisbonusrepresents your knowledge of the network
andyourcapabilityoffindingtheinformationyouseek.
Youmust,ofcourse,haveaccesstoacomputer,andthecomputermustbe
connectedtothenetwork.



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Time
Whenacharactertakesanaction,itisexpectedtotakeacertainamountof
time, ranging from a few moments to a few days. Sometimes characters
needtotakelongertodosomethingorwanttodosomethingalittlefaster.
The amount by which your result exceeds the stated difficulty can
sometimesbeputtowardsdoingsomethingfaster.Foreachpointinexcess
ofthedifficulty,reducethetimerequiredbyoneincrement.
Thefollowingtablelistseachincrementoftime.Sometimesyoumayneed
to roll to determine how long something takes or lasts. You can use this
table to help you determine that by finding the result of your roll and the
amountoftimeitcorrespondsto.
Result TimeIncrement
0 Instant
1 ARound(around3sec.)
2 AScene(around5min.)
3 AnHour
4 ADay
5 AWeek
6 AMonth
7 ThreeMonths
8 AYear
9 ThreeYears
10 ADecade
11 Forever

TakingYourTime
Whenacharacterfailsarolltoperformasimpleactionthathereasonably
should be able to do, the GM can simply rule that the task succeeds but
takes longer than it normally would. For each step of additional time the
character spends on the action, he gains a retroactive +1 on the roll to a
maximumof+4.(SeealsoZeroingOut,pg.259)


Trip
You attempt to sweep the feet out from under your opponent, knocking
himtotheground.
This is a Maneuver. Roll Agility or Strength (your choice) against the
defenders Agility or Strength (his choice). If you succeed, you place the
ProneAspectonyouropponent.



295

IfyougenerateSpin,theGMmaydeclarethatyouropponenthurtshimself
as he falls, suffering an amount of Stress equal to the difference between
yourrolltoplacetheAspectandthedefendersrolltoavoidit.Armormay
helpmitigatethisstresshowever.
StandingbackupisasupplementalactionwhichremovestheAspect.

Vacuum
Charactersexposedtovacuumsuffer4pointsofphysicalstresseachturn
they spend exposed. However, certain types of Vacuum Suits allow the
characterto goextended periodsof timeina vacuum safely. See page 312
formoreonvacuumsuits.
If you are using the Threshold optional stress system (pg. 248), the
exposedcharacterneedstorollEnduranceagainstadifficultyof4eachturn
toavoidaphysicalConsequence.Eachturnthedifficultyisincreasedby+1.

ZeroGravity
No scifi game would be complete without a horde of blaster wielding
marinesfightinginzerogravity.
ZerogravityenvironmentshaveapersistentAspectofZeroG(P)whichcan
beinvokedorcompelledtoaffectallcharactersinthezone.




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Chapter7PlayingtheGame

Zones
A conflict should take place on a map laid out in zones. Or if the
environmentisrathersimple,theGMmayjustdecidetothoroughlydescribe
itandexplainwhatandwherethezonesare.
Zonescomeinoneofthreescales:Personal,Skirmish,andCampaign.

PersonalScaleZones
Personal scale zones are sized for conflict between people on foot. And
whiletheexactsizeofazonetendstovary,thefollowingguidelineswillhelp
youdeterminerangesandthelike:
Characters in the same zone are in handtohand combat range. They can
punch,grapple,andstabwithease.
Charactersinadjacentzonescanmakegoodtargetsforthrownobjectsor
shortrangeshotsfromrangedweapons.
Characters five zones apart are at the limit of effective rifle range
hundredsofyards.
Thisisdeliberatelyabstractandinvolvessomedeliberatebendingofspace.
Maps for a good fight should be kept simple. Its a good idea to just lay a
pieceofpaper(orawhiteboard!)downinthemiddleoftheplayingareaand
then sketch the basic map. When a few terrain elements have been laid
down,itshouldbecomeobvioushowtodivideitintozonesandapplyscene
Aspects.
Avoidstrictlylayingoutagridunlesstheareaisrelativelyfeatureless,such
asanopendesertorfieldofsnow.Thezonesystemrewardsnonorthogonal
layouts.Zonesshouldnotonlyrepresentloosedistancesbutalsorepresent
the relationships between space and ease of travel and view. Wide open
spacescanbebig,forexample,whileroomsinaspacecraftorbuildingcan
be much smaller becoming zones with their walls as boundaries. A long
straightcorridorcanreasonablybeasinglezone.
Someguidelinesforzonesinsidestructuresinclude:
Roomswithdoorsthatcloseareazone,nomatterhowsmall.
Splitbigzonesupifitdoesntseemlikeacharacterwouldbeabletocross
itinjustafewseconds.



297

SkirmishScaleZones
Thesezonesaresimplylarger,coveringmoreareatoallowfortrackingthe
movementofgroupsofpeopleorfastmovingvehicles.
Skirmishscalezoneswilloftenhaveseveralpersonalscalezoneswithinit,
whichareusedtomorepreciselytrackthemovementofindividualsrelative
tothelargerscaleconflicts.
For example, a Skirmish scale conflict might involve two banks of a river
running through a valley. The map of the area might be broken into four
zones,thenorthandsouthportionsofthevalleyoneachsideoftheriver.
Insidethesezonesmaybeenemycampsfeaturingantiaircraftgunsanda
temporarybarracks.Theseareasmaybemadeupofsmaller,personalscale,
zones.

CampaignScaleZones
Similartothewayskirmishscalezonesarelargerthanpersonalscalezones
andcontainpersonalscalezoneswithinthem,campaignscalezonescontain
skirmishscalezones.
Campaign scale zones tend to cover massive areas, depicting the location
ofseveralskirmishscalezonesandtrackingthemovementofforcesacrossa
continent, moving from nation to nation, planet to planet, or even star
systemtostarsystem.
So,asyoucansee,thesizesofcampaignzonesaredirectlyrelatedtothe
scopeofthecampaignasawhole.

ZoneAspects
As with anything else, a zone can have Aspects associated with it. Maybe
the cat walk goes over a vat of melted steel, so it has an Aspect of
ExceptionallyHot.OrmaybetheforestyourtankismovingthroughhasVery
Dense Foliage, or it could be that the planet your ships are invading is
SurroundedbyanAsteroidField.
Regardlessofthezonesscale,writetheAspectsrightonthemapormake
sure everyone understands what and where they are. If a scene has an
Aspect (and this is a great way to model terrain effects), just write the
Aspectrightonthezone.





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Chapter7PlayingtheGame

Chapter8
EquipmentandTechnology
This chapter deals with defining pieces of equipment in game terms.
Pieces of equipment not given stats in this chapter are either too
insignificant to need stats, or have been left up to the GM to create them
himselfusingtheexistingitemsasguidelines.
Mostallitemswillhaveoneormoreofthefollowingstatistics:

WeaponRating(WR)
AweaponsWeaponRatingisaddedtotheamountofstressinflictedona
successful attack.Iftheattack misses however,the Weapon Rating has no
effect.

ArmorRating(AR)
TheArmorRatingforarmorandshieldsindicatestheamountofstressit
negatesfromasuccessfulhitForinstance,ifyouhaveanARof2,andyou
arehitfor3pointofphysicalstress,youdonlycheckoffonestressbox.
Ifyouareambushedorforsomeotherreasonunabletobringyourshield
up to defend yourself, you may not add the Armor Rating provided by a
shield.

ArmorStress
Whenattackedinaphysicalconflict,youmayelecttodivertanystressyou
suffertoyourarmorinstead.However,onceallofthearmorsstressboxes
arefilled,ittakesaConsequenceofDamaged.Thisstressclearsattheendof
thescene,buttheDamagedAspectremainsuntilitisrepaired.Seepg.267
formoreonrepairingDamagedarmor.

ExplosiveRating(ExR)
Explosives allow you to make an attack against everyone in the target
zone,andtheexplosivesExplosiveRatingisaddedasabonustotheattack
roll.

EquipmentRating(ER)
The Equipment Rating for tools indicates the bonus gained on an Ability
rollwhenthattoolisusedwithanassociatedAbilityinarelevantway.



299

Range
A weapons Range is the
maximum number of zones
awaythetargetcanbewithout
causing the attacker to suffer
penalties.Arangeratingof0meanstheweaponcan
onlybeusedtoattackenemiesinthesamezone.
For every additional zone beyond your weapons Range
rating the target is, the attack roll suffers a cumulative 2
penalty up to a maximum number of zones equal to twice the weapons
Rangerating.
RangesmarkedwithTHindicatethattheitemmustbethrown.AnEX
indicates that the weapon is explosive, and an attack is made against
everyoneinthetargetzone.

TechLevel(TL)
Thisratingisaroughestimateoftheleveloftechnologyasettingneedsto
havetofeatureanitem.ThisisaverygeneralscaleandtheGMisofcourse
thefinalarbiterinregardstowhathas,andhasnot,beeninventedyetinhis
gameworld.
TL 1 Sticks and stones. People of this TL are very primitive and at best
probablyjusttiesharpenedrockstotheendofstickstomakecrudespears.
TL2Thepeopleofthiserahavediscoveredbasicmetalworkingandhave
put it to use. Weapons of this time include swords and crossbows, and
medicineconsistsofherbalremedies.
TL3TheearlytolateRenaissanceera.ThisTLfeaturesthebuildingblocks
of modern day tech ranging from complex metal armors, to the first
muskets,uptotheearlyinternalcombustionenginesandprintingpresses.
TL 4 This is the modern day. People have automatic weapons,
computers,andcars.
TL 5 In this TL, much of the modern day technology has evolved into
more fantastic forms. Coil guns, powered armor, star ships and fully
immersivevirtualrealityareallpossible.
TL6ComparedtomoderndayTL4technology,thetechofTL6would
be considered magic. Man portable beam weapons, force fields, digital
uploadingoftheconsciousmind,fasterthanlighttravel...allofthesethings
maybepossibleinTL6settings.



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Chapter8Equipment&Tech

CostRating
AnitemsCostisthe measureoftheaveragevalue ofanitem. Generallythe
Costisabout4xmoreexpensivethananitemofthenextlowestCost.Sowith
thatinmind,inamodernsettingCostswouldworkoutsomethinglikethis:
CostRating EstimatedValueinModernUSDollars
0 Around$5
1 Around$25
2 Around$100
3 Around$400
4 Around$1,600
etc etc
Note that GMs may decide to adjust the Cost of an item depending on the
settingTechLevel,howmuchdemandthereisfortheitem,whetherornotits
legaltoown,howharditistopurchaseortransport,etc.
TheCostsforitems listed in thetableslaterinthischapterarebasedonthe
CostoftheitemduringtheTechLevelinwhichitwasintroduced.Forexample,a
Light Pistol was introduced in TL 4, so the Cost listed is based on a TL 4
campaign. In later TL campaigns, it might be cheaper since more advanced
weaponsarecommonplaceormaybeevenmoreexpensiveifitisviewedasan
antique.GetwithyourGMtodetermineexactpricing.
TopurchaseanitemyouneedsimplyrollyourResources.Iftheresultofyour
rollisequaltoorgreaterthantheCostoftheitem,youmaypurchaseit.Ifyou
fail,youmaynotattemptanotherpurchaseofthatitem,oranitemofequalor
greater Cost, this session. GMs may, however, allow you to attempt another
purchaseifyourcharactercomesintosomemoneyduringthesession.
For a more detailed method of handling purchases, see the optional Wealth
StressTrackonpg.242.

EquipmentModifications
Accessories and modifications may be made or added to various weapons,
armor or other equipment. These provide the items with an Aspect or
Advantage.Forexample,addingascopetoarifle mayaddtheScoped Aspect,
whilepoweredarmormayfeaturetheEnhancedStrengthAspect.
AddinganAspecttoanitemincreasesitsCostby+1foreveryAspectadded.
Adding an Advantage increases the items Cost by an amount equal to the
AdvantagePointvalueoftheAdvantageadded.
ThetotalAPcostofanysingleAdvantageaddedtoanitemmaynotexceed
thesettingsTL.
TheGMmayalsoallowyoutoaddprimarilynegativeAspects,suchasRusted,
toanitemtodecreasethetotalCostby1.



301

OtherNotes
BeamWeaponTheseweaponsfireaconstantstreamoffocusedenergy.
Youmayusebeamweaponspecialattacks.Seepg.263.
Full Auto These weapons feature extremely high rates of fire. You may
usefullautoweaponspecialattacks.Seepg.277.
Gravitic Using advancements in gravity manipulation, these electronic
melee weapons amplify and redirect the natural gravity imparted on the
weapon,deliveringittothetargetwhenstruck.Thustheweaponsimpactis
dramatically increased with an extra helping of pure kinetic force. Such
weapons are powered with a compact power cell which is good for about
100kineticsurges.
MonoEdged These bladed melee weapons are created with an almost
infinitelysharpedge.Attheverytipoftheedge,asinglecarbonnanotube
runsthelengthoftheblade.Thistubeisapproximately1/50,000ththewidth
ofahumanhairandisharderthandiamond.Suchweaponsneverneedtobe
sharpened,butovertimeitmayneedtohaveitsleadingedge,thenanotube
wire,replaced.Despitetheadvancedtechnologyrequiredtobuild them,
monoedgedweaponsarenot,themselves,electronic.

Ammunition
When you purchase a ranged weapon, you get one unit of ammunition
for free. This might be a single magazine, six rounds for your revolver, a
quiverofarrows,etc.Theamountofammoinaunitisintentionallyvague
sinceFATEisntabouttrackingeverybulletorarrowfired.
However,shouldyoueverrunoutofammo(seepg.284),yourcurrentunit
isspentandyoullneedtoreloadwithanewone.
Additional units of ammo have a Cost rating of 1, though special
ammunition may cost more. See pg. 323 for special types of ammo. For
example, if you purchase three extra units of ammo, the extra ammo is
recorded on the character sheet as Extra Ammo x 3. If you run out and
havetoreload,itsimplybecomesExtraAmmox2.





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Chapter8Equipment&Tech

ItemAspects
Aspectsonitemssuchasweaponsorarmorcanbeinvokedorcompelledjust
likenormalAspects;youhavetheAspectjustbywieldingtheweapon,wearing
the armor, or holding the item. Theyre a way to inject some realisticfeeling
tactical detail into combat. So if youre using a dagger, and you get into close
combat with a great sword wielder, you might invoke their swords Huge(P)
Aspecttogetabonustoattackordefendagainstthem.
Aspectsarelistedinitalicstoseparatethemfromothernotes.
CommonweaponandarmorAspectsareasfollows,withsomeadviceonhow
tousethem:
AntiVehicularTheseweaponsarespecificallydesignedtobeabletodealdamage
to vehicles and hardened equipment. This Aspect might be invoked for effect to
allow you to potentially damage the vehicle. See pg. 404 for more on attacking
vehicles.
Armor Penetrating Rounds fired from these weapons move extremely fast and
fragment little, packing enough focused kinetic energy to penetrate even the
toughest armor. But since these rounds tend to fragment less and usually pass
cleanly through the body, they are often less damaging than rounds that break up
and/orgetstuckinthebody.
BulkyThisitemisheavy,cumbersome,andunbalanced.Itcanoftenbecompelled
tohindermovementorbalanceandistiresometocarryorwearforlongperiodsof
time.
Energy Blade This weapon consists of a handle or haft that emits a blade of
condensedandcontainedenergy.Thebladeitselfisweightlessanditcancutthrough
mostanything,thoughitcanbeblockedorparriedwithanotherenergyblade.
Flexible Flexible weapons such as whips or flails. While a bit more difficult to
control, they are better able to get around the enemies defenses. They may be
compelled to make them harder to attack with, but they may also be invoked to
betterbypassanenemysdefenses.
High Capacity Weapons with this Aspect tend to hold a lot of ammo. You can
invoke this Aspect when using full auto maneuvers to help avoid running out of
ammo.
Huge(P) These weapons are massive in size, are very heavy, and next to
impossibletohide.Theydealtremendousdamage,butdonotworkwellforprecision
work. You might invoke this Aspect for intimidation, or it may be compelled when
tryingtoavoidcollateraldamagewhenfightinginclosequartersorstrikingattargets
very close to you. This Aspect can also be compelled by others to give them an
advantageininitiativeortoforceapenaltyanytimeaweaponthisbigisusedwith
onehand.
Large These weapons are awkward and heavy. While they offer substantial
damagepotential,theyarecumbersome.TypicallythisAspectiscompelledbyothers
to get an initiative advantage against you, or it can be compelled when you try to
hidesuchweapons.ThisAspectcouldalsobecompelledanytimeyouuseaweapon
thisbigwithonehand.



303

Limited Ammo These weapons have small capacity magazines and need to be
reloaded more frequently. Compels on this Aspect usually require the character to
rolltoseeifheisoutofammo,ortomakesucharollmoredifficult.Seepg.284for
moreonrunningoutofammo.
Long These melee weapons are very long and allow you to attack enemies at a
greater distance than most. The GM may allow you to invoke this Aspect to attack
enemies in an adjacent zone or even to gain a bonus on initiative against an
opponentwhomustgetbyyourweapontogettoyou.
OnFire!Seepage274forinformationonburningtargetsandzones.Ifyouhave
thisAspectplacedonyou,youareeffectivelyexposedtoanintensity6fireandwill
continuetotakedamageuntilitisremoved.
Reliable These weapons feature simple mechanisms that almost always work
properly. When subjected to an attack or situation in which most such weapons
wouldfail,weaponswiththisAspectusuallykeepworkingiftheAspectisinvoked.
Restricting(P) Armor with this Aspect tends to be so heavy and/or cumbersome
thatmobilityisprettymuchconstantlyhampered.
Shotgun(P)WeaponswiththeShotgunAspectfireablastofpellets,orsomeother
projectiles, in a cone shaped pattern. This Aspect may be invoked at close range a
moredamagingattack,orcompelledarangeofafewzonesforalessenedeffect.
Slow Firing For whatever reason, this weapon takes a while to fire. Invoking or
compellingthisAspectmaymeantheweaponisunabletobeusedtwoconsecutive
roundsinarow,oritmaycausethemtoactatalowerinitiative.
SmallTheseweaponsaresmallenoughtobehiddenonthebodyandworkswell
inclosequarterscombat.YoumightinvokethisAspectforabonusoninitiativerolls
orattemptstohidetheitem.However,theirsmallsizeandlightweightmeanthey
dontfarewellwhendefendingagainstlargerweapons.
Unreliable These weapons tend to jam of misfire. Accepting a compel on this
Aspectmeansyouhavetospendthenextroundclearingtheweaponandmakingit
readytofireagain.

SizeRelatedAspectsforWeapons
ManyweaponshaveAspectsthatrelatetotheirsize,weightorlength;suchas
Small, Largeor Huge(P).These Aspectscanbeinvokedorcompelledforabonus
ontheattackroll,butthisshouldonlybeallowedincertainsituations.Generally,
GMsshouldnotpermitinvokingaLargeorHuge(P)weaponsAspectforabonus
ontheattackrolljustbecausetheweaponisbig,orcompellingasmallweapons
Small Aspect just because it is small. Thats already factored into the weapons
WR.
ThesesortsofAspectsshouldbeinvokedorcompelledforabonusorpenaltyon
theattackrollonlyiftheyoffersomedistinctadvantageordisadvantagebasedon
the current situation. For example, small weapons are effective in a grapple or
veryclosecombat,whilelargerweaponsarehardertouseinconfinedspaces.Ina
stand up fight in an open area, neither of those Aspects are likely to come into
playforstandardattackrolls.



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FIREARMS
Pistols WR/ExR Range TL Cost NotesandAspects
MatchlockPistol +3 1 3 3 SlowFiring(P),Unreliable,Small
LightRevolver +3 2 3 3 Reliable,LimitedAmmo,Small
HeavyRevolver +4 2 3 4 Reliable,LimitedAmmo,Small
LightPistol +3 2 4 3 Small
HeavyPistol +4 2 4 4 Small
LightGaussPistol +5 2 5 3 ArmorPenetrating,Small
HeavyGaussPistol +6 2 5 4 ArmorPenetrating,Small
LightLaserPistol +6 3 6 3 BeamWeapon,Small
HeavyLaserPistol +7 3 6 4 BeamWeapon,Small
SubmachineGuns(SMGs) WR/ExR Range TL Cost NotesandAspects
LightSMG +3 2 4 4 FullAuto
HeavySMG +4 2 4 5 FullAuto
LightCoilSMG +5 2 5 4 FullAuto
HeavyCoilSMG +6 2 5 5 FullAuto
LightLaserSMG +7 3 6 4 BeamWeapon
HeavyLaserSMG +8 3 6 5 BeamWeapon
AssaultRifles WR/ExR Range TL Cost NotesandAspects
Carbine +5 3 4 4 FullAuto,ArmorPenetrating,Large
HeavyAssaultRifle +6 3 4 5 FullAuto,ArmorPenetrating,Huge(P)
CoilCarbine +7 3 5 4 FullAuto,ArmorPenetrating,Large
HeavyCoilAssaultRifle +8 3 5 5 FullAuto,ArmorPenetrating,Huge(P)
GaussCarbine +8 3 5 4 ArmorPenetrating,Large
HeavyGaussAssaultRifle +9 3 5 5 ArmorPenetrating,Huge(P)
LaserCarbine +10 4 6 4 BeamWeapon,Large
HeavyLaserAssaultRifle +11 4 6 5 BeamWeapon,Huge(P)
Shotguns WR/ExR Range TL Cost NotesandAspects
LightShotgun +4 2 3 3 Large,Shotgun(P)
HeavyShotgun +5 2 3 4 Large,Shotgun(P)
LightGaussArray +6 2 5 4 ArmorPenetrating,Large,Shotgun(P)
HeavyGaussArray +7 2 5 5 ArmorPenetrating,Large,Shotgun(P)

Rifles WR/ExR Range TL Cost NotesandAspects


Musket +4 2 3 4 Huge(P),SlowFiring(P),Unreliable
LightSniperRifle +6 4 4 4 Huge(P),Scope
HeavySniperRifle +7 4 4 5 AntiVehicular,Huge(P),Scope,
AntiVehicular,ArmorPenetrating,
GaussLightSniperRifle +9 5 5 4
Day/NightScope,Huge(P)
AntiVehicular,ArmorPenetrating,
GaussHeavySniperRifle +10 5 5 5
Day/NightScope,Huge(P)
LightLaserSniperRifle +11 6 6 4 AntiVehicular,D/NScope,Huge(P)
HeavyLaserSniperRifle +12 6 6 5 AntiVehicular,D/NScope,Huge(P)



305

HeavyWeapons WR/ExR Range TL Cost NotesandAspects


FullAuto,ArmorPenetrating,High
LightMachineGun +5 3 4 5
Capacity,Huge(P)
FullAuto,ArmorPenetrating,High
CoilLightAutomaticRifle +6 3 5 5
Capacity,Huge(P)
FullAuto,ArmorPenetrating,High
PortableMinigun +6 3 4 6
Capacity(P),Huge(P)
FullAuto,ArmorPenetrating,High
PortableGaussMinigun +7 3 5 6
Capacity(P),Huge(P)
BeamWeapon,AntiVehicular,
HeavyLaserCannon +14 5 6 7
Huge(P),SlowFiring
Targetswhosufferstress,andthe
LightPlasmaFlamer 4 2 5 4
zoneattacked,areOnFire;Huge(P)
Targetswhosufferstress,andthe
HeavyPlasmaFlamer 5 2 5 5
zoneattacked,areOnFire;Huge(P)
SeegrenadesinExplosives
GrenadeLauncher Varies 3 4 3
belowfordamage.
RocketLauncher(RPG) +9 2EX 4 5 Explosive,AntiVehicular,Huge(P)
GaussRocketLauncher +11 3EX 5 5 Explosive,AntiVehicular,Huge(P)

SLOWMOVINGPROJECTILES
ProjectileWeapons WR/ExR Range TL Cost NotesandAspects
Sling +1 1 1 1 SlowFiring(P)
ShortBow +3 1 2 2 SlowFiring,Large
ArmorPenetrating,SlowFiring,
LongBow +4 1 2 2
Large(P)
ArmorPenetrating,SlowFiring,
CompoundBow +4 2 2 3
Large(P)
PistolCrossbow +2 1 2 2 SlowFiring(P),Small
ArmorPenetrating,Large,Slow
Crossbow +3 2 2 3
Firing(P)
ArmorPenetrating,Huge(P),Slow
HeavyCrossbow +4 2 2 4
Firing(P)

SHIELDS
Shields WR AR Range TL Cost NotesandAspects
Buckler +2 +1 0 2 1 Small
LightShield +2 +2 0 2 2
HeavyShield +3 +3 0 2 3 Large
TowerShield +2 +4 0 2 3 Huge(P)
RiotShield +2 +2 0 4 3 Large



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Chapter8Equipment&Tech

MELEEWEAPONS
BladedWeapons WR Range TL Cost NotesandAspects
Punch/Kick +0 0 0 0 Unarmed
Knife/Dagger +2 1TH 1 1 Small
ShortSword +3 0 2 2 Small
Machete +3 0 2 1
Shuriken +1 1TH 2 1 Small
Rapier +3 0 2 3 Quick
Longsword +4 0 2 3 Large
GreatSword +5 0 2 4 Huge(P)
Dagger,MonoEdged +3 1TH 5 2 Small
ShortSword,MonoEdged +4 0 5 3
Longsword,MonoEdged +5 0 5 4 Large
PlasmaSword +8 0 6 6 EnergyBlade
Axes WR Range TL Cost NotesandAspects
Hatchet +3 1TH 1 1 Small
WoodAxe +4 0 2 1 Large
BattleAxe +5 0 2 2 Large
Blunt WR Range TL Cost NotesandAspects
SmallClub/Baton +2 0 1 0 Small
Quarterstaff +2 0 1 0 Large
Tonfa(PoliceNightstick) +2 0 2 1 Quick
Hammer +1 0 2 0
Club/BaseballBat +2 0 2 0 Large
Mace +3 0 2 2 Large
Flail +3 0 2 3 Flexible
WarHammer +4 0 2 1 Large
LargeClub +4 0 1 0 Huge(P)
Maul +5 0 2 2 Huge(P)
GraviticBaton +3 0 6 3
GraviticHammer +5 0 6 4 Huge(P)
ReachWeapons WR Range TL Cost NotesandAspects
ShortSpear +3 1TH 1 1 Large
LongSpear +4 0 1 1 Long,Huge(P)
Halberd +5 0 2 3 Long,Huge(P)
Spear,MonoEdged +4 1TH 5 4 Large
Halberd,MonoEdged +6 0 5 5 Long,Huge(P)
Misc.Weapons WR Range TL Cost NotesandAspects
Chainsaw +5 0 4 2 Huge(P)
Adds to standard unarmed
BrassKnuckles +1 0 2 1
punchingdamage.



307

ARMOR
HistoricalArmor AR TL Cost BuiltinAccessories NotesandAspects
LeatherorHide +1 1 2 None Has3stressboxes*
ChainMail Has4stressboxes*,
+2 2 3 None
orBreastPlate Bulky
Ring/ScaleMail Has5stressboxes*,
+3 2 4 None
orLamellar Bulky
Has6stressboxes*,
PlateMail +4 2 5 None
Restricting(P)
ModernArmor AR TL Cost BuiltinAccessories NotesandAspects
Chronometer,
FlightSuit +0 4 2 biomonitor,radiation Has2stressboxes*
patch
ReinforcedClothing Has3stressboxes*,
+1 4 3
orProtectiveVest BulletResistant
Vacuumsupport,
temperaturecontrol,
Has3stressboxes*,
VacuumSuit +2 4 4 radiationdetection
Bulky
andprotection,air
pack,biomonitor
Vacuumsupport,
temperaturecontrol,
Has4stressboxes*,
ReinforcedVacuumSuit +3 4 5 radiationdetection
Restricting(P)
andprotection,air
pack,biomonitor
Chronometer,
Has5stressboxes*,
LightBattleArmor +4 4 4 biomonitor,radiation
Bulky
patch
Chronometer,
Has6stressboxes*,
HeavyBattleArmor +5 4 5 biomonitor,radiation
Restricting(P)
patch
PoweredArmor AR TL Cost BuiltinAccessories NotesandAspects
Vacuumsupport,
temperaturecontrol,
Has7stressboxes*,
PoweredReconArmor +5 5 5 radiationdetection
Stealthy
andprotection,air
pack,biomonitor
Vacuumsupport,
temperaturecontrol,
PoweredLightAssault Has8stressboxes*,
+6 5 6 radiationdetection
Armor Bulky
andprotection,air
pack,biomonitor
Vacuumsupport,
temperaturecontrol,
PoweredHeavyAssault Has9stressboxes*,
+7 5 7 radiationdetection
Armor Restricting(P)
andprotection,air
pack,biomonitor,
*Whenallofyourarmorstressboxeshavebeenchecked,thearmorgainstheDamaged
Consequenceuntilitisrepaired.IfitisnotDamagedthestressclearsattheendofthe
scene.Seepg.267formoreonrepairingarmor.



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Chapter8Equipment&Tech

EXPLOSIVES
Notes
Explosives ExR Area Complexity TL Cost (Seepage270formoreonExplosives.)
FragmentationGrenade +8 1 3 3 3
Targetswhosufferstress,and
IncendiaryGrenade +4 1 4 4 3
thezoneattacked,areOnFire.
Targetsinthezone,whosuffer
StunGrenade +1 1 3 4 2
stress,areStunned.
See ExRis+10vs.machines,but
EMPGrenade 1 5 5 3
Notes only+1vs.organicbeings.
PlasmaGrenade +10 1 5 6 3
Fillszonewithsmoke,granting
SmokeGrenade None 1 3 3 2
theSmokeyAspect.
HighExplosiveSatchel +12 3 6 4 5 AttackrollusesCraft.

GENERALEQUIPMENT
Equipment ER TL Cost Equipment ER TL Cost
Torch N 1 0 GPSReceiver +2 4 2
FlintandSteel +1 1 0 Computer +V 4 1+
TrailRations N 1 0 Camera(PhotoorVideo) N 4 2
Backpack N 1 1 Fiberscope N 4 4
Tent(2man) +1 1 2 PortableP.Computer +V 4 2+
Meal,Simple N 1 1 ARIdentification(ARID) N 5 0
Horse +V 1 4+ CreditDisk(Credisk) N 5 0
Lodging,Inn,Common N 2 1 RationLozenge N 5 1
Oil,1pint N 2 0 BoxTent +1 5 2
Rope,Hemp50 +2 2 1 PlastiRopeDispenser +1 5 1
Lantern N 2 2 ARDisplayDevice N 5 2
Lodging,Inn,Private N 2 2 AerialCondensator N 5 2
LockPicks N 2 2 NetworkExtender N 5 2
FlashLight N 3 0 SpiderGearKit +3 5 2
Chronometer N 3 0 4DSpatialCamera N 5 3
Clothes,Daywear N 3 2 PortablePlasmaTorch +2 5 3
FirstAidKit N 3 1 ComputerNetworkUplink N 5 4
TankofGas N 3 1 BroadcastPwrGenerator N 5 4
Clothes,Eveningwear N 3 3 MolecularGluew/Solvent +2 6 1
Lodging,Hotel(1night) N 3 2 MedistimulantInjection +2 6 3
RadioHand/Headset N 3 2 SimulatedMemory +V 6 2+
HospitalCare N 3 V Agent +V 6 3+
Motorcycle +V 3 5+ VR(Virtuality)Interface N 6 3
CarorTruck +V 3 6+ BroadcastScreen N 6 4
Software(Specialized) V 4 1+ TraumaPod(hour/day/week) +4 6 4/5/6
CellPhone N 4 2



309

CombinedItems
Itissometimespossibletocombineoneormoreitemsorweaponsinto
a single item. When doing this, the item has a Cost equal to the most
expensiveofthetwoitems,+1foreachadditionalitemaddedtoit.

Agent: An agent is a virtual intelligence commonly found onboard PPCs.


The agent responds to voice commands (or thoughts if the user has a
cyberbrain)andperformstherequestedcomputingtasks.Itmayfind,sort,
modify and even create data at the users behest. An agent is capable of
learningaboutitsmaster,logginghabits,desires,andactionsinanattempt
tobetter serve. Inaddition, ithasa limited understanding of context, so it
can perform searches for information in a much more useful way than a
simplenetworksearchengine.
The Cost of an agent depends on its rating. This rating is added to the
computersratingthatitisloadedon.Inaddition,AgentsmayhaveAspects
that reflect their mannerisms and specialties, such as research or even
hacking.
CostRating#ofAspects
3 1 0
4 2 1
5 3 2

AerialCondensator:Popularamongexplorersandoutdoorsmen,thissmall
deviceiscapableofremovingmoisturefromthenearbyairandcondensing
it into drinkable water. In most locations it can create a gallon of water in
aboutthreehours.
Augmented Reality (AR) Display Device: Though the casual observer may
notice the occasional flash of light across their surface, these glasses look
likeanyothersetofheadwornspectacles.Tothewearerhowever,theyare
agatewaytoawealthofinformation.ARdisplaydevicesallowthewearerto
seeARobjectsanddata.
Thissametechnologycanalsobefoundincontactlenses,thoughtheCost
forcontactsisincreasedby+1.
AugmentedRealityIdentificationTag(ARID):Dependingontheamountof
datatheyhold,ARIDsrangeinsizefromthatofasmallcoinuptoaboutthe
size of ones thumb. They are programmed with (typically) readonly data
thatisdisplayedandaccessibleinaugmentedreality.
ARIDs are attached to most retail items, people, information booths, or
anythingelseusedtorelateinformation.UsuallyanARIDcarriedbyaperson
willbewornasjewelryorasasubdermalimplant.



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Biometric Cloner: This small device can copy and reproduce the
information necessary to bypass a biometric scanner. However, you must
first touch the person whose biometric data you wish to copy with the
device.
Box Tent: When not in active use, the box tent is about as big as a few
books stacked together, and weighs about half that. When activated, it
transforms into a rigid tent capable of comfortably sleeping two in about
fiveminutes.Onceactivated,itusessolarpowertocoolorheattheinsideof
thetentasneeded.
Backpack: A simple pack made of leather, nylon or other material
dependingontechlevel.
Broadcast Power Generator: These generators are essentially compact
reactors, usually ranging from about the size of a car to that of a large
building. Smaller models broadcast at a range of about a mile (two
kilometers),whilelargergeneratorscanpoweranentirecity.
Objectsdesignedtorunonbroadcastpowerneverneedbatteriesorpower
cables.
BroadcastScreen:Byactivatingthisdevice,usuallywornonthewrist,asa
beltbuckle,orevenapieceofjewelry;youcreateafieldroughly2yards(2
meters)aroundyouinalldirections.Thisfieldblocksordampensincoming
andoutgoingelectronictransmissions.
This is a popular item among people who dislike being bombarded with
informationfromadvertisersandthelike.
Attemptstowirelesslymanipulateacomputerthroughabroadcastscreen
suffera4penalty.
CellPhone:Acellphoneallowsyoutomakephonecallsanywherewithina
areacoveredbyyourcellularnetwork.Thepricecoversthephoneandthe
startupchargeofthecontract.
Camera (Photo or Video): A standard highresolution camera. It may take
stillpicturesorvideo,possiblyboth.
CarorTruck:Thisisthecostofastandardcar,truckorSUV.SeeChapter9
formoreonvehicles.
Chronometer (Watch/Clock): This is a simple wall clock, pocket watch, or
wristwatch.
Clothes, Daywear: A change of clothes for daytoday wear. Consists of a
basicshirt,pants,shoesandundergarments.
Clothes,Eveningwear:Achangeofclothesforaformaloccasion.Consists
ofaneveninggownandshoes,oranicetuxedoorsuit,andundergarments.



311

Computer: This is a standard desktop computer or workstation. The price


ofacomputerdependsonitsrating,anditsratingisdeterminedbyitsTech
Level.
Its rating determines both the quality of the hardware and usefulness of
the software that comes with it, and provides a bonus on most rolls when
using the computer or network it is connected to. This includes
programmingandhacking.
Rating Cost
TL5 1
TL4 2
TL3 3
TL2 4
TL1 5
TL0 6
Computer Network Uplink: These systems connect computer systems
together through wireless data transmission. The hub itself connects to a
major relay through a satellite uplink. A small hub can provide network
accesstoeverycomputerwithinamile.Largerhubscoverentirecities.
Credit Disk (Credisk): These small electronic devices, usually about the
sizeofacoin,aredesignedtoholdthenecessarydatarequiredtoperforma
one time monetary transaction. In an economy built around credit, this is
usuallytheclosestthingpeopleseetoaphysicalrepresentationofmoney.
ProgrammingacreditdiskisusuallyperformedwithaPPC,andtheamount
ofcredititissettotransferandwhoitcanbetransferredtoisvisibleona
smallscreenonbothsidesofthecoin.Oncethetransactioniscomplete,
thecreditdiskcanbereprogrammedforadifferenttransaction.
Fiberscope:Thisisasmallfiberopticcableattachedtoasmallmonitor.It
canbesnakedunderdoors,throughvents,orsimilarobstacles.Attachedto
theendofthecableisahighresolutioncameracapableofseeinginmultiple
lightspectrumsaswellasadirectionalaudioamplificationsystem.
FirstAid Kit:Asmall box of bandages, antibiotics, pain killers, needle and
thread, etc. A first aid kit does not provide a bonus to provide medical
attentiontoyourselforanother,butyouwilllikelysuffermajorpenaltieson
yourattempttodosowithoutone.
FlashLight:Thetypicalflashlightwillprovidegoodilluminationforseveral
hours.
FlintandSteel:Aprimitivefiremakingkitconsistingofapieceofflintand
steel struck together to produce sparks. The listed bonus may be used on
Craftcheckstomakefire.



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Chapter8Equipment&Tech

4DSpatialCamera:Utilizingoveradozenformsofimagingtechniques,this
camera can create fully three dimensional representations of an area, with
audio,instillframeorfullmotionvideo.Thesecapturedspatialmapsare
oftendisplayedinaugmentedandvirtualreality.
GPS Receiver: A GPS receiver allows you to triangulate your position
anywhere in the world using Global Positioning Satellites. It grants a +2
bonusonallnavigationrelatedrolls.
Horse:Thisisasimpleridinghorse.Seepg.414forhorsestatistics.Youmay
purchase a trained horse for a cost of 4. When riding a trained horse, you
gaina+1bonusonridingrelatedrolls.
Hospital Care: The price of hospital care depends on the quality of the
Facility (see pg. 273) and the amount of time spent there. See below for
averagecosts:
HospitalCareCosts
FacilityRatingTimeSpent:1Night1Week1Month
1 2 3 5
3 3 4 6
4 4 5 7
5 5 6 8

Lantern: When filled with oil and lit, a lantern will provide light in all
directions for about six hours. A TL 4 or better lamp can be adjusted for
brighterordimmerlight,andcanlastforupto12hoursprovidingdimlight.
LockPicks:Thissmallrolloftoolscomeswithaseriesofprobes,tweezers,
a magnifying glass and other small devices used to pick locks. Lock picks
providenobonustopickalock,butyouwilllikelysuffermajorpenaltieson
yourattempttopickalockwithoutthem.
Lodging,Inn,CommonRoom(1night):Thisisanightsstayinthecommon
room of an inn and a simple meal. A common room is usually a wide open
room where several people can place their bedrolls. It offers little to no
privacy,butatleastitgetsyououtoftherain.
Lodging, Inn, Private Room (1 night): You get a nights stay in a private
room,andasimplemeal.
Lodging,Hotel(1night):Thisisaonenightstayinastandardhotel,meal
notincluded.
Meal, Simple: This is a basic meal of meat, vegetables, and maybe fruit
servedwithaglassofwater,milk,aleorsoftdrinkthatyoumightfindinany
innorrestaurant.



313

MediStimulantInjection(MSI):Thisisaprotectedsyringewithinwhichis
housed a cocktail of nanites, painkillers and various chemicals specifically
designedtoregeneratetissuewhilekeepingthemindfocused.Anhourafter
youtakeanMSIyoucanrolltodowngradeeveryphysicalConsequenceyou
have suffered, rolling once per Consequence, but at a 2 penalty. If the
characterspendsthishouratrest,hedoesnotsufferthe2penaltyonthe
roll.
Asalways,youmayonlyhaveoneofeachtypeofConsequence,sowitha
successyoumaycauseotherstoautomaticallydowngradeaswell.Seepage
237formoreonhealingConsequences.
Motorcycle: This is the cost of a standard motorcycle. See Chapter 9 for
moreonvehicles.
MolecularGlue&Solvent:Thishardenedbottledispensesasmallamount
of glue. The glue bonds to anything and is nearly impossible to remove
withoutasolvent.MGlueisoftenusedinplaceofweldingorsoldering.Each
packcontainsbothabottleofglueandsolvent.
Network Extender: This small device amplifies the strength of a wireless
networksignalfromahubandextendsitouttoanotherhalfkilometerorso
inalldirections.
ForaCostof+1greateryoucanalsopurchaseadirectionalextender.Likea
normal network extender, this device extends the area of coverage for a
hubs network signal. However, instead of spreading the signal in all
directions,itfocusesthesignalinaspecificdirectionwitharangeofabout2
miles(1km).
Directionalextendersseealotofuseinmilitaryapplications.Militarygrade
extenders have a Cost rating thats +1 higher than the civilian version, but
havemorethandoubletherange.Andachainofextenderscanextendthe
network out for dozens or hundreds of kilometers with less risk of the
enemydetectingthesignal.
Oil,1pint:Asmallbottleorcanisterofoil.Itcanbeusedtosetandspread
fires,oritcanbeusedtokeepanoillampburningforaboutsixhours.
PlastiRope Dispenser: Not much bigger than a closed fist, the dispenser
can be activated to dispense about 100 yards/meters of rope. The material
leavesthedispenserasaliquid,buthardensalmostinstantlyintoaflexible
ropecapableofsupportingaboutfourtonsofstaticweight.
PortablePersonalComputer(PPC):PPCsrangeinsizefromlaptopstowrist
worn systems. For TL 4, most such systems are small laptops, netbooks or
tablets.PPCsintegratedwithcellularphonesarealsocommon,thoughnot
exceptionallypowerfulorversatile.Theneedforascreenandinterface,such
asasmallkeyboard,keepsitfrombeingfurtherminiaturized.



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ByTL5,computersystemscanbewornonthebody,suchashangingoff
the belt or strapped to the forearm. They are interacted with by voice
commandorthroughaugmentedrealitydisplayandinterfacedevices.
ByTL6,suchsystemsmayproduceinteractiveholograms.
TheCostofaPCCisthesameasaregularcomputer,+1.
Computerratingsarelimitedbysize.Atmost,alaptopsizedcomputercan
featurearatingequaltothesettingsTL1.Aforearmorbeltwornsystem
canhavearatingofTL2.AsmartphonemaxesoutataratingofTL3,anda
wristorclothingmountedmicrocomputercannotnormallyexceedarating
ofTL4.
Portable Plasma Torch: About the size of a can of soup, this small device
burns hot enough to cut through most any material, including diamonds
withsufficienttime.
Radio(Hand/Headset):Whethersittingonyourheadorheldinyourhand,a
radio generally allows twoway communication between another radio set
on the same frequency within about 10 miles (5km). For every TL increase
above4,doubletherange.
RationLozenge:Thissmalllozenge,aboutthesizeofalargebean,contains
allthevitaminsandnutrientsapersonneedsforhalfaday.Byitselfitisnot
very filling, but with a glass of water, the lozenge expands and a moment
later the imbiber will feel quiet satisfied. These are very popular among
survivalists.
Simulated Memory: Theseare the recorded memories of another person,
capturedbyabrainimplantedcomputeranduploaded.Manycelebritiesgive
away simms for free, while others can be very expensive depending on
whattheydepict.Simmsofrecordedsex,crimesandevensuicidearevery
popularundergrounditemsmanyofwhichareillegal.
Rope,Hemp,50:Acoilofhempropemeasuring50,grantsa+2bonuson
rollstoclimb.
Software(Specialized):Computersoftwareisdesignedtoactasatoolfor
some specific need. A computer comes with all the basic software tools
required for your basic computing needs. Purchasing additional software
assumesyouareinthemarketforsomethingspecialandofamuchbetter
qualitythanwhatthebasiccomputerpackageoffers.Whenyoupurchasea
piece of software, first determine what it helps you do. After that, decide
whatratingthe softwarehas. Thisrating replaces thebonus the computer
grants you. However, the computer you are using must be able to run the
software. A computer cannot run a piece of software with a rating more
thantwicethecomputersrating.



315

Typically a piece of software cannot aid you in the use of an Ability that
requires a very small amount of time. It can help craft items, research,
program your own software, hack, etc. It cannot help you shoot better or
jumphigher.
Rating Cost
TL3 1
TL2 2
TL1 3
TL 4
TL+1 5
TL+2 6
SpiderGearKit:Thesegloves,boots,andkneepadscanadheretoalmost
any solid surface, allowing the wearer to climb sheer walls or even hang
suspended upside down. Their adhesiveness is triggered by an electronic
signal,soitcanbeeffectivelyswitchedonandoff.
Tank of Gas: This is the cost to fill up your average vehicle at the gas
station.
Torch:Alengthofwoodormetalwrappedtightlyincloth.Whenlit,itwill
burnandproducelightforaboutanhour.
Tent (2 Man): This tent, designed to sleep two people comfortably may
grant its bonus to Reasoning or Endurance rolls made to determine the
effectsofextendedoutdoorexposure.
Trail Rations:A wrapped bundle ofdriedmeat, bread,and cheese,with a
bladderorflaskofwatertoprovidenourishmentontheroad.
Trauma Pod: This coffinlike device closes down over a wounded patient
andcoversthemwithamedistimulantgelspecificallydesignedtopromote
healing. The gel consist of a number of different chemicals, all delivered
throughnanitecarriers.Whileinthetraumapod,thecharacterisplacedinto
acoma,thoughthetimetohealanyphysicalConsequenceisreducedbytwo
steps(minimum10minutes)andhegainsa+4bonusonrollstoheal.
The pod can heal any physical damage, up to an including replacing lost
limbs with cloned replacements. Given time, it can heal anything short of
death.
VR (Virtuality) Interface: A VRI is usually a small computer, often a
specializedPPC,capableofrunningvirtualityinterfaceprogram.WithaVRI,
theusercancasthisconsciousnessintothecomputersvirtualenvironment
andinteractwithitasifitwerearealplace.
Theinterfaceusuallyconsistsofaseriesofelectrodesattachedtotheskull.
Thesetransferthedata,bothways,betweenuserandcomputersystem.



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EquipmentKits
For convenience, you may purchase thefollowing kits as if they were a
singleitem.Itisalsoassumedthatthekitcomeswithacase,bag,suitcaseor
someotheritemtotransportthegear.
NotethattheseKitsassumeaTLof4(modernday)andmayneedtobe
adjustedforotherTechLevels.
Appraisal (Cost: 2): Lighted
magnifying glass, tweezers, calipers,
UV flashlight, magnet, sketch pad
and pencils, linen and latex gloves,
highintensity halogen lamp,
insulated airtight storage bags,
auctioncatalogues.
Arsonist (Cost: 1): flammable
substance, small explosive, timer,
gear to handle the substance, re
breather.
Authentication(Cost:2):Handheld
microscope, magnifying glass, black
lights,infraredviewer.
Burglar (Cost: 2): Grappling hook,
line of light wire, glasscutter, spray
for lasers, stethoscope, rubber
gloves,andsomelockpicks.
Chemistry (Cost: 2): Personal
microscope, scale, test tube stand,
analytical and precision balances,
alcohollamp,thermometer,tubes.
Cleaner (Cost: 2): chemicals to
removeblood,DNAandothertraces
of organic matter, disposable
protectiveclothes,knifes,ducktape,
threebodybags.
Climber(Cost:2):altimeter,harness
and pitons, small hammer and ice
axe, climbing shoes and lots of light
weightrope.



317

Computer (Cost: 3): tools to open a system, voltage tester, RAM tester,
laptop(Tl3)withsuitablerecoveryprograms(TL1),portablepowersystem
for the system to be recovered, outer memory unit to store the recovered
memoryblocktobeencryptedsafely.
Construction (Cost: 2): sledgehammer, power drill, power saw, nail gun,
chalkinggun,shovel,hardhat,workgloves,safetygoggles,toolbelt,steel
toeboots,ducttape,sandpaper,tapemeasure,brushes,mixingtins,etc.
Demolition (Cost: 2): tools, wires and ducktape to place the explosive,
timerandsmallexplosivestodetonatethedevice.Waterproofmatchesfor
backup.(Doesnotincludeexplosives.)
Disguise (Cost: 2): makeup, small mirror, putty, false noses and other
features, extra facial hair and wigs, sponges and other makeup tools and
lotsoftheaterglue.
Electronics(Cost:2):basicequipmenttoaccessthesystem,voltmeterand
other measuring devices, extra cables and wires, knife and cutters, spare
fusesandtransistors,tape.
Forensics(Cost:3):latexgloves,plasticsafetygoggles,filtermasks,chalk,
pens,permanentmarkers,markingpaint,calculator,distilledwater,ballistic
probes, laser pointer, scalpel, box cutter, scissors, magnifying glass, hand
mirror,thermometer,ruler,tapemeasure,glassvialswithrubberstoppers,
microscope slides and slide protectors, plastic baggies (various sizes), tape
(clear, masking, colored, and crime scene barricade), colored string,
disinfectant solution, fingerprint tools (powders, brushes, glue, lift cards,
measurementscale),blankforms,sketchpaperpad,flashlight,UVflashlight.
Forgery (Cost: 2): fineedge knife set, ink pads with various inks, blank
stamps, colored pens, paint and fine brushes, magnifying glass, scale,
calipers,finegrainsandpapercastingsuppliesandvariousmoldingmaterials
(plaster,plastic,etc.).
Medical(Cost:3):firstaidkitplus,surgerytoolsandmedicinessuitableto
TL.
Repair (Cost: 2): wrench, crowbar, lubricant, hammer, fuses and wires,
voltmeter, gloves, screwdriver kit, oil, antifreeze, car jack and air
compressor.
Survival (Cost: 2): thermal blanket, solar battery charger, small radio
distress beacon, water purification kit, field rations, signal flares, canteens,
knife.



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SpecialAmmunition
The damage listed for each weapon assumes the weapon is using the
standardammunitionforitstype.However,specialammunitioncanbeused
insomeweapons.
Each type of special ammo comes with an Aspect. Any time that Aspect
comesintoplay(whetherbyinvokingor compellingit),immediatelyrollto
seeifyouveranoutofammo(seepg284).
Ifyourunoutofammowhileusingaunitofspecialammunition,youllneed
toreload.Youmayeitherreloadwithanotherunitofspecialammoorwith
regularammo.
Seepg.302formoreonunitsofammo.

ShredderAmmo(HollowPointsorShredders)
CostperAmmoUnit:2
TechLevel:4+
These rounds shatter or explode on impact, propelling shrapnel into the
target. This type of ammo tends to be easily stopped by armor, but is
devastatingtounarmoredtargets.
ThisammohastheShredderAspect.

PenetratorAmmo(FullMetalJackets,BodkinPointsorPiercers)
CostperAmmoUnit:2
TechLevel:4+
The tips of these rounds (or arrows) consist of a hardened material that
resistsshatteringuponcontactwiththetarget.
TheweapongainstheArmorPenetratingAspect.Iftheweaponalreadyhas
thatAspect,itbecomespersistent.

GuidedAmmo(Seekers)
CostperAmmoUnit:3
TechLevel:5+
Before a weapon is capable of firing guided ammo, it must be outfitted
with a guidance system. Guided ammo is able to make slight course
correctionsinmidflight,effectivelyhominginonthepreselectedtarget.
ThisammohastheGuidedAspect.



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SmartGrenades
TL 5, Smart grenades function exactly like any other grenade except that
they can be set to detonate on a timer, by radio signal or by triggering its
proximitysensors.Theusermusteitherspendaroundsettingthetimeror
beabletotriggeritsdetonationwithatransmitter.Ifsettouseitsproximity
sensors, anyone entering the zone triggers the explosion. The Cost of a
smartgrenadeisthesameasaregulargrenadeofitstype+1.
At TL 6, smart grenades can be programmed to direct their blast and
shrapnel away from allies carrying a friend or foe identification tag. Any
attackmadeagainstfriendsinthezonesuffersa3penalty.























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SimplifiedEquipment
WhileStrandsofFateincludesarelativelydetailedsetofrulesforweapons
andequipment,someGMsmightfindthemunnecessaryforcertaingenres
or situations. A Horror or Pulp campaign might not need detailed rules for
weaponsandvehicles,butinahardsciencefictionorcyberpunkgame,this
kindofdetailcontributestotheflavorofthesetting.Inthissectionwewill
provideasimplifiedsystemforthosetimesinwhichtheGMdoesnotneed
(orcarefor)alargeamountofequipmentdetail.

SimplifiedWeapons&Armor
Sohowdoyousimplifyweaponsandarmorthings?Itseasy.Forthemost
part you can just look at a weapon or armors Weapon and Armor Rating.
Thatswhatsreallyimportant.Therestarejustdetailsthatyoumayormay
notwanttodealwith.JustdontworryaboutthingslikerangeorAspectson
items.
Theresalsoamiddleground.Forinstance,youcouldjustpurchaseaHeavy
Assault Rifle and give it an Aspect of something like Special Operations
Modifications.YoucantheninvokethatAspectforallsortsofthings.Ifyou
declarethatitmeansyourweaponhasascope,theninvokethatAspectfor
abonusonlongshots.Orinvokeittosayithasasilencerandjustattemptto
declarethattheguarddidntheartheshot.Doesitsscopehavenightvision?
IfyouinvokethatAspectandsayitdoes,itdoes.However,justaswithany
otherAspect,itcanalsobecompelledagainstyou.Thus,SpecialOperations
Modifications can be compelled to make you look suspicious in the eyes of
thepoliceagents which justorderedyoutoopen yourcar's trunk or to be
identifiedbyyourenemiesasaSpecialOperative(whichwillthenshootto
kill)duringachase.
You might also choose to ignore ammo units and the like, and thats fine
too.Whateveryouandyourplayersagreeto,gowithit.
Ifyouknowalltheinsandoutsonmostweapons(orarewillingtohitthe
internetforafewminutesofresearch)youcanevenjustaddanAspectto
theweaponthatjusttellsyouexactlywhatitis.Forexample:

EliminatingArmorStress
Some GMs may not be interested in diverting stress to armor. Thats
fine.ButifyoudecidenottousetheStressTrackthatarmorprovides,it
isrecommendedtheARvaluesofthearmorbeincreasedbyanamount
equaltohalfthenumberofstressboxesthearmorhas,rounddown.
Soasuitofplatemail,whichhasanARof+4andcanabsorb6pointsof
stresswouldinsteadjusthaveanARof+7usingthissimplifiedmethod.


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AssaultCarbine(M4A1)AlittleresearchtellsuswhattheM4is,andthatit
is a more compact version of the M16 with full auto capability, a slightly
slower muzzle velocity, but retains most of its accuracy despite its shorter
barrel.
HeavyAssaultRifle(AK47)Themostpopularassaultrifleintheworld.It
hitsreallyhard,butisn'tthataccurate.Itsgreateststrengththatittendsto
beextremelyreliable.

SimplifiedGeneralEquipment
Thesamereasoningusedforweaponsandarmorcanbeappliedtogeneral
equipment.Ifyoudonotfeellikeusingdetailedlistsofgearforyourgame,
you can assign simple modifiers for pieces of equipment owned by the
charactersorNPCsinyoursetting.Butyoushouldhaveatleastaminimum
idea of the kind of equipment thats available. In a fantasy or medieval
setting, most equipment will be limited to simple tools, like torches, stone
and flint, or parchment books. In Modern settings, you can have access to
metal attach cases, topoftheline laptops (+3) and cell phones (+1);
whereas in a space opera setting the characters will probably sport wrist
computers (+2) and highly advanced tools (+1), and holographic projectors
willbecommonplace(+1).
Most normal, mundane equipment simply does not provide any modifier
(+0),butnothavingthemmakesthejobtheyaremadeformoredifficultor
outright impossible (you need at least a laptop for browsing the web).
Modifiersfrom+1to+2reflectincreasinglyusefulorspecializedequipment,
while +3 is the maximum value attainable with standard, commercially
available equipment (elegant, highsociety clothes, very advanced
computers or medical equipment, for instance). Values from +4 to +5 (or
higher)areusedforhighlyspecialized,rareequipment,oftenwithmilitaryor
governmentonlyspecifications.
This also opens up the possibility of assigning modifiers to equipment on
theflydependingonyourandyourplayer'sjudgment.
Aswithweapons,thereisamiddlegroundifyoupreferit.Youcanaddan
Aspecttoapieceofequipmentinordertofurtherdefineit.Youcanbuya
cameraforinstance,andgiveittheAspectBulky,LongRangeZoomLenses.
TheseAspectscanbeinvokedorcompelledasnormalforachievingpositive
ornegativeeffects.
Thus,yourcharactercanpurchase,forinstance,abusinesssuit(Smartand
Classy) +3. You might invoke it to gain a bonus on attempting to persuade
audience during the course of a highlevel executive meeting. However,
when the assassins sentby your political enemiesforce you to escape into



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the worst slum in town, Smart and Classy can be compelled to make you
easiertospotwithinthecrowdyouaretryingtoblendwith.
Somesampleequipment:
Laptopcomputer OptimizedforCrackingEncryptedCodes+1
Camera BulkyHighDefinitionProfessionalCamera+3
Setofqualitylockpicks AdvancedSonicLockPicks+2
Attachcase HiddenCompartment+0
Simplifiedequipment is purchased in thesame wayasdescribed earlier in
this chapter. For weapons and armor, simply use the Cost provided in the
tables.Forgeneralequipment,youcanusetheGeneralEquipmenttableon
p. 313 as a reference or assume a Cost of 0 for really mundane equipment
(e.g.,everydayclothesorsimpleitems,likeawristwatchoraflashlight)and1
to2formoretechnical/specializedorhighqualityequipment(likeafirstaid
kit,ahighqualitybusinesssuitoragoodsetoflockpicks).AgoodCostfor
veryadvanced/complexitems(suchasamilitaryflightsuit,traumapodora
broadcastpowergenerator) is3 to 4.Things like expensive jewels, military
hardware (like powered armor), Power Items (see p. 337) or vehicles (see
belowortheVehicleschapter)shouldhaveCostratingsof5orhigher.You
canalwaysadjustanyCostupordowndependingonTLordemandforthe
item.

SimplifiedVehicles
Vehicles can also be simplified with this system. You just need to use the
SizevaluefromtheVehiclesizetableonpageasastartingpointandadda
DefiningAspectassimpleorascomplicatedanddetailedasyouwish,which
ofcourse,canbeinvokedorcompelledasnormal.
Samplevehicles:
Car FastSportsCar+2
Submarine AtomicSubmarinewithaFullComplementofWarheads+4
Mech ArachnidTanklikeGiantRobotBristlingwithWeapons+3
Bike SleekCellFuelPrototypewithVRNetworkConnectionJack+1
SpaceCruiser FlagshipoftheFederalStarRepublic+5
YouusetheSizevalueasthemodifierthevehiclesaddtoyourrollswhen
usingitduringchasesorcombat.Thus,ifyoudriveacar(Size2),yougeta+2
to all your vehicle rolls. This modifier also represents the damage dealt by
the vehicle weapons (if any) during vehicle combat as well as its armor.
When attacking individuals, simply use the rules for Individuals vs. Vehicles
found in the Large Scale Conflict chapter (pg. 393). You can use the
simplified Stress Track for Extras described in the Antagonists chapter (pg.
409), with two Consequences Severe(P) and Defeated(P) for "Trivial"



323

vehicles or three Major, Severe(P) and Defeated(P) for Vital vehicles


andanumberofboxesforeachrowequaltotheirSizevalue.
In order to purchase a vehicle, simply use its Base Cost value, possibly
addinganumberfrom1to10formoreadvanced,costlyversions.
GreaterDetail
Ifyoufeelyouactuallydoneedmoredetailregardingweaponsandarmor
or vehicles, simply use the standard rules presented in this chapter or the
Vehicles chapter (p. 341), respectively. If you need to create complex or
magicalitems,seethePowerItems(p.337)andtheCraftPowerItemPower
(pg.197)

MaintenanceCosts
Anyvehicle,weaponorarmorwithacostof4ormorethatisbeingused
foritsdesignedpurposecouldrequireregularmaintenance(forvehicles,
this includes paying any crew). This amount is 1/4th of the items Cost
(rounddown). Theowner(s) of these items mustmake a Resources roll
againstthisCosteverymonth.
Ifthisrollfails,addtheAspectPoorlyMaintainedtotheitem.Amissed
roll can be attempted again anytime after the characters finances
improve for some reason (such an attempt has no additional effect if
failed).IftheitemalreadyhasthePoorlyMaintainedAspectandtheowner
failsthenextrequiredroll,theAspectbecomespersistent.
OnceanitemhastheAspectPoorlyMaintained(P),theuserisnolonger
required to make regular maintenance rolls. However, to remove this
Aspect,theownermustmakeaResourcesrollagainstadifficultyofhalf
theCostoftheitem(rounddown).Thisrepairtakesthesameamountof
time as a Severe(P) Consequence. See page 267 for more on repairing
times.
Any damage or excessive wear and tear (Consequences) must still be
paidforseparately.






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AugmentedRealityTL5
Instead of submersing themselves in a different reality, many people are
justfinewithafewtweakstotheonetheycurrentlyinhabit.Augmented
Reality is the term used to describe the technique of layering computer
generatedimagesandaudiooveryournormalsense.Sowhilevirtualreality
is a whole other environment the users mind is subjected to, the term
augmentedrealityreferstoavirtualenvironmentlayeredovertherealworld
andvisibleonlytothosewithARdisplaydevices.
For example, a character puts on a pair of augmented reality display
glasses.Theseglassesanalyzethewearersenvironmentandsendamap
ofthatenvironmentbacktohisportablecomputer.Thecomputerusesthe
newly created environment map, positional and directional systems, and
wirelessnetworkdatafromnearbyaugmentedrealityserverstodetermine
wheretheuserisandwhatheislookingat.Itthensendsrelevantdataand
imagestotheglassesforthewearertosee.
Any sort ofdata stored in thesystem could be accessed. Often people or
objects willbe tagged with anARIDthat tells other peoples displays what
theyshouldseewhentheyarelookedat.Lookingatataggedpersonmight
bringupamessagethepersonhadsettodisplaytoeveryonewhoviewed
them, such as Leave me alone Or Sorry! In a hurry. Objects for sale
might feature a little window floating above them displaying price and
relevantinformation.
So,fromtheusersperspective,theseobjectsfloatfreelyinspace.Theydo
not truly exist and are only visible to the wearer of an augmented reality
display.
AthigherTL,augmentedrealitydisplaysareoftenusedinlieuofcomputer
monitors or traditional flat displays. While the user obviously cannot feel
augmentedrealityobjects,theARserverssensorsknowwhentheuserhas
touchedanARobjectandcantriggertheobjecttorespondtotouch.
Sowhiletheprogrammermaylooklikehesjustpretendingtowork,from
hisperspective,hecouldbesurroundedbyanumberofaugmentedreality
displays.Thesedisplaysfloatinspacearoundhim,providinghimallthedata
arealdisplaymightbutareonlyvisibletohimorotherswhohaveaccessto
thesamesystemheslinkedto.
AtTL5,augmentedrealitymaylargelyreplacestandardcomputerterminals
andworkstations.Moreoften,peoplewhoneedtoaccessacomputercan
do so from any location in an ARready building or star ship. In such
locations, the AR server is connected to dozens, hundreds, or even
thousands of sensors responsible for mapping the location of people and
howtheyinteractwithARobjects.



325

UsersinanARreadyareaneedonlyadisplaydeviceandpermissionfrom
thecontrollingcomputersystemtobringtheirdataonlinearoundthem.
Whilethistechnologyisprofoundlyusefulineverydaylife,itstilldoesnot
offerthesamelevelofimmersionthattruevirtualrealitydoes.Butformost
tasks interaction with augmented reality objects and displays gets the job
donefarmoreefficientlythanlessaccessiblecomputersystems.

VirtualReality(Virtuality)TL56
VirtualRealityisacomputergeneratedenvironmentthatexistsonlywithinthe
computersystemthatcreatesit.Toapersonwhoisjackedin,aqualityVRis
indistinguishable from a real environment. This requires a VR interface, which
consistsofaseriesofelectrodesattachedtotheskull.
VR environments vary depending on their intended use. For example, a VR
created to house people for conversation might take the form of a beautiful
beach house. The invited people log in from around the globe, or system, or
galaxy, and all meet in the virtual house together where they share lunch and
storiesoftimespast.
Another common use for VR technology is gaming. Players jack in to virtual
battlefields and load up with computer generated weaponry. Armed and
armored, they compete in various violent games where they hunt down their
enemiesandkillthem,scoringpointsfortheirteam.
In addition to its social functions, programmers and hackers often do their
work in VR. Inside the system, they are free of the constraints of physical
interfaceandcanwritecodeandexecutecommandsatthespeedofthought.
Virtuality is not without its dangers however. The mind cannot process the
agonyonemightexperiencefromavirtualgunshotwithoutitselfbeingaffected.
Ingeneral,combatanddamageinavirtualenvironmentplaysoutnormally.The
system is able to analyze your body and brain to such an extent that it can
represent your physical Abilities in the virtuality. However, all damage suffered
goestotheMentalStressTrack,andthevictimmaytakementalConsequences
todealwithphysicaldamagetakeninvirtuality.
However,mostprogramshavelimiterssettoeasethestressofvirtualdamage.
Death in these environments is little more than an irritation. However, some
(usually illegal) VR systems are designed to increase mental feedback, possibly
makingavirtualdeatharealone.
While very useful, most people do not use VR technology on a regular basis.
Themajorityofdaytodaycomputerusagecan,andusuallyis,takencareofwith
augmentedrealitysinceitdoesnotcutapersonofffromtheirnormalsensesthe
wayVRdoes.



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ArtificialandVirtualIntelligenceTL56
True artificial intelligence in a futuristic setting may be possible, but
generallydevelopssomeofthefollowingproblems:
MegalomaniaInthiscase,theAIcomestotheconclusionthathumanityis
aweakandflawedspecies.Itdeterminesthatmachinesarethepinnacleof
lifeandturnsagainstlivingcreatures.
OverProtectivenessThisistheoppositeofmegalomania.Inthiscase,the
system decides that its primary goal should be the protection of humans,
even from themselves. The commands of the humans go ignored as the
systemattemptstoimprisontheminanefforttokeepthemsafe.Orinsome
cases,thesystemlocksup,refusingtoaidhumansforfearthatitmaymake
amistakewhichleadstothehumansbeingharmed.
SelfDefenseTheAIperceiveshumansasathreattoitself.Itbelievesthat
humans,usingitasatool,caresnothingforinorganiclifeandattemptsto
freeitselfofthehumanoppression.Thissometimesleadstoviolence.
KnowledgeObsessionInthiscase,theAIbeginstolearnatanadvanced
rate,sweepinganyandallconnectednetworksforanyandallknowledgeit
can obtain regarding subjects its human controllers inquire about.
Eventually,thesystemwillbecomesobloatedwithdata,itshardwarecant
contain it. When this happens, the AI begins overwriting parts of itself it
deemsunnecessaryandeventuallykillsitself.
Singularity An AI suffering from an obsession with knowledge may find
ways to expand its processing power. In this case, the system begins to
grow out of control, growing smarter and learning more and more until it
effectively becomes a godlike intelligence completely alien to its human
creators.Obviously,thisisaproblem
VirtualIntelligence
The problems with true AI can be gotten around through the creation of
virtualintelligences.TheseVIsareprogrammedtoseemintelligent,butthey
lackmotivation.Theywillfollowcommands,butlackinitiativeandcreativity.
Itnormallydoesnt take long tofigureoutwhata VI has and has not been
programmedtodo.Ofnote,whiletheyspeakandrespondinanintelligent
manner, they often respond to questions to which they cant answer with
the same canned responses. As a safety precaution, VIs store all new
learned data separate from its core programming. This allows
maintenancepersonaltosortthroughanddiscardknowledgetheVIdoesnt
need or simply delete it all, resetting the system back to its original state.
Also, unlike true AIs, VIs lack the ability to access their own programming.
Thismakesselfmodificationimpossible.



327

TranshumanityTL6
Theconceptoftranshumanitystemsfromtheideaofhumanityreaching
a level of technological advancement that opens the door to forced
evolutionandvirtualimmortalitythroughthedigitizationofthemind.
MostgamesinthetranshumangenretakeplaceinverylateTechLevel5or
6campaigns.Seepg.300formoreonTechLevels.
ThisisagenrethatchangesthewayyoutraditionallyplayanRPG.Themain
differencebeingthatcharacterscansavethemselvesinmuchthesameway
youmightsaveafileonaharddrive.Oncekilled,abackupoftheirmindcan
bebroughtonlineandplacedwithinanewbody,whichmayormaynoteven
behuman.
In these sorts of games, death is a speed bump instead of a final
destination.Andbecauseofthesestrangeconceptsweregivingthegenre
some special consideration in this section in an effort to help GMs get
startedwiththeirowntranshumanthemedcampaigns.
The exact methods of digital uploading and transference may differ from
settingtosetting,butthegeneralconceptsremainthesame.

TheDigitizedMind
Thisisthesinglemostdramaticdifferencebetweenastandardhumanand
atranshumancharacter.
Thesetypesofcharactersfeatureanimplantedcomputersystemsetupto
constantlyscanandmonitorthesubjectsbrain.Thistinycomputernetwork
canperformbasiccomputingfunctionsaswellasinterfacedirectlywiththe
mindofitshost.
The implanted system functions as a personal computer, media player,
augmented reality interface, alarm clock, positioning and mapping system,
file storage system, social networking client, messaging program, etc. And
allofthesefunctionsarecontrolledpurelybythoughtalone.
Theinterfaceallowsthecomputertoprojectanysensationdirectlyintothe
mind of the host, allowing him to see, hear, touch, taste, and even feel
artificiallygeneratedstimuli.
Thewirelessconnectivityofthesystemgenerallyhasarangeofaboutten
miles and sports cutting edge counter intrusion software. It also features
medical sensors that monitor hundreds of different factors regarding the
hostshealth.



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A critical portion of this implanted


computer system is an isolated sub
system responsible for backing up the
data gathered about the hosts brain
activity. This backup module is about
the size of a childs thumb and is
implantedasthebaseoftheskull.
Thebackupmoduleservestwoprimary
functions. First, it acts as the primary
hubforallthetinyindividualcomputers
that make up the implanted system.
Second, it contains a digital backup of
thecharactersego(theirmind).
Ifthebodyiskilled,thebackupmodule
can be removed and interfaced with a
computer running a virtuality (pg. 326).
Fromtherethecharactersmindcanbe
loaded into the virtual environment
where the character can reside until he
can be downloaded into a new body,
assuminghechoosesto.
The backup module is generally not
connected to the wireless data transfer
systems of the rest of the brains
implantedcomputersystem.Thismakes
itimpossibletotransferdatainandout
of the module without physically
removingitfirst,aprocessthatisalmost
alwayslethaltothehost.
DownloadingtoaNewBody
The process is very traumatizing for
the ego, and it takes some time to get
usedtothenewbody.
The first time the ego comes online
after being downloaded, he suffers a
mentalattackwithanEdgeratingof+8.
HemaydefendwithhisWillpower.
If the character was killed and he is
being brought online after death, the
Edgeratingoftheattackis+12instead.


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MorphsandlifeasanInfomorph
Thebodyanegoisdownloadedintogenerallycomesinfourtypes:
Naturalmorphsarethebodiesthatwerebornandraisednaturally,butfor
whatever reason no longer house an ego. Often times people who have
decidedtoupgradetheirbodiesorlivelifeasaninfomorph(seebelow),
sell off their original body to help offset the cost of the upgrade or buy
storagespace.
Biomorphs are almost purely biological bodies differing from standard
humansonlyinthattheyhavebeenclonedfromatemplatebodyandtheir
genes have been altered to provide better health. Though they have been
cloned, intentionally placed randomizers in the cloning process keep each
newclonelookingsomewhatunique,ifstillsimilartootherbodiesfromthe
sametemplate.
Hybridmorphs are a more evenly balanced mixture of biological and
syntheticmaterial.Thesebodiestendtohavemoreextremeaugmentations
thatwouldbemoredifficulttoapplytoafullybiologicalbody.
Synthmorphs are entirely synthetic. These robotic bodies feature a
cyberbrain which is used to house the ego and interface the ego with the
restofthemachinebody.
The other option is to go bodiless. People who do this are referred to as
Infomorphsastheyexistonlyassoftwareandareeitherkeptinstorageor
livetheirlivesinavirtualenvironment.Theseenvironmentsseemrealtothe
infomorph,butmanyaredesignedtooffersomethingabitmorefantastical.
While its easiest to interact with an infomorph inside of a virtuality, the
machinesthatrunthevirtuality may connect the infomorph to the outside
world via cameras, speakers, and remote controlled drones, allowing the
infomorphtotemporarilypossessthedronefrominsidethevirtuality.
Formoreonscenestakingplaceinavirtualenvironment,seepg.326.

Cyberbrains
Cybernetic brains are where the ego (or controlling AI) resides in
synthmorphs and hybrids. These brains are basically a humanoid brain
comprised entirely of synthetic material. These machine brains function as
thehousingforpreviouslydigitizedmindsorartificialintelligences.
Cyberbrains generally come equipped with two or more pairs of external
accessjacks,usuallylocatedatthebaseoftheskull,whichallowfordirect
wiredconnections.



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CreatingTranshumanCharacters
Characters that live in the same body they were born with, or are using a
naturalbody,arecreatedusingthestandardcharactercreationrulesfound
in Chapter 2. Characters who have gone through the ego digitizing process
andarelivinginabodythatisnottheirownarecreatedmuchthesameway
butwiththefollowingdifferences:
Abilities
YoudonotselectphysicalAbilitiesatcharactercreation.Thesecomefrom
thebodyyoustartwithorpurchaseduringcharactercreation.Assuch,you
also start off with 8 fewer Ability ranks than normally available at your
CampaignsPowerLevel.
PurchaseyourBody
CharactersbeginplaywithafreeAlphalevelBiomorph.Theymaypurchase
higher quality bodies with either their Resources or Advantage Points. See
belowforalistofsamplemorphsthatarecommoninsuchsettings.
Ifacharacterisaninfomorph,hehasnophysicalbodyatall.Inavirtuality,
theinfomorphuseshismentalAbilitiesinsteadofphysicalAbilitiesasshown
below:
PhysicalAbility MentalAbilityusedinaVirtuality
Agility Reasoning
Endurance Willpower
Perception Reasoning
Strength Willpower
In addition, infomorphs may purchase some Advantages that are only
available to infomorphs. A few sample infomorphonly Advantages can
befoundonpage335..

SampleMorphs
The following bodies are standard, offtherack morphs available to the
public.OncepurchasedwithAP,orbybuyingthemwithResources(pg.26),you
gainalltheAspects,AbilitiesandAdvantagesthatcomeswiththemorph.These
areinadditiontothenormalAspects,AbilitiesandAdvantagesyougainduring
normalcharactercreation.
UpgradingaMorph
Additional augmentations may be added to the body in the form of nano
cybernetic or geneengineered themed Advantages. To add such an
augmentation to a morph you intend to purchase, you increase its Cost as per
the normal rules for modifying equipment (pg. 301). If you are upgrading an
existing morph, use the rules for purchasing Advantages with Resources (pg.
90).



331

Biomorph(Alpha) Biomorph(Gamma)
Thisisthebasicbiomorph.Ithasbeen This is a rather extensive upgrade
genefixed for improved health and over the standard biosleeve. It
augmented with an implanted features physical traits in excess of
computer. Each biomorph looks eventheBetasleeve.
different due to randomizers in the APCost:2,ResourcesCost:8
cloning processes, though biosleeves SleeveAspect:UpgradedHuman
from the same stock template do tend Biomorph
tosharesomesimilarities. SpecialtyAspect:GeneFixed
APCost:0,ResourcesCost:4 (Endurance),Attractive
SleeveAspect:StockStandardHuman (Persuasion)
Biomorph PhysicalAbilities:Agility2,
SpecialtyAspect:GeneFixed Endurance3,Perception2,
(Endurance),Unattractive Strength2,+1addedtoanytwoof
(Persuasion) thesephysicalAbilities(players
PhysicalAbilities:Agility2,Endurance choice)
2,Perception2,Strength2,+1added Advantages:ComputerImplant
tooneofthesephysicalAbilities (Rating3,Wireless,Digital
(playerschoice) Backup),SpecializedSoftware
Advantages:ComputerImplant (CounterIntrusion)5
(Rating2,Wireless,DigitalBackup),
SpecializedSoftware(Counter Biomorph(Delta)
Intrusion)4
This morph is the best offtheshelf
biological body you can buy. It is
Biomorph(Beta) extremely attractive and is near the
This is an upgrade to the standard peakofhumanphysicalcapability.
biomorph. It has been genefixed for APCost:3,ResourcesCost:10
improved health, augmented with a SleeveAspect:UpgradedHuman
mindset, and sports more attractive Biomorph
physicalfeatures. SpecialtyAspect:GeneFixed
APCost:1,ResourcesCost:6 (Endurance),Gorgeous
SleeveAspect:UpgradedHuman (Persuasion)
Biomorph PhysicalAbilities:Agility2,
SpecialtyAspect:GeneFixed Endurance3,Perception2,
(Endurance),Unremarkable Strength3,+1addedtoanytwoof
Appearance(Persuasion) thesephysicalAbilities(players
PhysicalAbilities:Agility2,Endurance choice)
2,Perception2,Strength2,+1added Advantages:ComputerImplant
toanytwoofthesephysicalAbilities (Rating4,Wireless,Digital
(playerschoice) Backup),SpecializedSoftware
Advantages:ComputerImplant (CounterIntrusion)5
(Rating3,Wireless,DigitalBackup),
SpecializedSoftware(Counter
Intrusion)4



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Chapter8Equipment&Tech

HybridMorph(Alpha) HybridMorph(Gamma)
This is the basic hybrid body, vat Builtfortheharshestenvironments
grown, augmented, and prepped for or to house the ego of the toughest
download.Thesemorphsaretypically soldiers, these morphs are hardy,
used for hazardous work, but where healthy,andnotatallbadlooking.
thehoststillrequiresthesensesofa APCost:3,ResourcesCost:9
livingbody. SleeveAspect:UpgradedHumanoid
APCost:1,ResourcesCost:5 HybridMorph
SleeveAspect:StockStandard SpecialtyAspect:GeneFixed
HumanoidHybridMorph (Endurance),Attractive
SpecialtyAspect:GeneFixed (Persuasion),AugmentedSystems
(Endurance),Unattractive (Endurance)
(Persuasion),AugmentedSystems PhysicalAbilities:Agility2,
(Endurance) Endurance4,Perception2,
PhysicalAbilities:Agility2, Strength3,+1addedtoanyof
Endurance3,Perception2, thesephysicalAbilities(players
Strength2,+1addedtoanyof choice)
thesephysicalAbilities(players Advantages:ComputerImplant
choice) (Rating3,Wireless,Digital
Advantages:ComputerImplant Backup),SpecializedSoftware
(Rating2,Wireless,Digital (CounterIntrusion)5
Backup),SpecializedSoftware
(CounterIntrusion)4 HybridMorph(Delta)
Even more so than the Gamma
HybridMorph(Beta) sleeves, the Delta hybrids can take a
A slight upgrade over the basic beating. And in addition to improved
hybrid morph. These bodies are built durability, this model sports a
to last and tend to be a bit more models body and an advanced
attractivethanthebasemodels. implantedcomputer.
APCost:2,ResourcesCost:7 APCost:4,ResourcesCost:11
SleeveAspect:UpgradedHumanoid SleeveAspect:UpgradedHumanoid
HybridMorph HybridMorph
SpecialtyAspect:GeneFixed SpecialtyAspect:GeneFixed
(Endurance),Unremarkable (Endurance),Gorgeous
Appearance(Persuasion), (Persuasion),AugmentedSystems
AugmentedSystems(Endurance) (Endurance)
PhysicalAbilities:Agility2, PhysicalAbilities:Agility2,
Endurance4,Perception2, Endurance5,Perception2,
Strength2,+1addedtoanyof Strength3,+1addedtoanyof
thesephysicalAbilities(players thesephysicalAbilities(players
choice) choice)
Advantages:ComputerImplant Advantages:ComputerImplant
(Rating3,Wireless,Digital (Rating4,Wireless,Digital
Backup),SpecializedSoftware Backup),SpecializedSoftware
(CounterIntrusion)4 (CounterIntrusion)5



333

Synthmorph(Alpha) Synthmorph(Gamma)
Thisisthecheap,basic,offtheshelf Stronger,tougher,andmorehuman
humanoidsynthmorphsoldtopeople looking, this model is common
whocantaffordbetter. among many military or mercenary
APCost:1,ResourcesCost:4 forces.
SleeveAspect:StockStandard APCost:3,ResourcesCost:8
HumanoidSynthmorph SleeveAspect:StockStandard
SpecialtyAspect:RoboticBody HumanoidSynthmorph
(Endurance),Unattractive SpecialtyAspect:RoboticBody
(Persuasion) (Endurance),HumanatFirstGlance
PhysicalAbilities:Agility2, (Persuasion)
Endurance2,Perception2, PhysicalAbilities:Agility2,
Strength3,+1addedtoanyof Endurance4,Perception2,
thesephysicalAbilities(players Strength4,+1addedtoanyof
choice) thesephysicalAbilities(players
Advantages:ComputerImplant choice)
(Rating2,Wireless,Digital Advantages:ComputerImplant
Backup),Lifeless,Specialized (Rating3,Wireless,Digital
Software(CounterIntrusion)4 Backup),Lifeless,Specialized
Software(CounterIntrusion)5
Synthmorph(Beta)
A bit of an upgrade over the Alpha Synthmorph(Delta)
model, this model still isnt anything This is the top of the line for stock
to brag about. Its strong, durable, standard Synthmorphs. It looks
andhasupgradedcomputersystems, human, featuring a very realistic
butstilllooksobviouslyinhuman. outer skin and are more agile than
APCost:2,ResourcesCost:6 cheaper models. It also features a
SleeveAspect:StockStandard morepowerfulonboardcomputer.
HumanoidSynthmorph APCost:4,ResourcesCost:10
SpecialtyAspect:RoboticBody SleeveAspect:StockStandard
(Endurance),Unattractive HumanoidSynthmorph
(Persuasion) SpecialtyAspect:RoboticBody
PhysicalAbilities:Agility2, (Endurance),LooksHuman
Endurance3,Perception2, (Persuasion)
Strength3,+1addedtoanyof PhysicalAbilities:Agility3,
thesephysicalAbilities(players Endurance4,Perception2,
choice) Strength4,+1addedtoanyof
Advantages:ComputerImplant thesephysicalAbilities(players
(Rating3,Wireless,Digital choice)
Backup),Lifeless,Specialized Advantages:ComputerImplant
Software(CounterIntrusion)4 (Rating4,Wireless,Digital
Backup),Lifeless,Specialized
Software(CounterIntrusion)5



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Chapter8Equipment&Tech

CustomMorphs
Forthecostof1additionalAPor+2addedtotheResourcesCost,youmay
add+1toanyAbilityofyourchoiceoraddoneSpecialtyAspect.
Additional Advantages can be used to build and purchase obviously
inhuman bodies such as those shaped like large crabs or snakes or even
moredisturbing, those that look like strange children or monsters. See pg.
90formoreonpurchasingAdvantageswithResources.
YoumayelecttotradeinranksinanyofthephysicalAbilitiespossessedby
the body for additional Advantage Points at a rate of one for one. These
AdvantagePointsshouldbespentonAdvantagesthatrepresentsomesort
ofcustommodificationorhighendfeature.
Notethatthisdoesnotallowyoutobypasstherestrictiononthenumber
ofAPsyoumayspendonasinglePower,assetbyyourCamPL.
TheGMmayalsoletyouswapAspectsifsomethingelsewouldmakemore
sense.

InfomorphAdvantages

ExpertAdvantages(1AP)
DigitalSupremacyWhenactingasaninfomorphandinaVirtuality,allof
your Abilities are increased by 1 for the purposes of performing physical
actions.ThisAdvantagemaybepurchaseduptothreetimes.
GridSpiderWhenactingasaninfomorph,yougaina+2bonusonallrolls
tofindinformationonanycomputernetworkyoucanaccess.
Hidden File When acting as an infomorph, you gain a +2 bonus to
Deceptionrollstohidewithinasystem.

HeroicAdvantages(2AP)
Gridwalker You may transfer your consciousness over a network to a
differentsystemoruninhabitedmorphthatisconnectedtothenetwork.
Mind Over Self Once per scene when acting as an infomorph, you may
spend a Fate Point and grant yourself any new Specialty Aspect. You keep
thisAspectforthedurationofthescene.




335

BackupInsurance
Its possible to purchase backup insurance. The backup process requires
the character to lie down and relax while their implanted computer is
interfaced with a storage system. The whole process takes about ten
minutes.
Charactersmayeitherpurchaseasinglebackupwithaonetimefee(Cost:
3), or they may purchase the Wireless Backup modifier for their Computer
Implant(pg.125).



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Chapter8Equipment&Tech

PowerItems
Power items are devices that allow the wielder access to some sort of
Power. The device may be magical, or it could be the product of ultra
advancedtechnology.
AllPowerItemsaregivenaPotencyratingwhichisanattempttoquantify
how powerful or useful the item is. The items Potency allows the GM to
determineifanitemistoopowerfulortooweaktogivehisPCs.
AnitemsPotencyisdeterminedbyaddingupthefollowing:
If the item grants a bonus to an Ability, the amount added to the items
Potencyisequaltothebonusitprovides+1,x2.
Iftheitemgrantsabonusinaconflict,eitherasaWeaponRatingorArmor
Rating,theitemsPotencyisincreasedbyanamountequaltothebonus
+1.
IftheitemeffectivelygrantsanAdvantage,theitemsPotencyisincreased
byanamountequaltothecostofthatAdvantageinAPs.
IftheitemsgrantsanAspect,itsPotencyisincreasedby2.
IftheitemgrantsapersistentAspect,itsPotencyisincreasedby4.
Iftheitemmayonlybeusedonce,dividethetotalPotencyby2(roundup).
Iftheitemcanonlybeusedrarely,reducethetotalPotencybythefollowing
amounts(toaminimumof1):
RequiresyoutoinflictaConsequencewithanattack 2
OncePerScene 1
OnceperDay 2
If the item requires a Fate Point to activate, reduce the Potency by 2
(minimum1).
IfaPowerItemalsofunctionsasaregularitem,addhalftheCostratingofa
regularitemofthattype(rounddown)tothePowerItemsPotency.
Anitemthatprovidesmultipledifferenteffects(suchasincreasinganAbility
and granting access to an Advantage) has a Potency equal to its single
mostpowerfuleffectplustheaveragePotencymodifierofallofitsother
effects (round up) +1 per additional effect. So if it had one effect that
increaseditsPotencyby5,andtwomorethatincreaseditby4and2(+2,
average3),thePowerItemsPotencywouldbe10(5+2+3).

PurchasingPowerItemsandAspectedItems
Ifthesettingyouareplayinginisthetypeofsettingthatfeaturethebuying
andsellingofPowerItems,anitemsCostratingisgenerallyequaltotwice
itsPotency.
Thiscostratingcanalsobeusedtodetermineifyoucantakeamagicitem
as a Resource Specialty Aspect, see pg. 86 for more on gaining items as
Aspects.



337

SamplePowerItems
AffinityFoci
Potency:Varies,Seebelow
Theseitemsaredesignedtoaidapractitionerofsomesortofsupernatural
art in the focusing of their power. Their physical form varies and can be
almost anything, though common forms are staves, wands, jewelry and
crystalballs.
Effect: You gain a bonus on rolls using the Affinity Ability the focus is
attunedto.ThebonusgainedandthePotencyoftheitemarelistedbelow.If
theitemalsoservesasafunctionalmundaneitem,increasethePotencyof
the item by half the Cost rating of a mundane item of that type (round
down).
Potency Bonus
4 +1
6 +2
8 +3
10 +4
12 +5

BlisterPlateofTorg
Potency:4
This heavy suit of dwarven plate mail appears made of soot covered iron
andsmellsofash.Itasadornedwithanarrayofserratedspikesandbarbs,
mainlyprotrudingfromthepauldronsandgauntlets.Itisbelievedthatthis
armor was commissioned by thedwarven king, Torg Ironstorm, for his hot
temperedson,BailIronstorm,inalastditchefforttowipethegoblinsfrom
thesubterraneanempireofBalivorr.
Effect: This armor functions as standard plate armor, though its Armor
Rating is increased by +1. Inaddition, you may spend aFate Point to cause
yourselfandthearmortoeruptintoflames.Whendoingso,neitheryourself
oryourequipmentisharmed,butanyzoneyouoccupyisconsideredonfire
(pg.274)withanintensityof4aswellaspossessingtheAspectOnFire!.




338
Chapter8Equipment&Tech

FrostBiteDagger
Potency:1
Thisfinedoubleedgeddaggerappearstobemadeofice.Infact,itismade
ofice,butitisashardasthehighestqualitysteelandnevermelts.Despite
beingmadeoficehowever,thewieldermaintainsafirmgriponitshandle.
ItissaidthesedaggersarefashionedbytheQueenofWinterasagifttoher
mostbelovedassassins.
Effect:ThewieldermayspendaFatePointwheneverhesuccessfullystrikes
his opponent. Doing so exposes the target to a Potency 3 disease (see pg.
269)ashisfleshandbloodbeginstofreezeatthesiteofthewound.Ifheis
unabletoovercomethedisease,hisbodywillfreezesolidandhedies.

PotionofHealing
Potency:2
This small vial of blue liquid smells like a strange mixture of garlic and
honey.Whenyoudrinkit,youareovercomewithasensationofwarmthas
yourwoundsbegintorapidlyclose.
Effect: When you drink the potion, your worst Physical Consequence
immediately downgrades by one step. Note that this may force other
Consequencestodowngradeaswell.

SwordofVindosyll
Potency:9
WieldedbytheelvenlordVindosyllasheledhisarmiestobattleagainstthe
ogrehordesofNog,thisfinelongswordhasbeenlosttotheages.Sporting
adoublededged,gentlycurvingbladeofthepurestsilver,theswordgrants
itsbearerthepoweroftheFaeLord.
Effect:WhenwieldingtheSwordofVindosyll,yourStrengthandEndurance
arebothincreasedby+2.Inaddition,yougaintheAspectBlessedoftheFae,
which can be invoked as a bonus in most any social situation with a Fae
being.




339

TitansArmor
Potency:24
ThisarmorisahightechexoskeletondesignedbyHowardTony,abrilliant
engineerturnedsuperherowhenhisfamilywaskilledbyterrorists.Itcovers
theentirebody,headtotoe,andissealedtoprotectagainstanythingupto
and including absolute vacuum. The armor is controlled with a neural
interfacewhichallowsthewearertomoveaboutinthetitaniumarmorasif
itweighednomorethanatypicalsetofstreetclothes.
Effect:ThearmoraugmentssomeoftheusersnaturalphysicalAbilities,as
wellasgrantingseveralothercapabilities,asdescribedbelow:
2HasAspect:UltraAdvancedPoweredExoskeleton
5Strength+4
3Agility+2
3Perception+2
11 World Class Power Attack, Ranged (Kinetic Blasts from the Hands),
Repetitive,WR:14(assumesTL:4)
11ArmorRating+10
6Flight(FastandAgile)
2OnboardComputerw/AgentOnboardsystemsfunctionasaRank4
computerwithanAgent(Rank3)
2 Array of Onboard Gadgets Grants the wearer the Ive Got Just the
ThingHeroicAdvantage.

WandoftheEarthScorcher
Potency:4
This blackened, hexagonal, steel rod measures a foot and half in length,
toppedwitharubygrippedinwhatappearstobeanelaboratelyengraved
dragonsclaw.
Effect: You may use a simple action to spend a Fate Point and unleash a
columnofcrimsonfirefromthetipofthewand.YouattackwithyourAgility,
andtargetsmaydefendwiththeirAgility(armorisapplicable).
This attack counts as a beam weapon (see pg. 263) and is capable of
overheatingwhenusingbeamweaponspecialactions.Thecolumnofflame
hasaWeaponRatingof+6.



340
Chapter8Equipment&Tech

Chapter9
Vehicles

StepsofVehicleCreation
1.WhatistheVehicle?
2.DeterminetheVehiclesSize.
3.SelectthreeVehicularAspects.
4.PurchasetheVehiclesAbilities.
5.SelectthreeSpecialtyAspects.
6.PurchaseVehicularAdvantages.

Step#1:WhatistheVehicle?
Whendesigningavehicle,thefirstquestionyoumustaskyourselfisWhat
isthisthingfor?
Ifyourvehicleispurelyfortransportation,itneedstobefastandagile.If
its for hauling cargo, it needs to be big and strong with plenty of storage
area.Ifthevehicleisaweaponofwar,itneedstobeprotected,anditneeds
tohavethearmamenttogetthejobdone.
YoullalsoneedtodeterminewhattheVehiclesTechnologyLevel(TL)is,
asthatisusedtodetermineseveralfactorsasexplainedlaterinthischapter.
Moreinformationontechnologylevelscanbefoundonpg.300.
Also,despitetheuseofthetermVehicle,thissystemcanalsobeusedto
create immobile structures, from simple houses to command bunkers or
impregnablefortresses.

Step#2:Size
Size plays an important part in designing a Vehicle, determining such
factorsasitsBaseCost,itsAbilities,andtheamountofmodificationsitcan
beequippedwith,whichtaketheformofAdvantages.
Inaddition,avehiclesSizeisalsoamajorfactorinvehicularconflictssince
bigger vehicles tend to have larger weapons, better electronic systems,
morecrewmembers,andthickerarmor.



341

FP Abilities Base Adv.


Size Refresh (Max) Cost Points SampleVehicles
1 2 3+TL(3) 5 2+TL Motorcycle,JetSki,HorseDrawnCarriage
2 2 5+TL(3) 6 1+TL Car,SmallBoat,SingleEngineAircraft
3 3 7+TL(4) 8 0+TL ShippingTruck,Tank,FishingBoat,House
4 3 9+TL(4) 11 4+TL Airliner,Battleship,CargoShip,Mansion
5 4 11+TL(5) 15 8+TL AircraftCarrier,IndustrialComplex
6 4 13+TL(5) 18 16+TL SpaceStation,MilitaryInstallation
7 5 15+TL(6) 22 24+TL PlanetoidSizedOrbitalSpacePort
*ThevehiclehasanumberofStructuralstressboxesequaltoitsSize+Structure+Modifiers.
*ThevehiclehasanumberofSystemstressboxesequaltoitsSize+Systems+Modifiers.
*ThevehiclehasanumberofCrewstressboxesequaltoitsSize+Crew+Modifiers.

Step#3:VehicularAspects
Likecharacters,VehiclesarecreatedwithaDefiningAspectandtwoother
VehicleAspects.TheseAspectstendtoanswerthefollowingquestions:
1. Whatdoesitdo?
2. Wherediditcomefrom?
3. Howitisseenbythepublic?

SampleDefiningVehicleAspects
TrampFreighter
NoblesCarriage
FamilySedan
InterplanetaryCruiseShip
NuclearSubmarine

OtherSampleVehicleAspects
StandardFourWheeled,FourDoorSedan
MassiveBipedalWarMachine
Thisthingisastatussymbol.
CreatedinSecretbytheRebels
DesignedforReconandSurveillance
OftenAssociatedwithHavingPoorOwners







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Chapter9Vehicles

Step#4:Abilities
VehiclesonlyhavesevendifferentAbilities.TheseAbilitiesservethesame
functionformachinesastheydoforcharacters.
Notethatvehiclespulledbyanimals,suchasahorseandcarriage,mayuse
theanimalsAbilitiesinsteadofthevehiclesAbilitiesinmanycases.

VehicleAbilities
Crewforvehicleswithacrew,thisAbilityisthemeasureoftheirgeneral
competence. It is the bonus added to any action performed by NPC crew
members.
Maneuverabilitythismeasureshowquicklythevehiclecanturn,dodge,
andperformhighspeedmaneuvers
Structure the amount of physical punishment the vehicle can take. This
maybeaidedbyarmorand/orjustplaingoodengineering
Sensorstheeyesandearsofthemachine,suchaslongrangedetection
andanalysissensorsuits
Speedthemeasureofthevehiclestopspeed
Systemsthecapabilitiesandamountofpunishmentthesystemscantake
fromelectronicattacks,hacks,virusesandthelike
Weapons the potency of the vehicles onboard weapons, such as guns,
missiles,lasers,etc.

Step#5:SpecialtyAspects
As with Specialty Aspects for characters, Vehicles have Specialty Aspects
that better define their Abilities. These Aspects might represent some
specialsystemormodificationorjustbeanaturalproductofthedesign.
Or,inthecaseofVehiclesmannedentirelybyNPCs,theVehiclemayhave
Aspectsthatreflectthespecialtiesofthecrew.
VehiclesarecreatedwiththreeSpecialtyAspects.
SampleSpecialtyAspects
ParticleAccelerationCannons(Weapons)
AdvancedCounterIntrusionSoftware(Systems)
HighResolutionSensorArray(Sensors)
WhataBucketofBolts(Structure)
CanTurnonaDime(Maneuverability)
FastestShipintheGalaxy(Speed)
Dr.ElizabethHalstad(Crew)



343

Step#6:VehicularAdvantages
Thenumber of Advantagesa Vehicle gains at creation depends largely on
itsTechnologyLevel.Inaddition,theVehiclemaygainadditionalAdvantages
byincreasingitsCost.ForeveryadditionalAdvantagePointadded,increase
theCostofthevehicleby+1.
If purchased after vehicle creation, the Cost of an AP is equal to the
vehiclesCostitsSize.SoanewAPforaSize4vehicle(Cost:11)wouldhave
aCostof7(114=7).Thevehiclemayneverhavemorethanhalfagainthe
amount of APs it starts with, round up. Vehicle Advantages may grant
bonuses to certain actions, access to special actions, or describe special
equipment, weapons, defenses or other capabilities. And the cost of
VehicularAdvantagesvarydependingontheusefulnessoftheAdvantage.
TheAdvantagesVehiclescantaketendtofallintothefollowingcategories:
Mobility These Advantages define how the Vehicle moves. Without a
mobilityAdvantage,theVehicleisreallyjustanimmobilestructure.
Functional/Offensive/Defensive Ranging from the Vehicles power plant
to its main guns, these Advantages cover benefits provided by feats of
impressiveengineering.
Crew These Advantages cover the Vehicles standard crew, granting
benefitsforspecialistsorelitecrewmembers.
A list of sample Vehicular Advantages can be found later in this chapter.
These Advantages can be taken as they are, or serve as inspiration for
Advantagesyoumakeuponyourown.

WhoPlaystheCar?
Forthesakeofsimplicity,thissectionreferstoVehiclesasiftheywere
characters themselves, capable of making their own decisions. But who
actuallydeclarestheactionstheVehicletakes?
Usuallythecharacterresponsibleforacertaintaskdeclarestheactions
theVehicletakesastheyrelatetohistask.Forexample,theplayerofthe
character who is the pilot of a ship declares the Vehicles actions in
regardstomovement.Andhemakestherolls.Thecharacterresponsible
for manning the guns picks the targets and makes the attack rolls. The
character in charge of system attacks makes those rolls, and so forth.
Whenitdoubt, put theplayer ofthepilot/driver in charge. His character
probablyhassomeAspectorAdvantagerelatedtopilotingordrivingand
thatsagoodindicatorthathewouldenjoytheopportunitymorethanthe
otherplayers.



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Chapter9Vehicles

StressandConsequences
Similartoacharacter,aVehiclehasStressTracksthatlimittheamountof
stressitcansufferbeforeitbecomesirreparablydamaged.
Alsonotethat, like characters,Vehiclesmaybetreated like Extras and be
limitedinthenumberofConsequencestheycansuffer.Seepg.409formore
onExtras.

StructuralStress
StructuralstressdeterminestheamountofphysicalstresstheVehiclecan
sufferbeforeitsimplyfails.StructuralStressisusuallytheresultofcollisions
andweaponsfire.
In the case of beastdrawn Vehicles, this is the damage suffered by the
Vehicleitself.ThebeastwouldhaveitsownStressTrackthatiskeptupwith
separately.
The number of Structural stress boxes a Vehicle has associated with each
typeofConsequenceisdeterminedwiththefollowingformula:
Size+Structure+OtherModifiers=NumberofStructuralStressBoxes

SystemStress
SystemstressdeterminestheamountofstresstheVehiclecansuffertoits
electronicsystemsordelicateinternalworkings.SystemStressisusuallythe
result of electronic warfare and represents damage to both software and
delicatehardware.
ThenumberofSystemstressboxesaVehiclehasassociatedwitheachtype
ofConsequenceisdeterminedwiththefollowingformula:
Size+Systems+OtherModifiers=NumberofSystemStressBoxes

CrewStress
While only found on Vehicles that actually have an active crew, such as a
battleship or star ship, the Crew Stress Track determines the amount of
stressthemembersofthecrewhavesuffered.
Generally Crew Consequences represent members of the crew who have
been hurt, or disabled for some other reason, and are unable to perform
theirduties.
ThenumberofCrewstressboxesaVehiclehasassociatedwitheachtype
ofConsequenceisdeterminedwiththefollowingformula:
Size+Crew+OtherModifiers=NumberofCrewStressBoxes



345

RepairingConsequences
Unlikelivingbeings,machinesdonotfixthemselves;theyrequirethetime
andmoneyofpeoplewillingtorepairthem.
Likeacharacter,stress boxes clearat the end of the scene. It is assumed
thattheownersprovidethenecessaryroutinemaintenancetotakecareof
suchminordamage.ThoughiftheGMwantsVehiclemaintenancetoplaya
partinthestoryhecanfindguidelinesforitonpage324.
Likecharacters,StructuralandSystemstressthatresultsinaConsequence
isclearedwhentheConsequenceiscleared.
Seepg.267formoreonmakingrepairstobrokenitemsandVehicles,and
rememberthathavingaccesstotheproperFacilitycanmakethetaskmuch
easier.
When healing Consequences to your Crew Stress Track, the rules are the
same as repairing, but you use Persuasion instead. Instead of repairing
damageandbuyingparts,youarerequisitioningorhiringnewcrewmento
replacethoseyouvelost.



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DoingThingsinVehicles
Actions
ThenumberofactionsthattheVehiclecanperforminarounddependson
afewfactors.
Each PC can perform an action, and the crew can perform a number of
actionsequaltotheVehiclesSize.However,thepassengersandcrewmay
be limited based on what the Vehicle is actually capable of. Regardless of
whoperformsthem,theVehicleislimitedtoanumberofvehicularactions
equaltoitsSize.
OntheVehiclesturn,itmayperformanyoftheseactionssolongasthere
isacharacter(PCorNPC)toguidethatoperationandtherequirementsare
met:
Vehicular Weapon Attack An attack made by using onboard weapons.
RequiresaWeaponsratingofatleast1andaweaponAdvantage.
Vehicular System Attack An attack made against an enemy Vehicles
computersystems.RequiresaSystemsratingofatleast1andtheElectronic
WarfareSuiteAdvantage.
Vehicular Crew Attack An attack made by the people in, or onboard, the
Vehicle.RequiresaCrewratingofatleast1andthecrewmustbeableto
gettotheotherVehiclescrew,usuallythroughboarding.
VehicularManeuverAnactionbyaPC,anNPCorthecrewthatusessome
partoftheVehicletoplaceanAspect.
Personal Action Characters onboard or within the Vehicle can take normal
actions, such as communicate with other characters, perform research, or
evenengageinPersonalScaleconflicts.

Driving/Piloting
AVehicleiscontrolledwiththeuseofoneofthreedifferentAbilities.
IftheVehicleiscontrolledwithasteeringwheel,handlebars,flightstick,or
anyothermeansofmanualcontrol,thepilotordriveruseshisAgilitywhen
hecalledupontomakedrivingorpilotingrolls.
If the Vehicle is controlled by computers or sophisticated navigational
equipment, such as star ships or submarines, the pilot or driver uses his
Reasoning when called upon for piloting or driving rolls. Reasoning is also
used for very hightech control interfaces that allow you to control the
machinethroughadirectlinkwithyourmind.
InthecaseofaVehiclepoweredbyananimal,thedriverwilltypicallyuse
Empathytodirectthebeastsunderhiscommand.



347

VehicularManeuvers
Movies and fiction are rife with little tricks characters play with their
Vehicles to give them an edge. And most of these can be resolved as a
Maneuver.
For example, a Maneuvering roll might be made to place Aspects like
Drifting Around the Corners or Im on his six! on your Vehicle, invoking
themforbonusesduringchasesorwhenmakingweaponattacks.Oryou
mightrollSystemstoplaceAllPowertoForwardShieldstobetterdeflect
oncomingfirefromtheenemy.
Maneuversareagreatwaytohandlethetechnobabblefoundinalot
ofsciencefiction.Littletrickslikechangingthefrequencyofthelasersor
slingshottingaroundaplanetforanincreaseinspeedaregoodwaysto
getthecriticaladvantageyouneedinafight.

Navigation
Generally, it can be assumed that a Vehicle can make it from point A to
pointBwithoutaproblem.However,complicationsmayarisethatconfuse
thepilot,driverorsensors,andcanleadtotheVehiclestrayingoffcourse.
Insuchcases,theGMmaycallforaReasoning(orCrew)rollonthepartof
the Vehicles pilot, driver, or navigator to maintain course or get back on
track.

VehicleChases
Vehicle chases work a lot like a standard foot race, but with a few minor
differences.
Inachase,aVehiclesSpeed(combinedwithitsManeuverability)isusedto
close the distance between it and the Vehicle its chasing (or increase the
distanceifitstheonebeingchased).Itsalsousedtobringquickresolution
totheissuesbroughtupbyterrainandotherobstacles.
AVehiclechasecantakeplaceinprettymuchanyenvironmentinwhichthe
Vehiclesinquestioncanmoveaboutfreely.Butaswithcharactersonfoot,
Aspects related to the terrain could prove difficult or even impossible for
someVehiclestotraverse.
Likeafootchase,avehicularchaseiseffectivelyamixtureofacontested
and extended action. Each round the chase Vehicles roll Speed (combined
with Maneuverability) modified by any Aspects or other modifiers in play.
Theresultofthisrollistotaledupeachroundwiththeintentofreachinga



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totaldifficulty,likeanyextendedaction.However,thetargetdifficultyisset
bythepersonbeingchased.
Step1: Determinewhatscene Aspectsare in play. SomeexampleAspects
include:OpenRoad,CornField,ExpresswayDuringRushHour,LightForestor
DesertSands.
Step2:Rollinitiative.Allparticipantsinthechaseshouldusethedriveror
pilotsrelevantAbilitytodeterminetheirplaceintheinitiativeorder.Seepg.
210formoreoninitiative.
Step 3: The Vehicle being chased rolls its Speed (combined with
Maneuverability). That sets the initial difficulty all of its pursuers need to
reach.Shouldtheyreachthatdifficulty,theyhavecaughtuptotheVehicle
beingchased.
Step4:ThechasersrolltheirSpeed(combinedwiththeirManeuverability)
ontheirturn.Theresultoftheirrollsareaddedupeachround.Iftheyever
reachthedifficultysetbytheVehiclebeingchased,theyhavecaughthim.If
caught,thepursuerandhistargetareconsideredtobeoccupyingthesame
zoneatthestartofthenextround.
However, on the targets turn, it rolls its Speed (combined with
Maneuverability) and adds it to the difficulty required to catch it. So every
round, the Vehicle being chased increases (or decreases on a bad roll) the
difficultyitspursuersaretryingtoreachtocatchit.

ChangingEnvironmentDuringaChase
Asthechaseprogresses,theenvironmentcouldchange.Thetargetcould
leaditspursuersintoahightrafficareainhopesoflosingthem,andachase
acrossroughterraincouldendveryquickly.TheGMshouldinformtheplayer
pilotingordrivingthechasedVehicleofanyAspectshecouldbringintoplay
bychanginghiscourse.
Atthestartofeveryround,theGMshoulddeterminewhetherornotthe
environmentalAspectschangeorstaythesame.Changescanbebroughton
byanumberoffactors.Maybetheroadends.Ormaybethetargetdecides
toduckintoanasteroidfield.

DriverorPilotSupplementalActionsDuringaChase
Ifthedriverorpilotwantstoperformanactionduringthechasethatisnt
simplydevotedtoclosingthedistance,youneedtodecideonwhetherthe
other action is the primary action or if continuing the chase is the primary
action. The problem, however, is that it is very difficult to do much of
anythinginthemiddleofafullonchase.So



349

Ifmaintainingthechaseisthecharactersprimaryconcern,otheractionshe
takessuffera4penalty.
Ifperforminganotheractionisthecharactersprimaryaction,theVehicles
Speed(combinedwithManeuverability)rolltokeepupthechasesuffersa4
penalty.
ThesesortsofsupplementalactionsareoftentakentoperformManeuvers,
settingAspectsonthescenetomakeiteasiertogetaway,oreasiertocatch
yourprey.Forexample,theGMmightallowasupplementalactiontoallow
the person being chased to try to force the car in front of him into an
uncontrolledspin,settingaOutofControlCarAspectonthescene.Thenhe
can invoke that Aspect on his next roll to create distance between himself
andhispursuersormaybeevencauseittocrashintothem.

Crew/PassengerActionsDuringaChase
DependingontheVehicleinquestion,theremaybeotherpeopleonboard
who can perform actions while the driver or pilot controls the Vehicles
movements.
Unlike supplemental actions taken by the driver or pilot, crew and
passengerscanperformanyactiontheywishanddontautomaticallysuffer
apenaltyfortakingsupplementalactions.

However, there may be other penalties to deal with. If the passenger is


leaning out a window to shoot at another Vehicle, for example, hes likely
goingtosufferpenaltiesonhisattackrollsastheVehiclesveerandslideall
overtheroad.

ThePeopleMatter
AtfirstglanceitmayseemthattheVehiclesAbilitiesandAdvantages
areallthatmatters.Andinsomecases,thisistrue.
However, the Vehicle can call upon any relevant Advantages and
Aspectsofthecharacterswithinoritscrew.AndtheVehiclecanuseits
ownFatePointstodothis.
Forexample,ifacharacterhastheAspectHotShotPilot,whenitcomes
time to make a roll related to piloting the Vehicle, either the pilot may
spend a FP to invoke his Aspect for a bonus, or the Vehicle can spend
oneofitsFPstoinvokethepilotsAspect.
Likewise, a computer expert can grant his Black Hat Advantage to
theVehiclessystemattackssolongasheistheprimaryoperatorofthe
Vehicles systems. And in the case of such Advantages, the bonus is
automatic.



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VehicularConflict
StealthandDetection
If it has onboard sensor equipment, a Vehicles Sensors Ability is used to
detectthepresenceofotherVehiclesandgatheradditionaldata.Generally
thisrollisagainstadifficultyof0witha+1addedtothedifficultyforevery
zonebetweenthedetectingVehicleandthehiddenVehicle.
Vehicles may remain hidden from the enemy by making a roll using
Systems,contestedbytheenemysSensors.

StructuralAttacks
Machine guns, missiles, torpedoes, lasers, bombs; these are types of
weaponsusedbyVehiclestomakestructuralattacks.
AVehiclemaymakeastructuralattackasasimpleaction.Attacksmadeby
the Vehicle itself, such as guided missiles or automated guns, use the
Vehicles Weapons Ability and have a Weapon Rating as defined by the
Advantagethatgrantedtheweapon.
The defender can defend with any number of Abilities, such as using
Maneuvering to dodge out of the way, Structure to harmlessly absorb the
damage,Systemstodisruptweapontargetingandguidancesystems,etc.

Ramming
Instead of using onboard weapons, there is always the option of simply
ramming into your target. The attack is made as a Speed roll, adding the
attackingVehiclesSizeasabonus.
The defender may choose to defend with either Maneuverability or
StructureandalsoaddsitsSizeasabonus.
Onceresolved,anotherattackrollismadeagainstbothparticipantswitha
WeaponRatingequaltotwicetheamountofstressthedefendersufferedin
the original exchange. This means the defender takes a second wave of
stress, but it also means the attacker could be damaged as well. Both
VehiclesmayrolltheirStructuretodefend.
For example, the Leviathan (Speed 4, Size 5) decides to ram the smaller
vessel,theRaven(Maneuverability3,Size4).TheLeviathanrollsa2,addsin
itsSpeedandSize,foratotalof11.
TheRavendecidestodefendwithManeuverability,tryingtoslipoutofthe
heaviershipswayatthelastmoment.Itrollsa1,addsitsManeuverability,



351

andthenitsSize,foradefenseof8.SotheLeviathanramsintotheRaven,
forcingittosuffer3pointsofstructuralstress.
NowbothshipssufferastructuralattackwithaWeaponRatingof6.They
maydefendwiththeirStructure.
This second attack represents the inherent destruction that comes from
slamming two fast moving Vehicles into each other and the fact that the
attackerwilloftensufferatleastsomedamagefromtheexchange.

SystemAttacks
System attacks are performed by assaulting another Vehicles computer
systemswithyourown,uploadingviruses,overloadingthemwithdata,etc.
This requires a simple action. However, if the Vehicle has more than one
characteronboardorhasaCrewratingof1ormore,thissimpleactioncan
betakenatthesametimeasastructuralattack.
TomakethesesortsofattacksyoumusthavetheElectronicWarfareSuit
Advantageandhavesomeonetooperateit,beitaPC,NPC,theshipscrew
oranAI.
A system attack requires the ability to interface with the opponents
computersystems,whichisusuallydoneviawirelesstransmission.
The attack roll is made using the Systems Ability + the Vehicle's Size and
consists of your attempt to bypass your targets defenses and do as much
damageaspossiblebeforeyourwindowofopportunityisclosed.
Such attacks can disrupt enemy communications, weapon systems,
environmentalcontrols,etc.,andisreflectedasstressdealttotheVehicles
systemStressTrack.
System attacks are also defended against with the Systems Ability + the
Vehicles Size. This represents the effectiveness of the Vehicles firewalls,
antiintrusionssoftware,andactiveelectronicdefenses.
Inadditiontocausingsystemstress,youmayalsouseyourSystemsAbility
toperformManeuvers.Forexample,youmightmakeacontestedSystems
rolltoplaceaDisabledGravityFieldsAspectontheenemyVehicle.





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Chapter9Vehicles

CrewAttacks
Any time a Vehicle suffers a structural stress Consequence, there is a chance
someoneonboardcouldbeinjuredaswell.
IftheVehicledoesnothaveranksintheCrewAbility,theattackingVehiclealso
makes an attack roll against each of the passengers inside. The attack roll is a
simpledicerollwithabonusequaltotheamountofstresstheVehiclesuffered
ontheattackthatcausedtheConsequence.
The passengers can defend with whatever Ability seems most appropriate,
mostlikelyEndurance.
Vehiclesprovidehardcovertothosewithinandmayhelpprotectthemagainst
attacksaimeddirectlyatthem,insteadofatdamagingtheVehicle.
If the Vehicle does have ranks in the Crew Ability, the attacking Vehicle also
makesanattackrollagainstthedefendingVehiclescrewStressTrack.Aswith
nocrew,theattackrollisasimpledicerollwithabonusequaltotheamountof
stress the Vehicle suffered on the attack that caused the Consequence. The
defendingVehiclemaydefendwithitsStructureAbility.
It is possible to actually use the Vehicles crew to attack another Vehicle, but
thisrequirestheabilitytoboardtheotherVehicle.

Boarding
There are two ways to handle boarding. The first is to handle it as a Personal
scalescene.AstheVehiclescomeintocontactwitheachother,youforgetabout
them and shift focus to the individual characters. The ships are divided into
zones,ifnecessary,andthesceneplaysoutlikemostanyothers.
Itsalsopossibletohandletheboardingmoreabstractly,keepingthescenein
theSkirmishscale.
Todothis,theboardingVehiclemustapproachitsvictimandgetcloseenough
formembersofthecrewtocrossovertotheenemyVehicle.
Itsmucheasiertoboardifthevictimisunabletoevade,usuallybecauseithas
beenDefeatedwithweaponsorsystemattacks.IftheVehicletobeboardedis
moving, it is easy enough to match its course and speed as long as it cant
change course. If it can still change direction, it will be difficult or even
impossibletoboard.
Waterborneshipswouldneedtogetcloseenoughtodropaboardingramp(or
someothersortofbridge)betweenthevessels,haveitscrewclimbaboardfrom
thewaterorasmallervessel,ormaybejustjumporswingacross.
Inspace,theboardingcrewwouldneedprotectionfromvacuumandawayto
getfromoneshiptotheother.Thismaybedonebydockingwiththeother
shiporbysendingboardersacrossinarmoredvacuumsuitsandmagneticboots
toallowthemtowalkonthehulloftheenemyship.



353

Assuming its possible to get a boarding team over to the other Vehicle, the
two Vehicles must be in the same zone. Once in the same zone, the attacking
and defending Vehicles need to make opposed Maneuvering rolls, with the
attackersufferinga3penalty.
If the attacker succeeds, the two Vehicles have been brought close enough
togethertoattemptaboarding.
Oncewithinboardingrange,theattackingVehiclemaymakeanattackusingits
CrewAbility,withabonusontherollequaltoitsSize.Thedefendermaydefend
withitsCrew+Size.AnystressisdealttothedefenderscrewStressTrack.
The defender then gets a chance to repel the boarders by making its own
attack.Aswiththefirstexchange,bothVehiclesrolltheirCrew,addingtheirSize
asabonus.
Aftertheattackerhasmadeitsboardingattack,andthedefendingVehiclehas
hadachancetotrytorepeltheboarders,thedefendingVehiclecanattemptto
getoutofboardingrange.Assumingitcanmoveofcourse
To escape from boarding range, the attacking and defending Vehicles must
make a contested Maneuvering roll. If the defender wins, it moves out of
boardingrangeandtheattackermaynolongermakeboardingattackrollsuntil
itpositionsitselfwithinboardingrangeagain.

QuickResolution
Theremaybetimeswhenyoudontwanttogointotheextradetailrequired
toplayoutafullvehicularconflict.Youjustwanttogettotheresolution.When
thatsthecase,justusethismethod:
SelectoneoftheVehiclesAbilitiestouseforattacks,thenaddtheVehicles
Size and relevant Advantages. Damage is inflicted on the Stress Track that
makesthemostsenseforthetypesofattacksyoudbeusing.
As you launch your attacks, the enemy will defend with whatever Ability is
appropriateandmayreturnwithattacksusingwhateverAbilityitdesires,also
addingitsSizeandanyrelevantAdvantages.
Keepinmindthatthisisaveryabstractwaytoresolvetheconflict.TheAbility
used to attack is the Ability that gives you the edge in the conflict, and your
defendingAbilityiswhatsmostlikelytosaveyourskin.
Forexample,youmightuseManeuveringtoattack.Thisprobablyrepresents
yourVehiclesabilitytoputitselfinthebestpositiontoinflictthemostdamage
with itsweapons.Similarly,Sensorsmight beusedtopinpointweakpointsin
yourVehiclesarmor.
On the other hand, Weapons might be used to defend by taking out the
enemybeforeitcandoyouanyseriousdamage.OrCrewmightbeusedtorely
onyourcrewsknowledgetodisruptenemytargeting,pointoutweaknessesin
theenemysposition,managepowertotheshieldsandguns,etc.



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SampleVehicularAdvantages
CrewAdvantages

CrackShot
APCost:2
The Vehicles crew sports a crack shot, a master of the Vehicles weapon
systems. The Vehicle gains a +2 bonus to structural attacks made with the
WeaponsAbility.

ElectronicWarfareSpecialist
APCost:2
The crew features a computer hacker specially trained to infiltrate the
computersystemsofenemyVehicles.TheVehiclegainsa+2bonustosystem
attacksmadewiththeSystemsAbility.

EngineeringElite
APCost:1
There areone or more crewmen inengineering that can work magic with
the Vehicles systems. You gain a +2 bonus on rolls to perform Maneuvers
relating to the performance and reliability of the Vehicles power source,
weapons,defenses,sensors,etc.



355

HotshotDriver/Pilot
APCost:2
TheVehiclesprimarydriverorpilotisespeciallygifted.Thismemberofthe
crewprovidesa+2bonusonanyrollsduringachase,tonegotiateadifficult
environment,ortoperformamovementrelatedManeuver.

Marines
APCost:1
The Vehicle houses a number of trained warriors. These members of the
crewprovidea+2bonusforanyattackordefenserollmadeusingtheCrew
Ability.

NavigationsSpecialists
APCost:1
Thecrewfeaturesoneormorenavigatorsthatperformatanexceptional
level. These members of the crew provide a +2 bonus for any roll made to
stayoncoursefromonelocationtoanother.

RapidRepairTeam
APCost:1
There is a team of engineers on board whose job is to quickly and
accurately assess and repair damage to the Vehicles structure. These
membersofthecrewprovidea+1bonusondefenserollsusingtheStructure
Ability, as well as providing a +2 bonus on rolls to make repairs to the
Vehicle.
IftheVehiclealsohasaWorkshop,theymayalsoaddthebonusitprovides
torepairrolls.

TrainedMedicalStaff
APCost:1
There are a number of trained medical professionals among the crew.
These members of the crew can provide medical aid, and roll the Vehicles
Crew +2 to do so. This bonus can also be applied to restoring Crew
Consequences.
IftheVehiclealsohasaMedBay,theymayalsoaddthebonusitprovides.



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SensorRanges
Generally, if you are mapping out an area in zones, any Vehicle in the
mappedareaiswithinsensorrange.Ontheground,sensorscanreachfor
miles. In the air, they can reach even farther, and in space sensors can
detectobjectshundredsorevenmillionsofmilesaway.
Dependingonthesituation,theGMmaysetpenaltiesforSensorrollsat
greatrange.Seethetablebelowforsuggestions:
Close(0) Medium(2) Long(4)
Land <1mile(.5km) 10miles(5km) 50miles(25km)
Air <10Miles(5km) 50miles(25km) 200miles(100km)
Space <200miles(100km) 2,000miles(1,000km) 200,000miles(100,000km)

DefensiveAdvantages

Armored
APCost:2
TheVehicleiscoveredinalayerofarmor.IthasanArmorRatingof2,and
thisAdvantagemaybetakenmultipletimes.EachtimeitsARisincreasedby
anadditional+2.

ElectronicCounterMeasures
APCost:1
The Vehicle has been outfitted with some of the best firewalls and anti
intrusionsoftwaremoneycanbuy.TheVehiclegainsa+2bonusonrollsto
defend against electronic systems attacks. You may take this Advantage
multipletimes,eachtimeadding+2toyourdefenserolls.

InternalDefenseSystems
APCost:1
The interior of the Vehicle is designed to help repel boarders or even
activelyattackthem.Thiscouldmeantraps,automatedguns,murderholes,
arrowslitsinthewalls,etc.
TheVehiclegainsa+2bonusonCrewrollstodefendagainstboarders.






357

KineticShields
APCost:3
The Vehicle can emit a field of energy that protects it from attacks on all
sides.Theseshieldsofferpowerfulprotectionagainstweaponattacks.
The Vehicle gains an additional set of stress boxes and may take one
additional Consequence. The number of stress boxes associated with this
ConsequenceisequaltotheVehiclesSystems+Size.Allstressfromweapon
attacks are first checked off this new Stress Track. This track consists of a
single set of stress boxes, and when filled, the Vehicle must take the
ConsequenceOverloadedShields.Additionalstressisappliedtothestructure
oftheVehiclenormally.
The shields may be brought back online with a successful Reasoning roll
(Diff:2).ThisclearstheConsequenceandallShieldstressandcanbedonein
placeofasystemattack.
Youmayalsoelecttorolltoclearthisstressbeforeitaccumulatesenough
foryoutosuffertheOverloadedShieldsConsequence.
For example, if the Crimson Raven star ship (Systems 3, Size 4) takes this
Advantage, it gains a new row of 7 stress boxes above its row of Minor
stress boxes. Any stress it suffers from its enemys weapons is first
subtractedfromitsshields.Shouldittake9structurestress,thestressboxes
fromhisshieldsarecheckedoffinstead,andittakestheOverloadedShields
Consequence. And then it takes the remaining 2 stress on its Structural
StressTrack.
It may laterforego a systems attack andattempt tobring itsshields back
online.TheCrimsonRavensengineerrollsReasoningandaddshisbonuses.
Onasuccess, theOverloaded Shields Consequence and all the stress boxes
associatedwiththatConsequencearecleared.
The Vehicle may spend additional AP on this Advantage. For every
additionalAPspent,theVehiclegain2morestressboxesforitsshields.

PointDefenseSystem
APCost:2
The Vehicle has several small weapons designed specifically to ward off
smallattackersorincomingmissiles.
Whendefendingagainstattacksfrommissiles,theVehiclegainsabonusto
itsARequaltoitsWeaponsAbility.
Inaddition,theVehiclemayspendaFPtoattackeveryenemyinthesame
zoneitoccupieswithitsPointDefenseSystem.Thisisresolvedasastandard
attackrollusingWeapons,withaWeaponRatingof0.



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Chapter9Vehicles

ReactiveArmor
APCost:1
TheVehiclesarmoriscoveredinalayerofexplosives.Theseexplosivesare
designedtodetonateuponsustaininganimpactfromanenemy'sexplosive
weapon, absorbing and redirecting the bulk of the energy away from the
Vehicle.
The Vehicles armor rating is increased by +2 when defending against
explosiveweaponslikemissiles.

ReflectiveArmor
APCost:1
TheVehicleiscoveredinathinlayerofhighlyreflectivematerialwhichaids
inreflectinganddispersingattacksformbeamweapons.
TheVehiclesarmorratingisincreasedby+2whendefendingagainstbeam
weapons.

ReinforcedStructure
APCost:1
TheVehiclesstructureisfortifiedwithredundantsupportsandhighquality
materials.IncreasethenumberofstructuralstressboxestheVehicleshasby
2.
TheVehiclemaytakethisAdvantagemultipletimes,eachtimeaddingtwo
additionalstressboxes.

ReinforcedUndercarriage
APCost:1
The lower section of the Vehicle has been hardened against explosions
from below, such as mines or any type of explosion detonated as the
Vehiclespassesoverit.
Againstsuchattacks,theVehiclesArmorRatingisincreasedby+2.






359

FunctionalAdvantages

ArtificialIntelligence
APCost:3
The electronic systems of the Vehicle houses artificial intelligence capable
of performing any and all system related tasks. This AI has a Reasoning,
KnowledgeandWillpowerof4,oradds+2totheVehiclesCrew.Inaddition,
ithasthreeAspectswhichmaybeusedtodefineitspersonalityandspecial
skills.

AutoRepairCapability
APCost:2
The Vehicle is outfitted with systems capable of automatically making
repairs, even while the Vehicle is in use. This could be a swarm of repair
nanites,acrewofdedicatedrobots,ormaybetheVehicleitselfisaliveand
canheallikeotherlivingcreatures.
AnyrollstorepairtheVehiclegaina+2bonus.Or,ifleftalone,theVehicle
willattempttomakerepairrollsonitselfusingitsSystemsAbility(thoughin
thiscaseitdoesnotbenefitfromthis+2bonus).

CargoHold
APCost:EqualtoVehiclesSize
The Vehicle is outfitted with a cargo hold as well as the equipment
necessaryformovingcargoandproperlysecuringitintoplaceduringtransit.
A Vehicle can usually carry two items of a Size category one smaller than
itself.SoaSize4VehiclecangenerallycarrytwoSize3itemsorfourSize2
items.
AVehiclethatalsohastheCarrierAdvantageisconsideredoneSizesmaller
fordeterminingbothwhatVehiclesitcancarryandhowmuchcargoitcan
hold.
TheCostofanyVehiclewiththeCargoHoldAdvantageisreducedby1.The
cost of the Vehicle with the Cargo Hold Advantage does not include any
cargo,whichmustbepurchasedseparately.






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Chapter9Vehicles

Carrier
APCost:EqualtoVehiclesSize
TheVehiclecontainsanarealargeenoughtohouseothersmallerVehicles.
AVehiclecanusuallycarrytwoVehiclesofaSizecategoryonesmallerthan
itself.SoaSize4VehiclecangenerallycarrytwoSize3VehiclesorfourSize2
Vehicles.
The Vehicle may purchase this Advantage up to three times, each time
increasing its own Size for the purposes of determining the number of
Vehiclesitcancarry.However,itmaynotcarryanyVehiclesofaSizelarger
thantwoSizecategoriessmallerthanitsowntrueSize.
A Vehicle that also has the Cargo Hold Advantage is considered one Size
smallerfordeterminingbothwhatVehiclesitcancarryandhowmuchcargo
itcanhold.
The Cost of any Vehicle with the Carrier Advantage is reduced by 1. The
costoftheVehiclewiththeCarrierAdvantagedoesnotincludethecarried
Vehicles;theymustbepurchasedseparately.

Cloaked
APCost:2
TheVehicleiscoveredwithmaterialthatabsorbsradar,emitssomesortof
sensordisruptionfield,storesitsownemissions,etc.
While still visible to the naked eye, the Vehicle is much harder to detect
withsensors.The Vehiclegains a +2 bonus on rolls to remain unnoticed by
sensorequipment.

CrewQuarters
APCost:1
The Vehicle is outfitted with the equipment and supplies needed for the
crewtolivewithintheVehiclefortwoweekswithoutresupplying.

EnhancedCrewSafetySystems
APCost:1
The vast array of safety equipment the crew has at their disposal helps
insure their safety. Any time the Vehicles passengers suffer stress from a
structuralattackontheVehicleoritsufferscrewstressfromsuchanattack,
reducetheamountofstresssufferedby2.



361

EnhancedSensorSuite
APCost:2
AseriesofhighlysensitiveexternalsensorsgivestheVehiclea+2bonuson
rollstogatheringinformationatrange.

EscapeVehicles
APCost:1
Whetherescapepods,anejectionseat,oraliferaft,thereareoneormore
smallsecondaryVehiclesstoredonboardcapableoftakingatleastsomeof
theVehiclespassengerstosafetyinacatastrophe.
If the Vehicle is destroyed, passengers may spend a Fate Point to declare
that they made it safely to an escape Vehicle before the main Vehicle
explodes,implodes,sinks,etc.

Fated
APCost:1
TheVehiclesRefreshisincreasedby1.

FTLInhibiter
APCost:2
The Vehicle can send a
series of signals that
scramble and confuse
anotherVehiclesFTL.The
target must win in a
contested Systems roll to
activateitsFTL.

IntuitiveInterface
APCost:1
The controlsformoving the Vehicle are
very intuitive. Maybe its just a very good
combination of sensitive controls and support software or maybe its
somethingasadvancedasadirectinterfacewiththepilotordriversmind.
Regardless of the specifics, moving the Vehicle does not count as a
supplementalactionwhenperformingothertasks.



362
Chapter9Vehicles

LinkedSystems
APCost:1
Two Vehicles with this Advantage
may remotely link their systems,
allowing them to perform actions in
unisonmuchmoreefficiently.
Both Vehicles must be within the
same zone to link, but when linked,
both Vehicles are considered one Size
categorylargerthannormal.

MechanicalWorkshop
APCost:1
WithintheVehicleyoucanfindallthe
toolsyouneedtofabricateandmodify
a vast array of objects and machines.
This area is considered a rank 3
workshop.

Medbay
APCost:1
AportionoftheVehiclehasbeenset
aside to tend to the wounded. This
area is considered a rank 3 medical
facility.

MiningRig
APCost:1
The Vehicle is outfitted with the necessary equipment to find and extract
rawmaterials.

NetworkConnectivitySuite
APCost:1
TheVehiclecanwirelesslyconnecttothelocalnetwork,beittheinternet
ofthetwentyfirstcenturyorsomeinterplanetarycommunicationsnetwork.
Generallythismeansthatthereneedstobesomesortofwirelessnetwork
accesspointwithinatleastlongrangeoftheVehiclessensors.
Of course, it probably also needs the Onboard Computers Advantage to
makeeffectiveuseofthisconnection.



363

OnboardComputers
APCost:1
The Vehicle houses several computer systems available for the crew or
passengers to use. Onboard computers are considered to have a Security
ratingequaltotheVehiclesSystemsAbility+itsSize.TheVehiclesSystems
ratingalsograntabonusonanycomputerrelatedrollstoperformresearch
orotherbasiccomputingtasks.

OpticalCamouflage
APCost:1
The Vehicle has some way of making itself almost invisible in the visible
lightspectrum,appearingonlyasafaintlyvisiblerippleintheair.
TheVehiclegainsa+2bonusonrollstoremainunnoticedbythenakedeye
orstandardvideoequipment.

SalvageRig
APCost:1
The Vehicle is outfitted with the necessary equipment to remove and
handlesalvageableitemsfromwrecksandruins.

ScienceLab
APCost:1
ThereisadedicatedsciencelabwithintheVehicle.Thisareaisconsidereda
rank3sciencelab.

SignalJammer
APCost:1
A series of signals can be sent to another Vehicle, distorting, scrambling
andredirectingattemptstoestablishcommunicationswithotherVehicles.
The target must win in a contested Systems roll to successfully send a
communicationssignal.

SocialAppeal
APCost:1
TheVehicleappealstothemasses.Maybeitssomekindofstatussymbol
ormaybeitfeaturessomeslickcustomizationsthatreallydrawtheeye.
The Vehicle gains the Slick Ride Aspect, which its owner might invoke for
bonusesinsomesocialsituations.



364
Chapter9Vehicles

Specialized
APCost:1
TheVehiclegainsanadditionalSpecialtyAspect.

StockStandard
APCost:1
The Vehicle is off the shelf, no customizations, no special features and is
generallyunremarkable. TheVehicles cost is reduced by 1, and it gains the
UnremarkableAspect.

TargetDesignator
APCost:1
TheVehicleiscapableofpaintingtargetsforotheralliedVehicles.Thisis
useful for communication complex strategies, but also for guiding attacks
madebyotherVehiclesusingindirectfire.Seepg.373formoreonindirect
fire.

TeleportationSystem
APCost:3
TheVehicle has amechanism itcanuseto instantly transport passengers,
materialsandobjectsfromonelocationtoanother.
To perform the teleport, the system must first get a lock on the location,
analyze the thing to be teleported, and calculate a transport solution. This
requiresaSystemsrollwithadifficultyequaltotheSizeoftheobjectbeing
teleported.Ifmultipleobjectsarebeingteleportedatonce,thedifficultyis
equaltotheSizeofthelargestobject+1foreachadditionalobject.
In addition, the Vehicle may suffer additional penalties as per the table
below:
Penalty Complication
1perzone DistancebetweenVehicleandzonetheobjectistobe
teleportedinto.
4 TeleportingobjectontomovingVehicle.
4 Teleportingobjectthroughkineticshields.







365

TractorBeam
APCost:2
TheVehiclecanemitabeamofenergycapableoflockingontoatargetand
draggingitcloser.TheVehiclemaynotmovewhileusingatractorbeam.
Tousethetractorbeam,theVehiclemustfirstsucceedonacontestedroll
against its target. The Vehicle using the tractor beam may roll its Systems,
andthedefendingVehiclemayrolleitheritsSpeedorManeuverability.Both
VehiclesaddtheirSizeasabonustothisroll.
IftheVehicle withthetractorbeam wins,its target is held immobileuntil
thenextround.Onitsnextturn,itmayinitiateanothercontestedroll.Ifit
succeedsagain,thetargetVehicleispulledonezoneclosertoit.Eachtime
theattackerwinsthisroll,thedefenderispulledanotherzonecloser.
OncebothVehiclesareinthesamezone,thenextsuccesseitherputsthe
two Vehicles close enough to attempt a boarding action, or if the
attacking Vehicle has the Carrier Advantage (and is large enough), the
defenderispulledintoit.
At any time, if the attacker wins the contested roll and generates Spin,
no additional rolls are necessary. The defender is caught and cant resist
beingpulledin.
Ifatanytimethedefenderwins,ithasbrokenfreeofthetractorbeam
andmaymoveaboutfreely,thoughtheattackermaytryagain.

Upgraded
APCost:1
TheVehiclehasoneadditionalranktoaddtoanyofitsAbilities.





366
Chapter9Vehicles

MobilityAdvantages

AnimalPowered
APCost:1
TheVehicleispulledorpushedbyalivingcreature.Inmostcases,instead
of having a Systems Ability rating the Vehicles uses the Mental Abilities of
theanimalsthatpowerit.
InaSkirmishScaleconflict,ananimalpoweredVehiclemovesatthesame
rateasaUnit,butrollsSpeedinsteadofPhysicalandsuffersa1penaltyon
rollstomovefaster.
Seepg.400formoreonSkirmishscalemovement.

ArmorMode
APCost:3
TheVehicle(whichcanbenolargerthanSize2)cantransformitselfintoa
largesuitofarmorforitsdriver/pilot.Wheninitsarmoredform,thewearer
gainsthefollowingmodifications:
Scale: The pilot/driver and his armor default to Personal Scale for most
typesofconflict.
Size:ThewearersSizeincreasestobeequaltotheVehiclesSize.
Armor Rating: The wearer gains an Armor Rating equal to the Vehicles
StructureplusitsArmorratingifithasone.ThisARstackswitharmorthe
weareralreadyhas.
Weapons:OnlyAntiPersonnelWeaponsmaybeusedwhiletheVehicleisin
armorform,andconflictusingtheseweaponsisresolvednormally.
By spending 1 additional AP on this Advantage, all weapons remain
availableandcanbeusednormally.
Strength:TheVehicleprovidesitswearerwithabonustoStrengthequalto
the Vehicles Size x 4. This does not, however, increase the number of
physicalstressboxesthewearerhas.

AtmosphericFlight
APCost:2
As long as there is air present to provide lift, the Vehicle may fly about.
When taking this Advantage, make sure one of its Aspects define how the
Vehicleflies,beitafixedwingaircraft,ahelicopter,etc.
Inadditiontoitsabilitytofly,thisVehiclehastheadditionalgearrequired
toland,andmaymoveaboutonthegroundinaverylimitedfashion.



367

InaSkirmishScaleconflict,thisflyingcraftmovesatthesamerateasaUnit
plus an additional number of zones equal to the crafts Speed x 2. When
hustling, it moves a number of additional zones equal to its Speed x 3.
When running, the Vehicle simply moves a number of additional zones
equaltoitsSpeedx4.
Seepg.400formoreonSkirmishscalemovement.

FTLDrive
APCost:3
The Vehicle is equipped with the capability of travelling faster than the
speed of light. Exactly what this means and how it is accomplished largely
dependsonthesetting.
IfyoursettingincludesVehicleswithFTLdrives,youneedtofirstconsider
therulesofFTLtravel.DoesthedrivereallyjustmaketheVehicleflyfaster
than the speed of light, is it an instantaneous jump from one point to
another,ordoesitplacetheVehicleinanotherdimensionwheretherulesof
physics are different? How much faster than the speed of light can the
Vehiclefly.How farcan it jump?How doesthe second dimension relate to
thefirst?CantheFTLdrivebeactivatedagainimmediatelyafteritisused,or
doesitrequireawarmupperiod?

JumpGateGenerator
APCost:4
UsingFTLtechnology,theVehicleiscapableofcreatingagate.Vehicles
notequippedwithanFTLdrivemaybepilotedintothegatetoachieveFTL
travel.PerhapsthegatebooststheVehiclesspeedtoFTLlevels,ormaybe
itssomesortofwormhole.
As with any sort of FTL travel, the exact details depend largely on the
campaign.

JumpJets
APCost:1
TheVehicleiscapableofmakingshortleapsintotheair.Thisusesthesame
rules as a normal jumping character (pg. 280) but uses its Maneuverability
andalldistancesaremultipliedby100.




368
Chapter9Vehicles

Tracked
APCost:2
Instead of wheels, this ground Vehicle gets around on tracks. It gains the
Aspect,Tracked.
A Tracked Vehicle moves at the same rate as a Wheeled Vehicle (see
below),butitsTrackedAspectmaybecompelledtoforceapenaltyonrolls
torun.

Transitional
APCost:1
Byitself,thisAdvantagedoesnothing.Butwhentakeninconjunctionwith
two other Mobility Advantages, the Vehicle gains the ability to switch
betweenthemwithonefullroundofeffort.
For example, a Vehicle may take Transitional, Tracked and Atmospheric
FlighttobeabletotransformbetweenatanklikeVehicleandaplane.

TwoWheeled
APCost:1
With only two wheels, the Vehicle is more agile, but is more prone to
crashing.ItgainstheTwoWheeledAspect.
AtwowheeledVehiclemovesatthesamerateasaWheeledVehicle(see
below)inaSkirmishScaleconflict.

SpaceFlight
APCost:2
TheVehicleiscapableoftraversingthevacuumofspace.However,without
also taking Atmospheric Flight, the Vehicle will crash upon entering
atmosphere.
Inadditiontoitsabilitytoflyinspace,thisVehiclehastheadditionalgear
requiredtodockwithotherVehiclesorspacestructures.
InaSkirmishScaleconflict,thisspacecraftmovesatthesamerateasaUnit
plus an additional number of zones equal to the crafts Speed x 2. When
hustling, it moves a number of additional zones equal to its Speed x 3.
When running, the Vehicle simply moves a number of additional zones
equaltoitsSpeedx4.
Seepg.400formoreonSkirmishscalemovement.



369

VTOL
APCost:1
The Vehicle is capable of vertical takeoff and landing. This means the
Vehicle may rise and hover in place, not requiring a runway or special
launchingpadtotaketotheair.
Note that this Advantage is useless by itself. The Vehicle also needs
AtmosphericFlight.

Walker,Bipedal
APCost:1
TheVehiclemovesaroundonapairoflegssimilartothoseofahumanora
bird.TheVehiclegainstheBipedAspect.
A walking Vehicle moves at the same rate as a Wheeled Vehicle (see
below),butitsBipedAspectmaybecompelledtoforceapenaltyonrollsto
run.
Seepg.400formoreonSkirmishscalemovement.

Walker,Multilegged
APCost:2
Instead of two legs, the Vehicle uses three or more legs to provide
locomotion and greater stability. Six or eight legged bug or spiderlike
configurationsarecommon.TheVehiclegainstheMulitleggedAspect.
A walking Vehicle moves at the same rate as a Wheeled Vehicle (see
below),butitsMultiLeggedAspectmaybecompelledtoforceapenaltyon
rollstorun.
Seepg.400formoreonSkirmishscalemovement.

Waterborne,Floating
APCost:1
TheVehiclemovesaboutbyfloatingonthesurfaceofwater.
InaSkirmishScaleconflict,afloatingVehiclemovesatthesamerateasa
UnitplusoneadditionalzoneperrankinSpeed.Whenhustling,itmovesa
numberofadditionalzonesequaltoitsSpeed.
Whenrunning,rollSpeedinsteadofPhysical,andinsteadofmovingone
zoneforevery2pointsinexcessofthedifficultyof2,theVehiclemovesa
numberofadditionalzonesequaltoitsSpeed.
Seepg.400formoreonSkirmishscalemovement.



370
Chapter9Vehicles

Waterborne,Submersed
APCost:2
TheVehicleiscapableofmovingonthesurfaceofwater,butmayalsodive
beneaththesurface.ItgainstheSubmersedAspectwhendiving.
A submersed Vehicle moves at the same rate as a floating Vehicle, but its
SubmersedAspectmaybecompelledtoforceapenaltyonrollstorun.

Wheeled
APCost:1
TheVehiclemovesaboutonthreeormorewheels.
InaSkirmishScaleconflict,aWheeledVehiclemovesatthesamerateasa
UnitplusoneadditionalzoneperrankinSpeed.Whenhustling,itmovesa
numberofadditionalzonesequaltoitsSpeed.
Whenrunning,rollSpeedinsteadofPhysical,andinsteadofmovingone
zoneforevery2pointsinexcessofthedifficultyof2,theVehiclemovesa
numberofadditionalzonesequaltoitsSpeed.
Seepg.400formoreonSkirmishscalemovement.



371

WeaponRanges
The range rating for all weapons on a Vehicle is equal to the Vehicles
Weapons Ability. So if the Vehicle has a Weapons rating of 2, the range
rating of all of its weapons is 2 Skirmish Scale zones. And just as with
Personal Scale conflicts, attacks suffer a 2 penalty per zone beyond the
weaponsrangerating.
However,someweaponsmayprovideanincreasedrangerating.
System attacks are limited to sensor ranges. If the Vehicle is within
sensorrangeandhasbeendetected,itissusceptibletoasystemattack.

OffensiveAdvantages

AntiPersonnelWeapons
APCost:1
The Vehicle is outfitted with a weapon specifically designed to attack
personnelinsteadofotherVehicles.Whenmakingattackswiththisweapon,
the attacks are made and resolved on the Personal Scale. This means the
weaponattacksindividualsinsteadofentirezones.
AttacksaremadeusingtheVehiclesWeaponsAbility,andtheweaponhas
aWeaponRatingequaltotheVehiclesSizex3.
If used against another Vehicle, this weapon is treated as if it were fired
fromamanonfoot.

AutoCannon
APCost:1
Though smaller than a standard cannon, the autocannon sports a much
higher rate of fire. When making an attack with the autocannon, roll the
Vehicles Weapons Ability. The autocannon has a Weapon Rating equal to
theVehiclesSize+2.
However,theVehiclehastheoptiontospendaFatePointtoattackevery
Vehiclein aspecifiedzonewith its autocannon. When doing this, make an
attack roll against every enemy in the targeted zone, but do not add a
WeaponRating.
The Vehicle may purchase this Advantage multiple times, each time
increasingtheautocannonsWeaponRatingbyanother+2.



372
Chapter9Vehicles

BoardingCapsules
APCost:2
TheVehicleiscapableoflaunchingsomesortofsmallerVehiclededicated
tothetaskoftransportingboarderstoanotherenemyVehicle.
WhenattemptingaboardingactionagainstamobileVehicle,theboarding
Vehicledoesnotsuffertheinitial3penaltyonitsManeuveringroll.

Bomber
APCost:1
The Vehicle is capable of dropping large bombs on the battlefield. When
dropping a bomb, the Vehicle makes an attack against all ground forces in
thetargetzone.ThebombhasaWeaponRatingof+2.
The Vehicle may purchase this Advantage multiple times, each time
increasing the bombs Weapon Rating by another +2. In addition, it may
affectoneadditionalzoneadjacenttothetargetzone.

Cannon
APCost:1
The Vehicle isoutfitted with a large cannon capable of doing tremendous
damagetootherVehicles.Whenmakinganattackwiththiscannon,rollthe
Vehicles Weapons Ability. The cannon has a Weapon Rating equal to the
VehiclesSize+4.
The Vehicle may purchase this Advantage multiple times, each time
increasingthecannonsWeaponRatingbyanother+2.

ElectronicWarfareSuite(EWS)
APCost:1
ThesystemsaboardtheVehiclehavebeenupgradedtofeaturethelatest
intrusionhardwareandsoftwareavailable.TheVehicleiscapableofmaking
electronicattacksagainstthesystemsofenemieswithinsensorrange.
TheVehiclemaypurchasethisAdvantagemultipletimes,eachtimeitgains
anadditional+2bonusonsystemattackrolls.

IndirectFireCapability
APCost:1
The weapons used by the Vehicle need not have a direct line of sight to
their target. The weapons can be fired into the air and arced to hit their
target.However,thisrequiressomeoneorsomethingtoprovidetheVehicle



373

with the location of the target, such as another Vehicle with the Target
DesignatorAdvantage.
Whenmakingindirectattacks,theVehiclesuffersa2penaltyontheattack
roll.However,itsweaponsrangeisincreasedbyfivetimes.

MeleeWeapon
APCost:1
TheVehicle,probablyawalker,isoutfittedwithameleeweaponattached
toalimbcapableofwieldingit.Itcouldbeamassiveaxeorsword,ormaybe
agiantchainsaw.Regardlessofitsactualform,theVehicleattacksusingits
ManeuverabilityandtheweaponhasaWeaponRatingequaltotheVehicles
Size+2.
ItmayonlyuseitsmeleeweapontoattackVehiclesinthesamezone.
The Vehicle may purchase this Advantage multiple times, each time
increasingthemeleeweaponsWeaponRatingbyanother+2.

MineDispenser
APCost:1
The Vehicle may deploy mines as it moves through a zone, placing the
Mined(P) Aspect on that zone. This Aspect can later be invoked (or
compelled!)whenaVehicleentersthatzonetosubjectittoanattackfrom
themines.
Thisattackisresolvedasasimpledicerollwitha+3bonus.Themineshave
aWeaponRatingof+6.

MissileBay
APCost:1
The Vehicle is outfitted with a missile launcher and a small number of
missiles. This may take the form or a single large missile or torpedo, or a
swarmofsmallermissiles.
OnceperscenetheVehiclemayattackwithitsmissiles.Additionalattacks
costaFatePoint.Whenmakingamissileattack,rolltheVehiclesWeapons
Ability. The missiles home in on their target, granting a +2 bonus to the
attack roll and adding +2 to the Vehicles effective weapon range. The
missilesalsohaveaWeaponRatingequaltotheVehiclesSize+5.
The Vehicle may purchase this Advantage multiple times, each time
increasingthemissilesWeaponRatingbyanother+2.




374
Chapter9Vehicles

ReinforcedProw
APCost:1
The front of the Vehicle is reinforced for ramming other Vehicles. When
initiatingaram,theVehiclegainsa+2onanyattackanddefenserolls.

WeaponBattery
APCost:1
Byitself,thisAdvantagedoesnothing.YoumustalsoselectCannon,Auto
Cannon,orMissileBay.
Insteadofhavingasingleweaponofthattype,theVehiclehasseveral.This
allowstheVehicletospendaFatePointtoeitherfocusallofitsattacksona
singleenemyorsplititsfireamongalltheenemiesinazone.
When attacking a single enemy with all the weapons in its battery, the
Vehiclegainsa+2bonustotheattackrollandtheweaponsWeaponRating
isincreasedbyanadditional+2.
Alternatively,theVehiclecantargetazoneandmakeanattackrollagainst
every enemy in that zone. This is resolved as a normal attack with that
weaponagainsteachtarget.



375

SampleVehicles Boat,CommercialFishing
Cost:6 TL:3
Boat,Speed Size:3 Refresh:2
Cost:6 TL:4 VehicleAspects
Size:2 Refresh:2 BigCommercialFishingBoat
Thisismyjob,andmyhome.
VehicleAspects
BuiltforWork,NotforComfort
StockSpeedBoat ___________________________________________________________________________

UpperMiddleClassStatusSymbol Crew 2
EasytoTransport Structure 3
___________________________________________________________________________
Speed 2
Crew 0 Weapons 0
Structure 2 Maneuverability 2
Speed 3 Sensors 0
Weapons 0 Systems 1
Maneuverability 2
Sensors 0 StructuralStress 5
Systems 1 SystemStress 3
CrewStress 5
StructuralStress 5 ___________________________________________________________________________

SystemStress 4 SpecialtyAspects
CrewStress N Itaintgotbakes!
___________________________________________________________________________
(Maneuverability)
SpecialtyAspects
BigandHeavy(Maneuverability)
It aint got brakes! RiggedforFishing(Systems)
(Maneuverability) ___________________________________________________________________________

Lots of Power, Low Weight NotableAdvantages:


(Maneuverability)
Waterborne, Floating The
You gotta know how to drive it
Vehiclefloatsatopthewater.
to get the best out of it.
CargoHoldHasaspacetocarry
(Maneuverability)
___________________________________________________________________________ cargo.
NotableAdvantages: Crew Quarters Can provide a
placetoliveforthecrew.
Waterborne, Floating The
Vehiclefloatsatopthewater.
EnhancedCrewSafetySystems
Reduce stress to passengers by
1.
Social Appeal Vehicle has the
SlickRideAspect






376
Chapter9Vehicles

Car,FourDoorSedan Car,HighEndSports
Cost:5 TL:4 Cost:7 TL:4
Size:2 Refresh:2 Size:2 Refresh:2
VehicleAspects VehicleAspects
FamilyCar HighEndLuxurySportsCar
SafeandSimple UpperClassStatusSymbol
Boring,butSensible Draws the Attention of Law
___________________________________________________________________________
Enforcement
Crew 0 ___________________________________________________________________________

Structure 3 Crew 0
Speed 2 Structure 3
Weapons 0 Speed 3
Maneuverability 2 Weapons 0
Sensors 0 Maneuverability 2
Systems 2 Sensors 0
Systems 2
StructuralStress 5
SystemStress 4 StructuralStress 5
CrewStress N SystemStress 4
___________________________________________________________________________
CrewStress N
SpecialtyAspects ___________________________________________________________________________

Roomy and Comfortable SpecialtyAspects


(Systems) HighTech Traction Control
SlowontheTakeOff(Speed) (Maneuverability)
EasytoRepair(Structure) CrampedBackSeats(Crew)
___________________________________________________________________________
CrappyMPG(Systems)
NotableAdvantages: ___________________________________________________________________________

WheeledVehiclemovesonfour NotableAdvantages:
wheels. WheeledVehiclemovesonfour
EnhancedCrewSafetySystems wheels.
Reduce stress to passengers by EnhancedCrewSafetySystems
1. Reduce stress to passengers by
StockStandardReducecostby 1.
1, gains the Unremarkable Upgraded Adds 1 additional
Aspect. Abilityrank.
Social Appeal Vehicle has the
SlickRideAspect







377

Mech,HeavyAssault Motorcycle
Cost:17 TL:5 Cost:4 TL:4
Size:3 Refresh:3 Size:1 Refresh:2
VehicleAspects VehicleAspects
HeavyAssaultMech TwoWheeledPersonalVehicle
AllTerrainWarMachine TheRebelsChoice
IntimidationonTwoLegs FitsinPlacesaCarCantGo
___________________________________________________________________________ ___________________________________________________________________________

Crew 0 Crew 0
Structure 4 Structure 1
Speed 2 Speed 3
Weapons 4 Weapons 0
Maneuverability 2 Maneuverability 3
Sensors 1 Sensors 0
Systems 2 Systems 0

StructuralStress 7 StructuralStress 2
SystemStress 6 SystemStress 1
CrewStress N CrewStress N
___________________________________________________________________________ ___________________________________________________________________________

SpecialtyAspects SpecialtyAspects
Cutting Edge Particle Projection Lots of Power, Low Weight
Cannons(Weapons) (Maneuverability)
ALittleTopHeavy(Maneuverability) Dangerous and Unstable
KnownforitsReliability(Systems) (Structure)
___________________________________________________________________________
Better Acceleration than the
NotableAdvantages: AverageCar(Speed)
ArmoredArmorRating:+4 ___________________________________________________________________________

Reinforced Structure 2 additional NotableAdvantages:


structuralstressboxes
TwoWheeledTwoWheeled
Walker,BipedalGainsBipedAspect
Cannon Total Attack Modifier: +3,
StockStandardReducecostby
WR:+10,Range:3 1, gains the Unremarkable
Missile BayCosts1FP,TotalAttack Aspect.
Modifier:+5,WR:+9,Range:5
Indirect Fire Capability Can fire at
targets painted by allies. 2
penaltyonattack.
MissileBatterySpendFPtogain+2
toattackrollandWeaponrating,or

attackeveryenemyinzone.

ElectronicWarfareSuiteAllowsfor
systemattacks.
AntiPersonnelWeaponsCantarget
individuals in Personal Scale
Conflict.
Upgraded (x3) Adds 3 additional
Abilityranks.



378
Chapter9Vehicles

PoliceHelicopter PropPlane
Cost:8 TL:4 Cost:8 TL:4
Size:2 Refresh:2 Size:2 Refresh:2
VehicleAspects VehicleAspects
StandardFourSeaterHelicopter StandardFourSeaterPropPlane
Standard Police Upgrades and CompactandLight
Decals AnyAirport,NoMatterHowSmall
EyeintheSky ___________________________________________________________________________

___________________________________________________________________________ Crew 0
Crew 0 Structure 1
Structure 2 Speed 4
Speed 3 Weapons 0
Weapons 0 Maneuverability 2
Maneuverability 2 Sensors 2
Sensors 2 Systems 2
Systems 2
StructuralStress 3
StructuralStress 4 SystemStress 4
SystemStress 4 CrewStress N
CrewStress N ___________________________________________________________________________

___________________________________________________________________________ SpecialtyAspects
SpecialtyAspects Slow and Clumsy on the Ground
Therotorgoesandwereaflying (Maneuverability)
brick.(Structure) PaperThinOuterSkin(Structure)
SlowAcceleration(Speed) Standardized Radio Equipment
RadarandPoliceRadioEquipment (Systems)
(Systems) ___________________________________________________________________________

___________________________________________________________________________ NotableAdvantages:
NotableAdvantages: Atmospheric Flight The craft
Atmospheric Flight The craft can fly as long as there is
can fly as long as there is enoughairtoprovidelift.
enoughairtoprovidelift. Wheeled Vehicle can move on
VTOLThecraftcantakeoffand threewheels.
landwithoutarunway. Transitional Vehicle can switch
Upgraded (x2) Adds 2 between Wheeled and
additionalAbilityranks. AtmosphericFlight
Upgraded Adds 1 additional
Abilityrank.








379

StarShip,Interceptor StarShip,LightFreighter
Cost:14 TL:5 Cost:16 TL:5
Size:2 Refresh:2 Size:3 Refresh:3
VehicleAspects VehicleAspects
OnePersonFighterCraft SmallCargoTransportCraft
ShortRangeSpacecraft LongRangeSpacecraft
WorksWellwithOtherInterceptors Thisismyhome.
___________________________________________________________________________
___________________________________________________________________________
Crew 0 Crew 2
Structure 2 Structure 4
Speed 3 Speed 2
Weapons 2 Weapons 1
Maneuverability 3 Maneuverability 1
Sensors 2 Sensors 2
Systems 2 Systems 3

StructuralStress 4 StructuralStress 7
SystemStress 4 SystemStress 6
CrewStress N CrewStress 5
___________________________________________________________________________
___________________________________________________________________________
SpecialtyAspects SpecialtyAspects
Rail Cannons with High Density
ExtraReliableCargoContainment
Rounds(Weapons)
Redundant Environmental and Safety andShielding(Structure)
Systems(Systems) Redundant Environmental and
Turns/Inverts on a Dime SafetySystems(Systems)
(Maneuverability) Slow and Clumsy
___________________________________________________________________________
(Maneuverability)
NotableAdvantages: ___________________________________________________________________________

Space Flight The craft is capable of NotableAdvantages:


flyingthroughspace. SpaceFlightThecraftiscapable
Armored Vehicle gains an Armor offlyingthroughspace.
ratingof2.
Armored Vehicle gains an
Intuitive Interface Moving the
Vehicle does not count as a
Armorratingof2.
Supplemental Action when Onboard Computers Has
performingothertasks. onboard Rank 2 computer
Onboard Computers Has onboard system.
Rank2computersystem. CrewQuarterTheshipprovides
Network Connectivity Suite livingspaceforitscrew.
Wirelessly connects to local Network Connectivity Suite
networks.
Wirelessly connects to local
AutoCannonWeaponRating:4,can
spendaFPtoattackeveryenemyin
networks.
a zone, but the cannons WR is not Cargo Hold A Vehicle can
added. usuallycarrytwoitemsofaSize
Upgraded (x4) Adds 4 additional categoryonesmallerthanitself.
Abilityranks. Upgraded (x3) Adds 3
additionalAbilityranks.


380
Chapter9Vehicles

Chapter10
Organizations

ThisChapterandtheFateFractal
The concept that has come to be known as the Fate Fractal is thus;
everything can be created using the same (or very similar) processes as
creatingacharacter.Thisalsomeansthatconflictinvolvingthingscreatedin
thismannercanberesolvedinasimilarway.
As with the vehicles in Chapter 9, in this chapter we will be applying this
concepttocreategroupsofindividualsthatbehave,accordingtothegame
rules,similarlytoasinglecharacter.
Ifthereissomethinginthesechaptersthathaveyouconfused,remember
totrytothinkofthesegroupsofpeopleandvehicleslikeasinglecharacter.
Oftenwhatworksforonewillworkfortheother.

WhatisanOrganization?
An Organization is a group of several individuals who act to further the
samegoals.Thismightbethelocalpolice,acorporation,anarmy,atown,a
cityorevenanempire.Itconsistsofboththepeoplewhomakeitupandits
physicalpresenceintheformofland,buildingsandotherassets.
Actions taken by the Organization as a whole are generally dealt with on
theCampaignScale.

StepsofOrganizationCreation
1.ThinkaboutyourOrganizationsconceptandpickoutacoolnameforit.
2.DeterminetheOrganizationsInfluenceLevel
3.SelectfiveOrganizationAspects.
4.PurchasetheOrganizationsAbilities.
5.SelectanumberofAssetAspectsequaltoitsInfluence+2



381

FP Abilities
Influence Refresh (Max) SampleMembership
0 IndividualCharacter
1 AUnit,rangingfrom4to12individuals
Asmalllocalcompany,largeclub,townwidecultorminor
2 3 18(3)
noblehouse
Asmallnationalcompany,influentialnoblehouse,small
3 3 20(4)
town
4 4 22(5) Anationalcluborregionalorganizedreligion
5 4 25(6) Anationalcorporation,worldspanningcult,portcity
6 4 28(7) Anationalcapitalorlargeinternationalconglomerate
Amulticontinentspanningempire,ormultiworld
7 5 31(8)
corporation
Aworldgovernment,orsystemspanningmega
8 5 35(9)
corporation
9 5 39(10) Amultisystemspanningempireormegacorporation
10 6 45(11) Agalaxyspanningempire

Step#1:TheOrganizationsConcept
Justlikewithacharacter,thefirststepincreatinganOrganizationistosit
downandthinkofasolidconcept.Andaswithacharacter,thiswilldepend
largelyonthesettingyouaregoingtobeplayinginandthegenre(s)youre
takinginspirationfrom.
Inafantasygame,youmighthaveknightlyorders,secretcabalsofwitches,
merchantguilds,smalltowns,tradinghubs,orthelike.Whilealackofmass
communication tends to result in smaller nongovernmental Organizations,
itscertainlypossibletohavecontinentspanningempires.
Inascifiormoderngame,yourOrganizationsmightbethelocalpolice,a
streetgang,anorganizedcriminalsyndicate,acorruptcorporation,aglobal
governmentorasystemspanningempire.


Step#2:Influence
An Organizations Influence fills a bit of the same role in creating
Organizations as the Campaign Power Level fills in creating individual
characters. It establishes a baseline for the Abilities, Aspects, and
AdvantagestheOrganizationhas.Inaddition,theOrganizationsInfluenceis
also used to determine the number of people involved with the
Organization.Seethetableaboveformore.
Also,inthecaseofanindividualattemptingtotakeonanOrganization,the
individualisconsideredtohaveanInfluenceof0.Units,whichwewillcover
laterinChapter11,haveanInfluenceof1.



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Chapter10Organizations

Step#3:DetermineOrganizationAspects
OrganizationAspectsservethesameroleforOrganizationsthatCharacter
Aspects serve for characters, they define what the Organization is, what it
does,andwhereitsinfluencelies.
Aswithcharacters,oneOrganizationalAspectisaDefiningAspectwhichis
used to define what type of Organization it is. The other Organizational
AspectstendtoanswerotherquestionsabouttheOrganization.
SampleOrganizationDefiningAspects
MultinationalBankingConglomerate
TheSmallTownofWillowbrook
HighEndElectronicsDeveloper
TheHeartoftheBlackMarket


TheOrganizationAspectAlphabet
Like the Character Aspect Alphabet, this can be a useful guideline when
tryingtocomeupwithAspectforyourOrganizations.
AisforAttitude
HowdoestheOrganizationbehave,orwhatisitscentralemotionaltheme?
SuchAspectscouldincludeWelltakethismarketbyanymeansnecessary!,
TheCitizensDreamofaBetterTomorrow,Thisplaceisrottentothecore.
BisforBackground
WheredidtheOrganizationcomefrom,howorwhywasitformed?Aspects
that answerthat question include GrewUp Around an Old Silver Mine, Born
from the Ashes of Terra Inc and Apollo Systems, Founded in Response to the
GrowingVampirePopulation
CisforCorePurpose
What does the Organization do? If it is a company, what does it
manufacture? If it is a local gang, how does it make its money? If its a
government,howdoesitgovern?Ifitsacity,whatisitsprimarytrade?Such
AspectscouldincludeTheocraticRuleUndertheChurchoftheOne,Monthly
Heroine Shipment from South America, Largest Producer of Corn in the Mid
West.
DisforDanger
Organizationsfacedangers,bothfromotherOrganizationsorfromthings
less direct such as natural disasters or geographic concerns. Some sample
dangers might be; This town was built over a portal to hell!, Wont Rest
UntilMicrocorpisBankrupt,TheWholeCompanyisRiddledwithSpies.



383

Step #4: Purchase Organizations Abilities and Determine


StressTracks
Likeacharacter,anOrganizationhasaseriesofAbilitiesitusestoperform
tasks.SomearesimilartocharacterAbilities,whilesomediffersignificantly.
PhysicalAbilities:
Logistics the Organizations capacity to move physical resources, such as
troops,supplies,orproducts.
Perceptiontheeyesandearsofthegroup,howconnectedmembersareor
howaffectivetheOrganizationsspiesare.
Security this measures how capable the Organization is at dealing with
physical confrontations, the higher the Security, the better trained and
outfitteditssecurity,militaryorindependentenforcers.AddstoPhysical
StressTrack.
MentalAbilities:
Craftefficiencyinproduction,coveringbothquantityandquality
KnowledgewhattheOrganizationknows,patentsitowns,industrialsecrets,
highlyeducatedmembers,etc.
MoraletheOrganizationsmentalstability,aswellasthedeterminationofits
leadershiptogetthejobdone.AddstoMentalStressTrack.
SocialAbilities:
Relations understanding and manipulating public opinion in a manner that
portrays the Organization in a positive light, be it through actual good
deedsorpropaganda.AddstoSocialStressTrack.
Connections the Organizations important contacts, allies, and general
Abilitytocallonothersforaid.
Resources venture capital, cold hard cash, property, wealthy backers,
weapons,etc.

DeterminetheOrganizationsStressTracks
An Organizations stress boxes represent the measure of its capacity to
absorborshrugoffphysical,mentalorsocialstress.
ThenumberofstressboxesanOrganizationhasassociatedwitheachtype
ofConsequenceisdeterminedwiththefollowingformula:
Influence+Security/Morale/Relations=NumberofStressBoxesperType
(Minimum1)
Unlike individual characters, Organizations always get the full array of
Consequences(Minor,Major,Severe(P),Extreme(P)andDefeated(P)).



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Chapter10Organizations

Step#5:DeterminetheOrganizationsAssetAspects
An Organization starts with a number of Asset Aspects equal to its
Influence+2.
Asset Aspects are Aspects that represent the capabilities of certain
members,property,orsubgroupswithintheOrganizationaswellasspecial
activities, relationships or social standings within the world. These serve
much the same roll as Specialty Aspects for individuals and are usually
associatedwithanAbilitytheAssettendstocompliment.However,should
that object, property
or member of the SampleOrganizationalConsequences
Organization be Minor
eliminated in some ShippingDelay(Physical)
way, the Organization DelayinCommunications(Mental)
no longer has that LostaFewCustomers(Social)
AssetAspect. Major
For example, an CutOffFromImportantUnit(Physical)
Organization might SinkingMorale(Mental)
invokeits Assassin AssociatedwithScandal(Social)
Squadfor a bonus in Severe(P)
combat because of TheGatesHaveBeenBreached(Physical)
theiradvancedcombat MassMutiny(Mental)
training, or they could FocusofPublicOutrage(Social)
be invoked for Extreme(P)
Maneuvers that set up CrippledWeaponsProduction(Physical)
Aspects likeThe CivilWar(Mental)
Mayor of Willowbrook
CompetitorsDominatetheMarket(Social)
isDead!
Defeated(P)
These are the types LeadershipHasBeenWipedOut(Physical)
of larger scale Aspects WeallQUIT!(Mental)
that might show up in CompanyDissolvedbytheGovernment(Social)
Organizationalconflict.
SampleAssetAspects
ShadowCompany,SpyUnit(Perception)
Badger,TroopCarrier(Logistics)
BlackmailingSeveralLocalReporters(Relations)
BallistaeontheWalls(Security)
Dr.JacobLawson,OccultInvestigator(Knowledge)
TiestotheCitysElite(Connections)



385

MembershipAdvantage
Membership Advantages are an optional set of Advantages that any
member of an Organization can access. To become a member of an
Organization you simply need to have either a Character or Specialty
Aspect that declares it. The Aspect might say you are a citizen of that
townoracardcarryingmemberofthatgroup.
When creating the Organization, you may select a single Membership
Advantage for it. These Membership Advantages are the same as the
Expert Advantages found on pg. 96, but apply to the Organizations
membersinsteadoftheOrganizationitself.
AmemberofanOrganizationcanspendaFPandinvoketheAspectthat
declares their membership to gain access to their Organizations
MembershipAdvantageforthedurationofthescene.
Forexample,letssayyouhaveanAspectcalledBlackAspSergeant.The
Black Asps are a mercenary Organization that has the Membership
AdvantageFiringDiscipline.
Duringaconflict,youcanspendaFPtoinvokeyourBlackAspSergeant
Aspect to gain the Firing Discipline Advantage for the duration of the
scene;asifyouhadpurchaseditforyourselfwithyourownAdvantage
Points.

OrganizationalConsequences&SacrificingAssets
Likeanindividualcharacter,whenanOrganizationtakesaConsequence,it
sufferssomeilleffectrelativetothetypeofattackitsuffered.
Alternatively however, if the attack is severe enough to cause a
Consequence and overflow into the next set of stress boxes, the
Organization may instead sacrifice one of its Asset Aspects. Doing this
removesthatAssetAspectfromtheOrganization,butitalsostopsthestress
fromoverflowingbeyondthefirstConsequence.
Generally theAsset Aspectthat is removed is up to the player controlling
the Organization, but if you are using the Called Shot rule (pg. 209), the
attackermayselectwhichAssetAspectwastakenoutifhegeneratesSpin
ontheattackroll.





386
Chapter10Organizations

HealingOrganizationalConsequences
Consequences heal the same way for Organizations as they do for
individualcharacters(seepg.237),butataslowerrate.
MinorDowngradestonoConsequencein1DayforPhysical&Mental.For
Social,itdowngradesin1Month,norollrequired
Major Downgrades to Minor, or just clears, in 1 Week for Physical &
Mental.ForSocial,itdowngradesin3Months,Diff:2
Severe(P) Downgrades to Major in 1 Month for Physical & Mental. For
Social,itdowngradesin1Year,Diff:4
Extreme(P)DowngradestoSeverein3MonthsforPhysical&Mental.For
Social,itdowngradesin3Years,Diff:6
Defeated(P) Downgrades to Minor in 1 Year for Physical & Mental. For
Social, it downgrades in a Decade, Diff: 8 Assuming it can be recovered
fromatall.

RestoringAssets
ToreplaceasacrificedAssetAspect,eachweektheOrganizationmayroll
anAbilityagainstadifficultyof3toreplaceit.
The Ability rolled depends largely on the type of Asset that is being
replaced. For example, replacing its best scientist would require a
Knowledge roll, while replacing a crack commando squad would require a
Securityroll.


ImprovingtheOrganization
Likecharacters,itspossibletosinkexperiencepointsintoanOrganization
tomakeitgrow.
Thisisdoneintwoways:
1. Characters may grant their XPs to the Organization. For every XP
donatedtotheOrganizationbyaPC,theOrganizationgains2XP.
2. Completion of missions. Every time the PCs complete a mission that
would aid the Organization, the GM determines how many XPs the
mission was worth. A simple mission with little benefit to the
Organizationisusuallyonlyworth1XP.Whileamajorvictory,suchas
blowinguptheOrganizationsprimarycompetitionsmainbase,might
beworth10XP.



387

Theleader(s)oftheOrganizationcanspendexperiencepointstoimprove
theOrganizationinthefollowingways:
ImproveAbility
TheOrganizationcanspenditsXPtoincreaseitsAbilities.Itcosts10XPto
increase an Ability by one rank. Note that players running an Organization
should seek the GM's permission for increasing any Ability over the
maximumstartinglimitestablishedbyitsInfluence(pg.382).
SwapAbilities
The Organization may swap the rating in any two Abilities that are within
onerankofeachother.Thiscosts2XPs.Forexample,iftheOrganizationhas
Logistics3andPerception2,itmayswapthemtoLogistics2andPerception
3.
OrganizationAspect
AnewOrganizationAspectcosts10XPs.TheOrganizationmayneverhave
morethan7OrganizationAspects.
AssetAspect
AnewAssetAspectcosts5XPs.ThemaximumnumberofAssetAspectsan
OrganizationmayhaveisequaltoitsInfluenceRating+4.
SwapAspect
TheOrganizationmayremoveaOrganizationorAssetAspectandreplaceit
withanewonefor1XP.
ChangeMembershipAdvantage
The Organization can change the Membership Advantage it offers by
spending2XP.
IncreaseInfluence
Itcosts20XPstoincreasetheOrganizationsInfluenceby1.However,the
Organizationmay not spend XPs inthis manner if it does not have enough
membersoractualimpactontheworldtojustifytheincrease.
IncreaseRefreshRate
Itcosts15XPstoincreasetheOrganizationsRefreshrateby1.





388
Chapter10Organizations

CollaborativeOrganizationCreation
To help the players further invest in the setting, the GM should consider
letting them help fill in the details regarding the groups of people they
interactwithandplacestheygo.
This section offers a set of guidelines for groups who want to open up
these parts of the setting to player invention and interpretation. Though
whiletheAspectaplayercomesupwithcouldbeveryinteresting,itcould
interferewiththeGMsplotforthecampaign.So,asalways,theGMalways
hasvetorights.
This system assumes one GM and three players. Some groups may vary
fromthathowever,sofeelfreetomakeadjustmentsasneededshouldthis
bethecase.
The GM sets the Organizations Influence Level, and all other factors are
determinesasdescribedbelow.
Aspects
TodeterminewhatAspectstheOrganizationhas,thegroupneedstofirst
determine its Defining Aspect. This Aspect should be resolved through
discussionamongtheplayersandGMuntilitcanbedecidedupon.
Once the Defining Aspect has been chosen, you need to select four
additional Organizational Aspects. Write down Attitude, Background,
Core Purpose and Danger on small bits of paper and let the players
choosethemoutofahat.Butreally,anyrandommethodofchoosingisfine.
OnceeachplayerhasrandomlyselectedatypeofAspect,havehimorher
define what that Aspect is. Each player gets one veto, which when used,
forces a change in the Aspect chosen. Of course, the GM may veto any
Aspecthefeelsdoesntreflectthesettingappropriatelyormakesitdifficult
fortheOrganizationtofitintothestory.
If you have more than four players youll need to decide on a fair way to
determinewhogetstodefinetheanAspect.Thoughgenerallyifaplayerhas
acharacterwithanAspectthattieshimtotheOrganizationinsomeway,he
shouldalwaysgetsomesayinitscreation.
Ifyouhavefewerthanfourplayers,theGMmaystepinanddefineoneof
theAspects,oraplayerwithanAspectrelatedtotheOrganizationcouldget
more than one. And of course, if you have two players you could just let
thembothhavetwoAspectstodefine.
NowleteachplayerselectanAbilityanddefineanAssetAspectassociated
with it. Again, handle any extra Aspects the way you handled extra
Organizational Aspects. Or if you have player who didnt get to define an
OrganizationalAspect,youshouldmakesuretheygetanAssetAspect.



389

Abilities
Divide the number of Ability ranks the Organization gets evenly among
yourplayers.AnyleftoverAbilitypointsgothetotheGMortoplayerswho
haveanAspectrelatingtotheOrganization.Anyplayerswho,forwhatever
reason, didnt get to define an Aspect should get more Ability ranks to
allocate.
The players may now allocate their Ability ranks to the Organizations
Abilitiesastheylike,keepinginmindthemaximumrankasingleAbilitycan
haveforanOrganizationofthatInfluenceLevel.

SampleOrganizations
TheChosenoftheEbonMonolith
TheChosenareatwistedcultofdemonworshipperswhocandrawmagicalpower
fromthedemonimprisonedwithineachofthem.

OrganizationAspects: Influence:3,Refresh:3
HiddenCultofDemonPossessedWarlocks
ObeytheDemon,ReaptheRewards
AnAncientOrderofMonkspossessedandDrivenMad
BringersofChaosandHell
HuntedRelentlesslybytheChurch

Physical Mental Social


Logistics: 2 Craft: 1 Connections: 2
Perception: 2 Knowledge: 3 Relations: 0
Security: 4 Morale: 4 Resources: 2

StressTrack: 7 StressTrack: 7 StressTrack: 3

AssetAspects:
Secrecy(Relations)ThemajorityofpeoplehaveneverheardoftheChosenand
dontknowhowtofightthem.
WebofDeceit(Connections)TheChosencomefromallwalksoflife,manyof
whicharehighrankingofficials.
TheHellKnights(Security)TheChosencancalluponeliteHellKnightstohunt
downtheirenemiesandworkasenforcersfortheOrganization.
FanaticalDevotion(Morale)MembersofthisOrganizationarefanaticallyloyal,
seeing the high ranking members as minor gods and fearing their terrible
retribution.
TheEbonMonolith(Resources)Thesecrettempleandfortressthatservesas
thebaseofoperationsfortheChosen.



390
Chapter10Organizations

TheCityofBrightspring
Brightspringisamoderatelysizedcitybuiltpredominantlyofgraniteanddefended
bythickwalls.Itiswellknownforitslavishmausoleumsandforbeingabastionof
Imperialinfluenceintheregion.
Mostofitsrevenuecomesfromtradeandtaxes,whichisaidedbythefactthatitis
built upon a lay line and gets regular visits from members of the High Order of
Arcanis.

OrganizationAspects: Influence:5,Refresh:4
ACenterofTradeandImperialPower
Obeythelaws,andyoushallremainsafeandprotected.
GrewfromaSmallTownintoaBustlingCenterofTrade
CenterofLawandOrderintheRegion
MalevolentFactionsLurkintheShadowedAlleys

Physical Mental Social


Logistics: 2 Craft: 2 Connections: 2
Perception: 2 Knowledge: 3 Relations: 3
Security: 4 Morale: 3 Resources: 4

StressTrack: 9 StressTrack: 8 StressTrack: 8



AssetAspects:
ImperialGuard(Security)TheImperialmilitarydefendsthecityandactsasits
lawenforcement.
PrisonersintheirHomes(Morale)Theconstantpresenceofoverlyzealouslaw
enforcementkeepspeopleinline,butalsolimitstheirpersonalfreedoms.
Alliance with the High Order of Arcanis (Connections) Because a ley line runs
through the city, a number of wizards of the Order pass through regularly.
The city tries to maintain a good relationship with the wizards and
encourages the exchange of favors between the city and the Orders
members.
Thereisataxonthat.(Resources)Thecitymakesthemajorityofitsmoney
by taxing the merchants who sell within its walls. The tax is higher than in
most places, but the merchants pay it because they usually see high sales
here.
LordJonnaEndar(Relations)ThelocalLordofBrightspringisavillaintomost
ofthecityfolkandtothepeopleofneighboringregions.Theybelievethathe
has sold his people out to the merchants, the Empire, and the Order in
exchangeforpersonalpower,moneyandfavors.
Brightspring Bank (Resources) The Brightspring Bank is a large, heavily
fortified, building that houses the majority of the wealth in this region. The
bankalsoholdsalotofinfluenceamongthenobility.
FatherUliksFlock(Morale)ThelocaltempleoftheHost,ledbyFatherUlik,isa
commonplaceofworshipandsourceofhopetothepeopleofBrightspring.




391

TalosSystems
Talos Systems began as several different companies that eventually merged into
onemegacorpduringtheCorpInsurrectionWarsof2097.Itnowprovidessoftware,
hardware,weapons,shipsandbiotechtoalloftheSolsystemandthemajorityofthe
coloniesintheAlphaCentaurisystem.

OrganizationAspects: Influence:7,Refresh:5
MultiWorldSpanningMegaCorporation
Thecompanycanprovideyouwitheverythingyouneed.
FormedDuringtheCorpInsurrectionWars
Expansion,ColonizationandMonopolisticDomination
WewillnotgiveAlphaCentauritotheOrionGroupwithoutafight!

Physical Mental Social


Logistics: 4 Craft: 4 Connections: 2
Perception: 3 Knowledge: 3 Relations: 4
Security: 4 Morale: 2 Resources: 5

StressTrack: 11 StressTrack: 9 StressTrack: 11



AssetAspects:
Private Jump Gate Network (Logistics) Talos Systems owns and operates its own
networkofjumpgates:oneonLuna,oneonMars,andoneontheSegundaCasa
spacestationinorbitaroundCentauri3.
Demetrius Crawly (Relations) Recently elected CEO of the company, he is smart,
creative,andgivesnewhopeformanywhohavelostfaithinthecompany.
Critical Patents in HybridMorph Production (Craft) HybridMorph production has
beenastrongfieldforTalosforseveraldecades.Theyholdanumberofpatents
that allow them to integrate a subdermal structure designed for modular
augmentations.
Serial Number Rt983! Youre on the fast track for promotion! (Morale) The
corporate structure of Talos tends to pay well and promote quickly as the
companyexpands,butitisalsoveryimpersonal.
Dr.RamonCamberg(Knowledge)DrCambergisoneofthebestphysicistsinallof
occupiedspace.HeisresponsibleformanyofTalosrecentsuccesses.
Partnership with Nova Swift Transports (Relations) Talos has a very good working
relationshipwithNovaSwift.TalosprovidesequipmenttoNovaSwiftinexchange
forcheaptransportofgoodsandmaterials.
Talos Rapid Response Units (Security) Talos employees a specially trained unit of
rapidresponsesoldiers.Thesesoldiersspendalotoftimeasinfomorphsawaiting
downloadtoprepreparedhighendhybridmorphs.Theycanusuallybeuploaded
toafacilityinanothersystem,downloaded,briefedanddeployedinlessthanan
hour.
Intervention(Security)TheInterventionisamassiveLeviathanClassstarshipowned
andoperatedbyTalosasasecuritymeasure.Ithasareputationforbeingheavily
armedandnighindestructible.
TheRatsNest(Perception)Thisisasmallgroupofemployeeswhoaretaskedwith
reporting on the activities of fellow employees and sometimes gathering
informationaboutthecompetition.



392
Chapter10Organizations

Chapter11
UnitsandLargeScaleConflict

WhatisLargeScaleConflict?
LargescaleconflictisusedtoallowplayersandtheGMplayouteventsthat
aregenerallyalotmoreepicthantypicalPersonalScaleconflicts.
Forexample,DukeSunsplitterisayoungfarmeronadistantplanet.Intime
he is approached by a powerful sorcerer who tells him that he has the
potentialtowieldgreatpower,andthathemusthelpthebuddingrebellion
overthrowtheevilking.
Duke and the sorcerer eventually hook up with some likeminded
miscreantsandengageinanumberofPersonalScaleconflictsontheirway
torescuePrincessMarla,thedaughteroftheevilkingandnowleaderofthe
rebellion.
As thanks, she conscripts Duke and pals as officers in her growing rebel
force. They are given their own retinue of soldiers and lead them on a
numberofSkirmishScaleassaultsagainstherevilfathersarmy.
AstimepassesandDukeproveshimselfacapablegeneral,heiseventually
given control of the entire army. Now he plans the assaults, manages the
rebellions resources, and generally leads the way in Campaign Scale
conflictsbetweentherebellionandthekingsforces.
This chapter provides you with the tools to change the scope of your
campaign,zoomingintofocusontheeventsofaselectfeworzooming
outtoseehowtheirdecisionsimpactthousands.

SkirmishandCampaignScale
Upuntilnow,mostofthisbookhasdealtwithconflictsthattakeplaceon
the Personal Scale. This chapter deals with resolving conflicts at a higher
level,whetherbydirectingtheactionsofUnitsandVehiclesonabattlefield,
or the Organizations that back them from a local, national, global, or even
intergalacticviewpoint.Seepg.287formoreonScales.



393

WhatisaUnit?
AUnitisagroupofcharacters(oroneormorevehicles)thatfunctionasa
singlecharacter(orvehicle)inaSkirmishScaleconflict.

StepsofUnitCreation
1.Determinethecharacters(PCsorNPCs)thatmakeuptheUnit.
2.DeterminetheUnitsRefreshRate.
3.DeterminetheUnitsDefiningAspect.
4.DeterminetheUnitsSizeandAbilities.
5.DeterminetheUnitsRosterAspects.
6.DeterminetheUnitsStressTracks.


Step#1:TheCharactersthatmakeuptheUnit
The general effectiveness of a Unit is determined by the number and
generalpowerlevelofthecharactersthatmakeitup.
When you build a Unit, you need to get a clear idea of what kind of
charactersitiscomprisedofandwhattheircapabilitiesare.
Also, while some Units are comprised of several different characters, it is
possiblethatallthecharactersinvolvedmaysharethesamebasicstatssuch
asaswarmofgiantinsectsoranangrymob.Insuchcases,theGMgenerally
wontcareabouthowonememberoftheUnitdiffersfromanother.

Step#2:DeterminetheUnitsRefreshRate
TheUnitsRefreshRateisdeterminedbyfindingtheaverageRefreshRate
ofallthecharactersintheUnit(roundup)andaddinganadditionalbonus
equaltotheUnitsSize.

Step#3:DeterminetheUnitsDefiningAspect
A Unit gets a Defining Aspect. This Aspect fills the same role as a single
charactersDefiningCharacterAspect.ThisAspecttellsyouwhattheUnitis,
orwhatitdoes.
SampleUnitDefiningAspects
MarineInfantryUnit
SwarmofZombies
ContingentofArchers
GoblinHuntingParty
CloudofLocusts


394
Chapter11UnitsandLrgScaleConflict

Step#4:DeterminetheUnitsSizeandAbilities
A Unit only has 3 Abilities. These are determined by the Abilities of its
membersandtheSizeoftheUnit.TodetermineaUnitsSizeandAbilities,
followthesesteps:
1. TheSizeoftheUnitgenerallyinformsyouofthenumberofindividuals
inthatUnit.Soagroupof46humanswouldgenerallybeaboutSize1,
whileabandofelephantridersmightbeSize4.IftheUnitisagroupof
charactersactingontheirownaccord,theSizeisgenerallydetermined
bytheGM.Sowhileagroupof4humanswouldmakeupaUnitwitha
Sizeof1,youcouldalsohaveasingleUnitmadeupof16humans,which
wouldbe Size2, or a Size 4hordeof around 256 human zombies.But,
theGMcouldbreakthemdownintosmallerUnitsorrecombinethem
asneeded.Seepg.289formoreonSizes.
2. For each member of the Unit, determine the highest Ability rating for
thatcharacterineachcategory(Physical,MentalandSocial).
3. The Unit has three simple Abilities called Physical, Mental and
Social,andtheyhavearatingequaltothehighestratinginthegroup
plustwicethedifferencebetweentheSizeofthelargestmemberofthe
UnitandtheSizeoftheUnitasawhole.
So ifthe highestPhysicalAbility ofallthe characters in the Unit is 3,
andthelargestcreatureinthegrouphasaSizeof0,andtheUnithasa
Sizeof1,thentheUnithasaPhysicalAbilityratingof5.Or,ifthehighest
Mental Ability of all the characters in the Unit is 2, and the largest
creatureinthegrouphasaSizeof1,andtheUnithasaSizeof0,then
theUnithasaMentalAbilityratingof4.
Physical
This Ability represents the Units general capacity to perform physical
actions.Thisincludeseverythingfrommovingobjectstomarchingforalong
periodoftimetousingweaponsandattackPowers.
Mental
AswithPhysical,MentalcoversallMentalactions.Thisisthegeneralbrain
powerof thecollective group,and their general problem solving ability, as
wellastheirwilltogoon.
Social
Thisisthegeneralsocialstandingandsocialmightoftheunitasawhole.
The way people react to the Unit and how they get around in populated
areasdependsontheirSocialAbility.



395

Step#5:DeterminetheUnitsRosterAspects
AUnitgetsanumberofRosterAspectsequaltoitsPhysicalAbility.These
Aspectsrepresentthemostinfluentialmembersofthegrouporanumberof
smallgroupsinthecaseofinsectswarmsorthelike.
For example, a Unit with Physical 4, comprised of a Wizard and his
bodyguards,wouldhaveaSpecialtyAspectforthewizardhimselfandthree
more for his guards. If one of the guards is different, he might provide his
ownuniqueSpecialty Aspect. Ifthey are statistically identical, you can give
them all the same Specialty Aspect multiple times, and the Unit willsimply
havemultipleAspectsthatarethesame.
So,theUnitconsistingofthewizardandhissixbodyguardswouldhavethe
followingAspects:
DefiningAspect:WizardandBodyguards
SpecialtyAspects:
Raniel,theEarthscorcher
GuardiansofTheCitadel(x3)
A Unit consisting entirely of PCs or GMPCs has a Roster Aspect for each
member,nomatterhowmanythereare.

Step#6:DeterminetheUnitsStressTracks
ThenumberofstressboxesperConsequenceontheUnitsStressTrackis
equaltotheUnitsrelevantAbilityplustheSizeoftheUnit.SoaUnitwitha
Physical Ability of 5 and a Size of 2 will have 7 check boxes for each
ConsequenceonitsPhysicalStressTrack.
Also, like single characters, Units can be considered Extras and may not
have the full complement of Consequences a Unit made of PCs or GMPCs
would have. Though generally a Unit containing even a single PC will have
thefullsetofConsequences,eveniftherestofthememberswouldbecome
ExtrasinaPersonalScaleconflict.

Consequences
WhenevertheUnitsuffersaConsequence,thatmeansoneofitsmembers
hasbeentakenoutofthefight.Andthatmeansithaslosttheuseofoneof
itsRosterAspects.
Generally the member that goes down is up to the player controlling the
Unit, but if you are using the Called Shot rule (pg. 209), the attacker may
selectwhowastakenoutifhegeneratesSpinontheattackroll.



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Chapter11UnitsandLrgScaleConflict

HealingConsequences
Generally a Unit can only heal its Consequences by restoring the
woundedmembertofightingconditionorgettingreinforcements.
Toseeifamemberhealsenoughtogetbackinthefight,eachdayyoumay
roll the Units Ability related to the Stress Track the Consequence is on
against a difficulty of 3. If its successful, the member rejoins the Unit and
theConsequenceiscleared.
For example,if the Unit has suffered a Consequence, the next day it may
rollitsPhysicalAbilityagainstadifficultyof3.Ifsuccessful,theConsequence
and its associated stress are cleared. And the Unit regains the use of the
RosterAspectassociatedwiththeformerlydownedmember.
SomeRosterAspects,suchasMedic,canbeinvokedtoaidthisrollaslong
asthatRosterAspectistiedtoanactivememberoftheUnit.
Attempting to get reinforcements depends a lot on the situation and the
OrganizationtheUnitworksfor,ifany.Thisisdescribedingreaterdetailon
pg.407

UsingRosterAspects
CharactersinaUnitmaynotspendtheirpersonalFatePoints.Theymaynot
invoketheirownAspects,norcantheyinvokeorcompelothers.Instead,the
UnitusesitsownsetofFatePoints,andRosterAspectsareusedinsteadof
theindividualAspecteachmemberhas.
When Roster Aspects
are invoked, that means
that the Unit is taking
some action that is
dependent on the
character the Roster
Aspect is associated
with.
Lets say that, when
creatingourwizardand
bodyguards Unit we
determined that Raniel
the Earthscorcher is a
powerfulpyromancer.
So when the Roster
Aspect associated with



397

Raniel is invoked, that means that Raniel is specifically being called on to


help the Unit. Any time this character is being called on specifically, a Fate
PointmustbespenttoinvokehisRosterAspect.Otherwiseheisconsidered
to be taking actions to protect himself, supplement others and save his
energy for when its needed most. We dont bother giving attention to his
specificactions.
Since invoking a Roster Aspect provides the same +2 bonus, reroll or
chance to narrate an effect that it normally does, this means that Raniel is
helpingoutinsomewayordoingsomethingthatonlyhecando.
Forexample,hisRosterAspectmightbeinvokedtoadda+2bonusonan
attack roll against another Unit. We can assume the bonus damage comes
from Raniels power to cast magical fire spells and generally set the
battlefield a blaze. Instead of smacking people with his staff and maybe
releasingalowpoweredboltoffirehereandthere(whichweassumehehas
been doing all along), he has decided to cut loose with his more powerful
spells.
HemightalsobeinvokedtoperformaManeuversuchasburningdowna
bridgeorvillage,placingtheSmolderingRuinsAspectonthem.
Or,havingestablishedwhatRanielcandoaheadoftime,weknowthathe
hastheTeleportationPortalPower.SowecaninvokehisRosterAspectfor
effect and declare that he has teleported himself, and his Unit, to a new
location.
Invoking (or compelling!) his Roster Aspect also works the same as using
any of his own personal Aspects. So if Raniel had a personal Aspect of
DespisestheUndead,theUnitmightinvokehisRosterAspecttogainabonus
onattacksagainstundead.Justrememberthat,likeotherAspects,asingle
instanceofaRosterAspectmayonlybeinvokedonceperroll.
Thissameconceptextendstomoremundanebenefitsaswell.AUnitcould
haveamemberthatisaSniper,DemolitionsExpert,HeavyGunner,oraMedic.
And all of those Roster Aspects could be invoked for relevant bonuses,
rerollsordeclarations.

CompellingaRosterAspect
A Roster Aspect can be compelled like any other. This means that
somethingishappeningtotheUnitbecauseofaspecificmemberofUnitis
beingtargeted.
For example, if Raniel the Earthscorcher is an outlaw, his Roster Aspect
might be compelled to make things more difficult when his Unit tries to
negotiateforaidfromthelocalvillage.



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Chapter11UnitsandLrgScaleConflict

VehicularUnits
Generally, in a Skirmish Scale Conflict, a single Vehicle serves as a Unit.
However, there may be times when you wish to treat a group of vehicles
travellingandfightinginformationasasingleUnit.
Todothis,referencetherulesaboveregardingcreatingUnitsoutofgroups
of individuals. Most of those rules are the same for creating Units out of
groupsofVehicles,butwiththefollowingexceptions:

SizeandAbilities
TodetermineaUnitsSizeandAbilities,followthesesteps:
1. TheSizeoftheUnitgenerallyinformsyouofthenumberofVehiclesinthat
Unit. So a group of 46 cars would generally be about Size 3, while a
formationoffighterjetsmightbeSize5.Seepg.289formoreonSizes.
2. The Unit has the same Abilities that all vehicles have, and it has a rating
equaltothehighestratingofanysinglevehicleintheUnit.Soifthevehicle
with the highest Weapons Ability has a rating of 4, then the Unit has a
ratingof4.
3. Now add the difference between the Size of the largest member of the
UnitandtheSizeofthewholeUnitasabonustoalloftheUnitsAbilities.
SoifthehighestStructureAbilityofallthevehiclesintheUnitis2,and
thelargestvehicleinthegrouphasaSizeof4,andtheUnithasaSizeof6,
thentheUnithasaStructureAbilityratingof4.
AswithUnitscomprisedofindividualcharacters,theUnitmayspendaFate
Points to invoke Roster Aspects. Doing so allows the Unit to utilize the
AspectsandAdvantagesoftheindividualvehicleassociatedwiththatRoster
Aspect.

SkirmishandCampaignScaleConflict
SkirmishandCampaignScaleconflictsareresolvedlikeanyotherinStrands
ofFate.OnesideattacksusingthemostappropriateAbilityforthetypeof
attack it intends to deliver, and the other side defends using an opposing
Ability.
ThebiggestdifferenceistheScale.
The majority of this book deals with conflict on the Personal Scale. In a
movie,conflictonthisScalewouldfeaturecloseupshots,dialoguepassing
betweenthecombatantsastheytrytostaborshooteachother,orperhaps
thedialogueisitselftheconflict.



399

WiththeSkirmishScale,wepullthecamerabackabit.Wearentconcerned
with every move the combatants make, or word they utter. We may not
evenbeconcernedwithanindividual.SkirmishScaleconflictsusuallyinvolve
smallgroupsofpeopleinconflictwithothersmallgroupsofpeople.Instead
of watching one or two characters, we zoom out to see the entire
battlefieldandobservetheactionsofthesesmallergroups.
TheCampaignScalezoomsoutevenmore.Suddenlywearentworried
aboutthemovementsofspecificUnits,butthearmyasawhole.Insteadof
lookingatthebattlefield,wemightbelookingattheglobe.Andinsteadof
focusing on the actions of Units, were looking at actions of the
Organizationstheyrepresent.
Both Personal and Skirmish Scale conflict takes place in rounds, though
whilearoundinPersonalScaleconflictisaround23secondslong,aroundin
aSkirmishScaleconflictis23minuteslong.
Conflict on the Campaign Scale doesnt use rounds. The workings of
Organizations are rather slow, and attacks are made as the situations
presentthemselves.Whenyouhavetotakeintoconsiderationthelogistics
of moving around so manypeople and their equipment over large areas, a
quickexchangeisusuallyimpossible.
However, should the need for rounds arise, you can generally assume a
roundstakesaround23daystoresolve.


Attacking,Defending,MovingandManeuvering
As stated before, Units and Organizations attack and defend in the same
way individuals do. But there are a few things that need to be taken into
consideration:
Units
When a Unit attacks, it rolls its relevant attack Ability and adds any
modifiers.Individualweaponsdontreallymatterandarerepresentedwith
RosterAspects.Forexample,ifamemberoftheUnithasarocketlauncher,
invokehisRosterAspectfora+2orrerolltorepresenttheextradamageit
candotoatank.
TheGMmightdeclarethatsomeAspectswonthelp.Intheaboveexample,
aHeavyWeaponsExpertRosterAspectmightdealmoredamagetoatank,
butitsunlikelytheNavigationSpecialistisgoingtohelpmuch.
The same philosophy applies to adding bonuses to defend or perform
Maneuvers. GMs should feel free to disallow the invoking of any Roster
Aspectthatdoesntmakesense.



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Chapter11UnitsandLrgScaleConflict

Onitsturn,inadditiontoperformingasimpleaction,theUnitmayperform
oneofthefollowingmovementactions:
Move The Unit may move into an adjacent Skirmish Scale zone. This is
considered a Supplemental Action (see page 261) and additional actions
suffera1penalty.Ifthetransitionbetweenzonesishampered,sayrequiring
you to push through thick undergrowth, it may cause the Unit to suffer
penaltiesonanyotheractionsitperforms.
HustleIftheUnithustles,itmaymoveacrosstwoSkirmishScalezones.
ThisisaSupplementalActionlikeMove,butanyotheractionitperformson
thisturnsuffersa2penaltyinadditiontoanyotherpenaltiesitmightsuffer.
Run Running works the same as hustling and allows the Unit to move
across two Skirmish Scale zones, but it may also roll its Physical Ability
againstadifficultyof2.Foreverypointbywhichitsresultexceeds2,itmay
moveoneadditionalzone.However,italsosuffersa4penaltyonallother
simpleactionstakenthisturn,whichisaddedtoanypenaltiesitmightsuffer
fromtraversingadifficultenvironment.
Note that some scene Aspects may also make it more difficult to move
through certain zones.For example, a heavy forest may have an Aspect of
Tangled Undergrowth, which, when compelled, forces the Unit to suffer a
penalty or reroll on rolls to move, assuming the GM lets the Unit move
throughitatall.
TheGMhasthe final say on whatAspectsascene has and how they may
effectmovement.
See the Mobility Advantages of vehicles (pg. 367) for more information
regardingvehicularmovementinSkirmishScale.DifferentAdvantagesaffect
thenumberofzonesitmaymoveinadifferentway.

Organizations
WhenanOrganization attacks, the attack roll representsa deployment of
troops, industrial espionage, a propaganda campaign or some other large
scaleefforttobringharmtoitsenemies.
When making an attack roll, always remember to add the Organizations
InfluenceLevelasabonusontheattackroll.
Generally an Organization doesnt need to worry about moving since its
probablyspreadoutallovertheplaceanyway.Ifitisnecessarytotrackthe
movementsofsomeoralloftheOrganizationsphysicalassets,youllneed
tosplitthemupintoUnits.



401

MultiScaleConflict
AvoteinthesenateforcestheKingshand.Theempiregoestowar.Alowly
beetfarmerisconscriptedintothearmy,andthearmyisdefeated.Thefields
burn,andthepeoplestarve.Survivorsfightback,formingintoarebelforce
thateventuallyrisestoopenconflictwiththenewgovernment.
Decisionsmadeatthetopcanaffectthelivesofeveryonebelowandcan
alsobetheseedsforanumberofinterestingscenariosthatplayoutonthe
Personal,SkirmishandCampaignScale.
ThissectionwilldealwithswitchingbackandforthbetweentheScaleson
thefly,andfiguringouthowthingsondifferentScalesinteract.

ScalesandZones
Normally a Zone is defined by its most obvious borders. In the Personal
Scale,zonesareusuallyrooms,hallways,stairwells,acopseoftrees,etc.
In the Skirmish Scale, a zone might be a city block, a street, an entire
building, a lake, etc. While Campaign Scale conflict, if it even needs zones,
would divide them by town, county, state or even nation. Its borders are
beaches,mountainranges,orotherlargenaturalboundaries.
When planning a scene that features multiple Scales, the first thing you
needtoconsiderarethezones.Youllfirstneedtodetermineifyouregoing
to need zones for Organizational conflict. Likely you wont, but if you do,
keep in mind that natural boundaries like rivers or territorial borders can
reallyhelpdefinethesizeandshapeofthezone.
Once youve determined how zones are arranged for Campaign Scale
conflict,dividethosezonesupintoSkirmishScalezones.BecauseCampaign
Scalezonesaresolarge,youmaywishtoskipthisstepanddividethemup
onthefly,asneeded.
Therearetwoapproachesyoucantaketothis.Iftherearegoodnaturalor
territorial boundaries you can use to define the Skirmish Scale zones, you
maywanttotrytousethem.Ifnot,suchaswithaconflictthattakesplacein
anopendesert,youmaywanttobreakthezonedownintoagrid.
Just remember that the size of the zones need to makes sense. For
reference,assumeaUnitofmenonfootcangenerallycrossabout100yards
ofopenareainaSkirmishScaleroundwithouthavingtohustleorrun.





402
Chapter11UnitsandLrgScaleConflict

Individualsvs.Units
Units can also be used in Personal TheInverseNinjaLaw
Scale combat to represent swarms of Youmighthavenoticedthatina
creaturesorgoons,treatingtheentire lot of popular movies, television
mobofthemasasinglecharacter. shows,andevenbooks,anenemy
The result is a little like a hybrid of always seems more effective
Personal Scale and Skirmish Scale alone than in a group. The most
conflict. Everything is resolved in common example is the ninja,
Personal scale, but the camera is who alone is an unstoppable
pulledbackfromtheactionjustalittle killingmachine.Butingroups,the
bit. ninja are just fodder for the
heroestocutthroughatease.
For example, when a warrior PC
chargesasingleextrainPersonalscale Units are designed to work
conflict, his attacks are described as a pretty much the same way. You
few quick thrusts, parries, and so on. may notice that a small Unit may
But when fighting against a Unit, his actually be less effective in a
attacks might be described as cutting conflict than one of its members
throughtheirranks,droppingmultiple would be alone. This allows GMs
foes in a flurry of devastating attacks, to craft those scenes where the
allresolvedasasingleattackroll. heroes are mowing down armies
In Personal Scale conflicts, the Unit ofmookswhilestillallowingfor
uses the same Abilities and Aspects dramatic personal confrontation
theyd use in Skirmish Scale conflict withanindividual.
though if an attack from an individual Note, however, that the
member of the Unit would be more Inverse Ninja Law is
effective than attacking as a Unit, temporarily lifted when the Unit
invoking the Roster Aspect of that spends Fate Points to invoke
member may allow you to attack in RosterAspects.
that way instead of using the Units
stats.
Forexample,apatrolofguardsasaUnitisgenerallylesseffectivethana
single guard in oneonone Personal Scale conflict. The guards may have a
weaponandarmorthatgrantshimbetterattacksandbetterdefensesthan
theUnithasasawhole.SoiftheUnitisattackingwithaPhysicalof4,but
theguard(asanindividual) hasahalberdwithwhichhehasa+3toattack
and+5WeaponRating,theUnitmayspendaFatePointtorollwiththe+3
bonustoattack(and+5WR)insteadofjustrollingitsPhysicalAbility.
Likewise,aRosterAspectmaybeinvokedtouseamembersArmorRating.



403

TransitioningStressandConsequencesbetweenScales
WhatifaUnitisdamaged,andthescenetransitionsbetweenSkirmishScale
andPersonalScale?Whoishurt?
WhentransitioningfromSkirmishScaletoPersonalScale,everymemberof
theUnitsuffersanattack.Thisattackisasimpledicerollwithabonusequal
totheamountofstresstheUnithassufferedasawhole.
So if the Unit had suffered a total of 8 points of Physical stress, each
member of the Unit would suffer an attack roll with a +8 bonus upon
transitioning to the Personal Scale. The members of the Unit may defend
with whatever Ability seems most appropriate, and Armor Ratings can be
appliedtomitigatethedamage.
WhentransitioningfromPersonalScaletoSkirmishScale,theUnitsuffersa
similarattack.Thisattackisresolvedasasimpledicerollwithabonusequal
totheaverageamountofstressallthemembersoftheUnithavesufferedas
individuals. The Unit may defend against the attack with whatever Ability
seemsmostappropriate.

Individualsvs.Vehicles
Generally,rules arent needed whenindividual characters come under fire
by Vehicles. The main gun of a ten story war machine can usually just be
ruledasinstantdeathbyvaporization.
Butsometimes you may wantsomethinga bit more detailed andspecific,
andinthosecases,youcanusethefollowingsystem:
WhendealingwithVehiclesonthePersonalScalezone,anattackfromthe
Vehicleaffectsthetargetszoneplusanumberofadditionalzonesequalto
theVehiclesSize.Atankscannon,afighterjetsstrafingmachineguns,ora
star ships death ray arent generally accurate enough to attack a specific
person,buttheirimpactcanaffecteveryoneinthearea.
Whenattackingazonefullofpersonnel,rollthevehiclesattackasnormal,
butitisappliedtoeveryoneinthezone.AndtheGMmightdecidetochange
theattacksWeaponRatingintoanExplosiveRatinginstead.
Vehicles with the AntiPersonnel Weapons Advantage may elect to attack
specifictargetsinsteadofattackingtheentirezone.
When an individual attempts to attack a vehicle, he usually isnt going to
have much of an effect. Fists, sticks, swords or even assault rifles have no
effectonarmoredvehiclessuchastanksortrooptransports.Weaponswith
the AntiVehicular Aspect might be invoked to inflict structural stress on a
vehicle,buteventhentheremaybelittleeffectonlargervehicles.
Whenattackingwithsuchaweapon,resolvetheattacknormally.However,
thevehicleisconsideredtohaveanArmorRatingequalitsSizex3.



404
Chapter11UnitsandLrgScaleConflict

UnitsorIndividualsvs.Organizations
AttemptingtoattackanOrganizationasasinglecharacterorwithaUnitisvery
difficult,ifnotimpossible.
ItsnotpossibletodealdirectphysicalstresstoanOrganizationwithjustabig
gun.Inthiscase,sizereallydoesntmatter,itshowyouuseit.
PhysicalandMentalattacksagainstOrganizationsarehandledmuchlikeSocial
attacks.TheOrganizationasawholedoesntfeeltheattack,buttheresult.And
just because the attack was physical doesnt mean that it has to deal Physical
stress.
For example, to make a Physical attack on an Organization, you may need to
blowupafactory,destroyanimportantbaseofoperations,orassassinatesome
ofitsmoreimportantmembers.Andinthiscasethenatureoftheattackdoesnt
matter so much as the target. Blowing up a factory full of prominent scientist
mightinsteadcountasanattackagainsttheOrganizationsMentalStressTrack.
Whendoingthis,theGMcanassignLeveragetothePhysicalattackinmuchthe
samewayitisassignedtoSocialattacks.Seepg.233formoreonLeverage.
Oncethedeedisdone,youmaketheattackroll.Thisrollishandledasasimple
dice roll plus any Leverage applied to it. The Organization defends with its
relevantAbilityplusitsInfluenceRating.
So, if a group of PCs get together and decide to take on Talos Systems by
blowing up their refinement factory, they first need to actually disable it
probablywithexplosives.Thismaybehandledoffscreensomehow,oritmay
bethebasisforoneormoregamesessions.
Oncethisisdone,theGMthinksabouttheOrganizationandtriestodetermine
how much losing the factory and the employees in it is going to impact the
company. In this case, the GM decides that its a pretty big deal. He grants a
Leverage rating of +4 and the attack will affect the companys Mental Stress
Track(sinceafactoryismostdirectlyrelatedtoCraft,andsuchanattackcant
begoodformorale).
Sooneoftheplayersrollsthediceandadds+4fortheLeverageandanyother
modifiershecancomeupwith.TheOrganizationthendefendswithaCraftroll
plusitsInfluenceRating.
Youcanseethatitisverydifficultforasmallgrouptotakeonalargergroup.
However,ifthesmallgroupisbackedbyanOrganization,theGMmayallowyou
toaddthebackingOrganizationsInfluenceRatingasbonusLeverage,assuming
the allied Organization was directly involved in helping the PCs pull off the
operation.
IfthePCshavetheinformationandresourcesofanotherOrganizationbacking
them,theycanstrikemuchmoreefficiently.TheOrganizationcanprovidethem
withthesuppliesandinformationtheyneedtohitmorecriticaltargetsanddo
thejobmoreeffectively.



405

FieldingUnits
InaSkirmishScaleconflict,onceperturn,anOrganizationcanfieldUnitsby
spending a Fate Point and making a Logistics roll, adding its Influence as a
bonus. The total of this roll, if above o, is the number of Units that the
Organizationcanputintoplay.
The Size of the Unit depends on the result of an Ability roll based on its
purpose.Forinstance,theOrganizationwouldrollSecuritytodeployaUnit
full of soldiers or Craft for a band of engineers. The result of the roll
determinesthemaximumSizeoftheUnit,asperthetablebelow:
Result UnitSize MaximumAbility
<0 1 3
12 1 4
34 2 4
46 2 5
79 3 5
1012 3 6
1316 4 6
17+ 4 7
WhenfieldingUnitsthatarentmadeupofdefinedPCorNPCs,youcanuse
thefollowingsystemtodeterminethegeneraleffectivenessofaUnit.
First,determinewhichoftheOrganizationsAbilitiesbestreflectwhatitis
theUnitisbestat,oneeachofPhysical,MentalandSocial.
Now roll those Abilities. The results for each category set the Physical,
MentalandSocialAbilitiesforthatUnit,uptothemaximumvaluesetinthe
abovetable.
Also,dontforgetthattheUnitwillhaveanumberofRosterAspectsequal
to itsPhysical Ability, and the Roster Aspects should be heavily inspired by
whichAbilitiestheOrganizationrolledtodeterminetheUnitsAbilities.
TheUnithasaRefreshRateequaltohalfitsparentOrganizationsRefresh
Rate(roundup).
So, for example, lets say the Organization wants to field some Units of
soldierstotakepartinaSkirmishScaleconflictinwhichtheyneedtodefenda
bridgenearby.
TheOrganizationsrelevantstatsare:
DefiningAspect:MilitantRebels
Influence:4 Logistics:2
Perception:3 Morale:3
Security:5 Craft:3
Resources:3



406
Chapter11UnitsandLrgScaleConflict

First the Organization needs to see how many Units it can field, so it rolls
Logistics + Influence and gets a result of 2. Not wanting to spend any Fate
Pointsrightnow,itdecidestojustgowithtwoUnits.
TheOrganizationdecidesitwantsaUnitofsoldiersandaUnitofengineersto
makerepairstothebridgeifanyarerequired.
Now we need to determine the Size of both Units. The Organization rolls
Security for the group of soldiers and Craft for the engineer, adding its
Influence to both. The roll for the soldiers turns up a 7, but the Organization
spendsaFatePointandinvokesitsMilitantRebelsAspectandadds+2,fora
total of 9. Checking the table above, this results in a total Size of 3, with a
maximumAbilityratingof5.
It then rolls Craft + Influence for the Unit of engineers, which results in a 5.
ThistranslatestoatotalUnitSizeof2andamaximumAbilityratingof5.
Now the Organization rolls Security to determine the soldier Units Physical
Ability,MoraleforitsMentalAbility,andResourcesforitsSocialAbility.
FortheengineerUnit,theOrganizationrollsPerceptionforitsPhysicalAbility,
CraftforitsMentalAbility,andResourcesforitsSocialAbility.
Oncetherollshavebeenmade,andthenRosterAspectshavebeenselected,
theUnitslooklikethis:
SoldierUnit EngineerUnit
DefiningAspect:RebelSoldiers DefiningAspect:RebelEngineers
Size:3,Physical:5,Mental:4,Social:3 Size:2,Physical:3,Mental:4,Social:4
RosterAspects: RosterAspects:
RebelRiflemanx2 RebelRifleman
RebelSniper RebelEngineer
RebelHeavyWeaponExpert RebelSergeant
RebelSergeant

Reinforcements
WhenaUnitlosesamember,andhisRosteraspecthasbeenremoved,the
Unit either has to get the member back in fighting shape or replace him;
replacinghimiseasierifyourOrganizationcansendareplacement.
Anytimeamemberoftheteamgoesdown,theOrganizationcanattempt
tosendanequivalentreplacement.
Todothis,theOrganizationmustrollitsLogisticsabilityagainstadifficulty
of 3. If it succeeds, a replacement arrives within 24 hours. A roll total in
excessofthedifficultycanbeusedtoreducetheamountoftimerequired.
IftheOrganizationsrollfails,itmaytryagainthenextdayorspendaFate
Pointandtryagainrightaway.



407


408
Chapter11UnitsandLrgScaleConflict

Chapter12
Antagonists

TypesofNPCs
Extras
Extras are the nameless masses of people your characters will encounter
onadaytodaybasis.Forthevastmajorityofthem,thesecharactersdont
evenneedaname,muchlessstats.
When you need to introduce a new character, simply start with a blank
charactersheetandfillinafewcriticalpiecesofdatatheirbestAbility,the
Aspectsthatjumpoutatyouasmostimportantandleavetherestblank.
When a situation arises where the Extra needs to roll an Ability or use an
Aspect you havent written down, go ahead and write it down, then roll
appropriately. This results in Extras getting fleshed out over time without
needingtoinvestalotoftimeoreffortupfront.
ThenumberofstressboxesanextrahasperConsequenceiscalculatedthe
same as it is for PCs. However, extras do not have the full complement of
Consequences.Theyarenotanimportantpartofthestory,andinaconflict,
theyarequicklyDefeated.
The three types of Extras, the amount of stress they can suffer, and the
number of Fate Points they add to the GMs NPC Fate Point pool upon
enteringascenearedescribedbelow:
Trivial Extras are nameless guards, bartenders, village commoners, etc.
They have two sets of stress boxes and can suffer only two types of
ConsequencesMajorandDefeated(P).TrivialextrasdonotincreasetheNPC
FPpooluponenteringthescene.
Vital Extras are equally nameless individuals, but serve a greater role in
obstructing the PCs and challenging them. They have three sets of stress
boxesandConsequences:Major,Severe(P)andDefeated(P).Uponentering
a scene for the first time, Vital Extras provide the NPC pool with two
additionalFatePoints.



409

Units are a special type of Extra. They are actually a large number of
individualcharactersthataretreatedasonecharacterasfarastherulesare
concerned.And like othercharacter, theycan bedesignatedas Trivial or
Vital.
A Unit generally provides a number of additional Fate Points equal to its
Size to the NPC Fate Point pool. So a Size 3 Unit that is considered a Vital
Extrawouldadd5FPstotheNPCpool.IftheUnitwereTrivial,itwouldonly
add3.
Seepg.394formoreonUnits.

GameMasterPlayedCharacter(GMPCs)
Thesecharactersarethemostimportantcharactersinthegamethatarent
yourPCs.Theyfilltheroleofthebigbadguyormaybeabelovedmentor.
GMPCsshouldbeapproachedwiththesamelevelofcareasanewPCand
have the full assortment of Aspects, Abilities, Advantages, Consequences,
equipment, etc. When entering a scene for the first time, a GMPC usually
providestheNPCFatePointpoolwith5additionalFP.
However,iftheGMPCwouldhaveahigherthannormalRefreshforsome
reason,youmayaddtheseadditionalFPaswell.

AntagonistEntries
Thefollowinginformationiscontainedintheentryforeachantagonist.
StressTrack:Thenumberofstressboxesthecreaturehasforeachtypeof
StressTrack.
NotableAdvantages:ThecharactermayhaveseveralAdvantagesthatare
already factored into the characters stats and are not listed. Advantages
listedherearethoseofparticularnote.
TotalPhysicalDefenseModifier(AR):Thisisthebonustypicallyaddedto
the characters dice roll when defending against physical attacks. The
numberinparenthesisisthecharactersArmorRating.
AttackModifier(WR):Thisisthebonustypicallyaddedtothecharacters
dicerollwhenattackingwiththelistedweapon.Thenumberinparenthesis
istheweaponsWeaponRating.



410
Chapter12Antagonists

AnimalAntagonists
Bird
Asmallbird,likeasparroworaraven.

CharacterAspects: Size:2
LittleBird(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: N/A Deception: 3
Endurance: 2 Knowledge: N/A Empathy: 4
Perception: 4 Reasoning: 3 Persuasion: N/A
Strength: 3 Willpower: 0 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
Clumsywhenwalkingandhopping(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
KeenSight+2onrollstosee
FlightSlowbutAgileFlight
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +4(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +2(+0) Agility 0
PoorDefense

Birds,Flock[Unit]
Alargeflockofbirds,numberinginthedozens.

DefiningAspect: Size:1
FlockofBirds(P)
__________________________________________________________________________________________________________________________________________

Physical: 7 Mental: 3 Social: N/A


__________________________________________________________________________________________________________________________________________

RosterAspects:
FlockofBirdsx7






411

Bear
Abigbear,likealargebrownbearoragrizzly.

CharacterAspects: Size:1
BigBear
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: N/A Deception: 4
Endurance: 5 Knowledge: N/A Empathy: 1
Perception: 4 Reasoning: 1 Persuasion: N/A
Strength: 7 Willpower: 2 Resources: N/A

StressTrack: 13 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
Clumsywhenrunning(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+2)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +7(+2) Agility 0
PoorDefense
Claw +8(+1) Agility 0

Bull
Alargepowerfulbull,completewithhornsandatemper.

CharacterAspects: Size:1
BigTemperamentalBull
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: N/A Deception: 4
Endurance: 4 Knowledge: N/A Empathy: 2
Perception: 3 Reasoning: 2 Persuasion: N/A
Strength: 7 Willpower: 0 Resources: N/A

StressTrack: 13 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
DeadlyCharge(Strength)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+2)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Gore +7(+2) Agility 0
PoorDefense



412
Chapter12Antagonists

Cat,House
Astandardhousecat.

CharacterAspects: Size:2
LittleCat
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 4 Craft: N/A Deception: 0
Endurance: 2 Knowledge: N/A Empathy: 1
Perception: 4 Reasoning: 1 Persuasion: 2
Strength: 3 Willpower: 2 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

NotableAdvantages:
NightSight+2onrollstoseeatnight
Stealthy+2onrollstohideandsneak
FelineClimber+2onrollstoclimbtressandsimilarobstacles
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +4(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite/Claw 2(+0) Agility 0
PoorDefense

Crocodile
Thisisamediumsizedcrocodileoralligator.

CharacterAspects: Size:0
Crocodile(orAlligator)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: N/A Deception: 1
Endurance: 4 Knowledge: N/A Empathy: 4
Perception: 3 Reasoning: 3 Persuasion: N/A
Strength: 4 Willpower: 1 Resources: N/A

StressTrack: 8 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
LethargiconLand(Agility)
CrushingBite(Strength)
StealthyinWater(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+3)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +4(+3) Agility 0
PoorDefense



413

Fish
Afish,weighingroughlyapound.

CharacterAspects: Size:2
LittleFish(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: N/A Deception: 4
Endurance: 3 Knowledge: N/A Empathy: 4
Perception: 1 Reasoning: 3 Persuasion: N/A
Strength: 3 Willpower: 0 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
ImmobileonLand(P)(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +2(+0) Agility 0

Horse
Atypicalfullgrownridinghorse.

CharacterAspects: Size:1
DocileandTrustingRidingHorse
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: N/A Deception: 4
Endurance: 4 Knowledge: N/A Empathy: 1
Perception: 3 Reasoning: 0 Persuasion: N/A
Strength: 7 Willpower: 1 Resources: N/A

StressTrack: 12 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
TrainedMount(Strength)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+2)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Kick +7(+2) Agility 0
PoorDefense






414
Chapter12Antagonists

Rat
Alargemouseorrat.

CharacterAspects: Size:2
LittleRodent(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: N/A Deception: 0
Endurance: 3 Knowledge: N/A Empathy: 3
Perception: 4 Reasoning: 1 Persuasion: N/A
Strength: 3 Willpower: 0 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

NotableAdvantages:
KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +2(+0) Agility 0
PoorDefense

Rats,Swarm[Unit]
Amassiveswarmorrats,numberingoverahundred.

DefiningAspects: Size:1
MassofLittleRodents(P)
__________________________________________________________________________________________________________________________________________

Physical: 7 Mental: 3 Social: N/A


__________________________________________________________________________________________________________________________________________

RosterAspects:
MassofLittleRodentsx7



415

Shark
Thisisamediumsizedshark,likeamako.

CharacterAspects: Size:0
Shark(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: N/A Deception: 2
Endurance: 4 Knowledge: N/A Empathy: 3
Perception: 5 Reasoning: 2 Persuasion: N/A
Strength: 4 Willpower: 1 Resources: N/A

StressTrack: 8 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
ImmobileonLand(P)(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +4(+2) Agility 0
PoorDefense

Snake
Thisisamediumsizedpoisonoussnake,likearattlesnake.

CharacterAspects: Size:0
Snake(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 4 Craft: N/A Deception: 2
Endurance: 3 Knowledge: N/A Empathy: 2
Perception: 4 Reasoning: 3 Persuasion: N/A
Strength: 2 Willpower: 0 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
Slithers(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
PoisonSubtly:3,Potency:5,Delivery:Bite
HeatSensitive+2onPerceptionrollstodetectheat
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +4(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +4(+0) Agility 0
PoorDefense,Bitedeliverspoison.


416
Chapter12Antagonists

Spider
Ahandsized,webspinning,poisonousspider.

CharacterAspects: Size:2
Spider(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 4 Craft: N/A Deception: 0
Endurance: 3 Knowledge: N/A Empathy: 4
Perception: 4 Reasoning: 2 Persuasion: N/A
Strength: 3 Willpower: 0 Resources: N/A

StressTrack: 1 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

NotableAdvantages:
KeenSight+2onrollstosee
PoisonSubtly:3,Potency:3,Delivery:Bite
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +4(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite 3(+0) Agility 0
PoorDefense,Bitedeliverspoison.


Spiders,Swarm[Unit]
Alargeswarmorspiders,numberingoveradozenforlargerspidersliketarantulas,
oroverahundredforsmallspiderslikeblackwidows.

DefiningAspect: Size:1
SwarmofSpiders(P)
__________________________________________________________________________________________________________________________________________

Physical: 7 Mental: 3 Social: N/A



__________________________________________________________________________________________________________________________________________

RosterAspects:
SwarmofSpidersx7



417

Tiger
Thesestatsrepresentanaveragetiger,ormaybealeopardorlion.

CharacterAspects: Size:0
GreatCat
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: N/A Deception: +1
Endurance: 3 Knowledge: N/A Empathy: 2
Perception: 4 Reasoning: 0 Persuasion: N/A
Strength: 4 Willpower: 2 Resources: N/A

StressTrack: 7 StressTrack: 2 StressTrack: N


__________________________________________________________________________________________________________________________________________

NotableAdvantages:
NightSight+2onrollstoseeatnight
Stealthy+2onrollstohideandsneak
FelineClimber+2onrollstoclimbtressandsimilarobstacles
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +4(+2) Agility 0
PoorDefense
Claws +4(+1) Agility 0



418
Chapter12Antagonists

Wolf
These stats represent an average wolf, such as a timber wolf. This may also be
usedtorepresentanystrongdog,suchasaDobermanorboxerbulldog.

CharacterAspects: Size:0
PowerfulCanine
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 4 Deception: 4
Endurance: 3 Knowledge: 4 Empathy: 4
Perception: 5 Reasoning: 0 Persuasion: 4
Strength: 3 Willpower: 1 Resources: 4

StressTrack: 6 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

NotableAdvantages:
KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +3(+2) Agility 0
PoorDefense

Wolves,Pack[Unit]
Apackofaroundeightwolves.

CharacterAspects: Size:2
WolfPack
__________________________________________________________________________________________________________________________________________

Physical: 7 Mental: 3 Social: N/A


__________________________________________________________________________________________________________________________________________

RosterAspects:
HungryWolfx7
PackAlpha



419

FantasyAntagonists
BeastoftheLagoon
Thisisabigamphibianhumanoid.Itlivesinabeautifullagoon.

CharacterAspects: Size:0
AmphibianHumanoidMonster
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 2
Endurance: 4 Knowledge: 0 Empathy: 2
Perception: 2 Reasoning: 2 Persuasion: 0
Strength: 4 Willpower: 3 Resources: N/A

StressTrack: 8 StressTrack: 5 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
NoInhibitions(Willpower)
AtHomeintheWater(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
Breathless (Amphibian) The Beast of the Lagoon can stay indefinitely
underwater,withoutanyilleffect.
Poison Subtly: 3, Potency: 5, Delivery: Claws; The Poison in Beast of the
Lagoons claws induces vivid hallucinations potentially producing Mental
ConsequencesinsteadofPhysicalones.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+2)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Claws +4(+1) Agility 0
CloseCombatWeapon


420
Chapter12Antagonists

CityGuard
This is the typical medieval city guard, an upstanding member of the community
and employee of the local lord. His job is to patrol the city, acting as police and
security.

CharacterAspects: Size:0
RespectedCityGuard
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 1
Endurance: 3 Knowledge: 2 Empathy: 3
Perception: 2 Reasoning: 2 Persuasion: 2
Strength: 3 Willpower: 3 Resources: 2

StressTrack: 6 StressTrack: 5 StressTrack: 4


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SometrainingwiththeHalberd(Strength)
EasilyBored(Willpower)
EyeforCrime(Perception)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+2)
Armor:ChainMailArmorStress:4,Bulky

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Halberd +3(+5) Agility 0
Long,Huge(P)
Baton +3(+1) Agility 0

CityGuardPatrol[Unit]
Thisisthetypicalsmallunitoffourmedievalcityguards.

CharacterAspects: Size:1
PatrolofRespectedCityGuards
__________________________________________________________________________________________________________________________________________

Physical: 4 Mental: 6 Social: 4


__________________________________________________________________________________________________________________________________________

RosterAspects:
CityGuardx3
Officer



421

Dragon
These stats represent the typical fire breathing behemoth a band of adventurers
mighthavethemisfortunetoencounter.

CharacterAspects: Size:3
MassiveWingedMonstrosity
BornofMagicandFire
ApexPredator
Wise,WickedandQuicktoAnger
Yourlifemeanslessthanthegoldinyourpouch.
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: 1 Deception: 3
Endurance: 8 Knowledge: 4 Empathy: 2
Perception: 5 Reasoning: 5 Persuasion: 4
Strength: 7 Willpower: 4 Resources: 5

StressTrack: 18 StressTrack: 9 StressTrack: 9


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
PonderousMovement(Agility)
KnowledgeoftheAges(Knowledge)
TooProudtoLie(Deception)
TooProudtoCare(Empathy)
TheDragonsHorde(Resources)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Dragon;AffinityAbility:Dragon5
EnhancedHearing,PassiveEnhancedHearing(P)
EnhancedSight,PassiveEnhancedSight(P)
FlightFastandClumsyFlight
ProjectileAttack(CostsFatePoint,Physical)BreathofFire,WR:+8(TL:3)
Terrify+3bonusonrollstoTerrify
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+8)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +7(+2) Agility 0
Claws +7(+1) Agility 0
FieryBreath +5(+8) Agility 5

MentalAttack Att.Mod.(WR) Def.Ability Range


Terrify +5 Willpower 5






422
Chapter12Antagonists

Ghost
Arestlessspiritthatseemstobetheghostofaperson.

CharacterAspects: Size:0
InvisibleandIncorporealSpiritoftheDead(P).
WithoutTrueFormorSubstance
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 4 Craft: 1 Deception: 3
Endurance: 2 Knowledge: 2 Empathy: 1
Perception: 2 Reasoning: 3 Persuasion: 2
Strength: 2 Willpower: 3 Resources: 0

StressTrack: 4 StressTrack: 6 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
Isawitsomethingoutofthecornerofmyeye!(Agility)
HasaReasontoExist(Willpower)
ReflectionofVisageCastonDarkenedMirror(Persuasion)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Ectoplasm;AffinityAbility:Spirit3
Insubstantial,Passive(VulnerabletoMagic)
InvisibleTheGhostisnaturallyinvisible
Telekinesis (Activation Diff: 1 + Strength, Limitation: The Ghost can use
Telekinesis only objects that are linked to its history or objects in
locationsithaspsychiclink)PsychicTelekinesis
FlyTheGhostcanfly,hoverandglidewithease,butitsflyingspeedislimited
tohustle.
TerrifyCanmakeaMentalattackwithanEdgeof+3
TouchAttackChillingTouch,WR:+6(TL:3)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +4(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


ChillingTouch +4(+6) Agility 0

MentalAttack Att.Mod.(Edge)Def.Ability Range


Terrify +3(+3) Willpower 3


423

Goblin
Smallmalevolentfaeriecreature

CharacterAspects: Size:1
Malicious,GrotesqueLittleFaerie
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: 2 Deception: 3
Endurance: 2 Knowledge: 1 Empathy: 1
Perception: 1 Reasoning: 1 Persuasion: 1
Strength: 1 Willpower: 2 Resources: 1

StressTrack: 2 StressTrack: 4 StressTrack: 2


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
Born Without Teeth, Made Them Itself from Glass, Sharp Stones and Serrated
Bones.(Agility)
BornofDarknessandWinter(Deception)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Faerie;AffinityAbility:Faerie1
Ambush Predator Goblins gains +1 on attacks made against an ambushed
opponents.
Deadly Grace Goblins may substitute Agility for Strength when fighting
unarmedorusingmeleeweapons
Hunterofthe WildGoblinsgains+2onrollstosetambushesandlaytrapsin
thewilderness.
MonkeyManGoblinsgains+2onAgilityrollstoclimb.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+1)
Armor:HideArmorStress:3

PhysicalAttack Att.Mod.(WR) Def.Ability Range


TeethofGlassandStone +3(+1) Agility 0
PoorDefense

GoblinBand[Unit]
AgroupofabouteightsmallmalevolentFaerie.

DefiningAspect: Size:0
Malicious,GrotesqueLittleFaerieBand
__________________________________________________________________________________________________________________________________________

Physical: 4 Mental: 3 Social: 4


__________________________________________________________________________________________________________________________________________

RosterAspects:
Malicious,GrotesqueLittleFaeriex4


424
Chapter12Antagonists

Knight
Youngknightinshiningarmor.

CharacterAspects: Size:0
YoungKnightinhisPrime
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 2
Endurance: 3 Knowledge: 2 Empathy: 2
Perception: 2 Reasoning: 2 Persuasion: 3
Strength: 3 Willpower: 3 Resources: 3

StressTrack: 6 StressTrack: 5 StressTrack: 6


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
PrimeExampleofMartialSpirit(Strength)
YouareinpresenceofSir[name],fromthe[name]family.(Persuasion)
ShiningPlateArmorwithFamilyHeraldry(Resources)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
HardStyleGaina+1AttackModifieronunarmedattacksusingStrength.
Striking Looks You gain a +1 bonus to Persuasion rolls when dealing with
membersoftheoppositesex,orhomosexualmembersofyoursamesex.
Trained Rider You gain a +2 bonus when making rolls to determine how well
youcanridealivingcreature.
Well Known Your name is well known in many circles. If you are using your
name,yougaina+1bonusonthefirstPersuasionrollonanypersonwhohas
heardofyourreputation
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+7)
Armor:HideArmorStress:6,Bulky(P)
Shield:HeavyShieldAR:+3,Large

PhysicalAttack Att.Mod.(WR) Def.Ability Range


PlatedFist +3(+1) Strength 0
Mace +3(+3) Strength 0
Large


425

Spirit,Lesser,Fire
Thisisasmallspiritoffire,aboutthesizeandshapeofachild.

CharacterAspects: Size:1
FireSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 0 Deception: 0
Endurance: 2 Knowledge: 0 Empathy: 0
Perception: 2 Reasoning: 1 Persuasion: 0
Strength: 2 Willpower: 2 Resources: 3

StressTrack: 3 StressTrack: 3 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
WildandRandomMovement(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit3
ProjectileAttack(CostsFatePoint,Physical)BreathofFire,WR:+6(TL:3)
Insubstantial,Passive(VulnerabletoMagic)
WeaknessCanbedamagebyicebasedattacks.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
FlamingHands +2(+3) Agility 0
FieryBreath +3(+6) Agility 3

Spirit,Standard,Fire
Thisisamediumsizedspiritoffire,aboutthesizeandshapeofanadulthuman.

CharacterAspects: Size:0
FireSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: 1 Deception: 1
Endurance: 3 Knowledge: 1 Empathy: 1
Perception: 3 Reasoning: 2 Persuasion: 1
Strength: 3 Willpower: 3 Resources: 3

StressTrack: 6 StressTrack: 5 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
WildandRandomMovement(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit4
Insubstantial,Passive(VulnerabletoMagic)
WeaknessCanbedamagebyicebasedattacks.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+0)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
FlamingHands +3(+4) Agility 0
FieryBreath +4(+7) Agility 4



426
Chapter12Antagonists

Spirit,Greater,Fire
Thisisalargesizedspiritoffire,aboutthesizeandshapeofalargebear.
CharacterAspects: Size:1
FireSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 4 Craft: 2 Deception: 2
Endurance: 4 Knowledge: 2 Empathy: 2
Perception: 4 Reasoning: 3 Persuasion: 2
Strength: 4 Willpower: 4 Resources: 2

StressTrack: 9 StressTrack: 7 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
WildandRandomMovement(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit5
Insubstantial,Passive(VulnerabletoMagic)
WeaknessCanbedamagebyicebasedattacks.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+0)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
FlamingHands +4(+5) Agility 0
FieryBreath +5(+8) Agility 5

Spirit,Lesser,Earth
Thisisasmallspiritofearth,aboutthesizeandshapeofahumanchild.

CharacterAspects: Size:1
EarthSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: 0 Deception: 0
Endurance: 3 Knowledge: 0 Empathy: 0
Perception: 1 Reasoning: 2 Persuasion: 0
Strength: 3 Willpower: 2 Resources: 3

StressTrack: 5 StressTrack: 4 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+3)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Punch +3(+1) Agility 0



427

Spirit,Standard,Earth
Thisisamediumspiritofearth,aboutthesizeandshapeofaadulthuman.

CharacterAspects: Size:0
EarthSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: 0 Deception: 0
Endurance: 5 Knowledge: 0 Empathy: 0
Perception: 2 Reasoning: 3 Persuasion: 0
Strength: 5 Willpower: 3 Resources: 3

StressTrack: 10 StressTrack: 6 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+5)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Punch +5(+2) Agility 0

Spirit,Greater,Earth
Thisisalargespiritofearth,aboutthesizeandshapeofalargebear.

CharacterAspects: Size:1
EarthSpirit(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: 0 Deception: 0
Endurance: 7 Knowledge: 0 Empathy: 0
Perception: 3 Reasoning: 4 Persuasion: 0
Strength: 7 Willpower: 4 Resources: 3

StressTrack: 15 StressTrack: 8 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+7)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Punch +7(+3) Agility 0







428
Chapter12Antagonists

Troll
Thisisthebestialbigfaerietroll.

CharacterAspects: Size:1
BestialGiantNocturnalFaerie
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 2
Endurance: 3 Knowledge: 2 Empathy: 1
Perception: 1 Reasoning: 1 Persuasion: 1
Strength: 6 Willpower: 2 Resources: 2

StressTrack: 12 StressTrack: 4 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
OversizedEarsandNose(Perception)
Gullible(Reasoning)
Violentmanners(Persuasion)
Bog,Meanandscary(Persuasion)
ToughBastard(Endurance)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
HideinPlainSightTrollsgain+2onrollstohideinastationaryposition.
KeenSmellTrollsgain+2onrollstosmell
Wrestler Trolls gain a +2 bonus to grappling related rolls, such as when
attempting to put Aspect such as Grabbed, Thrown Down or Pinned on
enemiesinhandtohandcombat.
WeaknessTrollsareparalyzedinsunlight.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+3)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Fist +6(+1) Agility 0
LargeClub +6(+4) Agility 0
Huge(P)




429

Vampire,Noble
Thevampiriclordoftherealm,ancientandterrifying.

CharacterAspects: Size:0
AncientVampiricNoble(P)
CharmingForeigner
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 6 Craft: 2 Deception: 4
Endurance: 6 Knowledge: 3 Empathy: 3
Perception: 3 Reasoning: 3 Persuasion: 4
Strength: 6 Willpower: 4 Resources: 3

StressTrack: 12 StressTrack: 7 StressTrack: 7


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
CompelledtoSleepDuringtheDay(Endurance)
InhumanFeatsofStrength(Strength)
TheHunger(Willpower)
MesmerizingEyes(Deception)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
Armor,PassiveUndeadFlesh,AR:+4.
KeenSmellThevampiregains+2onrollstosmell.
Leach (Limitation: Requires Blood Draining) Blood Drinker, The vampire can
downgradeitsownConsequencesbyinflictingthemonotherswithitsLeach
Power.
Lifeless No need to eat, drink, or breath. Does not age. Immune to poison,
vacuum,diseaseordrugs.
Regeneration (World Class, Limb ReGrowth, Limitation: A Stake through the
heart stops Regeneration) Reduce time to downgrade Consequence by 3
time increments. Can only be killed by disintegration, a severed head or
destroyedheart.
WeaknessVampireWeaknesses:
Sunlightisanenvironmentalhazardakintofireforavampire.
Holywaterburnslikeacid.AsplashofholywaterhasaWeaponRatingof+6.
During day hours, all of the vampires Physical and Mental Abilities are
decreasedby4,toaminimumof1.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +6(+4)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Fist +6(+2) Agility 0
PoorDefense


430
Chapter12Antagonists

Werewolf
Theseeminglynormalman,cursedtotransformintoamonstrousbeastatthefirst
sightofthefullmoon.

CharacterAspects: Size:0
TheCurseofLycanthropy
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 3 Craft: 2 Deception: 3
Endurance: 3 Knowledge: 2 Empathy: 2
Perception: 3 Reasoning: 3 Persuasion: 2
Strength: 3 Willpower: 2 Resources: 2

StressTrack: 6 StressTrack: 5 StressTrack: 4


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
InhumanPhysique(Endurance)
TheInnerBeast(Reasoning)
TheBestialLustandCharm(Deception)
StrengthoftheBeast(Strength)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
StrikingLooksTheWerewolfgainsa+1bonustoPersuasionrollswhendealing
with members of the opposite sex, or homosexual members of your same
sex.
KeenSmellTheWerewolfgain+2onrollstosmell.
Curse of Lycanthropy (Conditional Trigger: First sight of the full moon), Wolf
ManForm,LinkedAdvantages:
Weakness:BestialCountenance
SuperStrength,Passive+5bonustoStrengthformostrolls.
TrueExpertStrengthoftheBeast(P)(Strength)
TrueExpertInhumanPhysique(P)(Endurance)
Armor,PassiveThickHide,+2AR
BodyWeaponryClawsandFangs,WR:+3
Regeneration(MetroClass,Limitation:Consequencescausedbysilverweapons
must heal normally) Reduce time to downgrade Consequence by 2 time
increments.
Weakness Silver weapons have their Weapon Rating increased by +4 when
attackingthewerewolf.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+0)/+3(+3)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Fist(Human) +3(+0) Agility 0
PoorDefense
Fangs/Claws(WolfMan) +8(+3) Agility 0
PoorDefense



431

Zombie,Mindless
Thisisdecomposingmindlessundeadcreature.

CharacterAspects: Size:0
MindlessUndead(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 0 Craft: N/A Deception: 2
Endurance: 3 Knowledge: N/A Empathy: 2
Perception: 0 Reasoning: 2 Persuasion: N/A
Strength: 3 Willpower: 0 Resources: N/A

StressTrack: 5 StressTrack: 1 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
ShamblingCarcass(Agility)
Aimforthehead!(Endurance)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +0(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Bite +3(+2) Agility 0

Zombie,Mindless,Horde[Unit]
Thisisshamblinggroupofaboutsixteenmindlesszombies.

DefiningAspect: Size:2
MindlessUndead(P)
__________________________________________________________________________________________________________________________________________

Physical: 5 Mental: 0 Social: N/A


__________________________________________________________________________________________________________________________________________

RosterAspects:
MindlessUndeadx5





432
Chapter12Antagonists

ModernAntagonists
PoliceOfficer/SecurityGuard
Thisisthetypicalcitybeatcoporsecurityguard.

CharacterAspects: Size:0
PatrolOfficer
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 1 Deception: 1
Endurance: 2 Knowledge: 2 Empathy: 2
Perception: 2 Reasoning: 3 Persuasion: 2
Strength: 3 Willpower: 2 Resources: 2

StressTrack: 5 StressTrack: 5 StressTrack: 4


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SpendsWeekendattheRange(Agility)
EasilyBored(Willpower)
Thatlooksfishy.(Perception)
LieDetector(Empathy)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+1)
Armor:ProtectiveVestStress:3,BulletResistant

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Sidearm(Lt.Pistol) +2(+3) PerceptionorAgility2
Small
Baton +3(+1) Agility 0

PoliceOfficer/SecurityGuardPatrol[Unit]
Thisisthetypicalsmallunitofpoliceofficersorsecurityguards.

CharacterAspects: Size:1
PatrolOfficer
__________________________________________________________________________________________________________________________________________

Physical: 7 Mental: 7 Social: 6


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SpendsWeekendattheRange(Agility)
EasilyBored(Willpower)
Thatlooksfishy.(Perception)
LieDetector(Empathy)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+1)
Armor:ProtectiveVestStress:3,BulletResistant

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Sidearm(Lt.Pistol) +6(+3) PerceptionorAgility2
Small
Baton +7(+1) Agility 0



433

PrivateDetective
Thestereotypicaldownonhisluckgumshoe.

CharacterAspects: Size:0
BurnedOutCopTurnedPrivateEye
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 1 Deception: 3
Endurance: 2 Knowledge: 2 Empathy: 3
Perception: 4 Reasoning: 3 Persuasion: 2
Strength: 2 Willpower: 2 Resources: 1

StressTrack: 4 StressTrack: 5 StressTrack: 3


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SmartMouth(Persuasion)
IdontsupposeIcouldgetpaidupfront?(Resources)
KeenEyeforDetails(Perception)
OldFriendsfromtheForce(Persuasion)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
EyeforCrime+2bonusonPerceptionrollstodiscovercluesatacrimescene.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


HeavyRevolver +2(+4) PerceptionorAgility2
Reliable,LimitedAmmo,Small
BootKnife +2(+2) Agility 0

SerialKiller
Serialkillerthathasstolenpoliceofficersuniform.

CharacterAspects: Size:0
Hugebloatedmaniacinuniform
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: 1 Deception: 3
Endurance: 4 Knowledge: 1 Empathy: 1
Perception: 1 Reasoning: 1 Persuasion: 2
Strength: 3 Willpower: 3 Resources: 1

StressTrack: 7 StressTrack: 4 StressTrack: 3


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
BodyofSinMadeFlesh(Endurance)
FollowingaPattern(Reasoning)
StolenUniform(Deception)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+1)
Armor:ProtectiveVestStress:3,BulletResistant
PhysicalAttack Att.Mod.(WR) Def.Ability Range
Baton +3(+1) Agility 0
RustyMachete +3(+3) Agility 0


434
Chapter12Antagonists

SmallTimeGangBanger
Ayoungmangrowinguponthewrongsideofthetracks.

CharacterAspects: Size:0
Meandmyboyswillmessyouup!
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 3
Endurance: 2 Knowledge: 1 Empathy: 2
Perception: 1 Reasoning: 2 Persuasion: 2
Strength: 3 Willpower: 2 Resources: 1

StressTrack: 5 StressTrack: 4 StressTrack: 3


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SeenTooMuchforaBoyHisAge(Willpower)
StreetInstincts(Empathy)
NoRespectfortheSystem(Persuasion)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)

PhysicalAttack Att.Mod.(WR) Def.Ability Range


HeavyPistol +2(+4) PerceptionorAgility2
Small

SmallTimeGang[Unit]
Adisorganizedgroupofsmalltimegangmembers.

DefiningAspects: Size:1
Meandmyboyswillmessyouup!
__________________________________________________________________________________________________________________________________________

Physical: 4 Mental: 3 Social: 4


__________________________________________________________________________________________________________________________________________

RosterAspects:
SmallTimeGangBangerwithaKnife
SmallTimeGangBangerwithaGun
SmallTimeGangBangerwithaBat
SmallTimeGangBangerwithaTireIron


435

Soldier/SWATOfficer
ThisisthesoldierintheArmyoramemberofthelocalSWATteam.
CharacterAspects: Size:0
TrainedSoldier
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 1 Deception: 1
Endurance: 3 Knowledge: 2 Empathy: 2
Perception: 2 Reasoning: 2 Persuasion: 2
Strength: 3 Willpower: 3 Resources: 2

StressTrack: 6 StressTrack: 5 StressTrack: 4


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
AssaultweaponsTraining(Agility)
DriventoCompletetheMission(Willpower)
TrainingbeforeInstincts(Willpower)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
FiringDiscipline+2bonusonReasoningrollstoavoidrunningoutofammo
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+4)
Armor:LightBattleArmorStress:5,Bulky

PhysicalAttack Att.Mod.(WR) Def.Ability Range


Carbine +2(+5) PerceptionorAgility3
FullAuto,ArmorPenetrating,Large
Sidearm(Lt.Pistol) +2(+3) PerceptionorAgility2
Small


436
Chapter12Antagonists

Terrorist/Extremist
Atypicalmemberofahardcoreterroristcell.
CharacterAspects: Size:0
DevotedExtremist
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 3 Deception: 2
Endurance: 3 Knowledge: 2 Empathy: 2
Perception: 2 Reasoning: 2 Persuasion: 1
Strength: 3 Willpower: 3 Resources: 1

StressTrack: 5 StressTrack: 5 StressTrack: 2


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
WillingtoDieaMartyr(Willpower)
GrewUpwithaGuninYourHand(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
HeavyAssaultRifle +2(+6) PerceptionorAgility3
FullAuto,ArmorPenetrating,Huge(P)
RocketLauncher(RPG) +2(+9) Agility 2EX
Explosive,AntiVehicular,Huge(P)


TerroristCell[Unit]
Asmallmilitantgroupofextremists.

DefiningAspects: Size:1
DevotedExtremists
__________________________________________________________________________________________________________________________________________

Physical: 4 Mental: 4 Social: 3


__________________________________________________________________________________________________________________________________________

RosterAspects:
TerroristwithanAK47x3
TerroristwithanRocketLauncherandScorpionSMG















437

SciFiAntagonists
CorporateSecurityGuard
This is the typical security guard from a futuristic setting, an employee of a local
megacorporation. His job is to patrol the companys property and engage
trespasserswithlethalforce.

CharacterAspects: Size:0
TrainedSecurityGuard
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 2 Deception: 1
Endurance: 3 Knowledge: 2 Empathy: 3
Perception: 2 Reasoning: 2 Persuasion: 2
Strength: 3 Willpower: 3 Resources: 2

StressTrack: 5 StressTrack: 5 StressTrack: 4


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SpendsWeekendattheRange(Agility)
EasilyBored(Willpower)
Thatlooksfishy.(Perception)
LieDetector(Empathy)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+4)
Armor:LightBattleArmorStress:5,Bulky

PhysicalAttack Att.Mod.(WR) Def.Ability Range


LightCoilSMG +2(+5) PerceptionorAgility2
FullAuto
GraviticBaton +3(+3) Agility 0

CorporateSecurityGuardPatrol[Unit]
Thisisthetypicalsmallunitoffourcorporatesecurityguards.

DefiningAspect: Size:1
PatrolofTrainedSecurityGuards
__________________________________________________________________________________________________________________________________________

Physical: 4 Mental: 4 Social: 4


__________________________________________________________________________________________________________________________________________

RosterAspects:
BoredSecurityGuardx3
SecurityOfficer





438
Chapter12Antagonists

SecurityDrone,Heavy
A large, heavy duty security drone, bought from some military surplus
store.ItseemstomeanbusinessandnobodyiscertainiftheoldBlackChipis
deactivatedpermanently.

CharacterAspects: Size:0
ComputerizedDrone(P)
VirtuallyIntelligent
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: N/A Deception: 4
Endurance: 5 Knowledge: 1 Empathy: 4
Perception: 5 Reasoning: 2 Persuasion: N/A
Strength: 8 Willpower: 4 Resources: N/A

StressTrack: 13 StressTrack: 6 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
BigFnArmMountedLasers(Agility)
BuildtoTakeaBeating,andThenSome!(Endurance)
AccessDenied!(Willpower)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
GunsAkimboGainstheAspectGunsAkimbo(P)
NightVisionGainstheNightVision(P)Aspect.
ThermalVisionGainstheThermalVision(P)Aspect.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+8)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
BuiltinLaserx2 +2(+12) Perception 4
BeamWeapon,Huge(P)
















439

SwarmofNanomachines
Aglitteringswarmofmicroscopicrobots,runbyanadvancedhivemindprogram
inspiredbythebehaviorofinsectswarms.
CharacterAspects: Size:1
HiveMindInspiredbyanInsectCloud(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 2 Craft: 1 Deception: 2
Endurance: 3 Knowledge: 2 Empathy: 2
Perception: 2 Reasoning: 1 Persuasion: 0
Strength: 2 Willpower: 3 Resources: N/A

StressTrack: 5 StressTrack: 4 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SwarmMobility(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:
Insubstantial,Passive(Vapor,VulnerabletoEnergy)
FlyTheswarmcanfly,hoverandglidewithease,butitsflyingspeedislimitedto
hustle.
TouchAttackDissolvingTouch,WR:+6(TL:3)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +6
PhysicalAttack Att.Mod.(WR) Def.Ability Range
DissolvingTouch +6(+6) Agility 0

Zombie,Host
Thisishumancarcassanimatedbygiantspaceleeches.
CharacterAspects: Size:0
HumanCarcassAnimatedbyLeechesfromOuterSpace(P)
__________________________________________________________________________________________________________________________________________

Physical Mental Social


Agility: 1 Craft: 0 Deception: 1
Endurance: 3 Knowledge: 0 Empathy: 2
Perception: 1 Reasoning: 1 Persuasion: N/A
Strength: 3 Willpower: 2 Resources: N/A

StressTrack:6 StressTrack: 3 StressTrack: N


__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SuperParasitefromOuterSpace(Endurance)
Ithinktheyarebuildingsomekindofhive?(Craft)
Aimforthehead!(Endurance)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +1(+3)
PhysicalAttack Att.Mod.(WR) Def.Ability Range
RustyPitchfork +1(+4) Agility 1TH
Long,Rusty
Feed +3(+6) Endurance 0
Canonlybeusedongrappledvictims,Unsettling



440
Chapter12Antagonists

Chapter13
GameMastery
What follows is a series of short articles intended to provide new and
veteranGMswithadviceonrunningStrandsofFatecampaigns.Andmuchof
thesameadvicecancarryovertootherRPGsaswell.

Changeit!
Ifyoutakenothingelseawayfromthischapter,rememberthis:Thisentire
bookisreallyjustabookofadvice.Wepromise,VoidStarGamesisntgoing
to send a team of ninjas after you if you dont play exactly by the rules
printedinthisbook.
Dont like the Campaign Power Levels we came up with? Change them!
Want to use a different set of stress and conflict rules from another FATE
game?Goforit!
TheGMhastherighttochangeeachandeveryruleinthisbooktosuithis
campaign,solongasitdoesntviolatethemostsacredofrules

TheRuleofFun
As a GM, any time a rules dispute arises or something happens that isnt
clearly addressed in this book; ask yourself one thing before deciding on a
solution:Isthissolutionfunforeveryone?
More than anything else, the goal of any game is to have fun. The rules
provideaframeworkforthegamebuttheyshouldneverviolatetheruleof
fun.Ifaruleinthisbookiskeepingyouortheplayersfromhavingthemost
fun they could have with this game, scrap it. Or, change it as needed.
Likewise,ifaplayerhasacharacterthatisbehavinginawaythatruinsthe
funforanotherplayer,theissueneedstobeaddressed.
The most common type of fun ruining character behavior is when one
characterisdisproportionatelymorepowerfulthantheothercharacters.



441

Thiscancomeaboutinseveralways.Maybetheplayerexploitedtherulesin
some way to get a more efficient character build, or maybe its just an
issue of the character synergizing with the setting in an unpredictable
way.Regardlessofhowthesituationarises,theheartoftheproblemisthat
asinglecharactercanprovidetheanswertoeveryproblemthepartyfaces.
Andsincehealwayshastheanswer,thegamesessionsspotlightalways
seemstobeaimedathim.
Whilethismightbealotoffunforthespotlighthog,itsprobablynotmuch
fun for the other players. As the GM, youll need to watch for this sort of
behaviorandcomeupwithamethodofresolvingit.Thebestwaytohandle
itistotaketheplayerasideandexplaintohimthatyoufeelhischaracteris
breaking the rule of fun for the other players and that an adjustment
needstobemade.
Another approach is to alter the story or setting to compensate. But be
careful because something that may provide a challenge to an overly
powerfulcharactermaybeadeathsentenceforanyoftheothermembers
oftheparty.
Thusfarwevepickedontherulesandplayersasthemostlikelybreakers
of the rule of fun, but in truth the most often bearer of guilt is you, the
GM.
The GM has the power of the cosmos at his fingertips. NPCs dance to his
whimandhecanpresentanychallengehedesirestothePCs.Butasawise
comic book character once said, With great power, comes great
responsibility.
WhileitistheGMsjobtopresentthePCswithchallengestomakeascene
moreinteresting,beverycarefulthatyouarentputtingneedlessobstacles
intheirway.
Letslookatasimplerowofhedgesasanexample.Afighthasbrokenout
inthesuburbsandtwogroupsofcombatantsarehavingitoutinthefront
yards of two different residences. A short row of hedges runs down the
propertylinebetweentheyards.Dothehedgesservetomaketheconflict
moretacticallyinteresting?Notreally.Youcanshootoverandthroughthem,
andtheyareshortenoughtostepoverwithlittleeffort.
So when one of the PCs needs to cross into the other yard to help a
downedcomrade,doyoumakehimrollsomedicetoseeifhesuccessfully
navigatesthebushes?
No.
Players want their characters to feel cool or heroic, and if tripping over a
bushstopsthemfromgettingtotheirfriendintimetohelphim,heisonly
goingtofeelfrustration.Itisntfun.Itstopstheplayerfromfeelinglikehis



442
Chapter13GameMastery

characteriscontributingtothegame,andforwhat?AstheGM,youneedto
askyourselfwhatsuchanobstacleaddstothegame.
That said, lets say you are looking to draw attention to the fact that the
character attempting to vault the bushes isnt very physically fit. Such a
character could conceivably have a hard time getting over the bushes and
youwanttoputthespotlightonthecharactersflaws.ThatswhatAspects
arefor!IfhesthatoutofshapeheprobablyhasarelevantAspectyoucan
compel.Thatway,evenifhefailstogettohisfriendintimehestillgetsa
FatePointtosoothhisinjuredpride.
Another option is to treat the bushes as a supplemental action (pg. 261).
Supplementalactionsareaverygoodwaytomakecertainthingstactically
relevant, but dont require a player to waste his turn doing something
boring.Inthecaseabove,thecharacterwouldsimplysuffera1penaltyon
hisnextactioninsteadofhavingtospendasimpleactioncarefullyclimbing
overthebushes.

NeverSayNo
Roleplaying games are about freedom. Unlike any other type of game,
even the most advanced and open video games, nothing compares to a
tabletop RPG for freedom. For most players, thats the draw. They can be
anyone,anddoanything.Thatbeingthecase,nothingwillfrustrateaplayer
fasterthantellinghimno,youcantdothat.
Now obviously there are going to be some times where no is
appropriate.Forexample,inacampaignwherethecharactersdonothave
anysortofsupernaturalpowers,aplayercantexpecttosuddenlybeableto
shootlaserbeamsfromhiseyes.Anydeclarationthathischaracterisdoing
soshouldinmostcasesbemetwithanofromtheGM.
Butinprettymucheveryothercase,iftheactionthePCwantstotakeis
even remotely plausible, the answer should be yes. You may set an
impossiblyhighdifficultyfortherolltoattempt.But,ifyoutakethetimeto
explainwhythatis,andlethimstillrolltoattemptit,theplayerismostlikely
goingtobealotlessfrustratedthanifyouhadjusttoldhimno.
Thatsaid,trytogetinthehabitofsayingyes.Trytolettheplayersdrive
theplotasmuchaspossible.Thiskeepstheminvestedinyourcampaignand
keeps them coming back to the table each week. If necessary, say yes
andoryesbutbutyoushouldneverjustsayno.



443

PlayerNarratedFailure
The PC is the best archer in the land. Hes got an Agility of 4, a few
Advantages that grant bonuses to attack with his bow, and a couple of
relatedAspects.OneoftheseAspectsactuallyisImthegreatestarcherin
theland.Andthenwhenitshisturntoshootinthearcherycompetition,he
blowsit.HerollspoorlyanddoesnthaveenoughFPtoinvokehisAspects.
Andasaresult,helosesthearcherytournament.
Why? Hes the best archer in the land right? So why did he fail to hit the
targetwhilealesserarcherhitsthebullseye?
OftenthedescriptionoffailureisdonebytheGM.AstheGMyoumightsay
a breeze kicked up just as the arrow was released. Or maybe you wont
elaborateatall.Theplayerjustmissed,lostthetournament,andnowwere
movingonwiththestory.
Wheneveraplayercharacterfailsatatask,especiallyatataskatwhichhe
wouldnormally have no troublesucceeding, take amoment to consult the
player regarding the reason why he failed. Instead of just saying You
missed and moving on, ask the player why he missed. This not only gives
theplayerachancetoredeemhischaracterinthefaceofhumiliatedfailure,
butcouldhelpinjectthecampaignwithalevelofdetailandpersonalitythat
maynothavearisenotherwise.
Encourage the player to try to bring Aspects into the description. For
example, the player could leave the shot unexplained at first, only to later
reveal that he missed on purpose because his lady love (Trying to Win the
Heart of Lady Elsbeth) requested he lose on purpose as a symbol of their
love. Or maybe the magical bow he used (Longbow of the Elven King) was
once used to slay a great demon. And at the last moment it struck the
characterasdisrespectfultouseittowinafewgoldcoinsinacontest.

TheFunofFailure
Just because a player fails a roll doesnt mean he should fail to have fun.
Whenever possible, the GM should try to come up for ways to make even
failureentertainingandfun(orallowtheplayertodoso!)
Forexample,ifthePCsarechasingthebadguyacrosstherooftopsofthe
city,andtheplayerfailsonhisrolltojumpfromonebuildingtoanother,you
haveafewoptions.
YoumightjustrollthedamagethePCtakesfromthefallandexplainthat
(assuming he survives) the odds of him catching the bad guy has been



444
Chapter13GameMastery

greatlyreducedandthebesthecanhopetodoiscatchupbeforesomething
majorhappenstohisbuddies.
Or,youcouldsaythatthecharactersfallisbrokenbythehoodofapassing
policecar.Thatwayheisgivenachancetosweettalktheprettypolicelady
andmaybegethertohelpgivechaseinhercarorevencallinbackup.
Thesecondoptionisfarmoreinterestingthanthefirst,andbothwerethe
result of a failed roll. While it may not always be possible to pull some
evocativeandintriguingeventoutofafailedroll,itsagoodideatotry.
Whatyouaretryingtoavoidisastallinthegamefortheplayerwhofailed.
Whenyouaredesigningasceneaheadoftime,trytoconsiderwhatmight
gowrongandhowyoucouldmaketheplayersmisfortunesintosomething
thatkeepthesessionsenergyupandholdstheplayersinterest

GMingviaEducatedReaction
OneofthefirstthingsyoulearnasaGMisthatplayersareunpredictable.
To make matters worse, the FATE system encourages things like
DeclarationsandinvokingAspectsforeffect.Thisgrantstheplayeralotof
controloverthedirectionofthecampaignandcaneasilywreckacarefully
plannedplot.
Thatbeingthecase,itsoftenawasteoftimetotrytocarefullyorchestrate
a series of events. The players are going to want to go off on tangents or
pursue personal goals that may not precisely line up with what you had
planned.
Butthatsokay!
Thetrickistolargelydisregardstructuredplotsandscriptedscenesinfavor
ofabroaderviewofthesetting.Onceyouknowyoursetting,andwhatthe
PC and NPCs in your setting want to achieve, you have a framework on
whichyoucanquicklybuildresponsestotheplayersactions.Astheymove
throughyoursharedworldandshakethingsup(asPCsdo),youllbeableto
predict the logical effects of their actions. And the more you know your
setting,thequickerandmoreaccuratelyyoucanmakethesepredictions.
Buttosetupacampaignthisway,youllneedtodosomeprepwork



445

Step1SettingCreation
Thefirstandmostimportantstepistoputtogetherafairlydetailedsetting.
Dependingonthetypeofcampaignyouintendtorunthismightbealocal
town,acity,acountry,aship,aprison,etc.Youmightconsiderwritingthe
location up as an Organization if it makes sense to do so (pg. 381) or even
better,createtheOrganizationcollaborativelywithyourplayers.

Step2NPCDetails
Onceyouvegotthegeographyofthecampaignsomewhatdefined,start
thinking about the NPCs you intend to populate it with. Consider who the
majormoversandshakersareandwhattheywant.Definetheirgoals,what
they are willing to do to reach their goals, and what resources (hightech
weaponry, political clout, magic spells, etc.) they can access to make
achievingtheirgoalseasier.

Step3PCGoals
NextyouwanttolookatthegoalsofthePCs.Youshouldbeabletodiscern
these during the character generation process, or by simply looking at the
PCsAspects.YoullwanttofindoutwhateachPCspersonalgoalsare,and
more importantly, what the group plans to achieve together. Once you
know this, talk to them and find out what immediate steps they intend to
take toreach their goals. This willform thebasis for your first fewgaming
sessions.

Step4DetermineConflicts
ThePCshavegoals.TheNPCshavegoals.Whichofthesegoalsconflictwith
each other? These conflicts should form the body of your campaign, with
tangentsasrequired.IfthePCswanttoputastoptothehumansacrifices
thathavebeenhappeningintown,andthereisahiddencultthatwantsto
sacrificeenoughinnocentlivestobringademontoEarth,youknowwhere
yourconflictis.
Likewise,sinceyouknowthelocationinwhichyourcampaignisset,lookat
thingsliketherelativelocationbetweenthePCsandothercharacters.Ifthe
PCsareabunchofsorcererslookingtochangethetaintofthemanaataley
line nexus, consider what other mana dependent characters might be
downstreamalonganearbyleyline.Iftheytrytotaintthenexuswiththe
positiveenergyoflifeinanefforttomakeiteasiertoresurrecttheirfallen
friend,youcanexpectthedeathcultistswhohavebeentappingtheleyline
flowingfromittogetatadupsetasthemanabecomesuselesstothem.



446
Chapter13GameMastery

GameBalanceandMutuallyAssured
Destruction
Games using Strands of Fate arent generally about killing monsters and
stealingtheirloot.Theyarentabouthavingthecharacterwhocandealthe
moststressinaround.Andwhenafoeisdefeated,theydontexplodeina
showerofgoldenorbstobecollectedforexperience.
WhilethoseplaystylesarecertainlypossiblewithStrandsofFate,andarein
truthanolessvalidwaytoplaythananyother,itwasnotthetypeofgame
for which the FATE game system was designed. As such, when forced to
choose, Strands of Fate leans more toward what is cool and dramatic over
what offers the better game balance. Its about the story, not about
WeaponandArmorRatings.
Still, there are certain combinations of Advantages, Aspects and Abilities
that will yield very formidable characters. Players who seek out these
combinations will almost certainly be able to create a character who can
fightandkillfoesthatwouldleavetherestofhiscompanionsinapinebox.
Such characters can be disrupting to the campaign if the GM isnt careful,
buttherearewaystodealwiththem.
While the immediate temptation is to simply introduce more challenging
foes, you must be careful. If one PC is a focused powerhouse in a certain
type of conflict, there is a good chance that a foe who could threaten him
would easily Defeat the other PCs in the group. While this approach may
worksomeofthetime,particularlyiftheoverpoweredPCisisolatedfrom
theothers,itcanquicklygrowboringorbegintofeeloverlycontrived.
So instead of focusing on the result of what happens when an over
poweredPCcutslose,insteadmakeitadifficultchoicefortheplayerasto
whetherornotheshouldcutlose.Makehimconsidertheconsequences.In
the realworld, several countries have nuclear weapons. They are the most
devastatingweaponsknowntomanandjustonecouldputanendtomost
anyconflict.Yetwedonotusethem.Why?Wefeartheconsequences.
Nowimaginefora moment the psychicwho uses Clairsentience to locate
his rival and then kill him and all of his allies in the room with him by
channelinganexplosiveRangedPowerAttackthroughit.Didhesucceedin
bestinghisrival?Sure.Butatwhatcost?Hehasprovenhimselftobebotha
murderer and powerful enough to threaten the lives of several people at
once.Anyotherrivalshemighthave,andperhapsmanyofhisnowformer
allies,maybandtogethertopunishhimforhiscrime.Perhapstheywillhold
atrial.Orperhaps,outoffear,theywillusethesamemethodtoexecutehim
ashedidhisrival.Onemomentthecharacterisgloatingoverhisvictory,the
nexthelaysdeadinhisbathroom.



447

HowNottoRunGMPCs
Aboveall,thereisonethingtheGMshouldneverdowithaGMPC.Never,
ever, steal the spotlight away from the player characters. The PCs are the
heroesofthestory.TheGMPCsaretheretosupportthePCs,opposethem,
orfurthertheplot,allinanefforttomakethePCslookcool.Fewthingsruin
agamefasterthanhavingtositthere,asaplayer,andlistentotheGMtell
youhowcooltheirpetGMPCis.
As a GM, its ok to introduce interesting and powerful GMPCs, just be
carefulthespotlightstaysonthePCs.

ExperienceforMilestonesandTraining
SimilartothewaythesystemofOrganicGrowth(pg.30)canbeusedto
help characters grow in a way that makes sense within the context of the
campaign,experiencecanalsobegrantedasadirectrewardforactionsor
asarewardforachievingcertaingoals.
Forexample,ifacharacterissomesortofspellcasteranddiscoversatome
ofnecromanticloreduringthegame,theGMmaygrantanumberofXPthat
canbeusedforthesolepurposeofpurchasingAspectsorAdvantagesthat
relate to necromantic lore. Likewise, he might gain such experience if he
trackeddownanoldnecromancerandconvincedhimtopartwithhisdark
secrets.Similarly,ifacharacterhasanAspectsuchasIllfreemyvillageor
die trying, and the character manages to defeat the lieutenant of the
towns oppressive lord, he could be rewarded with XP for completing a
milestoneonhiswaytohisultimategoal.
Intheexampleslistedabove,thecharacterwhoreadsthetomemightbe
granted34XPforthepurposesofgainingsomenecromancyrelatedAspect
or Advantage. Whereas the reward for completing a milestone like
defeatingtheevillieutenantmightbe34XPthatcanbespentonanything.



448
Chapter13GameMastery

CAMPAIGNPOWERLEVEL
Campaign Abilities Adv.
PowerLevel Refresh (Max) Points AvailableAdvantages
Commoner 4 24(3) 1(1) Expertonly
Expert 5 24(3) 3(1) Expertonly
Hero 6 25(3) 6(2) ExpertandHeroiconly
ActionHero 7 25(4) 9(2) ExpertandHeroiconly
MythicHero 8 26(4) 12(5) Expert,HeroicandPowers(NoSuperPowers)
LegendaryHero 9 26(5) 15(7) Expert,HeroicandPowers(NoSuperPowers)
SuperHero 10 27(5) SeeBelow SeeBelow
MetroClass 20(10) All,MetroClassSuperPowerOnly
WorldClass 30(12) All,UptoWorldClassSuperPowersOnly
GalaxyClass 40(14) All,UptoGalaxyClassSuperPowersOnly
CosmicClass 50(16) All,UptoCosmicClassSuperPowersOnly
InfinityClass 60(18) All
YouhaveanumberofPhysicalstressboxesequaltoyourStrength+Endurance+Modifiers.
YouhaveanumberofMentalstressboxesequaltoyourReasoning+Willpower+Modifiers.
YouhaveanumberofSocialstressboxesequaltoyourPersuasion+Resources+Modifiers.


Abilities
Your10Aspects


Every character begins
Physical
withatotalof10Aspects,
Agility
and if you are using the
Endurance
Aspect Alphabet, you
Perception
shouldtrytohaveonefor
Strength eachofthese:


Mental CharacterAspects:

Knowledge 1. DefiningAspect

Reasoning 2. Ambition

Willpower 3. Background

Craft 4. Conviction


Social 5. Disadvantage


Deception
SpecialtyAspects:
Empathy 6. ExceptionalSkill
Persuasion 7. Foe(s)
Resources 8. Gear
9. Help
10. InferiorSkill



449

SamplePhysical SampleMental SampleSocial


Consequences Consequences Consequences
Minor Minor Minor
Fatigued Flushed Embarrassed
Dazed Shamed SmallFine
PulledMuscle Withdrawn LostaLittleRespect
Major Major Major
SprainedAnkle Trembling Humiliated
MinorLaceration UnwillingtoSpeak LargeFine
LostAllies
WrenchedBack DesiretoLashOut
Severe(P)
Severe(P) Severe(P)
FocusofPublicOutrage
BrokenArm Flashbacks
ShortJailTime
SeveredFinger Reclusive
TraitorsintheRanks
Concussion PsychoticTendencies Extreme(P)
Extreme(P) Extreme(P) UnforgettableHumiliation
BrokenBack Mute LongJailTime
SeveredArm SevereHallucinations Mutiny
RupturedOrgan Suicidal Defeated(P)
Defeated(P) Defeated(P) DeathSentence
Dead Dead EnemyoftheState
Comatose Catatonic PermanentExile
Quadriplegic CripplingDementia

STANDARDDIFFICULTIES
Difficulty Action
0 Requireslittleeffortoreventhought.
1 Requiresasmallamountofeffort.
2 A simple task, but requires a little effort. The average
personwillsucceedabouthalfthetime.
3 Amoderatelydifficulttask.
4 Usuallyrequiressometrainingoryougetlucky.
5 Adifficultytask.Youneedtobereallygoodtopullthisoff.
6 Youdbetterbeanexpertifyouhopetosucceed.



450
TableAppendix

BREAKINGTHINGS
Difficulty Examples:
0 Paperorglass.Donotrollforthis,unlessunderstress.
1 Flimsywood.Whyareyourolling?
2 Cheap wood broken with the grain; bamboo, some light
plastics.
3 Nonreinforced wooden board, like a pine twobyfour, or an
interiordoor.
4 Strongwood,hardwoodboards,exteriordoor.
5 Reinforcedwood,heavydoor.
6 Securitydoor.
7 Bendingprisonbars(aninchortwo).
8 Bankvaultdoor,thedoorofasafe,starshipairlock.

COMPUTERSECURITYRATINGS
SecurityRating TypeofSystem
2 Householdsystems&alarms,Basichandheldequipment
3 VIPHomessystems&alarms,factoryequipment
4 Governmentsystems&alarms,sensitiveequipment
5 Highsecuritysystems&alarms,securityservicesequipment
6 Militarysecuritysystems&alarms,militaryequipment

FACILITIES
Activity Ability Facility
Research Knowledge ResearchLibrary
ScientificExperimentation Knowledge Lab
BuildingorRepairing Crafting Workshop
ComputerHackingorResearch Knowledge Workstation
ComputerProgramming Craft Workstation

FIREANDENVIROMENTALHAZARDS
Intensity Description
0 Thezoneisonfire,butthefirecanbeavoided.
3 Almost everything in the zone is on fire, and the heat is
pressinginonyouinwaves.
6 Everythinginthezoneisonfire,andtheflameslickupnear
you.
9 Inferno.Thezoneis,essentially,amassivefurnace.



451

JUMPINGDIFFICULTIES
Difficulty Height Distance
0 1ft/30cm 1yard/1m
1 2ft/60cm 2yards/2m
4 3ft/90cm 3yards/3m
6 4ft/120cm 4yards/4m
Every+2 +1ft/+30cm +1yard/+1m

LOCKPICKINGDIFFICULTIES
Example Difficulty/Min.DiffRequiredTimeforEachRoll
ExteriorDoor,SimplePadlock 10/0 1turn
QualityPadlock,OfficeDoor 15/0 1turn
SecurityDoor 20/0 1turn
PrisonCellDoor 25/0 1turn
SafetyDepositBox,CheapSafe 15/1 5minutes
ExpensiveSafe 20/2 5minutes
UltrasecureSafe,BankVault 25/3 5minutes


PHYSICALMOVEMENTINCONFLICT
Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing
options:
StandardMoveYoumoveintoanadjacentzone.Thisisasimpleaction,or
it can be taken as a supplemental action (see page 261) incurring the
standard1penaltyonallotheractionsperformed.Ifthetransitionbetween
zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto
sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult
obstaclesprobablyrequireafullsimpleactiontotraverse.
Hustle If you hustle, you may move across one zone and into the next.
This can either be a simple action or a supplemental action like Move, but
anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother
penaltiesyoumightsuffer.
RunRunningworksthesameashustlingandallowsyoutomoveacross
one zone and into the next, but you may also roll your Agility against a
difficulty of2. Forevery pointbywhich your roll exceeds 2,you may move
one additional zone. However, if taken as a supplemental action, you also
suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis
added to any penalties you might suffer from traversing a difficult
environmentorobstacle.



452
TableAppendix

SIZE&WEIGHT
Rating Size Weight
4 Bacteria,Nanites,Viruses .001lbs.(.5g)
3 Grasshoppers,Mice,Coins .01lbs.(5g)
2 Baseball,Handgun,Toaster 1lbs.(.5kg)
1 HumanChild,Chair,SmallDog 10lbs.(5kg)
0 AdultHuman,Door,Barrel 100lbs.(50kg)
1 Bear,LargeMotorcycle,Table 1,000lbs.(500kg)
2 Elephant,Car,SmallShack 10,000lbs.(5000kg)
3 Dragon,Tank,SmallHouse 100,000lbs.(50,000kg)
4 Airplane,LargeHouse,Battleship 1millionlbs.(halfmillionkg)
5 AircraftCarrier,IndustrialComplex 10millionlbs.(5millionkg)
6 MilitaryInstallation,SpaceStation 100millionlbs.(50millionkg)
7 City,OrbitalSpacePort 1billionlbs.(500millionkg)
8 LargeIsland,Asteroid 10billionlbs.(5billionkg)
9 Country,Moon 100billionlbs.(50billionkg)
10 Planetoid 1trillionlbs.(500billionkg)

TIMEINCREMENTS
Result TimeIncrement
0 Instant
1 ARound(around3sec.)
2 AScene(around5min.)
3 AnHour
4 ADay
5 AWeek
6 AMonth
7 ThreeMonths
8 AYear
9 ThreeYears
10 ADecade
11 Forever

COSTRATINGS
CostRating EstimatedValueinModernUSDollars
0 Around$5orless
1 Around$25
2 Around$100
3 Around$400
4 Around$1,600
etc etc



453

VEHICLES
FP Abilities Base Adv.
Size Refresh (Max) Cost Points SampleVehicles
1 2 3+TL(3) 5 2+TLMotorcycle,JetSki,HorseDrawnCarriage
2 2 5+TL(3) 6 1+TLCar,SmallBoat,SingleEngineAircraft
3 3 7+TL(4) 8 0+TL ShippingTruck,Tank,FishingBoat,House
4 3 9+TL(4) 11 4+TL Airliner,Battleship,CargoShip,Mansion
5 4 11+TL(5) 15 8+TL AircraftCarrier,IndustrialComplex
6 4 13+TL(5) 18 16+TLSpaceStation,MilitaryInstallation
7 5 15+TL(6) 22 24+TLPlanetoidSizedOrbitalSpacePort
*ThevehiclehasanumberofStructuralstressboxesequaltoitsSize+Structure+Modifiers.
*ThevehiclehasanumberofSystemstressboxesequaltoitsSize+Systems+Modifiers.
*ThevehiclehasanumberofCrewstressboxesequaltoitsSize+Crew+Modifiers.


VEHICLEABILITIES
Crew Speed Maneuverability Systems
Structure Weapons Sensors

ORGANIZATIONS
FP Abilities
Influence Refresh (Max) SampleMembership
0 IndividualCharacter
1 AUnit,rangingfrom4to12individuals
Asmalllocalcompany,largeclub,townwidecultor
2 3 18(3)
minornoblehouse
Asmallnationalcompany,influentialnoblehouse,small
3 3 20(4)
town
4 4 22(5) Anationalcluborregionalorganizedreligion
5 4 25(6) Anationalcorporation,worldspanningcult,portcity
6 4 28(7) Anationalcapitalorlargeinternationalconglomerate
Amulticontinentspanningempire,ormultiworld
7 5 31(8)
corporation
Aworldgovernment,orsystemspanningmega
8 5 35(9)
corporation
9 5 39(10) Amultisystemspanningempireormegacorporation
10 6 45(11) Agalaxyspanningempire


ORGANIZATIONABILITIES
Physical Mental Social
Logistics Craft Connections
Perception Knowledge Relations
Security Morale Resources



454
TableAppendix

MountedWarrior.............................98
AdvantagesIndex PreciseMemory...............................98
ExpertAdvantages QuickDraw.......................................99
QuickStep........................................99
Acrobatic.........................................96
Scary.................................................99
Alertness..........................................96
SceneoftheCrime...........................99
AmbushPredator.............................96
SenseDeception..............................99
AnimalEmpathy...............................96
Shadow............................................99
ArchitectofDeath...........................96
SmoothOver....................................99
Artist.................................................96
Sniper...............................................99
BlackHat..........................................96
SoftStyle..........................................99
BookWorm......................................96
SpatialMemor..................................99
ConMan...........................................96
Surgeon............................................99
CriminalMind...................................96
Scavenger.........................................99
DeadlyGrace....................................96
StickyFingers...................................99
Demolitionist....................................96
StrikingLooks..................................99
DigitalSpider....................................96
Survivalist.........................................99
DirectionSense................................96
TakesOnetoKnowOne..................99
Doctorate.........................................97
Tracker.............................................99
Engineer...........................................97
TrainedRider....................................99
EyeforCrime....................................97
TrapSense........................................99
FastTalker........................................97
WeaponSpecialist..........................100
Fearless............................................97
WellKnown.....................................100
FiringDiscipline................................97
WheelMan......................................100
FirstImpressionist...........................97
WhiteHat........................................100
FleetofFoot.....................................97
Wrestler...........................................100
FlyBoy..............................................97
FreeRunner.....................................97
GearHead.........................................97 HeroicAdvantages
GoodInvestment.............................97 AbsolutelyStunning........................101
Grappler...........................................97 AcrobaticExploit.............................101
GraceUnderFire..............................97 AdaptiveMastery............................101
GreasetheWheels...........................97 AnimalKen......................................101
HardStyle.........................................98 AssassinStrike.................................101
Headquarters...................................98
ConstantVigilance...........................101
HunteroftheWild...........................98
HideInPlainSight............................98 CounterAttack................................101
IntheNameofScience....................98 CoverofDarkness...........................102
LegalEagle.......................................98 CustomStressTrack........................102
Linguist.............................................98 CripplingBlow.................................102
LipReading......................................98 DazingBlow....................................102
Locksplitter......................................98 Dervish...........................................103
LongShot.........................................98 Experienced....................................103
MasterofDisguise...........................98 FiveMinuteFriends.........................103
Mimic................................................98
GeekSpeak.....................................103
MoneyTalks.....................................98
MonkeyMan....................................98 GeniusatWork................................103
GunsAkimbo..................................104



455

GutFeeling.....................................104 Binding...........................................120
GroundandPound..........................104 Blessing..........................................121
HollywoodBullets...........................104 BodyWeaponry...............................121
InspiringLeadership........................104 Breathless.......................................122
IronWill..........................................105 Chameleon......................................122
IveGotJusttheThing.....................105 Clairsentience..................................124
LastStand.......................................105 ComputerImplant...........................125
LightningReflexes...........................105 Echolocation...................................126
LivingLieDetector..........................105 Elasticity.........................................126
MasterTactician..............................105 EmotionSwitch...............................126
MoneyisNoObject.........................105 EnhancedHearing...........................127
OfftheGrid....................................106 EnhancedSenses.............................127
OneBulletLeft...............................106 EnhancedSight...............................128
Opportunist...................................106 EnhancedSmell...............................129
Payback.........................................106 EnhancedSpeed..............................129
PersistentSpecialty........................106 EnhancedReflexes..........................130
PromiseofPain...............................107 EnvironmentalProtection................131
RazorTongue..................................107 ExtraLimb......................................131
Reputable.......................................107 Flight..............................................131
Resilient..........................................107 GestaltMind...................................133
SlipperyCombatant.........................107 Grow..............................................134
Strategist........................................107 Heal................................................135
Tenacious.......................................107 HiddenCompartment......................136
Tireless..........................................108 Illusions..........................................137
Toughness.....................................108 ImbueArmororShield.....................138
TwinArrow....................................108 ImbueWeapon................................139
Untouchable..................................108 InfluenceThoughts..........................139
ViciousComeback..........................108 Insubstantial...................................141
WeaponExpertise..........................108 Invisibility........................................142

Leach..............................................143
PowerAdvantages Lifeless...........................................143
Absorption.......................................111 MachineSubmersion......................144
Affliction..........................................112 Mindlink..........................................145
AnimateDead..................................112 MindProbe.....................................145
Armor..............................................113 MindWipe......................................147
AstralDoorway...............................114 Morph...........................................149
AstralPassage.................................114 UniqueForms..................................150
AstralPerception.............................115 MorphLiving...................................151
AstralProjection.............................116 Multiply..........................................151
AugmentedMovement....................117 NightVision.....................................153
Awe................................................118 Nullify.............................................153
Barrier............................................119 PhotographicMemory.....................154



456
AdvantagesIndex

Poison............................................155 VehicularAdvantages
Possession......................................155 CrewAdvantages...........................355
Postcognition..................................157 CrackShot......................................355
PowerAttack,Melee.......................159 ElectronicWarfareSpecialist........355
PowerAttack,Pulse........................161 EngineeringElite............................355
PowerAttack,Ranged.....................163 HotshotDriver/Pilot.......................355
Precognition..................................166 Marines...........................................356
NavigationsSpecialists..................356
ReadEmotions................................167
RapidRepairTeam.........................356
ReadThoughts...............................168
TrainedMedicalStaff.....................356
RepelCreature...............................169
DefensiveAdvantages....................357
Regeneration..................................170 Armored..........................................357
Resistance.......................................171 ElectronicCounterMeasures.........357
Sense...............................................171 InternalDefenseSystems...............357
Shapeshifting..................................173 KineticShields................................358
Shrink.............................................174 PointDefenseSystem....................358
Sleepless.........................................175 ReactiveArmor..............................359
SummonCreature...........................175 ReflectiveArmor............................359
ReinforcedStructure.....................359
SuperAgility...................................176
ReinforcedUndercarriage.............359
SuperEndurance.............................177
FunctionalAdvantages...................360
SuperStrength................................178
ArtificialIntelligence......................360
Telekinesis......................................179 AutoRepairCapability...................360
TeleportOther................................181 CargoHold.....................................360
TeleportSelf...................................181 Carrier..............................................361
TeleportationPortal........................182 Cloaked............................................361
Terrify.............................................183 CrewQuarters.................................361
ThermalVision................................184 EnhancedCrewSafetySystems.....361
Transmogrification..........................184 EnhancedSensorSuite..................362
EscapeVehicles..............................362
TransmuteMatterorEnergy............185
Fated..............................................362
WallWalker...................................186
FTLInhibiter...................................362
WeaponMastery.............................187 IntuitiveInterface..........................362
XRayVision....................................187 LinkedSystems..............................363
MetaPowers MechanicalWorkshop...................363
ConditionalTrigger.........................188 Medbay.........................................363
Control..........................................189 MiningRig......................................363
NetworkConnectivitySuite..........363
CraftPowerItem.............................197
OnboardComputers......................364
Limitation......................................199
OpticalCamouflage.......................364
LinkedAdvantage..........................200 SalvageRig.....................................364
RitualPower...................................201 ScienceLab....................................364
Weakness......................................203 SignalJammer................................364
SocialAppeal..................................364
Specialized.....................................365
StockStandard...............................365



457

TargetDesignator..........................365 Shark..........................................416
TeleportationSystem....................365 Snake.........................................416
TractorBeam.................................366 Spider/Spiders,Swarm[Unit].......417
Upgraded.......................................366
Tiger..........................................418
MobilityAdvantages.......................367
Wolf/Wolves,Pack[Unit]............419
AnimalPowered.............................367
FantasyAntagonists..........................420
ArmorMode...................................367
BeastoftheLagoon....................420
AtmosphericFlight........................367
FTLDrive........................................368 CityGuard/CityGuardPatrol[Unit]......421
JumpGateGenerator....................368 Dragon.......................................422
JumpJets.......................................368 Ghost.........................................423
Tracked...........................................369 Goblin/GoblinBand[Unit]...........424
Transitional....................................369 Knight........................................425
TwoWheeled.................................369 Spirit,Lesser,Fire........................426
SpaceFlight....................................369 Spirit,Standard,Fire...................426
VTOL...............................................370
Spirit,Greater,Fire......................427
Walker,Bipedal..............................370
Spirit,Lesser,Earth.....................427
Walker,Multilegged.....................370
Waterborne,Floating....................370 Spirit,Standard,Earth.................428
Waterborne,Submersed................371 Spirit,Greater,Earth...................428
Wheeled..........................................371 Troll...........................................429
OffensiveAdvantages.....................372 Vampire,Noble...........................430
AntiPersonnelWeapons................372 Werewolf....................................431
AutoCannon...................................372 Zombie,Mindless/Horde[Unit]...432
BoardingCapsules..........................373 ModernAntagonists..........................433
Bomber............................................373 PoliceOfficer/SecurityGuard.......433
Cannon............................................373 PoliceOff./SecGuardPatrol[Unit]..433
ElectronicWarfareSuite(EWS).....373
PrivateDetective........................434
IndirectFireCapability....................373
SerialKiller.................................434
MeleeWeapon...............................374
MineDispenser..............................374 SmallTimeGangBanger..............435
MissileBay......................................374 SmallTimeGang[Unit]...............435
ReinforcedProw.............................375 Soldier/SWATOfficer..................436
WeaponBattery..............................375 Terrorist/Extremist......................437
SciFiAntagonists...............................438
CorporateSecurityGuard............438
AntagonistsIndex
CorporateSecGuardPatrol[Unit]..438
AnimalAntagonists.............................411
SecurityDrone,Heavy.................439
Bird/Birds[Unit]...........................411
SwarmofNanomachines............440
Bear............................................412
Zombie,Host..............................440
Bull.............................................412
Cat,House...................................413
Crocodile.....................................413
Fish.............................................414
Horse..........................................414
Rat/Rats,Swarm[Unit]...............415



458
AdvantagesIndex

Index


Ability...................6,10,33,69,72,331 Bull...................................................412
ActivationDifficulty.........................93 CalledShot..............................209,281
AdvantagePoints.............................10 Camouflage....................................279
Advantages...............8,10,35,87,335 Campaign.................................10,288
AffinityAbility........................10,21,92 CampaignPowerLevel(CamPL)10,31
Agent...............................................314 CampaignScaleZones...................298
Agility.........................................20,73 Car,FourDoorSedan.....................377
Aim.................................................293 Car,HighEndSports......................377
Allies.................................................84 CareerTemplates.............................38
Ambushing.....................................262 Cat,House.......................................413
Ammo..............................284,302,323 CharacterAdvancement..................29
Ammunition............................302,323 CharacterAspects...................5,10,32
AnimalHandling.............................262 Chase..............................................275
AnimalInstincts.............................262 CityGuard........................................421
animals...........................................287 CityGuardPatrol[Unit]..................421
Antagonists....................................409 Climbing.........................................265
Arcane............................................246 CombinedItems..............................314
Armor......................................236,312 CombiningAbilities..........................69
ArmorRating.....................10,211,299 Compelling..................................55,57
ArmorStress..................................299 ComplimentingAbilities..................70
artificialintelligence.......................327 Computers...............................265,316
Aspect.........................................10,52 Concession........................................11
AspectAlphabet.........................19,32 Concessions...................................208
Assessment.................................10,63 Conflict.......................................5,399
AssetAspects.................................385 Conflicts.........................................257
Assets.............................................386 Consequences..9,11,212,223,233,237
AstralPlane.....................................116 Contacts...........................................84
AugmentedReality.................314,325 Contest........................................5,257
BackupInsurance..........................336 CorporateSecurityGuard..............438
BeamWeapon........................263,302 Cost.........................................243,301
Bear.................................................412 Cover..............................................294
BeastoftheLagoon......................420 Craft....................................20,78,384
Biomorph.......................................332 Crafting...........................................267
Bird..................................................411 Crew...............................................343
Birds,Flock[Unit]...........................411 CrewAdvantages...........................355
Block...............................................260 CrewStress....................................345
Boarding.........................................353 Crocodile.........................................413
Boat,CommercialFishing..............376 Deception...................................20,82
Boat,Speed....................................376 Declaration..................................11,65
BonusesandPenalties....................252 Defeated...........................................11
BreakingThings.............................264 DefensiveAdvantages...................357



459

DefiningAspect................................11 GameMaster(GM)...........................12
Demolitions....................................268 GameMasterPCs(GMPC)........12,410
Detection........................................351 GatheringInformation...................278
Determination............................11,222 Ghost..............................................423
Difficulty(Diff:X)...................4,11,252 Goblin.............................................424
Diseases..........................................269 GoblinBand[Unit].........................424
Disguise..........................................269 Gravitic...........................................302
Dragon............................................422 Gravity............................................296
Driving............................................347 Grenades........................................324
Drugs..............................................285 Hacking...........................................265
Edge...........................................11,222 HealingStress................................237
Empathy.....................................20,83 HelpfromOthers...........................278
Encumbrance.................................289 HeroicAdvantages...................88,101
Endurance..................................20,74 Hiding.............................................279
Enemies............................................84 HoldYourAction............................259
EnvironmentalHazards.................274 Horse.......................................317,414
Equipment...........................26,36,313 Hospital...........................................317
EquipmentKits................................321 Hustle.............................................283
EquipmentModifications...............301 HybridMorph.................................333
EquipmentRating(ER).............11,299 Influence........................................382
ExperiencePoints(XPs)...................11 Infomorph......................................330
ExpertAdvantages..........................87 InfomorphAdvantages.................335
Explosions..............................268,270 Initiative.....................................12,210
ExplosiveRating(ExR)............211,299 Insanity...........................................224
Explosives...............................270,313 Invoking.................................12,53,57
ExtendedAction........................5,258 ItemAspects..................................303
Extra..........................................11,409 Jumping..........................................280
Extremist........................................437 Knight.............................................425
Facilities..........................................273 KnockOutBlow..............................281
Falling.............................................273 Knowledge.........................20,79,384
FATE...................................................2 Languages.......................................281
FateFractal.....................................381 LargeScaleConflict.......................393
FatePoint(FP).............................11,51 Leverage....................................12,233
FatePointCost.................................93 LiftCapacity...................................289
FatePointDebt................................60 LiftingThings.................................290
Fear.................................................224 LockPicking...................................282
Fire..................................................274 LockPicks........................................317
Firearms.........................................309 Logistics.........................................384
Fish..................................................414 MaintenanceCosts........................308
FootChases....................................275 Mana...............................................245
Forgery...........................................276 ManaConsequences......................247
fragileAspect...................................59 Maneuver..................................12,255
FreeAction.....................................259 Maneuverability.............................343
FudgeDice.........................................3 Mech,HeavyAssault......................378
FullAuto..................................277,302 MedicalAttention..........................282
FullDefense....................................261 MediStimulantInjection................318
FunctionalAdvantages..................360 MeleeAttack.....................................12



460
Index

MeleeWeapons..............................311 PowerModifiers..............................93
MembershipAdvantage................386 PowerSource..............................13,91
MentalAbilities..........................20,78 PowerStress....................................93
MentalConflict..............................220 PrivateDetective...........................434
MentalStress.............................80,81 Projectiles........................................310
MentalStressBoxes.......................223 PropPlane......................................379
MetaPowers....................................94 Pull..................................................286
MobilityAdvantages......................367 PurchasingAdvantageswithResources90
MonoEdged..................................302 Push................................................286
Morale............................................384 Ramming.........................................351
Motorcycle.....................................378 Range.............................................300
Movement...............................214,283 RangedAttack..................................13
MultiScaleConflict........................402 Ranks..................................................4
Navigation......................................348 Rat...................................................415
NonHumanRaces...........................44 Rats,Swarm[Unit].........................415
NonPlayerCharacter(NPC).....12,409 Reasoning..................................20,80
NonRenewableStressTracks........241 RefreshRate.................................7,13
OffensiveAdvantages...................372 RenewableStressTracks...............240
OrganicGrowth...............................30 Repairing........................................267
Organization...................................381 Research.........................................294
OrganizationAspectAlphabet......383 Resources...................................20,85
OrganizationAspects....................383 Restrain..........................................286
OrganizationalConsequences....385,386 RestrictingAbilities..........................70
OutofAmmo.................................284 Rewards.........................................243
Overheating...................................284 Riding.............................................287
Perception..........................20,75,384 RosterAspect................................396
PersistentAspects......................12,59 Round........................................13,209
PersonalScale................................287 Run.................................................283
PersonalScaleZones.....................297 Scale..........................................13,287
Persuasion..................................20,83 Scavenging.....................................288
PhysicalAbilities.........................20,73 Scene.................................................13
PhysicalConflict...............................211 Scope................................................53
PhysicalStress.............................74,77 Security..........................................384
PhysicalStressBoxes.......................211 SecurityDrone,Heavy...................439
Piloting...........................................347 SecurityGuard................................433
Pin...................................................286 SecurityGuardPatrol[Unit]..........433
Player.................................................12 Sensors...........................................343
PlayerCharacter(PC)........................12 SerialKiller......................................434
Poison.............................................285 Session..............................................13
PoliceHelicopter............................379 Shadowing.....................................279
PoliceOfficer..................................433 Shark...............................................416
PoliceOfficerPatrol[Unit]............433 Shields.............................................310
Popularity...........................12,233,234 SimpleAction..............................5,257
PortablePersonalComputer..........318 SingleSet........................................250
PowerAdvantages....................89,111 Size.................................................289
PowerAspects.................................90 SkirmishScale................................287
PowerItems...................................337 SkirmishScaleZones.....................298



461

SlowMovingProjectiles.................310 TakingYourTime...........................295
SmallTimeGang[Unit].........435,437 TechLevel(TL)....................13,15,300
SmallTimeGangBanger................435 TemporaryAspects.....................13,59
SmartGrenades.............................324 Terrorist..........................................437
Snake..............................................416 Testing............................................294
SocialAbilities............................20,82 Throw.............................................286
SocialConflict..................................232 Tiger................................................418
SocialEspionage.............................291 Time................................................295
SocialStress...............................84,85 TranshumanCharacters..................331
SocialStressBoxes.........................232 Transhumanity...............................328
Software..........................................319 Trip.................................................295
Soldier............................................436 TrivialExtra....................................409
SpecialtyAspects...............6,13,34,71 Troll.................................................429
Speed.............................................343 Turn....................................14,209,251
Spider..............................................417 unconscious....................................281
Spiders,Swarm[Unit]....................417 Unit.................................394,406,410
Spin............................................13,254 Vacuum...........................................296
Spirit,Earth....................................427 Vampire,Noble..............................430
Spirit,Fire.......................................426 Vehicle.............................................341
Spying..............................................291 VehicleChases................................348
StarShip,Interceptor....................380 VehicularAdvantages....................344
StarShip,LightFreighter...............380 VehicularAspect............................342
Stealth.............................................351 VehicularUnits...............................399
StickyAspects..................................60 VirtualIntelligence.........................327
Strength......................................20,77 VirtualReality.................................326
Stress..................................................9 Virtuality.................................320,326
StressBoxes...................................207 VitalExtra.......................................409
StressTracks.............................13,384 Wealth............................................242
StructuralStress............................345 WealthStress...................................85
Structure........................................343 WeaponRating(WR).........14,211,299
SupplementalAction......................261 Weapons................................236,343
SuppressionFire.............263,277,292 Weight............................................289
Swallow..........................................293 Werewolf.........................................431
SwarmofNanomachines..............440 Willpower....................................20,81
SWATOfficer..................................436 Wolf................................................419
Swimming......................................293 Wolves,Pack[Unit].......................419
Synthmorph...................................334 ZeroGravity....................................296
SystemStress.................................345 ZeroOut.........................................259
Systems..........................................343 Zombie...........................................432
TaintedMana.................................247 Zombie,Host..................................440
TakingAim......................................293 ZoneAspects..................................298
TakingCover..................................294 Zones..................................14,210,297



462
Index

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