You are on page 1of 4

FATE AND DICE APPROACHES

The game rules are basically an hack of Fate Also approaches are used here, same as in Fate
Accelerated, but let’s start with something Accelerated. The approaches available to the
slightly different, just to make sure you’re characters are:
paying attention. * Powerful * Careful
As stated in the introduction document, every * Swift * Smart
player and the GM need a pair of dice, of * Sneaky * Charming
different colors. For the sake of clarity, let’s
everybody have a white die (or light or bright If you do it POWERFULLY you somehow use
die, such as yellow, red, green) and a black die sheer force, violence, martial training, pure
(or anyway dark like blue, brown, purple). will, aggressive words or attitude.
When you need to roll, roll both dice together. If you do it SWIFTLY you use agility, speed,
Subtract the black die from the white die for quick reactions, wits, with physical
your result. grace or elegance.
This mean you want to roll the white high and
the black (bad luck) die low. The result will be If you do it SNEAKY you do
somewhere between a -5 to a +5 but more it silently, subtly, covertly;
often somewhere between -2 to +2. Extreme you exploit a weakness or use
results are very unlikely, and fun. lies, flattery, and backstab with
This is anyway one of the options available for no regrets.
Fate, although less used than others. If you do it CAREFULLY you take
your time to prepare, to assess the
And now for what’s actually basically the same situation, you ask questions, minimize
as Fate Accelerated: the damage if any.
If you do it SMARTLY you know what
you’re doing, you have the knowledge or
ASPECTS training or experience for it, you know
Aspects are at the core of the Fate system, and your way around.
are used also in Fate Of Heroes. Every If you do it CHARMINGLY you seduce
character begins the game with at least three or entertain, get attention or distract,
aspects, up to a maximum of five; they don’t convince or scare; it’s always looking
need all to be filled in advance, but can be exactly as you say it looks.
revealed during play (always to a maximum of
five aspects at any given moment). Every approach usually can be
Also the GM will make a heavy usage of used in all types of actions, from
aspects; using them for scenes, environments physical to mental, social etc. But the player
and setting, for organizations and places, for must be able to justify how - if it would not be
NPCs and monsters and so on. the standard approach for the given action.
More about the aspects is described in the Sometimes it just takes a bit of rewording;
playbooks for the various characters, and in sometimes it’s plainly impossible, and the GM
the GM section of the game. has the last word about it.

Art: an evil Elf or maybe a Shadow


MOVES (OR STUNTS) ROLLS
Moves are similar to stunts, perhaps just When something important happens, when the There are ways to increase your chances of
slightly more verbose. I prefer the label “move” characters try to do something relevant, when success, as follows:
to “stunt” which sounds to TVish, so bear with the fiction is at a crossroad, the GM call for * Get some help: every character gives you a
me on this. Call them moves. the dice to roll. simple +1 if they are in condition to help
Since the setting of the game is somehow You do not need to roll for: * Get an advantage: roll before to gain some
defined, and the characters roles are drafted in * trivial actions of no importance advantage, or have someone do it for you
the archetypes, some stunts are provided * boring sequences of tasks * Invoke aspects, at the price of one fate point
within the various characters playbooks. * minor details of conflicts or actions each. Each aspect gives you +2. You can invoke
Every character begins with a given number of Usually you do not need to roll also for things the same aspect only once per roll, unless you
stunts (see in the playbooks), which also that a character aspect defines as clearly within succeeded with style on Create an Advantage
influence the value of the refresh stat. the powers of the given character.
In other words, you roll when:
* there is an active opposition or a passive DIFFERENT ACTIONS
REFRESH AND FATE POINTS and relevant difficulty When the dice are called for, the various
You begin your game and every session with a * there is a chance to make things interesting actions fall within one of the following
given number of fate points. This number is both on success and failure domains:
defined by the value of your refresh stat. * Create an advantage
By default, a generic character would have WHEN YOU ROLL, you very briefly state your * Overcome
three moves (stunts) and three refresh - so goal and your approach. The GM might give * Attack and/or defend
three fate points to start every session with you a few words of warning about the possible The actions are described briefly here, and in
(unless they had more than three from the outcome in case of failure, but not always. details in the next sheet.
previous session). Then: You CREATE AN ADVANTAGE when you do
By default every move besides the third is * Roll 2d6 (white and black), subtract the something to help your character or another.
acquired at the cost of reducing the refresh of black die from the white die for a +5/-5 You OVERCOME when you face an obstacle or
one point. Thus a character with four moves starting score some opposition and strive to get past it.
will have a refresh of two - more powers, but * Add or subtract the value of the relevant
less fate points to start the session with. You ATTACK OR DEFEND when you aim to
approach, and moves (stunt) if they apply inflict harm or subdue an opponent, or defend
In Fate Of Heroes, though, you start with a set * Compare the result with the target number
number of Moves and a certain Refresh value, yourself from similar danger.
determined, openly and in advance, by the GM
and you have specific instruction for
improving. Remember some terminology:
The result will be: * SHIFTS are the difference between two
FATE POINTS work in the same way as in Fate ~ FAILURE for a result below the target
Accelerated: scores, for example your roll and the target.
* spend a fate point to invoke an aspect ~ TIE for the same result as the target * Shifts MISSING TO SUCCESS are target plus
* spend a fate point to determine a fact in ~ SUCCESS for the result higher than the one minus your score.
fiction, at your advantage target * A TIE is a 0 shift.
* gain a fate point for accepting a compel for ~ SUCCESS WITH STYLE if the result is at * A BOOST is a temporary aspect that goes
an aspect at your disadvantage least three points (shifts) more than the target away after the first invocation, while an aspect
* gain a fate point for conceding a conflict, remains after all invocations are used.
and a fate point for each consequence suffered

booklet 3
CREATE AN ADVANTAGE ATTACK OR DEFEND
When you do something to help your character Careful, it is not exactly like Fate Accelerated.
or another. You can create a new aspect, When you aim to inflict harm or subdue an
discover an existing one, or take advantage of opponent, or defend yourself from similar
an existing aspect. danger:
IF YOU FAIL you create or discover no aspect IF YOU FAIL you inflict no harm but instead
(often boring) or just don’t manage to exploit suffer harm for the shifts missing to a success
it, or the GM creates this new aspect at your or you suffer harm according to shifts when
disadvantage and gains a free invocation of it, defending, plus the GM gains a boost against
or the existing aspect turns against you for a you
free invocation from the GM, or the GM will IF YOU TIE you can inflict one harm or gain a
offer you a hard price for your success boost; the same goes for the GM against you
IF YOU TIE you create or discover the aspect IF YOU SUCCEED you inflict harm for your
but it’s just a boost (invoke it once, then it’s shifts; if you’re defending you protect yourself
gone - you cannot invoke it with fate points); if completely
it existed already you gain an invocation IF YOU SUCCEED WITH STYLE with at least
IF YOU SUCCEED you create or discover the three shifts, you inflict harm for your shifts
aspect and add a free invocation to it; same for and you can reduce it of one to gain one boost
an existing aspect, add a free invocation or of two to create an aspect with a free
IF YOU SUCCEED WITH STYLE with at least invocation; if you’re defending you protect
three shifts, create or discover or take yourself and gain a boost
advantage of the aspect, with two free
invocations. You can invoke twice the same OVERCOME VS ATTACK: why are attack and
aspect for the single roll, in this case defend in the same action? When do you apply
attack and when defend? Attack and defend
OVERCOME imply that the opposition is active and trying
to harm you back. This is why you can be
When you face an obstacle or some opposition: harmed on failure.
IF YOU FAIL the GM will offer you a hard If the opposition is passive or unaware of your
price for success, or make things more attack, use instead the Overcome action, or
complicate because of the failure perhaps attack to Create an Advantage. With
IF YOU TIE you obtain your success at a minor Overcome, if reasonable, you might get rid of
cost the opposition in a single action.
IF YOU SUCCEED you overcome your obstacle You are only defending when:
or the opposition * You are caught by surprise and can just
IF YOU SUCCEED WITH STYLE with at least defend; in this case you cannot inflict damage
three shifts, you also gain a boost * You want to inflict no harm: in this case you
voluntarily forfeit inflicting harm, but gain a +2
to your defensive roll

Art: a Shadow of the Wild


CHALLENGES STRESS & CONSEQUENCES
Challenges are complex situations that require To setup for a conflict define: When you suffer harm, it’s equal to the shifts
multiple rolls for different actions. Multiple * Which sides are involved of difference between scores. You mark harm
characters can be involved. Resolve the rolls in * Which zones define the conflict arena on stress and consequences.
order and deal with the results one by one. * Which are the stakes (just defeat? or even Scores can be the rolls + any bonus of two
Basically, the core of a challenge is that a single death? if death is an option, say it) characters, or the roll + bonus of a character vs
failure might compromise the entire operation. * Define the turn order, in a turn every single the target number defined by the GM for a
A tie or a success will allow you to continue to participant can make a single action monster or NPC.
the next step(s). A success with style will give Every stress and consequence box on your
you a boost for the next single step. To define THE TURN ORDER: character sheet has a value: you must absorb
You can prepare for a challenge by creating * in a physical conflict, highest Swift go first; all the harm of a hit in a stress box of equal
advantages, for a maximum of one per break ties with Sneaky then Powerful value or greater. If you cannot, then you must
character, and expect some harsh price to pay * in a non-physical conflict, highest Smart go take a consequence. You cannot add stress
for failure in this phase. first, break ties with Charming then Careful boxes, but you can add a stress box and a
* unless stated otherwise, the characters go consequence, to absorb harm.
before NPCs and monster if they decide to Also:
CONTESTS attack first; otherwise the GM goes first * Whenever you want, you can CONCEDE the
Contest is used when there is a competition conflict: get a fate point, plus one for each
between two characters, of some sort, but not consequence you suffered, and retreat.
IN YOU TURN you can:
an open fight which requires inflicting some
harm (physical or not). * Move to a near zone for free if there are no * TAKEN OUT: if you have no stress and
In every turn (exchange) every participant rolls obstacles consequences to absorb harm, you’re taken
the appropriate overcome action. The single * Take one or two simple free actions like out. The GM determines what it means.
character with the highest result obtains one shouting orders, opening doors, diving for * YOU RECOVER FROM ALL STRESS at the
victory, or two victories if it’s a success with cover, extracting a weapon and so on end of the conflict, as soon as you can catch
style and nobody else got it with style. * Make an action that requires a roll your breath. Stress can be both physical or
If there’s a tie, nobody gets the victory, but * Roll to defend, without bonus and without mental but is a superficial harm.
some twist occurs; the GM will add a new inflicting harm, one time * CONSEQUENCES are more severe: each of
aspect to the situation. them is described by an aspect, and can be
The contest ends when one character reaches The ACTIONS AVAILABLE in a turn are: invoked by the opponents spending fate points,
three victories. * Create an Advantage to exploit a tactical and who inflicts it has a free invocation.
You can prepare for a contest by creating an situation at your benefit * YOU RECOVER FROM CONSEQUENCES
advantage, but try only once. If you fail, your * Overcome in case you attempt something depending on how serious they are:
opponent(s) get a boost to invoke free against difficult * At the end of the next scene for a Mild one
you during the contest. * Move of more than one zone or Overcome * After one session for a Moderate one
(with a roll) an obstacle between zones * After two sessions for a Severe one
* Attack once, pick your target Time for Moderate and Severe assume that the
CONFLICTS
A conflict aims to kill, subdue, to defeat some As in any other moment, you can create character gets APPROPRIATE TREATMENT
active opposition. It can be about physical advantages for your companions to exploit. and some rest for the recovery. Without it, the
harm or other kind of damage. consequence will take twice the time to heal.

booklet 4

You might also like