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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.
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
booklet 4