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Fate of Hârn Cheat Sheet

Missiles: covers the use of all ranged weapons including melee


ASPECTS SKILLS
weapons designed to be thrown.
Athletics: represents general level of physical fitness, mobility and Notice: is the power of observation and ability to pick out
Game Aspects: Defined at the start of the game but may evolve.
ability to dodge superficial details at a glance.
Can be invoked, compelled, or used to create advantage at any
Contacts: is about making and using connections with people and Provoke: can cause fear, anger, shame, etc., and using fear and
time.
organisations. threat to intimidate, dominate or manipulate.
Crafts: is practical ability and its level can reflect relative mastery of Rapport: is about influencing people and getting them onto the
Character Aspects: Defined during character generation but may
particular trades or professions. character’s side using honesty and charisma.
evolve. Can be invoked, compelled, or used to create an advantage
Ride: (drive a wagon pulled by) a beast of burden such as a horse,
at any time. Deceive: is used to lie and misdirect, including the use of disguises.
ox, donkey etc.
Empathy: is the emotional equivalent of Notice and can spot Ritual: is knowledge of a particular church, theology or faith and
Situation Aspects: Lasts as long as the scene or NPC is in play or
changes in a person’s mood or bearing. must state the deity/church it relates to.
until no longer relevant. Is defined by the GM or a player who
Endurance: is physical fortitude and influences the physical stress a Scholar: is intellectual ability and knowledge of the world and its
creates an advantage.
character can take. languages/scripts.
Fight: covers all forms of unarmed combat, including use of clubs, Stealth: allows characters to avoid detection, by hiding in place or
Boosts: Situation Aspects that disappear once they are invoked.
staves and improvised weapons moving about unseen.
Investigate: finds things out using concentrated effort and in-depth Strength: represents the character’s raw physical power and
Consequences: Attached to a character to avoid being ‘taken out’ scrutiny or research. influences the damage they can inflict
in a conflict, usually phrased negatively. Lasts until ‘cured’. Larceny: is about stealing things, getting into places you shouldn’t, Survival: is living off the land, finding shelter, identifying useful
and some other things that are ‘illegal’. (and dangerous) things in nature.
The character creating any Consequence, Boost or Aspect gains a Melee: covers all forms of armed close quarter combat using Will: is mental fortitude and can influence the mental stress a
free invoke on it, which may be stacked. weapons designed for the purpose. character can take.

Active Opposition: another character rolls and the two totals are
SPENDING FATE POINTS (at GM discretion) SKILL ROLL
compared
Buy off a Compel: avoid a complication that arises from the aspect 4dF + Skill compared to the opposition. Earn a shift for each point Passive Opposition: roll against a static difficulty defined by the
being compelled by the GM. higher. GM.
Invoke an Aspect: add +2 to a roll or re-roll the dice.
Suggest a Compel: on another character’s aspect which the GM
FOUR ACTIONS Fail Tie Succeed (1-2 shifts) Succeed with Style (3+)
opts to offer that character.
Declare a story detail: introduce a plausible detail related to an Overcome: to achieve Succeed at a MINOR Succeed and achieve goal
Fail, or Succeed at a Succeed and achieve
aspect. something or remove an COST (e.g. BOOST to plus a BOOST with a free
SERIOUS COST goal
obstacle opponent) invoke
EARNING FATE POINTS (at GM discretion) Fail, or Succeed in a way Succeed and gain a free Succeed and gain two free
Create Advantage: name, Succeed and gain a
that might benefit them invoke on the new/ invokes on the
Accept a Compel offered by the GM: Gain the Fate Point or discover, a new Aspect BOOST with a free invoke
&/or disadvantage you discovered aspect new/discovered aspect
immediately.
An aspect is invoked against you: Gain the Fate Point at the end
Fail and give a free invoke
of the scene. Create Advantage: exploit Succeed and gain a free Succeed and gain a free Succeed and gain two free
on the aspect to the
Concede a conflict: At the end of the scene gain 1 Fate Point plus an existing/ known Aspect invoke on the aspect invoke on the aspect invokes on the aspect
opposition
one per consequence taken.
Refresh: Fate Points do not carry over between sessions but Defender unharmed and
Attack/Defend: aim to Defender takes Stress equal
Refresh is the starting number also gains a BOOST if Defender takes Stress
cause/avoid physical or No harm to defender to Shifts of success which
defence succeess with equal to Shifts of success
mental harm can be traded for BOOSTS
style
COMPELS: You have this aspect in this situation …
Overcome/Create Succeed but Shek Pvar takes 1 extra Mental Stress Succeed (with a free Succeed with a BOOST (or
Advantage with a Shek (Shaman takes 1 extra Mental or Physical Stress) per invoke if creating 2 free invokes if creating
… so it make sense that (this) would happen.
P’var Skill (Shamanic Rites) point of failure advantage) advantage)
Overcome/Create Succeed but reduce Privy Succeed and discuss
… so it make sense you’d decide to (do this); which goes wrong Succeed but reduce Privy
Advantage with Privy Purse by Cost+1 (<0 = Succeed ‘Possession Aspect’ with
when (this happens). Purse by Cost
Purse ‘debt’) GM
CHALLENGES CONTESTS CONFLICTS (Physical/Mental)
One or more characters try to Overcome an especially complicated Two or more characters are competing to achieve a goal only one of
Two or more characters are trying to do one another harm.
or dynamic obstacle. them can succeed at.
GM determines situation aspects and which skills will be needed GM describes situation aspects, nature of the Contest, and GM describes situation aspects, zones, initial set-up, and establishes
and in what sequence. establishes who’s participating and ‘sides’. who’s participating and ‘sides’.
GM determines if all the rolls are by one character or whether more In any exchange a character can Create an Advantage but failure Determine the turn order (Notice/Empathy and break ties using
characters can be involved. means they forfeit their Overcome action Athletics/Rapport then Endurance/Will).
Each step requires a passive Overcome action with difficulty set by During each exchange Contesting characters roll an Overcome In each exchange each character takes an action in order and
the GM. action with the appropriate skill. resolves it before the next character starts.
Characters not involved with the Challenge can use their turn to The character with the highest result/most shifts of success scores a During another character’s turn everyone else defends, opposes, or
Create Advantages. Free invokes can be passed to participants who ‘victory’ responds to their actions as necessary.
can also apply Boosts from previous Overcome actions. If one character Succeeds with Style they get two victories. At the end of everyone’s turn, start again with a new exchange
The GM narrates the situation based on which part of the challenge If there’s a tie, no one gets a victory, and an unexpected twist A character can forgo their action in any exchange and opt for Full
was overcome, or not. changes the Contest’s parameters. Defence (+2 on all defend actions).
The Conflict ends when all the characters on one side have
The first character to achieve three victories wins the Contest.
conceded or been taken out

DEALING WITH DAMAGE TAKEN OUT RECOVERY FROM STRESS OR CONSEQUENCES


Either … Fill in one stress box greater than or equal to the value of The personal loss and what happens to the Taken Out is decided by
Mild Consequence: Overcome+2 & wait one whole scene
the damage taken from an attack, the character who took them out.
They can’t narrate anything that’s out of scope for the conflict but it
or … Fill in one stress box and take one or more consequences. Serious Consequence: Overcome+4 & wait one whole session
gives them a lot of power.
or … Take one or more Consequences, Grievous Consequence: Overcome+6 & wait one whole scenario
Crippling Consequence: Overcome+8 & wait until a Major
If that doesn’t absorb all the damage the character is Taken Out Stress: is recovered between scenes unless the GM rules otherwise.
Milestone. Meanwhile it temporarily replaces an Aspect.

CONCEDING
Any action can be interrupted at any time before the roll is made to Concede the conflict. Conceding gives the enemy what they wanted from the conflict but the Conceding character decides their own fate.
Conceding will cost … but less than being Taken Out. The Conceding character also gains a Fate Point for Conceding plus 1 Fate Point per Consequence taken during the conflict.

STUNT CREATION (the GM may agree combinations or extensions at the cost of a Fate Point, or require a Fate Point to fuel a very effective Stunt. Alternatively the GM may limit use to once per session )
Add a New Action to a Skill
 Use [pick a skill] to [pick an application of the skill: overcome; create advantage; attack; or defend, that the skill can’t usually do] [describe the specific context in which it can do this].
 e.g. Backstab: Use [Stealth] to [make a physical attack] [provided your target isn’t already aware of you].
 e.g. You’re Never Safe: Use [Larceny] to [make mental attacks and create advantages against a target] [by staging a robbery in such a way as to shatter their confidence in their security].
Add a Bonus to an Action
 Gain a +2 bonus to [pick an application (or sometimes 2 applications) of the skill: overcome; create advantages; attack; or defend] using [pick a skill] [describe the specific context in which it can do
this].
 e.g. Specialist: Gain a +2 bonus to [overcome or create an advantage] using [Scholar] [whenever the situation the specialism might apply].
 e.g. Noble Etiquette: Gain a +2 bonus to [overcome] using [Rapport] [when dealing with a character of noble birth, or at a formal event such as a Moot or Feast].
Add to an Outcome
 When using [pick a skill] and [describe the action and the outcomes necessary to trigger the benefit], you automatically [either: create a +2 opposition, or inflict 2 extra Shifts] [describe exactly what
happens].
 e.g. Arrow Storm: When using [Missiles (Bow)] and [the Attack succeeds], you automatically [create +2 opposition against movement in the target zone until your next turn] [because of all the arrows in flight].
 e.g. Great Blow: When using [Melee] and [the Attack succeeds], you automatically [inflict 2 extra shifts of physical damage] [because of the power of your blow].
Creating a Rules Exception
 Use [pick a skill] [describe the exception and its context] allowing you to [describe the potential]
e.g. Polymath: Use [Scholar] [in place of another skill during a challenge], allowing you to [use Scholar twice in the same challenge].
e.g. Counterstrike: Use [Melee] [and, if you succeed with style, when Defending], you are allowed to [choose to inflict 2 shifts of damage rather than take a boost].
Shek Pvar Spell Casting Summary
SPELL DURATION DIFFICULTY + SPELL AREA OF EFFECT DIFFICULTY + SPELL RANGE DIFFICULTY
Instant - the next relevant die roll +0 Tiny - Thumb-sized +0 Same Zone as the caster +0

A full exchange around the table +1 Very small - Fist-sized +1 1 Zone away +1

A complete contest, challenge or conflict in this scene +2 Small - Dog-sized +2 2 Zones away +2

The rest of this scene +3 Man-sized +3 3 Zones away +3

This scene and all the next one +4 Big - Horse-sized +4 The other side of a large building +4

The rest of this session +5 Huge - Elephant/Room-sized(often a Zone) +5 The other side of a village +5

This session and all the next one +6 Enormous - House-sized(also an adjacent Zone) +6 The other side of a town +6

A season +7 Gigantic - Small Temple-sized +7 The other side of a city +7

A year +8 Vast - Keep-sized +8 + TARGET CHARACTER’S WILL if the spell is aimed at their mind

A few years +9 Village-sized +9 + TARGET CHARACTER’S ATHLETICS if is aimed at their body

A decade +10 Town-sized +10

A lifetime +11 City-sized +11

Eternity (i.e. permanent) +12

CASTING TIME BONUS (how long until spell takes effect?) OTHER BONUSES SHEK-PVAR STUNTS
+1 per caster of the same convocation who knows the spell &/or
Instant: during the mage’s current turn +0J Gesture: +2 when throwing the whole body into the ‘casting’
has a tome/scroll to follow
(including ‘ritual dance’!), but accept a -2 modifier to the roll when
Until the mage’s next turn – after everyone else’s actions +1J + value of a physical/mental Consequence taken voluntarily standing still/ avoiding movement
Cant: +2 when loudly shouting/chanting, but accept a -1 modifier
Until the end of the current contest, challenge or conflict +2J +2 if Convocational Focus is invoked
to the roll when casting in whispers and -2 when remaining silent.
Student of [Essence]: +2 when working with this Convocational
Until the start of the next scene +3
Essence, except when Conjuring
Until the start of the scene after next +4P DIAMETRIC CONVOCATIONS

Until the start of the next session +5P Lyahvi (Light & Air) Fyvria (Growth & Decay) COST OF SPELL CASTING

Until the start of the session after next +6P Peleahn (Fire & Heat) Odvishe (Water & Shadow) 1 Mental Stress (Mental OR Physical Stress for a Shaman) +
J: Jmorvi -1 convocational modifier 1 extra Mental Stress (Mental OR Physical Stress for a Shaman) per
P:
Jmorvi (Metal & Craft) Savorya (Spirit & Mind) point of failure on the roll.
Peleahn -1 convocational modifier
The Code of the Shek Pvar
 Bring not the scorn of the ordinary folk upon thy brothers, nor make with thine Art a place for thyself above them;
 Spread not thy Lore, even among thy brothers, without the sanction of thy peers;
 Keep sacred and free from harm thy Chantry;
 Succour not a renegade of the Art, but strike him down with thy power, else summon thy brothers to thine aid;
 Make tithe to thy Chantry a portion of thy arcane treasure to thy brother’s benefit

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