You are on page 1of 2

The Ladder Skill Competence Skills & Trappings

+8 Legendary Mediocre (+0) indicates a lack of either talent Alertness: Avoiding Surprise, Combat
+7 Epic or training. Initiative, Passive Awareness
+6 Fantastic Average (+1) indicates a novice level of Athletics: Climbing, Dodging, Falling,
+5 Superb training, or a high degree of talent with no Jumping, Sprinting, Other Physical
+4 Great formal training. Actions
+3 Good Fair (+2) and Good (+3) indicate journey- Burglary: Casing, Infiltration, Lockpicking
Contacts: Gathering Information, Getting
+2 Fair man or “professional” capacity, or a nearly
the Tip-Off, Knowing People, Rumors
+1 Average inhuman degree of talent.
Conviction: Acts of Faith, Mental Fortitude
0 Mediocre Great (+4) and Superb (+5) indicate veteran
Craftsmanship: Breaking, Building, Fixing
–1 Poor or masterful capacity, or the combination of
Deceit: Cat and Mouse, Disguise,
–2 Terrible extreme talent and good training. Distraction and Misdirection, False Face
Fantastic (+6) and above skirt the boundaries Forward, Falsehood and Deception
of natural human capacity. Discipline: Concentration, Emotional
Rolling
Control, Mental Defense
Effort = Difficulty Guidelines Driving: Chases, One Hand on the Wheel,
Skill + Roll. A player will nearly always succeed against a diffi- Other Vehicles, Street Knowledge and
Navigation
Effect = culty of 2 less than his character’s skill without
Empathy: Reading People, A Shoulder to
Effort – Difficulty, needing to invoke any aspects. Cry On, Social Defense, Social Initiative
measured in shifts. A player will usually succeed against a difficulty of Endurance: Long-Term Action, Physical
1 less than his character’s skill, but might need Fortitude
to invoke an aspect on occasion.
Time Fists: Brawling, Close-Combat Defense
Increments A player has a relatively equal chance of succeeding Guns: Aiming, Gun Knowledge, Gunplay,
or needing to invoke an aspect against a diffi- Other Projectile Weapons
instant
culty equal to his character’s skill. Intimidation: The Brush-Off,
a few moments A player will usually need to invoke an aspect Interrogation, Provocation, Social
half a minute to succeed against a difficulty of 1 higher than Attacks, Threats
a minute his character’s skill, but has a fair chance of Investigation: Eavesdropping, Examination,
a few minutes making the roll as well. Surveillance
A player will almost always need to invoke an Lore: Arcane Research, Common Ritual,
15 minutes Mystic Perception
aspect to succeed against a difficulty of 2 higher
half an hour than his character’s skill. Might: Breaking Things, Exerting Force,
an hour Lifting Things, Wrestling
a few hours Performance: Art Appreciation,
Composition, Creative Communication,
an afternoon Degrees of Success
Playing to an Audience
a day 0 shifts = Minimal success: Presence: Charisma, Command,
a few days The character pulled it off. It’s neither pretty Reputation, Social Fortitude
nor graceful, but it works. Rapport: Chit-Chat, Closing Down,
a week
1 shift = Notable success: First Impressions, Opening Up, Social
a few weeks Defense
a month This is a clear success. The character’s result is
Resources: Buying Things, Equipment,
solid and reliable; while it may not be inspired,
a few months Lifestyle, Money Talks, Workspaces
it is absolutely workmanlike.
a season Scholarship: Answers, Computer Use,
3 shifts = Significant success: Declaring Minor Details, Exposition
half a year
The success is noticeably well done and of fine and Knowledge Dumping, Languages,
a year quality, very reliable, and so on. If you use the Medical Attention, Research and Lab
a few years optional spin rules (page 214), this level of success Work
a decade and higher on a defense roll generates spin. Stealth: Ambush, Hiding, Shadowing,
Skulking
a generation 5+ shifts = Potent success: Survival: Animal Handling, Camouflage,
a mortal lifetime Not only is the quality of the success remark- Riding, Scavenging, Tracking
several mortal able, it may have some unexpected, secondary Weapons: Melee Combat, Melee
lifetimes benefits, such as a deeper insight into a problem Defense, Distance Weaponry, Weapon
at hand. Knowledge
and so on
You want to make copies of these two pages for your personal use? Knock yourself out!
Running Conflicts (page 197) Conflict Actions
Once a conflict begins, follow this regular Attack: Roll against an opponent to try to inflict stress or conse-
pattern. quences on him directly (page 200).
1. Frame the scene. Maneuver: Roll against an opponent or against a fixed difficulty
2. Establish the groups in the conflict. to try to place an aspect on the opponent or the scene (page 207).
3. Establish initiative. Block: Roll to set up a preemptive defense against a specified
4. Begin the exchange. future action; anyone committing that named action will have
a. Take actions. to roll against the block to succeed (page 210).
b. Resolve actions. Sprint: Roll to change zones, with a higher roll allowing a greater
c. Repeat step 4, begin new exchange. degree of movement (page 212).
Each character gets one basic action per turn, but under certain
Using Aspects (page 98) circumstances your character can take a supplemental action
Invoke: 1 fate point to get a +2 or reroll and/or a free action in addition to that main action (see
Compel: GM pays 1 fate point to constrain page 213 for more details). Of course, in lieu of anything else, a
and complicate, or player pays 1 fate point character may choose to just duck and cover:
to say no thanks to that. Full Defense: You can always choose to do nothing active in the
Tag: A free invoke for a character that has exchange at all; your character is assumed to be concentrating
discovered or created an aspect. entirely on defense. As such, any defense rolls you make to
avoid attacks or maneuvers are done at +2.

Evocation (page 249)
1. Determine the effect you want to achieve, Stress and Consequences (page 201)
describing the element you want to use.
Stress = Shifts + Weapon Rating – Armor Rating
2. Describe the effect in terms of one of the
following basic conflict actions: attack, Mild consequences cancel out 2 stress. They last for one scene
block, maneuver, or counterspell. after recovery starts. (Examples: Bruised Hand, Nasty
Shiner, Winded, Flustered, Distracted.)
3. Decide how many shifts of power you want
Moderate consequences cancel out 4 stress. They last until the
to put into the spell. Take 1 mental stress,
end of the next session after recovery starts. Think of things
plus 1 for each point of power greater than
that are bad enough to make you say, “Man, you really should
your Conviction modified by any power
go take care of that/get some rest.” (Examples: Belly Slash,
bonuses from a focus item.
Bad First Degree Burn, Twisted Ankle, Exhausted,
4. Roll Discipline to cast the spell, plus any Drunk.)
control bonus from a focus item. The diffi- Severe consequences cancel out 6 stress. They last for the next
culty is equal to the power of the spell. scenario (or two to three sessions, whichever is longer) after
This roll is also used for targeting if you’re recovery starts. Think of things that are bad enough to make
aiming it at a target. If you do not meet you say, “Man, you really need to go to the ER/get serious
or beat the difficulty to control, the margin help.” (Examples: Broken Leg, Bad Second-Degree
of failure turns into shifts of backlash (bad Burn, Crippling Shame, Trauma-Induced Phobia.)
things happening to you) or fallout (bad Extreme consequences cancel out 8 stress. They’re permanent,
things happening to everything else). and they change an existing aspect on the character.

Thaumaturgy (page 261) Weapon Rating Guidelines (page 202)


1. Determine the desired spell effect which
Small pocket weapons, knives, saps, and “belly
will determine the complexity of the spell. Weapon:1
guns”
2. If complexity > Lore, prepare: make up the
deficit by invoking aspects, making declara- Swords, baseball bats, batons, most pistols Weapon:2
tions, accepting or inflicting consequences, Two-handed weapons, oversized pistols
or skipping scenes. (Desert Eagle and company), rifles and shot- Weapon:3
3. After prep, proceed as with Evocation steps guns, most fully-automatic weapons
3 and 4. Repeat each exchange until total
power equals complexity. “Battlefield” weaponry, explosives Weapon:4+

You want to make copies of these two pages for your personal use? Knock yourself out!

You might also like