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Fate/ Roleplay MATERIAL

Throughout a story there come times where your work. Sure, you may have landed a
characters are to be tested by the circum- strong punch, but was it a jawbreaker or
stances. Whenever the outcome of an ac- just a body blow? Maybe you were able to
tion is unsure, or the Game Master believes repair a broken heater in less than an hour,
there is a possibility for a relevant cinemat- but how long do you think it will last until it
ic result, they may request you to gather breaks down again? Height is the correct
and throw a Dice Pool. property to decide these things.

Dice Pools are a batch of 10-sided dice,


tossed at the same time, in amount that
represents how likely you are to succeed. In
most cases, you'll be asked to add up a Stat
and a Skill that have something to do with
what you're attempting and have that be
your Dice Pool. After you roll it all together,
you then check the results and search for
matching Sets among them. A Set is any
group of two or more dice that luckily hap-
pened to land on the same number. These
are to dictate your results and performance,
and each set has two values that you need
to track, Width and Height.

How large was the set? It can go from hav-


ing only two matched with the same value,
to an amazing streak of getting all thrown
dice come up the same. This Width repre-
sents the sheer speed and power of your
action, and usually a single Set should be
enough to stay clear of failure.

Which value did the set land on? This is


what decides how the force of your effort
was used, and the finesse that you put into
Fate/ Roleplay MATERIAL

This is the default type of roll, and by far A Check is a roll that verifies a state rather
the most common. Your dice pool is than an action; it’s a quick confirmation
formed (usually by adding up a relevant Pa- that something either has taken place or
rameter and Skill) and as long as you get a has not taken place. A sense check might
single set out of it, you can consider your- be run when the Game Master wants to
self successful. know if you spotted something in the room.
Checks are made irrespective to time and
Sometimes a minimum width is needed to place, and are often rolled as a conse-
succeed (if speed is a requirement), or a quence of something else. For example,
certain height (if the quality of the perfor- many spells or attacks will require that their
mance is going to be evaluated). target fail a “Check” before taking effect.

Also, it should be noted that not all actions Penalties: Context matters! Aiming a
require a roll. Routine actions like driving gun in the dark during a heavy storm is
home from work or other mundanely easy a lot different than practicing the basics
things go without testing. However, when at a shooting range. When actions have
you’re performing under distress (say driv- increased levels of difficulty, a penalty
ing at recklessly high speeds), the Game will be imposed by subtracting a num-
Master can decide that’s worth a roll. In the ber of dice from your usual pool.
end, it’s up to them.

Sometimes you’re trying to perform an ac-


tion, and someone else is trying to beat you
to it. A race, a competition, or a debate are
all examples of a contest roll. Both parties
gather dice pools based on what they’re go-
ing to be doing, and then the Game Master
compares their results. The set with the
biggest width wins, and in case of several
equal width stats, you turn to the height of
it to decide. In case there’s a tie even then,
use Luck stat to decide on a winner. Fur-
ther ties are up to GM’s judgement.
Fate/ Roleplay MATERIAL

You can further tinker with a roll by stating


a single FOCUS: a particular goal that you
want to prioritize. Like that making sure an
attack is deadly, that you hit a specific part
of someone’s body, that an action is done
especially fast or gracefully. We call these
options a focus, and at the cost of giving
you a -1 penalty to the roll, they will modify
the results somewhat.
 Damage: The width of any sets you
get receive a +1 for when calculating
damage.
 Speed: The width of any sets you get
receive a +1 for accessing speed.
 Aim: Increased chance of a particular
result. Before rolling, one dice is set to
hit the body part your want, and will
group with any other one dice that
lands on a value for that body part.
This should be specified in the emote
as the thing you are aiming for.
 Grace: The height of any sets you get
counts as +1.
 Multiple Action: You can attempt
more than one action in a single turn.

Seamless Play: While emoting you


should mention if using a focus. The
case of aiming, you should make it ob-
vious next to the original emote what it
is you’re aiming for so the GM can then
select the appropriate value for it.
Fate/ Roleplay MATERIAL

Parameters are a measure of your everyday capabilities. They’ll be the first thing you go
to rely on when facing challenges you have no kind of specialized training for. Parameters
can be further improved by your skills, whether it be through added knowledge or expertise,
but by themselves they’ll still give you a fairly good idea of what your character is good and
bad at.

There are eight Parameters in total, but they are divided into three broader categories ar-
ranging them by their chief components: we call this the Trichotomy, the division of man
into body, mind, and soul. The Trichotomy is helpful when accounting for skills and myster-
ies with a wider range of effects---for example, if someone were to swap
bodies using a spell, only Parameters of the
Body would be exchanged.

STR - Strength

END - Endurance

AGI - Agility

SEN - Sense

CHA - Charisma

INT - Intellect

LCK - Luck

MAG - Magical Energy:


Fate/ Roleplay MATERIAL

Represents your pure physical might. Think of a high


strength stat as the result of weight-lifting, or intense
bench pressing. This stat will improve your overall
damage, whether it be with a melee weapon of sorts, or
simply your two fists. It will also allow you to perform im-
pressive feats of physical exertion like, say, carrying a boul-
der.

Base Damage indicates the base damage of your hand-to-hand attacks,


which can become inherently deadly if your force reaches supernatural
levels. The chart below gives you some examples of the effects of this
parameter.

Dice Lift. Weight Throw Base Damage Monstrous Strength: In rare


cases, that maximum level is
still not enough. Well fear not
1d 50 lbs 6.2 lbs Shock
hunks of muscle, there’s a so-
2d 100 lbs 12.5 lbs Shock lution. When using the
3d 200 lbs 25 lbs Shock “Augment” extra on a Mystery
4d 400 lbs 50 lbs Shock targeting the Strength Param-
5d 800 lbs 100 lbs Shock eter, you can endow it with ad-
ditional properties to represent
6d 1, 600 lbs 200 lbs Killing
larger power. Booster for ex-
7d 1.6 tons 400 lbs Killing ample, multiplies the values on
8d 3.2 tons 800 lbs Killing + Shock the chart by 2, or Wide Hit that
9d 6.4 tons 1,600 lbs Killing + Shock causes your attack rolls to
10d 12.8 tons 1.6 tons Killing + Shock deal out their damage again,
to a lower body part.

Throw is the maximum weight you can throw 10 yards. For


lighter objects, move down the chart—for every extra
Strength die, you can throw it an extra 10 yards. So if you
have Strength at 9d, you should be able to throw a 200-
pound object 40 yards instead.
Fate/ Roleplay MATERIAL

Dice Each Limb Torso Head


Physical resilience. The capacity to grit it
out. Endurance will increase the resilience
of Hitzones on the Damage Table has, and 1d 4 8 3
grant you a degree of immunity to some 2d 5 8 3
physical ailments. Also, it’s important for
3d 5 9 4
your ability to block and endure debilitating
forces. 4d 6 9 4
5d 6 10 4
Hitzones are a way of dividing up a charac-
ter’s body. An average human has six of 6d 7 10 5
these: their right leg, left leg, right arm, left 7d 7 11 5
arm, their torso and their head. These have
8d 8 11 5
Limits, which Endurance increases accord-
ing to the table to the right. 9d 8 12 6

10d 9 12 6
Endurance Checks are a common way of
seeing if hazards like weather conditions
pose penalties.

Dice Sprint Jump

(per round) Finesse and swiftness. Useful for per-


forming delicate actions like twirling a
1d 8 yards 2 yards / 0.5 yards knife through one's fingers with little trou-
2d 10 yards 3 yards / 1 yard ble or thought. Having high agility will in-
crease your speed, improve your ability to
3d 12 yards 4 yards / 1 yard
react during fast calls, and get to places
4d 15 yards 5 yards / 1 yard undetected.
5d 20 yards 6 yards / 1.5 yards
Sprint gives you an idea of how fast a
6d 25 yards 10 yards / 3 yards character can run, and their top speed. If
7d 30 yards 20 yards / 6 yards they try to jump upwards, or leaping for-
ward, the table to the let tells you roughly
8d 40 yards 30 yards / 15 yards
what the maximum distance covered can
9d 50 yards 40 yards / 25 yards be (though you might require a roll to
reach it).
10d 60 yards 50 yards / 40 yards
Fate/ Roleplay MATERIAL

Dice Effect
There are many cases where a vital piece
of the greater picture is right under your 1d You easily miss out on details.
nose and you never notice it, which beck- 2d You’re neither a fool nor a detective.
ons the importance of one's ability to
sense. Investing in sense will allow you to 3d Your gut guesses are often on point
notice what is invisible to others, detect 4d Sneaking up on you is a hard thing to do
patterns within clutters of information,
5d You’re almost never surprised.
and even empathize with and understand
other beings. 6d You see through people’s intentions.

Sense Checks are a very common roll by 7d Visual impairments don’t affect you at all
the GM, and can result in receiving 8d You’re virtually immune to deception.
knowledge other players didn’t have ac-
cess too. 9d A glimpse is enough for you to capture
everything about a scene.
10d Comparable to limited omniscience

Charisma is your ability to draw the attention of others, and im-


press with presence alone. With high Charisma, you will be able to
rally others, deceive others, and make them agree with you through
thick and thin

When a character presents a persuasive argument or


passionate speech, a Charisma Roll may be asked
for by the GM. If passed, the argument might alter
NPCs opinion on something, or even boost the suc-
cess odds of an action.
Fate/ Roleplay MATERIAL

Your capacity for knowledge, as well as your ability to make good


calls. Having a high intellect can mean you have an ease at re-
membering facts, processing information, or coming up with
solutions to complex problems.

Magi researching their craft use this Parameter in abun-


dance, and most academics would tell you how im-
portant a good Intellect is on their day to day life.

In game, Intelligence Rolls can also serve as a


method for getting recaps of previous
events, or even summoning the GM’s help
through hints.

1d When a topic gets complex or abstract, you tend to zone out.

2d You can excel academically, with some work and that's probably just about it.

3d You have no trouble solving daily life problems and basic math isn’t an issue.

4d You can understand the basis of complex subjects and your memory is spot on.

5d At this point the word ’genius’ becomes the standards for when referring to you

6d Your capacity for problem solving is considered revolutionary.

7d You possess a photographic memory on all your senses, your capacity to absorb
information and solve problems leaves even geniuses speechless.

8d You process information at an inhuman level, even better you retain all of it.

9d A super computer’s got nothing on you. Your mind solves problems in bulk.

10d At this point you are basically a one-man hive mind


Fate/ Roleplay MATERIAL

The power source used to actualize the mys-


teries of magecraft and supernatural events,
present in thoughts and emotions and flow-
ing out of life itself. Most humans lack the
pseudo-organ known as magic circuits, and
so they have this at the default level, while
almost all magi use them to cast spells.

Those possessing circuits can activate


them on will to Flush their system. This
calls for a Magical Energy Roll, and if
successful it'll remove negative effects
caused by the Magical Energy of others.
Mental Interference effects, and certain
curses are an example of effects that can be
flushed.

To measure out exactly how much energy


1d The expected level in normal humans. Unfit
you have at your disposal, your Energy
Points, you multiply Magical Energy by 5. to perform sorcery

2d A low number of circuits or capability.

3d The average for magi in families with a


Purging the bad: Sometimes it’s generational count in the single digits.
complicated to know what can
be flushed away, and what 4d Impressive, even when in groups where
sticks. A good rule of thumb is sorcery is common.
seeing if the effect fits these two
5d An absolute prodigy of the supernatural
criteria:
world.
 Does it have no physical com-
6d Something of a monster. Crossing the line
ponents?
away from human
 Was it caused by someone’s
magecraft? 7d These levels are abhorrent for humans,
and usually only present when dealing
If the answer is yes to both of 8d
with specialized lifeforms. Homunculi and
those, then the effect should at
9d those possessing dragon blood might pop-
least be mitigated by flushing the
circuits. 10d ulate these tiers.
Fate/ Roleplay MATERIAL

A measure of how often things you can’t control end up going your way. This will affect
how the gods of circumstance treat you, or whether seeing a black cat should be consid-
ered a bad omen. With it, a person can defy fate and survive trials that don’t rely on any oth-
er quantifiable statistic.

It’s a hard parameter to pin down exactly, but you can think of it as a measure of how many
“good things” happened to you, without you working for them. Tragic endings or trium-
phant victories don’t necessarily represent your luck though, after all an unlucky person
can be successful in life despite constantly running into bumps along the way, and a mas-
sively lucky person can be met with doom because they attempted to do things outside
their ability.

A Luck Check is particularly useful for a number of things:

 Deciding on the outcome of games of chance, or on how random sit-


uations turn out.
 Evading the effects of curses that manipulate destiny or causality.

Defending against Fate: Cer-


tain supernatural powers ma-
nipulate destiny itself, and
can be resisted by the Luck
Parameter. Be on the lookout
for effects that either manip-
ulate probability directly, or
tinker with causality, as those
are likely to be connected to
the Luck Parameter.
Fate/ Roleplay MATERIAL

While your base parameters say a lot


about a character’s capability to
interact with the world, they
can only serve as a very broad,
somewhat vague, representa-
tion. Skills represent particular
proficiencies that you’ve picked up
during your life, that set you apart from
other people. They can be professional
qualifications, hobbies, actions you’ve
trained for, or just fields of study that you
are familiar with.

If you perform an action related to a


Skill in your possession, the skill
will enhance your dice pool for that
roll. Most dice pool can be represent-
ed by a meaningful Attribute + a Skill.
Skills fall under two broad categories, General
Skills, and Specialized Skills

Specialized Skills: Talents of this nature are fairly self-explanatory. You can take
these to give yourself an isolated field of expertise where your specialness can shine.
It can be something you know about well, or something you can do better than most--
-like dancing, the ability to fight using swords, shoot a bow, play an instrument, etc.

General Skills: It could be from a broad field of study, or some background that has
endowed you proficiencies and a familiarity with various tasks. It could be something
akin to military training, medical knowledge, or even a small-time profession like that
of a bartender. For instance: An experienced soldier would possess familiarity with
firearms, sure, but he would also be likely have a strong foothold in hand-to-hand
combat, climbing and basic explosive handling.
Fate/ Roleplay MATERIAL

Examples of Possible Specialized Skills:

 Melee Weapons [Type]  Swimming  Driving

 Ranged Weapon  Running  Fixing Cars


[Type]
 Stealth  Riding
 Punching  Hacking  Cooking
 Blocking  Lying
 Dodging  Academic Knowledge
 Climbing [Type]

Examples of Possible General Skills:

Skill Scope
Handyman Fixing all sorts of machinery, devices, noticing what’s wrong with them
and discussing it with others.

Soldier Firearms training, climbing, running, and familiarity with electronics and
explosives used in the field.

Athletics Climbing, swimming, jumping, dodging, catching objects mid air, acrobat-
ics. Any situation that would involve getting around quickly, really

Deceiving Disguising, lying, acting, manipulating, hiding objects on your person, etc

Magecraft Knowledge of not only the occult, but how it works, identifying it around
you, and using it.

Combat: Using a katana in combat, as well as blocking and dodging while holding
Katana it. Basically, a composite of combat skills.

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