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