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Fablecraft GameGuide
Fablecraft GameGuide
THE
FA B L E D I C E
The six sides of a Fable Die:
Fable Dice are rolled in pools of 1-3 dice. The pips Players have one dice in all basic skills, two
on each die are called ‘sparks.’ When players roll a dice in skills they’re accomplished at, and
Fablecraft uses unique 6-sided dice called Fable pool of Fable dice, the total number of sparks three dice in the skill they’re expert at. Skill
+2 +1 +1 +1 0 -1
Dice. These digital dice can be customized with determines whether or not they have been aptitude is determined by a player’s chosen
beautiful dice skins, and the dice faces evolve as successful. 1 total spark equals success in an easy class and skills.
characters level up. task, 2 sparks for challenging, and 3 for difficult.
THE
S T O R Y
Players will spend much of their time in the When players encounter obstacles and want to The GM should specify whether they want the
‘Story Scene.’ This is the place where the GM perform an action, they must roll a skill check. roll to be Easy, Challenging, or Difficult. This will
will guide you through the story, using artwork Skill checks require a certain number of sparks determine the number of sparks the player
SCENE and music to bring your adventure to life. to be successful. The GM can request a dice roll
from players for a specific skill or story spell.
needs to roll.
THE When it’s time for combat, the GM will switch Players click and drop their token to move, and The more sparks a player rolls, the harder they
C O M B A T
the scene to an interactive battlemap. Turn click on abilities to see their target area and hit, and therefore the more damage they’ll
order is automatically assigned. The GM area of effect. It works the same way on the GM inflict. Some combat abilities have bonus
controls all creatures, monsters, and NPCs, and side, too. In Combat, any roll of 1 or higher is effects if you roll 2+ sparks.
h o m e l a n d , c l a s s , and c o m b a t s t y l e .
C H A R AC T E R C R E AT I O N
HOMELAND FROM THE CORAL COASTS
CLASS as stretch goals. Class determines a Mage’s aptitude in specific skills as well as extra story spells.
Players have one dice in all basic skills, two dice in trained skills, and three dice in their expert skill.
They have a sturdy moral compass, can They can speak to the flora and fauna They are naturally stealthy, graceful,
Their bounty of knowledge makes them
understand local laws, and they have the around them, rebalance turbulent and good at completing morally good at detecting magic, identifying
unique ability to imprison foes. “The Muscle” environments, and heal party members. “The Grower” ambiguous task. objects, and slaying at tavern trivia night.
“The Troublemaker” “The Knower”
Expert Trained Trained Expert Trained Trained Expert Trained Trained Expert Trained Trained
3 Dice Roll 2 Dice Roll 2 Dice Roll 3 Dice Roll 2 Dice Roll 2 Dice Roll 3 Dice Roll 2 Dice Roll 2 Dice Roll 3 Dice Roll 2 Dice Roll 2 Dice Roll
Once players have chosen their Homeland and Class, they can customize their
C H A R AC T E R C R E AT I O N skills to make their character even more unique. Players can add an extra dice to 2
SKILLS additional skills, giving them 2 dice to roll for those selected skills. They roll 1
dice for unskilled Skill Checks. More dice = more chance of a successful roll.
C O M B AT S T Y L E S they must use magic reflexively. In combat, they attune to one of three kinds of magic to attack an
The Radiant can manipulate the life force The Elementalist can manipulate The G ravimancer can manipulate
that flows within, channeling light to harm elemental energy to conjure fire and ice gravitational energy to push and pull
at heart, but will not hesitate to drain the attacking from a distance, raining fireballs ’
They re the true tanks of the battlefield,
of their companions.
through the air.
in e qual measure .
C O M B AT A B I L I T I E S C O M B AT A B I L I T I E S C O M B AT A B I L I T I E S
I n v i g o r at i n g B a s h C r y s ta l i z e G r o u n d e d
Deal damage to your enemy and restore your own health. Freeze a foe and make them vulnerable. Immobilize an enemy by grinding them to a halt.
R A D I A N T B E A M F i r e b a l l G r av i t y S p e a r
A beam of light pierces foes and rejuvenates allies. Rain down a giant explosive ball of fire. S kewer your enemies with pure force.
W E L L S P R I N G O F L I G H T C o l d - F i r e L a n c e M e t e o r L e a p
Healing light bursts from an ally and harms adjacent enemies. Weave fire and ice into a deadly weapon. Jump forward and smash down to immobilize foes.
THE GATES TO
MYTHAS ARE OPEN!
18/18
2/16
26/26
44/66
Calidonna Stonefort
Brian
HAPPY ADVENTURING!
www.PlayFablecraft.com