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FAST Core

The document outlines the FAST Core RPG system, which emphasizes a streamlined approach to character creation and gameplay, focusing on simplicity and efficiency. It details the process of creating a character, including attributes, archetypes, skills, and combat mechanics, while also providing a quick character creation primer. The authors aim to provide a gaming experience that balances simplicity with depth, catering to both new and experienced Gamemasters.

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Mister Raleigh
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0% found this document useful (0 votes)
209 views176 pages

FAST Core

The document outlines the FAST Core RPG system, which emphasizes a streamlined approach to character creation and gameplay, focusing on simplicity and efficiency. It details the process of creating a character, including attributes, archetypes, skills, and combat mechanics, while also providing a quick character creation primer. The authors aim to provide a gaming experience that balances simplicity with depth, catering to both new and experienced Gamemasters.

Uploaded by

Mister Raleigh
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Scott Taylor & Mark Timm

Table of Contents FAST Core Copyright


© 22022 Art of the Genre All Rights
Introduction – 1 Reserved. Not parts of this book may be
reproduced in any form or by any means,
electronic or mechanical, including
Chapter One: Creating A Character – 2 photocopy, recording, or any information
storage and retrieval system, without prior
written permission of the copyright holder
Chapter Two: Combat – 34 and the publisher, except for the inclusion
of brief quotations in a review.
Chapter Three: Magic & Psionics – 54
ISBN: 978-1-940528-09-0

Chapter Four: Leveling & Gameplay – 72 This is a work of fiction.


All characters, places, and events portrayed
in this publication are either fictitious
Chapter Five: Equipment – 88 or used fictitiously.

Chapter Six: Enemies & Traps – 102 Credits


Chapter Seven: Advanced Rules – 116 Writing:
Scott Taylor

Chapter Eight: Sample Settings – 146 Mechanics:


Scott Taylor & Mark Timm
Design:
Index – 170 Andrew Rodgers
Cover:
Daniel Horne,
Todd Lockwood,
Keith Parkinson
Interior Artwork:

Dedication Chapter Headers:


Luiz Prado
Archetypes:
Sandino Ross
I dedicate this book to all the lazy Gamemasters
Color Sketch
and players out there. I would also like to thank Illustrations:
Simon Adams
Tom Dodson, because without his sponsorship of
Cyberpunk Hacker:
the artwork in this book, it would not have been Jeff Laubenstein
possible, as well as Hal Glick, who demanded I Editing:
G. Scott Swift
create my own game so that he could produce
Playtesting:
content for it. Brent Blackwell, Joe Livesay, Sean
Murphy, Nik Stanosheck, Paul Mader
Schramm, Simon Adams, Mark Timm,
Scott Taylor.
Intro
As I’ve grown older, I’ve come to realize that as cool as crunch can be at your gaming table,
there isn’t much time and energy left to invest in it. I no longer enjoy time-consuming
combats that take hours, nor can I spend hours of my days doing stat blocks for monsters (or
worse yet, spell-casting NPCs). So, I decided that I needed something less complicated for
both my players and myself, and thus, FAST was born.

It certainly wasn’t an easy birth.


There have been years of growing
pains within the system as we’ve
tested it over and over, but I
think the product you now hold
in your hands (or are reading
in PDF) holds merit enough to
allow you to enjoy a simplistic
take on TTRPGs. We might not
have reinvented the wheel, but
we did make something that I
believe bridges the gap between
boring simplicity and over-the-
top crunch depth. That said,
FAST Core is for all of you aging
Gamemasters out there who just
want to enjoy the process of
creating and running a scenario
without having to break your
time bank during preparations.

Scott Taylor
October 2022
CHAPTER ONE:
Creating a Character

To create a character in FAST, you simply need a set of percentile dice (d10). As implied,
FAST streamlines the process of character creation, focusing on only three attributes—Physical,
Mental, And Resilience—and grouping skills in clusters for easier overall use. All characters
begin play with an ‘archetype’ (that helps establish a profession) and then select skills accordingly.
All characters have a Fated Trait that provides them with a special ability in a chosen field.
Depending on the campaign setting, a non-human character race might be required or selected as a
player desires. Equipment has been stripped to the basics, and after that, a character should be ready
to play. Such creation shouldn’t take more than 10–15 minutes.

Remember, FAST isn’t a system of excessive rules or minutia, and it is unnecessary to describe every
character detail and piece of equipment. FAST trims out the excess while leaving a streamlined game
that can be easily used by all. To speed up the build process, a Quick Character Creation Primer
helps make character creation even easier.

Quick Character Creation Primer


1 Attributes Roll d10 three times, then assign one score to each
attribute: Physical, Mental, Resilience. Then roll a d10
three times again, this time assigning one result to the
Experience Remainder.
2 Archetype Pick one of the three character archetypes—
Academic, Combat, Social—and note the bonuses,
skills, and Fated Traits.
3 Race Select a character race and note the bonuses, skills, and
Fated Traits.
4 Skills Pick 1 Primary Skill and 2 Secondary Skills. Pick 1
extra Secondary Skill dedicated to combat (Melee,
Ranged, Thrown, Unarmed). Pick 1 Profession or
Hobby Skill (made up by the player). Primary Skills
begin at LV 6, while Secondary Skills begin at LV 4,
and the Profession/Hobby is at LV 3.
5 Fated Traits Select 1 Fated Trait (corresponding to your
archetype or in the General category).
6 Calculate CCV CCV is equal to the character’s Mental Attribute
(modified by outside sources such as archetype,
race, etc.).
7 Calculate Physical Saving Throw: Physical Attribute + Resilience Attribute divided by 2.
8 Calculate Mental Saving Throw Mental Attribute + Resilience Attribute divided by 2.
9 Calculate Fated Points All characters start with 10 Fated Points.
10 Calculate Defensive Threshold 1 + Armor + other outside sources.
11 Calculate Wound Threshold Physical + Mental + Resilience Attribute divided by 3.
12 Calculate Maximum Movement Physical Attribute x 5, minus armor (if any).
3
Creating a Character Character Archetypes
Each character in FAST has a career are unique as they grow with experience. The
path referred to as an Archetype. This one true purpose sought in these archetypes is
archetype provides an origin to begin further to provide a starting point for a character, but
development of the character as they go up not an endpoint. To this end, all archetypes
in levels and bonus scores to all actions that could (if built in such a fashion) utilize powerful
relate to the archetype. However, a player magical energies, or become masters of a
should not be intimidated by the prospect of particular weapon or style, etc. There can be
only three choices as FAST provides an easily beautiful and charming wizards, or casting
customizable template where all characters capable barbarians, or weapon master rogues.

4
Having established that, however, one should realize that the essence of each archetype
will follow the character all through their existence, so do choose whatever will be most
beneficial to the character upon creation.

There are three starting archetypes in FAST, and these are Academic, Combat, and Social. Once
chosen, this archetype is bound to the character forever, and there is no rule for switching archetypes
or dual-archetypes allowed in FAST. While each archetype has its own set of bonuses, there are
certain aspects that all share. These are as follows:

1 All archetypes begin play with one Primary Skill and two Secondary Skills of the player’s choice.
2 All archetypes begin the game with an extra ‘dedicated’ Secondary Skill that must be
devoted to some type of combat (Melee, Ranged, Thrown, Unarmed) so that the character
can be at least functional in an RPG type game. This Secondary Skill can be rolled into
another Secondary Skill (also combat) to form a Primary Skill, meaning a character could
start with 2 Primary Skills upon creation.
3 All archetypes also start the game with a Fated Trait that must be selected from their starting
archetype category, i.e., a Combat archetype must choose from the Combat section of the
Fated Trait list, and so onand so on, or from the General category.
4 All archetypes begin the game with either a Profession Skill or a Hobby Skill that is at Level 3.
This skill can be modified by an Attribute (the gamemaster will have to decide what Attribute the
skill is linked to). This is to round out the character and ensure they have something other than
base ‘adventuring’ skills within their backstory that they learned before starting their new career.
5 All archetypes begin play with 100 units of trade value, be that silver pieces (Septis
Arcana), credits (Lorem Femina), dollars (High Garin City), or a comparable amount
in any gaming world of the gamemaster’s choice.

Example
Truman is creating a Social archetype and
wants to have his initial Primary Skill to
be Computer Skill; however, knowing that
he has 2 Secondary Skills, plus a dedicated
Secondary Skill in a form of combat, he
decides to use one of his random Secondary
Skills and add it to his dedicated Secondary
Skill (he chooses Thrown), to make it
a Primary Skill as well. This means
Truman’s character will start the game with
2 Primary Skills (Computer and Thrown),
and 1 Secondary Skill (yet to be decided).
5
Creating a Character Combat
Anyone choosing a Combat archetype is considered to have been a part of some military,
gladiatorial, gang, or other fighting-based regime. They specialize in the use of weapons, hand-to-
hand fighting, as well as armor and combat tactics. Should a Combat archetype choose the Casting
Skill, they would be considered a profession in line with Ranger or Paladin. These characters are
to be considered front-line fighters and typically take
the brunt of damage during gameplay.

Archetype Bonuses
+.5 Remainder to all combat
Primary and Secondary Skills
+.5 Remainder to
Defensive Threshold
Archetype negates .5
Remainder of attack
penalty from the
wearing of armor.

Character Casting
Value (CCV)
is calculated at ¼
standard value, but
archetype gains an
additional CCV at
3rd and 7th level.
Initial calculated CCV
is done before any outside
modifiers, strictly dividing
just the character’s raw
Mental attribute.

6
Academic
This archetype covers a large range of educationally-based
professions, from doctors to wizards, as well as the base class for
psionic-based characters. The archetype is not typically used
to wearing armor and, thus, doing so negatively affects their
ability to cast magic. As these characters are well-versed in
at least one field and are considered educated beyond most
standard characters, they receive bonuses accordingly.

Archetype Bonuses
+.5 Remainder to all casting Primary and
Secondary Skills
+2 to the Character Casting
Value (CCV)

Begin game with a ‘field of study’, chosen


within the Advanced Academics &
Trade Craft Skill. This skill is
considered an extra/bonus
Secondary Skill.
Wearing armor
causes a double
attack penalty
for the armor
against
character’s
Casting Skill rolls.
Gains +1 CCV at 3rd and
7th level

7
Social
A charismatic type would be someone who is outgoing,
entertaining, and utilizes their personality to affect the
world around them. Entertainers, bards, dancers, and
whores would be examples of an entertainer class. This
archetype also includes scoundrels and rogues as it leans
heavily into skills. These characters often become a
jack-of-all-trades or, if utilizing their magical reserves,
can be expert charmers or even bards.

Archetype Bonuses
+.5 Remainder on all non-combat Primary and
Secondary Skills
Begins play with one extra Fated Trait from
any category

Character Casting Value (CCV) is calculated at ½


normal value. Initial calculated CCV is done before any
outside modifiers, strictly dividing just the character’s raw
Mental attribute.
Can ‘specialize’ in one Skill, gaining a one-time
+1 bonus to it.
Gains +1 CCV at 3rd and 7th level.

8
Character Attribute
Attribute Stats Modifiers Table
In FAST, there are only three character 1 -1 to all related Primary and
attribute scores, those being Physical, Mental, Secondary rolls, and DT
2–3 -.5 Remainder to all related
and Resilience. These are calculated by first
Primary and Secondary rolls,
rolling a d10 and recording it as the result, and DT
and then rolling a second d10 and recording 4–5 No bonus or negative to related
that as your Experience Remainder (to be Primary or Secondary rolls
6–7 +.5 Remainder to all related
used when the character gains experience, see Primary and Secondary rolls,
below). The chart to the right indicates the and DT
bonus (or negative) involved in utilizing the 8–9 +1 to all related Primary and
Secondary rolls, and DT
raw statistic, and such modifiers are listed on
10–11 +1.5 to all related Primary and
the character sheet and added (or subtracted) Secondary rolls, and DT
once to the character’s skills. Also, a GM can 12–13 +2 to all related Primary and
base all Attributes at 5 and give the player 3 Secondary rolls, and DT

points to add anywhere they like, as well as still


having the ability to subtract and add as below.
You may also subtract from one score, and add
that number to another attribute, but this can
only be done with up to 3 points. There is no
hard cap on an attribute, meaning that with
experience (or racial bonuses) a character’s
statistics may exceed 10 and go beyond.

Example
Kim is rolling up a new character, and rolls a d10 three times, getting a 3, 5, and 9. Deciding she wants to
make a Combat oriented character, she assigns the 9 to her character’s Physical. She then decides as a front-line
fighter, she’ll need Resilience next, so the 5 is placed in the Resilience attribute, and finally she will assign her
Mental attribute her remaining 3. After this, she will roll a d10 three more times, and assign the new results as
remainders to each of her starting attributes.

9
Physical Attribute Experience
The Physical Attribute is a catch-all for Remainders
everything a body can do for the character. In FAST, every Skill, Attribute, and
This means raw power, manual dexterity, foot Defensive threshold (as well as Super Power
speed, general strength, and even physical Points) are registered by a score of 1 thru 10
appearance can be linked to this attribute. (although Attributes can eventually surpass
10). This number is the level. However, Skills,
Note Attributes, and Super Power Points (but not
Physical attribute adds (or subtracts) its bonus to all
Defensive Threshold) also have an Experience
P-based skills and to the character’s Defensive Threshold.
Remainder that is sometimes modified by an
added d10 upon gaining in levels. Once an
Mental Attribute Experience Remainder reaches 10, the level
The Mental Attribute consists of a character’s is increased, and should there be any overflow
IQ, personality, charismatic nature, and remainder, it then becomes the new Experience
overall wisdom.

Note
Mental attribute adds (or subtracts) its bonus to all
M-based skills.

Resilience Attribute
The character’s ability to resist outside
influences from physical manifestations
like disease or poison to mental challenges
like mind control or charm. Resilience is
combined with Physical and Mental
Attributes for most saving throws.

Note
Resilience attribute adds (or
subtracts) its bonus to all Saves
(both Physical and Mental).

10
Remainder for the Skill, Attribute, or Super
Power Point. In this fashion, levels can be
increased through experience.

Base Remainders, those that are bonuses from


a character’s archetype, race, weapons, armor,
or other outside force, might also take a skill or
threshold up a level, but these do not increase
with experience. It is also possible for a negative
modifier to drop a skill or threshold down a level.
In the case of any remainder, they never modify
a level ‘up’ unless they are at 10; otherwise, they
have no true purpose in gameplay other than to
mark experience progress.

Naked
Attribute Rolls
When challenged to solve a puzzle (Mental)
or lift a heavy object (Physical), the character is
allowed to roll against their full attribute value,
minus whatever penalties the Gamemaster sees
fit to incur.
Example
After breaking up with his girlfriend, Davis Valiant
went drinking. As he had more than he should have,
the Gamemaster has Davis’s player roll a Physical
Example Saving Throw versus the effects of the alcohol.
Ianfled needs to push a capstone off an ancient grave. Deeming that the alcohol is particularly potent and
Seeing that it is very heavy, the Gamemaster assesses a Davis has consumed a large quantity, the roll has
-2 penalty to her roll, but as she gets her Naked Physical a -4 modifier. Davis’s Physical Saving Throw is
Attribute (7), that still gives her a target of 5 or less on a 6, which means he must roll a 2 or less to achieve a
d10 to succeed. Rolling, Ianfled’s player scores a 3 on the positive result. Rolling, he scores a 4, which misses
roll, meaning Ianfled successfully slides the stone away. the save. Stumbling from the bar, Davis vomits
several times in the alley and then begins to stagger
home, all his skills now at a -2 due to his inebriation.
11
Saving Throws Secondary Skill
FAST has two saving throws, Physical (poison A character that has a Secondary Skill has a
or bodily attack types) and Mental (psionic or starting chance to succeed of 4 (in 10) in terms of
charm types). To calculate a character’s two game mechanics. As above, this can be modified
saving throws, simply add their Physical + by outside factors, but beginning characters have
Resilience and divide by 2 for their Physical a base 4 for a Secondary Skill level.
Save, and Mental + Resilience divided by 2 for
their Mental Save. Profession
Note: The maximum any Saving Throw can be is 9.
& Hobby Skills
All characters have some type of mundane
Skills ‘background’ skill which they acquired during
Each character archetype in FAST begins the course of their lives. This might be a
character creation with at least one Primary profession like farming, writing, food service,
Skill and two Secondary Skills, plus a free retail sales, sewing/seamstress or a hobby, like
Secondary Skill tied to combat. All skills are trading card collecting, video game playing,
designated with either a ‘P’ for a Physically courtly wenching, fishing, bird watching,
linked skill or ‘M’ for a Mentally linked skill. etc. None of these skills should be epic, just
A full list of skills can be found in the Skills something to flesh out the character and
Section of the book. Once the character gains show that they had a life before they started
experience, they will gain access to more skills. adventuring. These skills begin the game at
Note: 2 Secondary Skill slots may be combined to make 3 (in 10) plus an attached Attribute bonus (or
one Primary Skill; however, this cannot be done when negative) and do not go up when the character
you first create the character unless you are combining 2 advances in level. If a character is determined
Combat Secondary Skills to make a Primary. to improve one of these skills, they may utilize
a Secondary Skill slot to turn the skill into a

Primary Skill proper Secondary Skill.

A character who has a Primary Skill has a


starting chance to succeed of 6 (in 10) in terms
of game mechanics. This can be modified by
many outside factors, but the base for a Primary
Skill is always level 6 for a starting point.
12
Setting Skills Skill Caps
For game purposes, it can be assumed that All Primary Skills are capped at 9 and all
most characters in a modern setting can read Secondary Skills are capped at 7, and may
and write, can drive a car, use a computer, go no higher. However, these skills can be
operate a smartphone, etc. While these skills modified by ‘outside’ forces, such as magical
require no rolls for base use, if a problem occurs property bonuses or terrain/cover negatives.
(like you are being chased in a car or have to Also, there are Super Powers that can allow
decode an encryption), then a proper true skill skills to be higher than 9. For game purposes,
check will be required. A Gamemaster must Magical bonuses can cancel out Environmental
consider what typical skills any of their settings and Situational negative modifiers, keeping a
would have for all characters before play begins. Skill at 9.

Naked Attribute Example


Things went south quickly, and now Robalar is faced
Rolls for Non-Skilled with a locked door that he cannot open with his axe.
Knowing he has little choice, he takes the lock-picking tools
Characters from the unconscious Sefron Silvershoe’s bag and settles
It sometimes happens that a character must in to attempt to pick the lock on the door. As he has no
Criminal Skill, he must make a Naked Physical Attribute
make a roll on something they do not have a skill
roll minus 5. Since his Physical attribute is 8, he then has
in. When this occurs, a Raw Attribute roll is a 3 (the maximum he can have as a non-skilled character)
required. Such a roll is equal to the character’s chance of success, not great, but better than nothing.
corresponding attribute minus 5, and always has
a maximum result of 3. This means that if a
character has an Attribute of 10, even if the
minus 5 reduces them to 5, they still
have only a 3 or less target,
as unskilled characters
are never allowed to have
better proficiency than
Secondary Skilled characters. If
there are negative modifiers that
bring the Naked Attribute
Roll total to zero (or below)
no attempt can even be made. 13
Example Skill/Character
Ianfled quickly maxed out her Melee Skill to 9 (which
includes her Physical Stat bonus). Still, she recently
Benchmarks
acquired a magical poleaxe that provides her a +1 on her Characters begin play at Zero level and
Melee Attack rolls. As she’s currently fighting an orc in a need to attain 25 experience points to get to
burning building, the Gamemaster decides to impose a -1 1st level, which is considered an ‘Apprentice’
penalty on all Attack Rolls. Since her poleaxe provides a
+1 to her Melee, as long as she is using it in this combat, type experience. However, there are two
she still hits on a roll of 9 (out of 10). other huge benchmark levels in the FAST
system, each of which allows the character
to learn and utilize more experienced Fated
Traits, Spells, Martial Arts, and Super
Powers. At 3rd level, a character is
considered an ‘Expert’ and may
learn Medium level abilities (Fated
Traits, Spells, and Super Powers, while
utilizing more powerful Martial Arts). At
7th level, a character is considered
a ‘Master’ and may learn Heavy
level abilities.

Skill Modifiers
Sometimes there will be
modifiers that apply to skills.
While the ‘1’ rule (which is
typically an auto-success,
see Gamemaster Section)
should normally be
utilized, their Easy tasks
sometimes warrant a +2
skill bonus.

Easy: +2
Hard: -1
Skills
Skills in FAST are limited to various chosen by the player. Any other skill category that
groupings. Many different things are covered relates to the particular chosen specialization will
in most groups, allowing the character some receive a +.5 Remainder bonus. For example,
flexibility while utilizing them. Skills, like Electronics would add to Computer Skills,
Attributes, have a standard success rate (1 Medicine would add to Healing, and Rune Study
through 9), as well as an Experience Remainder. would add to Casting.

Within the base skill categories below, you Example


will find example of Sub-Categories. These Illyandra the Black has chosen the Advanced Academic
are just to allow players to know what that skill discipline of necromancy. Because of this, her Casting Skill
would get a one-time addition of +.5 Remainder.
covers and are not something that they need to
choose from as each skill is a ‘catch-all’ category
that covers a lot of ground if chosen.

Advanced Academics &


Trade Crafts [M]
The practice of a refined scholastic study or
craft skill.

Sub-Categories
Includes physical and social sciences,
history, and most university-taught
degree-type skills and languages, as
well as computer design, rune study,
and alchemy. It also includes trade
skills such as mechanics, electronics,
plumbing, metal craft, etc.

Within this skill set, there are an incredible


number of disciplines, and one particular
type of academic or trade pursuit must be
Athletics [P] 5 will get a one-time +.5 Remainder bonus
The pursuit of physical exertion sports. to both their Defensive Threshold and
their Unarmed Combat skills, should they
Sub-Categories have them. Also, a character can add their
Swimming, running, climbing, Athletics Skill level to their movement rate
parkour, gymnastics, etc. when determining if they can still get an
attack during a combat round.
Athletics is a skill that allows a character to
function as an athlete in sub-categories like Awareness [M]
climbing, running, swimming, etc. Also, The keen sense of observing one’s
a character can utilize Athletics to better environment.
perform unarmed combat actions, as well
as move across a battlefield. In so doing, a Sub-Categories
person with at least an Athletics Skill level Observation, Spot,
Find Secret Doors/Traps, etc.

This skill revolves around the general ability


of a character to perceive their surroundings
and note subtle things/changes concerning
those observations. If more than ½ a party
has the Awareness skill, they no longer need
to roll Awareness when searching, assuming
they ask to do so, and are considered to have
automatically found anything hidden.
Note: Anyone can make a search attempt, but this roll
will be a Naked Mental Attribute roll, -5, with a
maximum of 3. A roll of a 1 is always a success.

Example
Sefron Silvershoe has a maximum movement of 20
feet per round, which means he can normally move
10 feet and still get an attack. However, he has an
Athletics Skill of 7, which adds directly to the ‘move
and attack’ number. Thus, he can move and attack
at 17 feet instead of his normal 10 feet.
16
Casting [M] In the case of a cypher or other such trap or
The ability to weave and practice the lock, the Gamemaster may rule the use of the
use of spells or psionics. character’s Mental Attribute be used (if the
character might have a bonus involved).
Sub-Categories
Spell Casting, Psionic Abilities Computer Skills [M]
The ability to use all types of computer devices.
By use of Casting, any character can utilize
either magical or psionic abilities. A character Sub-Categories
must choose between either of these two sub- Computer Programming, Hacking, Video
categories (depending on setting). If allowed Game Play, Security Systems, Cybercombat,
by the Gamemaster, a character can be both Electronic Warfare, etc.
a magical caster and a psionic; however one
will always be a Primary Skill and the other a Most of the abilities covered here revolve
Secondary Skill. around all manner of computer usage (although
computer theory and physical design may be
Criminal Skills [P] under Advanced Academics). This skill also
The pursuit of skills and trades within the includes all manner of electronic security systems
illegal sphere of influence. (creating, maintaining, and deactivating).

Sub-Categories Driving [P]


Picking pockets & locks, finding traps, removing Proficiency in all manner of terrestrial vehicles.
traps, boosting cars, escape artistry, palming,
forgery, street knowledge (drugs, prostitution, Sub-Categories
etc.), etc. Also, this skill is considered to be the Bikes, Cars, Trucks, Boats, and all other
gambling/cheating side of games of chance. manner of self-propelled terrestrial vehicles
Otherwise, a standard game of chance would
simply be under the Hobby Skill of that game. The ability to drive covers all types of vehicles
that do not fly (including water-bound and
Although some would contend this is a Mental submersible types). A person with driving utilizes
ability, the nature of this skill relies on the the same skill level as their chance to repair a
owner’s ability to utilize dexterity in actions. vehicle that corresponds with the skill, and such
a character will be a serviceable mechanic.
17
Governance [M] Influence [M]
A knowledge and skill with the workings of politics. The ability to manipulate your environment
through speech and action.
Sub-Categories
Finance, Law, Business (Micro & Macro), Sub-Categories
Management, Military Chain of Command, etc. Intimidation, Persuasion, Gather Info, Bluff,
Seduction, Con, Negotiation, etc.
You are part of the bureaucracy, the ruling elite,
or the CEO of a multinational corporation. This skill is the ability to move people to do
These skills help control the plebian society what you wish. Utilizing this skill requires
beneath you, and you know all the legal, an opposed test between a victim’s Mental
financial, and system backroads to get things Resilience + d10, versus the influencer’s Skill +
done. Anyone with a Primary Skill in this can Character level + d10. If the high result favors
make their skill level x 100 per week (at the the influencer, the victim is considered swayed
minimum) assuming they actually do work. in a way that is positive to the influencer.
However, this is not a magical charm ability,
Healing [M] and therefore, the subject will not be completely
Practical ability to help the sick or wounded. a puppet to the influencer.

Sub-Categories Melee Weapons [P]


Healer, Medicine Woman, Medic, Doctor The ability to use non-ballistic hand weaponry.

This skill allows the user to try to heal the Sub-Categories


wounds of other characters and NPCs utilizing Fencing, Kendo, and the use of bladed,
what means they have available to them. If the bludgeoning, and piercing melee weapons.
roll is successful, they can heal a single Wound;
however, this can also be modified by magical This skill allows the character to have a
items and equipment. This ability, if coupled fundamental understanding of all melee
with an Advanced Academics skill in some weapons, from a stone club to a beamsaber.
kind of pathology, might also allow the curing As there are no focused skills, this means
of diseases. anyone can use all melee weapons at their
Skill level, and only a Fated Trait will add
any particular specialization.
18
Military [M] use special weapons, armor, and demolitions,
You are a member (former or currently enlisted) but can also plan attacks, and a successful
member of the military. skill check will give all team members a +1 to
Initiative and Combat Skills checks on the first
Subcategories round of combat.
Demolitions, HeavyX weapons (cannons,
orbital bombardment, drones), Power Armor, Performance [M]
Leadership, Tactics, Logistics, etc. The ability to entertain others.

Not necessarily training to be a grunt, but Sub-Categories


instead a more specialized training in elite Singing, Playing Instruments, Disguise,
units, command, and logistics. Anyone Acting, Adopting Accents, Impersonation,
employing this skill will not only be able to Etiquette, etc.

19
This skill revolves around the entertainment Ranged Weapons [P]
or deception of others, namely used by bards, A proficiency in the use of all ballistic weapons.
actors, or charlatans. A performer can generate
their Skill level x 5 (or more) in income per Sub-Categories
week. If used to impersonate or disguise one’s Pistoleer, Sniper, Machine-gunner,
self, an opposed test between a victim’s Mental Musketeer, Longbowman, and all forms of
Resilience + d10, versus the charlatan’s Skill missile-based weapons.
+ Character level + d10 is required. If the
high result favors the charlatan, the victim is Ranged weaponry consists of all weapons
considered swayed and or deceived. that are considered projectiles fired by some
If a bard-type character has Performance as a form of mechanism. This can consist of the
Primary Skill, they may cast all charm spells at earliest pre-history bow to a science fiction
½ normal CCV costs. ion pulse laser.

Pilot Air/Space Vehicles [P] Riding [M]


The ability to pilot all types of aircraft. The ability to master beasts for the purposes
of travel.
Sub-Categories
Fighter Pilot, Commercial Airline Pilot, Sub-Categories
Starship Pilot, etc. Horseback riding, Wagon Driving, Chariots,
War-elephants, etc.
The ability to fly most types of craft that leave
the ground, be it into space or simply flying Nearly any means of propulsion via mundane
in the open air of a planet. A character with animals is covered in this skill, including
this skill is considered a mechanic of all flying flying beasts and underwater creatures. It is
type vehicles and has a chance to repair equal considered a Mental attribute skill because of
to their Skill level. This would also include the connection between rider and mount. Also,
hover-vehicles. anyone with riding is considered to be skilled
in working and caring for domestic animals of
all types.

20
Stealth [P] can supplement their Survival Skill percentage
An ability to become unseen, for their ranged combat percentage when
unobtrusive, and silent. utilizing primarily hunting weapons, including
bows, single-shot rifles, and shotguns. Should
Sub-Categories bad weather occur, the Survival Skill might be
Sneaking, spying, hiding, etc. modified negatively according to the severity
of the weather; however, a successful roll will
This skill is a catch-all for anything having avoid any damage taken from such weather.
to do with quiet or unobserved movement,
as well as utilizing equipment meant for Throw [P]
listening or other such subterfuge. The use of The ability to throw items with precision.
this skill requires an opposed test between an
observer’s Awareness Skill + d10, versus the Sub-Categories
stealthy character’s Skill + Character level + Anything specializing in the hand propelled
d10. If the high result favors the influencer, launching of weaponry.
the victim is considered swayed in a way that Throwing comprises attacking with daggers,
is positive to the influencer. If the observer axes, javelins, grenades, and all other manner of
has no Awareness Skill, then they only receive small weapons. Such weapons can be thrown,
a straight d10. with accuracy, a number of feet equal to three
times the character’s Physical Attribute.
Survival [M]
An ability to survive in natural environments. Unarmed Combat [P]
The use of a character’s hands, feet, and body
Sub-Categories in combat.
Creating shelter, making fire, finding
sustenance, as well as tracking. Sub-Categories
Boxing, Kick-Boxing, Karate, Kung-Fu, etc.
This is the ability to find a way to subsist in
a hostile environment outside of civilization. The fundamental principle of unarmed combat
It includes hunting for food, building/finding is utilizing a character’s physical body to do
shelter and good camp spots, as well as damage against an opponent. Whenever this
tracking both game and larger enemies. For skill is performed successfully, a character does
the purposes of gameplay, a character (or NPC) Light damage to an opponent.
21
Hobby Skills as both those levels indicate a graduation to a
more advanced character archetype.
For the most part, Hobby/Profession Skills
are just there to round out a character and Note
aren’t typically things that come into play General Fated Traits can be selected by any
as a game mechanic. However, there are archetype, even if the archetype is required to select a
some cases where Hobby Skills might add to trait from their primary category
Opposed Skill Tests. Examples of this would
be Card Player Hobby/Profession, and I Combat
would award a +1 Bonus to Criminal Skill These Fated Traits revolve around the use of
Tests when gambling at both 3rd (Expert) weapons, martial mastery, and various combat
and 7th (Master), or if a character had techniques. They are the primary Fated Traits
Drinking as a Hobby, I would award a +1 of the Combat Archetype.
Physical Saving Throw bonus at 3rd and 7th
when consuming alcohol to not get drunk. Dodge
The ability to move within a combat zone,
whether in melee or just away from enemy fire.
Fated Traits +.5 Remainder to Defensive
Threshold, +1 Wound Threshold
All player characters are considered ‘Fated’
and have certain traits or training that give them
Martial Arts
advantages above most common NPCs. These
Hand-to-Hand combat specialist who may
traits add to the life experience of the character
know any number of martial arts techniques.
and help round them out. Characters receive
+1 Unarmed Combat Skill, +1 to
Fated Traits during character creation and as
Damage on Unarmed Combat attacks.
they go up in levels. All Fated Traits are broken
up into 4 categories (Combat, Academic,
Weapons Master
Social, General), and may be limited in their
The ability to specialize in a single weapons
selection by the archetype of the character.
system, no matter if it is ranged, thrown, or
For game purposes, Fated Traits cannot be
melee, but it cannot be an unarmed attack.
‘stacked’, i.e., a character cannot take multiple
+1 Melee, Thrown, or Ranged Combat
Dodge traits to gain the bonuses more than
Skill with a single specific weapon, +1
once. Some Fated Traits can only be selected
Damage on those attacks.
when the character reaches 3rd or 7th level
22
2-Weapon Fighting Whirlwind Attack (7th level)
The ability to utilize two weapons, one in The ability to attack multiple opponents within
either hand. While this does not provide an a small area around the combatant. Note: Can
extra attack, it does allow bonuses to combat be used with all forms of combat.
and defense. Can attack all enemies in a 5-foot
+.5 Remainder on Melee, Thrown, radius per round.
or Ranged attack rolls and +.5
Remainder to Defensive Threshold Armor Savant (7th level)
The ability to feel perfectly at home in any type
Tactician of armor.
The character has specialized training, or Can wear any armor without penalty.
a sixth sense, when dealing with combat
situations they can prepare for.
+1 to all attacks by allies in the first
Academic
These Fated Traits revolve around the
round of combat (this is calculated
study of arcana and the various techniques
like terrain or magic).
involved in magical study and advanced
degrees. They are the primary Fated Traits
Hard to Kill (3rd level)
of the Academic Archetype.
Character has an innate ability to survive damage
+.5 Remainder to Defensive
Arcane Resistance
Threshold, +1 Wound Threshold
The ability to resist the effects of magical attacks.
Allows a bonus to both Saving Throws
Refined Specialist (3rd level)
and Contested Rolls on all Arcane
Character continues to micro-specialize in a
Attacks. +2 from levels 0-2, +4 from
particular weapon
levels 3-6, and +6 from levels 7+
+1 Skill and Damage with a single
specific weapon, -1 Skill with all other
Mental Fortitude
weapons in that category.
The ability to resist the effects of psionic-
Note based attacks.
Can be selected on top of Weapons Master. Allows a bonus to both Saving Throws
and Contested Rolls on all Psionic
Attacks. +2 from levels 0-2, +4 from
23 levels 3-6, and +6 from levels 7+
Internal Power Reserve Firebrand of Faith
Character has an innately greater pool of Character has a strong set of beliefs/faith that
magical energy empower certain abilities.
+2 Character Casting Value Ability to Turn Undead
(CCV) overall +1 Character Casting Value (CCV)
when casting Healing & Ward spells
+1 Influence Skills checks when dealing
with folk of the
same religion

Skill Study
Character has
invested time in
studying a topic that
translates into
a skill.
Adds a
Secondary
Skill (can be
added to an
existing
Secondary
Skill to
promote it
to a Primary)

Well of Power
(3rd level)
More internal power reserves of magical/
psionic energy.
+2 Character Casting Value
(CCV) overall

24
Elementalist (3rd level) Dangerous Beauty
The ability to channel actual elemental energy The character is inherently lovely to look at.
into a spell. Includes Heat, Cold, Sonic, +.5 Remainder to all Performance
Negative Energy, and Positive Energy. Skills, and +1 on all tests when using
Can invest a single extra CCV to a Charm/Influence
spell that adds an additional 2 points
of elemental damage Erotic Arts
The character is adept at utilizing the services
Skilled Surgeon (7th level) of sex, relaxation, and therapy.
Character is a top of his craft trauma specialist. +.5 Remainder to Influence Skills,
Can heal 2 Wounds instead of 1 Wound and +.5 Remainder to Performance
utilizing the Healing Skill Skills. Can make Performance Skill x
5 (or more) in income per week (gold,
Archmagi/High Priest credits, dollars, etc.)
(7th level)
Caster has achieved the top of their field in the Followers
ability to store magical energy. Character’s charisma attracts a gang of
+4 Character Casting Value followers to do their bidding.
(CCV) overall Gains d10 divided by 2
(minimum 2)
Social Light NPC followers
These Fated Traits revolve around the (this includes animals)
charismatic traits and the ability to modify your
surroundings by utilizing them. They are the Gifted Performer
primary Fated Traits of the Social Archetype. The character is a prodigy when it comes to
some kind of performance.
Grifter +2 to all Performance Skill tests. Can
A gifted scam artist with the skills to create a make Performance Skill x 5 (or more)
scheme for their purpose. in income per week (gold, credits,
+2 to all Influence Skills tests. Can dollars, etc.)
make Influence Skill x 5 (or more)
in income per week (gold, credits,
dollars, etc.)
25
Leader of Men (3rd level)
Character collects a small contingent of even
General
These Fated Traits are considered to be in an
more powerful allies.
open category and, therefore, can be substituted
Gains d10 divided by
for Fated Traits that are normally required to
2 Medium Followers
be from Combat, Academic, or Social.

Champion of Chance
Slick
(3rd level)
This trait revolves around a character being
Character is adept at winning games of
extremely good a ‘roguish’ things that might be
chance (even to the point of cheating, which is
found in a more illicit underworld. This could
sometimes required utilizing this trait)
include computer hacking, thievery, gambling,
Can add an additional ½ Skill level
prostitution, extortion, etc.
to any opposed test where games of
+.5 Remainder to 2 Skills that apply
chance are concerned
to criminal activities

Ethereal Beauty (7th level)


Quick
Character is so astoundingly beautiful that
The possessor of this trait has an innate danger
those of both sexes have a hard time looking
sense and cat-like reflexes.
away. Note: Dangerous Beauty is required
Can draw a weapon and attack in the same round
before taking this trait.
+2 to character initiative
Mental Saving throw or become
Inf luenced just for being in
Investigator
character’s presence
Anyone with this trait has a way of noticing
details in their surroundings. Examples could
Criminal Mastermind
include a hard-boiled detective, a woodsy
(7th level)
ranger, or a military scout.
The character has achieved a level inside
+.5 Remainder to Awareness &
a criminal organization where they are
Tracking Skills
considered a boss or don.
Can make Criminal Skill x100 (or
more) per week in income (gold,
credits, dollars)

26
Noble Crafty (3rd level)
Wealth, power, etiquette, and grace are part of The character has fostered their hobby skill
this character’s upbringing. into a money-making venture.
Character begins play with 10 times their Can make Hobby Skill x5 (or more)
normal starting wealth in income per week (gold, credits,
+.5 Remainder to all Mental-based dollars, etc.)
Skills if the character is of the
Social Archetype Hardened (7th level)
The character has the ability to sustain even
Tough greater damage than normal.
The character is hard to take down or do +1 Wound level
lasting damage to.
+1 Wound level Titan of Industry (7th level)
The character can make money utilizing their
Skill Master (3rd level) Governance Skill in either business or politics.
Character has become a specialist in a Can make Governance x100 (or
particular skill. more) per week in income (gold,
+2 to any Skill credits, dollars)

Sleuth (3rd level) Ace (7th level)


Character has the ability to pick up minute A character that is considered at the top of their
details of their surroundings. field in driving, piloting, or riding.
+.5 Remainder to all Awareness & Adds an extra ½ Pilot/Drive/Ride
Tracking Skills Skill on all vehicle-based tests

Slippery (3rd level) Ninja (7th level)


The character has an innate ability to dodge The character has mastered the skills required
incoming damage. to move silently and be unseen.
+1 to Wound Threshold and +.5 to Adds an extra ½ Stealth Skill on all
Defensive Threshold opposed rolls

27
Character Wound single attack, the character takes two Wounds,
Threshold and and so on, until the character’s Wound Points

Wound Points are overcome, at which point they will die.

Each character has a threshold of damage


All characters start the game with
they can take before sustaining a Wound.
3 Wound Points, and these can be
This threshold is calculated by taking the raw
modified by
Physical + Mental + Resilience Attributes and
gaining experience
dividing them by 3. This averaged number is
during gameplay.
the character’s Wound Threshold, meaning
until they take more than this number in a single
A character is considered
attack, they are considered to be unwounded.
down and unconscious
However, if the Wound Threshold is surpassed,
whenever they exceed
a character sustains a Wound, and if the
their number of
Wound Threshold is more than doubled in a
Wounds, bleeding out

Example
Ilyandra the Black has a Wound Threshold of 6. During
combat with several lizardmen, she gets struck by a heavy
axe (Medium Damage), which does 2d10 points. The
lizardman scores 14 points of damage from the strike which
exceeds her Wound Threshold by more than two times
(7 being the first Wound as you must exceed her Wound
Threshold, and 13 being a second wound, as you add
her 6 Wound Threshold to the starting point of 7), thus
causing her 2 Wounds of damage. Had she sustained
only 12 points from the hit, she would have only taken
1 Wound, because 13 points of damage on a single hit
is required to do 2 Wounds against her. All remainder
damage from that particular attack is discarded.

Note: You only have to exceed the first Wound Threshold


to cause damage, and all other Wounds for that hit are
calculated at the exact rate of the Wound Threshold.

28
1 point of Wound Threshold Single Attack Wound
per round until they are
2 Wounds beyond their
Threshold Calculator Table
normal number of Wounds, 1st Wound [WT + 1]
at which point they die. All other Wounds [(WT x Next Wound level) + 1]
Typical Race Builds

Within the confines of FAST, there are Elf [Woodland]


no sure or hard rules concerning how a The woodland race of elves, dedicated to the
Gamemaster could or should build out special bow and being in tune with nature
rules for races other than humans (or in some +.5 Remainder to Ranged Skill
cases, specially generated humans). I do,
however, believe it is important to provide a Secondary Skill
Survival
roadmap for the balance of the game. Below,
you will find what I’ve discovered to be a good Dwarf
starting point for various traditional fantasy
Tough as the hills and very likely to be living
races, as well as some science fiction builds
deep in one. A sturdy people.
that can work during character creation. You
+.5 Remainder to Melee Skill
will note no great detail is fashioned around
+1 Wound Threshold
any of these frames as the game should remain
Subtract .5 Remainder from
as simple as the Gamemaster desires, and
Armor Negatives
should you want to go into more depth,
detailing languages, special vision, etc., you
Halfling
can do so, but they will not be brought into
A small folk adept at various thieving skills
the game mechanics here.
while also being blessed with luck.
+.5 Remainder on all Ranged or
Elf [Magical]
Thrown Skills
This particular type of elf would be of the
‘high’ elven races, born into magic. Secondary Skill
+2 natural CCV Stealth
+d10 Fate Points
Secondary Skill
Casting

30
Half-Orc
Mixed race with a heady constitution
and inherent brute strength
+1 to Physical Statistic
+1 Wound Threshold
-1 to character’s
Mental Attribute

Half-Elf
Another mixed race, blessed
with long life, and traits of the
fey
+.5 Remainder to
Ranged Skill
+.5 Remainder
to Defensive
Threshold
+1 Character
Casting
Value
(CCV)

31
Alien [Beautiful]
The ethereal and beautiful alien species
often subjugated by others as prized slaves.

Fate Trait
Dangerous Beauty
Secondary Skill
Influence

Alien [Tough]
The typical large and combat-oriented alien
species bent on dominance.
+2 to character’s Physical Attribute
+1 Wound level

32
Alien [Crafty] Secondary Skill
The technologic aliens who can also be Criminal
Secondary Skill
expert thieves and collectors. Computer Skills
+2 to character Mental Attribute

Languages
In FAST, it can be assumed that any
particular fantasy race can speak
their native tongue and some kind of
‘Common’ speech as well. In modern
games, characters would speak their
native country’s language, and
that would be it. The same goes
for science fiction. However,
should a character wish to
spend a Secondary Skill on a
Language (under the Advanced
Academics Skill), they can do so
and would be considered fluent
in the language of choice, with
a roll only needed if they
had to write or decode the
language via some nuance.
If a character decides
to utilize their Hobby
Skill for a language, they
are not considered fluent,
but they can do some light
translating and reading of
that language.
CHAPTER TWO:
Combat
One of the largest detriments to successful roleplaying, in my opinion, is when the game gets
bogged down in accounting, especially during combat. The old axiom ‘D&D, where a 500-
mile journey takes 5 minutes and a 5-minute combat takes 5 hours’ often comes to mind. For
this reason, I’ve stripped away much of the numbers crunch from combat, seeking a more
‘action movie’ experience where the Gamemaster can move through combats with speed so the
story can progress.
All combats within FAST utilize a single d10
Initiative
roll to determine outcomes, and adherence
to a Wound system helps speed everything Determining who goes first in combat is
along. All ‘Light’ classed Fodderfolk have determined by a d10, with the highest result
only 1 Wound, which means a single hit will going first. If there is a tie, the character with
knock them out of action, while even the most the higher raw Physical Attribute goes first, and
experienced and tough Fodderfolk (Medium if those scores are tied, then a character with the
or Heavy) will have a maximum of 3 Wounds. Quick special trait goes first; otherwise, the two
In this fashion, a cinematic feel is established parties roll again until a winner is determined.
with characters cleaving through multiple All Fated characters and NPCs roll separately
enemies as they seek out more profound and for initiative, while Fodderfolk are rolled as a
meaningful ‘boss’ battles (which likely consist group. Initiative is rolled only once per combat,
of a Fated enemy). and the initiatives are repeated for each round
until the combat has ended.
Attacking in FAST is also streamlined as
all characters get only a single attack each Attacking
combat round. Certainly, affecting an area
might require multiple rolls, but no character This roll is modified by the character’s various
or enemy should ever receive multiple attacks abilities and the enemies’ Defensive Threshold
in a single round (unless under some extreme (unless attacking Light Fodderfolk, in which
circumstance derived by the Gamemaster). case they receive no DT). When combat
With only a single attack per character or begins, the attacking character should have a
enemy, combat moves along quickly as well. pre-determined ‘Max To-Hit’ number based
Also, all Light Fodderfolk are not provided with on the character’s skill they are using as well
a Defensive Threshold (DT), so a character’s as outside modifiers (stat bonuses, archetype
attacking Skill roll is all that is needed to hit. bonuses, situational advantages). Still, that
Yes, this can be limiting in that with a ‘counting ‘Max To-Hit’ will never be higher than 9,
down’ system, characters max out their skills and even with magical modifiers (those only
at 9, but this is on purpose, once again trying cancel out negative modifiers), it still caps at
to take ‘multiple add accounting’ and larger 9. This ‘Max To-Hit’ is then compared to the
numbers out of the game. Defensive Threshold of the enemy, with the
Defensive Threshold being subtracted from the

35
Max To-Hit (MTH). This then determines the
True Target Number (TTN) of the attack that
is needed on the d10. The roll always needs
to be equal to or below the TTN for it to be a
success. In a case where the Defensive Threshold
completely cancels out the Max To-Hit, or
takes it into the negative, the attacking party
ALWAYS scores a hit on a natural roll of 1 as
there is never an automatic miss where a die roll
is concerned.

Note
When determining the TTN, once it hits
9, it can go no higher (although magic can
mitigate negative modifiers in the advanced
system), and all negatives should
then be subtracted.

Example
Robalar the dwarf swings his axe
at an approaching orc. As he is a
Combat Archetype, has a Physical
stat of 7, and a Primary Skill of
Melee Weapons, his Max To-Hit is 6.
The orc is a ‘Light’ class enemy, providing it with no
Defensive Threshold. Calculation of the TTN results
in Robalar needing a 6 (out of 10) to successfully hit the
orc. However, Robalar finds himself on a slick patch
of ice, and the orc is on a stable rock shelf above him,
meaning he receives a -1 modifier to his TTN at the
GM’s ruling, so his 6 to hit is now a 5. His player
luckily rolls a 4, and thus, he will move to the damage
section of the melee attack round.
36
Order of Applied Bonus/Negatives in Combat:
While FAST is supposed to be streamlined in almost every way, the combat system can take a
bit of getting used to. Typically, players will have a firm understanding of their Max-To-Hit and
can apply bonuses for magical items on the fly. The reason for the later adding of those bonuses or
negatives is because of the hard skill cap and DT caps which should keep game balance while also
not negating the effects of magic and the environment.

1 Attacker Applies their Max To-Hit


2 Defender Applies their Defensive Threshold (if applicable)
3 Apply Negative Modifiers
4 Apply Magical Bonuses
5 Establish the True Target Number (can never exceed 9)

Example
Ianfled is attacking a nasty orc
chief with her new ‘Heaven’s
Glaive’ polearm. She sits
at 9 (max skill) with the
weapon and the Medium orc
has a respectable 3 Defensive
Threshold (meaning she would
normally need a 6 or less to hit);
however, Ianfled has a magic
weapon, which applies its bonus
last. The Heaven’s Glaive
provides a +1 Melee Skill
bonus, which brings her final
target number to 7 (out of 10).

37
Defensive Threshold Example
Robalar the dwarf is a Combat Archetype, which
provides him with an innate +.5 Remainder to his
Each character (and Medium or Heavy NPCs) Defensive Threshold. Couple that with his Physical
has a Defensive Threshold. This is a catch-all stat of 8 (+1 for high Attribute bonus) and his half plate
ability that creates a defensive matrix for the armor (Medium defense rating of +1), plus his overall
starting base of 1, then his Defensive Threshold is 3
character against most attacks. Many factors can with a .5 Remainder. Unfortunately for
go into a Defensive Threshold, but primarily the Robalar, the remainder is dropped,
base for this statistic equates to the meaning his DT is 3, but it does
mean that if Robalar somehow
character’s archetype, physical
acquires another +.5
statistic, and armor. Every non Remainder to his DT, it will
Fodderfolk creature in FAST be a full 4.
has a base DT of 1 and builds
from there.
Example
Note Galidorn DeLake decides he is
going to pull a full ‘Leroy Jenkins’
For the purposes of game and rush a sorcerer who is 50’
mechanics, a Defensive Threshold is away. As a paladin, he has
capped at a maximum of 4. Heavy armor on, and with
a Physical Attribute of 8,
he can normally
move 40 feet
per round, but
Movement with that armor
comes a negative
A character may move 15-foot penalty,
up to a maximum of 5 feet x so his maximum movement
is now 25 feet (and 12 feet if he
their Physical Attribute in a round. If they are
wishes to attack in the same round). This means in
looking to also attack, they can only do so if round 1 he moves 25 (and the sorcerer gets his attack
they move at ½ their maximum rate (rounded on Galidorn), and in round 2 he moves another 25 feet
(the sorcerer getting another attack), but Galidorn has
down). Also, movement is penalized if wearing
now fully closed the distance. Now, starting on round 3,
armor, at minus 5 feet per level of armor from their initiative determines who goes first, but both get an
the maximum movement rate. Also, if a race attack. However, had the sorcerer only been 35 feet away,
happens to have four legs (or more), their Galidorn would have been able to attack him in round 2
because 25 (round 1) and 12 (round 2 movement needed
movement is instead calculated at 10 feet x their to still get an attack) are 37 total feet, two feet more than
Physical Attribute. the 35 feet to close the distance to the sorcerer.
38
Push
During combat, it sometimes comes to an ‘all or
nothing’ type of situation, and as such, an attacker
might want to try a desperate gamble to score a
successful damaging attack. In FAST terms, this
is called a ‘Push’. When an attacking character
designates a Push attack, they accept a -1 penalty
to their Defensive Threshold (DT) on the next
combat round, and more importantly, they are
forced to forego their attack the next round (as
they are considered out of position and exposed
due to the all-out assault). However, if their attack
is successful, they add an additional d10 points of
damage to their attack.

Note
Spells are also allowed to utilize a Push.

Example
Davis Valiant is cornered in a dark spaceport alley by a
towering brute of an alien that has already pounded 2
Wounds into him after jumping him outside a strip club.
Having struck the brute twice with his hold-out knife (A
Light Damage Weapon) and not overcoming his Wound
Threshold of 9, he is faced with little choice but to attempt
an all-out attack in hopes of driving his point home, so to
speak. Deciding to Push the attack, Davis understands
that he will forgo his next round of attacks and take a -1 to
his Defensive Threshold. Rolling, he scores a hit! Now,
instead of rolling a single d10, Davis adds a second d10
for the Push attack, scoring 14 points of damage, enough
to give the alien a Wound and drop him (as he was a
Fodderfolk). Had Davis missed killing the brute, he
would have faced the DT negative this round and would
have had no attack on the brute the following round as he
tried to reset himself for further combat.
39
Damage
Once a successful hit is scored, it is time to roll damage for the attack. The type of damage
done falls into three categories, Light, Medium, or Heavy, which is determined by the type of
weapon or spell power employed in the attack. Light damage reflects a single d10, with Medium
being 2d10, and Heavy utilizing 3d10. However, any Heavy weapon attack only receives an attack
every other round, so while you might do a large amount of damage on a single hit, you do not
get as many attacks as Light or Medium weapons.

Wounds and Damage


All player characters and greater
enemies are considered ‘Fated’, which
means they begin play with 3 Wounds.
All lesser NPCs and enemies
are considered ‘Fodderfolk’,
or mopes, and have only 1
Wound per level (1 for Light,
2 for Medium, 3 for Heavy). A
Fated character can typically take
3 Wounds and still be alive,
surviving on their remaining
Wound Threshold points until those
points add up to a full 4th Wound, in
which case they are unconscious (and
dying), while a 5th Wound would
mean instant death. There are
certain modifiers in the game that provide a Fated
character with more than 3 Wounds, and thus,
they can take Wound Threshold points until
their Wound level is overcome by a full Wound.
Also, when a Fated character takes a Wound, they
are penalized at -.5 per Wound on all Skill Checks
until the damage is healed.

Note
No character or creature may ever surpass more than
10 Wound Points in the game.

Example
Ianfled sustains a brutal Heavy attack from a giant that
does 27 points of damage. With her Wound Threshold
at 8, she takes her first Wound at 9 damage (WT +
1), then her second Wound at 17 (WTx2 +1), and her
third Wound at 25 (WTx3+1). However, one of the
giant’s goblin minions has also targeted Ianfled with its
bow, and not only scores a hit, but does 9 damage, 1
point over her WT, and thus she takes another Wound.
Now at 4 Wounds, Ianfled is unconscious and will die
if she takes 9 more points of damage (thus meaning she
would be at 5 Wounds which is 2 Wounds above her
normal Wound Level).

Example
Poor Davis Valiant is desperately trying to get back to his
ship, the Destiny’s Echo, but the rain, confusing streets of
the starport, and pursuit by unknown enemies are taking
their toll. Soon, he finds himself facing a precarious leap
over a long gap between two buildings. The Gamemaster
assigns a Physical Attribute test to the task, meaning
Davis’s player must roll under his character’s Physical
Attribute of 7. However, due to the long pursuit, the rain,
and the fact that Davis already has 2 Wounds from the
desperate fight with the large alien outside the club, his roll
takes a negative of -2 (-1 for exhaustion & rain, and -1
for the 2 Wounds (-.5 each)). This means his target is
now 5 or less to successfully make the jump.

41
or they make a Physical Saving Throw
Down and Dying (including penalties for being wounded). A
Once a Fated character exceeds their full character can last a number of rounds equal to
Wound level, they are considered ‘down and their Physical Saving Throw before they die.
dying’ as long as they remain in that same Fodderfolk and monsters are not provided
Wound category. The character will slowly with this ability to survive.
die, unless some medical attention is provided
Example
Ianfled, as an upper-level
Combat Archetype, can now
sustain 4 Wounds, but
after a nasty blow by an
enemy dragon, she sustains
enough damage to put her
in the 5th Wound category.
Luckily for Ianfled,
however, the damage did
not do enough to give her
a 6th Wound (which
would have meant instant
death!). Now, she falls
prone, unable to participate
in combat and likely
unconscious. Her Physical
Saving Throw, however, is
a 7, which means her party
has 7 rounds to bind her
wounds or provide her some
healing, which would keep
her alive. Ianfled’s player
also gets to make a Physical
Saving Throw each of the
7 rounds she’s unconscious
and dying to try to have
her body clot enough to save
herself. This will only be
at a 5 (in 10), but that is
better than no chance at all
(7 Physical Saving Throw,
-2 for 4 Wounds, equals 5
target number).
Taking Damage for Hand-to-Hand
an Ally Combat
In the game, because it is so deadly, one All basic hand-to-hand combat in FAST
character might have need to ‘take a hit’ does 1d10 (Light) damage for a punch, or 2d10
meant for another character or NPC. If the (Medium) damage from a kick; however, if an
player decides to do this, they must inform the attacker uses a kick, they cannot attack the next
Gamemaster of their intention at any time, round (much like utilizing a Heavy weapon).
even after the attack has scored a hit. The Should an attacker wish to Push a hand-to-
protected character is saved from hand attack, they
any damage, and the must wait an extra
‘blocking’ character round (thus taking 2
must accept the rounds without an attack
damage from if doing a kick
the attack plus attack).
an extra d10.

Example
Robalar the dwarf sees that Ilyandra can’t take another Wound or she’s going to die, but the orc she’s currently fighting
doesn’t seem to care. Before the orc can attack, Robalar’s player tells the Gamemaster he’s going to take damage for her if
she’s hit (and the Gamemaster determines that since Robalar isn’t engaged in combat, he can do so). The orc then rolls
his melee skill against Ilyandra’s Defensive Threshold, scoring a hit. This means that the orc would normally do 2d10 to
Ilyandra (as he has a Medium axe), but since Robalar put himself in harm’s way, he takes an additional d10, meaning
the orc now rolls 3d10! Rolling, the Gamemaster scores 14 on the three dice, exceeding Robalar’s Wound Threshold of 9.
Robalar will take a single Wound, but at least Ilyandra is safe, and because she’s a sorcerer, can now also cast a spell this
round, perhaps even some much-needed healing!
43
Critical Hits & Failures
Critical hits in FAST are based on a confirming system. If at any time a character (or enemy)
rolls a 1 on their d10, they immediately roll again. If a 1 thru 3 is rolled, the result is a critical
hit. Once a critical hit has been established, another roll is made on the corresponding Critical
Damage Table for the attack. While there is no consistent penalty for rolling a 10 on an attack,
the Gamemaster may create a situation where they tell the player a 10 on their roll could cause a
critical failure opportunity (firing into friendly melee combat, for example). Once this is established,
a roll of an unconfirmed 10 on the d10 for the attack will cause a roll on the Critical Failure Table.

CRITICAL DAMAGE TABLE CRITICAL FAILURE TABLE


1–2 +2 damage 1–2 Drop Weapon
3–4 +1d10 damage 3–4 Stun Self for 1 Round
5–6 +1d10 damage, Stunned one round 5–7 Strike Self, doing damage per
7–8 +2d10 damage weapon type
8–9 Break weapon
9 +2d10 damage, Knocked out for
1d5 rounds 10 Friendly Strike, doing damage per weapon
10 Instant Death! type to closest ally

Example
Sefron Silvershoe, the elven rogue, is confronted by two Monks of the Circle who are trying to deny him the ability to return
to the inn where he has paid for a bath. Drawing out one of his throwing knives, and calculating his TTN at 5, he throws
at the first monk, scoring a 1 on his d10. His player rolls again, scoring a 2 on the roll, which confirms a critical hit! His
player then consults the Critical Damage Table, seeing what extra effect Sefron’s knife has on the unfortunate monk.
Natural Healing Burst Fire
A character can heal 1 Wound in a number Some weapons can fire short burst
of days equal to their Resilience Attribute minus templates of a few rounds. For the purpose
10, round up. There is also a chance each day of of the game, each burst consumes ¼ of the
healing a Wound more quickly. Each morning, a weapon’s available ammunition and does an
character may roll a d10, and a result of 1 means additional +2 damage to the normal damage
a Wound is healed. of the weapon. This type of attack still only
affects one opponent.
Note
This includes Burn Wounds in the advanced
Automatic Fire
rules system.
Attacks
Healing Via Skill Some weapons have the ability to fire
multiple rounds per turn. In this case, they
The ability to heal wounds by utilizing
are considered to fire ½ their available
the Healing Skill is more an ability to
rounds (a clip or energy pack) on each
triage wounds. A character is considered
automatic fire turn. Damage is then done
only slightly hurt at 1 Wound, and thus, a
to an area, being a 10’ cone for Light, a
Healing Skill check can heal 1 Wound of
20’ cone for Medium, and a 30’ cone for
damage to the point that the character can
Heavy, with all targets inside the area of
function as normal. However, after that
effect needing separate Skill rolls by the
first Wound, things become more serious,
attacker to hit. For weapons with greater
and any wounds after the 1st Wound require
ammunition capacity (belt-fed, or power
time to heal, meaning the base Healing Skill
battery, etc.), the cost until empty is 1/3 of
never heals more than a single Wound. A
their available ammunition each turn until
medical facility can speed up the healing
empty. This means that even with greater
process to some degree, removing a 2nd
ammunition capacity, after 3 continuous
Wound in a 24-hour period, but even with
rounds, the weapon MUST cool for a round
advanced healing, the 3rd (or more) Wound
before firing again, even if ammunition is
has to heal either magically (if possible), or
available without taking time to reload.
with high-end science fiction technology, or
naturally as in the previous healing section.

45
Example
Mad Maggie leans out the window of her vehicle, aims her assault rifle, and fires into a group of bikers readying to pursue
her. As the assault rifle is a Medium weapon, it can affect a 20’ area, so the GM determines 7 of the 9 bikers can be hit
by Maggie’s attack. Now, as the bikers are considered Fodderfolk, they have no DT, so Maggie gets her full Ranged Skill
of 8 on all attacks. Maggie’s player now must roll a d10 seven times (one for each biker in the area). She rolls 2, 5, 5, 6,
7, 8, and 10, meaning she hits six of the bikers. Now, she must determine who takes damage, rolling 2d10 for each biker
hit, and hoping to overcome their 5 Wound Threshold. Also, Maggie’s assault rifle has now used half its clip, meaning she
can only have one more such attack before needing to reload.

Attacks from Multiple Explosives


In some extreme cases, you might be involved in a combat that fields a type of ‘multi-
missile’ attack. In this case, the missiles being fired are considered a single offensive unit,
and damage done is +1 per extra missile for Light, +2 per extra missile for Medium, and +3
per extra missile for Heavy, with an area effect of 10’+1’ per extra missile for Light, 20’+2’
per extra missile for Medium, and 30’+3’ per extra missile for Heavy. Such multi-missile
systems are considered to take up one extra ‘hard point’, meaning a Light level multi-missile
system would be considered a Medium weapon for the purposes of a ‘hard point’. Such
multi-missile systems can hold 10 missiles, typically fired in clusters of 2, 4, 6, 8, or all 10.
There are no Heavy multi-missile systems unless you are dealing with gargantuan spaceships
or planetary installations which fall under GM control and discretion.
46
Attacking from Gang Up Bonus
Behind/Invisible Sometimes in combat, multiple enemies will
Gaining the advantage of an attack from attack a single foe. Should this occur, the multiple
behind or by an invisible (or unseen) opponent like enemies gain a bonus to their attacks versus the
a sniper is extremely deadly. Any such successful defender’s Wound Threshold. A normal human-
attack causes an automatic roll on the Critical sized opponent can have up to 4 human-sized
Damage Table. This is also in effect for anyone opponents attack them in a single round. That
who has a target at a disadvantage, like a pistol in same human-sized opponent can have up to 8 small
the back, knife at a throat, etc. creatures or 3 large creatures attack it per round.
A gang up bonus applies after the 2nd enemy and
Subdual Damage causes the defender’s Wound Threshold to drop
by 1 per opponent after the 2nd. Thus, a human
All melee weapons can deliver subdual
being attacked by 4 humans would have a -2 to
damage; however, they do so by inflicting only ½
their Wound Threshold. Meanwhile, that same
their normal damage (round up), unless they were
human being attacked by 8 goblins would have a
specifically designed for subdual (sap, club, etc.).
-6 to their Wound Threshold.

Example
Albert Schrodinger has just been jumped by
several street punks on his way home from the
office in High Garin City. As they won the
initiative, they come at Albert with knives,
hoping to wound him before he can cast a spell
on them. There are five punks in total, but
as they are human size, only four can attack
Albert in a single round. Since a gang up
bonus only applies after the 2nd attacker in
the group, Albert suffers a -2 to his Wound
Threshold on ALL attacks against him that
round. The punks roll, scoring only a single
hit against Albert’s Defensive Threshold,
but because his normal Wound Threshold
of 6 has been reduced to 4, the punk scores a
Wound when he does 5 points of damage with
his knife (meaning Albert won’t be able to cast
this round). Yep, Albert is in trouble…
Contested Rolls Example
Davis Valiant has found himself in a seedy
bar and somehow gotten involved in a game of
Within FAST there are sometimes situations
cards. Since all games of chance are under the
that require contested rolls, like utilizing a Stealth Criminal Skill umbrella, he’s leaning into that
Skill vs. an Awareness Skill, or perhaps a Physical skill. This means he will get a d10 + 6 (his
Criminal Skill) + 5 (his level) as he plays
Attribute vs. Physical Attribute for a contest of
each hand. He will test his result against all
strength. In such a case, the following principle is the other players, and with each hand that he
applied. Skill Level (or Attribute has the highest total, he wins the
Level) + Character Level + pot.

d10, with the highest roll


total denoting the winner
of the contested
contest.
Vehicles & Mounts in Combat
Everything concerning chases and vehicular combat revolves around contested Driving, Riding, or
Piloting Skill rolls. The Gamemaster must establish (through the players) what the result of any such
combat will be. Once the basic scenario is established, each participant with a vehicle rolls a contested
skill check. The person with the highest result is considered to be Alpha and can choose from the
Moving Combat Table what they would like to do that round, and may take an action against anyone
else in the combat. The next highest result is the Beta, and they, too, can choose an action from the
Moving Combat Table. Betas are not allowed to take any action against the Alpha, but are able
to take actions against those with results on the contested roll less than them. This continues with the
Gamma, Theta, etc., until all results have taken actions, but each action may again only target those
with lower results. If a participant rolls a 1 on their d10, they will not take part in the combat, but will
instead have to roll on the Failed Maneuver Table. For an ‘escape scenario’, a target is considered to have
gotten away if they take the Alpha position twice in a row during the running combat.

MOVING COMBAT TABLE


Option 1 Pull away from enemy (putting you 1 success away from escape)

Option 2 Attack the enemy (-1 Combat Skill check for quick-moving targets)
Option 3 Perform a task (ready a weapon system, send a signal, initiate countermeasure)

FAILED MANEUVER TABLE


1–4 Drop Back
(2 such results during a combat and you lose the target)

5–6 Light Damage


(your vehicle takes 1d10 from clipping objects along the path)

7–8 Medium Damage


(your vehicle takes 2d10 from hitting larger objects along the path)

9 Breakdown (you blow the engine, explode your mount’s heart, etc.)
10 Catastrophic Crash
(all vehicle occupants must accept a roll on the Critical Damage Table)

49
Example
Davis Valiant has boosted a speeder and now has two cops on his tail, as well as a member of the Kabuki Gang (which
was the reason he had to boost the speeder in the first place). All are zipping through the streets of Lorem Femina, and as
Davis is only trying to get away, this becomes an escape scenario. All four participants roll their d10 and add it to their
Driving Skill level + Character level. Davis has a Driving Skill of 5 and is a level 3 character. Thus, he will roll a d10
and add 8 to the result (Driving Skill + Character level). The police, on the other hand, are only considered Light enemies,
meaning their NPC level is 1, and they have only 4 (a Secondary Skill) in Driving. This means each pursuing police
driver will roll d10 + 5. However, the Kabuki Gang driver is a Medium NPC (2) with a Driving Skill of 6 (Primary
Skill), so she rolls a d10 + 8, the same as Davis. Davis rolls a 5 on his d10, giving him a result of 13. Police Vehicle #1
fails his roll with a 1, while Police Vehicle #2 rolls with a result of 10, and the Kabuki Gang driver rolls with a result of
17. This means Davis is, unfortunately, the Beta and may be attacked by the Kabuki Ganger; however, both cops are not
able to take any actions against Davis, but he can take actions at them if he so chooses. Also, Police Vehicle #1 must now
roll on the Failed Maneuver Table because of his roll of 1.
50
Vehicle Statistics in FAST
As with anything else in FAST, there isn’t a are doing ‘X’ level damage. Remember,
great deal of detail when considering vehicles. when ‘X’ level weapons are utilized against
They, too, fall into the Light/Medium/Heavy standard vehicles (or people), they do
template, and there isn’t anything dedicated to automatic critical hits.
speed, effective range, number of passengers, etc.
as that is all up to what the GM wants to add to For certain settings, fuel may be a factor,
their game. All vehicles have Wounds equal to and the GM should simply have the player
their level, just like NPCs. Players might also wish track the number of combat rounds (in which
to mount weapons to a vehicle, and each vehicle dice are rolled) as an indicator of how much
has a number of ‘hard points’ equal to their fuel the vehicle has left. This is also the same
level. Thus, a Light vehicle can mount a Light with weapons mounted on vehicles, where
weapon, while a Medium vehicle could mount 2 the GM can provide a number of uses to the
Light weapons or 1 Medium weapon, and only a player before a reload is necessary to fire
Heavy vehicle could mount a Heavy weapon (and again. Thus, a GM could tell a player their
nothing else). This ‘hard point’ mechanic is also vehicle has 8 combat rounds of use before
utilized by ‘X’ level vehicles. it runs out of fuel; otherwise, the vehicle
might ‘nurse’ its fuel for much longer if they
The mechanic for dealing with ‘X’ level are just trying to travel.
vehicles is that they cannot be damaged
by any non ‘X’ level attack that doesn’t do If a GM wishes to customize vehicles for
at least 4d10 in damage. This means that their campaign, giving specific vehicle types
only a Heavy level standard weapon, that is more Skill bonuses or negatives, armor,
Pushed by a user, could damage an ‘X’ level etc., they can do so as they choose. Costs
vehicle, and even then, the attack must do a for vehicles should be calculated by setting
minimum of 30 points of damage to cause type, so they are not included here and must
a single Wound on an ‘X’ level vehicle, be determined by the GM, and the cost of
anything less than 30 and the attack fails. adding a customization ‘pack’ should be ½
Otherwise, ‘X’ level vehicles typically only the value of the vehicle in the setting.
deal with other ‘X’ level vehicles as they

51
Light This level consists of motorcycles and small cars (Fiat, Smartcar, Mini
Cooper). Such vehicles are considered +1 Skill operation due to small size, good
maneuverability, and speed.
Wounds: 1 Wound Threshold: 10 Defensive Threshold: 1
Medium This level encompasses all standard-sized cars and trucks.
Wounds: 1 Wound Threshold: 15 Defensive Threshold: 2
Heavy This level would be semi-trailer trucks, dump trucks (and other construction
equipment), and transit-type military vehicles (Humvee). Such vehicles are
considered to be at -1 Skill operation due to poor speed and maneuverability.
Wounds: 3 Wound Threshold: 20 Defensive Threshold: 3
Armor Pack Adds armor to windows and body, but slows overall performance.
+1 DT, +5 Wound Threshold, -2 Skill Checks for operation.
Speed Pack Adds blower, turbo, and nitrous, while also thinning vehicle weight.
-1 DT, -5 Wound Threshold, +2 Skill Checks for operation, and on
an ‘escape’ scenario, may escape whenever they are the Alpha.

‘X’ Level Vehicles


In the FAST system, these would be military vehicles such as tanks,
power armor, giant combat robots, and even spaceships. Combat
Robots or ‘Mecha’ can be found only in certain settings but are typically
human-shaped and carry weapons equal to their level for damage.
However, they can also utilize punch and kick attacks (see standard
hand-to-hand rules) with the exception that those attacks do damage
that correspond to the Mecha’s level. Thus, a Heavy combat robot
would do 3d10 on a Punch, and 4d10 on a Kick (although they sacrifice
their next round attack to do so). For standard FAST purposes, the
GM may limit melee attacks by combat robots to every other round in

Example
Mad Maggie is low on fuel, and her V10 interceptor is a gas hog as it is,
considering it has a Speed Pack added to it. The GM determines that the vehicle
has 10 combat rounds of gas left in its tanks (half that if Maggie decides to
initiate her Speed Pack). Otherwise, the GM tells Maggie she can nurse the fuel
for a number of days equal to her character level (she’s 4th) before finally running
out of juice. However, in her search for more gas, Mad Maggie runs afoul of a
wasteland biker gang and must decide if she fights (still burning precious gas) or
flees (hitting the blower), and hopes she can outrun them, although that doubles her
rate of gas consumption.
52
Light Such vehicles would be APCs, Armored Humvee, and even personal Power
Armor, as well as heavy space fighters.
Wounds: 1 Wound Threshold: 5 Defensive Threshold: 2
Medium Standard Tanks, combat robots up to 15 feet in height, and space blockade
runners, armored transports, or small destroyers.
Wounds: 2 Wound Threshold: 10 Defensive Threshold: 3
Heavy Main Battle Tanks, combat robots up to 50 feet in height,
or small space frigates.
Wounds: 3 Wound Threshold: 15 Defensive Threshold: 4
Kaiju and If a GM is looking to run a Kaiju-type setting, they likely need to create
Mega Robots a character-type Kaiju (similar to Godzilla) as well as do the same for named
‘Shogun Warrior’ style mega-robots.
Capital Again, there are no rules within FAST for the creation of Capital Ships, be
Ship Fleets they on the ocean or in space, but much like Kaiju, a capital ship would likely
have its own character-type stat sheet, like a living entity, and be considered an
‘X’ Heavy.
the case of more clunky robots, or have robots attack as normal in melee if utilizing a more anime style of
play. Note: Heavy ‘X’ weapons act as standard Heavy weapons and can only be utilized once every other
round. So, a GM should think of Heavy ‘X’ weapons as ‘form blazing sword’ type attacks, for example,
or the captain asking how long until the main gun can be fired.
CHAPTER THREE:
Magic & Psionics
Within FAST there is a universal system for utilizing the principles of both magical castings
and mental psionic abilities. As can be expected, such skills are tied to the Mental Attribute. In
trying to keep the magical system as simple as possible, FAST does not have true spells. Instead,
it has powers that can create certain spell effects, and psionics powers, that you might recognize
from other more traditional games. In this way, a character may customize all aspects of
how their own spells might appear to the onlooker, but at the core, the spells will function the

54
same as any other caster’s. All characters begin the game with some magical or psionic ability, and
a player can customize their ability according to how they wish to practice (or not practice) the use
of casting. For game purposes I have removed many aspects of magic that I think create conflict
between Gamemasters and players. For this reason, there are no true divination spells in FAST, the
use of teleportation magic is minimal, and alteration magic is limited almost exclusively to NPCs.
Now, that doesn’t mean that magic in these categories doesn’t exist, it simply means that they are
likely to be restricted to non-player character types. In this fashion, a character might have to seek
out a fortune teller for some type of divination, but they cannot practice contacting their god or a
demonic entity for insight from some such spell. All character-driven magic is also within the same
realm of study, meaning there is no true holy or divine magic that is divided from the practice of
arcane or sorcerous magic. Power is power in FAST, and only character customization will create
something like a priest versus a war wizard or a powerful mentalist psionic.

Character Casting Value


As listed in Chapter One, each archetype has an
inherent amount of natural magical energy referred
to as Character Casting Value or CCV.
While the Academic Archetype will have
the most, even a Combat Archetype can
still cast spells, assuming they acquire
the Casting Skill. The character’s
‘natural CCV’ is the number of CCV
the character possesses before it is

Example
Ilyandra the Black has a Mental
Attribute of 11, and as an Academic
Archetype, she gains full CCV value
from that attribute. Also, as an
Academic Archetype, she gains +2
CCV, and as an elf she gains +2 CCV,
meaning that her actual natural CCV
when beginning her character is 15.
55
modified by outside forces such as magical items,
ley lines, and the like. Natural CCV is equal to the
Recovering CCV
character’s Mental Attribute, and that number is For the purposes of the game, any character
their base CCV before being modified by their can recover their CCV after a restful period
archetype, fated traits, race, or levels. of a number of hours equal to 10 minus their
Resilience Attribute. Thus, a wizard with a
Note Resilience Attribute of 5 can recover all their
A caster cannot cast spells beyond their CCV points in
CCV after a period of 5 hours of rest.
the basic system rules.

The Quad System


Casting Costs &
Within both magic and psionics, there is
Level Restrictions a ‘Quad’ system of power schematics that
consists of four categories from which a
When casting a spell, each level of magic
sorcerer or psionic character can manifest their
or psionic costs a different amount of CCV.
power. These four categories of the Quad are
A caster must keep track of their overall costs
Damage, Healing & Wards, Summoning, and
per spell/power used and subtract it from
Enchantment/Charm, and all spells and psionic
their overall CCV total to determine when
abilities adhere to one of these four schematic
they run out of magical/psionic energy.
principles for player characters. Below, you will
Light This spell/power find descriptions of each Quad and how they
costs 1 CCV.
apply to magic in FAST.
Medium This spell/power
costs 2 CCV.
Heavy This spell/power costs 3
CCV, and like a Heavy attack, Damage
can only be cast every other
combat round. Damage spells can be anything the caster
Also, there is an amount of learned skill wants them to be, save for the fact that they
involved in casting higher power magic or are considered ‘energy’ in their natural form
using upper power psionics. A character and are not base elemental types (cold, fire,
must reach 3rd level before they can utilize water, etc.). Yes, technically a caster could
Medium spells/powers and must be 7th create a fireball-type spell, but the effect is
before they can utilize Heavy spells/powers. actually an energy ball that resembles fire and

56
does not ignite objects or affect an enemy that no god is required in the casting of this magic,
is susceptible to flame. These are typically and one doesn’t even need to lay hands on a
the spells that can be modified with area or target to provide them with the healing touch.
lasting damage effects, and the Gamemaster As each disease in the game (and poison) has a
should encourage players to create their own corresponding level (Light/Medium/Heavy),
unique descriptive spells for each character. the corresponding spell level is required to
Also, this power can be used to open doors, render its contagion mute and nullified.
chests, or similar locked objects. As each such
hardened object will have a corresponding
Note
When a character gains the Heavy healing power, the
level (Light/Medium/Heavy), the same
GM might consider this to also act as a Regeneration
level of Damage spell would be required to
or Restoration spell, fully healing severed limbs or lost
overcome/open it, like a ‘Knock’ spell.
attribute points.
Note
The spell ranges below are uniform and used with all Solo Healing Spells
These spells heal targets of mundane Wound damage.
spells in any Quad category for Light/Medium/Heavy.
Sample Spells
Cure Light Wounds, Circle of Healing (Area),
Solo Strike Spells Cure Disease, Poison Antidote, etc.

These spells cause damage to a target. Light 10’ range,


1 Wound Healed
Sample Spells Medium 20’ range,
Magic Missile, Lightning Bolt, Fireball (Area 2 Wounds Healed
added), Disintegrate, Knock, etc.
Heavy 30’ range,
Light 20’ range, 1d10 Damage 3 Wounds Healed

Medium 40’ range, 2d10 Damage


Defensive Threshold Ward
Heavy 60’ range, 3d10 Damage A glowing rune that adheres to an individual or
object and provides it with greater protection.

Light 10’ range, +.5 remainder


Healing / Wards Defensive Threshold
Medium 20’ range, +1 Defensive Threshold
Healing and Wards deal with protective (can surpass the max 4 DT)

abjuration magic and healing and are often Heavy 30’ range, +2 Defensive Threshold
(can surpass the max 4 DT)
practiced by white wizards and priests. However,

57
Wound Threshold Ward While utilizing this category to Dimension
A glowing rune that adheres to an individual Bend, the caster can cause the fabric of space
or object and provides it with a greater ability to warp around them, or a target, causing
to resist damage delivered to it. distortion effects and even limited teleportation.
Light 10’ range, adds 1
to Wound Threshold Fodderfolk Summoning
Medium 20’ range, adds 2 This summoning allows for the creation of
to Wound Threshold
mundane creatures from the caster’s plane
Heavy 30’ range, adds 3
to Wound Threshold (demons and such require more powerful
magic). These manifest and are controlled by

Summoning the caster as long as they concentrate on them.

As a spell category, summoning consists of


Note
For a setting without magical creatures, these summoned
the ability to bring creatures, or facsimiles of
entities can be ‘beings of energ y’ that resemble humans,
creatures, into the caster’s plane of existence, as
or even elementals, taking available items and trash,
well as moving people or objects through space
etc., to create a humanoid.
and time.

Sample Summons
While utilizing this category to summon, Goblins, Brigand Humans, Orcs, Trolls,
Ogres, Giants, etc.
the more powerful the spell level, the more
Light 1 Light NPC
powerful the summoned creatures that appear.
Medium 3 Light NPCs
All summoned creatures require the caster
or 1 Medium NPC
to concentrate on them to keep them under Heavy 2 Medium NPCs
some kind of control, or doing the caster’s or 1 Heavy NPC

bidding; thus, a caster may not take another Phantom Weapon


action while summoned creatures are in play. By the use of this summoning, a caster can
A summoned creature will stay in existence bring into existence a weapon of their choosing
for a number of rounds equal to the caster’s (including missile weapons) that they then
natural (not augmented) CCV value. When control. While controlling said weapon, they
summoned, the creature is able to take its first may take no other actions. The weapon floats
action on the initiative of the caster the round in the air and attacks up to 10 feet per character
after it is summoned. level from the caster, thus allowing them to not

58
enter into a melee. The summoned weapon permanent magical items that require souls for
lasts a number of rounds equal to the natural the final binding (see Advanced Rules). The
CCV of the caster. When attacking with the practice of item enchantment delivers magical
weapon, the caster rolls their Casting Skill to properties to mundane items for a limited time
hit instead of a combat skill corresponding to (equal to the natural CCV of the caster in
the type of summoned weapon. rounds). The power of enchantment can also
Sample Spells be enacted upon living things, in the way of the
Spiritual Hammer, Magic Weapon, battle-rager or berserker, or even improving
Dancing Sword, etc..
the chances of a character utilizing a skill.
Light 1d10 Damage
Medium 2d10 Damage
The school of charm pits the casting ability of
Heavy 3d10 Damage (weapon
attacks every round!)
the caster versus the Mental Saving Throw of
the target. This is considered to be a contested
Dimension Bending roll with the following mechanic:
This is the ability to bend space and time,
allowing for the blurring of an individual, full Casting Skill + Character Level + d10 versus
invisibility, or even limited teleportation. Mental Saving Throw + Character Level
Sample Spells + d10. The higher result wins the contest.
Blur, Displacement, Invisibility,
Dimensional Door.
However, such magic can also be modified by
the level of the spell, so Medium and Heavy
Light Blur effect (+1 remainder to
Defensive Threshold) charms are harder to resist.
Medium Limited Invisibility
(Lasts until any offensive
action is taken) Item Enchantment
Heavy 10 feet x Character Level in Binding time-sensitive magic to an object.
Limited Teleportation
Typically, skill modifiers are to combat-type
skills although this is not exclusively so.
Enchantment/Charm
Light +.5 remainder to applicable skill

Enchantment is as old as any magical art, that Medium +1 to applicable skill and +1
damage on attacks, or +1 Wound
being the act of binding magical properties Threshold for armors (as applicable)
to an item. Although for most casters this Heavy +2 to applicable skill and +2
damage on attacks, or +2 Wound
is a temporary thing, there are, of course, Threshold for armors
(as applicable)

59
Summon Illumination Light +.5 remainder to skill
The caster creates a ball of glowing light that or naked skill check
Medium +1 to skill or naked skill check
can illuminate an area dependent on the level
Heavy +2 to skill or naked skill check
of the spell.

Light 10-foot radius


Berserker
By use of this casting, the target becomes a
Medium 20-foot radius
seething, killing machine. However, they also
Heavy 50-foot radius, and impacts those
around as though full daylight greatly reduce their ability to defend themselves in
combat, instead going full attack. The effect lasts
Solo Charm
a number of rounds equal to the natural CCV of
This is a mind-altering magic that bends the
the caster. This effect does stack with the target’s
will of the target to the whim of the caster.
ability to do a Push attack.
However, holding a target under the effects
of a charm is distracting, and each target so Light +.5 remainder Primary Combat
Skill, +1 Damage,
held subtracts 1 from all skill rolls by the caster, -1 Defensive Threshold
meaning 3 charmed targets would be a -3 on
Medium +.5 remainder Primary Combat
all skill checks by the caster until the targets Skill, +2 Damage,
-1 Defensive Threshold
are released.
Heavy +1 Primary Combat Skill, +3
Light -2 to targets Contested Roll, Damage, -2 Defensive Threshold
natural CCV of caster in
rounds for duration
Medium -4 to targets Contested Roll, Learning
1 hour duration
Heavy -6 to targets Contested Roll, Magic/Psionics
1 day duration
At the very base, the Quad is considered to
Improved Skill be something that all casters have the ability
By utilizing this magic, a caster can increase to know, even at zero level. However, the GM
the skill (primary or secondary) of a target to might want to restrict access to all spells, thus
help them succeed in a roll. The effect lasts a requiring a wizard to have a spell book with
number of rounds equal to the natural CCV of just a couple of the above categories at zero
the caster. level. In a sorcery-based setting, perhaps a
caster starts with no spells from the Quad
Note
This skill bonus can take a Naked Attribute roll above a 3.

60
and must summon a demon with a sacrifice
to gain the forbidden demonic
knowledge of one of the
Quad categories. In a
Psionic setting, I often
have the player roll a d10
and then purchase Psionic
Quad categories like a
Superpower character
(see Chapter 7) purchases
their superpowers. In
all the above, this limits
the starting powers
of a zero-level caster,
and having played
the system for years, I
think this will serve the
GM well.
Example
Grace is making a new Academic Archetype character
Casting Spells or for Lorem Femina and upon character creation rolls
a d10 for Superpower Points. She rolls a 4, which
Using Psionics means she could have up to 4 Quad Categories when
her character begins play at zero level. However,
A character must ‘hit’ with their magical attacks knowing that she’ll need 2 Superpower Points to gain a
Medium ability within her categories when she reaches
or simply succeed in a passive magical test each 3rd level, she decides to take 2 Quad Categories at zero
time a spell or power is utilized. This is done level, and save 2 Superpower Points for later character
in the same way as a standard melee attack, growth. This is a sacrifice, however, as she understands
that unless a Psionic category is taken at zero level, she
but instead, the character utilizes their Casting
can’t add it later (like Superpowers). Thus, Grace’s
Skill, as well as any bonuses or negatives from new character will be a Psionic specialist, having only
applicable archetypes or outside forces. For Solo Strike (Damage) and Dimensional Bending
(Summoning). Her character will then spend the
Physical attacks from spells (damage), the
remainder of their career trying to increase their power in
enemy’s Defensive Threshold (DT) is utilized those categories by spending SPPs or Fated Traits.

61
to resist the spell (if the target is more than a Light Fodderfolk). This means a caster needs to roll
their Casting Skill - Enemy Defensive Threshold or lower for a successful damaging spell attack. All
Mental spell effects are dealt with as a contested roll.

Note
If the attack roll fails, the CCV points involved in the casting are still spent!

Example
Moryyna decides to try a Medium Charm
spell on a rather angry alien brute. Her
Casting Skill is 8, and she is 2nd level,
meaning she rolls a d10+10 for her
contested roll. The alien brute has a
Mental Saving Throw of 5, and is a
Medium NPC, meaning he
would normally roll a d10 +7;
however, since Moryyna is
utilizing a Medium Charm,
the alien brute is at -4 on
contested rolls, and thus is a
d10+3. Rolling, Moryyna
scores a 17 and the alien
brute a 12. Moryyna
now has control of the
alien brute for 1 hour!

Taking a Wound first, hoping to disrupt their ability to cast


before Casting before they can dump CCV into high-damage
spells and psionics.
If a caster is struck by any combat attack
before their initiative comes up in a round, they Note
are considered ‘disrupted’ and not allowed to Disrupted Castings cost the caster only 1 CCV, no
use a Casting Skill until their next initiative. In matter what type of spell/power they were going to utilize.
this fashion, many enemies will target casters

62
hitting an ally. As shooting into melee is in the
Casting a Spell Advanced Rules, a Gamemaster might not put
Into Melee this into effect, or they may simply require the
extra cost as a needed requirement.
Each time a caster wishes to target an enemy
who is engaged in melee combat, they can spend Area Effect Spells
an extra CCV to ‘target’ the spell so it has no
chance of hitting an ally also in the melee. Thus, All spells within the game (that apply at
a Light Combat spell cast into a melee would cost the discretion of the Gamemaster) can be
the caster 2 CCV to ensure it has no chance of turned into area effect spells.

Example
Moryyna is in a bind, being beset by four street gangers in a slum section of Lorem Femina. Realizing that she
can’t afford to let them all attack her, she focuses her psionic power on a ‘blast’ effect, deciding to cast it as a Medium
power. This would normally cost her 2 CCV points, but knowing she needs to hit them all, she adds an area effect
to the spell, thus doubling the CCV cost to 4 points instead of two. As the gangers are in a tight alley, the 20’ radius
template allows her to target them all if she chooses, so she must add an additional 4 CCV to the casting to attack all
targets with her power radius, for a total of 8 CCV. Still, she needs to roll a successful hit on each. She also decides
(since they are Medium enemies with 2 Wounds) she will need to Push the attack. This has become very close to an
all-or-nothing. With a TTN of 7 (her Casting Skill of 9 minus their DT of 2), she rolls a 4, 2, 7, and 5. This
means that all the gangers will take 3d10 (2 for Medium power, and 1 from the Push) damage from the attack.
63
To turn a spell into an area effect, the caster must simply invest double the number of CCV
as the spell would normally take. For the area in which the spell will take effect, it would
be considered a 10’ radius for a Light, 20’ radius for a Medium, and 30’ radius for a Heavy.
Once the spell is cast, and the CCV cost added in, all targets within the area of effect cost
an additional CCV per target. This means that if there are 10 targets within the area of
effect, the caster might choose to spend 10 CCV to get a chance at hitting them all, or they
might only choose 3 targets, costing an additional 3 CCV. Who is targeted within the area
is up to the caster. Area effect spells still need to also hit all targets within the area; thus, the
person throwing the spell needs to roll the appropriate TTN versus all opponents in the area
to establish who gets hit.

Lingering Spell/Power Effects


In some cases, the caster might want to create a ‘damage over time’ (DOT) effect on a target.
To do so, the caster must double the CCV cost of the spell attack (and if the spell is already an
area effect, the cost is doubled again!). Once the spell is cast, a lingering effect lasts as long as the
caster maintains concentration and spends base spell cost CCV each round. The benefit of this
action is that once a caster hits with a lingering
spell effect, they do not have to hit again, but
Duration
instead may cause damage each round they
Unless otherwise stated, the standard
invest the base CCV (not the multiplied cost).
duration of most spells or powers is instant,
They cannot, however, do any other actions
but for enchantments and charms, the length
while maintaining the spell effect.
of time is typically equal to the natural CCV
of the caster in minutes.
Subdual Magic
Magical Specialization
For game purposes, this means changing
a physically damaging spell into a stunning It is possible to be a specialist with the Quad
or unconsciousness inducing effect. To do system, as one might want to be an Evoker,
this requires precision not normally found practicing damaging magic. Such a specialty must
in outright damaging magic, and thus costs be chosen at character creation, and in so doing,
one extra CCV for the appropriate damage the caster will forever after have a bonus on the
type. However, all damage done will be Quad category they wish to specialize in; however,
non-life threatening in nature. they will also incur a negative to ALL other Quad
categories as a tradeoff.

Example
Ilyandra sees a rogue fleeing combat with a stolen wand and decides to hit him with an ‘acid bolt’. Utilizing
a Light damage spell, her normal CCV would be 1, but with the added lingering damage, it is now a 2.
Rolling a 2 against her TTN of 7, she hits the fleeing thief, believing that even if she doesn’t kill him instantly
with her d10 roll, she knows that her die roll will eventually end the poor fool’s life as long as she maintains
the spell. Round 1, she rolls a 3 for damage, which does not exceed the rogue’s Wound Threshold of 4, and
he runs for it. Ilyandra stays where she is, concentrating on her magic, and in Round 2 (on her action), the
spell effect automatically hits again as she spends 1 extra CCV, but this time for 4 points, so unfortunately
still not a Wound (she needs a 5 to do damage). The rogue is now out of sight, but it doesn’t matter,
Ilyandra, continuing to spend 1 extra CCV, rolls her d10 once again on her Initiative. Round 3, she rolls a
7, and somewhere in the streets beyond her vision a scream can be heard, the rogue’s dying protest. Her total
CCV cost is 4 (2 Initial Casting on Round 1, and 1 per extra rounds of 2 and 3), but worth it to save her
the time of pursuing the enemy.

65
Specialization Effect
In Specialization Category, they are +1 to all Casting skill checks, and -1 CCV cost for all
Medium and Heavy spells/powers. (This subtraction is calculated before any multiplier for
extending, area of effect, etc.)

Casting outside of Specialization, they are -2 to all Casting skill checks, and +1 CCV cost
for all spells/powers.
Example
Kavara the White Witch specializes in what
her player describes as ‘frost magic’ (a Damage
Specialization). Normally, she would have a 7
Skill Level for Casting, but for her damaging
spells, she is at an 8, and each damaging spell
costs her 1 point of CCV less than normal for
Medium and Heavy spell powers. However,
she needs to heal herself, which is outside the
Damage Category, and thus her TTN to cast
a healing spell is at a -2, and costs her an extra
CCV in the process. Considering she already
has 2 Wounds (-1 overall), she tries a Medium
healing spell. This means her TTN will be
4 (-2 for outside her category casting, and -1
for her 2 Wounds), as well as the spell costing
her 3 CCV (instead of the standard 2 for a
Medium casting).

Lasting Magic
For the purposes of the game, some
magic might need to be ‘lasting’,
such as with magical items or gates,
and some magic might be beyond
the standard framework of simple

66
castings from the Quad. In these cases, it spells beyond the normal sphere, multiple
can be assumed that such magic is done souls would likely be required, and this is
using souls. Is this evil? Maybe, unless you again up to the Gamemaster.
might have some moral ambiguity and are
stealing the souls of criminals or murders, Magic Outside
but whatever the case, the only way to make the ‘Quad’
a magical item is binding a soul to it, and
sometimes multiple souls, or utilizing your Some might be asking about magic
caster’s own CCV permanently. For this that falls outside the ‘Quad’ of standard
reason, most magical items are considered character-played sorcery, e.g., spell
‘cursed’, as they have stolen souls that created categories such as Divination, Shapeshifting,
them, although there have been tales of holy or Elemental magic. For the purposes of
relics in which souls were freely given, or in FAST, these magical categories are not
some cases provided by higher powers, such commonly allowed to players because they
as angelic beings. Whatever the case, as a have the ability to break a system or become
purpose of the game, it can be considered antagonistic to the Gamemaster. I believe
that to make a Light spell permanent, a this is especially true for Divination magic,
Light level NPC must be consumed, and to which seems to have no purpose other than
make a Medium spell permanent, a Medium to reveal things the Gamemaster has in store
level NPC must be sacrificed, and to make a for the characters, or simply solve problems
Heavy spell permanent, a Heavy level NPC without player investment. Now, one might
(or Fated) must be sacrificed. However, if a ask specifically about Detect Magic, and for
caster wishes to permanently sacrifice their the purposes of gameplay, I would allow a
own CCV to make a spell permanent, they caster to have some ‘sense’ when looking over
can do so at a cost of 1 CCV for Light, 2 a magical item, providing a Casting Skill roll
CCV for Medium, and 3 CCV for Heavy. to determine what the item is. Also, when
The Gamemaster can change this at will, searching for magic, a caster might receive
perhaps making only Fated souls worthy a +2 synergy bonus to their Awareness
of binding magic, thus making items even skill checks as their senses can pick up the
rarer. For the purposes of things like greater magic from farther away than a mundane

67
character, but otherwise, that should be about the extent of Divination for characters. Sure,
they could run into a fortune teller that can answer their questions with riddles, showing
that some form of Divination is present in the world, but otherwise, it is not allowed in their
realm of ability. This is also true for the ability to polymorph via spells. All shapeshifting is
reserved for creatures who have it innately, such as were-creatures, doppelgangers, and the
like. As for Elemental magic, this might be something a character could learn (with a Fated
Trait) that could add an elemental effect to their combat or ward magic, but to this point,
it is not part of the fundamental Quad in the FAST Core. Druidic magic is also something
that could be created utilizing a Fated Trait, but currently, ‘nature’ magic isn’t something
separate from what a caster would have access to above.

Base Magical CCV Items


Light +.5 remainder to either a Skill
Most magical items are listed under the
and/or +1 CCV, 1 Spell Power
equipment section; however, items that (once per day)
directly affect CCV are not really standard Medium +1 to either a Skill and/or +2
items and, thus, find themselves tucked in the CCV, 2 Light Spell Powers or 1
Medium Spell Power (twice per day)
magic section. Such items would typically
Heavy +2 to either a Skill and/or +3
be wands and staves, or rings of power. CCV, 3 Light Spell Powers or 1
Heavy Spell Power
(three times per day)

Magic Item Costs


Obviously, costs depend on the setting, but as a rule, Light magical items are 1,000 units
(likely gold), while Medium are 4,000, and Heavy are 8,000. Artifacts could have prices in
the tens of thousands or beyond.
Detailed Magic Item Creation

For game mechanics, it can be said that for every CCV invested into a magical item, it
gains some kind of magical bonus, be that a spell, spell-like ability, skill bonus, or threshold
bonus. Any CCV invested in a magical item is bound by having to come from a single
source. Such sources are either Fodderfolk, in which case they have CCV equal to their level
(1 Light, 2 Medium, 3 Heavy), or a Fated, in which case they can have as much CCV as the
Fated character or NPC possesses. CCV taken from Fodderfolk almost always tends to be
through sacrifice, and the same can be said for Fated CCV. However, there have been cases
where Fated characters or NPCs willingly invest their CCV into an item.

CCV can only be invested up to the level of the magical item (Light/Medium/Heavy), as
a Light can hold 1 CCV, a Medium 2 CCV, and a Heavy 3 CCV. Special magical items,
hereafter referred to as artifacts, can hold an infinite amount of CCV, assuming that CCV
comes from a single source. For the most part, spells and spell-like abilities must adhere to
the standard Quad of magical spells and have a number of uses per day equal to the level
of the items (1 Light, 2 Medium, 3 Heavy); however, there are special categories that don’t
always adhere to a Quad. These are called artifact abilities and cost 4 CCV, which means
only a Fated can create such an item. Examples of artifact abilities can be found in the
Artifact Abilities Table, and remember, such an artifact has no other magical properties
unless more CCV are invested in it (above the ability cost of 4) from the same source, which
could provide it more standard-type bonuses to combat or defense.

Note
An artifact can have more than one artifact ability, assuming there is enough CCV in a single provider to attain.
Artifact Abilities Table however, brew alcohol and spirits, and most
Slaying Item delivers a roll on the brew-masters would have a Secondary Skill in
Critical Hit Table on a specific Alchemy. Only a character with a Primary
type of creature, dragon,
goblin, giant, etc. Skill in Advanced Academics (Alchemy) has
the chance to craft magical potions. To do so
Intelligence Item has ½ Mental
Attribute of its creator, requires a proper formula (acquired through
telepathic communication, and
adventuring or purchase, typically 10x the
2 Skills at the same
level of the creator cost of a regular potion), the components
Holy Does 1d10 points of extra (which cost ½ the cost of the potion in a retail
damage to Undead setting), and of course, a successful Alchemy
Soul Stealing Drains CCV on every Skill roll during the creation process. The
successful hit up to the combat alchemist must also invest their own personal
bonus of the artifact
CCV into each potion, with a Light costing 2
Elemental Does 5 points of Acid, Fire, CCV, a Medium costing 4 CCV, and a Heavy
Effect Frost, etc. extra damage per hit
costing 8 CCV. Thus, it is possible that some

Soul Prevents the loss of CCV


non-Academic alchemists might not have the
Shielding from any attack up to the required CCV to even create a Heavy potion.
combat bonus of the artifact
per turn
Time to complete the brewing of a full potion
requires a number of hours equal to the CCV
Venom Item does a Medium poison
effect with each successful hit. cost. Invested CCV rejuvenate as normal with
rest, unlike permanent bindings.

Alchemy Note
To create Medium potions, the character must be 3rd
The Advanced Academics Skill allows a
level, and to create Heavy potions, the character must be
character to choose a specialty, and one of those
7th level.
choices might be Alchemy. A Secondary Skill
in Alchemy means that a person simply dabbles Note II
in the craft, and can identify various potions, All potions have an expiration date, that being a
but cannot make potions themselves no matter number of days equal to the character level of the caster.
what their skill level happens to be. They can, After that, they become colored water.

70
Note III Scroll Creation
For the purposes of potions that have specific spell
effects, the duration for these potions is set at 9 rounds Much like Alchemy, this is something
(this is also true of Scrolls of similar type. that can only be done by high-level magical
scribes. To create a spell scroll, the
Healing Potions character or NPC must have both Casting
These potions are typically blue in color and are and Advanced Academics (Alchemy) as
highly prized as they can do things a mundane Primary Skills. Once that requirement is
healer cannot. (However, they cannot heal met, they can create scrolls like an alchemist
Burn Wounds from the Advanced Rules). creates potions, at the same CCV costs;
however, if they are modifying a spell wish
Light Effect: 1 Wound Healed area effect, lingering, subdual, etc., then you
Cost: 100 gp (or credits, or dollars) need to impose the same rules onto CCV
Medium Effect: 2 Wounds Healed cost, meaning a Light area effect spell scroll

Cost: 400 gp (or credits, or dollars)


would cost 4 CCV to create, while a Medium
Heavy Effect: 3 Wounds Healed area effect would cost 8 CCV.

Cost: 800 gp (or credits, or dollars) Note


If a spell scroll is area effect, ALL targets in the
Mana Potions area are targeted by the spell, including allies, at no
These potions are typically red in color and extra CCV cost when the scroll is read.
are prized by casters as they are a quick way to
recover valuable CCV.
Light Same as any Light Quad Spell

Light Effect: 2 CCV Recovered Cost: 100 gp (or credits, or dollars)

Cost: 500 gp (or credits, or dollars) Medium Effect: Same as any Medium
Quad Spell
Medium Effect: 4 CCV Recovered Cost: 400 gp (or credits, or dollars)
Cost: 1,000 gp (or credits, or dollars) Heavy Effect: Same as any Heavy
Heavy Effect: 6 CCV Recovered Quad Spell
Cost: 800 gp (or credits, or dollars)
Cost: 1,500 gp (or credits, or dollars)

71
CHAPTER FOUR:
Leveling & Gameplay
I’ve always gotten a great amount of enjoyment out of leveling, so I’ve built FAST to accommodate
that; however, characters are limited in the number of levels they can achieve in a single adventure
due to a mechanic that caps experience points once they hit a new level on a single adventure.
Gameplay is quick and fluid, with two distinct classes of beings, the Fated (characters and bosses)
and Fodderfolk (minions and shock troops).

72
The Fated and Fodderfolk
For cinematic ease of play, I have limited the amount of ‘accounting’ required by the
Gamemaster. Essentially, I’ve broken basic enemies into three categories: Light, who require
only a single Wound to kill, Medium, who take 2 Wounds to kill, and Heavy, who take 3
Wounds to kill. While a standard character always has at least 3 Wounds, they are considered
‘Fated’ for two reasons. The first reason is that they can have more than 3 Wounds as
the game progresses, and the second reason is that they begin the game with Fated Points,
something that allows them to survive beyond the normal pale. As a game mechanic, the
Gamemaster also has the ability to create Fated NPCs and, in this fashion, can have more
of an ability to make ‘boss’ monsters for the characters to go up against. Otherwise, all
normal NPCs and monsters would be considered Fodderfolk, which means they are just there
as simple obstacles for the characters to overcome on their way to greater objectives. In so
doing, I believe I’ve sped up gameplay and won’t lock players into hours-long encounters with
lesser monsters just to account for hit point after hit point.

Light Fodderfolk
Unlike their Medium and Heavy cousins, Light Fodderfolk do not gain the benefits of a
Defensive Threshold. Thus, they should be very easy to dispatch.

Fated Points
During character creation, each character starts with 10 Fated Points. These points can be
used at any time during gameplay to adjust a roll, from making sure a missed attack hits the
target, to erasing a critical instant death hit against the character. These are in play to help
support the fact that the Fated are ‘meant’ for something greater than a normal person and,
thus, can avoid bad situations to help get them to their final goal. When a character wants to
use their Fated Points, they must roll a d10, and if the result is lower or equal to their current
Fated Points, they can ‘adjust’ gameplay according to their wishes (see above). However,
whatever the character rolls on that particular d10 is then subtracted from their current Fated
Points, leaving whatever (if anything) remaining. Fated Points can be awarded to a character
at any time by the Gamemaster (for outstanding gameplay) and at the end of gaming sessions
73
when experience is awarded (typically a single
Fated Point, unless roleplaying was particularly
Experience and your
incredible). In this fashion, characters can gain first adventure
more than 10 Fated Points, which is allowable, but
remember, each time a character wishes to use Gaining Your First Level
their Fated Points, they must subtract what they As a rule, I suggest always providing a level of
roll on the d10 attempt. experience (from zero to 1st) on the players very
first session, no matter what happens during it.
Note Allow for the excitement of gaining that level,
If a Fated Point roll is attempted on a non-fatal task (like
and the ability for players to begin the process of
making a ‘miss’ a ‘hit’), a missed roll still subtracts from
crafting the character they desire. So, in other
the Fated Point total, meaning a character can lose all their
words, after a first adventure with zero level
Fated Points on a missed roll and not successfully change a
characters, everyone gains 25 experience points.
game mechanic outcome.

Example
Sefron Silvershoe, the elven rogue, is in trouble. He has just been hit by a bandit leader with a greatsword who did 29
points of damage. This is enough to kill the character, doing 4 Wounds (on top of the 1 Wound Sefron had already
sustained from an earlier hit). Obviously not wanting to die, Sefron’s player decides now is a great time to make a Fated
Point test and rolls a d10, with a result of 6. Currently, Sefron has 8 Fated Points, so his test is a success, and he avoids
the greatsword blow entirely! However, he now only has 2 Fated Points left (original 8 minus his roll of 6), which means
he better hope the bandit leader doesn’t repeat his terrible strike a second time.

74
Leveling and Example
Davis Valiant is currently 3rd level and has 345
Experience experience. After his latest adventure, however, he gains
a hefty sum of 245 experience, bringing his total to
590 experience. He only needs 500 experience points
When characters begin play, they are
to gain 4th level, and unfortunately, his experience
considered to be level zero, and it is not until automatically stops when he hits 4th level (thus at 500
they have gained 25 experience points that experience points). This means that the extra 90
they become truly level 1. The gaining experience he had from the adventure becomes
a casualty of the mechanic, getting
of experience in FAST should be dumped on the reset. Starting on the
rather quick at the beginning, next adventure, Davis will then be
with more time and adventuring allowed to build toward the 800
experience needed for 5th level, at a
needed for higher levels. Also, starting point of 500.
to avoid characters possibly
achieving multiple levels in a
single session, the ‘new level
stop’ rule should be employed.
This rule states that the
moment the character
achieves a new level of
experience, all other
experience from
the session that
helped them
achieve the new
level is lost, and
each new level will
thus begin as the
minimum needed to
achieve that level the
next time the character
is played.

75
XP TABLE
XP Level Bonus
0 0 None
(other than what comes with the Archetype)

25 1 +1d10 to all Skills,


bonus Fated Trait from any category

125 2 +1d10 to all Skills, +1d10 to any Attribute

250 3 Bonus Secondary Skill, +1 Wound (Combat


Archetype only), +2 CCV (Academic Archetype only),
+1d10 any Attribute (Social Archetype only)
Note
All characters also get 1 CCV at
3rd level from their archetype.
500 4 +1d10 to all Skills, bonus Fated Trait from
Primary Archetype category

1,000 5 +1d10 to all Skills, +1d10 to all Attributes

2,000 6 Bonus Secondary Skill, +1 Wound (all), +1d10


to all Skills

4,000 7 +1d10 to all Skills, bonus


Fated Trait from any category
Note:
All characters also get 1 CCV
at 7th from their archetype

8,000 8 +1d10 to all Skills, +1d10 to any Attribute

16,000 9 Bonus Secondary Skill, +1 Wound (Combat


Archetype only), +2 CCV (Academic Archetype
only), Fated Trait (Social Archetype only)

32,000 10 +1d10 to all Skills,


+1 Wound (all), +1 CCV (all)

Note
When rolling a +1d10 for Primary Skills (or SPP), the minimum for the roll is 5, so you can never get less than that. There
is no minimum for Secondary Skill rolls.

76
Whenever a remainder moves to a full 10s
Experience place, that attribute or skill goes up to the
Remainders next full digit. All ‘excess’ remainders from
the roll will carry over as a new remainder
As explained during character creation
for the purposes of later progression.
section, all characters receive an extra roll
for attributes that count as an Experience Example
Remainder. Also, during skill calculation, Davis Valiant just advanced to level 2, meaning he gains
some bonuses will be left at +.5 Remainder a d10 to all his skills and a d10 to any single attribute.
Deciding he needs more Resilience, he rolls the d10 for
to the skill. This means the skill is ‘halfway’ that. Currently, his Resilience is 6, with a remainder
to its next skill level. During leveling, these of 7. Rolling, he gets an 8 on his d10, meaning his
remainders can be adjusted by the possibility Resilience Attribute goes up to 7, with a new remainder of
5. Happy, Davis’s player moves on to his skills, hoping he
of adding a d10 to the remainder. can roll well enough to move some of those up as well.

77
Beginning a Character Above Zero Level
Sometimes a player will want to create a character with a heavily experienced background;
however, making a zero-level character doesn’t really match the backstory. If the Gamemaster
so chooses, they can allow the character to begin play up to 3rd level, adjusting the starting
statistics according to standard progression. However, all the experience that is required to
make 3rd level (or 1st or 2nd, depending) must be paid back during actual gameplay. This
means that a character starting beyond zero level will track experience as usual, beginning
play with no experience points, and only once they reach enough experience to go up to
the next level (in the example of a character starting at 3rd, that would be 4th, or 500
exp) would they get to advance. It is to be assumed that a character starting at 3rd level,
who is adventuring with zero-level characters, wouldn’t be learning much during lower-level
encounters that they didn’t already know, so in this fashion, other characters will begin to
quickly catch up with the experienced character. One caveat is that a character who starts
above zero level does not have to ‘cap’ their experience each time they would have gone up a
level they’ve already technically achieved, meaning they keep all experience points until they
make their first ‘new’ level.

Rounds & Turns


Each Round represents 3 seconds of game time, and each Turn represents the combined
actions of all participants in the Round.

Awareness
As a rule, an individual with the Awareness Skill will have to utilize the skill each time they
take an action that would require it (search, detect trap, spot); however, if more than 50% of
characters in a party all have the Awareness Skill, then they will no longer be required to
roll each time they do a communal search. Instead, they will be automatically considered
to discover a secret door, uncover a hidden object, find a secret writing behind a tapestry,
uncover the hidden file in the office, etc. This is only if the party asks to utilize their skill in
a ‘we’ statement, e.g., ‘We are going to check the hall for traps.’ However, if there is ever an
‘I’ statement, e.g., ‘I want to listen at the door,’ then a roll must be made. This special rule
only comes into play when the characters act as a team.

Environmental Effects
The ill effects of weather plug directly into the FAST system utilizing the same Light/Medium/
Heavy mechanic. The Gamemaster should assign a particular weather type as desired (heat,
cold, wet, etc.), as well as the level, and then adjust the players’ rolls accordingly.

Light The most moderate of weather conditions. A character won’t be very impacted by them,
but it will impact their surroundings in some way, and often cause a bit of discomfort.

Example Rain Shower, Light Snow or Frost, Excess Humidity, Dry Heat upwards of
100 degrees, etc.

Modifier None

Medium This would be a storm or event that a character wouldn’t necessarily prefer to be caught
outside in, likely not life-threatening, but certainly could be with extended exposure.

Example Blizzard, Thunderstorm, High Winds, Oppressive Heat, etc.

Modifier -1 to all skill checks, considered to be at -1 Wound Level due to exposure


until out of the condition (unless properly outfitted against the weather).

Heavy These would be the most extreme of circumstances, not found often, but only when the
perfect storm occurs. A character should avoid them at all costs.

Example Large Tornado, Hurricane, Polar Bomb Cyclone, Extreme Desert Heat, Epic
Sandstorm, etc.

Modifier -2 to all skill checks, considered to be at -1 Wound Level per 10 minutes of


exposure to the weather unless shelter can be found.

Falling Damage
Falling is a dangerous prospect in FAST and shouldn’t be taken lightly. A character will take
1d10 per 10’ of falling up to 3d10 at 30’. After that, the character will take a critical hit for
each 10’, meaning that a 50’ fall would do 3d10 + two rolls on the Critical Damage Table.

79
Poison Light 1 Wound
Medium 2 Wounds

Like most aspects of the FAST system, poisons Heavy 3 Wounds and a roll on the
Critical Damage Table
are broken down into Light/Medium/
Heavy categories. When a character comes
into contact with a poison, they must make
Example
Davis Valiant has contracted Mercy Sickness, a Medium
a Physical Saving Throw. If they fail, they disease that causes dehydration through vomiting and
suffer the effects of the poison immediately. diarrhea, when he failed his initial Physical Saving
Throw upon contact with the disease. Not wanting to
This must be repeated each time the poison suffer the full effects of the sickness, he goes to the corner
is introduced into the character’s body MediRent in Lorem Femina. A doctor on duty has seen
(ingestion, penetration, this sickness many times and gives Davis shots to help
treat the illness, essentially rolling his Healing Skill of 7
inhalation, etc.).
versus the Attack Skill of a Medium disease (5). Because
the doctor has access to modern drugs and knows the
disease well, the Gamemaster provides him with a +3
situational bonus to his roll. Thus, the doctor has
a 5 (7 Skill, +3 Situation (familiarity), Medium
Disease -5) chance to cure the disease within
hours (as determined by the Gamemaster).
Rolling the dice, the doctor gets a 6, a failure.
Although Davis pays the clinic and gets his
shot, he’s still going to incur the illness for
d10 days, unless he finds another way to
treat his symptoms, or he makes a Physical
Saving Throw of 2 (Physical Save 7 - 5
Attack Skill) any of those days.

80
Diseases
While diseases can be problematic for a healing magic must make a Casting Skill
Gamemaster (simply because they tend check vs. the Attack Skill (like a Defensive
to have effects over time that are hard for Threshold) of the disease, and this may only
accounting purposes), there are still rules be attempted once per caster, ever. If no
for them in FAST. Each disease should be magic is available, a Healing Skill check can
assigned a level, Light/Medium/Heavy, be made versus Light and Medium diseases
that has an accompanying Attack Skill and in the same way a casting check is rolled.
effect. This Attack Skill is rolled when However, only magic, or very high medical
a character comes into contact with the science (a hospital or a campaign type
disease, the only modifier to this roll being search for a cure) can treat a Heavy disease.
the Resilience Attribute Bonus (if any) the For Light and Medium diseases, a Physical
character possesses. Recovery times, if Saving Throw vs. the Attack Skill (Like a
applicable, are also listed with each level. Defensive Threshold) can be made each day
To cure a disease, a casting character with to get well prior to the full recovery time.

Light The common cold, annoying, but not something that typically keeps the character in bed.

Attack Skill 3
Effects -1 to all Skills
Recovery Time 1d10 divided by 2 days.
Medium A f lu-like episode or nasty contagion. Not something most characters want to deal with.

Attack Skill 5
Effects 1 Wound, -2 to all Skills
Recovery Time 1d10 days.
Heavy A natural or magically created lethal sickness (such as mummy rot).

Attack Skill 6
Effects 2 Wounds, and -5 to all Skills

Recovery Time A victim will die in a matter of days equal


to their Resilience Attribute.

81
Suffocation/ Fear
Drowning
The effects of a Fear attack pit the
For the purposes of gameplay, a character is victim’s Mental Saving Throw
considered to be able to hold their breath up (utilized as a kind of Defensive
to a number of turns equal to their Physical Threshold) versus the Fear
Stat divided by 2. After these turns are attacker’s fear rating (usually
surpassed, they take the following damage. their standard attack).

Turn 1 1 Wound
Should the Fear attack
overcome the Mental Saving
Turn 2 2 Wounds (Total)
Throw, then the victim will
Turn 3 3 Wounds (Total, and a roll on the
or more Critical Damage Table be under the effects of Fear for
each turn thereafter) a number of turns equal to 10
minus their Resilience Attribute.
Energy Drain While under the effects of
Fear, the victim cannot
Each time a character or NPC is hit with
attack and does whatever
an Energy Draining attack, they lose 2
they can to escape the
points from their Physical Saving Throw
situation, either f leeing
total. Once the Physical Saving Throw
(if applicable) or hiding
reaches zero, they are considered dead (or
(whether beneath
worse, turned into some kind of undead by
something close, or just
the creature draining them). This draining
getting into a corner,
effect dissipates over time, the victim
covering their head,
regaining 1 point per hour (unless otherwise
and rocking).
stipulated) until they are fully recovered
from the drain.

Example
Ianfled is attempting to stand firm against the likes of a dragon. The creature has an attack
value of 9, which is three points higher than Ianfled’s Mental Saving Throw of 6. However, the
Dragon is also considered at +3 on all Fear attacks, thus it would have a 6 or less to affect the
stalwart Ianfled.

82
level (at a distance of 30’). If the character
Paralysis wishes to ‘turn’ the undead, forcing them to
f lee, they may do so without the need of a
The effects of a Paralysis attack pit the victim’s
Casting Skill roll, but may only affect Light
Resilience Attribute (utilized as a kind of Defensive
undead. If they wish to destroy the creatures,
Threshold) versus the Paralysis attacker’s
they can make an attack
skill percentage (usually their standard attack
against each undead,
percentage). Should the Paralysis attack overcome
the victim’s Resilience Attribute, then the victim
will be under the effects of Paralysis, unable to
move, for a number of turns equal to
10 minus their Resilience
Attribute. While in
this state, the victim
is aware, and can
even feel pain, but is
unable to do anything
other than blink.

Turning
/Destroying
the Dead
A character (or NPC) with the
Firebrand of Faith Fated Trait,
has the ability to destroy
the undead,
to a limited
degree. The
character can
affect a number
of undead up to
their experience 84
utilizing their Casting Skill. If successful,
the undead take d10 points of damage if the
Note
A player with the Unarmed Combat skill also
character is less than 3rd level, and 2d10
receives a +1 bonus to their grapple roll.
if below 7th level, and 3d10 if above 8th
level. Within the FAST system, there is no
controlling the undead unless that undead
Exhausted
was created by the caster.

Grappled If a Gamemaster feels a character might


have entered an exhaustive event (running
Grappling pits opposing Physical Attributes long distance from an enemy, swimming
in a contested roll. The participant with in rough waters, etc.), they can have the
the highest roll will have grappled their character roll a Physical Saving Throw. If
opponent, effectively holding them in a the roll is failed, then the character becomes
locked position. While in this position, the exhausted, suffering -1 to all further skill
grappled character will have no Physical tests until they rest. Such negatives can
Attribute bonus or base bonus to their stack, and the character continues to wear
Defensive Threshold (i.e., only armor will down until they can no longer function.
count), and all successful attacks made
against them automatically cause a roll on Prone
the Critical Damage Table. Each round, the
grappling contested roll may be repeated, If a character is prone, they are considered a
but the winner is always given a +1 bonus to stable platform (from which to shoot certain
their roll (which is cumulative). ranged weapons) and receive a +1 Ranged
Skill bonus. However, a character that is
prone cannot participate in melee combat
Example and must take an action to get on their feet.
Ianfled the barbarian, her poleaxe already buried in
the skull of one ogre, decides to grapple the second ogre,
hopefully providing Sefron (the company thief) a chance to
Note
score a critical hit. Jumping on her new enemy, her player A successful Athletic Skill check will allow the character
rolls a d10 + 3 (Ianfled’s level) + 8 (Ianfled’s Physical to ‘kip up’ to their feet, which will, in turn, allow them
Attribute), scoring an 18. The ogre rolls a total of 15.
to attack, although at -1 to their skill check.
Ianfled then wins the grapple, holding the ogre in place
while Sefron moves in with his dagger for what they hope
is a killing blow.
85
ghost-like and immaterial. Only a magical
Flat-Footed attack (be it a spell or weapon) can hurt a
creature in such a state; otherwise, it is immune
If a character is surprised, and no critical
to damage, but it, too, cannot attack unless it
hit is allowed (backstab), they are still
removes its incorporeal status.
considered Flat-Footed for the turn, which
reduces their Defensive Threshold by 1. Stunned
Confused A Stunned character cannot act and is
typically considered to be vulnerable to all
Any character that finds themselves in a
forms of attack, meaning any successful attack
Confused state (for whatever reason) will
against them will cause an automatic Critical
have -1 to all skill checks.
Damage Table roll.

Fascinated
Cursed
Being Fascinated or beguiled, typically by
the beauty or enchantment of an object, Curses are like anything in FAST in that they
causes the player to be considered Flat- are always Light/Medium/Heavy, and if they
Footed for the purposes of gameplay. successfully overcome a Saving Throw (either
Physical or Mental depending) they will have
the following permanent (until removed with
Blind a more powerful Ward magic, meaning to
remove a Light Curse you would need a
A Blind character suffers a -3 skill check on
Medium Ward spell) effect
all skills that would normally require them to
see. Also, unless the character has Unarmed
Light -1 to all Skill Rolls and Saving
Combat, they are considered Flat-Footed Throws
Medium -2 to all Skill Rolls and Saving
whenever they are attacked in combat.
Throws
Heavy -3 to all Skill Rolls and Saving
Incorporeal Throws

A creature or character that has the ability


to enter the ethereal plane is considered to be
Incorporeal. This means their body becomes
86
Hit Only By Magic
Some creatures have the ability to only be affected by magical attacks. These attacks must be by
either a spell or an enchanted object; otherwise, their Wound Threshold is considered to be 10
higher than it normally is.

Example
Shamus McGee levels his Thompson Sub-Machinegun off at the lurking shadow, sending a burst in its direction. His player
rolls a 2 on his ranged attack, hitting the target. However, the shadow is only affected by magical weapons, meaning that its
normal Wound Threshold of 7 is now 17 versus a mundane bullet. Still, if Shamus’s player rolls well enough, he might still
have a chance to hurt the creature because the Thompson is a Medium weapon. Rolling his 2d10 for damage, he scores a 15.
Not enough to hurt the shadow, but without much of a choice, he prepares to attack again the next round, hoping he can score an
18, 19, or 20 on his combined dice.
CHAPTER FIVE:
Equipment
The FAST system is designed for speed of play, and as such, the equipment has been streamlined
as much as possible. I know I’ve always been a fan of equipment, ever since I opened the pages of
the AD&D Basic Red Box and saw what I could buy on that single page, and so I tried to mimic
that setup here. Apart from the base damage system for weapons and how armor functions, I have
included three sample equipment sections that will work within the three campaign settings also

88
found within this book. At the very least, these will
get you started, and it should be easy to expand the
lists as you so choose, as well as looking for more
items that will come out in further supplements.

Encumbrance
I’ve played all kinds of systems over the
years, and I’ve spent my fair share of time
calculating encumbrance down to the final
kg, but at the end of the day, I’m not sure how
much more fun it ever made my roleplaying
experience. Certainly, it can be sometimes
needed for a Gamemaster to advise a player
that they ‘just can’t carry that much’, but
I don’t feel that overall encumbrance is
something that needs to be tracked in FAST.

Example
Helen thought opening the tomb was a bad idea, but
when the giant tentacles appeared, this was confirmed
to be some kind of ‘ancient one’ as described in the
forbidden texts. Now, however, she’s facing a tentacle
that strikes her with a successful hit. As an attack from
an ‘ancient one’ is considered X level against a human
foe, she will take 4d10 damage, plus have to survive a
roll on the Critical Hit Table at +3. The GM rolls
damage, scoring 17 points on the 4d10, which would
normally cause her 2 Wounds (she has a WT of
8), but the GM still has to add another result for the
Critical. Rolling on the chart, the GM gets a result of
7 (4+3), which does an additional 2d10! This result
adds 10 more to the damage, meaning Helen takes 27
points! Luckily for her, this means she still only takes 3
Wounds (at 25 points), so she’s still functional, even if
only barely so.

89
That said, a Gamemaster should keep an eye on players and not let them carry around
ridiculous things. Also, there are Physical Attribute requirements on some weapons and
armor, so keep that in mind. Otherwise, players should be allowed to carry as much treasure
as they like, but if you absolutely have to have an encumbrance number, you can say a
character can carry, without penalty, up to their Physical Attribute x 10 in kilograms.

Weapon
In FAST, I’ve created a base weapon damage system revolving around three levels that
correspond to d10s, i.e., Light weapons do 1d10, Medium Weapons do 2d10, and Heavy
weapons do 3d10. In this fashion, you don’t have to define every weapon in existence.
Instead, you simply categorize them, and then all items in that category do the same damage.
However, in the case of a weapon that the Gamemaster believes is ‘beyond’ these types of
weaponry, like a tank’s main gun, a giant robot’s heavy laser cannon, etc., they are to be
considered X level, and do 4d10 damage while also causing an automatic Critical that adds
+3 to the rolled Critical d10, assuming these weapons are used on a human-sized target
or standard vehicles. If an X level weapon is used against X level targets, they adhere to
standard damages for their level, ala Light/Medium/Heavy.

Range Modifiers
For ease of game use, the following should be considered for ranges. While these might not make perfect
sense, they should still give the Gamemaster a good starting point for a case-by-case situation. A thrown
weapon would have a base short range of the character’s Physical Attribute (with medium doubling that,
and long quadrupling the number).

Combat Short --
Modifiers Medium -1
for each
Long -2
Range

90
LIGHT (1d10 base damage)
Light These weapons require no Physical Attribute to utilize, and because of their light nature,
(1d10 provide a +1 bonus to their skill on all attacks when using them.
base Melee Knife/Dagger, Short Sword, Club, Hatchet
damage)
Ranged Short Bow, Hand Crossbow, .22–.380 Handguns, .17–.22 Rif les, Thrown
Knives, Shuriken, Throwing Axes, Energy Knives, Vibro Knives

Fantasy Modern

Science Fiction

Range Modifiers
Light Short 10’
Medium 20’
Long 40’
MEDIUM (2d10 base damage)
Medium Because these weapons are heavier than the norm, they require at least a 4 in the
(2d10 character’s Physical Attribute to utilize them in combat. If a character who is below 4 in
base their Physical Attribute tries to wield one of these weapons in combat, they will be at -1 to
damage) both attack skill rolls as well as being at -1 to their Defensive Threshold.
Melee Long and Broad Swords, Battleaxe, spears, Maces, 1-Handed Hammers
Ranged Longbow, Crossbow, 9mm–.357 Magnum Handguns, .223–8mm Rif les,
Thrown spear, Grenades, Energy Pistols, Beam Sabers

Fantasy
Modern

Science Fiction

Range Modifiers
Medium Short 25’
Medium 50’
92
Long 100’
Heavy(3d10 base damage)
Heavy These weapons are to be considered unwieldy for most combat situations and require
(3d10 a character to have at least a 6 in their Physical Attribute to wield effectively. Even if a
base character can wield one of these weapons, they will only get an attack roll every other
damage) round. Should a character with less than 6 in their Physical Attribute try to wield one, they
will be at -2 to both their attack skills and Defensive Threshold, and even then, a character
with lower than 4 in their Physical Attribute cannot even make an attempt.
Melee 2-Handed Sword (Greatsword), Warhammer, Great Axe, Pole Arms
Ranged Heavy Crossbow, .44 Magnum–.50 Handguns, .300 Magnum–.50 Rif les,
Mortars, Artillery Shells, Energy Rif les

Fantasy

Modern

Range Modifiers Science Fiction


Heavy Short 50’
Medium 100’
Long 500’
93
Magical Weapons /
Equipment
Magical items and equipment will typically add
to various bonuses to Skills, Damage, or Wound
or Defensive Thresholds. Magical items will also
be rated Light/Medium/Heavy. Although there
is no exact rule that must be followed for any item,
these ratings do provide guidelines.

Example
Sefron Silvershoe opens the coffer to reveal an ancient elven
dagger. The dagger is considered of Medium enchantment,
and the GM customized the blade utilizing 2 ‘Light’ magical
options instead of giving the blade a single Medium magical
property. In doing so, he provides it with a +.5 to Criminal
Skill and +1 to Damage, calling the blade a ‘Thieves Tooth
of the Ancients’.

Light (weapon) +.5 Remainder to either a Skill or +1 to weapon Damage


(armor) +1 to Wound Threshold or Defensive Threshold
Medium (weapon) +1 to either a Skill or +2 to weapon Damage
(armor) +2 to Wound Threshold or Defensive Threshold
Heavy (weapon) +1.5 to either a Skill or +3 to weapon Damage

(armor) +3 to Wound Threshold or Defensive Threshold

Example
Ianfled discovers a
Heavy magical ring.
The GM decides that
it is a kind of ring of
protection and assigns
it a +2 Wound
Threshold bonus as
well as a +1 Defensive
Threshold.
94
High Tech Weapons / Equipment
High-tech equipment, especially those of lost (but highly advanced) civilizations, may come into play
in science fiction campaigns. These items reflect the same principles as magical items; however, they
typically have an energy cost associated with them. For the purposes of game mechanics, such items
function for only a short time until they need to be recharged, and weapons consume 3x the normal
amount of energy as a similar weapon that isn’t ‘high tech’.
Light (weapon) +.5 Remainder to either a Skill or +1 to weapon Damage
(armor) +1 to Wound Threshold or Defensive Threshold
Medium (weapon) +1 to either a Skill or +2 to weapon Damage
(armor) +2 to Wound Threshold or Defensive Threshold
Heavy (weapon) +1.5 to either a Skill or +3 to weapon Damage

(armor) +3 to Wound Threshold or Defensive Threshold

Shields

Shield Includes all standard shields except bucklers


and tower shields
Bonus +1 Defensive Threshold
Long -1 Attack Penalty
95
Armor
Armor is important to defense in the game. It directly impacts a character’s Wound Threshold and
Defensive Threshold, but as a negative, it also makes movement more restrictive, inhibiting both physical
combat and casting magical spells.

Light Includes leather, padded, armored


Armor clothing, ablative defense bodysuit
Bonus +1 Wound Threshold, +1
Defensive Threshold
Long -.5 Attack Penalty, -5 feet
per round movement

Medium Includes, chainmail, scalemail, bullet-


Armor proof vests, nano-ceramic weave armor
Bonus +2 Wound Threshold, +1
Defensive Threshold
Long -1 Attack Penalty,
requires 4 Physical
Attribute, -10 feet per round
movement

Heavy Splintmail, platemail,


Armor full-environmental armor
Bonus +3 Wound Threshold, +2 Defensive Threshold
Long -2 Attack Penalty, requires a 6 Physical Attribute, -15 feet per round movement

96
Skill Category: Thrown
Weapon Pre-built Skill Modifier: -1
Damage Level: Medium
Examples Special Ability:
Will not return on a killing blow
Although I utilize the very base Light/Medium/ Has effective range categories equal to
Heavy rules with weapons in my campaigns, there twice the wielder’s Physical attribute
may be a call for a GM to customize their weapons
to some degree further than the base rules. If this Turell Energy Whip
The Turell Guild was charged by the security
is your choice, a view of how some more specific forces of Lorem Femina to create a weapon for
weapons might be given stats within the FAST easy subdual of wanted fugitives within the city.
game is provide below. Again, this is a slippery As these fugitives have a significant value in
the Worm Trade, it was also important to keep
slope and will cause a good degree of work, but
them intact in the capture. Thus, the Turell
to each their own. However, I’ve also included a Energy Whip was created. With an over-twelve-
few weapons with more specific types of alternate foot reach, the whip acts as a long-range melee
weapon with the added capability of stunning
damage for the GM, in case such weapons might
the victim by its strike using a powerful neural
ever appear in their games. feedback charge.

Boga Arms Skill Category: Melee


Skill Modifier: -1
Combat Boomerang Damage Level: Light
A favorite of street gangs within Lorem Special Ability:
Femina, this nasty weapon has a laser edge Stun on a successful hit
‘bow’ that is capable of cutting off limbs and Utilizes a Short-Range
is also equipped with limited anti-gravity template like a ranged weapon.
nodes to keep it airborne after a glancing
blow, and homing technology that returns it
to a ballistic glove utilized by the wielder.

97
Turell Torsion Hammer Flamethrower
Created by the Turell Guild for the purposes Flamethrowers have been in use for over a
of disassembly of structures, it can sometimes century, and while initial units were created with
be found in the hands of larger alien races as a large backpack tanks, more advanced concepts
weapon. Charged with a powerful motion energy require only smaller cartridge tanks attached to
cell, the hammer recharges with movement, but the weapon.
in so doing requires several seconds to function
between each powerful hit. Skill Category: Ranged
Skill Modifier: --
Skill Category: Melee Damage Level: Medium
Skill Modifier: -2 Special Ability:
Damage Level: Heavy Area Effect (20’ radius, also see Magic
Special Ability: section)
Physical Saving throw or take Lingering Damage (burns an additional 2
a Critical Hit rounds, also see Magic section)
Limited Ammunition (8 shots with
canister, 16 with tank)
Colt Peacemaker Sharps 1874 Buffalo Rifle
Perhaps the finest pistol of the pre-1900s, the Colt Perhaps one of the most legendary guns of the ‘old
Peacemaker exemplifies the phrase ‘God created west’, this .50 caliber (with several modifications)
man, but Sam Colt made them equal.’ rifle could do incredible damage at a range up to
1,700 feet or more. The only drawback is that it
Skill Category: Ranged loads only a single shell at a time, thus making it
Skill Modifier: +1 slow in the process of repeated shots.
Damage Level: Medium
Special Ability: Skill Category: Ranged
Area Effect (utilizing a ‘fanning’ attack, Skill Modifier: --
the weapon can have a 20’ radius but Damage Level: Heavy
negates its +1 Skill modifier) Special Ability:
Limited Ammunition (6 shells, and All range categories decreased by one
requires a full round for reloading) category
Max Range 2,000 with sighting or scope
Limited Ammunition (1 shot between full
round reloads)

Khopesh
The ‘sickle sword’ of ancient Egypt was designed
as a hacking, almost ax-like, weapon that serves to
cut limbs and even smash shields.

Skill Category: Melee


Skill Modifier: -1
Damage Level: Medium
Special Ability:
Will destroy a shield on a successful hit
unless the shield makes a Resilience test,
4 for a Light, 6 for a Medium, and 8 for
a Heavy shield. The shield ratings are
based on what the GM feels the shield is
made from: hide, wood, metal, etc.

99
3030 Winchester Lever Action Rapier
This weapon is prized for its accuracy and While the rapier is considered a ‘fast’ weapon, it is
dependability with a fast-action level to keep firing. not particularly faster than any other sword, but it
is how the rapier is employed (with quick, pointed
Skill Category: Ranged thrusts) that makes it quicker than most other
Skill Modifier: +1 traditional slashing blades. It is also not a ‘light’
Damage Level: Medium weapon, either, and its thrusts can be particularly
Special Ability: damaging, especially to vital areas.
Limited Ammunition (5 shells before
requiring a full round reload) Skill Category: Melee
Skill Modifier: --
Damage Level: Medium
Special Ability:
Provides +2 on Initiative due to style of
use
Armor Ineffective (all armor gets its value
added to the wearer’s WT)

100
Fantasy Equipment & Weapons Modern Equipment [High Garin City]
[Septis Arcana] .22 Revolver $25 Men’s Suit $12
Battle Axe(Medium) 7 sp Backpack 5 sp (Light) (plain)

.38 Revolver $40 Men’s Suit $25


Hand Axe (Light) 4 sp Flask of Oil 2 sp (Light) (standard)
Lt. Crossbow 30 sp Holy Symbol 25 sp .44/.44 Revolver $45 Men’s Suit $200 or
(Medium)
(Heavy) (elite) more
20 bolts 5 sp Holy Water (1) 25 sp 9mm Automatic $50 Shoes $3 or
Long Bow (Medium) 40 sp Lantern 10 sp (Medium) (all) more
.45 Automatic $75 Dress $3
Short Bow (Light) 25 sp Mirror (personal) 5 sp (Medium) (plain)
20 arrows 5 sp Pole (10’) 1 sp Any Hunting Rifle $50 Dress $10
(varies) (standard)
1 Silver Arrow 5 sp Iron Rations 15 sp SMG (Medium) $200 Dress (elite) $100 –
(1wk) $4000
Dagger (Light) 3 sp Rations (1wk) 5 sp Automatic Rifle $175 Fur Coat (Light) $200 or
(Medium) more
Silver Dagger (Light) 30 sp Rope (50’) 1 sp
Shotgun $50 Fur Stole $50
Short Sword (Light) 7 sp Sack (large) 2 sp (Medium)
Any Ammunition $2 Stockings $3
Sword (Medium) 10 sp Spikes (iron) 3 sp
(box 100)
Greatsword (Heavy) 15 sp Thieves Tools 25 sp Knife (Light) $3 Men’s Hat $3 – $30

Mace (Medium) 5 sp Tinderbox 5 sp Police Baton $5 Ladies Hat $7 – $70


(Medium)
Polearm (Heavy) 7 sp Torches (8) 1 sp Brass Knuckles $3 Jewelry $300 or
(+1 Dam) more
Spear (Medium) 3 sp Waterskin 1 sp
Gloves (leather) $7 Plated Vest $40 or
Warhammer 5 sp Copper Gloves* 100 sp (Medium) more
(Medium) Leather Jacket $25 Torches (8) $100
Leather Armor (Light) 20 sp Chain Armor 40 sp (Light)
(Medium)
Plate Armor (Heavy) 200 sp Shield 10 sp Science Fiction Equipment
*Copper gloves are unique to the Septis Arcana setting and [Lorem Femina]
add +1 Wound Threshold to any armor without any negatives. Laser Pistol 600 C All-Weather Blanket 20 C
(Medium)

Prices for Magical &


Laser Rifle 800 C Smart Device 1,000 C
(Heavy)
Automatic Pistol 200 C Flarestick 10 C
High-Tech Items (Medium)
Automatic Rifle 300 C Gas Mask 200 C
(Medium)
Typically, the campaign won’t have such items Electro-Sword 150 C Holoflare 30 C
(Medium)
available, but in one that does, the GM may use Sonic Dagger 50 C Imaging Goggles 500 C
(Light)
the following as a starting point for pricing. Vibro-Axe 100 C Translator 1,000 C
(Medium)
Light 1000 units of cost Knife (Light) 10 C Hand Grappler 500 C

Medium 4000 units of cost Any Ammuni- 10 C Survival Rations 2C


tion (1 clip)
Heavy 10000 units of cost
Powerpack 100 C Freebooter Outfit 25 C
(Light)
BPV (Medium) 200 C Nano-Ceramic Suit 5,000 C
(Heavy)
101
CHAPTER SIX:
Enemies & Traps
One of the most important aspects of any roleplaying game is a dungeon delve, and as such, FAST
tries to continue its journey to simplify and streamline encounters. Within this chapter, I take
on two types of challenges for the players: traps and monsters. Traps are straightforward, but
monsters, as one would expect, are a bit more complex. One thing that needs to be remembered
is that FAST is always customizable to your table. There are no ‘hard’ rules where monsters are
concerned, and one thing that players will need to understand quickly is that monsters are not built on
the same framework as characters, thus they do not have to adhere to the same rules. Keep that in mind
as you play and work within the mindset that FAST is designed to be cinematic, keeping combat fast to
allow the characters to move quickly through the minutia of the scenario to the roleplaying and more
important ‘boss’ type battles.

Traps Medium Trap


Magical bolts, shocking tiles,
Traps function on the same principles as anything spear traps, etc.
Negative to Detect: -1 Awareness Skill
else in FAST, that being a Light/Medium/Heavy Negative to Disarm: -1 Criminal Skill
mechanic. Although traps can be customized to fit Area: up to 5’ radius
a specific situation according to the Gamemaster, Damage: 2d10
the following provides a good sample set for how
Heavy Trap
they work. While there are standard negatives Heavy blade traps, area effect spell attack
to both detection and disarming of traps, these traps, rolling bolder, etc.
may also be adjusted according to the situation, Negative to Detect: -2 Awareness Skill
Negative to Disarm: -2 Criminal Skill
e.g., a Light trap might be very cleverly hidden (-2
Area: up to 15’ radius
detection), etc. Damage: 3d10

Note
Some traps may be laced with poison and will therefore Enemies
utilize the poison section to determine damage.
All enemies in FAST subscribe to the same Light/
Medium/Heavy principle. However, keep in
Light Trap mind that the Gamemaster may also design Fated
Simple arrow traps, needle traps, etc. enemies as more challenging opponents whenever
Negative to Detect: Even
Negative to Disarm: Even they desire. For the purposes of adventuring, Light
Area: Single Person enemies are considered simple Fodderfolk, dying
Damage: 1d10 after a single Wound has been scored and typically
are only a nuisance to experienced characters.
Medium enemies have 2 Wounds and offer a bit
more challenge, while Heavy creatures have 3

103
Wounds and pose a danger to even experienced need to award exact EXP due to the experience
characters. All monsters, like characters, have cap upon leveling, thus you just need to tell
only a single attack; however, some will have the everyone, ‘You all went up a level.’ However,
ability to do area effect attacks, from either breath that doesn’t mean you don’t need a guideline. I
weapons, magic, or even multiple appendages detail below what I think Light/Medium/Heavy
that can strike throughout an area. enemies should give in experience, and each
number is an ‘up to’ figure, meaning a Light

Creating Your could be worth ‘up to’ 10 EXP, plus a number


‘up to’ 10 EXP per special power they employ.
Own Enemies This is the same for traps, so keep that in mind,
with poison and such being considered a ‘special
In FAST, I never wanted to make a system
power’. Calculating Fated enemies gets a bit more
in which the GM was locked into a specific
complicated, as a full stat Fated might look like a
template for enemies. Certainly, the Light/
character, and you would need to calculate extra
Medium/Heavy works well, and is quick to
Wounds, Levels, Fated Traits, and even weapons,
resolve, but as a GM, never be afraid to modify
armor, and such, into the overall EXP value. Still,
your monsters to your liking. Maybe you want
the following should give you a starting point for
the party to run into a group of tougher goblins,
overall experience rewards.
but you don’t want to make them fully Medium,
so instead, you just give them 2 Wounds instead
Light: 10
of one. Always feel free to modify to your liking,
Special Power: +10
especially as you get used to the system and see
Medium: 30
how enemies play on your table!
Special Power: +20
Heavy: 50
Calculating Special Power: +50

Experience Points for Fated: 100


Special Power: +100
Enemies and Traps
I have no true ‘hard’ rules for experience
calculations, and one thing you will often find
(especially at lower levels) is that you don’t even

104
but not enough to affect the overall power of the
Swarms swarm. Otherwise, a swarm attacks and defends
just like a standard creature of its rating level.
There will be occasions where small swarms
of enemies, like bugs, vermin, or small robots
can try to overcome the characters. When this Area Effect Attacks
happens, the swarm will be considered Light/
It will sometimes come into play that a creature
Medium/Heavy depending on its size and will
should very obviously gain more than a single
have corresponding Wounds associated with its
attack in a round. Should this occur, the creature
rating. Dealing damage to swarms is difficult,
is considered to have an ‘area attack radius’ in
however, unless the person attacking has an Area
which it attacks all targets within that zone. This
Effect Attack. When utilizing an Area Effect on a
would be the case for creatures with tentacles,
swarm, damage is calculated normally. However,
multiple limbs, a breath weapon, etc.
if any other type of weapon is utilized on a swarm,
the swarm is considered to have 3x the normal
Wound Threshold for their rating level. Thus, a Light Enemies
Medium swarm, with a Wound Threshold of 5,
would have an effective Wound Threshold against In a fantasy setting these would include goblins,
all non-area attacks of 15. If an attack does not kobolds, and the like, while in a modern setting,
overcome the swarm’s Wound Threshold, then a they will be your typical gang member or
small number of creatures in the swarm are killed, pedestrian. Typically, Light creatures are small
and should not cause too much of a problem for
characters unless they gang up to attack a single
foe (thus gaining a gang-up bonus). They have a
standard of 1 Wound.

Light Enemy
(Standard Template)
Physical: 4 Mental: 3 Resilience: 4
Attack: 5 Damage: Light or Medium
P Save: 4 M Save: 3
Defensive Threshold: --
Wound Threshold: 3

105 Experience: 10
Goblin
Physical: 3 Mental: 2 Resilience: 5
Attack: 5 Damage: Light
P Save: 4 M Save: 3
Defensive Threshold: --
Wound Threshold: 3
Experience:8

Note
Infravision, meaning in total darkness,
they achieve an automatic Critical
Hit on a successful attack, and they
enjoy operating in total darkness.

Examples

Stirge
Physical: 2 Mental: 2 Resilience: 6
Attack: 4 Damage: Light
P Save: 4 M Save: 4
Defensive Threshold: --
Wound Threshold: 3
Experience:10

Note
Each time a stirge attack overcomes a victim’s
Wound Threshold, the victim loses 1 point from
their Resilience attribute. If reduced to zero, they
are blood-drained and will die. These lost points
return in 24 hours.

106
Skeleton
Skeletons don’t take as much damage
from non-bludgeoning
Physical: 4 Mental: 2 Resilience: 4
Attack: 5
Damage: Light or Medium
(depends on weapon)
P Save: 3 M Save: 3
Defensive Threshold: --
Wound Threshold: 3
against bludgeoning,
6 against slashing, 12
against piercing
Experience:12

Kobold
Physical: 2 Mental: 2 Resilience: 5
Attack: 5 Damage: Light
P Save: 3 M Save: 3
Defensive Threshold: --
Wound Threshold: 3
Experience:8

Note
Infravision, meaning in total darkness, they achieve an
automatic Critical Hit on a successful attack, and they
enjoy operating in total darkness.

107
Rot Grubs
Physical: 1 Mental: 1 Resilience: 4
Attack: 4 Damage: Light
P Save: 2 M Save: 2
Defensive Threshold: --
Wound Threshold: 3
Experience: 8

Note
Once a grub has done damage, it burrows beneath a
character’s skin and begins eating toward their heart. This
causes 1 point of Physical attribute damage per round until
the character dies. Any Healing spell will destroy the grubs
inside a body, but the spell will not heal any Wounds.

Medium Enemies
In a fantasy setting, these would likely be orcs,
experienced humans, gnolls, hobgoblins, etc.
They tend to have more protection, are better
fighters overall than a Light opponent, and are
granted a Defensive Threshold. They all have a
standard of 2 Wounds.

Zombie
Medium Enemy
Physical: 6 Mental: 1 Resilience: 8
(Standard Template)
Attack: 6 Damage: Light
Physical: 6 Mental: 5 Resilience: 5
P Save: 7 M Save: 4
Attack: 6 Damage: Medium
Defensive Threshold: --
P Save: 5 M Save: 5
Wound Threshold: 5
Defensive Threshold: 2
Experience: 10
Wound Threshold: 5
Note Experience: 35
Zombies always go last in a combat round. 108
Examples

Hell Hound
Physical: 6 Mental: 3 Resilience:
6
Attack: 5 Damage: Medium (Bite)
P Save: 6 M Save: 4
Defensive Threshold: 2
Wound Threshold: 5
Experience:35

Note
Once every 4 rounds, the hell hound can employ an Area
Effect breath weapon attack. The breath attacks everyone
within 10’ of the hound’s forward-facing snout and does
Light flame damage.

Orc/
Hobgoblin
Orcs and hobgoblins have
tough skin and wear armor.
Physical: 6
Mental: 3
Resilience: 6
Attack: 6
Damage: Medium
P Save: 6 M Save: 4
Defensive Threshold: 3
Wound Threshold: 5
Experience:30
Giant Spiders
Physical: 4 Mental: 2 Resilience: 6
Attack: 6 Damage: Medium
Human Berserker
P Save: 5 M Save: 4
Physical: 7 Mental: 2 Resilience: 7
Defensive Threshold: 2
Attack: 6 Damage: Medium
Wound Threshold: 4
P Save: 7 M Save: 4
Experience:30
Defensive Threshold: 1
Note Wound Threshold: 7 [Can fight until they
Their bite is poisonous, and any successful hit requires a have sustained 3 Wounds, even though 2
Physical Saving Throw. The character will take damage Wounds ‘kills’ them]
from a Medium poison on a failed saving throw. Experience:35

110
Ghoul
Physical: 6 Mental: 3 Resilience: 8
Attack: 6 Damage: Medium
P Save: 7 M Save: 5
Defensive Threshold: 2
Wound Threshold: 5
Experience:32

Note
Any successful hit (even if it does
not exceed the character’s Wound
Threshold) causes the character to make a Physical
Saving Throw. If it is failed, the character is Paralyzed
for 1d10 rounds.

Heavy Enemies
These are the larger type encounters, likely trolls,
giants, and the like. Dragons, or beasts of that
type, would likely be Fated enemies, and do
not fall under this category. They all have a
standard of 3 Wounds.

Heavy Enemy
(Standard Template)
Physical: 8 Mental: 5 Resilience: 6
Attack: 7 Damage: Medium or Heavy
P Save: 7 M Save: 5
Defensive Threshold: 4
Wound Threshold: 6
Experience: 100

111
Otyugh
Physical: 8 Mental: 2
Resilience: 8
Attack: 7 Damage:
Medium (Tentacle)
P Save: 8 M Save: 5
Defensive Threshold: 2
Wound Threshold: 6
Experience: 155

Note
As the otyugh has multiple tentacles, it
can attack every enemy in a 15’
radius utilizing an Area Attack.

Examples

Ogre
Physical: 9 Mental: 3 Resilience: 6
Attack: 7
Damage: Medium (Fist) or
Heavy (Weapon)
P Save: 7 M Save: 4
Defensive Threshold: 3
Wound Threshold: 6
Experience: 125
Stone Troll
Physical: 8 Mental: 4 Resilience: 8
Attack: 8
Damage: Medium (Fist)
or Heavy (Weapon)
P Save: 8 M Save: 6
Defensive Threshold: 4
Wound Threshold: 11
(+3 for hardened skin)
Experience: 250

Salamanders
Physical: 8 Mental: 5 Resilience: 8
Attack: 8
Damage: Medium (Super-Heated Spear)
P Save: 8 M Save: 6
Defensive Threshold: 3
Wound Threshold: 7
Experience: 155

Note
Due to their intense heat, anyone successfully
attacking them in melee takes Light damage.

113
Fated Enemies
There are many times in which a GM will want to expand the prowess of an enemy. To do this, there is
a simple build formula that adds player character abilities to a base monster form. In this manner, you
can create enemies with more than 3 Wounds, as well as other special abilities. Below, there are examples
of two such Fated Enemies.
Wounds: 5 WT: 8 DT: 4
Examples
CCV: 2 MS: 6 PS: 8
Orc Clan Chief Skill: Melee 9 [+3 added after DT is
Such chiefs typically have a low-level magical subtracted!]
weapon and piece of armor. Damage: Medium (+3)
Level: 5th Combat
Physical: 8 Fated Traits
Mental: 5 Weapon Master (Khopesh), Tough,
Resilience: 8 Refined Specialist (Khopesh)

Treasure
+1 Khopesh Sword [Medium],
+1 Scale Mail Armor

Experience:
1,200

114
Orange/Glass Dragon Note II
The orange dragon is a hybrid, a mix of a yellow Bite attacks cause an additional 2 points of damage due to
‘sand’ dragon and a red dragon. Thus, its breath high heat and dripping liquid glass. Thus, such attacks
weapon is superheated sand, which comes out as are +4 damage.
liquid glass.
Level: 10th Combat
Note III
Since the dragon has Casting, it has full access to the Quad
Physical: 15 Mental: 9 Resilience: 12
and may cast up to, and including, Heavy spells.
Wounds: 8 WT: 15 DT: 4
Experience: 3,100
CCV: 5 MS: 9 PS: 9
Skill: Melee 9 (Claw or Bite)
Skill: Ranged 9 (Breath Weapon)
Skill: Casting 7
Damage: Heavy (Claw +2 or Bite +4)
Breath Weapon: Heavy
(Area Effect, 150’)

Fated
Traits
Internal
Power
Reserve,
Tough

Note
All physical attacks are at
+2 damage because of the beast’s
incredible strength.
CHAPTER SEVEN:
Advanced Rules
Within the FAST system, there are many places where a ‘heavier’ rules set could be employed,
and for these purposes, I’ve included this Advanced Rules section. These rules cover all kinds of
different aspects of the game that will allow a GM to expand play as they like, without adding
bulk that they don’t want. Players should understand that these rules are not ‘set in stone’ and are
only suggestions as to how you can expand your
gaming experience. As always, FAST should be
Cover/Environmental
about speed of use, so keep that in mind before Effects
you begin adding everything from this section to
For the purposes of easy gameplay, all cover and
your table.
environmental effects should be at -1. However, if
the Gamemaster wants more specific modifiers,
DT for Light Enemies they can be utilized as below. As FAST is trying
to keep things simple, negative modifiers for
If you find that your Light enemies aren’t adding
movement or unstable platforms are not included.
enough to your combats, you can always establish
a base DT, perhaps 1 or 2, for such creatures.
Heavy Cover -2 Skill penalty
Heavily Impaired Vision -2 Skill penalty
Called Shots (Smoke/Fog/Shadow)
Holding High Ground +1 Skill bonus
It is sometimes required for characters to hit a
specific area of a target, like stabbing a vampire in
the heart or hitting a zombie in the head, etc. In Magic and Going
such a case, the Defensive Threshold of the target
is increased depending on the size. For a small
Beyond Your CCV
target, the DT is increased by 1, and for a tiny ‘Raw Replenish’
target, the DT is increased by 2. This negative is
In the advanced version of FAST, it is possible to
considered to be a ‘magical bonus’ for purposes of
go beyond a character’s CCV, but this process
calculating the TTN, and thus can effectively take
will always damage the character. Once your
an enemy’s DT beyond the normal maximum of
character’s standard CCV pool is spent, you may
4. For all intents and purposes, and to save game
replenish your pool by accepting raw magic into
integrity, called shots are only allowed to do specific
your body. This is referred to as a ‘raw replenish’.
things (shoot a gun out of an enemy’s hand, etc.)
Doing this allows you to utilize your full CCV
and are not in the game for players to constantly
a second time, but in doing this dangerous
do critical hits, etc., so keep that in mind.

117
technique, the character takes an automatic Burn
Wound. A character can do this process as many
times as they like; however, they will eventually Example
run out of Wounds and die. If the character has Ilyandra the Black is fighting an ogre magi but has
already spent her daily allotment of 10 CCV fighting
more than 3 Wounds, they can still replenish their
the creature’s minions. Now, however, she must try to
CCV a third time, but this will trigger a Mental kill the creature utilizing magic and decides to throw a
Saving Throw at -2. If the Mental Saving Throw Heavy attack spell, costing her 3 CCV points (and she
is failed (and be sure to calculate negatives for has no CCV left). As she is currently at 1 Wound,
she knows a raw replenish is dangerous, but she doesn’t
Wounds into it as well!), the character loses ½ have much choice. Informing the GM, she does a raw
their overall CCV permanently! This is the way replenish and takes 1 Burn Wound. This means she
of the ‘burned out mage’. now has 2 Wounds (one being a Burn that cannot
be healed by magical means). Still, she now has 10
Note CCV, and throws the Heavy damage spell, scoring a
3 on her roll, which is a success! As she rolls her 3d10
When you do a raw replenish, understand that this does damage, she feels she just might survive after all.
not include CCV gained from magical items, just your
character’s natural CCV.
118
Burn Wounds
While Burn Wounds are
essentially normal Wounds for
the purposes of the character’s
overall health (and ability to
die in combat), a Burn Wound
is distinct in that it is caused
by exceeding the CCV limit
of the individual. Each time
a character takes a Wound
from excess spell or psionic use
through a raw replenish (or
other extreme magic), they take
a Burn Wound. Burn Wounds
cannot be healed using any
magical means, which is to say
they only get better with rest and
natural body healing.

Example
The party shouldn’t have attempted the 3rd level of the dungeon, and now Ilyandra is looking to foot the bill for all their
sorry asses. Having already gone past her natural CCV twice (and taking 2 Burn Wounds in the process), she’s now facing
the level boss and is going to have to dig deep into her spell arsenal if she’s going to hurt it. Knowing she has little choice,
she replenishes her CVV for the third time; however, in doing so she takes a 3rd Burn Wound (thankfully she’s high enough
level to have 4 Wounds) and must also roll a Mental Saving Throw at -2 to protect her mind from the raw magic. As she
now has 3 Wounds, she will be at -1.5 (or 1) to the roll. Her normal Mental Saving Throw is an 8, which means her
player will have to roll a 5 or less (because the base negative and her Wounds negative) for a success. Her player rolls a 4,
making the save. Ilyandra can now cast with a fully replenished CCV of 15. However, had she failed the saving throw,
she would still have replenished her CCV, but her 15 points would have been permanently cut in half (round down) to 7!
One thing is for sure, she’s going to have a screaming match with the party leader after the battle because she does not want
to do this ever again!

119
Also, when a character takes a 3rd Burn Wound,
they must make a standard Mental Saving Throw
at -2, and minus their current Wound negatives.
If the roll is a success, nothing happens to the
character; however, if it is failed, the character’s
CCV total is permanently dropped by ½. This
is the cost of overreaching your ability, and this
is how casters can lose their ability to cast magic,
essentially burning themselves out.

Spell Criticals

Spell critical hits utilize the same tables as


melee and ranged attacks in the combat section;
however, if a non-damaging spell is cast and is a
critical (like a healing spell or ward), the benefit is
the spell costs the caster no CCV. So essentially, a
non-combat spell critical is a free spell!

Example
Ilyandra has taken two Burn Wounds during the course
of a day exploring a dungeon. As a Burn Wound can’t be
healed by magic, she must deal with the damage healing
normally. This means that her Resilience Attribute of 5
comes into play. Subtracting it from 10, we establish that
it will take Ilyandra 5 days of natural healing per Wound
to fully recover. However, each morning while resting in
the local inn, Ilyandra will also get to roll a d10 to heal
more quickly. Also, the Gamemaster decides that since
she’s resting in an inn, this roll is at +1, meaning she needs
a 2 or less on any given morning over the next 10 days to
randomly heal a Wound before her 5 days are up.
Cinematic Mass Moving During
Combat a Scrum
There will be times in your games when the If the party is attempting to move during this
party is attacked by a mass of enemies. Instead combat (instead of just staying in the middle of
of bogging down play, I highly suggest utilizing a a scrum until the battle is over and a side wins),
more cinematic type of combat, something similar they must announce a ‘leader’ who will push
to Aragorn, Gimli, and Legolas slaughtering orcs through the scrum and lead the party forward.
wholesale. This is to be considered a kind of This position is usually taken on by a ‘tank’ type
‘scrum’ battle, and participants are swinging wild, character as whoever is in the leader position
throwing random magic, etc. in a chaotic mess to will take an extra 1d10 of damage on top of the
kill as many enemies as possible. standard damage depending on the level of the
enemy (Light, Medium, Heavy). This extra
For the purposes of gameplay, there are no damage is taken because the leader is pushing
combat rounds in cinematic mass combat, but ever forward, thus sacrificing defense to keep the
instead, there are ‘Action Segments’. Each Action party going in the direction they wish to travel.
Segment consists of a period of time in which The leader position is announced each Action
several things can happen. Segment as sometimes a leader will need to fall
back, and a new one will need to take their place,
Action Segment activities
as the damage can add up quickly.
1 All-out combat (All participants try to kill as
many enemies as possible.)
2 Healing (A participant may reduce their
normal amount of enemies killed in a
Mass Combat Damage
segment by 1/2 and either take a potion or
cast a healing spell.)
3 Go full defense (A participant can simply In a mass combat situation, ALL character
attempt to defend themselves, which reduces participants take 1d10 damage per Action
their overall damage each round
by 1 Wound.) Segment if fighting primarily Light enemies, 2d10
damage for Medium enemies, and 3d10 damage
When describing such a battle to players, there
for Heavy enemies (although Heavy enemies only
will be the swinging of weapons, showers of
do this damage every other Action Segment!).
blood, heads flying, and all casters channeling
raw magic, throwing energy, summoning wards,
and blasting area effects.
121
This amount of damage can be mitigated by is in addition to any other Wounds that might
the character in several ways, but nonetheless, be suffered during that Action Segment, so it
the damage per round begins at the appropriate is possible to take 2 Wounds (or more) in that
enemy level. However, as a scrum is incredibly Action Segment.
dangerous, a character within it, no matter what
their damage mitigation is, automatically takes Combat Archetypes
1 Wound every 4 Action Segments they are
within the scrum. This ‘4th Segment Wound’ On a successful to-hit roll of the enemy’s Defensive
Threshold (remember, Light enemies don’t
typically have a DT), the Combat Archetype
Example kills a number of enemies equal to the amount of
Ianfled is a Combat Archetype and is the ‘Leader’, leading damage they roll per their weapon (or spell) type.
the party out of a goblin warzone. Rolling her Melee Skill,
she scores a hit (3 out of her 8 skill), and since she uses On a missed to-hit roll, they kill only half their
a polearm, she does 17 points of damage (3d10). This damage roll in enemies. For every enemy killed
means during her round she kills 17 goblins and also that round, the character subtracts 1 point from
negates 17 points from the Mass Damage Combat for that
round. As goblins only do Light (1d10) and get a bonus the Mass Combat Damage, meaning killing seven
against her for being ‘Leader’, they do 2d10. They roll enemies will negate 7 overall damage points. This
a 14 against her Wound Threshold of 10, which would means their higher Wound Threshold is less likely
have given her a Wound, except she negates 17 points from
to take any damage at all.
their damage; thus, she takes nothing, and the party moves
forward. Note: By utilizing a Heavy weapon,
Ianfled will not get an attack in the scrum on
Action Segment #2, and thus runs a much higher
risk of taking a Wound, especially as the ‘Leader’.
Social Archetypes Example
Helen is a Social Archetype and is utilizing her martial
arts to try to get herself out of a tomb that is crawling with
On a successful to-hit roll against the enemy’s skeletons. Rolling her Unarmed Skill, she scores a hit (5
Defensive Threshold, they kill a number of out of 7). Rolling her damage of 1d10+1, she scores 9.
enemies equal to ½ their character’s overall Because of her archetype, she only kills ½ that amount,
rounded down, meaning she kills 4 skeletons. Now the
damage dealt. If the to-hit roll fails, they kill skeletons roll their damage (remember, in a scrum, the
no enemies. For every enemy killed that round, enemies don’t roll to hit, just their standard damage each
the character subtracts 1 point from the Mass segment). They are using rusted blades and do 2d10,
scoring a 12. This number is mitigated by how many
Combat Damage.
she kills, down from 12 to 8 (she killed 4); however, her
Wound Threshold is only 6, so she takes 1 Wound during
that Action Segment.
second spell each Action Segment on defense (as
Academic Archetypes well as their offensive spell, or even just attack
with a weapon and utilize a spell for defense).
On a successful to-hit roll against the enemy’s This defensive spell can reduce this damage taken
DT, they kill a number of enemies equal to ¼ of by the level of the spell; thus, a Light spell would
their character’s physical weapon damage. If the eliminate 1d10 points of mass combat damage
to-hit roll fails, they kill no enemies. However, that Action Segment. However, this will eat up
should they choose to expend a spell instead of available CCV very quickly!
attacking with a weapon, they can do double the
spell’s standard damage (Light, Medium, Heavy)
Note
Academic Archetypes, while perhaps having a very high
in enemies killed; thus, a Medium spell will kill
score in a weapon, are still considered ‘non-combat’ for the
4d10 enemies. However, offensive spells do not
purposes of Cinematic Mass Combat. To explain this,
subtract from the damage the caster takes each
round. The caster can also choose to expend a
an Academic might be a fantastic swordsman, but not a single combat until it is resolved). The only
soldier, thus they are great at one-on-one combat, but when drawback to this, of course, would be that
the scrum begins, their lack of training will show. other players might get bored waiting for
the duel to end (although I typically find my
Single Combat players enjoy watching other players ‘suffer’
within the Scrum in such an unassisted combat).

For the purposes of gameplay, it might be Types of Mass Combat


within the scope of the battle to create
‘pockets’ within the scrum where a character
Within the confines of this system, you will
(or characters) might encounter a ‘boss’ from
find that as a GM you might want to ‘mix and
the other side. We see this in a good deal
match’ damage levels. Let’s take the Battle
of movies, where suddenly the protagonist
of Pelennor Fields, for example. Technically,
is faced with a greater enemy and they
it would be a Medium Mass Combat, but
must engage in one-on-one combat while
when the oliphants come into play, it would
the battle rages around them. In this case,
be considered a Heavy Mass Combat. To
simply remove the character (or characters)
achieve such an effect, the GM might say
in question from the mass damage system of
every third round in the Cinematic Mass
the scrum and have an independent fight.
Combat is Heavy. This also provides the
This type of duel/single combat takes place
GM with the option of throwing in Heavy
within a single Action Segment, and once it
damage without having to forgo an Action
is decided, the battle continues as normal
Segment for damage.
(so don’t roll against other players not in the

Example
Ilyandra is pissed (as usual) as she has been leading the party through a goblin town scrum for the past three rounds, and
she’s taken 2 Wounds over that time. Now, it will be Action Segment #4, and that means her player knows she’s going to
automatically take a Wound this round (as everyone in the party will). She decides there is no way she’s taking any extra
damage, so she uses a Medium offensive spell (marking off the 2 CCV) and a Medium defensive spell (marking off 2 more
CCV). Rolling her Casting Skill once (only one roll is required), she scores a hit and does 4d10 (double the normal spell
damage), and 2d10 preventive damage. She rolls 23 damage, clearing out 23 goblins from their path, and a 14 for defense,
negating 14 of the enemy’s possible damage. As they only roll 1d10, she’s fine on that count, but still MUST take the 1
Wound for the 4th Action Segment, as her other Wounds continue to bleed, sapping her strength.

125
Calculating Party Shooting/Casting
Damage to into Melee Combat
Enemies in Cinematic In an advanced game of FAST, the GM will
Mass Combat typically employ rules for shooting into melee
combat. When doing so, if the Skill Check results
Sometimes a combat length isn’t determined by a
in the roll of a 10, then a friendly combatant
randomly rolled or set number of Action Segments
(roll randomly if there are multiple) will receive
but, instead, depends on how many enemies a
standard damage from the attack. This rule also
party needs to kill. To calculate enemy deaths,
applies to Casting Skill checks, unless the caster
utilize the following:
spends an extra CCV on the attack to ensure that
Light All party damage is considered to the spell does not hit a friend.
Combat have killed a foe, thus 1 (damage) to
1 (enemy slain) ratio.
Medium
Combat
All party damage is considered to
have killed ½ a foe, thus 2 (damage) Extending Spell
Heavy
to 1 (enemy slain) ratio.
All party damage is considered to
Range
Combat have killed ¼ a foe, thus 4 (damage)
to 1 (enemy slain) ratio. Sometimes a caster may be required to cast a spell
beyond its normal range. To do so will always
Whirlwind Attack in cost the caster a Burn Wound as raw magic needs
Cinematic to be channeled to extend the spell.
Mass Combat 1 Burn Doubles the spell’s effective range
Wound
At some point, the GM might have a character 2 Burn Triples the spell’s effective range
with the Whirlwind Attack Fated Trait in a mass Wounds
3 Burn Quadruples the spell’s effective range
combat situation. In this case, the character is Wounds
considered to do double damage in Light, 1 to 1
damage in Medium, while Heavy damage stays
the same as normal.

126
Utilizing Spell Gunfight
Components Each participant rolls a d10, and adds their
Ranged Skill level plus their Character level
Another way to limit magical usage,
to the result. The winner will have the highest
especially in ‘magic light’ campaigns, would
result, is allowed the first shot, and is considered
be to require pricey spell components. A
to have achieved an automatic hit (no to-hit
good barometer for this would be 1 gold piece
roll is necessary). The damage done to their
per Light spell, 10 gold pieces per Medium
opponent is equal to the standard damage of
spell, and 100 gold pieces for a Heavy spell,
the weapon, plus their Character level, plus an
while creating multilayer spells (Medium/
automatic roll on the Critical Hit Chart. If
area effect/extended range) might require a
the loser survives the shot, they can return fire
special artifact to even allow such spells to
(minus Wound adjustments, if any) and must roll
be used.
to-hit as normal, doing only standard damage.
After this initial round, combat moves on as
Dueling in FAST normal. [No Push is allowed for a gunfight.]

Within the course of the FAST game, you Iaijutsu Sword Duel
might wish to have a specialized duel, be this
a gunfight, an iaijutsu-style samurai quick-
Each participant rolls a d10, and adds their Melee
draw showdown, or even a wizard duel. To do
Skill level plus their Character level to the result.
this, I’ve incorporated some of the rules from
The winner will have the highest result, is allowed
the vehicular combat section to make dueling
a first strike, and is considered to have achieved
easier and faster for the players. Examples of
an automatic hit (no to-hit roll is necessary). The
how to run the above duels are below.
damage done to their opponent is equal to the
standard damage
of the weapon, plus
their Character
level, plus a roll on
the Critical Hit
Chart. If the loser

127
survives the slash, they can return a blow of their rolls a d10, and adds their Casting Skill
own (minus Wound adjustments, if any) and must level plus their Character level to the result.
roll to-hit, doing only standard damage. After The winner is the participant with the
this initial round, combat moves on as normal. highest result, is allowed to then choose a
[Utilizing a Push is allowed for an Iaijutsu duel; Light, Medium, or Heavy spell (assuming
however, if a Push is used, it must be announced they qualify), and is considered to have
before any rolling, and both parties must declare achieved an automatic hit (no to-hit roll is
if, or if not, they are using a Push as both sides necessary). The damage of the winner’s
don’t have to Push at the same time.] spell will also add their Character level to
the damage. Their opponent then has a

Magical/Psionic Duel chance to counter/def lect the spell. The


losing caster must roll a successful Casting
While gunfights and sword duels are more Skill roll with a negative equal to the level
straightforward, a magical/psionic duel is of the spell used against them (L -1/M -2/H
more of a chess match. Each participant -3, plus any other modifiers, like being
wounded). If successful, both casters then
subtract the appropriate CCV for the initial
How Superpowers are
spell cast (L/M/H), and the duel continues Designed in FAST
with another roll as above. However, if the
losing caster misses their Casting Skill roll, When I think about Super Power systems,
they take damage appropriate to the Spell I try to stay away from the ‘overpowered
level (L/M/H) plus the Character level of heroes’ and simply go for a system in which
the caster. Assuming the loser survives, then Heroes are considered better than standard
the duel continues as above until a caster is humans but not off-the-chart powerful.
dead/disabled or out of CCV. Thus, I’ve steered clear of creating a path
in which a player character can become an
Note apex hero, instead allowing them a path of
If a participant in the duel can’t cast a Medium or
a moderately powerful hero. In this fashion,
Heavy level spell, they can substitute a lower-level
the Gamemaster has the ability to produce
spell in its place, subtracting its d10 value from the
an apex hero (or villain), but it keeps them
overall damage.
out of the hands of players at the table. Also,
Note II the superpower section still adheres to the
Once two casters are engaged in a duel, they can do prime directive of FAST, that being Light,
nothing on their initiatives but try to overcome the Medium, and Heavy, and all superpowers are
other wizard, i.e., they can’t ‘take a turn off’ to heal
themselves, etc.

Example
Ilyandra is dueling a particularly nasty evil cleric, and he’s throwing some serious mojo at her. The two roll their skill
check, Ilyandra getting a total of 20 (5 for her level, 9 for her Casting Skill, and 6 on her d10). Unfortunately, the cleric
gets a 22 as he is 7th level and rolled a bit better. Deciding he wants to illuminate Ilyandra quickly, the cleric throws a
Heavy spell (meaning he will not be able to cast in Round 2 of the duel, but he is nuts and doesn’t care). Ilyandra must
then determine what the cleric is throwing, so she rolls her Casting minus 3 (because he’s throwing a Heavy spell). She gets
a 4, a success, but as she’s only 5th level, she doesn’t have access to a Heavy spell, so she casts a Medium in its place. This
means she will take 1d10+7, and the cleric’s final result is a 14. Ilyandra has a WT of 6, which means she will take 2
Wounds from the attack; however, in Round 2, the cleric will not get an action (the Heavy spell), so she intends on paying
him back in kind, and there is nothing he can do about it.

129
considered to be a type of Fated Trait that is
reserved for a unique superhero campaign,
Super Power
and not actually a part of the main system, Category Limits
so keep that in mind.
A character can only ‘unlock’ as many
superhero categories as they have when
Building a Super averaging their three attributes. Thus,
Power Character a hero with an 8 Physical, 5 Mental, and
6 Resistance would divide that total (19)
At character creation, a hero will roll by 3 and round down. This means such a
an extra d10, the result is the number of character could have a maximum number of
Super Power Points a character can spend power categories of 6 to choose from.
when they generate the character. It costs
1 SPP to purchase a Light Superpower, 2
Note
As a GM, you might want to limit the overall number
for a Medium, and 3 for a Heavy. Once
of categories further to balance your campaign,
a character has selected a power from a
maximizing categories at 4 or even 3.
specific category (like Super Strength),
that category is considered ‘unlocked’ for
the purposes of choosing further powers
in it as the character goes up in level. A
hero character can only have (and unlock)
Example
Truman is making a new superhero for an upcoming
superpowers from a category they choose campaign and adds an additional d10 roll during the
upon character creation. Thus, they cannot character creation process for Superpower Points. His
add a new category of powers at a later date result is a 5. First, averaging his three attributes (7
Physical, 6 Mental, and 4 Resistance), he understands
but must instead work on the categories that at most he can only have 5 superpower trait categories,
they chose upon character creation. A but he also wants to save some points for when he goes up
hero character can only select Medium in level. Knowing he can only select Light superpowers at
1st level, he goes with Undead, Energy Dispersion, and
superpower traits after achieving 3rd level, Skill Master (Melee), saving two Superpower Points for
and Heavy superpower traits upon reaching increasing his powers when he gains levels.
7th level.

130
Leveling and
Gaining SPP

Any unused SPP the character has after


their initial build are put into a pool for
later use. These SPP can be utilized when
a character goes up in level, and thus can
‘unlock’ a Medium or Heavy ability. Also,
SPP are increased at the same time as Skills
when going up in levels (see Experience
table). This means each time a character
is granted a skill dice roll increase for going
up a level, they also roll a d10 and add it
(as a remainder!) to their current SPP pool.
In this fashion, they can eventually have
enough SPP to buy higher-level Superpowers
in their base categories. Also, if the GM
wants to add more SPP to the game, a player
may add a single final SPP instead of a Fated
Trait when they achieve such an increase on
a level up. In this fashion, an additional 4
SPP can be gained by leveling. (However, the
player can also mix and match, choosing to
gain a Fated Trait at one level and an SPP at
another.) Also, if the GM wishes, they can
grant an SPP at 3rd and 7th level instead of
a CCV that all characters normally get.

131
Example
Truman’s character, Red Knight,
has achieved 5th level and can
now choose Medium superpower
traits. During his leveling,
he’s also managed to move
his initial 2 Superpower
Points (leftover during
character creation) to 4
(remainder 7). This
means, he can move 2 of
his superpower traits up
to Medium if he decides
to use all his SPP.
Truman thinks it over
and decides to go ‘all in’, moving
both his Undead and Energy
Disruption to Medium. Now,
his SPP is only at a remainder of
7, meaning if he rolls an increase
of 3 or more on his d10 for skill
advancement next level, he will
have a full SPP for later use.

Limiting Superpowers
As an alternate rule, the gamemaster might choose to not allow for permanent effect superpowers, meaning
a character may only employ their superpowers for a short period of time. To do this, the gamemaster
would allow the employment of a superpower up to a number of rounds equal to the character level.
This means that a 5th level character with the Intangibility superpower, could stay intangible for up to 5
rounds before having to rest. This rule can also be employed to see how many times a day a character
can use their superpower, thus the same intangible character would utilize their intangibility power 5
times in a 24-hour period. In this fashion, the game can become more calculated and intense, versus just
being able to employ powers at will, and for as long as they like.

132
Superpower Fated Traits
Super-Strength Limited Invulnerability
The ability to be hugely powerful and strong. A hero with this ability is unusually
Light, Can lift 10 tons, and all attacks add resistant to damage.
Powerful 1d10 to damage (This adds to the use of
Light, Adds 5 to the character’s
melee and thrown weapons, as well as
Resistant Wound Threshold
unarmed combat.)
Medium, Adds 10 to the character’s
Medium, Can lift 50 tons, and all attacks add Hardened Wound Threshold.
Titanic 2d10 to damage (This adds to the use of
melee and thrown weapons, as well as Heavy, Adds 15 to the character’s
unarmed combat.) Impervious Wound Threshold.
Heavy, Can lift 100 tons, and all attacks add
Superior 3d10 to damage (This adds to the use of
melee and thrown weapons, as well as
Second Sense
unarmed combat.) The ability to anticipate and act before
Note most humans.
This could also be considered X level
Light damage if you want to punch Light, +2 on all Initiative checks.
tanks or mecha. Anticipation

Energy Absorption Medium, +1 on all Initiative checks, +1


Danger Sense Defensive Threshold.
The power to draw other powers into yourself,
Heavy, +4 Initiative.
thus negating or even utilizing the absorbed Pre-cognition
power. Absorption can occur in a 5’ radius
per character level, while stealing powers must Energy Dispersion
be done through a touch (unarmed) attack. The ability to channel energy into
Light, Absorbs all Light level power, combative strikes.
Negation negating their effects.
Light, Blast Does 1d10 energy (heat, sonic,
frost, etc.) up to 25’
Medium, Absorbs and negates all Medium
Power level powers, or steals Light level powers Medium, Does 2d10 energy (heat, sonic,
Stealing for a number of rounds equal to the Mega-Blast frost, etc.) up to 100’, or does 1d10 to
absorbers level, which also negates the all in an area up to 25’.
victim’s ability to use their power during
that time. Heavy, Does 3d10 energy (heat, sonic,
Titanic- frost, etc.) up to 500’, or does 2d10 to
Heavy, Absorbs and negates all Heavy level
Blast all in an area up to 100’.
Power powers, or steals Light or Medium level
Battery powers for a number of rounds equal to
the absorbers level, which negates the
victim’s ability to use their power during
that time.
133
Bodily Transformation Self-Camouflage
The most varied of traits, this category The ability to adapt a body to deceive the
actually has no Medium or Heavy powers, awareness of others.
and typically a hero will simply have a single Light, Color +2 on all Stealth Checks.
Change
power from within the category.
Medium, +4 on all opposed
Light, Takes on the bestial nature of Body Mimic Impersonation Checks.
Animal Form an animal, typically adding 3 to
Wound Threshold and 1d10 extra Heavy, Cannot be seen for a number
unarmed combat damage, or Invisibility of rounds equal to the character’s
can turn fully into an animal and level.
utilize all their abilities.

Light, the ability to stretch a body Skill Master


Elongation like rubber or beyond, while also The ability to surpass normal humans in
providing the character with a
natural +1 Defensive Threshold, a skill, which is what it takes to break the
and +5 Wound Threshold. standard laws of creation (like building a suit
Light, The ability to turn immaterial, of power armor).
Intangibility thus avoiding all damage, while
also having the ability to pass Light, Allows character to progress to
through solid objects. Natural level 10 in Skill.
Medium, Allows character to progress to
Genius level 11 in Skill.

Heavy, Allows character to progress to


Savant level 12 in Skill.

Example
Terence Lamoya is a mechanical engineering genius stuck
at his father’s scrapyard. Having watched his home city be
victimized by superhero villains, he decides to do something
about it, taking various scraps to build a power suit. As no
standard human can design such a thing, the GM would
denote a -9 Skill penalty that is considered a magical
negative, thus not even a 1 would accomplish the task.
However, as Terence has a Light Skill Master superpower,
over the course of a year of failed attempts (GM gives him
1 skill check a month), he finally rolls a 1 on his Advanced
Academics (Mechanical Engineering) Skill of 10 and
makes his first rudimentary power armor suit.
134
Speed Body Size Manipulation
The ability to run and move incredibly A hero can either shrink or grow (they must
fast. Also, anyone with Speed can add their choose one!).
Character level to their Initiative roll. Light, 50% growth/shrink, Growth
Light, Quick 50 MPH top speed, +1 DT, +1 Modification [+2 Unarmed/Melee Damage,
Damage Unarmed/Melee. +1 Wound, -1 DT], Shrink [+ 1
Defensive Threshold].
Medium, 250 MPH top speed, +2 DT, +2 Medium, 100% growth/shrink, Growth
Stunning Damage Unarmed/Melee attacks. Large [+ 1d10 Unarmed/Melee Damage,
Speed Variance +2 Wounds, -2 DT], Shrink [+2
Heavy, Sonic 500+ MPH top speed, DT Defensive Threshold, Defensive
can increase to 7, +4 Damage Threshold can increase to 5]
Unarmed/Melee, Character Heavy, 1,000% growth/shrink, Growth
becomes area effect on attacks up Titanic [+3d10 Unarmed/Melee Damage,
to 10’. Variance +3 Wounds, -3 DT], Shrink [+4
DT, DT can increase to 7]
Flight Note
Heavy growth attacks every
The ability to fly, either with wings or simply other round but could also be
self-propelled. considered Light X for the purposes
of X material.
Light, Quick 50 MPH top flying speed, +1
DT while in flight. Healing
Medium, 250 MPH top flying speed, DT The ability to heal Wounds and prevent aging.
Stunning can increase to 6.
Speed Light, Can heal 1 Wound every round
Heavy, Sonic 500+ MPH top flying speed, Regeneration up to the character’s level per 24/
DT can increase to 7. hour period.
Medium, Can heal 1 Wound every round
Healing on themselves or another character,
Force Fields Manipulation Touch up to their level per 24-hour period.
The ability to manipulate force as a Heavy, Character ages at a very slow
Ageless rate, equal to 1/level of actual
defensive measure. aging per year.
Light, Body +2 personal DT and can Note
Field increase to 5, +5 WT (this grows to Thus a 10th level character
+3 DT/+10 WT, max DT 6 at 3rd would age at 1/10th the rate of a
level and +4 DT/+15 WT, max normal human.
DT 8 at 7th level).
Medium, +2 DT, and +5 WT in area
Field effect up to CCVx2 in feet.
Projection
Heavy, Dome +2 DT, and +5 WT in area
Projection effect up to CCVx2 100 in feet.

135
Machine Control Environmental Control
The hero can manipulate metal/machines. The power to control natural surroundings,
either manifesting in changing the hero’s
Light, Character has the ability
Interface to interface, like wireless body or manipulating their surrounds (must
connection, with electronic choose one!).
systems that feature computer Light, Ability to alter temperature by
chips or higher technology. Temperature 50 degrees, Environment [sustain
Medium, Character has the ability to Control a field of controlled temperature
Manipulate manipulate metal objects through around hero a CCV x 5 feet],
Objects magnetism, including destroying
Self [body reflects nature of
and rebuilding them, up to a range
temperature control, being
of 5xCCV in feet.
hot or cold to the touch, and
Heavy, Metal Character can ‘enter’ into machines rendering the character immune
Merge that feature computer chips and to extremes in temperature up to
higher technology, reshaping it to 500 degrees].
their will and utilizing its purposes
for their own design. Medium, Ability to greatly alter the natural
Weather environment by 100 degrees,
Fury Summoning and 75 mph winds, Environment
[sustain elemental effects at a range
The hero battle rages when things do not
of CCVx100 feet]
go the way they planned.
Self [body reflects elemental nature
Light, Short -1 DT, +3 Damage to unarmed
as a kind of ‘sheath’, surrounded by
Fuse or melee attacks.
ice, fire, wind, sand, etc. Elemental
Medium, -2 DT, adds 1d10 to unarmed or damage from touching such a
Black Out melee attacks. creature is 1d10, adding to their
unarmed skill].
Heavy, -2 DT, adds 1d10 to unarmed or
Unchained melee attacks, gains area effect
Rage attack up to 5 feet. Heavy, Ability to cause catastrophic
Natural natural events, Environmental
Disaster [High category natural disasters,
Environmental Fortitude Hurricane, Tsunami, Earthquake,
The ability to resist the effects of Volcanic Eruption) within
hostile environments. CCVx1,000 feet of the hero, and
causing 3d10 Elemental Damage to
Light, Water Hero can breathe water as
all within the radius, assuming the
Breathing easily as air.
hero is in contact with appropriate
environment, ala ocean for
Medium, Hero can resist natural Tsunami, etc.]
Cold & Heat temperature extremes from
Resistance 200 degrees to -50 degrees Self [body takes on full elemental
without duress. nature, causing 2d10 extra
Heavy, Vacuum Hero can survive in a vacuum unarmed damage and providing
Immunity without duress and does not +2 DT and +10 WT while
need oxygen to survive. transformed].

136
Undead Cyber-Running
The hero has come back from the dead, but
is no longer living, and thus a member of the in a Matrix
undead pantheon.
Light, Low level undead, -1 DT, +5
Type Computer
Zombie-like WT. Brain-eating undead,
requires 1 human brain (eaten) to
Generated World
heal 1 Wound.
Medium, +5 WT, +5 Damage in unarmed High-end emersion hacking is something found
Ghoulish combat. Flesh-eating undead,
must consume 1 pound of flesh to in a lot of cyberpunk style games, and while
heal 1 Wound. the concept can be fun, it tends to really bog
Heavy, +1 DT, +10 WT, +1d10 in melee or down gameplay as typically only one character
Vampire-like unarmed combat. Blood draining
undead, requires 1 CCV drained in a group is doing the hacking, and therefore,
to heal 1 Wound, Bite attack drains everyone else has to sit and do nothing while
1 CCV, if all CCV are drained,
victim becomes an undead (of this occurs. To help speed this process along,
GM’s choice). I’ve created a template similar to the advanced
Armor rule for mass combat. Utilizing this rule will
Hero has armored skin that is allow for much faster play without digging deep
noticeably present. into all kinds of computer lingo, programs,
Light, Rough/ Adds 2 to Defensive and computer/deck builds. For the purposes
Scale Skin Threshold, and DT can
increase to 5. of the game, there are three levels of computer
Medium, Adds 3 to Defensive systems, Light/Medium/Heavy (although
Plating/Texture Threshold, and DT can
increase to 6. some hackers whisper of ‘X’ level systems).
Heavy, Adds 4 to Defensive Threshold,
Full Body and DT can increase to 7.
Transformation Entering the System
To enter a system, the hacker must roll their
Computer Skill – the Defensive Threshold on
the Network. A failed roll means the Network
is alerted to the incursion, and the hacker is not
allowed inside.

137
However, the hacker can continue to attempt level (plus their hacking computer bonus)
to break into the system, but the GM will from the roll. This determines how many
likely send physical defenses to the incursion Action Segments it takes for the character to
point (a strike team) as well as pull in
a Network Hacker to meet the hacker
when they do gain access.

Determining the
Time Required in
the System
When a character decides to do a
system run, the GM will roll a d10 per
level of the system and then subtract
the character’s Computer Skill

Example
The Black Knight needs to gain
access to the security systems of a
business complex that is defended
by a Medium network. The GM
then rolls 2d10, scoring a 17 on
the roll. Subtracting Knight’s 8
Computer Skill, plus his Medium
Hacking Computer bonus of +2, it
is established it will take Knight 7
(GM roll 17, minus Skill 8, and
Comp 2) Action Segments to get
the security systems. This means
Knight is going to take a Wound
from his hack (like Mass Combat,
each 4th Action Segment is an
automatic Wound), but at least he
avoided a second Wound by having
to stay within the system for 8
Action Segments.
accomplish whatever task they have entered the system for. This also means that an adept
hacker might not even need to bother with Light networks, or even Medium networks, to get
what they need, being in and out before the system is even aware they are there.

Light 1d10 Action Segments to accomplish task, Defensive


Network Threshold 2.
Medium 2d10 Action Segments to accomplish task, Defensive
Network Threshold 4.

Heavy 3d10 Action Segments to accomplish task, Defensive


Network Threshold 6.

System Damage
For each Action Segment in the system, the hacker takes
damage according to the system level in d10 (L/M/H) plus the
system’s Defensive Threshold rating; thus, a Medium system
would do 2d10+4. This can be mitigated by the character,
which rolls a d10 and adds their Computer Skill level plus their
Hacking Computer bonus. Like Mass Combat, a character can
sometimes run into another security hacker inside the system,
and a fight can take place, with Computer Skill acting as the
Combat Skill. Also, like Mass Combat, a character inside a
system automatically takes 1 Wound every 4 rounds they are
inside the system. And yes, a character can die inside a system
from feedback brain damage.

Note
Unlike standard combat, Heavy damage inside a system occurs every round,
not every other round!

139
Hacker Damage Fighting Network
Hackers and A.I.
Damage the character can do inside the
Sometimes a hacker will find themselves attacked
system is dictated by the character’s level,
within the network by a corporate hacker or A.I.
with 0–2 level characters doing 1d10
In such a case, the hacker will have to not only deal
damage, 3–6 level characters doing 2d10
with the Network Damage each Action Segment,
damage, and 7–11 level characters doing
but also have a second roll vs. the enemy hacker
3d10 damage. This damage can also be
or A.I. Action Segments inside the network stay
modified by the type of hacking computer
the same, but the GM can
the character uses. The hacker also has a
describe a running battle
Wound Threshold inside a system (called a
of the player hacker
System Wound Threshold, or SWT) that is
jumping node to node as
equal to their Computer Skill, plus the
they are being harassed
rating of their Hacking Comp.
and chased by
Note
SWT is only employed in hacker-
to-hacker combat.

Example
Knight enters the Medium network,
and on the first Action Segment,
the system rolls its 2d10+4, getting a
12. Knight has a Computer Skill of 8,
plus his Medium Hacking Comp prevents
an additional 2 points of system damage.
Rolling his d10, Knight gets a 5 on the dice,
meaning he mitigates all the damage from
the first Action Segment with a 15
total. However, on the second Action
Segment, the system gets a result of
18, and Knight only gets a 16. This
means Knight receives a Wound, and
in base system combat damage there is
no SWT to overcome.

140
the enemy hacker/A.I. However, if the player
hacker has not defeated the enemy hacker or
Hacking Computers
A.I. by the time their required Action Segments
These are highly illegal and, therefore, have costs
inside the system are achieved, they must stay in
of 10,000 pay units (credits, dollars, etc.) for Light,
the network. This means that if a player hacker
50,000 pay units for Medium, and 100,000 pay
needed 9 Action Segments to achieve their task in
units for Heavy. Such systems are usually handheld,
the network, and on Action Segment 9 they are
with some kind of jack to enter a system’s port.
still fighting an enemy hacker, they would have
However, there are wireless versions (add 25% to
to stay until that enemy hacker is defeated (as the
base cost), as well as cybernetic versions (add 100%
enemy hacker is protecting the ‘task’ from being
to cost) that can be installed directly into the brain
achieved). Once the enemy hacker is defeated,
of a character at the same Physical Attribute cost
the player hacker can then drop immediately
as the corresponding level of cyberware.
from the system before the next Action Segment.
Note
Enemy Hacker The Skill Bonus is considered ‘magic’ for game purposes
and can therefore take the skill over 9 for the purposes of
and A.I. establishing Action Segments in a network.

For the purposes of FAST, there can be enemy


hackers that defend a network, and their stats are Light +1 Skill, +1 Damage, and -1
roughly similar to a player hacker, with a Computer Hacking System Damage taken each
Comp Action Segment.
Skill and SWT, as well as a number of Wounds Medium +2 Skill, +2 Damage, and -2
determined by the GM. Some advanced systems Hacking System Damage taken each
Comp Action Segment.
can also be defended by an Artificial Intelligence
Heavy +3 Skill, +3 Damage, and -3
which, too, will have a Computer Skill and Hacking System Damage taken each
Comp Action Segment.
SWT. However, if an A.I. scores a successful
hit on a player hacker, they automatically cause
a Critical Hit!

141
Physical Attribute point for Light, 2 Physical
Cybernetics & Body Attribute points for Medium, and 3 Physical
Augmentation Attribute points for Heavy. The monetary
cost of such modifications is dependent on
the specific setting, but for a base, you would
As always, FAST tries to streamline all
look at 1,000 pay units (credits, dollars, etc.)
settings, including cyberpunk. For this
for a Light, 4,000 pay units for a
reason, all modifications are in categories
that try to cover the basics of why a character
would want to modify themselves. Still,
body augmentation has a cost,
and a character can only have
modifications equal to their
unmodified Physical Attribute.
Modifications count as 1

Example
The orc mercenary named the Pusher is looking
to make some body upgrades and has a Physical
Attribute of 8. He also comes into some cash and,
thus, decides to do as many mods in one go as he
can. Focusing on his physical abilities, he purchases
Body Modification Medium (Physical Attribute),
Body Modification Medium (Initiative), and splurges
on Body Modification Heavy (Melee/Unarmed
Damage). This means he has spent 7 points from
his available 8 points in his Physical Attribute, but
he still has a bit of money left over and decides to do
a Defensive Modification Light (Physical Saving
Throw), which leaves him with no more Physical
Attribute points for modifications. Luckily, he is a
Combat Archetype, so while he would have lost 16
CCV for such drastic modifications, he only loses his
single CCV point, having no magical ability at all.

142
Medium, and 10,000 pay units for a Heavy. Body Modification
Also, replacing a body with cybernetics Body mods revolve around replacing body
depletes a character’s CCV at a rate of parts for the purposes of strength, speed, and
raw physical power. Such mods would include
double the Physical Attribute cost, meaning muscle replacement and reflex enhancement.
a Light cybernetic replacement would cost Light +1 Physical Attribute, or Melee/
the character 2 CCV, and a Medium 4 CCV. Unarmed Damage, or Initiative
Medium +2 Physical Attribute, or Melee/
Note Unarmed Damage, or Initiative
While cybernetics can be switched out for upgrades Heavy +3 Physical Attribute, or Melee/
Unarmed Damage, or Initiative
later, a character cannot add two of the same
modifications (although if there is an ‘or’ in the
description, they could have both modifications by Defensive Modification
spending the appropriate Physical Attribute points). Such mods work to protect the body. Mods
include skin thickening, dermal plating, and
Note toxin purifiers.
If a character wants Light +1 Wound Threshold, or
Defensive Threshold, or Physical
modifications that Saving Throw
look organic, they Medium +2 Wound Threshold, or
must pay Defensive Threshold, or Physical
Saving Throw
50% more.
Heavy +3 Wound Threshold, or
Defensive Threshold, or Physical
Saving Throw

Mind Modification
This cyber technology typically works within
the skull, enhancing mental abilities. Mods
include brain boosts, retinal targeting, skill
hardwiring, and anti-system shock technology.
Light +1 Mental Attribute, or Skill
Level, or To-Hit, or Mental
Saving Throw
Medium +2 Mental Attribute, or Skill
Level, or To-Hit, or Mental
Saving Throw
Heavy +3 Mental Attribute, or Skill Level,
or To-Hit, or Mental
Saving Throw
143
up. These powers can also have special names
Advanced Martial in the campaign like ‘Lotus Blossom Attack’, or
Arts ‘Whispering Dragon Defense’, etc.

The practice of martial arts within the FAST


Note
When ‘all’ attacks are listed, this means the bonus can be
basic game is a simple one, covered by a single
added to melee weapons.
Fated Trait. However, a GM might want to create
a campaign that revolves around martial arts, Wing Chun Gongfu
and thus, an expansion on techniques and styles A style that uses close-in rapid attacks
is necessary. However, I would warn a GM not at a target’s center, while directing enemy
attacks away.
to include the following Advanced Martial Arts
in a standard FAST campaign as it may become Base Ignore 2 levels of a target’s
Defensive Threshold.
unbalanced to other non-martial arts characters.
3rd Level Ignore 3 levels of a target’s
Below, are ten different styles of real-world martial Defensive Threshold.
arts, and each has a base style bonus, as well 7th Level Attack all opponents in a 5’ radius.
as greater style bonuses that are added as the
character advances. If the GM wishes to create Baziquan Gongfu
a more fantastic martial arts campaign, they Style aims to do damage while disrupting a
target’s balance, utilizing shoulder blocks, hand
can allow martial arts characters to begin play strikes, and hard kicks.
with a Superpower Point Remainder, and add
Base +1 Damage on all attacks.
to it as they go up in level. Once a martial arts
3rd Level +2 Damage on all attacks.
character gets a full Superpower Point, they can
choose any Light type Superpower Fated Trait. 7th Level +3 Damage on all attacks.

The GM might need to modify the power slightly


as needed for the campaign (like making Flight a Bak Mei Gongfu
Style concentrates on doing incredible
Leaping power, etc.), but Light Superpowers tend damage from focused hand attacks.
to work well in a martial arts campaign. These
Base +2 damage on all hand attacks.
powers can be explained through the use of Chi-
3rd Level +4 Damage on all hand attacks.
type focus. Still, I would not allow for characters
to ever get Medium or Heavy Superpower Traits, 7th Level All hand attacks do
Medium damage.
but they can add multiple Light powers as they go

144
Baguazhang Gongfu Korean Taekwondo
Concentrates on circular movements, making Style is heavily based on defense
it highly effective against multiple opponents. and protection.
Base No gang-up bonus can be applied Base +1 Wound Threshold, +1
to the martial artist. Defensive Threshold.

3rd Level +1 Defensive Threshold and 3rd Level +2 Wound Threshold, +2


Wound Threshold when fighting Defensive Threshold.
multiple opponents.
7th Level +3 Wound Threshold, +3
7th Level +2 Defensive Threshold and Defensive Threshold.
Wound Threshold when fighting
multiple opponents.
Japanese Aikido
Northern Shaolin Gongfu Style developed from Jujutsu and based
Style uses high and circular kicks to inflict around locks, holds, and throws.
damage on opponents.
Base +2 on opposed grapple tests.
Base +1 to hit with kick attacks.
3rd Level +4 on opposed grapple tests.
3rd Level +2 to hit with kick attacks.
7th Level A successful grapple attack also
7th Level Kick attacks take only a single does 1d10 damage.
action to perform.

Southern Shaolin Gongfu Jeet Kune Do


Style uses more close-in hand attacks, rakes, Built around street fighting, this style is fast
and short kicks in its attacks. and brutal.

Base +1 to hit with hand attacks. Base +1 Initiative, +2 Damage


on all attacks.
3rd Level +1 Damage with hand attacks.
3rd Level +2 Initiative, +3 Damage
7th Level Hand attacks ignore opponents on all attacks.
Defensive Threshold. 7th Level +3 Initiative, +4 Damage
on all attacks.
Okinawan Karate
An art similar to Baziquan Gongfu, this style
leans into hard attacks.
Base +1 to Damage on all attacks.

3rd Level +2 Damage on all attacks.

7th Level Critical attacks from hand strikes


automatically confirm.

145
CHAPTER EIGHT:
Sample Settings
The FAST Core system was created as a generic setting RPG, meaning it should be able to be
utilized in any conceivable genre as determined by the Gamemaster. Still, I wanted to share three
sample settings that were used extensively when testing this system over the years. Below, you
find the base starting points in these three worlds that will be expanded upon with supplementary
adventure modules released over the years by Art of the Genre.
marooned here, as are many other strange races,
Lorem Femina, the all subject to the whims of the Union of Jumpers, a
Port of Worms mysterious guild of modified aliens who, through
their cranial interfaces with quantum computers,
Lorem Femina is a city on the edge of space can navigate the distances of the galaxy. All
where humanity has staked a claim although galactic trade must run through the UoJ, and even
no one remembers how they even got there in the great Techno-Lords, who have established
the first place. ‘Worms’, in the city title, refers fiefdoms with the sprawl of Lorem Femina, must
to Reclamation Wormholes throughout the city bend to their will. So, ships do come and go from
in which local races trade slaves for technology the city, but there are no star mariners aboard to
from the worm-like creatures on the other tell news of other worlds, no star pilots with stories
side, who speak little and are secretive about of exploration, and no colonial marines with war
what they do with all the slaves (90% female) tales of galactic conquest. Instead, there is only the
they purchase. Although speculation runs constant stream of slaves, and the supplies bound
rampant, the common belief is that nothing for the Merchant’s Congress and the palaces of
good happens to those who are traded, as none the Techno-Lords. Incoming slaves are no help
have ever returned to tell their tale. either, having been nerve-stabled and mind-wiped
before debarkation to keep them docile before
History sale, meaning even those who are freed only have
No one knows when the founding of Lorem memories of their time after leaving the ship and
Femina occurred, just as no human knows what entering the city. Certainly, there are thousand-
the fate of Earth was, only that it was the name of year-old (or more) stories of the home worlds and
the planet from which they once originated. Many colonies of the many races that inhabit the city,
speculate that Lorem Femina always had a cluster but what can truly be believed after so long a time
of terrestrial wormholes, and that various races in isolation?
settled here long ago to trade with the ‘worms’ on
the other side, the city growing as the trade brought The Broken End
not only wealth but unimagined technologies to
those who would bring slaves to the worms. To This thirteen block section of Losturn Spoke is
the humans who call the city home, the ability also called the Rasping Worms by the denizens
to travel through space has been lost to them because the streets seem to hiss and wheeze with
more than a thousand years ago, and so they are pressured gas that comes up from the sewers. As

147
the city is broken up into a giant wheel around 3.
a major wormhole gate at its center, each city Thousand Worlds VR Salon
section is known as a ‘spoke’, with the ‘upper city’ If you are looking to escape the confines of the
supported by huge pylons rooted in the ‘lower city’ Spoke, this place rents VR chambers with nearly
beneath. These pylons, as well as most buildings lifelike scenarios. The rooms can be rented for a
in the lower city, are covered in masses of graffiti, ½ hour and up.
the streets filled with filth, and as it rains 90% of
the days in the city, waste from the upper city drips 4.
down on the lower city with a fetid smell. Neon Paramour’s Respite
is the prevalent means of lighting in the lower This small greasy spoon caters to patrons who can
city. The Broken End is just a section of a larger pay a modest bill. Below the eatery, a set of twelve
spur, and those who live here realize their homes rooms can be rented on a nightly basis if you are
are part of the worst section, even by lower city looking to avoid cleaning hours.
standards, but such is life, and life always seems to
find a way to go on. 5.
Metro Grav-Train Subway Station
1. The only real means of transit outside the Spoke,
The Hypersonic this station has seen better days, but it is also the
This low-end dive bar caters mostly to human or only place that is constantly patrolled by Overstar
human-looking folk. It serves hardcore alcohol security.
that will typically drop a human at only half
a glass, so most who drink here ask for ‘water- 6.
whisky’ or ‘water-rum’, etc. Wet-Works Supply Shop
Known to cater to the more martial side of the
2. Broken End population, you can still find standard
The Hive citizens here looking to buy small arms, armored
This ‘tube motel’ is the cheapest place to sleep in clothing, and basic clothing with a more military-
the Spoke, but you are basically stuffing yourself type style.
in a plexiglass coffin with an interior lock.

148
7. go, this is likely the place for you. The most
Nova Star unhuman types come here to gibber at each other
The plexi panels along the street feature a over stout drinks.
menagerie of human and alien creatures, all sexes
being well represented. Above, a constant stream 11.
of holograms poses, preens, and commits lewd Training House
acts as a loudspeaker barks out prices like an old A great place to get your body in shape, and also
Earth auctioneer for times that a customer wishes get a broken jaw, this fight club type gym has
to spend with the prostitutes. various devices and combat rings to get a person
in the Spoke into fighting shape.
8.
Kilgare’s Pawn Shop 12.
Kilgare is a fat female ‘something’, more green- The New Man
rolled flesh with multiple eye stalks than anything The finest (and that isn’t saying much) body chop
else. She sits behind a big plexi-steel screen and shop in the Broken End will replace body parts
oversees her shop which takes in goods almost as within the hour (assuming you pay a premium
fast as she can resell them. and have the parts you need) but will also set
appointments and order parts. It is also the only
9. place in the Spoke that treats wounds, so keep
Plasma & Nos that in mind.
This motorcycle and hovercycle shop is known to
be frequented by at least three biker gangs in the 13.
Broken End. This shop also has a bar inside with The Mystic Portal
a dish similar to old Texas BBQ although no one For those who wish for a hard stimulant to get
is sure where the meat actually comes from. their day going, or are looking for some light
reading, this odd shop features a small collection
10. of books (in a menagerie of languages) as well
Xenomorph Jemm’s as a stimulant machine that produces flavored
If you are an ‘odd alien’ inside the Broken End, beverages for a fee.
and have to slither, lope, or shamble where your

149
14. old pleasure androids for use as prostitutes in his
Second Skin emporium, and there are rumors he even sells his
Tattoos are something that comes with the wears if the price is right.
territory in Lorem Femina, but some folks take
this to a new level with body covering tattoos, and 18.
for those who can’t get enough modification, this Gang Hovels
shop can alter appearances and even body shape This is a dark area of abandoned buildings where
(to some degree) for the right price. gangs roam, especially the Laughing Weepers
[Crazy Gang] who are known to be cannibals.
15. Fights are prevalent here, and during Cleaning
Blackjack Mary’s Hours, it is not uncommon for at least three bodies
As money is hard to come by in the Broken End, to be collected outside this block.
not many folk will gamble away their hard-earned
credits, but that doesn’t mean it doesn’t happen 19.
at all. And certainly, there are those who prey Yellow Gate
on gamblers, and the jingling and chiming slot One of the mysterious alien wormhole gates that
machines are bandits in their own right. are in the city, this one was abandoned long before
anyone can remember in the Broken End. Now
16. it stands as a reminder of what could have been in
Chino Jolt the Broken End. Still, there are those who say it
For a low-priced and quick boost, this small liquid is haunted and that things from other worlds still
stimulant shop never closes and is always ready come out of it in the dead of night, so the entire
to serve up a hot cup for those in need of a pick- area is avoided by most living things unless they
me-up. are desperate enough to dwell within its shadow.

17. 20.
Galvino’s Toy Emporium Overstar Security Station
Androids, while rare, do exist in the city, and while This heavily armed security compound features a
they are often reserved for the wealthy of the upper hover car station on the roof and serves as the only
city, parts do slide down into the undercity from means of control in the Broken End. Still, as it
time to time. Galvino is specialized in restoring is corporate-run, most folk don’t trust the officers
of Overstar, and the building is seen more as a
detriment than salvation.
150
Slang
Within the city, and especially the Broken End, a new language of slang is prevalent, and some of the
more used (and interesting) bits are included below.
Wormholing Sending a person to one of the trade wormholes.
Going Having a laser weapon connected to a pack while in the city limits.
Connected
Solo-Sliced Modifying a laser weapon to hold a single charge while not connected to a
pack.
Silver A person who is covering their back to shield the view of a city infraction, also
Back called ‘Silver Backing It’.
Street When a patrol has people strip in the street to scan their Spine Tattoos.
Shower
God’s The Spine Tattoo on each citizen in the city contains blue crystal cells that
Mark store information on the citizen including wanted status or deficiency in taxes.
However, they cannot be tracked via city networks (or so the population is
told). Stripping a tattoo will result in wormholing.
Defragging The illegal act of wiping a person’s crystal cells and leaving the tattoo to make
it seem like the person is illegal or in violation of city statutes.
Streetslop There are no restaurants in the lower levels of the city, and all food there is the
same, a nutrient paste that can be warmed (although this often makes it smell too
bad to eat). For this reason, most people hide the taste with high-level alcohol.
Collectors Bounty hunters from the upper levels known for their distinctive white masks
(some are androids, some humanoids) who hunt Pounders who have slipped on
their city taxes.
Pounders The citizens of the lower levels.
Bright The city police because their eyes shine with an electronic glow as they are all
Eyes enhanced with various special vision levels depending on assignment.
High Can refer to all people of the upper city, but more specifically the
Man rich merchants.
Oil Whenever it rains, the toxins and oil from the city above drip down in black
Change rain into the lower levels. When used in a sentence, is often referred to as
‘Time for an oil change’ when it rains.
Cleaning When the city curfew is in effect, and anyone caught on the streets will be
Hours brought in and fined (likely to be wormholed).
Going When a citizen misses their city tax payment.
Under

151
Oddities
Laser weapons must
have a cable to a power
pack. However, some weapons
can be illegally modified to hold a single
shot charge while disconnected. The slang
‘going connected’ means the person is illegally
walking with their weapon connected to a
pack, while ‘solo sliced’ is the slang for having a laser weapon modified to hold a single shot charge. Both
situations are considered ‘high crimes’ and punishable by ‘wormholing’.

152
City Government
Kabuki Men Lorem Femina has many masters, and while
the Merchant’s Congress and Techno-Lords vie
These bounty hunters, mercenaries, and slavers
for supremacy in the upper city, and the Union
are part of the Collector Syndicate that is
of Jumpers control space, the undercity is mostly
constantly processing living beings for trade with
a place of ‘might makes right’. Gang territory is
the worms. Most in this particular guild are
regarded as law, and while Overstar does police
known to be cyborgs, some even going so far as
the streets (when they want to), the real power over
to fully replace their entire flesh body. They are
the downtrodden comes from the Kabuki Men.
distinct in that they wear white masks with odd
These slave-trading cyborgs are the driving force
expressions and are often garbed in red robes.
for fear in the proletariat.
They are highly skilled in the use of both blade
and projectile weapons, and often have energy
shields fused into their cyber bodies. Their eyes High Garin City,
can scan a subject for city infractions, and they Prohibition Gateway
carry a standing contract with Overstar to process
offenders as they see fit. High Garin City is roughly a 1920s technology-
based city setting where evangelicals have created
Religion prohibition versus fairie alcohol (called Fuice) and
Oddly, even with thousands of races mingling titans of industry have pushed the government
inside the city, there are few religions. Most beings to accept undead labor in their factories to break
who come to Lorem Femina have their memory unions. This has depressed the economy, making
wiped and, thus, bring no homeworld faith with gangs paramount to the various city blocks as
them. This doesn’t mean religion doesn’t exist, normal people struggle to find work. Necromancers
but it is more exoteric in nature, with curses to are considered upper class and are in the employ
‘the Black’ or prayers to ‘the Maker’. Certainly, of the rich, and common people are often grabbed
there are cults within the city, but these are usually to be made into higher undead for the pleasures
more geared to a holy leader than a true deity. of the wealthy. Meanwhile, the evangelicals hunt
non-humans in the name of the church, forcing
them to retreat into the underground of the city or
flee into the countryside.

153
History grew in power and wealth as their industrial
When the world broke down after the Titan War might, supported by undead labor, created a
and the Unholy Plague that followed, metropolitan sense of promise, even for those dispossessed by
areas found that what remained of national an unholy workforce. High Garin City is one
governments could no longer support their ‘path such metropolitan center. Located on the shores
to the future’. This meant a great dismembering of a vast freshwater lake, its port brings in trade
of old-world nations into hundreds of smaller from mineral-rich lands to the north, grain from
city-states that were separated by ‘oceans’ of the south, and livestock from the west. It is also
rural land populated by independent farmsteads blessed to be in close proximity to a great number
and enclaves of demihumans and humanoids. of stone quarries, which have made it a perfect
Over the course of the next decade, these cities construction site for much-desired skyscrapers
that can be exported (through massive arcane 3.
teleportation rites) to other growing cities around Gentry Park
the world. The city produces a great number of This once-fine park has fallen into some disuse
automobiles for export, as well as refining steel, of late although there are still seasonal festivals
all of which helped propel it into the ‘Top 10’ of held here as well as religious revivals in the
world cities for the past five years. summer and even a few concerts.

Little Dunham 4.
This small piece of the much larger metropolis Coburn’s Barber Shop
is really a five-block square of the city run If you are looking to get information for the
by the Klein Family. The Klein syndicate price of a cut (10 cents), then this is the place;
dictates the criminal activity of Dunham, but however, most of what is discussed here is
the area itself is a bustling little community sports and gossip, the bulk of which is opinion
where working-class folk struggle to survive in and unfounded.
a world ‘going to the dead’. The population
here mostly goes to work during the day and 5.
is with family during the evening, but beneath Lomar’s Department Store
this veil of mediocrity and repetition, a vibrant The basic goods of everyday life can be found
subculture is alive in the clubs and criminal at Lomar’s, as well as a fine soda and ice cream
activity that happens when the sun goes down. counter for dates of the ‘young folk’.

1. 6.
High Gavin Post Office Turntorn Apartments
The basic post office of Little Dunham, has As this is very low-end housing, many
post office boxes and worldwide shipping as ‘dispossessed’ call this place home as they can
needed. afford little else. It is the recruiting ground
for young criminals and prostitutes, and many
2. children are sold here as well.
Dunham Credit Union
The working man’s bank and loan, an undead
and live guard are typically on duty here at all
times when the credit union is open. They are
also known to work/lend to demihumans.
155
7. The Biltmore is an unofficial hub of the mob
Ripstichery Tailoring in Little Dunham, and most illicit things can
For those who don’t have a wife at home to be found here. It is considered ‘off limits’ to
darn their clothing, or have fine clothing that the police, and only a very hard situation will
needs adjusted, this is the place. You can bring the cops into the building.
also get custom suits and even dresses here,
although they aren’t going to be as high fashion 11.
as imports. Norton’s Auto Repair
While automobiles are still new to many, there
8. have been enough in recent years to warrant a
Hotel Rutledge repair shop for them. One can also purchase
For non-permanent dwellers, the Rutledge is refurbished autos here if so desired.
the place, and it shows. There is little care
taken to clean the hotel, and the patrons look 12.
as bedraggled as the interior. Rooms here Three Lakes Bank
run only $2 a night, so a constant stream of A more upscale establishment, the Three
transients comes in and out of its doors. Lakes is where the white collar of Dunham
9. bank, and it is a ‘human only’ business.
Aunt Melena’s Eastern Massage Security within hosts a representative of the
What goes on inside Aunt Melena’s is the Necromancer’s Guild.
source of much debate among the locals as most
consider it a house of ill-repute. However, it is 13.
frequented by many men of Little Dunham, so 115th Street Precinct
it’s hard to cast a stone for fear of it coming To the locals, this is referred to as the ‘1, 1, 5’.
back to bite you later. It is the only police station for Dunham and
the home of the Dunham District Attorney’s
10. Office. The 115th sports two police cars and
Biltmore Building more than two dozen employed officers.
[Shops include White Dragon Laundry,
Tanner’s Pugilist Club, Rosco’s Pepper Mill]

156
14. 18.
Apostle Church Wexel Building
of the Forgotten King [Shops include The Dunham News [Stand],
The official church of High Garin City, this Joe’s Arms, The Arcane Apothecary, Seven
fine building not only has Saturday evening Charms Fortune Teller]
and Sunday services, but also has a mortuary, This building has several shops on the ground
crypts, and cemetery inside its grounds. floor as well as apartments in the upper levels.

15. 19.
Rutledge Building Stillworth’s Drug Store & Cigar
Shop
[Shops include Donna’s Fine Cakes
Open late (till 11 PM), this store is frequented
and Pastries, The Vogue (art supply),
by those who need quick goods or smokes.
Westin Photography, Dilborn’s Jewelry,
Sander’s Fine Hats]
20.
Seen by most in Dunham as a more bohemian Terrell Office Building
shopping experience, the shops at the Rutledge
[Shops include The Law Offices of Dunn/
are for those who have money to burn as
Winslow/Moore, Ears Detective Agency,
nothing here is necessary for everyday life.
Goldman’s Taxes & Actuary Services,
Samuel C. Turner M.D.]
16.
Corner Grill This is the financial heart of the Dunham
business district as well as the only fully
One of the best greasy spoon eateries in
certified doctor.
Dunham, they serve breakfast, lunch, and
dinner, and in the mornings, the counter is
21.
frequented by police. Carter Building
[Shops include Grant’s Hardware & Dime,
17.
Deerdorf Plaza Hotel Devlin Hostel, Domino’s Whore House,
Nine-Eyed Snakes Gambling Parlor]
The Deerdorf is the highest-end hotel in
Fronted by Grant’s Hardware and the Devlin
Dunham, with suites on the upper floors as
Hostel, this is actually a den for prostitution
well as a penthouse that is said to be owned by
and gambling, all run out of the back.
the Klein Family.

157
22. the world. Necromancers can be hired here
Takeaway Tammy’s Saloon for all types of jobs including the instruction of
One of the only demihuman establishments magical adepts in the art of necromancy.
in Dunham, the saloon also serves food to the
demihuman working class, as well as turning 27.
into a full bar during the evening hours. Schrodinger and Associates
Investigative Services
The highest rated investigation and ‘problem
23.
Eastern Noodles solving’ business in Dunham, they can deal
with all types of problems, including those in
Fast-paced eating, this restaurant caters to
the magical sphere.
lunches for those looking for a cheap and
filling meal.
28.
Spider Club
24.
Apostle Soup Kitchen The club caters to both human and demihuman
clients and is thought to be run by agents of the
The dispossessed frequent this soup kitchen as
Klein Family.
it feeds any and all during the morning and
afternoon hours (until they run out of food).
29.
Primrose Garden
25.
Karloff’s Funeral Home High-end dining in Dunham, with plates going
for as much as a regular worker brings in for a
Although many of the Dunham locals are
week’s wages.
attended to after death at the Apostle Church
of the Forgotten King, there are those who wish
30.
to ‘serve’ after death, and Karloff’s prepares The Royal Tanenbaum
them to this end.
A brilliant and high-end club that features
human talent from all over the globe including
26.
Necromancer Guild singers, burlesque, and contortionists.

The heart of magical practices within


Dunham, the Necromancer’s Guild is a
physical representation of the largest guild in

158
the undead only continued to grow. This
Fuice
cheap undead labor was too profitable for the
Slang for Fairie-Juice, a type of alcohol that is
capitalistic titans of industry to pass up, and
laced with fairie magic, changing the nature
they lobbied the government to accept the
of the alcohol itself. Fuice has no negative
practice as a benefit to society, freeing up living
physical effects, meaning one cannot get
humans to ‘enjoy a better life’ provided by these
alcohol poisoning from it, nor can they get
mindless servants. Money was obviously the
a hangover, but they still get a heightened
true motivation, and as more living laborers
euphoric state from the beverage. This
were replaced by the undead, resentment grew
effect often results in a feeling of tranquility
until the Great Labor Uprisings nearly two
and happiness, something that can be very
decades ago, which were led by unions and
addictive to those dispossessed by the darkness
backed by the evangelical Apostles. These
of the world around them. The Church of the
riots were quickly put down, and the unions
Apostle believes this to be ‘the devil’s work’
broken for good (and the Apostles backed off
and has pushed the government to outlaw
for fear they, too, might be destroyed), securing
the sale and consumption of Fuice, but the
the undead a place within the production line
population of High Garin City still illegally
of society, while pitching a mass of the living
imports massive amounts each year, dispensing
population into abject poverty. This poverty
them through the use of illegal drinking
gave rise to two distinct cultures, those of the
establishments (called Dark Speakeasies) as
already well-established religious Apostle, bent
well as importation to the upper class (who
on salvation through evangelical purpose,
have paid off most enforcement officials).
and the Dreamer, a person who falls into the
world of fairie-touched liquor to forget all
Undead Labor
their problems. Without the driving direction
of religion, the Dreamers quickly became
Undead Labor had been a growing issue since
criminalized, both in reality and in the global
the abolishment of slave-based agriculture
press, while the Apostles waged a new war (this
nearly 100 years before the current date in the
one against all things ‘fairie-touched’ including
Country War. However, as the burgeoning
demihumans), thus lobbying against what they
industrial revolution began to take shape,
considered the heretical practices of Dreamers
and factories sprang up in cities, the use of
(because they understood that to lobby against

159
their true enemy, the undead, was to go against Undead in the City
the industry titans, an already established Base Undead Labor
losing prospect). This allowed them to finally Base Undead now populate factories doing
pass legislation through the government to menial, repetitive, or dangerous labor.
prohibit the ingestion and production of all Factories employ Necro-Supervisors to oversee
fairie-touched alcohol, Fuice, as well as putting production, as well as a handful of engineers
limited restrictions on what positions in society for troubleshooting. For the most part, these
demihumans could hold, and licensing all undead are skeletons (as it saves loved ones
those demihumans who lived within the from having to witness their beloved
confines of the city proper. relatives’ dead eyes working in a mill).
There are on occasion zombie Base as
well, depending on the needs and
circumstance, although most
zombies are moved to the
higher undead category.

Semi-Skilled
Labor
Construction is the only
real place for a multitude of
blue-collar labor in High
Garin City, and that is to
produce skyscrapers for
export to other parts of
the world (using powerful
teleportation magic that is
rumored to be possible using
souls). Still a dangerous job,
it is too complex for the
undead to work on, so
living labor
is required.
Otherwise, technical labor sustains a large payout to keep them af loat) and then
moderate lifestyle through the employ of giving the body to the Necromancer Guild
plumbers, electricians, auto-repair, etc. (to likely be sold to wealthy elites looking for
high-end house undead).
Higher Undead
While not technically any superior to Religion
Base Undead, these undead are typically The Church of the Apostle is the greatest
provided (by the necromancer) a greater religion in High Garin City, having
degree of mental fortitude, as well as f lesh- huge gathering halls (called Temples of
sustaining magic that keeps them as fresh as Communion) where the faithful f lock to
the moment they died. These undead then hear the orations of the powerful Justice
serve as ‘house undead’, and sometimes Preachers. While some lesser religions do
even entertainers in clubs, or worse, in the exist in the city, most are now marginalized,
outlawed Necrophilia Brothels rumored to with those of demihumans’ gods and
exist within the city’s underworld. Some goddesses even outlawed by the state.
are even employed as bodyguards, as
their inability to feel pain (or turn on their City Government
masters) makes them highly valuable. While High Garin City is run by a rather mysterious
the creation of more ‘lethal’ undead by the Board of Governors that is ‘elected’ by
Necromancer’s Guild is outlawed, rumors citizen ballot each decade. As each member
persist that ghoul, ghast, and even vampire of the board is provided a false persona like
variants can be found within the borders of ‘The Journeyman’ or ‘The Widow’, those
the city proper. voting have no real idea of who they are
voting for although there is a list of what
The Dispossessed each candidate stands for beneath their
The undead workforce leaves a hefty title. When in session, these governors are
percentage of the population without viable dressed in white robes and wear faceless
income, which in turn leads to illicit and masks (to denote they represent all men and
criminal activities. Often families will women). However, it is well documented
do ‘soul sales’ in which they sell a teenage that the members can be contacted outside
child for the purposes of stripping their city hall, and most are bought and paid for
soul (which the family keeps trading for a by the various titans of industry.

161
Septis Arcana, History
Along the far frontier, over the borders of
Bastion against the the last kingdom of men, stands the ancient
Berserkers bastion of the old empire, Septis Arcana.
It stands as a reminder to all just how far
Septis Arcana is a frontier fortress that stands the old empire once held dominion, but
against not only the various fantasy creatures that was a thousand years ago, and now
who threaten it but also berserkers (think the it is little more than an island of semi-
Picts in Conan) who travel between worlds isolated humanity in a sea of monsters and
attacking civilizations through the power of madmen. Every seven years, the King of
their druidic overlords.
the last northern kingdom, Paravada, sends 1.
a request for knights to the seat of the old Main Keep
empire in the far South, and every seven Home to the Lord of Rolsof Keep, as well as
years, knights are sent north to take over a the sheriff.
long watch from those who survived their
time in the bastion. So, the walls still stand, 2.
and Hyperion, the Titan of Fire and patron House Bri’yann
of the old empire, is still worshiped amid the The largest and most successful of the Roslof
fortification’s only chapel. Tales tell that Houses, Lord Alabys Bri’yann traces his
once Septis Arcana was the seat of a large line into the Grand Duchy of Gariny and
community, or several fiefdoms, but now all the DeLake Kings. He is, however, not an
those are gone and turned into mysterious honorable and righteous man as the Lords of
ruins within the misty hills of the Smoke Gariny are said to be but, instead, is obsessed
Fangs. However, among these tales are those with wealth, power, and immortality. His
which speak of lost magical artifacts, still house currently fields two companies, the
secret old empire treasuries, and abandoned powerful and beloved Gilded Lancers and
mines that hold unclaimed raw gems, silver, the workhorse Men of Iron. Alabys will
and even gold. This is surely what brings stop at nothing to gain what he wants and
adventures this far north, even if they know will try in as many devious ways as he can
they face all manner of fell creatures that to compromise his rival company, the Ivory
have taken up residence in the hills. Still, Scimitar, so that he can attain it.
the monsters aren’t the worst menace that
constantly threatens the very existence of 3.
the fort. Berserker tribes not of this world Traveler’s Inn
appear without warning throughout the An honest and easy place to lay one’s head
hills, summoned by fell druids who seek to after a long travel to Roslof.
purge the North of all inf luence of Southern
culture and bloodlines. The painted and 4.
skull-laden men hunt through the dells, House of Silk
and Honey Brothel
sometimes in silence, sometimes driving
For those with disposable income, this
their prey with horns, but always leaving
establishment is known far and wide for
death in their wake.
providing any service one could desire.
163
Costs for particular services range from 5 a small group of old men calling themselves
gold and up, but a patron can always be ‘The Time Keepers,’ and they work diligently
sure to enjoy themselves while often gaining to keep unwanted eyes away from the inner
interesting bits of gossip about the goings on workings of the ancient structure.
of the rich and powerful in the town and keep.
9.
5. House Vara’ki
‘The Backpack’ Provision Store Lucian Vara’ki is an enigma. He and his
A fine general store, this serves the needs of family keep to themselves, and some whisper
most folk in the town, including adventurers he is diseased, or worse, cursed. Whatever
looking to resupply. the case, the Vara’ki field is perhaps the
most bizarre company in all of Roslof Keep.
6. This, combined with the mysterious nature
Taux Trade House of the family, keeps the locals talking about
The only money lender and gem exchange just what the true purpose of the House’s
in Roslof, there are high rates of interest on participation in ‘The Delve’ is about.
any money lent, and most believe that the
rate of gem exchange is low for what the 10.
export rates are in resale in larger cities like Windmill
Taux. On the outskirts of the southern edge of
town, a large windmill slowly turns in the
7. prevailing wind. This landmark is owned
Wizard’s Conclave Tower by Dolbin Longnose, a gnome who not
Representative magical guild of the Order only grinds the grain of the community
of Towers, and run by the Mage of Black & but also runs a small weapons shop in the
Gold, Molo of the Five Wives. back of the mill. It is here that he utilizes
ancient gnomish crafting techniques to
8. Water Clock create ‘weapons of quality’, each providing a
The ancient Imperial water clock in the town player character with a +2 bonus to hit and
still functions, and it sets the time for all those
who go about business. It is maintained by

164
damage. These weapons are not considered 14.
magical and their cost is 20% less than the Apartment House
equivalent magical weapon of the same type. Not all folk in Daern Kelton are permanent
residents nor able to afford the price
11. of a standalone home. These transient
Feral Stones individuals, including merchants, pilgrims,
These ancient stones have been in the adventurers, and other wanderers often
province since before the empire ever stepped house themselves in the monthly leasing
foot north, and thus, they are believed to ‘Apartment House’ as it carries no other
have great meaning to the rogue druids who grand name. This is also a great place to
roam the lands outside the keep. pick up information about the outside world
if such things interest you.
12.
Labyrinth Entrance 15.
This set of stairs, surrounded by a block of House Aldenmier
dark granite with rune-circled pole holes, Dating back to the time of the Great Plague,
is the entrance to one of the most famous this family has been an integral part of Septis
dungeons in the world, and likely the reason Arcana and Roslof Keep if anyone can
Roslof Keep still exists. remember. Some rumors persist that they
are part of the great line of Fleetwood Kings
13. that now sit on the imperial throne in distant
Knobby End Paravada. Whatever the case, Lord Tyrand
This collection of old homes was built long Aldenmier looks to be the last of this branch of
before the great plague and is now home to the family. After losing his wife fifteen years
the poor and criminal elements of the town. ago to a tragic drowning, he retreated into
It is said both an organized thieves’ guild, as himself, disbanded his successful adventuring
well as a beggars’ guild, have headquarters company, and has stayed alone in his decaying
in the tangled back alleys of the place, and house ever since.
it is not somewhere to go at night without an
escort. DM Note: If any character is a thief
and needs training, this is the place to get it.

165
16. else, and he’s been known to jeopardize his
Honest Blade Smithy company’s well-being if he sees a quick profit
The best blades and armor services in in it. Certainly not the best boss, Marung
Roslof Keep. still holds great power among the houses for
his connection to the wealth of the dwarven
17. clans to the south.
Tower of Light
Imperial church run by curate Father Franco Ever shortsighted, Marung doesn’t seek
Lyon. It serves the population of the keep another banner but, instead, only cares about
and is one of the few places where one can pulling riches from within the dungeon, seeing
find magical healing. it as a mine where the veins never run dry.

18. 20.
House Fey’Brace House Narolo
If not for House Aldenmier, House Fey’Brace Jasra Narolo was once a high courtesan in
would certainly be the biggest joke of Roslof Taux, some even saying she worked as the
Keep. Run as a bipartisan collective of elves madam of the Silk Purse, but now she’s come
and half lings, House Fey’Brace is hard to north seeking fortune in the dungeon. How
understand, slow to act, and often impossible she gained access to the Blades of Shadow
to understand. Even with all this, however, banner is also something of a mystery although
they do manage to keep themselves in the many believe a paramour of hers willed it to
mix and seem to have a never-ending stream her when he died at sea making the crossing
of resources to put forth into their company. from the Free Coast to the Opal Gates.

19. Jasra is a lovely dark-skinned woman who


House Marung appears much younger than her story implies.
Doomhammer Marung, a red-bearded Many believe she has some hidden store of
dwarf of Karas, runs this house with an magic to keep her young, but whatever the
iron hand and a will bent on gold. His case, she is a highly intelligent and shrewd
greed motivates him more than anything businesswoman. She does not actively seek
another banner for her house, but if given an
opening, she would certainly take one.

166
21. 23.
Grand Playhouse Wayfarer Temple
Built by a grant from House Fey’Brace, this No formal temples exist in Daern Kelton
fine local theatre provides free entertainment as the bulk of the common population still
to the local population four times a year worships nature gods and spirits, but for those
during seasonal festivals. When not in use who have migrated to the town from around
as a playhouse, the Grand Playhouse also the New Kingdoms, this temple is a place
functions as the community council building of shared worship to any deity. Typically,
where local politics are discussed and edicts four to eight wandering priests can be found
are rolled out to the populace. here, some of which hold services, attempt
conversions, and treat the sick or injured.
22. DM Note: Another great place to get healing
Mercenary Garrison potions at a discount, they fall just under
When it became clear that the local 25% of market value, assuming the players
militia could not maintain order in the will listen to the priest proselytize about his
growing town, the mayor called upon the god or goddess. It is also possible to get a
Seven Houses to provide a stipend for the patron contract here, a priest providing some
maintenance of a mercenary police force free potions to the party in exchange for
that could not only watch over Daern Kelton them placing a medallion of his god on their
but also the surrounding countryside. Now, Mithel Standard. This is done often among
the Dragon’s Claw mercenary company the companies and should be made note of
currently holds the city contract and houses on other banners if the players question it.
itself in the provided garrison. This small
fort, as well as the Tower of Justice and 24.
Roslof Keep, are the only truly defensible Tower of Justice
areas in the town. DM Note: If a fighter Built two generations ago by a member of
is looking for a particular skill to learn, be the Men of Iron [before that banner fell to
it 1E or 5E, there are experienced fighters House Bri’yann], this small defensive work
here who can teach most anything. is home to half a dozen paladins of the God

167
of Law [your choice]. They help patrol the Mithel Standards and much of their seed
roads from Daern Kelton to Perlot of the wealth came from the dungeon before it was
Tall Ships in the east, a dangerous stretch of known to exist. Their Mithel Standard bore
country known as the Kelmarin Wildlands. an eight-pointed symbol of chaos, or so the
story goes, but if an 8th banner exists, it is
25. beyond the knowledge of common men. DM
Bazaar Note: There is an 8th banner within the
All manner of goods that travel from east to house, and that can come into play later in
west across the Free Coast can be found here. the campaign.
This is a fine place to fence goods discovered
in the dungeon and most items sold here Berserkers
provide a 10% bonus above market value if
sold by someone known to be of the Seven These deadly raiders come from another plane
Companies, as items from the dungeon hold and seem hellbent on destroying anything
special value to buyers from Daern Kelton that remotely qualifies as civilization. They
all the way to Taux in the South. are known to be cannibals and wear the
skull of an enemy on a pole attached to their
26. back. Wizards of Septis Arcana believe the
Abandoned Temple skull is a talisman and must come from the
It is said that the Abandoned Temple, created world in which the berserker ‘jumps’ into. If
for the worship of Nuban Gods, has an true, the skull, in combination with strange
ancient and unknown link to the dungeon. arcane tattoos, allow them to come and go
using dimension door type ‘gate’ effects, but
27. instead of jumping a few hundred feet, they
Fleetwood House leap from their world to other worlds and
This is the ancestral home of House back again. It is also assumed that druids
Fleetwood, certainly the most powerful created the initial connection that brought
family in the known world. It is rumored them to this world as that ancient religion
among the people of the Daerns that House has tried for centuries to drive out the old
Fleetwood was the first to find one of the empire from these lands.

168
Religion
Religion within the keep is mostly a
mix of various worldly pantheons
as the names of dozens of gods
can be heard on a daily basis in
the Wayfarer’s Temple. Still,
the Imperial Religion and
the Tower of Light practice
in the keep, both worshiping a
Lawful Good deity of the DM’s
choice. Druidic religion is also
present here although mostly
outlawed as the
druids have turned
on civilization
and are said to
be responsible
for delivering
the murderous berserkers
to this world. Still, some
venerate nature by placing
offerings on the scattered Feral
much of the
Stones that can be found all over the
administrative
province, and even the roads (as drivers
work, while also taking money
use them as mile markers).
to pay for ladies in the keep.
Law is enforced by Sheriff Barist
City Government
Mourn, a bootlicking servant of Lord Snee
Roslof Keep is controlled by a petty noble by
who despises adventurers and all the other
the name of Samuel Snee. Lord Snee rules
Great Houses who he considers to be ticks
from within the confines of the main keep,
sucking on the blood of the keep.
having little to do with those who are within
his city. He is old, and his son, Devin, does

169
Index
Awareness 78 Experience Points 75 Martial Arts (advanced) 144-145
Blind (effect) 86 Table 76 Monsters 104-115
Casting (also see Magic) Calculating 104 Area Effect Attacks
Skill: 17 Falling 79 Swarms 105
Character Fascinated (effect) 86 Paralysis 84
Archetypes 4 Fated Points 73-74 Performance 19
Attributes 9, 10 Fated Traits 22-27 Poison 80
Creation 3, 5, 6, 7, 8 Fear 82 Prone 85
Charm Spells 60 Flat-Footed 86 Naked Attribute Rolls 11
Cinematic Mass Combat 121-126 Fodderfolk 73 Races 30-33
Combat 35-53 Grappling 85 Remainders
Attacking 35-37 Hacking (Matrix) 137-141 Experience 10, 77
Automatic Fire 45 Hand-to-Hand 43 Rounds & Turns 78
Behind/Invisible/Sneak 47 Healing: Saving Throws 11
Burst Fire 45 Skill 18, 45 Settings 146-
Called Shots 117 Natural Healing 45 Lorem Femina 147-153
Contested Rolls 48 Spells 57 High Garin City 153-161
Cover 117 Incorporeal 86 Septis Arcana 162-169
Damage Types 40 Influence 18 Skills 11-14
Defensive Threshold 38 Initiative 35 Skill Descriptions 15-21
Down and Dying 42 Languages 33 Stealth 21
Explosives 46 Movement 38 Stunned (effect) 86
Gang Up Bonus 47 Magic & Psionics 54 Suffocation 82
Hit only by Magic 87 Area Effect Spells 63 Summoning Spells 58-59
Push 39 Burn Wounds 119 Superpowers 129-132
Range Modifiers 90 Character Casting Value (CCV) 55 Superpower Traits 133-137
Subdual Damage 47 Casting Costs 56 Traps 103
Shooting into Melee 126 Casting (how to) 61-62 Turning (Undead) 84
Taking Damage for an Ally 43 Casting (into melee) 63 Vehicles 50-53
Vehicle Combat 49 Dueling 128 Wards 57-58
Confused (effect) 86 Duration 65 Weapons & Armor
Critical Hits & Failures 44, 120 Extending Spell Range 126 Armor 96
Cursed (effect) 86 Going over your CCV 117 Light 91
Cybernetics 142-143 Learning Spells 60 Magic 94
Damage Spells: 86-87 Lingering Spells 64 Medium 92
Defensive Threshold 38 Magic Item Creation 68-71 Heavy 93
Diseases 81 Potions 70 High Tech 95
Drowning 82 Quad System 56, 67, 68 Shields 95
Dueling 127 Recovering CCV 56 Wounds 28
Enchantment Spells 59-60 Scrolls 71 Threshold 28-29
Encumbrance 89 Specialization 65-66
Environmental Effects 79 Spell Categories 57-60
Energy Drain 82 Spell Components 127
Equipment 88-101 Subdual Magic 65
Exhausted (effect) 85 Taking a Wound before Casting 62
170

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