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One Page FATE

Dice: Any kind you want, as long as the number of possible results is even. (No d5s, FUDGE dice, or
specialty dice.)

Skills: Ranked from Abysmal to Phenomenal. If you don't see a skill on your sheet, you can try it at
Poor. Skill rank translates on the ladder to a number of dice to roll.

Rolling: Roll the number of dice indicated by the GM or by your skill rank. Tell the GM how many
even-numbered results you got; those are successes.

Margin of Success (MoS) and Failure (MoF): Your successes are compared against another number (a
difficulty or the successes rolled by an opponent). How many more successes you had is your Margin of
Success; how many less successes you had is your Margin of Failure.

Adding & Subtracting Dice: Circumstances may let roll more dice than normal, some less. For
example, a player may spend 1 FATE point (see below) to gain 1d. Here are other common ones:
Combat Bonuses:
Superior weapon: +1d Superior numbers
Superior protection: +1d Simple quantity: +1d
Superior positioning: +1d Flanking: +2d
Defending only: +1d Surrounding: +3d
Combat Penalties:
Wounded: check the Wound chart for penalties and how long they last

Aspects: Aspects are invoked, either in a positive (also called favorable) or negative (also called
unfavorable) way.

Positive Invocation: Turn a failure into a success, or reroll a result.


After a skill roll is made, if the player can convince the GM a particular aspect is appropriate to the
situation, the GM may allow the player to mark of one box of that aspect and either change one die for
odd to even (thus increasing the number of successes) or reroll the result entirely. Multiple aspects may
be invoked on a single roll.

Negative Invocation: Gain FATE points.


If the GM decides a situation is appropriate (or the player can convince the GM it is), the situation or
character must react in a way appropriate to the aspect. This gains the player a FATE point for every box
of that aspect they possess. The player may decide to resist their aspect but must pay the GM a FATE
point for each box of their aspect.

FATE points: Normally, characters start with a number of FATE points equal to half their total aspects.
They can be spent for various effects, such as:
Arrange a minor coincidence: 1 point (finding an appropriate item, knowing someone in a
particular location, arriving at a scene at the right time)
Gain +1d on one skill roll: 1 point (only 1)
Give another character +1d on one skill roll: 2 points (only 2)
Switch positions with someone else (if reasonable): 1 point
Take a hit for someone else (if reasonable): 1 point
Take over the camera for a monologue: 1 point

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