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Characters are defined by a list of 10 Aspects, character.


divided into 4 categories.
Examples: Aspects can alter the way characters act. Players
ASPECTS The biggest dude you've seen can interact with the Aspects of their character,
An Aspect is a short phrase that describes a Greatest swordsman in France other characters, objects, locations, or the scene in
narrative truth about something. Aspects can be general. Interacting with Aspects in this fashion
used to describe people, places, and things. They Knacks -- Miscellaneous traits of the character. involves gaining or spending Fate Points, or FPs.
are generally both good and bad. They can be supernatural abilities, membership in Players begin each session with 5 FPs.
a particular group, or any status that doesn't fit in
Aspects interact with a resource called Fate Points, the Categories above. (3 Aspects) Invocations -- Spend a FP to Invoke an Aspect.
or FPs. Players begin each session with 5 FPs. Invocations have one of two results. The active
Examples: player gets +2 to the roll or may reroll the dice and
Example Aspects include: Heir to the throne keep the new result. FPs are spent after the roll is
* Strong as an ox Guild member made, and each Aspect may be Invoked only once
* A girl in every port per action.
* I always pay my due Consequences -- These are the results of Conflicts
*Finest swordsman in France (see below). They represent damage of some sort. On unrolled actions, Invocations simply add +2 to
Characters begin play with no Consequences. the character's rank.
Examples: When Invoking an Aspect belonging to another
Categories are ways to divide Aspects. They define Obviously landed on his face character, any FPs go to the player of that character
a relationship between the character and its Flustered and confused once the action resolves.
Aspects. Categories are:
DOING STUFF Declarations -- The player spends a FP to make
Role -- This is the character's central concept, as some narrative detail related to the Aspect a fact.
well as its connection to the story and the group. (1 When a character needs to do something, you need The GM has the final say on what is and isn't
Aspect) to determine its rank at that task. Look at its allowed, but players should be able to make
Aspects. For each Category in which a character moderate alterations to the story this way.
Examples: has one or more applicable Aspects, add +1 to the
Not so fearless leader base of 0. Each Category can only add +1 in this Declarations do not involve any sort of roll.
It's my damned ship way, so it doesn't matter whether one, two, or three
Aspects apply from within the same Category. Compels -- The third thing about Aspects is that
Motivation -- These are the things the character they can be disadvantageous. This is in the form of
wants or wants to avoid. They can also be desires. Roll 4 Fudge dice and add the character's rank. If a Compel. Compels dictate some constraint to
(3 Aspects) the roll equals or exceeds the difficulty, the action behaviour. When one is made, the GM offers a FP.
is successful. If you accept it, you accept the constraints. If not,
Examples: you must turn down the offered FP and spend one
They can't know I'm an alien If an action is resisted by another character, it is of your own.
In love with Max said to be contested. The difficulty of a contested
roll is the rank of the resisting character. CONFLICTS
Attributes -- These are traits intrinsic to the Conflicts are when one character attempts to
perform an action involving another character, and used to reduce incoming Stress. They have a
that character tries to stop them. This could be a
fight, a seduction, a political campaign, or any
rating, a number of points by which they reduce
Stress, and how long they take to heal:
Tri-Fold Fate
other conceptually similar action. * Minor (2/ scene)
* Moderate (4/ session)
Aspects only version
First determine the scope of the conflict. Is it a * Significant (6/ story)
seduction attempt? A fight to the death? Etc. This
will determine which Aspects can apply and what The player of a character that inflicts a
sort of Consequences are taken. (See below.) Consequence gets to Invoke it once for free.

Once the scale of the conflict is determined, you Characters begin with 8 total Stress boxes
need to figure out who goes when. Determine each distributed between Health and Composure.
character's rank in regards to acting quickly in the Neither track may begin with fewer than 2 boxes
current conflict. Proceed in rank order. Resolve ties or more than 6.
by counting the total number of Aspects; remaining
ties go at the same time. Block -- One character acts to prevent another
character from performing a specific action.
Attack -- This action is an attempt to harm another Examples include leaving a room, attacking
character in some way, based on the nature of the another character, or entering a password into a
conflict. computer.

Roll attacks using an appropriate rank. Defenders The initiating player rolls their rank. Then anyone
contest. If the attack succeeds, the defender takes else attempting to perform the specified action uses
Stress equal to the difference. that roll as a difficulty if it is higher than the
normal difficulty of the action.
Characters receiving Stress check off that number
of boxes of the appropriate Stress track. Physical ADVANCEMENT
damage, illness, and weariness damage the Health
track. Emotional trauma, psychic shock, and At the end of each session, players may alter a
mental strain damage Composure. Stress tracks single Aspect.
clear at the end of the conflict.

If a Stress track fills up, the character is "taken

out." Such characters are removed from the
conflict in a way that fits with the conflict. Players
may prevent this by suffering Consequences to
reduce Stress.

Consequences are special Aspects (defined by the By Michael Moceri

player of the character receiving them) that are Feel free to copy and distribute this document. Just
don't sell it for money.