Sie sind auf Seite 1von 48

Free

FATE

Open Game Content collated, modified and augmented by R Grant Erswell


Table of Contents
Introduction ................................................................. 3 Other Actions ........................................................ 21
What is Roleplaying? .............................................. 3 Stress and Consequences ..................................... 22
Character Creation ...................................................... 4 Other Sources of Injury ........................................ 25
Create a Concept ..................................................... 4 Supporting Characters ............................................. 27
Choose Aspects ....................................................... 4 Extras ...................................................................... 27
Choose Skills............................................................ 4 Minions .................................................................. 27
Choose Stunts .......................................................... 5 Companions .......................................................... 28
Finishing Things Off ............................................... 5 Named Characters ................................................ 29
Rules ............................................................................. 6 Aspects and Fate Points ....................................... 30
Making a Test .......................................................... 6 Sample Minions .................................................... 30
Contests .................................................................... 7 Sample Companions ............................................ 30
Time Consuming Tasks.......................................... 8 Chases ........................................................................ 31
Fate Points ................................................................ 8 Chase Conflicts...................................................... 31
Aspects ......................................................................... 9 Chase Scenes.......................................................... 31
Invoking Aspects .................................................... 9 Passengers.............................................................. 33
Tagging Aspects ...................................................... 9 Chase Example ...................................................... 33
Introducing Aspects ............................................. 10 Equipment ................................................................. 34
Compelling Aspects.............................................. 10 Melee Weapons ..................................................... 34
What is a Good Aspect? ....................................... 11 Ranged Weapons .................................................. 34
Skills............................................................................ 12 Armour................................................................... 35
Skill List .................................................................. 12 Explosives .............................................................. 35
Assessments ........................................................... 12 Vehicles .................................................................. 36
Declarations ........................................................... 12 Workplaces ............................................................ 37
Knowledge Tests ................................................... 13 Miscellaneous Equipment ................................... 37
Research ................................................................. 13 Character Development ........................................... 38
Skill Descriptions .................................................. 13 End of Session ....................................................... 38
Stunts .......................................................................... 17 End of Story ........................................................... 38
Stunt Templates .................................................... 17 Appendix A ............................................................... 39
Conflicts ..................................................................... 19 Sample Benefit Stunts .......................................... 39
Running Conflicts ................................................. 19 Legal Information ..................................................... 47
Attacks .................................................................... 19 Amendment History ............................................ 47
Manoeuvres ........................................................... 20

2
Scene 1 – Alison and Trevor are visiting Caroline’s
Introduction grave when they hear a commotion within the church.
If they investigate (and Sarah expects them to!) they
Free FATE is your gateway to exciting adventures,
find that the interior of the church is a mess yet no one
suspenseful tales and thrilling action! This guide
is present. Written in the wax of some spilt candles is a
helps you and your friends to tell interactive
message ‚Help Adam.‛
stories, otherwise known as a roleplaying game.
Scene 2 – The characters will likely want to investigate
The Free FATE rules are a cut down & condensed
who Adam is and his connection with the church. Until
version of the FATE System (Fantastic Adventures
recently Adam was an altar boy, he ceased attending
in Tabletop Entertainment), and are intended to
church after the death of his brother Mark, now buried
appeal to gamers who prefer uncomplicated rules
in the graveyard.
and to act as an introduction to the full system.
Scene 3 – The characters can visit Adam’s home but
The FATE system was developed by Robert
will be told by his parents that he has run away. An
Donoghue and Fred Hicks of Evil Hat Productions,
investigation of his room and computer will point to his
and based upon the Fudge System of Grey Ghost
involvement with a gang.
Press. The FATE system is (and will be) used in a
number of great games such as: Scene 4 – The characters are likely to want to track
Adam down, when they do they realise he has taken to
Spirit of the Century (Evil Hat Productions)
drugs to escape his grief over his brother’s death. The
The Dresden Files (Evil Hat Productions)
characters must try to convince Adam to leave with
Starblazer Adventures (Cubicle 7) them and return to his parents. They must also deal
Legends of Anglerre (Cubicle 7) with the aggressive gang members.
Diaspora (VSCA Publishing) Epilogue – The next time the characters visit Caroline’s
To learn more about FATE visit the website: grave, they will see words being drawn in the dirt by an
unseen hand – ‚Thank you‛.
www.faterpg.com
The example set up and plot above illustrate a few
Free FATE requires the use of two six-sided dice
storytelling techniques. Firstly the player
(D6s) of different colours.
characters have a reason for knowing each other.
The GM has also given a motive for the player
What is Roleplaying? characters wanting to help; in this case it was
A roleplaying game is a means by which a group Alison’s professional interest in the supernatural
of friends can tell a story, a story in which all but and both characters’ empathy with Adam over the
one of them take on the mantle of the protagonists. loss of a loved one. Quite how obvious an
The other player acts as Games Master, or GM; she incentive needs to be will depend upon both the
creates the outline of the plot, describes the players and their characters.
scenery, plays the supporting characters, and Despite a fairly straightforward plot, quite how
arbitrates over the success or failure of the this story plays out depends upon the choices of
characters’ actions. The GM has a lot to do, but it the players. For example, how will the player
can be a very rewarding experience! characters find out who Adam is? They could ask
The players declare how their characters react to the vicar, speak with members of the congregation
the scenes presented by the GM and the story or search through the church’s records.
progresses through a verbal interaction between The Games Master will need to determine how
players and Games Master. successful the characters are in these endeavours,
Sarah is a Games Master and she has decided to run a using the Rules, common sense, and judgement of
modern day supernatural thriller. She has constructed the players’ roleplaying and choice of approach.
a simple plot outline, below, for her two players: More importantly the Games Master cannot be
David, portraying a brusque, recently widowed, sure that the players will follow the plot line at all.
police detective called Trevor Maples. As such she should plan some ways to get things
Maria; who is playing Alison Havers, a university back on track, or expect to improvise and let the
lecturer in the field of parapsychology. story evolve into something unexpected.
Maria and David previously agreed that Alison was a The important thing to remember is to have fun,
close friend of Trevor’s late wife, Caroline, and that being a Games Master and playing a character are
Trevor and Alison helped each other through their grief. things that improve with practice. Encourage each
other and provide constructive criticism to help
each other tell better and better stories.
3
‚Let the young’uns do the running‛
Character Creation Trained by Commander ‚Morse‛ Davidson.
Characters in Free FATE are composed of four Haunted by wife’s death in a hit & run accident.
main aspects, Concept, Aspects, Skills and Stunts. ‚A policeman’s notebook is his greatest weapon‛
However, a character only becomes more than a David asks his GM, Sarah, to choose his last Aspect
set of words and numbers when a player role- once the game has begun. Sarah agrees.
plays his personality.

Choose Skills
Create a Concept The next step in creating a character is to choose a
The first step in creating a character is to come up number of Skills and assign them a rating. Skills
with a concept, a few words or phrases that can represent both learned ability and also natural
describe the character’s personality and role. aptitudes and abilities.
Some examples of concepts could be ‚hard nosed Skills are given a descriptive and numeric rating
detective‛, ‚inquisitive, yet cowardly, con artist‛, or according to the following chart, known as the
even ‚a reclusive scientist with an alcohol problem‛. Ladder.
The concept should provide the player with an
Table – The Ladder
idea of the character’s motives, values and
behaviour. It should also help the player when Description Rating
choosing Aspects, Skills and Stunts. Legendary +8
Epic +7
Choose Aspects Fantastic +6
Aspects are an extension of the character concept Superb +5
that together paint a picture of who the character Great +4
is, what he’s connected to, and what’s important to Good +3
him (in contrast to the ‚what can he do‛ of Skills). Fair +2
Aspects are purely descriptive in nature and have
Average +1
no numerical rating. They can describe
Mediocre +0
relationships, beliefs, catchphrases, aptitudes, life
events, items or pretty much anything else. Poor -1
Some example Aspects are shown below Terrible -2
Always in the thick of it Abysmal -3
The death of his partner still haunts his dreams
Never without his trusty .45 A full list of Skills is provided in the Skills chapter
Aspects should reflect both positive and negative along with an explanation of what each does.
features of a character, as they can be used to help Skills should adhere to a pyramid type structure;
a character accomplish tasks, and also to limit a during character creation this means a player
character’s behaviour to his detriment (though the should select 1 Great, 2 Good, 3 Fair, and 4
player gets a Fate Point as compensation, see Average skills. All other Skills that a player does
Compelling Aspects on page 10). not select for his character are assumed to be at the
At character creation a player should select up to 8 default rating of Mediocre (+0).
Aspects to describe his character. If the GM agrees David now turns his attention to Skills for his detective,
the player may elect to define some of his Aspects who he has decided to call Trevor Maples.
during the game as personality quirks and David knows that he wants his character to have some
relationships get fleshed out. good investigation related Skills and a smattering of
For example, David is creating a character for a modern supporting Skills that would cover such things as
day supernatural campaign. His concept is ‚a brusque, forensic knowledge and combat abilities.
domineering, out of shape, detective who has been David chooses the following Skills and assigns the
recently widowed and has turned to drink‛. David ratings appropriately.
chooses the following Aspects: Great (+4): Investigation
Police Detective Inspector Good (+3): Contacting, Intimidation
‚I want results!‛ Fair (+2): Alertness, Leadership, Resolve
Slave to the demon drink Average (+1): Drive, Guns, Science, Stealth
4
The Composure Stress Track has 5 boxes which is
Choose Stunts increased if the character has a Resolve Skill above
Stunts are benefits, special abilities, specialisations Mediocre (+0).
or different ways to apply skills that characters
David notes that as he did not choose the Endurance
without the Stunt are unable to do. Stunts are
Skill for his character his Physical Stress Track has 5
described in more detail within the Stunts chapter.
boxes. Trevor Maples does however have a Fair Resolve
During character creation a player should choose skill and thus his Composure Track has 6 boxes.
four stunts that relate to his chosen skills. The GM
may allow a player to postpone the selection of Fate Points Refresh Rate
one or two Stunts until after the game has begun. Fate points give players the ability to take a little
David looks through the list of Stunts and selects the bit of control over the game, either by giving their
following to reflect his character’s status within the characters bonuses, or by taking over a small part
police and the abilities he has built up over his career: of the story. Fate points are described more fully
Concentration ‚Criminal Snitches‛: Gain a +1 in the Rules and Aspects chapters.
bonus to Contacting when gathering information A character begins each adventure with a number
about criminal activity in the city. of Fate Points equal to his Refresh Rate which is
Specialisation ‚Police Interrogation‛: Gain a +2 calculated at character creation as 10 minus the
bonus to Intimidation when interrogating a suspect number of Stunts the character has (so if all four
in an official police interview. stunts are selected at character creation, the
Refresh Rate would be 6).
Skill Switch ‚Surroundings Read‛: Roll
Investigation instead of Empathy to get a read on If a character finishes a scenario with more Fate
someone when speaking with them in their home, Points than their Refresh Rate, they keep these
workplace, car or favourite hangout. excess points to use in the next adventure.
Benefit ‚Police Backup‛: Can call on police officers Equipment
to provide physical backup. Backup will consist of
A player can choose a number of items of
either 6 Fair (+2) or 12 Average (+1) Minions.
equipment with a cost (the purchase Difficulty) of
Mediocre for every defined Aspect and Stunt his
Finishing Things Off character has.
In addition, a player can choose one item with a
Stress Tracks cost equal to his Resources skill rating, two items
A character has two Stress Tracks that measure at a cost of one less, three items at a cost of two less
how much physical and social ‚injury‛ he can and so forth down to items with an Average cost.
suffer before being ‚taken out‛ in a conflict.
Trevor Maples does not have the Resources Skill and so
The Physical Stress Track reflects the amount of David can only select 11 Mediocre cost items; for his 7
physical punishment a character can suffer, Aspects (one Aspect remains undefined) and 4 Stunts.
whether inflicted by punches, kicks, gun shots, a
Maria defined all 8 Aspects and 4 Stunts for her
fall or burns from a fire.
character Alison Havers, and also gave her a Good (+3)
The Physical Stress Track has 5 boxes which is Resources skill. Maria therefore can choose 12 Mediocre
increased if the character has an Endurance Skill cost items and an additional one item with a cost of
above Mediocre (+0). Good (+3), two items at a cost of Fair (+2) and three
Table - Stress Track Boxes items with a cost of Average (+1).
Skill Rating (Endurance or Resolve) Boxes
Character Creation Summary
Mediocre 5
1. Create a character concept
Average – Fair 6
2. Choose 8 Aspects
Good – Great 7 3. Choose 10 skills (1 Great, 2 Good, 3 Fair, and 4
Superb – Fantastic 8 Average)
4. Choose 4 Stunts
The Composure Stress Track reflects the amount of 5. Calculate Stress Tracks (5 boxes, more if
insults, embarrassment, temptation and self-doubt Endurance and / or Resolve Skills are chosen)
a character can suffer before they lose a social 6. Calculate Fate Point Refresh Rate (10 less
conflict, be it a debate, a negotiation, or a seduction number of Stunts chosen)
attempt.
7. Choose Equipment based upon Resources.

5
e.g. haggling may use the supporting character’s
Rules Resolve Skill rating as a Difficulty.
If the thug had been aware of Trevor the starting
Making a Test Difficulty would have been the thug’s Athletics skill.

Whenever a player wants his character to perform Roll the dice & modify the Skill
an action where the outcome is in doubt a Test is Once the Skill and the Difficulty have been
made pitting a character’s Skill against a Difficulty determined the player should roll two six-sided
chosen by the Games Master. dice (abbreviated as D6s) to reflect the role of
A Test is resolved in the following manner: random chance.
1. Determine the Skill to use One die should be designated as the Plus Die, the
2. Determine a Difficulty other designated as the Minus Die. When the dice
3. Roll the dice & modify the Skill Rating are rolled the player need only pay attention to the
die that rolled the lowest number.
4. Determine Success or Failure
If the lowest die result was on the Plus Die,
5. If successful, determine Effect
that number is added to the Skill Rating.
Determine the Skill to use If the lowest die result was on the Minus Die,
The GM should determine what Skill is that number is subtracted from the Skill.
appropriate to the task at hand, for example, If the two dice results are the same, there is no
Athletics to climb a wall, Rapport to charm lowest die, and the Skill goes unmodified.
someone, and Fists to swing a punch. The modified Skill rating is known as the Effort.
David is trying to shoot a thug who is assaulting his Effort = Skill +/- Lowest Die Result
friend Alison. The Games Master Sarah determines David rolls two D6s and gains a 4 on the Plus Die and
that this is a test using the Guns Skill. a 5 on the Minus Die. The lowest result is on the Plus
Determine a Difficulty Die, so that is added to his Guns Skill of Average (+1)
for a final Effort of +5; a Superb result on the Ladder.
The Games Master should gauge how difficult she
believes the task to be. Difficulties, like Skill Determine Success or Failure
ratings, are based upon the Ladder. The Effort should now be compared to the
Table – The Ladder Difficulty; if it equals or exceeds the Difficulty the
Description Rating character has succeeded, otherwise he has failed.
Legendary +8 David compares Trevor’s Effort of Superb (+5) to the
Difficulty of Fair (+2); Trevor has succeeded.
Epic +7
Fantastic +6 If successful, determine Effect
Superb +5 Sometimes it is not enough just to know that a
Great +4 character has succeeded; it can be important to
Good +3 know how well that character has succeeded.
The amount by which a character’s Effort exceeds
Fair +2
the Difficulty is known as the Effect and is
Average +1
measured in Shifts. The greater the Effect the more
Mediocre +0 successful the character has been.
Poor -1 Effect = Effort – Difficulty
Terrible -2 An Effect of zero shifts is barely a success; the
Abysmal -3 character has accomplished most of what was
hoped for, but not all. This usually means further
Sarah, judges that shooting the thug would normally be action is required to complete the task.
a Mediocre task as he is unaware of Trevor and thus Previously in the adventure, Trevor was forced to leap
unable to seek cover. However as the conflict takes place from one rooftop to another to escape a fire. David made
in a dark alley and Trevor does not want to accidentally an Athletics test and achieved a success with an Effect
shoot Alison, Sarah deems this a Fair (+2) Difficulty. of zero shifts. Sarah declared that Trevor barely jumped
For many tasks, the GM may use another the gap and is left hanging on by his fingertips. A
character’s Skill rating as the Difficulty Number, further Might Skill test was called for in order for
Trevor to pull himself up and out of danger.

6
Using Shifts Secondary Skill > Primary Skill = +1
Shifts may be spent to affect the outcome of a roll. Secondary Skill < Primary Skill = -1
Often, the GM will implicitly spend shifts in When the second Skill can only help the first,
accordance with the player’s description of his which is to say it can only provide a bonus, it
character’s actions. Sometimes, players may complements the Skill. A complementing Skill
explicitly spend shifts as well. never applies a -1, even if it’s lower than the
Basic uses for one shift include: primary Skill. This usually happens when the
Reduce time required: Move the time required character has the option of using the secondary
by one shift along the Time Increments table. Skill, but doesn’t have to bring it to bear.
Increase quality of outcome: Improve the If the secondary Skill comes into play only to hold
quality of the job by one step. the primary Skill back, it restricts the Skill,
Increase subtlety: Make the job harder to meaning it can only provide a penalty or nothing
detect by one. at all. A restricting Skill never applies a +1, even if
it’s higher than the primary Skill. Often Skills like
Inflict Stress: In a conflict, each shift on a
Endurance or Resolve are restrictive Skills – as you
successful attack inflicts one point of Stress.
get more tired, you won’t get better, but if you’re
Gain Spin (requires 3 shifts): See Spin below.
resolute, you may not get worse.
David determines the Effect of his character’s Guns test.
Modifies – Can provide a bonus or a penalty
Trevor’s Effort was Superb (+5) and the Difficulty was
Complements – Can only provide a bonus
Fair (+2), therefore the Effect is 3 shifts; as this was an
attack roll a base of 3 Stress is inflicted on the thug. Restricts – Can only impose a penalty

Spin
Spin is a special effect that occurs when a character
Contests
achieves an Effect of 3 shifts on a Test and doesn’t As mentioned previously, sometimes the Difficulty
use those shifts for any other purpose (e.g. of a task is based upon another character’s Skill
reducing the time taken, inflicting Stress etc). rating. When one skill opposes another in this
Normally Spin simply indicates that the character manner it is known as a Contest.
performed extremely well, perhaps gaining When a Contest occurs only one party should
admiring glances or special recognition. However, actually roll the dice and modify his character’s
in some cases, gaining Spin can result in an actual Skill rating, the opposing Skill is left unmodified
game effect. Specific effects are detailed elsewhere and acts as the Difficulty.
in these rules. If the Skill Test result only equals the Difficulty,
then the Contest is actually a tie; the guard hears a
Modifiers noise but doesn’t spot the sneaking character, the
Modifiers reflect circumstances that make a task characters come to a stalemate in negotiations, or
easier or more difficult to perform. Modifiers both characters grab the gun at the same time.
impact the test by adding to, or subtracting from,
Further tests or action may be necessary to
the Difficulty.
determine ultimate success or failure, e.g. the
For each complicating factor increase the Difficulty guard may investigate the source of the noise, new
by one shift up the Ladder, so a Fair (+2) task offerings may be made in the negotiations, or a tug
which is complicated by 3 factors becomes a of war begins over the gun.
Superb (+5) tasks to perform.
If the Test fails the opponent has won with an
In the example above, the darkness in the alley was one Effect equal to the number of shifts by which the
complicating factor and Trevor’s wish to avoid hitting Test failed.
Alison was another factor.
If a Contest is between a player character and a
Combining Skills supporting character, in nearly all circumstances it
should be the player who rolls the dice. This
Occasionally a secondary Skill will have an impact
allows the players to feel more in control of the
on the task at hand, for example trying to shoot a
fate of their characters, and also frees up the GM
gun (Guns Skill) whilst maintaining balance on a
from having to grab dice and roll them.
precipice (Athletics Skill).
Occasionally however it may be more appropriate
If the second Skill is of greater value than the first,
for the GM to make the test for the supporting
it grants a +1 bonus to the roll; if the second Skill is
characters, using the player character’s Skill rating
of a lesser value, it applies a -1 penalty to the roll.
as a Difficulty.

7
This may be useful when the act of asking for a Actual Time
dice roll may tip off the player that something is When the Test is made to determine the success or
up; for example asking for an Empathy test may failure of the task, the player can elect to spend
clue the player into the fact that the supporting any shifts of Effect to reduce the time. Each shift
character is deceiving him in some way. Secretly used in such a manner reduces the time taken by
rolling a Deceit test with a Difficulty of the player one increment on the table.
character’s Empathy may be a better option. Trevor Maples is conducting a police interview with a
Equally, it may be quicker to roll a single Stealth suspect. The GM, Sarah, has stated that such an
test for a supporting character and compare it to interview has a base time of an hour.
all the player characters’ Alertness Skill ratings, David rolls Trevor’s Intimidation skill to perform the
than have four or five players all rolling dice. interrogation and succeeds with an Effect of 2 shifts.
David elects to use both shifts to reduce the base time
Time Consuming Tasks from an hour to 15 minutes, but his Effect is now
effectively zero; he gets enough of a confession to follow
Certain tasks require an extended period of time to
a new lead, but not enough to charge the suspect.
perform; it can take minutes to crack open a safe
and weeks to write a computer program. Alternatively, if a character fails the test, the GM
may allow him to spend more time to complete the
Base Time task. The time taken is increased by one increment
If a Games Master feels a task requires longer than for every shift by which the character failed. This
a few instances to complete then she should assign cannot be used to increase the Effect.
the task a base time period in which it can be
accomplished. The table below lists appropriate
base times to assign to a particular task.
Fate Points
Fate Points allow a player to nudge fortune in his
Table – Time Increments
character’s favour. Spending a Fate Point can
Time Period
provide one of the following benefits:
Instant add +1 to the total of any dice roll.
A few moments to power a Stunt if it is particularly powerful.
Half a minute to make a minor narrative declaration, for
A minute example introducing an item into the scene
A few minutes that wasn’t described as previously being
15 minutes there, e.g. a fire extinguisher. The Games
Master has veto power over this.
Half an hour
Fate Points however can be used to achieve more
An hour
potent effects when used in combination with
A few hours Aspects; see the Aspects chapter, below, for more
An afternoon information.
A day
A few days
A week
A few weeks
A month
A few months
A season
Half a year
A year
A few years
A decade
A lifetime
Generations
Centuries

8
can make the less plausible more plausible, thus
Aspects allowing the player to ‚get away with‛ more.
Trevor is following up a rumour that a local journalist
Invoking Aspects managed to take some photos of a crime in progress, but
gets the brush off when making enquiries at the
As described previously, Aspects are descriptive newspaper’s office; it seems someone has threatened the
qualities of a character; however they can have a journalist and she is refusing to talk to anyone.
mechanical impact on a game as well. Whenever a
David asks Sarah to invoke his ‚Haunted by wife’s
player states that his character is performing some
death in a hit & run accident‛ Aspect to state that the
action that is very much in line with an Aspect, he
journalist was the one who covered the death of his wife,
may ‚invoke‛ that Aspect.
and that she had been sympathetic to him back then.
The player should ask the GM whether he can
Despite this not being part of Sarah’s original notes for
invoke the Aspect, explaining why he feels the
the scenario, she thinks it will be a nice tie-in to the
Aspect will have an impact on the situation. If the
character’s back story and allows it, asking David to
GM agrees, the player spends a Fate Point and can:
spend the Fate point. In return, Sarah role plays the
add +2 to the total of the related dice roll, journalist as recognising the police inspector and
...or... opening up a little because of their past relationship.
re-roll the dice again, taking the new result.
David’s character Trevor Maples is speaking with a Tagging Aspects
pathologist in the hopes of getting some leads from the
It is not just player characters who have Aspects,
corpse he and Alison discovered earlier, however the
supporting characters, items, locations and even
pathologist is being far from co-operative.
the scene itself can have Aspects too. These
David elects to have Trevor use his Good (+3)
Aspects can be invoked by a player just like his
Intimidation Skill to convince the pathologist that he
own character’s Aspects; this is known as
should give his corpse priority and work into the night
‚tagging‛ the Aspect.
if needed. Sarah the GM set the Difficulty at Average
Trevor has just interrupted a back room poker game at a
(+1), the pathologist’s Resolve Skill rating.
pub known to be the hangout of a suspect. Sarah
David rolls the dice and gets a 6 on the Plus Die, and a
describes how the poker players, all local ne’er-do-wells
4 on the Minus Die; as the Minus Die shows the lower
including the suspect look up worriedly, an atmosphere
of the two results David reduces the Skill Rating of
of nervous tension settling over the proceedings.
Good (+3) by 4 shifts to Poor (-1). Seeing the result,
David asks Sarah whether ‚atmosphere of nervous
David knows he will fail, so he looks to his character’s
tension‛ is an Aspect of the scene; thinking about it, she
Aspects to see if any are applicable.
says it is. David then asks whether he can spend a Fate
David turns to Sarah and asks whether he can invoke
Point to tag that Aspect for a Bonus when using
his ‚I want results!‛ Aspect, explaining that Trevor
Investigation to get a read on the suspect, Sarah agrees.
will have gained a reputation for making a person’s life
David plays out the use of his Skill Switch
a misery if they don’t produce the goods.
‚Surroundings Read‛ Stunt – ‚That’s quite a sum of
Sarah is convinced and David hands over a Fate Point,
money in the pot there Jimmy, and single malt Scotch,
stating that he will play it safe and take the +2 bonus,
not the blended stuff you usually drink? Come into
turning his Poor (-1) Effect into an Average (+1) Effect
some money recently?‛
and just scrape a success!
David rolls his Investigation Skill against a Difficulty
Invoking for Effect of Jimmy’s Deceit; with the bonus from tagging the
A player can also invoke an Aspect for effect, using scene aspect, he succeeds and Sarah reveals that Jimmy
it for a benefit that is not related to a dice roll or has the ‚Guilty conscience‛ Aspect.
Skill use at all. This costs a Fate point like any Instead of one of the usual benefits for invoking an
other invocation does. For example, a player could Aspect the GM may allow a player to Tag an
invoke an Aspect that describes a secret Aspect to use a different Skill to accomplish a task
organisation to declare that the group has a than he normally would. E.g. tagging a scene
chapter in town. Aspect of ‚Fear & Trepidation‛ may allow
This is subject to the same sort of restrictions as Intimidation to be used in a negotiation rather than
spending Fate points for minor declarations (see Rapport; rather than a charming negotiation it
page 8) but is more potent due to the focus of the becomes a set of bullying demands and threats!
Aspect. When an Aspect is part of a declaration, it

9
Tagging for Effect Compelling Aspects
Similar to the way in which a player may invoke
Just as players can tag a supporting character’s
his character’s Aspects for effect, so may he tag
Aspects to dictate the way in which he should
Aspects not belonging to the character for effect.
behave, so the GM tag the Aspects of a player
This is usually done to compel the way in which a character to compel him to act in a certain manner,
supporting character will act; this should be in usually to the character’s detriment. This is known
only general terms however, and cannot be used to as Compelling an Aspect.
dictate specific actions. As normal, the GM has the
Alternatively the GM may Compel a character’s
power to veto any suggestion. The victim of a Tag
Aspects to add a complication to the task at hand,
for Effect receives the Fate Point spent by the
force an automatic failure of an action, or even
tagging player character, as if it were a Compel.
introduce difficulties ‚off-screen‛ such as have a
Having learnt that Jimmy has the ‚Guilty conscience‛ loved one mentioned in an Aspect kidnapped!
Aspect, David asks the GM to tag that Aspect and
Though this may seem like a bad thing for a
compel Jimmy to try to get away when his character
player, a Compel can lead to interesting and
Trevor asks him to accompany him to the station.
exciting situations, but more importantly a player
David knows that Trevor has already called in backup who accepts a Compel receives a Fate Point.
and so Jimmy is unlikely to actually escape, but he
Accepting a Compel is the primary way for a
hopes that an attempt to flee will give him the excuse to
player to gain Fate Points, and as such it is wise to
arrest Jimmy and help prove his guilt.
make sure a character has a number of Aspects
Sarah agrees to the tag, however she informs David that that can easily be Compelled by the GM.
it is entirely up to her just how Jimmy tries to get away
Just as David requested, Sarah has the suspect Jimmy
– will he charge past Trevor to the door, try to crash
make a break for it, pushing over the table of cash and
through a window, or up end the table with the cash on
barging past Trevor. Knowing that he requested the
it hoping the confusion provides cover? The specifics are
police constables cover the back of the pub, David states
Sarah’s call.
that Trevor will give chase.
Sarah states she is Compelling Trevor’s ‚Let the
Introducing Aspects young’uns do the running‛ Aspect, stating that Trevor
Players can, through their character’s actions, will only have two exchanges to catch Jimmy before
discover Aspects that were previously hidden and having to give up wheezing and out of breath. David
even create new Aspects for a scene, location or accepts the Compel and receives a Fate Point.
person via a declaration or a manoeuvre in a
conflict.
Voluntary Compels
Sometimes it is the player, rather than the GM,
When this occurs the player should be awarded a
who identifies a situation where his character’s
free tag of that Aspect, i.e. he does not have to pay
Aspects may be compelled. In such cases the
a Fate Point to tag it for the first time.
player may bring this to the attention of the GM.
Such a free tag is subject to one key limitation; it
The GM can either agree and hand over a Fate
must occur immediately after the Aspect has been
point, or defer, offering a brief explanation.
brought into play. A minor delay is acceptable, but
not encouraged. This usually means that the free Refusing a Compel & Escalation
tag must be taken within the same scene that the If a player really does not want to accept the
Aspect was introduced. Compel, they can refuse it but doing so costs a Fate
In the example above, David discovered a previously Point rather than earning one.
hidden Aspect of Jimmy; ‚Guilty Conscience‛. When Rarely, in moments of high tension or drama, the
David attempted to tag it for effect Sarah allowed this to Games Master can choose to escalate a Compel.
occur without requiring David to spend a Fate Point. This is an optional rule, and should really only be
The player may pass his free tag to another used when the character getting compelled is
character if he so wishes. This can allow for one having a defining moment in his story.
character to set up an ally who is better positioned When a player refuses a Compel, the GM can elect
to take advantage of the newly revealed Aspect. to offer two Fate Points instead of one. If the player
For further information on exactly how accepts he spends no Fate Points and instead
Assessments & Declarations work see the Skills receives two. However if the player really does
chapter. Manoeuvres are explained in the not want to accept he can still refuse, but now it
Conflicts chapter on page 20. will cost him two Fate Points.

10
resulting from accepting the compel would make
What is a Good Aspect? for a more interesting and exciting story.

Thinking of Aspects that describe a character, can Trevor’s ‚I want results!‛ Aspect could be Compelled to
be easy, however creating Aspects that lend encourage David to have Trevor accept a suspect’s
themselves well to the mechanics of invocation, statement as true if it could lead to a quick arrest, even
tagging and compels is quite a bit trickier! though David knows it is likely a red herring and will
lead to trouble with a local crime boss if acted upon.
Aspects serve a number of purposes in a Free
FATE game and a good Aspect is one that fulfils Alternatively, the GM may agree with David’s self
most if not all of these needs. compel to have Trevor plant evidence to get a
conviction, on the understanding that it will come to
Is it a Hook? light at some point and Trevor will suffer because of it. .
Aspects should say something about how the If you’re struggling, to come up with Aspects that
character fits into the larger world. Such an Aspect can both be invoked and compelled then try to
can provide story hooks, be they supporting make sure that a character has at least some
characters, organisations or past events. Aspects that can be invoked and some that can be
David wants an Aspect that indicates that Trevor compelled; providing a balance overall.
Maples is well trained in deductive reasoning and
investigation. Rather than simply have an Aspect of
Make it Snappy & then Discuss
‚Investigator‛, or even ‚Trained investigator‛, he Aspects should be short, catchy phrases, not
chooses ‚Trained by Commander ‘Morse’ Davidson‛. paragraphs of text. However, the brevity of an
Aspect’s name means some things are left
The commander’s nickname is a reference to the
unspoken, so a player should discuss what they
fictional Oxford detective and suggests that Trevor was
feel an Aspect means with his GM.
mentored by the best and is a clever, observant and
intuitive investigator. But better still, it introduces a As Sarah was not familiar with the Morse novels and
supporting character that the GM can use to pull TV series, David needed to explain what he meant by
Trevor into a story, or that David can call upon by ‚Trained by Commander ‘Morse’ Davidson‛.
invoking his Aspect. Aspects are also a way that a player can explicitly
inform his GM of what he wants to see happen in
Can it be Invoked? the game; if the player picks an Aspect like ‘Death-
In order to see whether an Aspect will likely see Defying’ then he is telling the GM to put his
use in a Free FATE game, you should try to think character into death defying situations.
of at least two or three different ways it could be The GM should pay close attention to the Aspects
invoked to provide a benefit to the character? of his players’ characters, as they will inform her of
If you are struggling to come up with more than the type of adventure she should be creating.
one, the Aspect may be too narrowly focused.
‚Slave to the demon drink‛ would seem to be largely a
Sample Aspects
weakness, but David could invoke it to explain Trevor Always in a rush
having a bottle of whisky in his pocket to use as a bribe, ‚But it works for me!‛
or to create a Molotov cocktail. Curiosity killed the cat
It could also be invoked to enhance a Contacting Test ‚Don’t I know you from somewhere?‛
stating that Trevor knows all the pubs and bars in the First on the scene
area, and which miscreants frequent each one. Equally, Girl in every port
this Aspect could enhance a Stealth Test to remain
Heart of Gold
undetected when observing an illicit meet in a bar.
Lying comes easy
Can it be Compelled? Never trusts a man who won’t look him in the eye
A good Aspect is often a double edged sword; a Odd coincidences
benefit in some circumstances, and a hindrance in ‚Paparazzi dog my every step‛
others. This allows Fate Points to be earned as Quiet as a mouse
well as providing the opportunity to spend them.
Reckless Fun Lover
Like invocations you should be able to think of a
Something to prove
few different ways in which the Aspect could be
compelled in such a way that the consequences ‚We need more! Much more...and bigger!‛

11
Assessments as Declarations
Skills If the GM is amenable, an Assessment may also
Skills reflect both natural aptitudes and learned allow a player character to ‚discover‛ an element
abilities. Skills are rated on the Ladder as that the GM hadn’t even thought of previously. In
described in the Rules chapter, above. this manner the Assessment works like a
Declaration (see below) with the player stating that
Skill List his character has identified a weakness, Aspect or
other feature. The GM sets a Difficulty for the Skill
Academics Intimidation roll to see if the character was correct in his
Alertness Investigation Assessment, or whether he was mistaken. If the
Art Leadership roll fails, the GM may wish to impose a temporary
Athletics Might Aspect on the assessing character to reflect this, for
Burglary Mysteries example ‚Mistakenly believes the security cameras
to have a blind spot‛.
Contacting Pilot
Deceit Rapport
Drive Resolve
Declarations
Empathy Resources A Declaration allows a player to use his character’s
Skills to introduce entirely new facts and Aspects
Endurance Science
into play by making a statement and testing to see
Engineering Sleight of Hand
whether it is true. Declarations are often, but not
Fists Stealth exclusively, the domain of knowledge Skills such
Gambling Survival as Academics, Art, Mysteries and Science.
Guns Weapons Unlike Assessments, a Declaration takes no in-
game time to perform as they represent a character
Assessments recalling previously learnt knowledge.
Maria’s character Alison Havers is helping Trevor
Certain Skills allow characters to observe, study
Maples investigate the death of noted psychic and artist
and interact with people and locations in order to
Ray Bremmond. When reviewing the crime scene
discover useful information about them. Using a
Trevor inspects the deceased’s latest painting and asks
Skill in this manner is known as an Assessment
Alison whether there is anything special about his work.
and usually requires anywhere from a few minutes
to a few days. Maria asks the GM to make a Declaration using her
Average (+1) Art skill stating that Ray Bremmond
Assessments can even be used to uncover
always included Veronese green somewhere in the lower
previously hidden Aspects of a character or locale.
left corner of his paintings as a secondary signature.
Trevor’s ex-con associate Mickey is helping him
The Difficulty for a declaration should be based on
investigate a factory from which a number of people
how interesting the proposed fact or Aspect is.
have disappeared. Mickey’s player Joe asks the GM to
Ideas which would disrupt the game or are just
use his Burglary Skill to ‚case‛ the factory. Sarah the
unreasonable should simply be vetoed.
GM sets a Difficulty and Joe makes the Burglary Test,
succeeding. For reasonable suggestions, these are the questions
to ask when determining Difficulty:
Sarah reveals that the factory has an Aspect of ‚Poorly
maintained fencing‛, an Aspect that could be tagged 1. Is the declaration interesting or funny?
(free of charge) in the immediately following scene to aid 2. Will the declaration have interesting
an Athletics Skill test to enter the factory grounds. consequences if it’s acted upon but is wrong?
The Difficulty for the Skill roll to determine 3. Does the declaration propose a specific and
whether an Assessment is successful is set by the interesting or heroic course of action?
GM. For locations and items, a default Good (+3) Each ‚no‛ adds 2 to a base difficulty of Mediocre.
Difficulty will allow characters to successfully Sarah the GM thinks this is a reasonable declaration
make an Assessment, though this may be and asks herself the three questions. The idea of a
increased if special efforts have been taken to secondary signature is interesting, and if the declaration
conceal the Aspects, features and flaws. is wrong but believed to be true, Alison and Trevor may
For Assessments that focus on other characters, the declare a number of Bremmond’s paintings to be
Difficulty will often be set by that character’s forgeries – potentially embarrassing and also creating
appropriate Skill rating, e.g. Deceit or Resolve. some red herrings!

12
However the declaration would not prompt a particular Alison has the Mysteries Skill at Great (+4), but
course of action and so Sarah sets the Difficulty at Fair unfortunately Maria rolls a 5 on the Plus Die and a 2
(+2) for a ‚no‛ to question three. on the Minus Die, meaning her Effort is only Fair (+2).
Maria succeeds at the test and her Declaration is now a Sarah tells Maria that Alison is unable to identify the
fact within the game; something that can be used to help symbol. Maria therefore elects to return to her
authenticate Bremmond’s paintings. university Arcane Library (which luckily is of a Superb
Often a Declaration can be used to assign a new quality) to search for the answer.
Aspect to an item or scene, when this occurs the As Maria failed the Test by 3 shifts – Superb (+5)
declaring character gets one free tag of the Aspect. Difficulty less the Fair (+2) Effort – it will take Alison
Maria asks Sarah whether ‚Signed with Veronese an hour to find the answer.
green‛ can be an Aspect of all of Bremmond’s paintings
and Sarah agrees. Skill Descriptions
Academics
Knowledge Tests Academics measures a character’s ‚book
When a player wants to see if his character knows learning‛; any knowledge that would not explicitly
about a certain topic or area of study then a test fall under Science, Mysteries, or Art.
can be made using an appropriate skill e.g. Academics is often used to make Assessments
Academics to recall details of an historical battle, (page 12) and perform Declarations (see page 12).
whilst Guns might be used to identify a particular In addition, Academics covers knowledge of other
firearm and who manufactures it. languages; each step above Mediocre gives the
The Knowledge Difficulty table can be used as a character knowledge of one extra language.
guide to assign a Difficulty to the task. The greater
Alertness
the Effect, the more detailed the knowledge the
character has about the subject. Alertness is a measure of the character’s passive
awareness, his ability to stay on his toes and react
Table - Knowledge Difficult to sudden changes in his environment. Alertness
Obscurity Difficulty is also the basis for initiative in a physical conflict.
Common knowledge Average (+1) to Active searching falls under Investigation Skill.
Good (+3)
Art
Expert knowledge Great (+4) Art measures the character’s overall artistic ability,
Leading expert knowledge Superb (+5) covering the gamut of endeavours, from painting
Known only to one or two Fantastic (+6) to dance to music. This includes knowledge,
people in the world composition, and performance. Art can also be
Lost knowledge Epic (+7) used to perform Declarations (see page 12).
Athletics
Research Athletics measures the character’s general physical
capability, excepting raw power, (which is Might)
If a character fails a Knowledge Test, he can spend
and long term endurance (which is Endurance).
time researching or experimenting to find the
Athletics covers running, jumping, climbing and
answer as long as he has access to a good library or
swimming. It determines movement and acts as a
laboratory in some form. The amount by which the
defensive Skill in physical conflicts.
knowledge Skill Test failed is the length of time in
time periods (page 8) required to find the answer, Burglary
beginning at ‚15 minutes‛. Burglary represents the ability to overcome
The Quality of the library or laboratory determines security systems, from alarms to locks. Burglary
the hardest possible question that can be answered also includes knowledge of those systems and the
within it; so if the Knowledge Skill Test had a ability to assess them (see Assessments, above).
Difficulty of Good (+3) then a Good library or Contacting
better is required.
Contacting is the ability to find things out from
Alison Havers is attempting to identify an occult people. A character may know a guy, who knows
symbol left on the body of a murder victim. Sarah the a guy, or maybe he just knows the right questions
GM asks Maria to make a Mysteries Skill Test for her to ask. Whatever his methods, he can gather
character, setting the Difficulty at Superb (+5). information by asking around.

13
Deceit require a Workshop (see page 37) with a Quality
Deceit is the ability to hide the truth and convey Rating equal to the Difficulty of the repair minus 2.
falsehoods convincingly. Deceit can be used to fast Rules for creating items can be found on page 37.
talk a security guard, carry out elaborate
Fists
confidence schemes or create simple disguises that
Fists represents a character’s ability to fight and
can withstand casual inspection (but not close
defend himself whilst unarmed. Despite the name,
scrutiny, i.e. any use of the Investigation Skill).
this Skill can be used for kicks, headbutts and bites
Deceit is often opposed by Empathy, Alertness or
as well as the use of bare hands. Fists is used in
Investigation. Deceit (modified by Rapport) can
Physical Conflicts.
itself be used to oppose the use of Empathy to get
a read on a character (in place of straight Rapport). Gambling
Gambling is the knowledge of how to gamble and
Drive
moreover, how to win when gambling. It also
Drive is the ability to operate a ground or water
includes knowledge of secondary things like
based vehicle, be it a car, hovercraft, boat or
bookmaking and risk taking.
submersible. It is often used in chases (page 31).
Finding a game to sit in on can simply be a matter
Empathy of going to a casino; private games require a
This is the ability to understand what other people Contacting Test to find. The stakes of a game are
are thinking and feeling. It can be used to spot a assigned a rating on the Ladder, this is the
liar or help tell someone what they want to hear. Difficulty for the Gambling Test.
Empathy is usable as a defense against Deceit, and If the Gambling Test is successful, and the stake is
is the basis for initiative in a social conflict. cash or easily liquidated assets, the gambler gets to
Finally, Empathy can be used to get a ‚read‛ on make a single Resources Test using the rating of
someone by performing an Assessment (see above) the stake rather than his own Resources Skill.
using a target character’s Rapport as the Difficulty. If the Gambling Test fails, the gambler must make
Endurance a Resources Test with a Difficulty of the stakes. If
Endurance is the ability to keep performing this succeeds, the gambler can pay his dues,
physical activity despite fatigue or injury. It’s a otherwise he is in debt preventing him from
measure of the body’s resistance to shock and gambling any more until he can make payment.
effort. In addition to fatigue, Endurance measures Guns
how well a character shrugs off poisons and Guns is used to shoot any type of personal weapon
disease. Finally, Endurance determines the that fires at range from bows to pistols to
number of boxes on a character’s Physical Stress automatic rifles. Guns is used in Physical
track (see Stress Tracks, in Character Creation). Conflicts.
Engineering Intimidation
Engineering is the understanding of how Intimidation is the Skill of unsettling and
machinery works, for purposes of building, sometimes outright scaring another person
repairing and even sabotaging it. Engineering is through physical threats of violence or more subtle
often complemented by the Science Skill (see psychological means. This is also the Skill to use
Combining Skills, page 7). for interrogation. Using Intimidation is often a
Table – Repair Times blatant social attack, which someone can defend
Repair Undertaken Time Period against with their Resolve.
Remove all Stress A few hours Investigation
Remove a Minor Consequence A few hours Investigation is the ability to look for things and,
Remove a Major Consequence A day hopefully, find them. This is the Skill used when
the character is actively looking for something,
Remove a Severe Consequence A week
such as searching a crime scene or trying to spot a
hidden enemy.
Engineering can be used to repair devices, given
the right tools and enough time (see the table It is also useful for eavesdropping or any other
above). The GM should set the Difficulty for the activity where someone is trying to observe
Engineering roll, if in doubt use the highest value something over a period of time. When looking for
of the device, or its Resources cost. Repairs also deep patterns and hidden flaws, Investigation may
be used to make Assessments.

14
Leadership example in combat, Might may complement Fists
Leadership is a multi-faceted Skill. A good leader and Weapons if force is a very significant element.
knows how to direct and inspire people, but he Furthermore, a successful manoeuvre may allow a
also understands how to run an organization. As character to begin grappling with his foe, allowing
such, the Leadership Skill covers acts of both Might to be used instead of Fists.
types, from inspiring comrades to make one last
Mysteries
push on a battlefield, to navigating the maze of
Mysteries is knowledge of the supernatural, the
bureaucracy of a corporation.
occult and psychic phenomena. It covers
Might everything from experience with hypnosis
This is a measure of pure physical power, be it raw techniques to a sense that there is something else
strength or simply the knowledge of how to use beyond the material world.
the strength one has. Mysteries is often used to perform Declarations
Table – Breaking Things (see page 12). In certain circumstances the GM may
Difficulty Description allow Mysteries to be used to make Assessments
(page 12) to discover hidden Aspects of a locale or
Mediocre (+0) Paper or glass.
person (by reading an ‚aura‛ for example).
Average (+1) Flimsy wood.
A GM may allow a Mysteries Test as she would an
Fair (+2) Cheap wood, bamboo, some Alertness Test, to notice strange and mysterious
light plastics. things, in effect it is a sixth sense.
Good (+3) Non-reinforced wooden board, A Mysteries Test with a Difficulty of a willing
an interior door. participant’s Resolve Skill will allow the character
Great (+4) Strong wood, hardwood to put the participant into a hypnotic trance. This
boards, exterior door. can be used to help the participant recall
Superb (+5) Reinforced wood, heavy door memories, calm them down, or help them
Fantastic (+6) Security door remember information.
Epic (+7) Bending prison bars If appropriate, Mysteries may be used like the
Engineering Skill to create and repair arcane and
Legendary (+8) Safe of bank vault door
magical items. Rules for creating items can be
found on page 37.
A character can carry a default amount of weight
as shown on the table below. If carrying more
Pilot
than this, for each step heavier the character takes Pilot is the ability to fly aircraft, whether they be
a -1 penalty on all other physical action up to a propeller fighter planes, helicopters, or commercial
maximum of a -4 penalty (up to four steps higher). jet airliners. It is most often used in chases (see
Chases on page 31).
A Might Skill Test with a Difficulty of his own
Might will allow a character to push himself into a Rapport
category five steps higher for a total -5 penalty. Rapport is the ability to talk with people in a
Table – Lifting friendly fashion and make a good impression, and
perhaps convince them to see one’s side of things.
Might Carry (lbs)
Any time a character wants to communicate
Mediocre (+0) 5
without an implicit threat, this is the Skill to use,
Average (+1) 10 which makes it appropriate for interviewing.
Fair (+2) 50 Rapport is the fallback social Skill. While Empathy,
Good (+3) 100 Deceit, and Intimidation are fairly specific in their
Great (+4) 150 applications, Rapport is the catchall that covers
Superb (+5) 200 everything else.

Fantastic (+6) 250 Resolve


Epic (+7) 300 Resolve is a measure of a character’s self-mastery,
his courage and willpower. It’s an indicator of
Legendary (+8) 350
coolness under fire and also represents the drive
not to quit. It can play a key part in efforts to resist
Might may be used indirectly as well, to modify, torture or strange powers.
complement, or restrict some Skill uses, for

15
Resolve is almost always rolled in response to Stealth
something, rather than on its own. Its primary role This is the ability to remain unseen and unheard.
is as defence against most kinds of social Directly opposed by Alertness or Investigation,
manipulation or distraction. this ability covers everything from skulking in the
Finally, Resolve determines the number of boxes shadows to hiding behind a door.
on a character’s Composure Stress track (see Stress Environmental conditions can greatly affect the
Tracks, in Character Creation). ability to use Stealth, the table below suggests
Resources some modifiers to apply to the Stealth Skill roll.
Resources is a measure of available wealth, the Table – Stealth Skill Modifiers
specific form this takes, from a family trust fund to Modifier Environment
a well invested portfolio, can vary from character +4 Pitch black, no visibility
to character (and may be indicated and enhanced
+2 Dark, smoke, thick fog, no clear line of
by their Aspects).
sight, greatly diminished visibility
Resources is used to determine starting equipment
0 Dim lighting, cluttered line of sight.
(page 5) and can be used to purchase items. The
-2 Good Lighting, clear line of sight
cost of items is measured as a purchase Difficulty
on the ladder and many items are detailed in the -4 Bright lighting, clear area
Equipment chapter.
A character can buy reasonable quantities of Survival
anything of a value less than his Resources without
Survival is a very broad Skill covering virtually
worrying about it. For items greater than or equal
every sort of outdoor activity from wilderness
to his Resources, the player needs to roll against
survival to animal handling and riding.
the cost of the item. If successful, the character can
For determining whether a character is able to
afford the item; if not, he can’t. Characters can only
survive in an environment, the GM should set a
make one Resources roll per scene.
Difficulty appropriate to the harshness of the
When a character is in a place where he can’t draw
environment; success allows the character to
upon his usual resources, the GM may increase the
survive. If required the character can also help a
Difficulty of making a purchase – anywhere from
number of other characters equal to the Effect to
+1 for a modest amount of red tape, to a +4 if the
survive as well.
character is limited solely to the already-converted
When handling animals Survival is often used in a
local currency he happens to have in his pockets.
Contest against the animal’s Resolve.
Science A successful Survival Test against a Mediocre (+0)
Science holds the promise of revealing all of Difficulty allows for a hide to be built that allows
nature’s secrets. This Skill represents a broad Survival to complement Stealth whilst in it. The
knowledge of scientific method, and includes the hide lasts for one day, plus a number of extra days
field of computers (including hacking) and equal to the Effect.
medicine.
Weapons
Science is often used to make Declarations (see
This is the Skill for fighting with weapons,
page 12). In certain circumstances the GM may
including swords, knives, axes, clubs and whips.
allow Science to be used to make Assessments
The Weapons Skill also covers the ability to throw
(page 12).
small handheld weapons up to one zone away, or
Sleight of Hand to use weapons (like a whip) with unusually long
This Skill covers fine, dexterous activities like stage reach to attack adjacent zones, so a character
magic, pick pocketing, and replacing an idol with a would use this Skill to be a good knife fighter and
bag of sand without tripping a trap. While knife thrower.
Athletics is appropriate for gross physical As a combat Skill, Weapons inherently carries the
activities, most things requiring manual speed and ability to defend oneself in a fight and as such,
precision falls under this Skill (that said, if you’re may be rolled for defence.
picking a lock, use Burglary).
Using Sleight of Hand is usually a contest against a
target’s Alertness Skill, if the target is on guard
they gain a +2 bonus, however a distraction can
negate this.
16
wielding a particular type of sword, for example a
Stunts katana.
Stunts exist to provide guaranteed situational If the character also has a concentration stunt that
benefits, special abilities and even minor powers, overlaps with this specialisation, only apply the +2
under particular circumstances. bonus from the specialisation.
A Stunt may grant a character the ability to use a David also created a specialisation stunt for his
Skill under unusual circumstances, such as using it character called ‚Police Interrogation‛. Trevor gains a
in a broader array of situations, substituting it for +2 bonus to the Intimidation Skill when interrogating a
another Skill, or using it in a complementary suspect in an official police interview.
fashion to another Skill. A Stunt might allow a David and Sarah agree that this means an interview in
character to gain an effect roughly equal to two a police station interview room, with another police
shifts, when used in a specific way, or otherwise officer present and the interview being recorded.
grant other small effects. Put more simply, Stunts
allow the usual rules about Skills to be broken – or
Skill Switch
at least bent. A skill switch stunt allows a character to use one
Skill in place of another when performing a
Games Masters, and players under GM
particular task. The scope of such use is similar to
supervision, are encouraged to create their own
that of a concentration stunt.
Stunts to fit their game. To help with this process
Free Fate suggests four templates for Stunts. These For example, a skill switch stunt may allow the
templates provide guidelines on how to create Athletics Skill to be used instead of Survival to ride
distinct and balanced Stunts. Players and GMs are horses and other mounts.
encouraged to give a name to a particular David and Sarah devised the skill switch stunt
implementation of a template for ease of reference. ‚Surroundings Read‛, which allows the Investigation
By doing this, it is possible to build up an Skill to be used instead of Empathy to get a read on
extensive list of different Stunts. someone when speaking with them in their home,
workplace, car or favourite hangout. If trying to assess
someone away from those environments David will need
Stunt Templates to use Trevor’s Empathy Skill; which defaults to
Concentration Mediocre (+0).
A concentration stunt provides a character with a Benefit
+1 bonus to a particular Skill when using that Skill
A benefit stunt is the catchall category for any
in a particular manner. The scope of this use is
other stunt that doesn’t conform to the previous
quite broad (but does not cover all uses of the
three templates. Benefit stunts can provide a
skill).
character with access to resources, equipment,
For example, a concentration stunt for the special abilities and other qualities.
Weapons skill could be when wielding bladed
When creating benefit stunts some will appear
weapons – be they swords, knives or axes. A
more powerful than others, if the GM and players
character would gain a +1 bonus to Weapons Skill
are happy to have such stunts available, then they
Tests when using such a weapon, but not when
should feel free to incorporate them into their
using clubs, staffs or whips.
game.
When David was creating his character Trevor Maples
However, if such imbalance is not desired, there
he and Sarah his GM created a Concentration Stunt
are a few methods to limit the power such benefit
that they called ‚Criminal Snitches‛. Trevor gains a +1
stunts may have, so that they are in line with other
bonus to the Contacting Skill when gathering
benefit stunts.
information about criminal activity in the city. This
bonus is not gained when using Contacting to learn Fate Point Expenditure
about any other subjects (e.g. political funding sources, One simple manner to limit any possible abuse of a
which actor is secretly seeing that new pop star etc). powerful stunt is to require the player spend a Fate
Point in order to gain access to the stunt’s benefit.
Specialisation Joe wants to create a Stunt that lets his ex-con character
A specialisation stunt provides a character with a Mickey act first in every exchange of a conflict. Sarah
+2 bonus when using a Skill in a very specific way. finds this too overpowering, however requiring a Fate
For example, a specialisation stunt for the Point to be spent each exchange provides a more
Weapons skill could apply when a character is balanced stunt, one which Joe calls ‚I’m on Top of it!‛

17
Pre-requisites Uses per Session
Some Stunts may have prerequisites in the form of A third way of limiting the power of a benefit
other Stunts that have to be gained before the stunt is to impose a restriction on the number of
benefit stunt can be used. This makes the more times it can be used per game session.
powerful stunt more difficult to obtain, and any
Joe’s character Mickey is also a gambler, and Joe
character who does meet the pre-requisites has
suggests a stunt that will allow him to use Mickey’s
shown a particular degree of focus on one concept
Gambling Skill instead of Resources to make purchases.
that may leave weaknesses in other areas. Thus,
Joe argues that this represents the winnings his
the powerful stunt is more balanced against stunts
character accumulates in games of chance ‚off screen‛.
that any character can take.
This initially sounds like a Skill Switch stunt to Sarah,
Joe is really focused on making his character Mickey
except for the fact that Joe hasn’t suggested a reduced
able to act first in a conflict and suggests another stunt
scope in which the switch can occur; Joe wants to be able
that provides a +1 bonus to his Alertness Skill Rating
to use Gambling all the time instead of Resources.
when determining initiative in a physical conflict.
Knowing Joe has already assigned Mickey a Great (+4)
Sarah thinks this is reasonable as it is effectively just a
Gambling Skill and has a number of gambling related
Concentration stunt.
Aspects he could invoke to gain further bonuses, Sarah
However, Joe wants to be able to take the stunt multiple
is reluctant to allow this stunt without a severe
times with the bonuses stacking with one another.
restriction. She states Joe can have the stunt but it can
Sarah thinks that this may be too powerful, but not
only be used once per game session, explaining that
wanting to say no, she allows it but enforces a pre-
even with this limit Mickey will likely be able to buy
requisite. In order to take this new stunt (which Joe
something with a cost of Great every session. Joe
calls ‚Ready for Anything‛) a character will need the
accepts and names the stunt simply ‚Winnings‛.
‚I’m on Top of it!‛ stunt. Sarah reasons that at least
this means a character will have one less stunt available Combined Limits
to use to take ‚Ready for Anything‛. Some especially powerful stunts may still seem too
Joe happily agrees and uses up three of his character’s imbalanced even with one of the above
stunts to take ‚I’m on Top of it!‛ and two instances of restrictions. In these instances more than one type
‚Ready for Anything‛. of restriction may be needed in order to balance
It is also possible to have pre-requisites in the form the stunt.
of Aspects rather than other stunts. This ensures In a previous FATE game Maria played a burly soldier,
there is always a particular aspect to compel in able to suffer a lot of punishment. In addition to having
exchange for taking the stunt. a high Endurance Skill, Maria created the ‚One Hit to
David suggests to Sarah a stunt that will allow his the Body‛ stunt that allowed her character to pay a Fate
character to call upon a number of police officer point and ignore the effects of one attack per game
Minions (see page 27) to act as backup. session. Maria found this stunt extremely useful
despite the two restrictions and saved it to avoid attacks
Sarah has previously used a stunt called Minions that
where an enemy got an especially lucky shot in with a
provides either 6 Fair or 12 Average Minions (see
powerful weapon.
Appendix A) however she feels David’s suggestion is
different in that these Minions will have official Sample Benefit Stunts
authority to enforce the law. A number of sample Benefit Stunts are provided in
Sarah states that such a stunt requires the character to Appendix A; these can be used by players and
have an Aspect that identifies him as an active member GMs when creating characters.
of the police (or other security service). This will allow
her as GM to compel the Aspect to sometimes make the
backup unavailable, and also to ensure the character has
some motivation to use the backup responsibly.
David agrees to the pre-requisite and names the benefit
stunt ‚Police Backup‛.

18
Begin Exchanges
Conflicts An exchange is a variable period of time during
The stories often include moments of intense which all characters involved in the conflict get to
action and social interaction, times when the act. Actions occur in order of initiative as
insults and lead starts flying or swords start determined in the previous step.
swinging whilst wits are challenged. In turn, each player (or the GM for supporting
characters) announces the action his character is
Running Conflicts going to take. This action is usually either an:
Attack – an attempt to directly inflict Stress
Once a conflict begins, the GM should regulate the
and / or Consequence onto an opponent, or
flow of the action using the following pattern.
Manoeuvre – an attempt to change the
1. Frame the scene
situation in some way, affecting the
2. Establish initiative
environment or other people, but not in a way
3. Begin exchange that directly harms them
a. Take actions Once the action is declared, the GM and player
b. Resolve actions resolve the action according to the rules described
c. Begin a new exchange previously and guidance given below.
Once the action has been resolved the next
Framing the Scene
character gets to act. Once all actions have been
The GM briefly describes the location in which the taken a new exchange is started.
conflict occurs, declaring any obvious Aspects of
the scene. If the scene takes place in a broad area,
the GM declares the zones the scene will cover, Attacks
and in which zone each character begins. An attack is an attempt to force the attacker’s
The GM should also determine whether any agenda on a target, by attempting to injure them,
participants begin the conflict surprised (e.g. by bullying them, or by some other means.
failing an Alertness Test to spot an ambusher). A An attack is resolved as a contest, with the player
surprised character’s first Defence is considered to rolling his character’s attack Skill against a
be only Mediocre (+0). Difficulty equal to the supporting character’s Skill
used in defence, or the player rolling his
Zones
character’s defence Skill against a Difficulty equal
Zones are loosely defined areas that help
to the opponent’s attack Skill, depending upon
adjudicate which characters may interact with each
whether the player character is attacking or being
other. Generally, people in the same zone can
attacked. If for some reason a player character is
touch each other; people one zone apart can throw
attacking a player character, only the attacking
things at each other, and people two (and
character’s Skill is rolled.
sometimes three) zones apart can shoot each other.
Not all attacks are necessarily violent. An attempt
Moving from one zone to another may be
to persuade or distract someone is also a sort of
relatively simple; however sometimes there are
attack. When determining whether or not the
barriers to moving between zones – walls,
attack rules apply, simply look for two characters
staircases, chasms, doorways etc – that require a
in conflict, an agenda (or ‚want‛) pushed by the
character use a bit more effort to move zones.
acting character, and the target or obstacle to that
Establish Initiative agenda, the defending (or ‚responding‛) character.
The order of characters’ actions is determined at The Skills used to attack and defend depend on the
the beginning of the conflict, with characters acting nature of the attacker’s agenda.
from highest to lowest Alertness Skill (for physical Table – Attack and Defence Skills
conflicts) or Empathy (for social conflicts). Purpose Attack Skill Defence Skill
Ties in initiative are resolved in favour of Wound Fists, Guns, or Fists, Athletics, or
characters with a higher Resolve. Any remaining or kill Weapons Weapons
ties are in favour of the player characters (if a tie is
Deceive Deceit Resolve or Empathy
between a player character and a supporting
Scare Intimidation Resolve
character), or the player closest to the GM’s right
(if the tie is between player characters). Charm Rapport Resolve or Deceit
The initiative order is used for the entire conflict.
19
A successful attack inflicts an amount of Stress on A manoeuvre can also target an opponent, and, if
its target equal to the number of Shifts on the successful, place a temporary Aspect on him. The
attack (the amount by which the attack skill opponent can either accept the temporary Aspect,
exceeded the Difficulty, or the amount by which or spend a Fate point to avoid accepting it.
the Defense skill failed by) plus any weapon Stress Introducing an Aspect by performing a manoeuvre
bonus and less any Stress reduction due to armour. provides one free tag of that Aspect as described in
As described on page 7, David’s character Trevor shot a Introducing Aspects, page 10.
thug and achieved 3 shifts on the attack roll. The thug Maria asks Sarah the GM whether there is anything
suffers a base of 3 points of Stress plus the bonus from within reach that Alison can throw into the thugs eyes,
the weapon (+2 for a handgun) for a total of 5 Stress Sarah’s reply is ‚You tell me!‛
points. As this was a physical attack this Stress is Taking the hint, Maria spends a Fate Point to make a
marked off against the thug’s Physical Stress Track. minor narrative declaration (see Fate Points, page 8)
Defence and Spin and states that a half empty pot of paint sits on the wall
If a character who is defending against an attack directly behind where Alison is standing.
achieves an Effect of 3 or more shifts he gains Maria states that Alison grabs the pot and throws the
‚Spin‛. Spin provides a +1 bonus or -1 penalty to contents at the thug. Sarah believes that this is a
the very next test made by anyone in the conflict. manoeuvre rather than a direct attack even though
The only qualifier for using Spin is that the player Maria will be rolling her Mediocre (+0) Weapons Skill
must explain how his character was able to help or against the Thug’s Average (+1) Athletics Skill.
hinder, even if it’s just as simple as shouting some Sarah further states that grabbing the paint pot is a
encouragement or providing a distraction. A supplemental action (see below) and therefore Maria’s
player might not always be able to justify using Test suffers a -1 penalty, however this is cancelled out
Spin. Spin that isn’t used on the next action simply by the Spin bonus gained previously.
goes away. Maria rolls well for an Effort of Fair (+2), a success!
Carrying on from the example above, Sarah the GM has Maria declares that the thug now has the temporary
the thug try to grab Maria’s character Alison to use as a Aspect of ‚Blinded‛.
shield against any further attacks by Trevor. Temporary Aspects
Sarah states that this will be an attack using the thug’s Temporary Aspects that result from manoeuvres
Fair (+2) Fists Skill. Maria elects to have Alison try to are usually ‚fragile‛. A fragile Aspect exists for
duck out of the reach of the thug by using her Average only a single tag and / or may be cleared away by a
(+1) Athletics Skill. Maria rolls the dice, resulting in a simple change of circumstances. Consider
4 on the Plus Die and a 5 on the Minus Die. someone who uses a manoeuvre to take aim at a
Maria applies the Plus Die result to increase her target, placing an ‚In My Sights‛ Aspect on the
Average (+1) Skill Rating for a Superb (+5) Effort. This target. Once the shot’s taken, the aim goes away –
exceeds the thugs Fists Skill by 3 shifts and so Alison this is clearly fragile. But it could get lost even
dodges the thug’s grasp and gains Spin. As it is before the first shot, if the character who (likely
Alison’s action next Maria elects to take the +1 bonus to unwittingly) has the Aspect on him manages to
Alison’s action. break line of sight or move significantly.
Some Aspects that result from manoeuvres can be
Manoeuvres ‚sticky‛. Sticky Aspects don’t go away after they
When a character tries to jump to grab a rope, are first tagged, allowing people to spend Fate
throw dust in an enemy’s eyes, draw eyes upon points to continue to tag them. The GM is
himself in a ballroom, or take a debate down a encouraged to be much more picky about whether
tangential path – that’s a manoeuvre. or not to allow a sticky Aspect to result from a
manoeuvre.
A manoeuvre is either a simple action or a contest,
with the Difficulty determined by the nature of the In many cases, the GM may require that the
manoeuvre. A manoeuvre that doesn’t target an manoeuvring character gain Spin (see page 7) in
opponent is resolved as a simple action. order to succeed at placing a sticky Aspect.

Most simple manoeuvres like this result in a Sarah states that the ‚Blinded‛ Aspect will exist until
character rolling against a GM set Difficulty and the thug spends a supplemental action (see below)
doing something with the resulting shifts, wiping the paint from his eyes.
potentially adding a temporary Aspect to the scene Luckily, Trevor is the next character to act and Maria
(such as ‚Barn on Fire!‛). passes the free tag to him to use. Even if Trevor fails to

20
subdue the thug in that exchange, the thug will suffer a Throw or Knockback
penalty on his action for taking the time to wipe away
It’s possible for a character to knock something or
the paint.
someone away from himself, without moving.
Sample Manoeuvres Knockback covers any manoeuvre that can
accomplish this, including throws.
Blinding
To knock something back one zone requires the
Whether it’s throwing sand in someone’s eyes, manoeuvre succeed with 1 shift plus 1 per 100 lbs
spraying someone with a harsh chemical or tossing or part thereof (so an average person would
a can of paint in his face, the goal is the same: keep require 3 shifts to knockback one zone, the same as
him from being able to see. This likely involves the a Push).
attacker rolling Weapons and the defender rolling
However, each additional zone costs as much as
Athletics, with the manoeuvre succeeding if the
the previous zone did, plus one, so that the cost
attacker gets at least one shift.
increases dramatically over distance (so an average
A successful manoeuvre puts the Aspect ‚Blinded‛ person would require 7 shifts to knockback two
on the target, which may be tagged to add to the zones, 3 for the first zone and 4 for the second).
defence of his target, or compelled to cause him to
change the subject or direction of an action. It can’t
force a character to take an action he doesn’t want Other Actions
to (so a blinded character can’t be compelled to Free Actions
walk off a cliff if the character refuses to move). Some kinds of actions are ‚free‛; they don’t count
Disarming as the character’s action during an exchange,
A successful disarm manoeuvre forces the target to whether or not a roll of the dice is involved.
drop his weapon or otherwise renders the weapon Rolling for defence against an attack is a free
temporarily useless. The target must either spend action, so are minor actions like casting a quick
an action to become re-armed, or pick up the glance at a doorway, flipping a switch right next to
weapon as a supplemental action. the character, or shouting a short warning.
A supplemental action is normally a -1 penalty to There is no hard limit on the number of free
the main action, but when a disarm manoeuvre is actions a character may take during an exchange;
used, the shifts on the manoeuvre increase the however the GM should impose a limit if a player
penalty. For example, if the disarm attempt is taking excessive advantage of this rule.
succeeds with three shifts, when the target tries to Full Defence
recover his weapon, he will suffer a -4 penalty (-1 A character can opt to do nothing but protect
for the usual penalty, plus an additional -3) to his himself for an exchange. By foregoing his normal
action that exchange. action, he gains a +2 on all reactions and defences
His defensive rolls are not directly affected by this for that exchange. Characters who are defending
penalty, but they are indirectly affected; without a may declare it at the beginning of the exchange
weapon in hand, he can’t use the Weapons Skill to rather than waiting for their turn to come around.
defend (Athletics and Fists are still options). Similarly, if they have not acted in the exchange at
Pushing the time when they are first attacked, they may
Pushing a target requires a successful attack declare a full defence at that point, again foregoing
(usually Fists or Might) and must generate a their normal action for the exchange.
number of shifts equal to 1 per 100 lbs or part Hold Your Action
thereof (2 shifts for most people) +1 for each zone A character can opt not to act when his turn comes
the target will be pushed (the +1 is basically the around. When a character takes a hold action, he
usual cost for moving one zone). So pushing a has the option of taking his turn any time later in
target one zone would require 3 shifts, two zones the exchange. He must explicitly take his turn after
would require 4 shifts etc. someone else has finished their turn and before the
A push moves both the target and the acting next person begins. He cannot wait until someone
character into the destination zone. Any declares what they’re trying to do, then interrupt
applicable border conditions affect the roll to push. them by taking his turn (although as an optional
rule, the GM may allow this if the player spends a
Fate point).

21
Block Actions Sometimes the GM may decide a supplemental
action is particularly complicated or difficult, and
When the character’s action is preventative –
may increase the penalty appropriately.
trying to keep something from happening, rather
than taking direct action to make something Movement
happen – he is performing a block action. Movement is one of the most common
He declares what he’s trying to prevent and what supplemental actions. When it is reasonably easy
Skill he’s using to do it. Players may declare a to move from one zone to the next, a character may
block against any sort of action or actions and may move one zone as a supplemental action.
theoretically use any Skill, but unless the block is If a player wants his character to move further
simple and clear, the GM may assess penalties than that, he must perform a primary (not
based upon how hard it would be, or how much of supplemental) sprint action, which entails rolling
a stretch it would be. Players should never be able Athletics and allowing the character to move a
to ‚cover all bases‛ with a single block. number of zones equal to the shifts generated.
A blocking character can declare that he is Sometimes, it is more difficult to move from one
protecting another character. He makes this zone to the next, such as when there is some sort of
declaration on his turn, and rolls the Skill he’s barrier (like a fence or some debris) or there is
using to block; the result is the block strength. some other difficulty (like getting from a rooftop to
When, later that exchange, any enemy tries to the street below and vice versa). This movement
attack the protected character, the protected complication is called a border. The numeric value
character gets the benefit of either the blocker’s of that border increases the penalty for a
defence or his own, whichever is better. supplemental move action and subtracts shifts
For other types of blocks, the blocking character from a sprint action.
declares the block on his turn, and rolls the Skill
he’s using to block, subject to any penalties
imposed by the GM. The result is the block
Stress and Consequences
strength. Later that exchange, every time another Stress
character tries to perform the blocked action, he Stress represents non-specific difficulties a
enters into a contest with the blocker. The character can encounter in a conflict.
character trying to get past the block rolls the Skill Stress received from a physical attack is marked off
he’s using for the action (not a Skill specifically against the Physical Stress Track (mark off a
appropriate to the block), and compares it to the number of boxes equal to the Stress inflicted). This
block strength. If the attacker gets at least one shift, represents bruising, minor cuts, and fatigue.
he successfully overcomes the block.
Stress suffered from a social attack is marked off
Trying to get past a block always takes an action, against the Composure Stress Track and represents
though the GM may grant similar latitude in getting flustered, embarrassed or losing control of
deciding what Skill is being used to get past it. the situation.
Even if the action is normally ‚free‛, getting past When a characters suffers Stress that equals or
the block takes additional effort, and thus the GM exceeds his Stress track he is ‚Taken Out‛, losing
can declare that it takes up the player’s action for the conflict, unless the Stress can be absorbed by
the exchange. taking Consequences (see below).
Supplemental Actions At the end of a scene, unless the GM says
Sometimes a player wants his character to perform otherwise, a character’s Stress tracks clear out;
a simple action in addition to his main action. minor scrapes and bruises, trivial gaffes and
Examples range from drawing a weapon and embarrassments, and momentary fears pass away.
attacking, to firing off a signal flare whilst
intimidating the wolves at the edge of the firelight.
Consequences
Stress is transitory, but sometimes conflicts have
Such supplemental actions impose a -1 penalty on
lasting consequences, injuries, embarrassments,
the character’s primary action roll (effectively
phobias, and the like. These are collectively called
spending one shift of Effect in advance). When in
Consequences and are a special kind of Aspect.
doubt about which is the primary action and
which is the supplemental one, the supplemental Consequences reduce the amount of Stress taken
action is the one which would normally require no from a particular blow but in turn can be tagged,
dice roll. compelled (and even invoked) like any other
Aspect and can have lasting effects.
22
Just like any other Aspect that a player introduces Normally, the person taking the Consequence gets
to a scene, the player of the attacking character to describe what it is, so long as it’s compatible
who inflicted the Consequence gets the first tag of with the nature of the attack that inflicted the
that Consequence for free. harm; as always the GM is the final arbiter on what
Consequences fall into four levels of severity, is reasonable for the circumstances and severity.
Minor, Major, Severe and Extreme. A character can
Taken Out
only carry three Consequences at a time (barring
Stunts which may allow more) and only one If a character suffers Stress that equals or exceeds
Consequence of each severity level (i.e. a character his Stress track and has already taken three
cannot carry three Minor Consequences, but could Consequences then the character is Taken Out.
have a Minor, Severe and an Extreme The character has decisively lost the conflict, and
Consequence. unlike the other levels of Consequence, his fate is
Whenever the character is hit for Stress, he may in the hands of his opponent, who may decide
use up one or more of these Consequence ‚slots‛ how the character loses. The outcome must remain
to reduce the hit, describing each Consequence as a within the realm of reason – very few people truly
particular kind of wound or setback that is not die from shame, so having someone die as a result
easy to shake off. of a duel of wits is unlikely, but having them
embarrass themselves and flee in disgrace is not
Minor Consequences negate 2 Stress points
unreasonable.
Major Consequences negate 4 Stress points
Being able to determine how a character loses is a
Severe Consequences negate 6 Stress points very powerful ability, but there are a few limits:
Extreme Consequences negate 8 Stress points First, the effect is limited to the character who has
The exact nature of the Consequence should been Taken Out. The victor may declare that the
depend upon the conflict – an injury might be loser has made a fool of himself in front of the
appropriate for a physical struggle, an emotional admiral, but he cannot decide how the admiral
state might be apt for a social one. Unlike the will respond (or even if the admiral was
temporary Aspects resulting from manoeuvres, particularly bothered).
Consequences tend to hang around for a while and Second, the manner of the Taken Out result must
take time to fade. be limited to the scope of the conflict. After the
Following a short scuffle, during which Trevor suffers 1 victor wins a debate with someone, he cannot
point of Stress, Trevor finally handcuffs the blinded decide that the loser concedes his point and the
thug. However, in all the excitement Trevor fails to loser gives him all the money in his pockets –
notice the thug’s friend sneaking up behind with a knife. money was never part of the conflict, so it’s not an
A failed defence test results in Trevor taking another 4 appropriate part of the resolution.
Stress! Added to the 1 point of Stress he has already Third, the effect must be reasonable for the target.
suffered this would equal his Physical Stress Track of 5 People do not (normally) explode when killed, so
boxes. This means Trevor will be ‚Taken Out‛ unless that cannot be a part of taking someone out.
he takes a Consequence. Similarly, a diplomat at the negotiating table is not
David elects for Trevor to take a Minor Consequence going to give the victor the ‘keys’ to the empire –
which he describes as a ‚Nasty cut on his leg‛. This that’s probably beyond the scope of his authority,
negates 2 Stress meaning the attack only deals 2 Stress and even if it’s not, it’s unlikely something he
points. David marks off the 2 Stress on Trevor’s would give these away under any circumstances.
Physical Stress Track taking the total to 3; he also What he will do is make a deal that is very much
writes down the Minor Consequence. in the victor’s favour and possibly even thank him
Despite help from Alison, Trevor is unable to subdue for it.
this second attacker and again is struck, this time for 3 Lastly, players are not always comfortable with
Stress points. Trevor needs to suffer another being on the receiving end of this and may, if they
Consequence or be Taken Out. As he has already taken wish, spend all the Fate points they have left
a Minor Consequence David elects for Trevor to suffer a (minimum of one) and demand a different
Major Consequence ‚Stabbed in the hand‛. outcome, and the GM (or winning character)
A Major Consequence can negate up to 4 points of should then make every effort to allow them to
Stress, however the attack would only have inflicted 3 lose in a fashion more to their liking. That said, if
points. No Stress is suffered and David writes down this is a real concern, the loser may want to
the new Consequence. concede somewhere before things reach this point
(see Concessions, below).
23
Concessions Recovering from Minor Consequences
Any time a character takes a Consequence, he also Minor Consequences are removed any time the
has the option of offering a Concession. A character has the opportunity to sit down and take
Concession is essentially equivalent to a breather for a few minutes. These Consequences
surrendering, and is the best way to end a fight will last until the end of the current scene, and will
before someone is Taken Out (short of moving usually be removed after that. The only exception
away and ending the conflict). is if there is no break between scenes – if the
The character inflicting the damage can always opt character doesn’t get a chance to take five, the
to not take the Concession, but doing so is a clear Consequence will remain in place.
indication that the fight will be a bloody one Recovering from Major Consequences
(literally or metaphorically). If the GM declares
Major Consequences require the character get a
that the Concession was a reasonable offer, then
little more time and distance. Depending on the
the character who offered it gains one Fate point,
type of Major Consequence they remain in place
and the character who refused it loses one.
until the character has had the opportunity to take
The Concession is an offer of the terms under anything from a few hours of ‚downtime‛ up to a
which the character is Taken Out. If the few days.
Concession is accepted, the conceding character is
This may mean getting treatment for an injury,
immediately Taken Out, but rather than letting the
sleeping in a comfortable bed, spending time with
victor determine the manner of his defeat, he is
a charming member of the opposite sex, or sitting
defeated according to the terms of his Concession.
on a beach to ‘forget about it all’ or anything else
Many conflicts end with a Concession when one so long as it’s appropriate to the Consequence. An
party or the other simply does not want to risk afternoon of hiking might be a great way to get
taking Major or Severe Consequences as a result of past a ‚Heartbreak‛ Consequence, but it’s not a
the conflict, or when neither party wants to risk a great choice for a ‚Bad Ankle‛.
Taken Out result that might come at too high a
price. Recovering from Severe Consequences
David, realising that Trevor is only another couple of Severe Consequences require substantial
Stress points away from suffering a third Consequence downtime, measured in a week to a few weeks.
(which must be either Severe or Extreme) decides to Generally this means that such a Consequence will
offer a Concession to the second thug. linger for the duration of a session, but could be
cleared up before the next adventure begins or at
He suggests to Sarah, the GM, that Trevor painfully
least reduced one level.
retrieves the keys to the handcuffs from his pocket and
throws them to the thug shouting ‚Take your damn Recovering from Extreme Consequences
friend!‛ before collapsing against a dumpster holding Extreme Consequences generally put characters in
his bloody hand. accident and emergency, in jail, in the nearest
Sarah considers the suggestion – losing their handcuffed rehab, perhaps on their deathbed or fried within
suspect is a significant setback to Trevor and Alison. an inch of his life. It’s likely that the character will
Sarah clarifies that Trevor won’t be able to try to stop be left with lasting effects in the form of an Aspect
the thugs escaping if he accepts the Concession as, (such as ‘Prosthetic Leg’ or ‘Branded a traitor’).
although not unconscious or dead, Trevor will still be These could require sophisticated medical
considered Taken Out. David agrees. treatment usually only found in major cities, or
Of course, Maria’s character Alison has not been Taken trained counsellors on hand 24 hours a day to stop
Out, and she may still attempt to confront the thugs – you going over the edge. Healing or recovery will
but any such attempt will be without Trevor’s help. take a few months. Needless to say the experience
should have a profound effect on the character and
Recovery result in the change of some of their Skills and
As stated previously, unless the GM says Aspects.
otherwise, a character’s Stress tracks clear out after
No Time to Recover
the scene has resolved. Consequences however
can take longer to recover from. If the character is in back-to-back sessions with no
in-game time between them, such as in a multi-
Minor Consequence – A few minutes
part adventure, he gets a break; any Consequences
Major Consequence – A few hours to A few days he begins the session with are treated as one level
Severe Consequence – A week to A few weeks lower for how quickly they’re removed.
Extreme Consequence – A few months
24
Medical Attention Other Sources of Injury
A character trained in the Science Skill can attempt
to provide first aid to an injured ally during a
Falling
conflict and also provide long term care If a character jumps or falls from a height he may
afterwards. suffer damage in the form of Consequences (see
above). The severity of the Consequence is
First Aid determined by the height of the fall per the table
When using the Science Skill to perform first aid in below.
the middle of a conflict, the character must take a When a character falls, an Athletics test should be
full action with a target who’s not trying to do made. If the Effort is less than Mediocre (+0), the
anything else (i.e., forfeiting his next action). fall is treated as one category worse than it is. If
Make a Science Skill test against a Difficulty of the Effort equals or beats a Difficulty based on the
Mediocre (+0); if it succeeds with at least one shift, height of the fall, treat the fall as one step shorter
the subject may remove one point of Stress from
Table - Falling
his physical Stress track. Every two shifts beyond
Fall Height Difficulty Consequence
the first improves this effect by one; for example,
with five shifts, a character can remove three Short 20 feet Fair (+2) Minor
Stress. Medium 40 feet Great (+4) Major
Success can also be used to ‚stabilise‛ someone Long 100 feet Fantastic (+6) Severe
who has taken a Severe or lesser Consequence that Extreme 100+ ft. Not possible Taken Out
would appear to be life-threatening (e.g., a
‚Bleeding to Death Aspect‛) – in game terms, this
has the effect of limiting the extent to which the Fire
Aspect can be compelled. A given person can’t be Fire is rated by its intensity. At the beginning of an
the target of more than one first aid action in an exchange, a fire inflicts its intensity in physical
exchange. Stress on every person in the scene. Intensity
Long Term Care works as follows.
When using Science to address someone’s long- Table – Fire Intensity
term injuries, the character will need some kind of Intensity Description
medical kit or equipment and must spend a scene 0 The building is on fire, but the fire can
providing proper medical attention. be avoided.
This is a use of Science to directly address
1 Almost everything is on fire, and the
someone’s physical, long-term Consequences. If
heat is pressing in on you in waves.
the roll is successful, then the time it takes the
2 Everything is on fire, and the flames
subject to recover from the Consequence is
lick up near you.
reduced by one step on the time table.
3 Inferno! There may well be nowhere
At the GM’s discretion, when the doctor in
to run; you have only moments to live.
question gains Spin on the test, the time to recover
may be reduced by two steps instead of one.
Multiple such attempts may not be made. The Explosions
Difficulty of the roll depends on the severity of the
Explosions and other area attacks have the
Consequence per the table below.
potential to do damage against everyone within
Table – Medical Care Difficulties their radius. They are deadly and can end a fight
Consequence Difficulty to Reduce Time or alter a scenario significantly once used.
Minor Mediocre (+0) Explosives have three ratings: Complexity, Area,
Major Fair (+2) and Force.

Severe Great (+4) – requires Great level Complexity is the Difficulty to disarm the bomb
medical equipment or facility once the fuse or timer has been triggered.
The Area of an explosion determines how many
Extreme Fantastic (+6) – requires Fantastic
level Medical facility zones the explosion will cover. An area of 1 means
the explosion affects only one zone. An area of 2
means it affects one zone and every zone adjacent

25
to it, and an Area of 3 expands it out to all zones Poisons
adjacent to that. Poisons have a Potency and a Subtlety Rating.
The Force of an explosion is a measure of how Potency determines how hard it is to resist and
dangerous it is once it finally detonates. When an treat, whilst Subtlety is the Difficulty to detect or
explosive detonates in a zone that a character is in, analyze it (using Alertness, Investigation or
the Force value is the Difficulty of the free action Science) – either to prevent exposure or determine
Athletics test to take cover behind something solid the cause of someone’s ailment. Poisons also need
enough to take some of the brunt of the blast. a means of application, e.g. ingestion, inhaled or
People unaware that a detonation is impending injected.
automatically fail this roll. If successful, the
Fast Acting Poisons
character takes a Major Consequence (unless he
Fast Acting poisons inflict Stress on a target, which
generates Spin, in which case he makes a
may reflect lethal damage, or knockout drugs.
miraculous escape). If he fails, he is Taken Out
Such poisons are often found on the blades of
immediately and suffers an Extreme Consequence.
enemies and tips of blowgun darts.
The Force of an explosion drops by one for each
When such a poison is introduced into the system,
zone it crosses, so characters in an adjacent zone
the victim must make an Endurance Skill Test with
have to deal with a Force level that’s one lower. If
a Difficulty of the poison’s Potency. If the Test
there is a border between the zones that would
fails the victim suffers a point of Stress for each
provide some cover (like a wall) it also reduces the
shift by which the Test failed.
Force by the value of the border. The Force of an
explosion drops to zero once it reaches its The poison continues to act, with the victim
maximum radius indicated by the area. making further Endurance Tests before the first
initiative of each exchange. This repeats every
Throwing Explosives exchange until the end of the scene (at which point
Throwing an explosive as an attack works in two the poison has run its course) or until the character
stages. When a character throws an explosive, it’s somehow stops the poison, such as with medical
an attack using Weapons against a Difficulty of treatment (or even inducing vomiting).
Mediocre. Many such poisons may stop if the player acquires
If successful, the explosive lands in an appropriate Spin on his Endurance Test (beating the Potency
zone (thrown weapons have a range of one zone), by 3 shifts or more).
and if not, it lands in the thrower’s zone.
Slow Acting Poisons
When the explosive lands, everyone within a zone
Slow Acting Poisons inflict Consequences on the
covered by its Area rolls Athletics against the
victim over a prolonged period of time.
attacker’s Weapons result (from above). If they
gain Spin on this defense roll, they may move one Once per scene the victim makes an Endurance
zone away from the zone the explosive is in by Skill Test with a Difficulty of the poison’s Potency.
‚diving clear‛ as a free action. If the Test fails by 3 shifts or more (the Poison
effectively gains Spin) the victim suffers a
The thrower has the option to reduce everyone’s
Consequence (beginning with a Minor
Difficulty to dive clear (he may not want to make it
Consequence if one is not already being suffered).
too difficult for his allies to dive away), as long as
Regardless of severity, these Consequences do not
that Difficulty is not reduced below Mediocre.
disappear until after the poison is cured.
Anything short of Spin has no effect – they’ll have
This process repeats until the poison is cured or, if
to hope that they get a turn before it goes off to
the GM allows, the Victim gains Spin on an
move away, otherwise they will have to deal with
Endurance Test.
a detonation scenario as described above.
If the thrower makes a bad throw – missing the Exotic Poisons
Mediocre target entirely – then as noted, the Rather than damaging their target, exotic poisons
explosive lands in the thrower’s zone, with the put one or more additional Aspects directly on
Difficulty for the thrower to dive free increased by them (as with a manoeuvre rather than an attack).
one for each step he missed the target. The thrower A victim must make an Endurance Test Skill Test
does not have the option to reduce it, though in with a Difficulty of the poison’s Potency. If
such a circumstance everyone else merely faces a successful the symptoms are passing, but if the
Mediocre Difficulty to dive clear. Test fails the victim immediately gains the Aspects
as described in the poison. The duration of these
effects depends upon the poison.
26
Quality
Supporting Minions may be either Average (+1), Fair (+2) or
Characters Good (+3) quality. This quality denotes their base
effectiveness in one sort of conflict (physical, social
Supporting characters are all the people portrayed or mental), as well as their capacity for Stress.
in the game by the Games Master, rather than the Minions only have a single Stress Track against
characters of the other players, it is for this reason which both Physical and Composure Stress is
that they are sometimes referred to as Non-Player marked. Average Minions can take one box of
Characters (NPCs). Stress, Fair can take two, and Good can take three.
Supporting characters include both the friends and
foes of the players’ characters, ranging from the Quantity
cheerful bartender at the characters’ local pub, to The quantity of Minions is simply the number of
the corporate CEO who is behind the villainous Minions present. Together, Minions act in one or
acts the player characters are investigating. more groups, each of which is treated as a single
There are four different types of supporting character in the conflict. This allows the GM to
characters that are used in a game of Free FATE. minimize the number of dice rolls being made,
even when the player characters are facing off
Extras Companions
against a group of twenty frothing cultists.
Minions Named Characters
Minions who act together as a group are much
more effective than individual Minions, gaining a
Extras bonus to their effective Quality for purposes of
Extras are those supporting characters who don’t Tests in conflicts.
often take up much ‚screen time‛ in the Table – Minion Quantity Bonuses
adventure; they are the cast of people on the fringe Number of Minions Bonus
of the story, people met along the way.
2 to 3 +1
Examples of Extras include the storekeeper who
4 to 6 +2
sells you that roll of duct tape and happens to
mention the ‚rough looking characters‛ who were 7 to 9 +3
in his store earlier, the border guard who reviews 10+ +4
your forged papers for a tension filled moment
before waving you through, and the politician’s As a rule of thumb, when a GM has a large
aide who stymies your attempts to get an number of Minions, she should split them up into
interview with his boss. several smaller groups – preferably one group for
Often, an encounter with an extra is purely social each player character they face. These groups don’t
in nature and no Skill Tests are involved. necessarily need to be equal in number; sometimes
However, if the story may require an Extra to it makes sense to pit the largest group of Minions
make a Skill Test then the GM should refrain from against the most capable opponent.
creating them as fully blown characters, but rather Also, grouping Minions together makes it a little
define their three highest rated Skills (rarely rated easier for the characters to eliminate several
above Good) and maybe an Aspect or two. Minions in a single action.
When Minions take Stress damage, any overflow
Minions of damage is applied to the next Minion. This
The term ‚Minions‛ is used to refer to the large means a solid enough effort can take out an entire
number of faceless followers of important, named swath of Minions. The attacking character’s Stress
characters, often the villains of the piece. Minions bonus from a weapon is only counted once, but
are the bodies of the faithful that the heroes must then any Stress reduction from armour the
climb over to take on that villain. Minions are wearing is equally only applied once.
The GM may build a villains’ mob using the Trevor Maples is continuing his investigation when he
Minion Stunt (see Appendix A) but should feel is ambushed by a group of three ‚hoodies‛ wielding
free to assign minions on an as needed basis. knives. They attack as a single group.
Minions have two important statistics, Quality and Sarah the GM asks David to make a defence roll using
his default Mediocre (+0) Fists Skill against a Difficulty
Quantity.
of Fair (+2). This Difficulty is based on the hoodies

27
being Average (+1) Quality with a Quantity bonus of
+1.
Companions
Companions are characters who are a little more
David succeeds in his defence roll and actually manages
important than Minions but are not quite fully
to gain spin! David elects to have Trevor attempt to
fledged named characters in their own right.
intimidate the hoodies into running off (a social attack).
Companions are either granted as a short-term
David uses his Good (+3) Intimidation skill with a +1
story element by the GM, or are established
bonus for Spin against the Difficulty of Fair (+2) –
through the purchase and use of the Contact and
although this is a social attack Sarah believes the
Close Contacts Stunts (see page 40).
Minions’ Quality should still apply as it is in the midst
of a physical conflict. They are attached to named characters in the same
way Minion groups are, and thus grant a +1 bonus
David rolls the dice and gets a 5 on both dice, meaning
in appropriate conflicts due to group size (a
his Skill goes unmodified; this results in a final Effort of
Quantity of two including the named character).
Great (+4); an Effect of 2 shifts, and 2 Stress applied.
By default, a Companion can assist in one type of
As the minions are only Average Quality the first
conflict (though the Scope Advance can expand
Stress point takes out one Minion, and the overflow
this). The type of conflict that the Companion can
(another Stress point) takes out a second Minion. Sarah
assist with determines her type.
describes two of the hoodies shouting ‚Run! He’s a cop‛
and then fleeing. She notes that now that only a single Table – Companion Types
Minion remains no Quantity bonus applies. Type Conflict

Mixed Groups Sidekick Physical

One of the main uses for Minions, be they ninjas or Aide Social
yes-men, is to improve the effectiveness of their Assistant Mental / Knowledge
leader. Whenever a named character and a group
of Minions are attacking the same target, they are Like Minions, Companions have a Quality rating
considered to be attached. which by default starts at Average (+1); this can be
This has two benefits for the leader: he receives a increased with the Quality Advance (see below).
bonus based on the group size (including him so This Quality Rating is used for all tests during a
even a single minion will result in a +1 bonus), and conflict of the appropriate type.
Stress suffered is applied to Minions before it’s Companions also get a single Skill column (instead
applied to him. It has no benefits for the Minions, of a pyramid) with a number of Skills equal to
who give up their ability to act independently, but their Quality. For example a Good quality
that’s more or less their job. Companion has one Good, one Fair and one
Leaving or attaching to a group is a free action, Average Skill. These Skills allow the Companion
and a character may detach from a group to be of use outside of conflicts (unlike Minions),
automatically by moving away from it. and also to have some measure of ability in tasks
David reminds Sarah that he had called upon his outside of their normal scope.
‚Police Backup‛ Stunt a few minutes before If desired the named character to whom the
encountering the hoodies and offers up a Fate Point to Companion is attached may substitute the
have them appear now rather than later. Companion’s Skill level in place of his own if it’s
Sarah accepts the Fate Point (this is effectively a minor higher. The Quantity bonus still applies if the
narrative declaration) and allows David to narrate how named character has at least an Average rating in
three uniformed police officers round the corner to join the Skill in question; in effect he is providing the
Trevor as he stares at the last remaining hoodie. Trevor Quantity bonus to his Companion.
now gains a +2 Quantity bonus for having a group of Like Minions, Companions only have a single
four (himself and three Minions). Stress Track (though see the Scope Advance for
‚Give it up son, you’re nicked!‛ growls Trevor. exceptions). Companions have one Stress box per
Alternatively, a character with the Leadership Skill level of Quality plus one, for example a Good (+3)
attached to a group of Minions may use his quality Companion has 4 Stress boxes.
Leadership Skill to Complement the Minions’ Skill Sidekicks with the Endurance Skill and Aides &
in Tests (see Combining Skills on page 7). Assistants with the Resolve Skill get extra Stress
This allows for villains who don’t have much boxes just as a character would.
combat Skill themselves, but who can still help out In addition Companions give the named character
their minions in a fight. the ability to withstand an additional Consequence

28
– specifically, the Consequence that the Average Skills. Another Skilled advance would
Companion is knocked out, kidnapped, or add only 1 Average Skill.
otherwise removed from the conflict (the severity
Stunt
of the Consequence would indicate how long the
This advance allows the Companion to take a
Companion is Taken Out for).
single Stunt and may be taken a maximum of two
Unless she has the Independent Advance a
times. This does not allow the Companion to take
Companion requires a Fate point to be spent by the
Companions or Minions themselves.
named character in order to act alone.
A Companion can have a number of Advances, Summonable
with each advance making her more capable. No matter where you are you can summon your
Companion to you. This normally takes at least
Advances one minute but you may spend a Fate point to
Communication accomplish it in a single round. A summoned
Companion vanishes or leaves if the summoning
The Companion has some means of
character is Taken Out, and will not last more than
communicating with her patron in even the
one scene either way. They may be summoned
strangest of circumstances (a psychic link, a
again in a later scene if needed again. This advance
dedicated radio transceiver in a wrist watch etc).
may only be taken once.
Independent Maria has selected the Contact Stunt for her character
The Companion can act independently without the Alison Havers. Interestingly Maria asks Sarah the GM
named character needing to spend a Fate Point, in whether this Companion can be a spirit who advises her.
addition the Companion can access the named Sarah sees no issue with this, though suggests that
character’s Fate Points and up to 2 of his Aspects Maria makes one of Alison’s Aspects relate to the
that would also apply to the Companion. spiritual nature of the companion so that it can be
Keeping up Invoked and Compelled in ways that will represent the
If the Companion’s patron has a means of incorporeal nature of the Companion.
locomotion or stealth that makes it hard for the The Contact Stunt provides a Companion with three
Companion to keep up with him, then the Advances. Maria defines her Companion as an Expert,
Companion with this advance has a similar ability. able to assist in Mental and Knowledge based tasks.
This ability is useful only for keeping up with her One Advance is spent on Quality increasing the
patron when attached, and for no other purpose. Companion to be Fair (+2) Quality.
Quality Stunt is chosen as a second Advance and is used to give
Improve the Quality of a Companion by one step the spirit the Concentration ‚Psychic Phenomena‛
(from Average to Fair, Fair to Good, and so on). Stunt, providing a +1 bonus to the Spirit’s Mysteries
This Advance may be taken several times up to a Skill when related to psychic phenomena.
maximum Quality of Great. The third Advance is Summonable, quite fitting for a
spirit.
Scope
The Spirit is thus a Fair (+2) Aide, with 3 Stress boxes
Improve the scope of a Companion, allowing them
and two Skills; Maria choose Fair (+2) Mysteries and
to assist in an additional type of conflict. This may
Average (+1) Empathy.
be taken twice, allowing the Companion to be
effective in all three scopes.
A Companion able to assist in Physical & Mental, Named Characters
Physical & Social, or all three scopes of conflict has Named characters are the other major characters in
both a Physical and Composure Stress Track and the story who have a name, as opposed to Guard
may gain extra Stress Boxes from both the #3. They might be major players such as the player
Endurance and Resolve Skills. character’s boss, a major ally or enemy. It could be
the main henchmen or the player’s arch nemesis,
Skilled
the evil alien or mad scientist.
Each time this advance is taken the Companion
Named characters are defined just like player
gets an additional column of Skills. However each
characters, with a pyramid of Skills, a set of
new column is one rank lower than the last
Aspects and Fate Points.
column.
If desired a GM can set the apex of the Skill
For example a Good quality Companion with the
pyramid (i.e. the top rated Skill) at a higher or
Skilled advance would have 1 Good, 2 Fair, 2

29
lower rating than Great (+4) – the apex Skill rating celebrity, or even another member of the
for a starting player character. entourage. Luckily they can be Taken Out with a
For example, Sarah the GM is creating a nemesis for witty put down, or a menacing glare. In an
David and Maria’s characters for the next scenario. historical game, the same sort of Minions could
Sarah wants the nemesis to be able to outclass the two represent a King’s courtiers (minus the cameras!)
characters and so sets the Skill pyramid apex as Superb
(+5). Sample Companions
This means the villain has one Skill at Superb, two at
Bodyguard (Sidekick)
Great, three at Good, four at Fair and five at Average.
Scope: Physical
Quality: Good (+3)
Aspects and Fate Points Skills: Good (+3) Endurance, Fair (+2)
Extras, Minions and Companions may have one or Intimidation, Average (+1) Drive
two Aspects if the GM desires (e.g. Obedient to a
Stunts: Brawler
fault, Skittish), however they do not gain Fate
Stress: 
Points; their Aspects exist solely to be tagged and
(two extra boxes for Endurance Skill)
compelled by others.
Advances Quality x2, Stunt
Gear: Hand gun, Kevlar Vest
Sample Minions
This companions is a surly bodyguard, who can
Security Guards fight off multiple attackers, take a bullet, glare
Scope: Physical menacingly at the shooter and still drive his charge
Quality: Average (+1) away from danger.
Quantity: Groups of 3 (+1 bonus) Helicopter Pilot (Sidekick)
Stress:    (1 box per Minion) Scope: Physical
Gear: Club, Hand gun Quality: Average (+1)
These are the stereotypical low level guards Skills: Average (+1) Pilot
providing security to a bank, science facility or Stunts: Skill Concentration ‚Helicopters‛
casino. The hand gun may not be appropriate in
Personal Aircraft
some countries (e.g. the United Kingdom).
Stress: 
Faceless Scientists Advances Stunt x2, Summonable
Scope: Mental Gear: Hand gun
Quality: Fair (+2) A personal helicopter pilot for the villain; who can
Quantity: Groups of 6 (+2 bonus) arrive in a minute and whisk his patron away even
Stress:       faster. Pilot Skill Tests are made with a +3 bonus
(2 boxes per Minion) (+1 for Pilot Skill, +1 for Skill Concentration, and +1
Gear: PDA, clip board, white lab coat when using his Personal Aircraft).
These Minions represent the lab coat wearing Personal Advisor (Aide / Assistant)
scientists who the villain can coerce into brute Scope: Mental and Social
force hacking nuclear missile launch codes and
Quality: Average (+1)
military satellites, or who a hero can call on for aid
Skills: Average (+1) Empathy
in thwarting such attempts.
Stunts: None
Celebrity Hanger-ons 
Stress:
Scope: Social
Advances Independent, Keeping up, Scope
Quality: Average (+1)
Gear: Mobile Phone, PDA, Laptop
Quantity: Groups of 6 (+2 bonus)
This is a smart and socially savvy advisor who can
Stress:      
assess his patron’s verbal sparring partners and
(1 box per Minion)
provide general assistance. He is always at his
Gear: Cameras patron’s side, unless instructed to undertake tasks
These are the entourage who follow in the wake of independently.
a media celebrity; they can be a potent force in
thwarting attempts to engage socially with the

30
Pursuer Performs a Manoeuvre
Chases Alternately, if the pursuer is not looking to
Chases are the staple of many thrillers, be they on damage the fleeing character or his ride / mount,
foot, riding an animal, car chases or dogfights in he may roll for a Manoeuvre (see Manoeuvres on
the sky. The key to enjoyable chases is that they page 20). If successful the Manoeuvre succeeds.
aren’t all about speed. In a straight race the faster If he fails, the character, his vehicle or his mount
person, animal or vehicle will win but that sort of takes Stress as if failing a Defense roll;
situation should almost never happen. overzealousness or poor driving has had him
collide with a nurse’s trolley, sideswipe a
Chase Conflicts vegetable stand, or rip up his tires on a tight turn.

Chases play out like any other conflict, with one or Ending the Chase
two small differences. The above sequence of events repeats for each
exchange until eventually one party or the other
Declare Difficulty for Exchange
will be Taken Out, and at that point the chase
At the beginning of each exchange in a chase
concludes. If the pursuer is Taken Out, the fleeing
(regardless of initiative) the chased character’s
character escapes, if the pursuer is the one left
player declares a Difficulty of his choice, and
standing he has captured his prey.
describes what complicated and dangerous
manoeuvre he’s performing that this Difficulty Multiple Vehicle Chases
matches. The above chase conflict rules work well when one
character is chasing another, however often chases
Chased Character Makes Test
are a lot more crazy than that – it’s a lucky hero
The player of the character being chased then
who is only pursued by only one vehicle!
makes an appropriate Skill roll against the
Multiple vehicle chases usually use the Minion
declared Difficulty. The Skill used is dependent
rules (see page 27), with each car equating to a
upon the means of locomotion:
minion, and all of the pursuers acting as a single
Athletics for a chase on foot
unit making a single roll. If there’s a named
Drive for a car chase or in watercraft pursuer with a handful of unnamed companions,
Pilot for a chase in aircraft the minion vehicles attach to the named leader
Survival for chases on horses or similar normally.
mounts. However, if there are a lot of cars – say you have a
This Skill is modified by the Speed of the vehicle or named pursuer who has 10 minions – it’s a little
mount if appropriate (see page 7). hard (and anticlimactic) to have all of the vehicles
If the Skill Test succeeds, the character pulls it off, on the field at once. When you look at movies and
but if he fails, it goes less well than planned – the the like, the usual pattern is that a few cars show
character, vehicle or animal gets injured or slips up in pursuit, they crash, and new cars come in to
out of control and suffers Stress equal to the take their place, and this process repeats until
number of shifts the player rolled below the there are no more reinforcements.
Difficulty (as if the character had failed a Defence With that in mind, when you want to play out a
roll in a physical conflict). more extended chase that has this kind of pacing,
the Chase Scenes rules become appropriate.
Pursuer Makes Test to “Attack”
Next, the player of the pursuing character (see
below if there is more than one pursuer) rolls
Chase Scenes
against the same Difficulty. If successful, he takes Chase scenes occur when the players are being
no Stress and inflicts Stress to the fleeing pursued by a large enemy force that appears in
character’s person, vehicle or animal according to waves. A chase scene is made up of a number of
the shifts on the roll, just as if making an attack. Chase Conflicts, with the main villain or
This represents getting close and grabbing at the henchman (a named character) staying out of the
fleeing character, slamming bumpers, firing some chase usually until the last conflict.
shots, forcing the prey into difficult terrain or Over the course of the chase, the pursuing minions
otherwise making trouble. come at the player sequentially, with a new minion
If the pursuer fails the test, he suffers Stress just coming in as a prior one is Taken Out. This
like the chased character would. continues for the duration of the chase until the

31
named pursuer is out of minions, at which point, Tricks
she enters the fray and the chase is then resolved The GM may spend 1 point per exchange for any
as a final Chase Conflict. of the following effects:
Because for much of the chase scene the named
pursuer is not on the field, the minions never
Reinforcements
attach, so they use their own Skill, which is often to This trick allows the pursuing character to add
the fleeing character’s benefit. In return for this, multiple Minions at once. By spending one point,
the pursuing villain is given a few tricks to balance the GM is allowed to spend additional points (up
the scales. Players, being heroes, don’t usually use to half the remaining total) on purchasing
these rules, since they are potent individuals of additional Minions, which are immediately added
action, however if any PC has the Minions Stunt it to the field. These vehicles must all be of the same
might be suitable to have him be the named Quality.
pursuer. Road Hazard
Assign Pursuer’s Chase Points The pursuers have managed to get someone ahead
of the fleeing character who launches an attack!
At the beginning of a scene, the GM controlled
The attack uses the named character’s Leadership
named pursuer is given a certain number of points,
Skill as the attack value; reflecting how well
which represent the total value of the pursuit.
planned and co-ordinated the effort is.
Table – Chase Points Other pursuing vehicles do not need to defend
Points Type of Chase Scene against this attack, since in theory, at least, they’re
5 A short chase aware that the hazard is forthcoming. This is one
10 A major feature of the adventure of main tools the villain may use to offset the loss
of not involving herself directly.
20 A climactic marathon of a chase
Shotgun!
The baseline use of this value is to determine how One of the pursuing Minions is able to make a
many minions the pursuing character has. Each ranged attack at the fleeing character in addition to
minion costs a number of points based on its value. simply pursuing. For example a vehicle has
someone with a gun in the passenger seat.
Purchase Minions Any time the fleeing character takes Stress, it is
At the start of the chase, the GM can spend as increased by one as long as this Minion is still on
many points as she wants (up to the total value of the field and able to shoot.
the pursuit) in order to buy Minions for the named
The Last Pursuer
pursuer. Higher Quality Minions cost more points.
If the pursuing villain is not going to join the fight
Table – Minion Chase Point Cost herself, she can try to end the chase with one last,
Points per Minion Minion Quality tougher-than-usual Minion. This is the last ability
1 Average (+1) the pursuer can use, and costs all remaining chase
2 Fair (+2) points (minimum of 1). If the Last Pursuer trick is
used, the villain herself cannot subsequently join
3 Good (+3)
the chase.
The last pursuer is always more impressive than
She can choose to have all of these minions go after
the previous minions. Perhaps the car is big and
the characters from the start or she can hold some
armoured, sleek and black, or maybe it’s
of them in reserve (in which case the reserve
something completely unexpected, like a biplane.
vehicles enter the chase one by one, replacing
The Last Pursuer is treated as a Good Minion, but
individual minions that have been Taken Out).
with one extra box of Stress capacity for each point
Also, at any time there are no pursuing vehicles spent beyond the minimum.
(i.e. all the minions on the field of play have been
It also has one other benefit from this list:
Taken Out), the GM can spend points to add a
+3 Stress Boxes
single additional pursuing vehicle, which
immediately enters the chase. +1 to Athletics, Drive, Pilot or Survival Rolls
The GM may not wish to spend all these points on Armed (the Last Pursuer is always treated as
Minions though, some may be kept back to pay for having the Shotgun! Effect).
Tricks (see below). 1 point of armour (reducing Stress taken by 1)

32
Alternate Movement – the pursuer can move Furthermore, there’s nothing saying that
in a way the fleeing character cannot (such as characters along for the ride can’t be doing other
flying) enabling him to avoid most hazards. things that don’t contribute directly to the chase.
The pursuer may elect to automatically While they can only act against the pursuers by
succeed at a chase Skill roll, at the expense of partnering with the driver as described above,
inflicting no Stress on the fleeing character. there’s nothing to say that your car chase can’t
The pursuer must only roll if a hazard is feature the Academics guy in the back seat
described that forces him to respond. furiously trying to read through the book the
heroes just stole from the villain’s lair< just in case
Dramatic Entrance the guy’s minions catch up with them and the
This is the moment when the named pursuer book returns to its owner.
reveals herself, and begins the end of the chase. If These rules allow chases to be resolved quickly
the GM has used The Last Pursuer trick already, and also focus the chase experience around the
this option is off the table. person in the driver’s seat, the character’s shtick of
This costs all the pursuer’s remaining points being good at driving gets backed up.
(minimum 1) and triggers a Road Hazard trick for
the fleeing vehicle, as the pursuer appears in a
colourful and hopefully hazardous way.
Chase Example
The stats of the pursuer’s vehicle or mount (if Back on page 10 we saw the suspect Jimmy make a break
appropriate) depend on the pursuer, and if she for it when confronted by Trevor Maples in a pub’s
does not have a signature vehicle or mount, she backroom. Due to a Compel Trevor only has two
may use the same rules as The Last Pursuer, above, exchanges to finish the chase.
replacing the minion Quality with her own Skill. Jimmy is a named character with Fair (+2) Athletics
Once the pursuer is out of points and there are no and a Physical Stress Track of 5 boxes.
pursuers left, the fleeing vehicle finally escapes. Sarah (playing the fleeing Jimmy) declares the
Difficulty for the first exchange at Fair (+2) describing
how Jimmy bursts into the bar and attempts to push his
Passengers way through the crowd of drinkers. Sarah makes an
Whether in a simple Chase Conflict or in a fully Athletics Skill Test and succeeds with a Good result.
fleshed out Chase Scene, player characters not David then gets to roll for Trevor; defaulting to a
directly involved in the chase (e.g. who are Medicore (+0) Athletics Rating. Unfortunately even
passengers in a car) may still be able to help out. with a roll of +1 he fails with only an Average result.
Each exchange, one passenger may assist the Trevor suffers a point of Stress for failing the Test by 1
driver, provided he has the means to do so. This shift; David describes how he stumbles over a stool and
allows him to contribute to the chase, as long as he crashes into a customer carrying a tray of drinks.
finds a way to describe it, be it shooting at the Sarah declares a Difficulty of Good (+3) for the next
pursuers (Guns), pushing a crate out the back exchange as she describes Jimmy trying to shake off
(Might), or just shouting ‚look out!‛ when pursuit by dodging between traffic and cross the busy
dramatically appropriate (Alertness). road outside. She rolls badly; a Poor (-1) result meaning
The passenger rolls his Skill while the driver rolls Jimmy suffers 4 Stress Points, one short of being Taken
his Drive as usual, and the driver may use the Out! A taxi screeches to a halt too late, hitting Jimmy
higher of the two results. There is a limit though! hard and sending him reeling into the gutter.
The same passenger may not help David sees his chance and invokes his ‚Haunted by
two exchanges in a row. wife’s death in a hit & run accident‛ Aspect to have had
Note that the Skill Test only aids the driver, it does the foresight to station traffic officers outside with
not have any other effect – for instance, a orders to stop traffic if the suspect fled, fearful of
passenger who is shooting does not get normal innocents being hurt. Confident his men will have done
attack results, just the ability to let the driver this, Trevor pursues Jimmy into the road. David rolls a
choose between the two Test results. +2, increased to a Great (+4) result from the Aspect
This said, by dint of being passengers in the same Invocation, succeeding with 1 shift, inflicting 1 Stress
vehicle, all characters – even those not able to roll on Jimmy leaving him Taken Out.
in that exchange – may offer to spend Fate points Trevor trots across the street and drops his weight onto
out of their own pool on behalf of the driver, so the bloodied Jimmy as he struggles to his feet. Between
long as they supply a bit of colour dialogue, e.g., gasps and wheezes Trevor announces ‚You’re nicked!‛
‚Alleyway ahead!‛
33
Table - Ranged Weapons
Equipment Weapon Stress Range Cost
Bonus (Zones) Difficulty
Melee Weapons Bow +1 2 Average
The table below specifies the Stress Bonus and Crossbow +1 1 Fair
Cost Difficulty for several melee weapons. The Musket +1 1 Good
Stress Bonus adds to the shifts of a successful Hand gun +2 1 Good
attack to determine the amount of Stress inflicted
SMG* +3 2 Great
upon the target.
Sniper Rifle +4 4 Superb
Table - Melee Weapons
Assault +3 3 Great
Weapon Stress Bonus Cost Difficulty Rifle*
Fists +0 Not Applicable Shotgun** +2 2 Good
Knife* +1 Mediocre Taser*** +0 1 Good
Sword +2 Fair Energy +4 1 Superb
Hand Axe +1 Average Pistol
Great Axe +3 Fair Energy Rifle +5 4 Fantastic
Club or staff +1 Mediocre Shuriken +0 1 Average
Whip or flail +1 Fair *These weapons are capable of automatic fire, see above.
Stun Baton** +0 Good **A shotgun firing shot has a +3 Stress Bonus if used
*A knife may also be thrown at a target 1 Zone away. against a target in the same zone, a +2 Stress Bonus if
**If a foe is struck by a Stun Baton any Stress inflicted used against a foe 1 Zone away, and +1 if 2 Zones away.
applies to both his Physical & Composure Stress Tracks. ***If a foe is struck by a Taser any Stress inflicted
applies to both his Physical & Composure Stress Tracks.
Ranged Weapons
A number of ranged weapons are summarised in Ranged Weapon Accessories
the Ranged Weapons table, the Stress Bonus, Accessories are represented by Aspects of the
Range in Zones and Cost Difficulty are shown. weapon that can be invoked, compelled and
Ammunition tagged just like any other Aspect. Some sample
Generally, ammunition limits are not given much ways to use these Aspects are provided.
concern in a Free FATE game, it is assumed Laser Sight
characters carry extra ammunition and reload Cost Difficulty: Good
appropriately. Invoke to gain a +2 bonus on a Guns Test.
However, running out of ammunition can Tag to roll your Alertness instead of Athletics
occasionally add drama to a scene. Running out of for a Defence roll (you see the red dot on you
ammunition is a legitimate Compel for a character and dive for cover).
with gun-related Aspects, but even more, it’s an
Compel to cause a hidden sniper be spotted.
excellent first Consequence (or even a Concession
if the Conflict is primarily being fought with guns). Silencer
Having a foe run out of ammunition could also be Cost Difficulty: Fair
a result of a manoeuvre; for example using Invoke to be able to use a gun whilst using
Athletics to run all over the place, drawing fire and Stealth.
getting the bad guys to expend their ammunition. Tag to gain a +2 bonus on a Fists Test to
Automatic Fire perform the Disarm Manoeuvre on the
Ranged weapons capable of automatic fire are silenced-gun toting foe (you’ve got something
particularly useful for performing suppression and to grab).
covering fire. Such weapons gain a +1 bonus to Compel to cause the weapon to get caught in
perform Block Actions (see page 21) using the clothing when being drawn.
Guns Skill.

34
Table - Armour
Armour Armour Stress Consequences Cost
Armour can absorb a certain amount of Stress Absorbed Difficulty
inflicted as part of an attack, sparing the wearer Leather 1 None Fair
from having to suffer that Stress. If an attacker Chain 1* 1 x Minor Great
gets a successful hit then the shield or armour Mail
value is deducted from the total Stress inflicted
Plate 2* 1 x Minor Superb
(including any weapon Stress Bonus).
1 x Major
To absorb additional Stress, armour and shields
Plate 3* 1 x Minor Fantastic
can take one or more Consequences reflecting
Mail 1 x Major
damage to the actual worn armour. Consequences
taken on armour can, of course, be tagged for 1 x Severe
effects by attackers. Stab 1 1 x Minor Great
For example a Major Consequence for Plate Vest
Armour may be ‚Badly dented‛, which could be Kevlar 2 1 x Minor Superb
tagged to help land a blow against the armoured Vest 1 x Major
opponent (the dent funnelling the blow, rather
Assault 3 1 x Minor Fantastic
than deflecting it) or compelled to impede the
Vest 1 x Major
armoured person from sprinting.
1 x Severe
Once a piece of armour has suffered its maximum
number of Consequences it is also considered Assault 3 1 x Minor Epic
Taken Out, and no longer absorbs Stress. Suit 1 x Major
Consequences can be repaired by qualified 1 x Severe
Engineers. 1 x Extreme
Trevor Maples is taking part in a police raid on an
illegal drugs factory and is wearing a Stab Vest.
Unexpectedly he gets attacked by a worker wielding a
Explosives
syringe (+1 Stress Bonus). David’s defence roll for The table below lists a few example explosives
Trevor fails by 2 shifts meaning Trevor would suffer 3 along with ratings for Complexity, Area, Force, the
Physical Stress (2 shifts + 1 Stress Bonus). type of Fuse and Cost Difficulty. Rules for using
explosives are provided on page 25.
However the Stab Vest will absorb 1 point of Stress
leaving Trevor to only suffer 2 points. However, Fuses
knowing that Trevor is being attacked with a syringe
The fuse determines when an explosive goes off.
(which contains goodness knows what) David elects to
Timer – The explosive detonates after a
take a Minor Consequence to the Stab Vest, meaning it
predefined time. A crude timer (e.g. fuse wire)
absorbs all of the Stress (1 for its inherent armour bonus
may not be 100% accurate; the number of
and 2 for the Minor Consequence).
exchanges is modified by a dice roll (i.e. it may
This leaves the stab vest Taken Out and indeed a
detonate up to 5 exchanges early or late).
hindrance with David selecting the Consequence of
Grenades detonate after 1 exchange.
‚Hanging Clumsily from the Shoulder Strap‛. David
On Demand – The explosive detonates on
still thinks it is worth it though!
demand, either by use of a remote switch or
If desired the GM may decide that the Stress
radio trigger.
Absorbed value imposes a penalty to all
manoeuvres, Athletics & Stealth Tests.
Table - Explosives
Type Force Complexity Area Fuse Cost
Difficulty
Military Grade Legendary Epic 2 Timer or On Demand Epic
Home Made Superb Superb 1 Timer (crude) Great
Mining Explosive Fantastic Fantastic 1 Timer or On Demand Superb
Plastic Explosive Epic Fantastic 2 Timer or On Demand Fantastic
Grenade Fantastic Superb 1 Timer (1 exchange) Good

35
When this is the case, the normal rules for
Vehicles resolving chases apply however the party using
the slower mode of transport suffers a penalty.
Vehicles are vital tools for numerous people and
may be important to a story. Vehicles have three A character suffers a -2 penalty against a vehicle of
attributes, their Type (Pedestrian, Mount, Car or the next Type up, and a -4 penalty against an
Aircraft), Speed (the top speed of the vehicle) and opponent in a vehicle Type two steps up from him.
Stress Capacity (the amount of damage the vehicle A Pedestrian automatically loses to an Aircraft.
can sustain before being Taken Out). In summary:
The Type of a vehicle is mostly relevant to A Pedestrian suffers a -2 penalty against a
understand the value of its Speed. The Speed Mount and a -4 penalty against a Car. A
value is not absolute, but rather indicative of how Pedestrian automatically loses to an Aircraft.
fast the vehicle is for the Type of vehicle it is. A Mount suffers a -2 penalty against a Car and
An Average Speed of a Car is much faster than an a -4 penalty against an Aircraft.
Average Speed for a Pedestrian, but slower than A Car suffers a -2 penalty against an Aircraft.
an Average Speed of an Aircraft. These modifiers allow chases to be performed with
Speed comes into play for simple contests of which mixed Types of vehicles, however the GM is free to
vehicle is faster (roll Speed vs. Speed, modified by limit such chases even further, perhaps only
respective Drive or Pilot skills as appropriate) but allowing mixed chases to occur for a limited
for anything more complex, the chase rules (see number of exchanges, for example five exchanges
page 31) may be more appropriate in which case if the difference in Type is only one step, and three
the Drive or Pilot Skill is modified by the Speed of exchanges if the difference is two steps. If the
the vehicle. See Combining Skills on page 7 for chase is not resolved within this time frame the
what it means to modify Skills. faster Type of vehicle simply out paces the slower
Type.
Mixed Types When taking off, an Aircraft is effectively
Occasionally you may find that a chase involves considered a Car Type, allowing Pedestrians a
parties in different Types of vehicles, or where one chance to catch up to a fleeing plane.
participant is on foot or riding a horse.
Table - Vehicles
Vehicle Type Speed Stress Cost
Capacity Difficulty
On Foot Pedestrian Athletics Skill Rating As character NA
Bicycle Pedestrian Athletics Skill Rating +1 1 Average
Camel Mount Average 2 Fair
Elephant Mount Mediocre 4 Fair
Horse Mount Good 2 Fair
Motorcycle, Off road Car Good 1 Good
Motorcycle, Racing Car Great 1 Great
Car, Saloon Car Good 4 Good
Car, Sports Car Great 2 Great
Car, Limousine Car Fair 5 Superb
Van Car Fair 4 Good
Truck Car Average 6 Superb
Speedboat ‚Car‛ Great 4 Great
Yacht ‚Car‛ Fair 6 Fantastic
Cruise Ship ‚Car‛ Average 10 Epic
Helicopter Aircraft Fair 2 Fantastic
Propeller Plane Aircraft Good 2 Fantastic
Fighter Jet Aircraft Great 4 Epic
Passenger Aircraft Aircraft Good 6 Epic

36
Creating an item takes a Base Time determined by
Workplaces the Cost Difficulty of the item as shown on the
table below. As per page 8, extra shifts on the
In order to conduct research, experiments or to
Engineering or Mysteries Skill Test can reduce this
repair something, people need workplaces and the
time.
tools that go along with them. There are a number
of different types of workplace, depending upon Table - Workplaces
the Skill being used, as shown in the table below. Cost Difficulty Base Time
Table - Workplaces Mediocre A week
Skill Work Workplace Average A few weeks
Academics Academic Library Fair A month
Research Good A few months
Science Lab Work Lab Great A season
Science Medical Aid Med Facility Superb Half a year
Engineering Repairing Workshop Fantastic A year
Mysteries Arcane Research Arcane Library Epic A few years
Mysteries Artificing Arcane
Workshop
Miscellaneous Equipment
Mysteries Alien Research Alien Archive
Table – Miscellaneous Equipment
Item Cost Difficulty
Each workplace has a Quality Rating that
Camera Average
determines its usefulness and also how much it
costs. The Cost Difficulty of a workplace is two Mobile Phone Average
steps higher than its Quality Rating, e.g. a Good Desktop Computer Fair
Quality Laboratory has a Cost Difficulty of Superb. Laptop Fair
Cost Difficulty = Quality +2 PDA Fair
The rules for conducting Research, and the Audio Recorder Fair
required Quality Rating of a Library or Laboratory,
Video Camera Fair
are detailed on page 13.
Caltrops* Average
For repairs the Quality Rating of the workplace
must equal the Difficulty of the repair minus two, Handcuffs Average
so repairing a Saloon Car requires an Average (+1) Lock Pick Gun** Good
Workshop; the Difficulty for repairs being Good Binoculars Average
(+3); based upon the higher of its Speed and Cost Concealable Microphone Fair
Difficulty.
Mini-Tracer Fair
Creating Items Night Vision Goggles*** Fair
For creating items using the Engineering Skill (or Parabolic Microphone Fair
the Mysteries Skill for arcane and magical items) Camouflage Clothing**** Average
an appropriate workshop is needed. Flashlight Mediocre
Creating an item requires four things:
Gas Mask Fair
1. A workshop with a Quality Rating equal to the
GPS Receiver Fair
item’s Cost Difficulty.
SCUBA Gear Fair
2. A successful Resources Skill Test with a
Difficulty of the item’s Cost Difficulty -2 in
order to purchase materials and pay for any *Caltrops provide a +1 bonus to Block Actions
extra labour required. related to preventing movement through an area.
3. A successful Engineering or Mysteries Skill **A Lock Pick Gun provides a +2 bonus to
Test with a Difficulty of the item’s Cost Burglary Tests to pick mechanical locks.
Difficulty. ***Night Vision Goggles negate darkness related
4. Time (see below) penalties to Alertness and Investigation Skill Tests.
****Camouflage Clothing provides a +1 bonus to
Stealth Skill Tests in appropriate environments.
37
Replace an Aspect
Character Players may change an Aspect, either because it is
not working out as envisioned, or because it makes
Development sense based upon the character’s experience in the
Characters in a Free FATE game can change and previous adventure.
improve over time. The rules below indicate how David elects to change Trevor’s Aspect of ‚A
this development is reflected in game mechanics. policeman’s notebook is his greatest weapon‛ because it
Some development occurs at the end of each isn’t seeing much use and Sarah is finding it a difficult
gaming session, whilst other more significant Aspect to Compel. David chooses ‚Alison is always
improvements occur only at the end of a particular there for me‛ as a replacement Aspect.
story; which may involve several gaming sessions. A few sessions later David has been playing through
Trevor’s fight against the demon drink, and thus
End of Session changes his ‚Slave to the demon drink‛ Aspect to
‚Determined to stay on the wagon‛.
At the end of each session each player character is
awarded one Skill Point to add a new Skill or Swap adjacent Skills in the Skill Pyramid
improve an existing one. If everyone agrees, the A player can swap the Rating of a Skill with that of
GM can award two Skill points to a player who did a Skill with a Rating one tier higher or lower.
something spectacular in the session. Trevor has been sneaking around a lot more than he has
leading a team of police investigators, so David elects to
Adding a New Skill
swap his Fair (+2) Leadership Skill with his Average
1 Skill Point allows a player to add a new Skill to
(+1) Stealth Skill. Leadership thus gets downgraded to
his character at a Rating of Average (+1).
Average (+1) and Stealth gets upgraded to Fair (+2).
Improving a Skill A Skill with a Rating of Average (+1) can also be
1 Skill Point allows an existing Skill to be dropped completely and replaced with a new Skill
improved by one step, for example a Fair (+2) at Average (+1). In this instance An Average Skill
Alertness Skill can become Good (+3). is effectively being swapped with a Mediocre Skill.
However, there is one stipulation; the player must Change one Stunt
maintain the pyramid Skill structure; each Rating
A player can remove one Stunt and replace it with
tier must have at least one more Skill than the tier
another. The Stunt being added must have its
above. E.g. to have 3 Good Skills, a character must
prerequisites met as normal.
have at least 4 Fair Skills & 5 Average Skills.
Trevor has relocated to another city as part of the
Trevor Maples has the following skills:
ongoing story, so David decides to remove the
Great (+4): Investigation Concentration ‚Criminal Snitches‛ Stunt and choose
Good (+3): Contacting, Intimidation the Contact Stunt instead.
Fair (+2): Alertness, Leadership, Resolve
Average (+1): Drive, Guns, Science, Stealth End of Story
Before he can increase Trevor’s Alertness from Fair (+2)
Add a Stunt
to Good (+3) David first needs to gain an extra two
Skills at Fair (+2) which in turn requires an extra two A character can gain a Stunt (prerequisites must be
Skills at Average (+1). Thus his Skill pyramid can met) at the expense of reducing his Fate Point
change as shown below when he improves Alertness. Refresh Rate by one; if this would reduce the
  Refresh Rate to zero, a Stunt cannot be added.
Great (+4):
Good (+3):   Add an Aspect
Fair (+2):   A new Aspect can be added. The maximum
  number of Aspects a character may have equals his
Average (+1):
Fate Point Refresh Rate plus the number of Stunts
Other Session Development he has.
In addition to being awarded and spending Skill Increase Fate Point Refresh Rate
Points, at the end of each session each player can A character’s Fate Point Refresh Rate can be
do one of the following as long as it does not result increased by one. This provides more Fate Points
in any Stunt prerequisites no longer being met. at the beginning of an adventure and increases the
limit on the number of Aspects and Stunts.

38
Skill Stunts
Appendix A Gambling Gambling Man
Winnings
Sample Benefit Stunts Guns Long Shot
Below are listed a number of sample Benefit Stunts One Shot Left
that players may choose for their characters. These Intimidation Nobody Moves!
Stunts usually relate to one particular Skill and Subtle Menace
players should be encouraged to choose Stunts
Investigation Lip Reading
that relate to their characters’ peak Skill to
Scene of the Crime
emphasise the niches their characters fill.
Leadership Funding
Of course this isn’t obligatory and a player may
choose a Stunt relating to a Skill which his Minions
character does not even have Might Body Toss
The table below summarises the sample Stunts by Wrestler
associated Skill. Mysteries Psychic
Table – Sample Stunts by Skill Voices from Beyond
Skill Stunts Words on the Wind
Academics Linguist Pilot Flawless Navigation
Photographic Memory Flying Jock
Walking Library Personal Aircraft
Alertness Danger Sense Rapport Five Minute Friends
I’m On Top Of It International
Ready for Anything Resolve Smooth Recovery
Art Commissions Steel Determination
Do You Know Who I Am? Resources Headquarters
Virtuoso Home Away From Home
Athletics Contortionist Lair
Human Spider Science Medic
Slippery Sleight of Hand Bump and Grab
Burglary Lock Master Cool Hand
Contacting Close Contacts Stealth Hush
Contact Quick Exit
Walk the Walk Survival Creature Companion
Deceit Clever Disguise Tracker
Master of Disguise Weapons Catch
Mimicry Good Arm
Drive Custom Ride
Defensive Driving Body Toss
One Hand on the Wheel Requires Wrestler.
Empathy Cold Read You know how to apply your strength in a fight to
Ebb and Flow take people off their feet. Whenever making a
Endurance Feel the Burn Throw or a Push manoeuvre (page 21), you require
One Hit to the Body one less shift per zone than normal. Thus, to
Throw an average person one zone only 2 shifts
Engineering Mister Fix-It
would be required (rather than 3) and only 5 shifts
Thump of Restoration
would be required to throw them two zones (2
Fists Brawler plus 3, rather than 3 plus 4)
Dirty Fighter

39
Brawler Commissions
You’re at home in any big old burly brawl, with Requires Virtuoso.
multiple opponents and ideally some beer in you. Your works and performances are heavily sought
Whenever you are personally outnumbered in a out, and there are those who will pay handsomely
fight (i.e., when someone gets to attack you at a for it. Once per session, you may use your Art Skill
bonus due to a numerical advantage) your defence instead of Resources, representing a successful
rolls with Fists are at +1. past commission.
When fighting two or more minions, you deal one Contact
additional Stress on a successful hit.
At the time your character takes this Stunt, you
Bump and Grab must define a specific contact, with a name, a brief
Your character is exceptionally skilled at taking sentence about the contact’s personality, and her
advantage of distractions in order to make a quick relationship to your character.
grab. You may spend a Fate point to make a simple This contact is a Companion as described on page
Sleight of Hand attempt to do something – pick a 28, willing and able to accompany you on your
pocket, palm an object, etc. – as a Free action. adventures, with three advances for you to spend
as you wish. For maximum effect, you may wish to
Catch
allocate one of your Aspects to this contact as well.
When defending against a thrown object, if you are
This Stunt may be taken multiple times, defining a
successful enough to generate Spin on your
different contact each time.
defence, you may declare that you are catching the
item that was thrown at you, provided you have a Contortionist
free hand and it’s something you could, practically You can fit into and through spaces and shapes
speaking, catch (so no catching, say, refrigerators, that no normal human readily can. Normally,
unless you have something truly crazy going on in contorting tasks are impossible to attempt, or at
the Might department). best default to a (non-existent) Contortion Skill
rated at Mediocre.
Clever Disguise
With this Stunt, you can use your full Athletics
Normally, a character cannot create a disguise that
score instead, and have rationale to attempt feats
will stand up to intense scrutiny, i.e. use of the
of contortion that are simply unavailable to others.
Investigation Skill (see page 14). With this Stunt,
he may defend against Investigation (anything Cool Hand
short of physically trying to remove the disguise) A steady hand can be critical when things get
with his full Deceit Skill. hairy. This character’s hands never shake and
Furthermore, he may assemble disguises of this never waver. Your character may ignore any
quality in a matter of minutes, provided he has a Difficulty increases from the environment when
well-equipped disguise kit on hand. performing any fine manual work (even if that fine
manual work doesn’t involve the Sleight of Hand
Close Contacts
Skill, such as Burglary for lock picking, or Science
Requires at least one Contact.
for surgical work).
When you select this Stunt, you may spread three
Further, his steadiness minimizes other
additional advances out amongst your existing
distractions and cuts down on mistakes. Once per
contacts, creating unusually talented Companions.
scene he may eliminate one single non-
You may take this Stunt multiple times, but can’t environmental penalty that affects his Sleight of
ever apply more than six additional advances (for Hand.
a total of nine) to any one contact.
Creature Companion
Cold Read
Your character has cultivated a close companion
Normally, to use Empathy to get a read on from the animal kingdom. This companion is
someone (an Assessment) it requires at least a few designed using the Companion rules (see page 28),
minutes of conversation, if not more. Characters with a few changes and limitations.
with this Stunt may do so after much less time –
Creature companions are designed using four
two or three steps faster on the Time Increments
advances and can come from any country. This
table (see page 8).
companion operates only with a ‚physical‛ scope,
and must spend at least two of its advances on
‚Skilled‛ and / or ‚Quality‛.

40
Any ‚Skilled‛ advances must be taken from a the scene that affects your foe, you get an
short list: Athletics, Fists, Might, Stealth, and additional +1 on the roll.
Survival. You may take only one Skill outside of
Do You Know Who I Am?
that list, within reason, as based on the animal
Requires Virtuoso.
type. A raccoon might have Sleight of Hand,
representing its ability to perform fine Your widespread name and your art are
manipulation; a lion might have Intimidation (this interlinked as one. When identifying yourself in
is unsubtle, and not considered a violation of the order to get your way in a social or other
physical scope). applicable situation, you may complement
Rapport, Intimidation, Deceit and Contacting rolls
If the animal is of an appropriate size, this creature
with your Art Skill.
may be ridden as a mount, at +1 to Survival. If the
companion is a mount, such as a horse, or a more Ebb and Flow
exotic beast that has been persuaded to allow you The character is so aware of the social currents in a
to ride it, you may use that mount’s Athletics Skill situation that he is able to see something of what’s
instead of Survival in order to ride it. Athletics coming before it arrives.
would also be used to pour on the speed when the At the beginning of any social exchange, before
rider is too busy to ‚steer‛ the animal himself. proceeding with the usual initiative order, the
Custom Ride character may spend a Fate point and attempt a
You own a land vehicle (no Resources Test quick read – looking for surface moods and other
necessary) that is special and handles particularly social cues – on any one target of his choosing, as a
well; providing a +1 bonus to any Drive Tests. free action. He may then act normally on his turn
as usual.
Additionally, your vehicle has a little something
extra, and you may, once per session, spend a Fate Feel the Burn
Point and declare that the vehicle has some extra The character can push through incredible pain in
device (such as an oil slick or caltrop dispenser) order to reach his goal. The character can take one
that will allow you to perform manoeuvres to extra Major Consequence (see page 22) to negate
impose appropriate Aspects on any pursuers, e.g. Stress to his Physical Stress Track allowing him to
‚Skidding Wildly‛ or ‚Shredded Tyres‛. take a total of four Consequences in a physical
Danger Sense conflict.

The character maintains a quick and easy Five Minute Friends


awareness of ambushes and other nasty surprises – For a Fate point, you can make a steadfast friend in
perhaps preternaturally, perhaps simply due to a place you’ve never been, given a chance for five
finely tuned mundane senses. Whenever minutes of conversation. This Stunt makes nearly
ambushed, the character is able to take a full impossible opportunities to make friends merely
defensive action, gaining a +2 on his Defence roll, improbable, improbable opportunities probable,
regardless of whether or not he’s surprised (if he is and probable opportunities outright certain.
surprised, dropping his base Defence to Mediocre,
Flawless Navigation
this Stunt takes his base Defence up to Fair).
The skies are an open map in the character’s mind.
Defensive Driving Unless bizarre circumstances are afoot, he can
You’re good at keeping your vehicle in one piece. never get lost in flight. If something strange is
Whenever attempting a driving manoeuvre in a happening the Difficulties for his Pilot rolls are
chase (see page 31), you may treat the Difficulty as never increased by more than 2.
if it were one lower. The Difficulty of the Flying Jock
manoeuvre itself is not affected, however, for any
This pilot can squeeze his plane through places
vehicles that might be chasing you.
where it has no business fitting. Normally, a pilot
Dirty Fighter can spend a Fate point for a coincidence or
Requires Brawler. declaration to assure that the plane has enough
Your character has a talent for fighting dirty and is clearance space to fly through.
experienced in pulling all manner of tricks in order Characters with this Stunt never need to spend a
to get the upper hand on his opponents. By Fate point: if it could fit, it can. What’s more, if
exploiting an opponent’s weakness, you are able to your character does spend a Fate point, he can fit
strike deep and true. Any time you tag an the plane in places it absolutely should not be able
opponent’s Aspect in a fight, or tag an Aspect of
41
to. This Stunt is also useful for landing planes in operates at a Quality Rating one less than the
improbably tight quarters. main Workspace.
Funding Extensive Security: Security measures make
your headquarters difficult to compromise. All
You head an organization that is profitable. Pay a
Difficulties for bypassing your headquarters’
Fate point and your organization may temporarily
security are increased by one.
increase a Resources Skill up to the value of your
Leadership, regardless of whether or not you’re Utmost Secrecy: The location of your
present. When you personally make use of these headquarters is tantamount to a state secret.
resources it may take some time to filter through Few know of it, and even those located nearby
the power structure to reach you; the GM may may be unaware. The Difficulty of any
increase the time it takes to acquire something by Investigation or Contacting roll to find the
one step. location of your lair is equal to your Resources
Skill.
Gambling Man
Communications Centre: Your headquarters
Requires one or more compellable Aspects related to
is the nerve centre of a number of vital
gambling.
channels of communication. Any
As a gambling man, the character is rarely able to communications routed to, from, or through
turn down a bet or an opportunity to take a risk. your base take one time increment less to get
Compels involving your gambling Aspects to where they’re going, due to the efficiencies
automatically start out at a point of escalation – offered.
you must either spend two Fate points to avoid
them, or gain two Fate points if you accept them, Home Away From Home
right at the outset. If a character has purchased a Workplace (see page
37) this Stunt allows the character to have a second
Good Arm such property in a different location (at the same
The character has an amazing throwing arm, and Quality rating). The player may specify the
can throw weapons with great force, allowing location during play (at which point it becomes
them still to be effective at a much longer range locked in), or in advance.
than usual. The character may make an attack
using a thrown weapon up to two zones away Human Spider
instead of the usual one; if he does so, the attack is The character can climb surfaces he should not be
made at a -1. able to. He receives a +2 bonus on any climb, and
by spending a Fate point, he may eliminate the
Headquarters effects of all Difficulty modifiers resulting from the
If a character has purchased a Workplace (see page environment or the characteristics of the thing he’s
37) then with this Stunt it qualifies as a full blown climbing (so he can climb a slick, mostly flat
private headquarters, such as a mansion or a secret surface in a rainstorm at much less difficulty).
cave.
Hush
In addition to the Workplace, the headquarters
Your talent with stealth may be extended to others
may include one of the following extra elements:
who are with you close by, provided that you
Expert Staff: Your headquarters has a small
travel as a group. As long as the whole group stays
staff of competent individuals who are each
with you and follows your hushed orders, you
treated as a Companion (see page 28); two are
may make a single Stealth roll for the whole group,
of Average Quality and one is of Fair Quality
using your Skill alone. If someone breaks from the
(they have no other Advances).
group, they immediately lose this benefit, and may
Expert Staff are bound to the location of your risk revealing the rest of you if they don’t manage
headquarters, and can’t ever leave it without to pull off a little stealth of their own.
losing their Companion qualities (they
You cannot apply the benefits of other Stunts
effectively drop to Mediocre outside of their
(besides Hush) to this roll, though you may bring
home environs).
in your own Aspects (and possibly tag the Aspects
Secondary Facility: Your base facility of those you are concealing) in order to improve
normally serves one primary function – the result. The maximum number of additional
Library, Lab, Workshop, Arcane Library, people in the group is equal to the numeric value
Arcane Workshop or Alien Archive. This extra of the character’s Stealth score (so someone with
allows you to define a second function that

42
Fair Stealth and this Stunt would be able to use his Long Shot
Skill for himself and two others). For whatever reason, you’re always able to take
I’m On Top Of It shots at a greater distance than you should be able
to. In your hands pistols, rifles and other such
You may spend a Fate point to go first in an
weaponry reach an additional zone (or two, if the
exchange, regardless of your initiative. If multiple
GM feels generous).
people with this Stunt exercise this ability, they go
in turn of their normal initiative, before those who Master of Disguise
don’t have the Stunt get a chance to act. If the Requires Clever Disguise and Mimicry.
exchange has already started, and you have not yet The character can convincingly pass himself off as
acted, you may instead spend a Fate point to act nearly anyone with a little time and preparation.
next, out of the usual turn order.
To use this ability, the player pays a Fate point and
This may only be done between character’s temporarily stops playing. His character is
actions, and cannot be done as an interruption of presumed to have donned a disguise and gone ‚off
any kind (so if you spend the Fate point to do this camera‛.
while someone else is acting, you must wait until
At any subsequent point during play the player
they’re done). Your character must not have acted
may choose any nameless, filler character (a
yet in the exchange in order to use the ability in
villain’s minion, a steward on the cruiseship, a
this way.
police patrolman, etc.) in a scene and reveal that
International that character is actually the Player Character in
The character’s mastery of etiquette leaves him disguise!
comfortable, and even glib, in any situation. The The character may remain in this state for as long
character never suffers any penalties or increased as the player chooses, but if anyone is tipped off
Difficulty from unfamiliarity with his setting, that he might be nearby, an investigator may
making it easy to manoeuvre through local spend a Fate point and roll Investigate against the
customs he hasn’t encountered before, and to disguised character’s Deceit. If the investigator
cover up any gaffes with a laugh and a sparkle in wins, the investigator’s player (which may be the
his eye. GM) gets to decide which filler character is
actually the disguised Player Character.
Lair
Requires Headquarters. Medic
The character’s headquarters has three elements Requires a ‚Medicine‛ Specialisation Stunt for the
(rather than one). Science Skill
The character is talented at delivering medical care
Linguist
in the field. Normally, someone providing first aid
Normally, someone may only speak a number of
can remove a checkmark for every two shifts
additional languages equal to the value of his
gained on the roll (see page 25). With this Stunt,
Academics Skill. With this Stunt, your character
every shift removes a point of Stress. If the
may speak five additional languages.
character rolls well enough to remove more
Lip Reading physical Stress than the victim is suffering, he may
The character may use Investigation to eavesdrop even remove a Minor, physical Consequence.
on conversations he can only see. If the GM would Mimicry
normally allow someone to attempt to read lips,
Requires Clever Disguise.
the Difficulty is reduced by 2; otherwise, you may
Deceit can be used to convince people you are
simply roll Investigation when others may not.
someone you aren’t – but usually only in a general
Lock Master sense. You can seem to be a cop, an author, et
The character’s skill with improvisation when cetera, but you can’t seem to be a specific person
bypassing a lock or similar contrivance is without a lot of work (and an elevated Difficulty).
improved, so long as he has something that could With this Stunt, you can easily imitate the
pass as a tool, such as a piece of wire. Characters mannerisms and voice of anyone you’ve had a
with this Stunt never suffer an increased Difficulty chance to study – removing another potential
for lacking proper tools on a Burglary roll, and cause to have a disguise examined, or perhaps
when given proper tools, can defeat locks at one convincing someone who can’t see you that you’re
time increment faster than usual. someone else even though you’re undisguised.

43
Studying someone usually requires only an rolling Drive (driving is your primary action, and
investment of time and not a roll of the dice – at the supplemental action is something minor), or
least half an hour of constant exposure. This rolling some other Skill (you’re taking some other
timeframe can be reduced, but will require an primary action, but keeping the vehicle on the road
Empathy, Investigation, or Deceit roll against a isn’t all that challenging, allowing driving to be the
target of Mediocre, increased by one for each step supplemental action).
faster on the Time Increments table (page 8). Your Drive Skill can never be used to restrict
Minions another Skill, only complement it.
You have minions – lots of them. As a default, in a One Hit to the Body
scene, you may have the bare minimum of minions The character can pay a Fate point and ignore the
easily on hand – three of Average quality (see effects of one attack per game session.
Minions on page 27).
One Shot Left
You may make three upgrades to improve your
That last bullet has a kind of magic to it. A
Minions, spent at the point you bring them into the
character with this Stunt may declare that he is on
scene. Each upgrade either adds three more to
his last shot, and may make any single Guns attack
their number, or boosts the Quality of three of
at +3.
them by one step (no Minion can be more than
Good quality). This stunt can therefore provide This is the character’s last shot – its use means that
any of the combinations listed below. there’s no more ammo, no holdout guns or the
like. The only way the character is going to be able
3 Good (+3) plus 3 Average (+1)
to use his Guns Skill in the scene is if he takes an
6 Fair (+2)
action acquiring a new weapon or ammunition,
3 Fair (+2) plus 6 Average (+1) which may not always be possible.
12 Average (+1)
Personal Aircraft
This Stunt may be taken multiple times to increase
You have a personal aircraft that you own or have
the starting number of Minions (taking it twice
the exclusive right to fly. In all respects, this Stunt
means you start out with six of Average Quality)
functions like the Custom Ride Stunt (page 40).
and the number of upgrades (taking it twice also
Refer to that Stunt for details.
means you have six upgrades). You must spend all
of your upgrades at the start of the scene when Photographic Memory
you bring in your Minions, but you needn’t bring Requires Walking Library.
them all in right away. If you’ve read it, you remember it. If the answer
Mister Fix-It lies in something you’ve read before (this must be
reasonable), then any research effort takes an
The character’s talented at getting things repaired
additional two units less time – stacked on top of
under time-critical circumstances. The time it takes
the benefit of Walking Library, this means that a
to get something fixed by the character is reduced
half hour’s worth of research in books you’ve
by two steps. If the situation is already operating
already encountered can be resolved in a minute,
on the fastest possible amount of time the
and a day’s worth covered in a mere hour.
Difficulty of the repair effort is reduced by one.
Nobody Moves! Psychic
You are open to the strange and paranormal –
Any character can use Intimidation to perform a
though sometimes that means letting in the
Block action (see page 21) to prevent foes in their
Unpleasant Things from the Darkness and other
current zone from moving to another zone.
such nuisances.
Normally the GM would impose penalties if the
character was attempting to block off more than Normally, a character may be called upon by the
one route out of the zone, however a character GM to roll Mysteries as a kind of paranormal
with this stunt reduces any such penalties by the Alertness Skill, to pick up on the surface
numerical rating of his Intimidation Skill (to a strangeness in a place. With this Stunt, you may
minimum penalty of zero). deliberately use your Mysteries Skill to gain some
mystic or terrible insight into the occult ‚climate‛
One Hand on the Wheel of an area, as if it were Investigation – using a
Driving while doing some other action normally similar time-frame and gaining a similar level of
results in a -1 penalty. With this Stunt, you don’t (paranormal) detail.
suffer that penalty, regardless of whether you are

44
This also means that you may use Mysteries in the face of even the direst of outcomes outside
instead of Alertness when surprised, if the origin of physical conflict. This Stunt allows the character
of the surprise is in some way supernatural, and to take one additional Major, social or mental
can even use Mysteries as your initiative Skill Consequence (see page 22) to negate Stress to his
when locked in a conflict with otherworldly forces. Composure Stress Track allowing him to take a
Used with this Stunt, Mysteries can give you total of four Consequences in a social or mental
access to information that would normally be conflict.
impossible to get – though the GM is under no Steel Determination
obligation to give you that information in any clear
It is apparent to all around you exactly how far
fashion. Muddled riddles and vague intimations
you are willing to go in order to get what you
are the mode of the day.
want. You may, when you bluntly speak your true
There is an additional catch: Using this ability may intentions in a social interaction, trigger the effects
open you up to an unpleasant psychic attack by of this Stunt, immediately gaining a +1 bonus
the presence or residue of Unnatural Creatures which applies to all subsequent Intimidation or
that have touched the area < but at least you’ve Resolve rolls, as well as any social defence, in that
learned something. scene. However, if you do this, you may no longer
Quick Exit use Rapport with the same audience, as you have
A momentary distraction is all you need to vanish peeled away the façade of civility.
from the scene. Provided you are not in the midst Subtle Menace
of a Conflict, you may make a Stealth Test with a The character exudes menace far in excess of his
Difficulty of the highest Alertness in the room. If capability to act. Even bound and behind prison
you succeed, the next time someone turns to look bars, the character is so ripe with the promise of
at or talk to you, you’re not there. the awful things he could do that he’s still scary.
Ready for Anything This character may use Intimidation no matter
Requires I’m On Top Of It. what the power imbalance in the situation is, and
reduces any bonus his target may have been
The character’s senses are so keyed into minute
awarded by the GM for acting from a superior
changes that he is able to respond more quickly to
position by 2 (to a minimum of +0).
new details. The character’s Alertness Skill is
considered to be one higher for purposes of Thump of Restoration
determining initiative (allowing someone with Requires Mister Fix-It.
Superb Alertness to have Fantastic initiative). This Sometimes a bunch of repairs can get short-handed
Stunt breaks ties whenever facing opponents with with a good swift thump. A character must spend
the same initiative. This Stunt may be taken a Fate point to activate this ability, and roll
multiple times, each time increasing the character’s Engineering (with a Difficulty of Mediocre).
initiative one step.
He then hits a device or other contraption that isn’t
Scene of the Crime working, and it starts working immediately,
The character has a strong visual memory, and regardless of the Difficulty rating to repair it under
whenever he revisits a place where he has used time pressure.
Investigation before, he may make an immediate It will continue work for a number of exchanges
use of Investigation in a matter of seconds in order equal to the shifts gained on the Engineering roll.
to determine what has changed since he was last Once the time is up, the device stops working
there, as if it were an unusually detailed Alertness again, and any efforts to repair it are at a one step
check. higher Difficulty (since, after all, you hit the thing).
Slippery If the character wishes to thump again, he may do
so for another Fate point, but the Difficulty for the
Requires at least one other Athletics Stunt.
Engineering roll increases by one on each
You gain a +2 to all attempts to defend against
subsequent attempt.
Pushing, Throw or Knockback manoeuvres, as
well as any attempts to escape from bonds. Tracker
Your character is Skilled at tracking, and can infer
Smooth Recovery
a great deal of information from a trail. When
While most characters with Resolve can keep
studying tracks, the character may roll Survival.
things together under stress, for your character it is
second nature, allowing him to regain his footing

45
Each shift from this roll spent thereafter gives the suffers any additional Difficulty from unfamiliar
character one piece of information about the circumstances when using the Contacting Skill.
person or creature being tracked (such as weight,
Walking Library
how they were moving, and so on). Normally,
The character’s prodigious reading has paid off in
Survival can’t be used to track something, leaving
spades, and he is able to recall minute details from
such attempts at a Mediocre default.
even the most obscure literary works. The
Virtuoso character is always considered to have a library on
The character is a master of some specific form of hand of a quality equal to his Academics skill,
art – painting, composition, singing, conducting or enabling him to answer questions with a base
playing music, or the like. The character is a Difficulty less than or equal to his Academics skill,
virtuoso in his field and recognized worldwide for using nothing other than his brain and some time
his Skill. Even if his actual Skill level is not high, he for contemplation. Additionally, any research
is still on the list of the finest artists in the world, performed by this character in a real library
just not necessarily at the top of it. The character automatically takes one unit less time (see Time
receives a +1 knowledge bonus when performing Consuming Tasks on page 8), and any libraries
his art form. He may also pick a specialty (such as with a quality less than his Academics skill do not
a specific instrument or a specific school of limit the Difficulty of the question asked, as they
painting) for which he receives a +1 specialty normally would.
bonus (stacking with the +1 knowledge bonus).
Winnings
When applicable, the virtuoso may produce works
The character wins more than he loses, and is often
of art one time increment faster than would
flush with cash. Once per session, he may use
normally take.
Gambling instead of Resources to represent these
This stunt combines Concentration and
winnings, so long as he hasn’t recently experienced
Specialisation stunts with a Benefit (reduction of
a loss. The player must provide a quick one-
time to create works). This is a particular
sentence explanation of what the resource is and
concession that is made in response to how
how he won it, when using this Stunt.
infrequent Art performances are integral to the
plot of a scenario. Words on the Wind
Requires Psychic.
Voices from Beyond
There are patterns to things that are not always
Requires Psychic.
obvious, even to the wise.
Given time to prepare and perform the ritual, the
This character looks in the right places, and hears
character may perform a real, functioning séance
the right things. Once per session, when he is not
to try to call out to spirits dead or never living. A
otherwise occupied, he may request an omen from
Mysteries roll must be made against a Difficulty
the GM, and roll Mysteries against a target of
set by the GM, in order to cause a particular spirit
Mediocre. The GM will use the results to guide her
to manifest.
decision about how obscure the information
Summoned spirits are not under any sort of
gained is. It may be as arcane as a snippet of a
compulsion to be cooperative, and may have their
riddle, or as mundane as news that a strange
own agendas, but once summoned, they may
shipment is coming into the docks at midnight.
speak through the character with others in
attendance. At the GM’s option, especially if the Wrestler
summoner gains Spin on her Mysteries roll, the Requires a ‚Lifting & Carrying‛ Specialisation Stunt
spirit may even manifest visibly. for the Might Skill
Should the spirit be malicious in any fashion, or The character is a trained wrestler. The character
wish to escape the summons, the character may may use his Might Skill instead of Fists in combat.
use Mysteries or Resolve as his Skill of choice This is effectively a Skill Switch Stunt but with no
when struggling with the spirit. reduced scope of effectiveness, instead a pre-
Walk the Walk requisite is imposed in the form of another Stunt.
The character’s travels have taken him to every
corner of the world. His familiarity with the streets
and peoples of the world allow him to function
easily, at home and abroad. The character never

46
Agreement with the owner of such Trademark or Registered
Legal Information Trademark. The use of any Product Identity in Open Game Content
does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game
Permission to copy, modify and distribute this file is granted solely
Content shall retain all rights, title and interest in and to that Product
through the use of the Open Gaming License, Version 1.0a.
Identity.
This material is being released using the Open Gaming License
8. Identification: If you distribute Open Game Content You must
Version 1.0a and you should read and understand the terms of that
clearly indicate which portions of the work that you are distributing
license before using this material.
are Open Game Content.
More information on the Open Game License can be found at
9. Updating the License: Wizards or its designated Agents may
www.opengamingfoundation.org or www.wizards.com/d20.
publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game
OPEN GAME LICENSE Version 1.0a Content originally distributed under any version of this License.
The following text is the property of Wizards of the Coast, Inc. and is
10 Copy of this License: You MUST include a copy of this License
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights
with every copy of the Open Game Content You Distribute.
Reserved.
11. Use of Contributor Credits: You may not market or advertise the
1. Definitions: (a)"Contributors" means the copyright and/or
Open Game Content using the name of any Contributor unless You
trademark owners who have contributed Open Game Content;
have written permission from the Contributor to do so.
(b)"Derivative Material" means copyrighted material including
derivative works and translations (including into other computer 12 Inability to Comply: If it is impossible for You to comply with any
languages), potation, modification, correction, addition, extension, of the terms of this License with respect to some or all of the Open
upgrade, improvement, compilation, abridgment or other form in Game Content due to statute, judicial order, or governmental
which an existing work may be recast, transformed or adapted; (c) regulation then You may not Use any Open Game Material so
"Distribute" means to reproduce, license, rent, lease, sell, broadcast, affected.
publicly display, transmit or otherwise distribute; (d)"Open Game 13 Termination: This License will terminate automatically if You fail
Content" means the game mechanic and includes the methods, to comply with all terms herein and fail to cure such breach within 30
procedures, processes and routines to the extent such content does not days of becoming aware of the breach. All sublicenses shall survive
embody the Product Identity and is an enhancement over the prior art the termination of this License.
and any additional content clearly identified as Open Game Content 14 Reformation: If any provision of this License is held to be
by the Contributor, and means any work covered by this License, unenforceable, such provision shall be reformed only to the extent
including translations and derivative works under copyright law, but necessary to make it enforceable.
specifically excludes Product Identity. (e) "Product Identity" means 15 COPYRIGHT NOTICE
product and product line names, logos and identifying marks including
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, ©
designs, depictions, likenesses, formats, poses, concepts, themes and 2005 by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.
graphic, photographic and other visual or audio representations; FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by
names and descriptions of characters, spells, enchantments, Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
personalities, teams, personas, likenesses and special abilities; places, Spirit of the Century © 2006, Evil Hat Productions LLC. Authors
locations, environments, creatures, equipment, magical or supernatural Robert Donoghue, Fred Hicks, and Leonard Balsera.
abilities or effects, logos, symbols, or graphic designs; and any other Starblazer Adventures © 2008, Cubicle 7 Entertainment Ltd.
trademark or registered trademark clearly identified as Product
identity by the owner of the Product Identity, and which specifically Free FATE © 2009 R Grant Erswell.
excludes the Open Game Content; (f) "Trademark" means the logos, END OF LICENSE
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to Open Content
the Open Game License by the Contributor (g) "Use", "Used" or The text of the Legal Information section of this document and the
"Using" means to use, Distribute, copy, edit, format, modify, translate “Open Game License version 1.0a” itself are not Open Game Content.
and otherwise create Derivative Material of Open Game Content. (h) Instructions on using the License are provided within the License
"You" or "Your" means the licensee in terms of this agreement. itself. All of the rest of the text in this document prior to the Legal
2. The License: This License applies to any Open Game Content that Information, above, is Open Game Content as described in Section
contains a notice indicating that the Open Game Content may only be 1(d) of the License.
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to Product Identity
or subtracted from this License except as described by the License This publication contains no Product Identity, as defined in Section
itself. No other terms or conditions may be applied to any Open Game 1(e) of the Open Game License Version 1.0a.
Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You
indicate Your acceptance of the terms of this License. Amendment History
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- The table below details the amendment history of
free, non-exclusive license with the exact terms of this License to Use, Free FATE.
the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing Version Change
original material as Open Game Content, You represent that Your 0.1 Initial Draft
Contributions are Your original creation and/or You have sufficient 0.2 Minor changes & corrections throughout.
rights to grant the rights conveyed by this License. Replaced remaining references to Mild and Moderate
6.Notice of License Copyright: You must update the COPYRIGHT Consequences with Minor and Major.
NOTICE portion of this License to include the exact text of the Character Sheet updated with clearer image.
COPYRIGHT NOTICE of any Open Game Content You are copying,
Replaced Guns with Athletics in Defence Skill column of
modifying or distributing, and You must add the title, the copyright
the Attack and Defence Skills table.
date, and the copyright holder's name to the COPYRIGHT NOTICE
of any original Open Game Content you Distribute. Issue for public feedback.
7. Use of Product Identity: You agree not to Use any Product Identity, 0.3 Several clarifications and restructuring changes.
including as an indication as to compatibility, except as expressly Addition of What is a Good Aspect?, Sample Minions &
licensed in another, independent Agreement with the owner of each Sample Companions sections.
element of that Product Identity. You agree not to indicate
compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game
Content except as expressly licensed in another, independent
47

Das könnte Ihnen auch gefallen