FATE Player's Guide 1 FATE Player's Guide In any game of Fate, you’re either a
FATE Player's Guide 1 FATE Player's Guide In any game of Fate, you’re either a player or gamemaster. If you’re a player, your primary job is to take responsibility for portraying one of the protagonists of the game, which we call a player character (or “PC” for short). You make decisions for your character and describe to everyone else what your character says and does. You’ll also take care of the mechanical side of your character—rolling dice when it’s appropriate, choosing what abilities to use in a certain situation, and keeping track of fate points. If you’re a gamemaster, your primary job is to take responsibility for the world the PCs inhabit. You make decisions and roll dice for every character in the game world who isn’t portrayed by a player—we call those non-player characters (or “NPCs”). You describe the environments and places the PCs go to during the game, and you create the scenarios and situations they interact with. You also act as a final arbiter of the rules, determining the outcome of the PCs’ decisions and how that impacts the story as it unfolds. Both players and gamemasters also have a secondary job: make everyone around you look awesome. Fate is best as a collaborative endeavor, with everyone sharing ideas and looking for opportunities to make the events as entertaining as possible. 2 FATE Player's Guide Taking Action, Dice, & The Ladder Players, some of the things you’ll do in a Fate game require you to roll dice to see if your character succeeds or not. You will always roll the dice when you’re opposing another character with your efforts, or when there’s a significant obstacle in the way of your effort. Otherwise, just say what your character does and assume it happens. O To overcome an obstacle C To create or unlock an advantage, in the form of an aspect you can use A To attack someone in a conflict D To defend yourself in a conflict Rolling the Dice When you need to roll dice in Fate, pick up four Fate dice and roll them. When you read the dice, read every '+' as +1, every '0' as 0, and every '-' as –1. Add them all together. You’ll get a result from -4 to +4, most often between -2 and +2. Here are some sample dice totals: -+0+ = +1 +-00 = 0 +++- = +2 -000 = −1 3 FATE Player's Guide The result on the dice isn’t your final total, however. If your character has a skill that’s appropriate to the action, you get to add your character’s rating in that skill to whatever you rolled. So, once you’ve rolled the dice, how do you determine what a particular result means? Glad you asked. The Ladder Fate uses a ladder of adjectives and numbers to rate the dice results, a character’s skills and the result of a roll. Here’s the ladder: +8 Legendary +7 Epic +6 Fantastic +5 Superb +4 Great +3 Good +2 Fair +1 Average +0 Mediocre -1 Poor -2 Terrible It doesn’t really matter which side of the ladder you use—some people remember the words better, some people remember the numbers better, and some people like using both. So you could say, “I got a Great,” or “I got a +4,” and it means the same thing. As long as everyone understands what you’re communicating, you’re fine. 4 FATE Player's Guide Results can go below and above the ladder. It is encouraged that you to come up with your own names for results above Legendary, such as “Zounds!” and “Ridiculously Awesome”. Interpreting Results When you roll the dice, you’re trying to get a high enough roll to match or beat your opposition. That opposition is going to come in one of two forms: active opposition, from someone rolling dice against you, or passive opposition, from an obstacle that just has a set rating on the ladder for you to overcome. (GMs, you can also just decide your NPCs give passive opposition when you don’t want to roll dice for them). Generally speaking, if you beat your opposition on the ladder, you succeed at your action. A tie creates some effect, but not to the extent your character was intending. If you win by a lot, something extra happens (like doing more harm to your opponent in a fight). If you don’t beat the opposition, either you don’t succeed at your action, you succeed at a cost, or something else happens to complicate the outcome. Some game actions have special results when you fail at the roll. When you beat a roll or a set obstacle, the difference between your opposition and your result is what is called shifts. When you roll equal to the opposition, you have zero shifts. Roll one over your opposition, and you have one shift. Two over means two shifts, and so on. Landon is trying to escape an ancient mechanical death trap he accidentally set off during a 5 FATE Player's Guide “routine” exploration of the Anthari Catacombs. Dozens of tiny (and some not-so-tiny) spears are shooting out of the walls in a certain hallway, and he needs to get past them to the other side. Amanda, the GM, says, “This is passive opposition, because it’s just a trap in your way. It’s opposing you at Great (+4). The Anthari really didn’t want anyone getting to their temple treasure.” Lenny sighs and says, “Well, I’ve got Athletics at Good (+3), so I’ll try dodging and weaving through them to cross the hall.” He takes up the dice and rolls, getting -+++, for a result of +2. This steps up his result on the ladder by two, from Good (+3) to Superb (+5). That’s enough to beat the opposition by one shift and succeed. Amanda says, “Well, it takes equal parts acrobatics and frantic stumbling, but you manage to make it through to the other side with only some cosmetic tears in your tunic to show for it. The mechanism shows no sign of stopping, though—you’ll still have to deal with it on your way out.” Lenny replies, “Just another day at the office,” and Landon continues his trek through the catacombs. Fate Points You use tokens to represent how many fate points you have at 6 FATE Player's Guide any given time during play. Fate points are one of your most important resources in Fate—they’re a measure of how much influence you have to make the story go in your character’s favor. You can spend fate points to invoke an aspect, to declare a story detail, or to activate certain powerful stunts. You earn fate points by accepting a compel on one of your aspects. A word of warning: don’t use edible things as tokens, especially if the food hasn’t arrived yet. Invoking an Aspect Whenever you’re making a skill roll, and you’re in a situation where an aspect might be able to help you, you can spend a fate point to invoke it in order to change the dice result. This allows you to either reroll the dice or add +2 to your roll, whichever is more helpful. (Typically, +2 is a good choice if you rolled –2 or higher, but sometimes you want to risk a reroll to get that +4.) You do this after you’ve rolled the dice—if you aren’t happy with your total. You also have to explain or justify how the aspect is helpful in order to get the bonus—sometimes it’ll be self-evident, and sometimes it might require some creative narrating. You can spend more than one fate point on a single roll, gaining another reroll or an additional +2, as long as each point you spend invokes a different aspect. Cynere is trying to covertly goad a merchant into describing the security features of his personal 7 FATE Player's Guide vault by posing as a visiting dignitary. The merchant is giving her passive opposition at Good (+3), and her Deceive skill is Fair (+2). Lily rolls. She breaks even, getting a 0. That leaves her result at Fair, not enough to get the information she wants. She looks at her character sheet, then to Amanda, and says, “You know, long years of being Tempted by Shiny Things has taught me a thing or two about what’s in a treasure hoard and what’s not. I’m going to impress this merchant by talking about the rarest, most prized elements of his collection”. Amanda grins and nods. Lily hands over a fate point to invoke the aspect, and gets to add +2 to her standing roll. This brings her result to a Great (+4), which exceeds the opposition. The duly impressed merchant starts to brag about his vault, and Cynere listens intently.... Declaring a Story Detail Sometimes, you want to add a detail that works to your character’s advantage in a scene. For example, you might use this to narrate a convenient coincidence, like retroactively having the right supplies for a certain uploads/Finance/ fate-players-guide.pdf
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- Publié le Sep 10, 2021
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