[Back to Index]

FATE 2.0

Fantastic Adventures in Tabletop Entertainment

(Fudge Version)

Contents


Disclaimer
Credits
1. Introduction
Reading the Book
The Adjectives
Rolling the Dice
Success and Failure
2. Character Creation
GM Overview
Consider Characters
Phases
Select Aspects
Skill Ranks
Buying Skills
Looking at the Pyramid
Fate Points
Select Character Goal
Sample Creation
GM Overview
Think about and discuss the character
Phases
Phase 1
Phase 2
Phase 3
Phase 4
Phase 5
GM assigns fate points
3. Playing the Game
Tests and Challenges
Static Tests
Static Challenges
Customizing Challenges
Dynamic Checks
Dynamic Tests
Why the Difference?
Dynamic Challenges
In Summary
Setting Difficulties
Assumptions About Difficulties
4. Aspects
Using Aspects
How Potent Are Aspects?
Other Uses of Aspects
Refreshing Aspects
How Often Should Aspects Refresh
Tuning Aspects
Fate Points
How Much Power Should Players Have?
Additional Uses of Fate Points
Plot, Genre and Fate Points
Advancement
Aspect Options
Props as Aspects
People as Aspects
Stylistic Aspects
The Value of Aspects
Negative Aspects
Aspect Contests
Other Uses
5. Extras
Gaining Extras
Intrinsic Extras
Special Skills and the Pyramid
Personal Extras
Minions
Shared Extras
Handling Powerful Extras
Extras and Aspects
Extras and the Pyramid
6. Character Creation Options
Aspects as Plot Hooks
Free Aspects
Potential
Destiny
Achieving Destiny
Structured Creation
Geographic Structure
Pursuit Structure
Career Structure
Talented Novices
Windows of Opportunity
7. GM's Toolbox
Aspects and NPCs
Difficult Skills
Advancement
Off Screen Advancement
Fate Points as Rewards
Alternate Advancement
Changing Aspects
Lost Extras
Skill Column
Aspect Caps
8. Combat
Scene Based Fights
Injuries and Penalties
Exchange Based Fights
Injuries and Penalties
Turn Based Fights
Injuries and Advantages
The Power of Clipped
Changing Wound Boxes
The Death Spiral
Non-Lethal Damage
Long Term Injuries
Combat Options
Dramatic Weapons and Armor
Simple Weapons and Armor
Advanced Weapons and Armor
Armor
Weapons
Other Combat Modifiers
The Drop
Multiple Opponents
Defense
9. Magic and Supernormal Powers
Level Based Magic: The Great Library
Ideas for adapting
Combinative Magic: The Brass Compass
Ideas for adapting
Improvisational Magic: The Door to Shadow
Research
Feedback
Ideas for adapting
Stunt Based Magic : The Great Lighthouse
Stunts
Sample Pyromancy Stunts
Other Stunts
What Fire Magic Cannot Do
Geas
Ideas for Adapting
Interpretive Magic: Sorcery on a Budget
Ideas for adapting
Hedge Magic: Age of Stone and Steel
Ideas for adapting
Minor_Powers: Skin Dance
Ideas for adapting
Martial Arts: Path of a Thousand Steps
Sample Chi Aspects
Sample Maneuvers
Ideas for adapting
10. Utilities
Sample Aspects
Anger
Bookworm
Cowardly
Curse of Toads
Duty
Intelligent
Meticulous
Onianos
Panasta Dados
Priest
Self Destructive
Raello
Treacherous
Veteran
Veteran of Gishal Falls
More Aspects
Skill Lists
Skill Categories
Academic
Artistic
Athletic
Combat
Criminal
Magical
Perception
Professional
Social
Survival
Putting Together the Skill List
Pyramid Shorthand
Conversion Notes
Risus
Over the Edge
Level Based Systems
Flavored Hero Points
Constructing Organizations with Fate
Organization Aspects
Organization Skills
Special Skills
Holdings
Using Organizations
The Conspiracy Game
Sample Organizations
Threat Levels: Handling Issues of Scale
Threats as Special Abilities
Appendix I. One Page Fudge
The Classic Ladder
The Dice
How Baseline Fudge is Different
Appendix II. Alternate Dice Methods
Fate D6
Static Difficulties
Dynamic Tasks
Modifiers
Aspects
Fate Points
Appendix III. Design Notes
Why Aspects?
Taking the Focus
Intrinsic Balance
The Essential Differences
An Origin Story
Final Words
Appendix IV. Sample Creation
The Sheets
Appendix V. Tables
Appendix VI. Character Sheet
Index
Corrected from the FATE PDF
OPEN GAME LICENSE Version 1.0a

www.evilhat.com

www.faterpg.com

This document is currently Version 2.0.

About Fudge

FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so. merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.

Disclaimer

The following materials based on FUDGE, entitled Fate: Fantastic Adventures in Tabletop Entertainment, are created by, made available by, and Copyright (C) 2002 by Robert Donoghue and Fred Hicks, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan nor any publisher of other FUDGE materials is in any way responsible for the content of these materials unless specifically credited. Original FUDGE materials Copyright (C)1992-1995 by Steffan O'Sullivan, All Rights Reserved.

The Fudge System Logo is a trademark of Steffan O'Sullivan, used under license. Fudge System Logo design by Daniel M. Davis.

Over the Edge, by Jonathan Tweet and Robin D. Laws is Copyright 1992, 1996 John A Nephew. Used with permission.

Risus is copyright 1999 S. John Ross. Used with permission.

Credits

Fate:

Fantastic Adventures in Tabletop Entertainment (Fudge Version)

Authors: Robert Donoghue and Fred Hicks

Editors: Fred Hicks, Lydia Leong

Incredibly Helpful Input: Cameron Banks, Jim D, Landon Darkwood, Deborah Donoghue, Michael Ellis, Claire Engel, Chistopher Hatty, Bernard Hsiung, Lydia Leong, Scott McComas, James Pacek, Lisa Soto and Harald Wagener

Playtesters:

A Disproportionate Distributions of M's:

Additional Thanks to:

Original PDF Cover art by the Webtroll: check out his work at www.gaminguardians.com

All original PDF internal images were acquired from the royalty free clip art collection at www.clipart.com and are copyright the same. It's an amazing resource, and well worth checking out.

The original PDF document was prepared using Adobe Framemaker, and makes use of the Garamond, Advertiser, Optimum, Zapf Dingbats and Fudge Dice fonts.

Released 8/18/03 by Evil Hat Productions.

HTML version by L01c, v1.1 released 04 Aug 2005 (added organization examples & notes, Threat Aspect, minor corrections, thanks to Rob Rendell). v1.0 Dec 2004.

Note on HTML version: references to page numbers are linked to the PDF version. They will not correspond to the pagination of printed HTML.

1. Introduction

Fate is a story-oriented roleplaying game system. Though it is a full-fledged standalone system, Fate can also be incorporated into a variety of popular roleplaying systems. In this book, we present a version of Fate that has been tailored to work with Fudge, an RPG by Steffan O'Sullivan. As such, we assume the reader is familiar with Fudge, and while everything necessary to play is included, you are strongly encouraged to acquire a copy of Fudge, either at your local game store, or for free online at fudgerpg.com. Those interested in starting out immediately may wish to check out "One Page Fudge" on page 72.

Reading the Book

Throughout the book icons have been used to denote different types of sidebars according to the following schema:

Examples: Examples of rules in use

Options: Alternative ways to use the game.

Designer Notes: Clarification on the reasoning behind certain decisions, and suggestions regarding how to use them in play.

Additionally, we have made regular use of common RPG terms such as NPC or Game Master on the assumption that the reader is already familiar with this terminology.

The Adjectives

The most important thing to understand about Fudge is how it describes things. Rather than assigning numerical values to elements like skills it uses adjectives, which are ranked as follows: Abysmal, Terrible, Poor, Mediocre, Average, Fair, Good, Great, Superb, Epic, and Legendary. Consider: a bodyguard might be a Good swordsman but have Mediocre social skills. He'll probably win a fight with an artist who's a Superb painter but a Poor swordsman. Almost anything can be described using this ladder - an empire may field a Superb army or a spaceship may be limping by with a Poor engine.

Rolling the Dice

To roll dice for Fate, pick your starting level (say, Good) and roll four six-sided dice. For each 1 or 2, move down one step, and for each 5 or 6 move up one. Lets say we rolled 2,3,5 and 5. Go down a step because of the 2, from Good to Fair, but then go up a step thanks to the first 5 (from Fair to Good) and again from the second 5 (from Good to Great) for a final outcome of Great.

Another way to look at the dice is as if they rolled either +1, 0 or -1. From that perspective, rolling 2,3,5,5 is the same as rolling -1,0,+1,+1, which is easier to deal with, since that just becomes Good + 1, which is Great. Visualize it like this:

The Ladder
ValueDescriptor
+6Legendary
+5Epic
+4Superb
+3Great
+2Good
+1Fair
0Average
-1Mediocre
-2Poor
-3Terrible
-4Abysmal

There are special dice available for Fudge that have plus (), minus() and blank() faces to make rolling easier, and we use them to clarify examples. These dice can be purchased at many game stores, or online through Grey Ghost Press (www.fudgerpg.com).

Success and Failure

When the dice are rolled, there is usually a target difficulty described according to the ladder. For instance, it might take a Good climbing effort to ascend a steep wall. To face this challenge, the player consults the appropriate skill, rolls the dice, and compares the outcome to the difficulty. If the outcome is equal to or higher than the difficulty, it's a success; if not, it's a failure. The difference between the difficulty and the outcome is called the margin of success (or failure), MoS or MoF respectively. It is often used to determine how well the character succeeded or how badly they failed.

When two characters are competing in a task, they both roll; the difference between the outcomes is the MoS for the winner and the MoF for the loser. A check made against a static target is a Test, while one made against another character is a Challenge. There are a couple of rules (see "Tests and Challenges" on page 9) for handling more complicated circumstances, but most of the time, this is really all there is to it.

2. Character Creation

Character creation is, ideally, very interactive, with the entire group creating characters in the presence of the GM. The methods below can be adapted to a less group-focused approach, but doing so loses many of benefits of the Fate approach. Character creation consists of a small number of simple steps.

  1. GM Overview.
  2. Consider the character.
  3. Describe each phase
    1. Select the Aspects for the phase
    2. Spend 4 Skill Ranks
  4. Assign Fate points.
  5. Select character goal.

GM_Overview

Character generation should begin with the GM talking to the players about the game, in order to set appropriate expectations. The GM should address any rules considerations, such as how many phases there will be (see below). More importantly, she should make sure that everyone gets a clear idea of the theme and tone of the game. If all of the players want a game of courtly intrigue and the GM is planning to run a hack and slash adventure, this is a good time to find that out. Finally, the GM should give the players whatever background information they need to know.

Consider Characters

It's often helpful for players to get a sense of the sort of character they'd like to play. A lot of things can happen during the phases, so it's easiest to start with a simple idea, and build on it over the course of character generation. Once everyone has a concept, players should feel free to discuss them, unless the GM says otherwise. No player is obliged to participate in the discussion. In fact, no player is even obliged to have an idea at this point. However, doing so allows players to get a sense of what direction their fellow players want to take things, and it gives the GM a sense of what the group dynamic might look like.

Count Piotr Nassevich
Proud
Veteran
Noble
Temper

Phases

Creation will have a number of phases set by the GM. Most games will use between five and eight, but it can really be any number. A phase is defined as a period of time wherein some events of note took place, but the specifics vary from game to game. A game of high school monster hunters might consider each school year a phase, while a game of immortal swordsmen might have a phase for every 50 years. Whatever the duration, the GM gives the players a sense of what was going on at the time, and the players figure out what their character was doing at the time.

Select Aspects

Players pick one or more aspects to represent important elements of the character that can tie into the events of the phase.

Aspects are used to describe any element of the character. Aspects include things like attributes (Strong, Weak, Agile, Charismatic, Tough, Fast, Slow), descriptors (Dutiful Charming, Alert, Dramatic), careers (Knight, Mercenary, Musketeer, Cutthroat) or even ties to the setting (Merry Man of Sherwood, Initiate of the Blue Wind, Fiodario Fencing Academy). Aspects may be good, bad or both but they should always reflect some important element of the character.

When an aspect is chosen the character gains one level of that aspect, noted as follows:

Knight (Fair)

An aspect may be chosen again on a subsequent phase, in which case it goes up a level and is noted as:

Knight (Good)

And then

Knight (Great)

The GM sets the maximum number of levels that can be chosen in a given aspect, but a good rule of thumb is a third to a half of the total number of phases.

Skill Ranks

Skill ranks, as the name suggests, are spent primarily to purchase skills, but they can also be invested in resources.

Buying Skills

Skill ranks may be spent to buy new skills or to improve existing ones. Acquiring a new skill costs one skill rank, and sets the skill at Average. Spending a skill rank to improve a skill raises it one step per rank spent (from Fair to Good, for example, or Superb to Epic). Skills will generally be selected from a skill list (see page 63.)

Once the aspects are chosen, the player then picks four skill ranks appropriate to the events of the phase. If the player had spent the phase training in an order of knights, then skills like swords, riding or heraldry would probably be appropriate, while skills like garrotte or needlework would not (barring a very odd order of knighthood).

Skills are described according to the adjective ladder, and default to Mediocre. Spending one skill rank increases a skill to Average, spending a second increases it to Fair, spending another increases it to Good and so on. Players may spend those four skill ranks any way they like with only one limitation: there must always be one more skill in the next rank down. This means that a character must have two skills at Fair to have a skill at Good (and must have three skills at Average to have the two skills at Fair!). Because of how this looks, it is referred to as the skill pyramid. When the rules are observed, the pyramid is considered to be "balanced". The pyramid must be balanced at the end of every phase.

This process is repeated for each phase.

Looking at the Pyramid

The pyramid can get confusing the first time you try to keep track of it. The good news is it's the hardest part of the system - once you're past that, the rest is easy.

It's often helpful to use tickmarks to track progression through the phases, since it allows a visual representation of the pyramid.

Looking at the sample character later on (see "Sample Creation" on page 7) in the first phase, the character buys ranks in knife, Herb Lore, Healing, Alertness. This can be marked as:

Next phase, she buys ranks of Knife, Healing, Bluff and Pickpocket:

And next, Knife, Bluff, Alertness and Move Silently:

And the checkmarks show the problem. There are 3 VV and 3 V - that's unbalanced. Instead of Bluff, she picks Hide instead, so:

This system saves the trouble of assigning adjectives at each level. Instead, whenever you're finished, simply count up the checkmarks, and assign a value as follows:

Checkmarks / Levels
checkmarksLevel
1Average
2Fair
3Good
4Gread
5Superb
6Epic
7Legendary

Captain Drescu
Commission
Charming
Zealous
Vain

Fate Points

Fate points are points which may be spent by a player to grant a bonus to an action or to influence the game in some way. The GM gives each player a certain number of them at the game's start, usually equal to half the number of phases. See "Fate Points" on page 18 for more details.

Select Character Goal

Finally, the player should pick what direction they want the character to go in next. This is expressed as a goal, which should be the next aspect the player would like for the character. It's possible that the player will not have an idea, and that's fine, but the goals help tell the GM the sorts of things the players are interested in. See "Advancement" on page 20 for more information.

Sample Creation

GM Overview

The GM explains that the game is going to be a standard fantasy game with a slightly urban and low magic flavor, and that character generation will be five phases.

Think about and discuss the character

Deborah decides to make Sybil, who she thinks is going to be something of a trickster, but she hasn't got much more than that.

Phases

The phases break down as follows.

Phase 1

This phase covers a number of years, including Sybil's youth in the village of Simbul. She's raised by the village medicine woman, and she takes the aspect "Herbalist" and ranks in Knife, Healing, Herb Lore and Alertness.

Phase 1

Herbalist 1 (Fair)

Phase 2

Sybil runs off with a gypsy troupe, and travels the realm. She takes the aspect "Gypsy" and ranks in Knife, Bluff, Pickpocket and Healing.

Phase 2

Phase 3

Sybil continues to spend time with the gypsies, acting as a healer. She takes another rank in the Gypsy aspect, and ranks in Knife, Bluff, Move Silently and Hide.

Phase 3

Phase 4

Leaving the troupe, she heads to the big city to pursue a career as a thief. She joins the guild and takes the aspect "Guild Thief" and learns the skills Pick Locks, Pickpocket, Bluff and Hide.

Phase 4

Phase 5

As a result of a big haul that she fails to share with the guild, she ends up with the black mark on her, and a price on her head. She takes the aspect "Hunted" and buys ranks in Knife, Hide Alertness and Streetwise.

Phase 5

GM assigns fate points

The GM gives Sybil 3 fate points to start the game. You can see her complete sheet hereunder.

3. Playing the Game

Tests and Challenges

In Fate, when a character must overcome a particular obstacle, the dice start rolling. The GM needs to make a number of decisions regarding how this contest is going to be resolved and then make a check of some sort. The simplest and most common sort of check is the static test.

Static Tests

For a static test, the GM sets a fixed difficulty, then the player chooses an appropriate skill, rolls the dice, and compares the outcome to the difficulty ("Setting Difficulties" on page 14). For simple tasks, the player needs to meet or exceed the difficulty set by the GM.

While that is all that's needed in situations where all that matters is the success or failure of the action, sometimes the degree of success is very important. In those situations, the check is rolled in the same way as any other static test, but the GM looks at the difference between what the character rolled and what they needed. This difference is called the Margin of Success (if the character succeeded) or the Margin of Failure (if the character failed). Because a tie is a success, it is possible to have a margin of success of 0.

The simple rule of thumb is the larger the margin of success, the more significant the success. The exact effect varies from case to case, but to give a few examples:

Information Gathering

Physical Activities

Social Actions

In general the MoS is broken down as follows:

Static Test MoS Interpretation
MoSDegreeMagnitudeDuration
0MinimalNegligibleInstant
1CompetentMinorMomentary
2SolidModerateScene
3SignificantMajorSession
4PerfectionOverwhelmingLong term

Static Challenges

While a test is a check which can be resolved in a single check, a challenge takes longer, usually requiring multiple rolls to ultimately achieve a specific (usually quite high) MoS. To accomplish this, successes are tracked on a challenge ladder, which looks something like this:

Static Challenge example
MoSDegreeLadderNotes
0Minimal
1Competent
2Solid
3Significant
4Complete

Each time the character makes a check, they mark off a box of the appropriate MoS. If all the boxes of a given level are marked off, they mark a box of the next level up. If those are all full, mark the next up and so on. In this manner, it is possible to accumulate enough small successes to complete a large project and achieve a MoS of 4 (or whatever is required).

Customizing Challenges

While this system can be used to carve a model gun out of soap, it can also be used to carve faces in Mount Rushmore. Obviously, the requirements for different challenges can vary significantly. A challenge is made up of five parts: Difficulty, Complexity, Fragility, Span and Recovery.

Difficulty is the target difficulty the player is rolling to beat. It's important to note that while this may be quite high, it does not have to be. Some tasks are not so much hard, as simply time-consuming.

Complexity is the number and distribution of the boxes in the ladder. By default, the ladder will look a lot like the sample (above); a very simple task may have fewer boxes, while a very complicated task may have many more. Boxes need not be evenly distributed; for instance, the steps could be a pyramid or an inverted pyramid. Uneven distribution of boxes can be especially apt when there are outcomes from the intervening steps. For example, the GM creates a challenge ladder for finding the rumors in a given city. She puts a lot of boxes at the Solid and significant level, and ties each one to a rumor the player's will hear when they check it off.

Fragility is a measure of how well the task handles failure. Not all tasks are fragile, but most at least have some sort of problem that arises from a MoF of 3 or 4. Most often, fragility means that the MoF can be used to remove successes. By default, a MoF removes a success from an equivalent MoS (if there are no successes at that level, keep going up the ladder until one is found). For more fragile challenges, a failure may remove the highest success, remove all successes, or even completely destroy the project being worked on. Alternately, the effects of fragility may not directly affect the success but instead have some sort of triggered effect.

Span measures how long the task takes in terms of how often a check may be made.

Recovery tracks how quickly the challenge recovers boxes. Span and recovery are often tracked together for convenience.

Challenges are most apt when they are required by the difficulty of the task rather than the sheer scope. They are generally designed to allow repeated effort to build up to a higher MoS, and thus an effect that could not normally be accomplished. However, they are not as useful for modelling tasks that are more about repetition and consistency, such as building a house. For such tasks, a series of Static Tests may be more apt, simply keeping a count of successes until a total is reached, possibly granting a bonus for a very high MoS on a given roll.

The problem with this method is that it can be staggeringly boring, especially if a lot of rolls are involved. The GM is strongly encouraged to make the span as long as can be reasonably justified to avoid massive die rolling extravaganzas.

Dynamic Checks

While Static checks are appropriate when the character has no direct opposition, many conflicts will be directly with another character. In those situations, both sides roll dice and compare outcomes.

Dynamic Tests

As with static checks, sometimes all the GM needs to resolve a situation is the outcome, but sometimes the margin of success or failure is important. In those situations, the player makes a dynamic test, and considers the result as follows:

Dynamic Test MoS interpretation
MoSDegreeMagnitudeDuration
0MinimalNegligibleInstant
1CompetentMinorMomentary
2-4SolidModerateScene
5-6SignificantMajorSession
7+PerfectionOverwhelmingLong term

Canny readers may notice that this table is very similar to the table for static tests, except that the numbers used to determine the MoS are different.

Why the Difference?

One interesting element of using Fudge dice is that because they are 0- centered, it doesn't matter whether the GM or the player is rolling the dice - it only matters how many dice are being rolled. When the player and GM roll four dice, they each generate an outcome from -4 to +4 This produces a total range from -8 to +8.

In practical terms, this means there's a much broader range of results if both sides are rolling dice. As the range is doubled, so is the MoS table. At least that's the theory. A perfect doubling would assign each step a 2 number value (0, 1-2, 3-4, 5-6 etc.). However, we've expanded the "Solid" range because in playtest we found it was much more satisfying - a solid outcome is much more the midpoint of success, so making it more likely paid off nicely. In fact, in all honesty, we came up with the dynamic ladder first, and divided it in half for the static chart rather than the reverse.

Like many things, this is an issue of taste - GMs with a fondness for symmetry are welcome to change the steps to 1-2, 3-4 and so on, it won't break anything.

Dynamic Challenges

Dynamic challenges are very similar to static challenges. The same considerations that go into making a static challenge (Difficulty, Complexity, Fragility and Span - see "Customizing Challenges" on page 10) are used to create a dynamic challenge. The only difference are the new numbers for measuring MoS.

Dynamic challenges can be used to model almost any sort of contest, from a footrace to a debate to a fencing match (see "Combat" on page 36).

Dynamic challenges are also appropriate when the character is performing an action where a number of random factors can come into play. In those situations, even if there is no direct opposition the GM may still roll dice - in this case the check is considered dynamic.

In Summary

Any given check is going to be one of four types: static tests, static challenges, dynamic tests or dynamic challenges. Static checks involve only the player rolling, while both the player and GM roll for dynamic checks. Tests are resolved in a single check, while challenges are resolved over the course of several rolls.

Checks Summary
StaticDynamic
TestOnly player rolls, only one roll.Player and GM roll, only one roll.
ChallengeOnly Player rolls, multiple rolls.Player and GM roll, multiple rolls.

Setting Difficulties

The following guidelines can be used for GMs looking to set difficulties for tasks. It's important to note that for many tasks, the difficulty is just the beginning. Most significant tasks will be challenges rather than tests, and will require multiple successes to accomplish their goal.

Assumptions About Difficulties

The baseline for these difficulties is based around the idea that a Superb skill represents the practical apex of human skill - transcending Superb is truly the stuff of epics and legends (funny, that). Not every game is going to hold that to be true, and if the ceiling moves up or down, move the difficulties up and down an equal amount

Negligible difficulty (Poor) - These are tasks that should not require a roll. These tasks are easily doable by anyone with the basic understanding of, and physical capability for, the task at hand. These should almost never require a roll.

Examples: Starting a car, turning on an appliance, climbing a ladder, getting into a swimming pool. reading the headlines, getting the punchline of a late-night monologue, popping microwave popcorn.

Simple Tasks (Mediocre) - This is the difficulty for most tasks that an ordinary person could encounter on a routine basis. They are the sorts of challenges that can be overcome without any real drama or struggle, provided the character is even faintly competent.

Examples: Driving a car in the rain, researching something with Google or an encyclopedia, writing a "Hello World" program, climbing a knotted rope, treating a first degree burn (such as a sunburn), juggling three balls, playing an instrument well enough not to scare the pets, catching a ball, writing a business letter, getting on a horse, jumping off a low diving board into water, cooking using a recipe, loading a gun, building a campfire.

Mundane Tasks (Average) - these are the sort of tasks that would challenge the average person, but are handled regularly by experts and professionals. Someone with basic skills might be able to perform this sort of task in a pinch, but not with any regularity.

Examples: Parallel parking with less than a foot of clearance, researching something obscure in a library, climbing a cracked stone wall, performing CPR, installing linux, juggling four balls,, playing an instrument in a marching band, rescuing a drowning swimmer in calm water, splinting a broken arm, digging a well, skinning an animal, sewing a dress, cooking from scratch.

Difficult Tasks (Fair) - These are tasks that are pretty much entirely out of the realm of a person with only basic training. These tasks are noteworthy enough that they are rarely approached without taking proper care to make preparations.

Examples: Performing simple surgery, rebuilding the engine of a car, climbing a cliff face, juggling knives, building a house, flying a small airplane.

Daunting Tasks (Good) - Even skilled professionals balk in the face of these tasks, and it's entirely possible for a person to go their whole life without ever facing a challenge of this scope. Capability with this sort of task is indicative of a great deal of training or natural talent (or both).

Examples: Flying a fighter jet, performing open-heart surgery, scaling the side of a building, cooking for a good restaurant, design an office building.

Staggering Tasks (Great) - Only the best of the best need apply - there are only a handful of people in the world at any given time who could do this sort of thing with any sort of consistency.

Examples: Multiple organ transplant, climbing Mount Everest, soloing for the NYC orchestra, developing an entirely new programming language, cooking for one of the world's finest restaurants or simply being Jackie Chan.

Nearly Impossible Tasks (Superb) - At this level, it is possible to start doing things that expand the very nature of the task at hand.

Examples: Researching a new branch of a science, composing a masterpiece.

Difficulty Breakdown
DifficultyClimbingMedicineDrivingSurvival
MediocreClimb a ladderBandage a cutDrive a carStart a campfire
AverageClimb a knotted ropeApply a tourniquetDrive a car in the rainBuild a shelter from the rain
FairScale a stone wall with handholdsStitch a deep cutDrive a car in a blizzardFind potable water in the forest
GoodScale a stone wall with fingerholdsSurgically repair a serious stab woundDrive a car in a blizzard at high speedFinding potable water in the desert
GreatClimb a cliff bare handedSurgically repair a punctured lungRace a car in the Indianapolis 500Live in the desert for a week with no supplies
SuperbClimb a cliff in the rain, bare handedSurgically re-attach a severed limbStunt driving in an action movieLive among the wolves like one of the pack

4. Aspects

Aspects represent elements of the character that are not reflected by their skills, including things like the character's advantages, disadvantages, connections and even attributes.

The exact form that aspects take in a game depends on the taste of the players. At their simplest, they are a dramatic replacement for more traditional attributes like strength or intelligence. Used to their full advantage, they can represent the character's ties to the game world in a manner that bears directly on play.

Using Aspects

Aspects have a number of uses, most commonly to gain a reroll. After the character makes a roll that is germane to the aspect (such as a joust with the Knight aspect, or a sword fight with the Strong aspect), the player describes how the aspect helps their character out, checks off a box of the aspect and either:

  1. Picks up all four dice and rerolls them all
    or
  2. Chooses a single die and change its value to a .

As such, it only takes a single reroll to try to undo a terrible roll, but it may take many rerolls to try to get a really good roll. And that's fine - if the player's been explaining each element, this is probably a pretty dramatic roll.

When you reroll, you are stuck with the outcome of the new roll, unless you want to use another reroll.

Checking off and using an aspect in this way is referred to as a positive invocation.

How Potent Are Aspects?

The default assumption of the system is that aspects are rare and powerful. The ability to turn any die into a is very potent and predictable. Some GMs may want to consider reducing the effect of a single aspect invocation, for flavor or balance reasons, or because a game has more aspects than usual (see "Free Aspects" on page 29).

There are a number of possibilities for this. In general, we suggest keeping #1 (pick up all four dice and reroll them all) but you can replace #2 (choose a single die and change its value to a ) with one of the following:

  1. Choose a single die showing and change its value to . *
  2. Choose a single die showing and change its value to .
  3. Choose a single die and increase its value by one step (so to or to )
  4. Choose a single die and reroll it.
  5. Nothing (only allow rerolling all dice.)

* - This is a very popular option, especially for more cinematic games

Other Uses of Aspects

Aspects also provide a passive bonus that the GM needs to keep in mind. A Strong character is by definition stronger than one who lacks this aspect, and a Slow character just doesn't get around that quickly. In rare circumstances, it may be necessary to roll the aspect. Mechanically, this is no different than rolling a skill.

It is also possible to invoke an aspect for effect. In this case, the player uses the aspect for a related advantage that is not related to a test or challenge, such as checking off a box of "Rich" to get luxurious accommodations, or checking off a box for an organization for them to have a chapter in town. This is subject to the same sort of restrictions as spending Fate points for coincidental effects ("How Much Power Should Players Have?" on page 19).

The other common use of aspects is involuntary invocation. This is done by the GM when she thinks the character's aspects would be detrimental or at odds with the action he has taken. In those situations, the GM declares that she's invoking the aspect (it's not checked off) and the player has two options: act in accordance with the aspect and gain a number of Fate points equal to the aspect level or pay a number of Fate points equal to the aspect level to overcome the aspect.

Refreshing Aspects

Since aspects are a narrative convenience, they operate on a narrative timeline. As such, they become unchecked at appropriate breaks in the narrative, most commonly between game sessions. Unless the GM determines otherwise, aspects are unchecked at the beginning of every session.

How Often Should Aspects Refresh

The default assumption for the system is that aspects will be refreshed at the beginning of every session. However, that is definitely not the only option. Aspects could easily refresh:

Changing the refresh rate will have some impact on the flavor of the game, with more frequent refreshes being well suited to a more cinematic game, where the characters can consistently do remarkable things. Feel free to experiment with various options to see what suits your style best.

One issue to bear in mind is that the more aspects the characters have, the less need there is for regular refreshes. If the characters have many aspects, there's less need to make them refresh more often.

Tuning Aspects

Aspects are designed to allow a character to operate at their best when it matters. The more aspects a character has, the more often he will perform well. Naturally, this means that as the number, utility and frequency of use of aspects is altered, the characters will perform at his best more or less often.

There are a number of elements that change when one customizes aspects. There are three main indexes:

  1. How many aspects a character has.
  2. How potent aspects are.
  3. How frequently aspects refresh.

How these elements are set has a lot of impact on the game. There's no "correct" balance of these factors, so the rules presented should really be considered a default rather than canonical.

Fate Points

In addition to their role in deferring negative invocation of aspects, players may use Fate points in a number of other ways.

They may spend a Fate point to receive +1 on any roll. This may be spent before or after the roll, or even after any aspects have been invoked. Only one point may be spent in this fashion, unless it's countered (see below). This is the only possible way to increase the outcome of a roll to +5.

They may also spend a Fate point for minor narrative control of a situation. Common uses for this include finding a convenient item, knowing someone in a particular town, or showing up at just the right moment in another scene. Effectively, this expenditure allows the player to take the role of GM for a moment. The GM has full veto rights on any such expenditures, in which case the point is not spent.

More often than not, this sort of expenditure of Fate points is an attempt by the players to keep things moving. It's more fun to just assume you have the tool you need in your trunk than to have to drive back from the haunted house, hit a hardware store, and then drive back. As a GM, if the expenditure lets people continue to have fun without breaking anything, it should generally be allowed.

It's also important to consider how reasonable the player's request is. If it's really no stretch at all, spending a Fate point shouldn't even be necessary. Fate points are really for use in that narrow spectrum between completely logical and GM ruling.

Fate points may also be spent to cancel someone else's expenditure of a Fate point. If this happens, both Fate points are spent, but the person who spent the original point may spend another point to try again. This process can repeat as many times as people are willing to spend the points.

How Much Power Should Players Have?

Granting the players any degree of narrative control may seem like an odd idea to GMs who have not encountered the idea before. As such, exactly how far it goes is almost entirely based on the GM's comfort level. GMs are welcome to ignore this option entirely, but we strongly encourage GMs to at least give it a try. Even something so simple as allowing players to spend a Fate point to have the right item in their backpack can be very satisfying for everyone involved. As far as we're concerned, there's no limit on how far this power can extend. It's possible to give player broad narrative power with this mechanic, allowing them to use Fate points to create plots and NPCs and generally complicate stories. If that sounds like fun, give it a try - the only real limitation should be that it's done so everyone has more fun. If the players are spending Fate points and things are becoming less fun as a result, it's time to tone things down a notch.

Additional Uses of Fate Points

Fate points can be viewed as small "votes" you can cast to get the story to go your way, within certain guidelines. We've already talked about simply adding 1, and we've talked about using them to arrange minor circumstance. Here are a few other ideas that you may want to consider using in your game. Further, you may want to consider allowing someone to check off a box of an aspect to substitute for a Fate point expenditure in some or all of these cases.

Elfred, The Easily Bruised
Weak
Cowardly
Lackey

Plot, Genre and Fate Points

Some of the uses suggested above are written with the notion that reinforcing teamwork and the feel of cinema is important. Other rules can (and should) be used to reinforce alternate genre-feel if desired. But so far, we've only discussed spending. You may also want to think about what rewards you're giving out. Consider the possibility of writing on index cards certain key lines or actions that you're hoping the PCs might take, and then deal the cards out (either at random, or to specific folks). On these cards, note how many Fate points they'll get if they follow through with the action indicated on the card.

The nice thing about this approach is that it can give players a sense of structure, without making it necessary that they take you up on the offer. In a lot of ways, it offers the possibility of a certain amount of scripting and plot structure without taking that to its oft-decried extreme of "railroading". Further, it can be done in such a way as to encourage player-to-player interaction. A lot of games can be deeply enhanced by creating some subplots and interaction among the PCs.

Consider these ideas:

Advancement

Each advancement period, the player may gain one skill rank, which can be spent or saved in accordance with the normal rules (i.e. the pyramid must be maintained). Four periods compose an arc and along with the fourth skill, the character gets a new aspect that reflects their experience and the skills they purchased.

Fate points may also be granted as non-advancement rewards. For a much more detailed treatment of advancement, "Advancement" on page 20.

Aspect Options

Almost anything can be an aspect as long as it's an important part of the character's story.

Props as Aspects

One option for aspects is an item of some sort such as a magic sword, an occult library, a car or even a castle. These items are considered an intrinsic part of the character's story. Something like King Arthur's Excalibur would be appropriate as an aspect. Items which the character makes regular use of, but which are less central to their concept, are generally purchased with skill ranks (see "Skill Ranks" on page 4). A given item may be represented by both an aspect and a skill rank.

Mechanically, this means that in addition to the usual benefits for invoking an aspect, an item which is also an aspect will generally find its way back to the character's hands, even if it requires a conspiracy of coincidence. Causing the character to go without the item when they would reasonably have it qualifies as an involuntary invocation, thus granting the player Fate points.

While an item may be described in any way, it may be necessary to spend skill ranks to generate specific effects (see "Personal Extras" on page 25). Otherwise, the description of the item simply determines the circumstances under which it grants a reroll. Item aspects can also usually be invoked for effect to be conveniently available.

People as Aspects

Baron Answald
Noble
Arrogant
Scholar
Destiny

It is also possible to have other people as aspects. In this case, it's important to define the relationship between the character and the subject of the aspect. Family members, mentors, enemies, dependants, old war buddies, liege lords, servants, familiars and rivals are all perfectly good examples of characters as aspects. The important thing about all of these is that they form an important part of the character's story, and can be expected to appear with reasonable frequency.

The player is expected to work out with the GM what the nature of the relationship is so the GM can work the details of the NPC into her game. In general, the number of aspects reflect how close the bond is between the character and their aspect, while the actual game stats of the subject character are up to the GM. The exception to this is when the NPC is subservient to the character, such as a manservant or a familiar - in those cases, the player will help determine the characters stats through their investment of skill ranks, see "Personal Extras" on page 25.

Aspects may also be NPCs the GM has created, entirely new NPCs, or even other PCs!

Stylistic Aspects

While aspects are usually simple and descriptive, there is nothing to say they cannot be more colorful. Catch phrases, for example, make very interesting aspects, since they say a lot about the character, and are fun to invoke (imagine: "Go ahead, make my day" ). This works especially well for more cinematic genres where catch phrases are almost mandatory. That only scratches the surface of the possibilities of this option. Passages from (real or imagined) scripture, rhyming couplets, lines from songs or haiku are all possible options.

The one caveat is that there's a lot of implicit flavor in choosing this option, and it may not be a flavor that goes well with the rest of the game. Make sure to discuss any such aspects with the GM to make certain everyone has the same understanding of what these aspects mean.

The Value of Aspects

Here's a little secret - the real measure of how powerful an aspect is can be found in one simple thing - how interesting it is. Interesting aspects are going to come up more often, and are more likely to grant reroll and provide Fate points. Take an enemy for example - not only do you get Fate points for him showing up and messing things up, you also get to invoke the aspect when you're fighting him. It's a serious win.

Interesting aspects are also easier to invoke, because they tend to make more sense. If a character has been trained by an order of knights with a clearly defined dogma, he'll get rerolls for the appropriate skills, but he can also invoke the aspect when he's defending that dogma (or gain Fate points when he suffers for following it). Compare that to a merely generic Knight aspect and the advantage should become clear.

This also emphasizes a really key point. Aspects are not just what define the character, they are what are important to the character. If you take your Mom as an aspect, she may provide a direct route to invocation for skills that you learned from her, but you could also invoke her for darn near anything if you're fighting to protect or rescue her.

One last secret - there's nothing to keep PCs from taking each other as aspects. This is a win-win situation, since the whole game benefits from the stronger connections between the characters, and the player in question gets an aspect that's likely to see lots of use.

Negative Aspects

A character may have any number of aspects, and each aspect may have multiple levels. In general, this is expressed as follows:

Strong 2 (Good)

This is how a player would denote that their character has 2 levels of the Strong aspect.

Now, it's worth noting that they can also look like this:

Weak 3 (Great)

Obviously, this character is very weak, even though it is described as Great, a positive descriptor. This is an important example, illustrating that the level of the aspect is the magnitude of that aspect. As such, a character with Weak 3 is weaker than one with Weak 2.

That's not always a simple thing to get one's head around, especially for those with a long familiarity with Fudge - in that case the solution is simple. If you consider the attribute to be a negative one, treat the levels as a negative number. As such:

Weak -3 (Terrible)

While this is an entirely valid approach, it's use is ultimately a matter of taste.

Aspect Contests

Corporal Clintoh
Conscript
Family
Handy

On occasion, you may need to apply an aspect directly to play. This generally occurs under one of two circumstances - the character is involved in a contest purely within the domain of the aspect, or the character is engaging in an extended activity that calls upon multiple skills.

The obvious solution is to resolve these with dice, like any other contest, but the GM should make sure to apply common sense to these things. If one character is "Large " and another is "Small " and you want to know which is taller, it should be obvious without something as preposterous as a "height check" or the like.

It's worth noting that in contests between aspects, it's appropriate to use the aspects to grant rerolls (see "Using Aspects" on page 16).

Other Uses

Aspects may also be used to simplify extended actions. A character with a Ranger aspect may want to spend a few weeks hunting in the woods, getting the lay of the land, and looking for huffalump tracks. Rather than require multiple rolls for that, a simple roll on the Ranger aspect can sum up the outcome.

5. Extras

Extras are those elements of the character that require some representation outside the scope of skills and aspects. Some examples of the sort of extras which can be acquired include:

Gaining Extras

Extras are purchased with skill ranks. Each phase, a character receives a number of ranks, usually four, but it can vary from game to game. These ranks are often referred to as "skill ranks" because their primary use is to purchase skills. In addition to skills, ranks may be spend on extras. The sheer variety of potential extras makes it difficult to cover every single possibility, but the majority of extras fall into three main categories - Intrinsic, Personal and Shared. Intrinsic extras are permanent parts of the character, like nightvision. Personal extras are those things within the character's control, like equipment or servants. Shared extras are elements of the game environment, like resources and contacts.

Del Lupo
Fast
Smuggling
Rough Crew

Intrinsic Extras

This is the broadest, and hardest to quantify, type of extra. Often, characters may have certain "always on" effects. For example, in many settings, elves have supernaturally keen eyesight. When creating a character with abilities like this, it is, first and foremost, important to make sure that the GM and the player have the same understanding of what the ability is and how it will work. It's also very important to look at any such ability and decide if it would be better represented by an aspect.

The line between aspects and passive abilities is a fuzzy one - both strength and low-light vision are always on, so it may seem odd that one is an aspect and the other is not. The line is a fine one, and the logical distinction stems from the thinking behind aspects - the boxes do not represent how many times the ability can be used, rather, they represent how many times they will matter to the story. While Strength is useful when the player decides it is, something like low-light vision is important when the GM decides it is, specifically through the creation of scenarios where is it may come into play.

As such, passive effects should be considered to add the capacity to do something normally, i.e. at default skill level, which would not otherwise be possible. This may entail the addition of one or more new skills, depending on the nature of the new ability. If the extra allows a new way to do a normal activity, then no new skill may be required. On the other hand, if the extra allows an entirely new ability, a skill will usually be required to represent it.

Special skills may or may not interact with the pyramid like other skills will. In some cases, they may be tracked outside of the pyramid, or be their own pyramid. This will generally be decided on a case by case basis.

Special Skills and the Pyramid

This may seem like a trivial detail, but it has a great deal of impact on how powers interact with the rest of the game. Remember, each skill rank used for something outside the pyramid hurts the player's ability to raise skills; this is one of the implicit checks and balances in the system.

For lesser effects, if the extra allows something entirely inappropriate for a skill or aspect, the GM can decide it simply works, and that's that. However, anything this peculiar should definitely be the subject of serious GM scrutiny.

Personal Extras

Personal and shared extras are mechanically similar - one skill rank translates into one aspect in the target. The main distinction is simple. If something is within the character's domain (and thus, personal), the aspects the PC gives that thing are the only aspect it has. Things outside of the character's domain (shared) may have any number of aspects; the player is merely establishing what some of them are.

Most personal extras come in one of two flavors: equipment or servants. Equipment is easily dealt with. Assign the item one or more aspects, and it will grant rerolls and occasional passive bonuses when the aspect is appropriate.

Servants is a catch-all phrase that includes things like bodyguards, familiars, friendly ghosts or any other NPC whose first priority is the character. Servants are constructed as characters who are generated using the number of phases equal to the number of skill ranks invested. This grants that number of aspects as well as appropriate skills (see "Pyramid Shorthand" on page 70). Some campaigns may grant more aspects; use the rules for giving aspects to PCs a a guideline.

It's important to note that the player cannot directly use any of the NPC's aspects - those only help the NPC. However, if the players has also bought the NPC as an aspect, the NPC's aspects provide a good guideline for the sort of benefits proved by the invocation of the NPC itself. The stats of any such NPC must be approved by the GM, who should question any NPC with more than half the phases that the character has, and enthusiastically reject any NPCs with more phases than their patron character. The GM also has the option of statting up the NPC. If this happens, the Player should get only a general sense of their capabilities, but the GM may construct the NPC as if every phase were a plot phase ("Plot, Genre and Fate Points" on page 20.)

Minions

Minions are a special kind of NPC servant that are best suited to villains, but may be occasionally useful. Minions are useful for representing large numbers of relatively unskilled servitors and cannon fodder. Minion ranks may only be purchased in conjunction with aspects like "Overlord". The total number of Minions is equal to the number of ranks spent on the minions, multiplied by the rating in the controlling aspect. This number represents how many minions (who are usually Average fighters, Mediocre everything else) are available in a given scene.

Shared Extras

Player-controlled shared extras usually come in two forms: contacts and resources.

Shared NPCs are defined a little differently than personal NPCs. Each skill rank spent translates into one aspect of the NPC in question. The first such aspect usually establishes the connection between the PC and the NPC. Subsequent ranks may be spent to strengthen that connection - busy and important NPCs may be favorably inclined towards the characters, but it may require extra ranks to be able to regularly make it onto their calendar - or to define some element about the NPC. The latter is potentially very powerful - it allows a player to decide during character creation that the current pope is corrupt or establish some other element of that NPC's story. The GM is free to limit the extent to which players may do this, but it's always wise to give these ideas due consideration.

One interesting way to spend these skill ranks is on enemies. If the PC has a particular enemy, it is entirely reasonable to spend a skill rank to give him a weakness, in the form of a negative aspect.

The relationship between a PC and NPC can be established simply by describing that NPC. But unless the PC purchases the NPC as an aspect, that relationship is potentially changeable. This is why the first rank should usually be spent on a connection.

Resources are somewhat simpler; the player simply selects an existing organization or location and gives it an aspect to represent a particular data point, like a connection to the character, a safehouse or some manner of debt. GMs may even offer up a stable of existing NPCs as "investment opportunities".

Handling Powerful Extras

It's possible to allow for items and abilities which are more powerful, but these should generally require the expenditure of more ranks. The GM should be most careful when dealing with powers which trump existing skills. An item that allows its user to fly can now outperform someone who has invested any number of ranks into things like climbing or jumping. Other abilities to watch out for include invisibility, telepathy, or the ability to render a foe completely helpless casually, such as sleep or paralysis. This is not to say the GM should disallow these capabilities altogether. Instead, the GM is encouraged to find ways to make the power cool, yet playable. As an example of GM options:

Sam Allen
Outnumbered
Outgunned
Still Standing

Extras and Aspects

Players who invest in extras that are central to their character are encouraged to consider purchasing the extra as an aspect. There's no obligation to do so, but the benefits are pronounced. Because aspects are tied to the character, they're harder to lose and when they're not available they pay out Fate points. In general, the more skill ranks invested in an extra, the better an idea it is to make it an aspect.

Extras and the Pyramid

The impact that extras have on the skill pyramid is potentially very strong. Each skill rank used on an extra is not simply one less skill level: it makes the construction of a pyramid that much more difficult. If extras are not considered part of the pyramid, characters who invest in extras are going to find themselves falling short of their companions with regard to skills. In theory, the additional flexibility and utility of extras offsets this. In practice, the balance between extras and the pyramid is a little more fine.

By default, non-skill extras, like props, allies and the like are not taken into account when building the Pyramid.

6. Character Creation Options

Aspects as Plot Hooks

Sometimes, the GM has certain goals during character generation. The GM may declare certain phases to have "plot" aspects. These phases will generally have events that the GM wants the PCs involved in, or which serve the campaign in some way. Common plot aspects include having everyone grow up in the same village, or having everyone end character creation in the same place.

Plot aspects may also be more general; for instance, the GM might want some or all of the PCs to have ties to a particular organization. They may even be used to enforce a theme; the GM might feel that all PCs need to buy certain aspects that reflect the tone of the setting.

The GM is entitled to declare plot aspects to be mandatory and leave it at that. However, if the GM takes too heavy a hand with that, the players are entitled to give her a wedgie and go play something they'd actually enjoy.