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//previous// : [[Appendix IV Sample Creation]]\n\nHere are the corrections between the original PDF version of FATE 2.0 and this version\n*Roll Example in "Rolling the Dice": He succeeds with a margin of success of 2 (the difference between Good and ''Average'' //(not Fair)//\n*Combat : Example of an Exchange Based Fight : Round 3: "A & B roll a Good and a Fair respectively. They get a +1 outnumbering bonus beyond that, raising things to a Great and a ''Good'' //(not "Fair")//."\n*Injuries & Advantages, below table 2 : "So if all ''two'' //(not "three")// hurt boxes are marked off and a character takes another hurt result,..."\n*Simple Weapons & Armor example: "he adds 2 for his sword and subtracts one for the armor and produces a MOS of ''2'' //(not 3!!!)// (1 + 2 - 1 =''2'', //not 3//), a Hurt outcome."\n*FATE d6 Difficulty table: "Challenging" and "Revolutionnary" levels don't match the "Setting Difficulties" rule p.14 ("Mundane" and "Nearly Impossible"). Same remarque on the "Math is Hard" sidebar, first paragraph.\n*FATE d6 reroll example: the two worst dice (the 2 and ''4'', //not 3//)\n*Ro Garrik's character sheet: House Earth ''2''// (not 1)//\n*In the Index: references to Magic Supers, Quantum and Supers don't exist (probably a deleted "Superpowers" example...)\n*"Word of the Street" sidebar: in the Table, MoS 0 Note should be ''Good Difficulty'', //not Fair Difficulty//
//previous// : [[Appendix IV Sample Creation]]\n\n|>|>|!Juram|\n||Void Ancestry 2|Good|\n||Chaos 2|Good|\n||Gustav the Keeper 1|Fair|\n\n|Alertness|Average (0)|\n|Survival (Underground)|Average (0)|\n|House Lore (Void)|Average (0)|\n|Climbing|Average (0)|\n|Bribery|Average (0)|\n|Intimidation|Average (0)|\n|Stealth|Fair (+1)|\n|Area Know. (Catacombs)|Fair (+1)|\n|Brawling|Fair (+1)|\n|Sense Spirit Realm|Fair (+1)|\n|Voices of the Dead|Good (+2)|\n\n''Other Elements''\nItem: Cloak of Faces (2 levels)\n Appearance Changing, Concealment\nMinions: Spirit Guides (2 Levels)\n\n''Goal''\nSpooky\n\n|>|>|!Ro Garrik|\n||Order 1|Fair|\n||House Earth 1|Good|\n||Military Training 1|Fair|\n||Protector 1|Fair|\n\n|Military History|Average (0)|\n|Administration|Average (0)|\n|House Lore|Average (0)|\n|Barricading|Average (0)|\n|Tactics|Fair (+1)|\n|Crossbow|Fair (+1)|\n|Athletics|Fair (+1)|\n|Alertness|Good (+2)|\n|Leadership|Good (+2)|\n|Sword|Great (+3)|\n\n''Other Elements''\nAlly: Guardsman in House Earth (1 level)\n\n''Goal''\nChampion\n\n|>|>|!Tyrena|\n||Goodness 1|Fair|\n||Healer 1|Fair|\n||Air Ancestry 1|Fair|\n||Air House 1|Fair|\n||Oblivious 1|Fair|\n\n|History|Average (0)|\n|Mythology|Average (0)|\n|Navigation|Average (0)|\n|Researching|Average (0)|\n|Concentration|Average (0)|\n|Planar Zoology|Average (0)|\n|Herbalism|Average (0)|\n|Whispers on the Wind|Fair (+1)|\n|Lifting Breeze|Fair (+1)|\n|House Lore (Air)|Fair (+1)|\n|Diplomacy|Fair (+1)|\n|First Aid|Good (+2)|\n|Chirurgeon|Good (+2)|\n\n''Goal''\nHealer \n\n//next// : [[Corrections]]
//previous// : [[Final Words]]\n\n \n\n''Lydia:'' Okay, let's sit down and make the characters. There are a few key aspects that I want you all to be aware of, going into this. As you know, this is going to be a multi-dimensional fantasy game, where your ties to the forces and philosophies of the universe can matter. So the first set of aspects available to you are kind of "alignment" based: Chaos, Order, Goodness, and Evil. I'd like you to take at least one aspect level in one of these, so the first one you pick will be treated as a plot hook and will be worth 5 skill levels. \n\n''John:'' Can we take both Chaos and Order? \n\n''Lydia:'' Sure, why not? But figure on me pulling you in both directions at once throughout the game. \n\n''John:'' Weird. Cool. \n\n''Lydia:'' Okay. The second set of aspects have to do with the elemental forces in the universe, which can be commanded by those who have the appropriate ancestry, from one of the six great houses which are rumored to be descended from the Elemental Princes themselves. The elements are: Fire, Earth, Water, Air, Wood, and Void. There are two kinds of elemental aspects. You can take a 'House' elemental aspect to represent your connection to and recognition by that house, even if you aren't part of the actual bloodline. You can also take an 'Ancestry' elemental aspect to represent actual possession of elemental powers and membership in the bloodline. The elemental powers granted by ancestry will be skills, bought like anything else, each of which will represent a particular trick that fits the theme of the element. These should be relatively minor; Fire might have 'Create Light', 'Provide Warmth', or 'Resist Flame'. Check with me to make sure the skill's in the right scope. Everyone clear on that? \n\n''Cass:'' Yeah, but what about other kinds of aspects - or are these the only ones? \n\n''Lydia:'' I was getting to that. Outside of these, it's pretty freeform. You can take aspects that are like classic attributes - Strength, Intelligence, that sort of thing - flaws, advantages, and connections to people and organizations outside of the elemental houses. If you have an idea, let's talk it out. Okay, I'm going to have you all be about the same age and tie each aspect phase to a bit of a timeline. We'll start with you all in your early teens, with each phase covering two years or so. \n\n''Bill:'' How many phases total? \n\n''Lydia:'' Five. Alright, we'll go around the table and have each of you say a few things about your character at this point - name, appearance if you like, and where you figure you'll be at this point in your life. Cass, you start. \n\n''Cass:'' Okay, my name is Tyrena, and I'm a member of the archivist caste in the Air house. I'm a bit absent-minded, and at age 14, I've been apprenticed in the house's interplanar library. \n\n''John:'' I'm Ro Garrik, a punk redheaded kid with more attitude than brains. I've had plans to enlist in the Earth house's military for a while yet, and while I'm not of age, I've faked it and managed to get into the army before my time. \n\n''Bill:'' Right. I'm gonna play a guy who's working on becoming a necromancer, what house would that be? \n\n''Lydia:'' Void. \n\n''Bill:'' Okay, so, I know I'm going to grow up a little spooky, but I haven't worked it all out yet. The name's Juram. I think I'm a bit lost on concept, here. \n\n''Lydia:'' That's okay, Fate handles 'discovering' your character just fine. I'll throw some circumstances at you from phase to phase and you can make your decisions in reaction to that. I think you'll start out with Gustav, your widower father, who's keeper of the catacombs at the Nexus of Worlds. \n\n''Bill:'' Sounds great! \n\n''Lydia:'' Okay, everyone, pick an aspect that fits their starting circumstances, and use four skill ranks on skills that fit that aspect. Remember the pyramid shape we talked about earlier! \n\n''John:'' Military Training for me. \n\n''Lydia:'' You don't want House of Earth, first? \n\n''John:'' I've just started in at this point. I'm planning on that for next phase. \n\n''Cass:'' House of Air, I think. \n\n''Bill:'' I want a strong relationship with my dad - Connection:Gustav. \n\n''Lydia:'' Sounds good. Take your skills. \n\n''John:'' Swordfighting Fair, Athletics and Alertness at Average. \n\n''Cass:'' I'll pick up four skills at Average: House Lore, History(House of Air), Mythology, Interplanar Navigation. \n\n''Bill:'' Uh... \n\n''Lydia:'' Looking for a little help from Dad? \n\n''Bill:'' Yeah. \n\n''Lydia:'' Okay. As keeper, he's a quiet guy, tends to fade into the background a lot. He also has to watch out for interlopers, thievery, that sort of thing. He'd probably want you doing the same, to help him out around the place. \n\n''Bill:'' Cool. Okay, so, Sneak, Alertness, uh... Area Knowledge (Catacombs)? \n\n''Lydia:'' Sounds good. That's three, so you can put one at Fair and the other two at Average. \n\n''Bill:'' Sneak at Fair, then. \n\n''Lydia:'' Okay. So, these first two years are more about growing up than about the world around you. You all come out of this with a few of your rough edges polished off, but not a lot of world experience yet. As we move into the next two years, there seems to be a rise in tensions across the whole nexus. Juram, Gustav is on higher alert, but won't say why - he's in regular contact with the other void folks, though. Tyrena and Private Garrik see signs of this as well - access to the library gets a bit more restricted, and Garrik, your platoon is kept on a higher state of alert. No news about why comes down from the higher-ups, though, in any of your cases. \n\nEach of you should talk about what you're doing during this phase and then pick an appropriate aspect and skill set. \n\n''Cass:'' I figure that getting further into my studies works out just fine for me. I'm going to pick up my Ancestry of Air aspect at this point, and buy two elemental talents at Fair - Whispers on the Wind, for sending messages, and Lifting Breeze, for lifting and moving small objects and so on, are those okay? \n\n''Lydia:'' Perfect. Bill? \n\n''Bill:'' I think I'm a bit annoyed with Dad for keeping stuff to himself, so I'm going to help out less. Y'know, adolescent rebellion and stuff. What aspect should I take? \n\n''Lydia:'' Well, you haven't taken one of the alignment ones yet... \n\n''Bill:'' Rebellion's sorta Chaos oriented. You said that was a plot hook the first time? \n\n''Lydia:'' Yep, five skill ranks. \n\n''Bill:'' Let's do that, then... but what are the skills of Chaos? \n\n''Lydia:'' You should take skills that fit your circumstances and a chaotic theme. Chaos has a strong vibe of survival of the fittest, adaptability, and independent action... \n\n''Bill:'' Right, so I'll explore the catacombs some more, boosting up my Area Knowledge. I think I get lost for a while at some point... Survival: Underground sounds right. Uh, with those two skill levels spent, that gives me Area Knowledge and Stealth at Fair, and Alertness and Survival at Average. I need another Average to keep the pyramid, and I'm rebelling, so how about a little Brawling at Average, too. But that leaves me with two skill ranks, and I don't see a way I think they should be spent, so now what? \n\n''Lydia:'' Well, you could always pick up some minions or items with those ranks. \n\n''Bill:'' Like an item I take from the catacombs? That'd really twist dad's tail! \n\n''Lydia:'' Right, and it should be chaos themed, so something twisting, winding... \n\n''Bill:'' How about a cloak that lets me change my appearance? \n\n''Lydia:'' Spending two skill levels? Sure, I'll let it provide you some disguise effects. \n\n''Bill:'' Cool, new toy! \n\n''Lydia:'' That's the spirit. Okay, Private Garrik... \n\n''John:'' House Earth, like I said. This is still part of me working with the military, and I'm trying for at least Lieutenant, so let's go with Leadership, Tactics at Average, and Crossbow at Fair. \n\n''Lydia:'' And a fine military career continues. Okay, if everyone's ready... the next two years come to pass. You all are moving out of late adolescence and into early adulthood, now. It comes out that all the tension and hubbub has to do with a war between angels and demons that some think is heading towards the nexus. The houses are definitely moving into a "protect their own" mode at this point; the whole place is jittery now, like world war two London before an air raid. Juram, Gustav sends you to Void House proper, saying that the Catacombs aren't safe enough. \n\n''Bill:'' Dang it! \n\n''Lydia:'' ... And guard duty becomes a very important job, Private. Tyrena...? \n\n''Cass:'' I like the idea that Tyrena sort of ends up untouched by it all with her head stuck in books through all this... Can I take Oblivious as an aspect? \n\n''Lydia:'' No problem, it'll be a good source of Fate points for you as the game goes on, I suspect. \n\n''Cass:'' Yeah. Okay, so Oblivious, a Researching skill at Average, House Lore up one to Fair - that puts me at three Fair, four Average. Concentration and Planar Zoology at Average. \n\n''Lydia:'' That fits. Ro, you can assume your promotion, so...? \n\n''John:'' Excellent. I'm going to take an aspect of Order at this point, if that's okay? I've had the punk kid bits drilled out of me, and it's a good time to come in to my own with that extra skill level. Okay, I've got four Averages and two Fairs to start. Let's take Military History at Average, Survival (Wilderness) at Fair, for three levels . \n\n''Lydia:'' I'm not sure Survival fits the orderly theme we're looking for, here. \n\n''John:'' I'll accept that. Okay, then, let's make that a promotion for Tactics to Fair, so I'm at 4 Averages and 3 Fairs now, and I've got three levels left... can I get your permission to bump up Swordfighting? \n\n''Lydia:'' Hm. Sure, but note down that your training is founded in established forms and discipline. It's a flavor thing, but could be important. \n\n''John:'' Okay, so, yay, Swordfighting at Good, and two skill levels left over. Since I'm at 1/2/4 now, I can add in another Fair... I'll bump Leadership to Fair - but that's 1/3/3, so I need another Average - and pull in some Administration at Average to reflect the paperwork that comes with being an officer. I'm done. \n\n''Bill:'' Well, I said I wanted to be a necromancer of some kind, but I'm not sure if that still works. \n\n''Lydia:'' Well, you're around the House now, so picking up an Ancestry or House aspect would be appropriate. \n\n''Bill:'' Yeah. Okay, then, Ancestry of Void as the aspect... I've got two Fair and three Average, and four skill levels. I can buy a Good outright, how about Voices of the Dead, so I can talk to spirits? \n\n''Lydia:'' That's perfect. \n\n''Bill:'' And one skill level, which I've gotta spend. Time to learn more about my House, I guess... House Lore at Average. \n\n''Lydia:'' And so concludes the early coming of age stuff. We've got two phases left to go. In the next two years, the worst fears are realized. Angels and devils duke it out in the streets, across the planes. A number of interplanar gates are wrecked beyond functioning and the common man cowers in whatever dark corners he can find. The Houses themselves take some collateral damage during this period; as you exit this phase, the war will still be going on. \n\n''Bill:'' Crud, what's up with Dad? \n\n''Lydia:'' No word from him, and the House isn't letting anyone out. \n\n''Bill:'' Argh! Darn it, I'm going to go check on him anyway. Sneak out if I have to. I think another Chaos aspect is in order, to reflect the times. \n\n''Lydia:'' Okay. Just a normal aspect this time, no hook bonus. \n\n''Bill:'' No worries. Right, so, I've got one Good, two Fair, four Average... I'm going to be a skulker here, so I'm going to bump my Stealth to Good and my Brawling to Fair... That puts me at two Good, two Fair, three Average... I need another Fair and another Average, but that'd need three ranks, not two. Crud. \n\n''Lydia:'' Right, picking up another Good at this point would be tough, since you bought that item. \n\n''Bill:'' I can deal. Brawling to Fair still makes sense, and I'll add in Bribery at Average, to help me get out the gate without sneaking. Climbing at Average too, I think, and Intimidation when the soft touch fails me. How's Dad doing? \n\n''Lydia:'' He's turned the catacombs into a regular fortress, and is occasionally sheltering refugees. Got wounded early on, so he's developed something of a limp. He never says it, but you get the feeling he's glad you came along. Lieutenant Garrik... \n\n''John:'' Defending the house should only improve my ties to it, so I'm going to take another level of the House Earth aspect. I want some House Lore at Average, bump my Alertness up two to Good. That's 2/3/4, so the pyramid's balanced, and I have one skill level. I'll spend it on an Ally, in the sense that I've got a house guardsman who regularly works for me as a part of house military duty. \n\n''Lydia:'' I can run with that. We'll work out the details after the rest of character generation. \n\n''John:'' Righto. \n\n''Cass:'' I think this is where Tyrena snaps out of it for a while, studies some medicine, and helps with her house's wounded. I'm going to take a 'Healer' aspect. First Aid at Fair, Herbalism and Chirurgeon at Average. \n\n''Lydia:'' And now the final phase. The war between heavens and hells culminates with a bit of divine intervention. A titanic spear is driven into the center of the Nexus, releasing vast energies and shattering the structure of the planes. Many house holdings are in ruins - yours particularly, so this leaves you all between jobs up to the point of starting the game - and for Gustav and Juram, the catacombs keep a steady crowd of refugees, eating up all of Gustav's time and probably a good bit of Juram's. Tyrena and the Lieutenant should work out how they come into contact with the folks at the catacombs during this time, since I'm going to use that as the launching point for the game... \n\n''John:'' My friend, the ally, he got wounded, and we'd lost our medics... maybe the catacombs were nearby... \n\n''Cass:'' Yeah, and I've probably gone into good samaritan mode at this point - I'm going to take an aspect of Goodness this phase - so maybe I'm the one who tends to your friend, having found my way there and helping the refugees... \n\n''Bill:'' And I'm drawn to you folks out of looking for ways to help Dad but wanting to be around folks my own age... Though I probably give off a bad first impression, what with the conversations I keep having with the ones who don't make it. \n\n''Cass:'' Creepy. Okay, with the 5 ranks from the plot hook bonus, I'm starting with 8 Averages and 4 Fairs. Bump First Aid and Chirurgeon to Good, for three ranks. I'm going to need to calm a lot of ragged nerves during this time too, so I think Diplomacy at Fair makes sense. \n\n''Lydia:'' I can see that all fitting in with your strong tie to Goodness. Lieutenant? \n\n''John:'' I'm one of the folks with military experience still around after this, and there are a lot of refugees. I think it's time for me to take on a Protector aspect. \n\n''Lydia:'' Juicy! I like it. \n\n''John:'' Sword to Great, one. Leadership to Good, two. Athletics to Fair, three. Barricading at Average, four. Done. \n\n''Bill:'' I've got a roomful of refugees and no idea what to do with them. Given my necromantic tendencies, I think I'll be the one who makes sure that last wishes are carried out, and take another level of Void Ancestry. \n\n''Lydia:'' Okay... \n\n''Bill:'' Voices of the Dead is at Good and about where I want it, I think I'll pick up Sense Spirit Realm at Fair, for two, and put the other two into a couple spirit minions who decide to haunt me along the way, who can probably provide me knowledge and answers I wouldn't normally have access to... \n\n''Lydia:'' I could have fun with those, that works. Okay! Looks like we're done. \n\n//next// : [[The Sheets]]
//previous// : [[An Origin Story]]\n\nYou may also notice that the majority of this book is examples of one sort or another. That's a conscious decision. We think it's much easier to understand how rules should be used with copious examples than with any amount of explanation.\n\nThere is a base assumption at work behind almost all of these rules, and that is this: A good rules system supports the preferred style of play. Our hope is not that people will run out and play a game of Fate, but rather that they will take the parts on hand and make a game that explicitly suits them. \n\n//next// : [[Appendix IV Sample Creation]]
//previous// : [[The Essential Differences]]\n\nThe original ideas behind Fate came out of a long car ride to lake Tahoe, where Fred and I managed to drive our wives into the other car through excessive game geeking. Fred had run an amazing game of Amber using Fudge back on the east coast, and he was thinking of taking another swing at it. I'd played in his game, and while the system had worked out pretty well, he was looking to top his past performance. One of the core ideas was to toss a fixed stat list out the window. The thought was that everyone was on roughly equal footing, statwise, and by default no stat was worth mentioning unless it was in some way exceptional. Any stat that a player wanted to pursue would be ranked on a three tiered system, for example, Strong, Stronger, Strongest. These were the first aspects, and after a little kicking around, we realized that these stats could be ''anything'', and the wacky ideas started flowing (Drunk, Drunker, Drunkest!) and we realized the same mechanic could be used for almost everything that was not a skill. What's more, we had been sufficiently impressed with the //7th Sea// model of charging points for drawbacks that this seemed a great way to reflect both the good and the bad.\n\nThe idea of phased based character creation had come out of some experimental games that had used cards to build characters, and it seemed to dovetail nicely with the aspects idea. The idea of the skill pyramid (originally a column) came out of a desire to keep people from spiking their skills without an escalating cost model. We threw all this together and were pretty pleased with the outcome, and in the end it made for a great game.\n\nThere were a few bugs that needed ironing out. In initial tests, characters bought skills or aspects during each phase, and it resulted in some odd unevenness in the characters. Aspects originally provided bonuses to rolls, which resulted in some really scary outcomes, especially in situations where characters could invoke multiple aspects.\n\nThe idea of switching from bonuses to rerolls came out of a weekend of camping and considering games like __Dying Earth__ and __Trollbabe__, which make good use of the mechanic. That and the idea of making aspects more central to character creation were the two ideas the final version of the game crystallized around. Other bits have fallen into place since then, but ultimately, this remains the results of a crazy conversation about trying to tie story and character background a little more tightly to the mechanics.\n\n//next// : [[Final Words]]
//previous// : [[Intrinsic Balance]]\n\nIn the end, aspects are there to represent what sets the character apart from others. This is why we do away with traditional attributes - an aspect is there to represent the deviation from the norm, whether that's in a positive (e.g. Dextrous) or a negative (e.g. Clumsy) direction. If someone lacks a Dextrous or Clumsy aspect, then they're like everyone else in the agility department.\n\nWhat's possibly most confounding for newcomers to aspects, however, is the idea that they're all "valued" the same, level for level - even the "bad" ones, like Drunkard, Sickly, or Claustrophobic. And it's in this where the literary roots of aspects begin to show again.\n\nMost RPG systems will offer you a payback for taking a flaw - a trade of a weakness for extra character points. And while there's no inherent problem with this set-up, it can at times seem artificial (as any one armed, one eyed honorable hydrophobic albino can tell you).\n\nAspects come to the table with the simple proposition that a quality of a character, regardless of whether it's positive or negative, is something that makes the character more interesting and better ties them to the story. Consider the "Buffy the Vampire Slayer" TV series: Buffy's superheroic Slayer aspect is on a kind of narrative equal footing with sidekick Xander's Normal Guy aspect. Both aspects bring the characters into the story, in a clear and thematic fashion.\n\nIn fact, it's often a character's weaknesses that make them so interesting, much more than the fact that they can kill vampires or fly or cast spells. We care more that they are Paranoid, or are Vulnerable to Kryptonite or have a Dark Secret in their past. Since such entertaining stories can be told around these weaknesses - indeed, some of the best GM's plots are born out of chosen character weaknesses - it almost seems we should be paying more for our weaknesses, if the yardstick used is "story significance". \n\n//next// : [[An Origin Stor