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8/9/2019 Compact Fate
1/5
Compact Fate
An introduction to the Fate role
playing game in just four pages
(plus the OGL).
Text and layout y !ichael !oceri
"eleased under Creati#e Commons
$on%Commercial License. Feel free to
copy and distriute this document& utplease retain attriution and don't sell
it for a profit.
arts of this document are copied from
Open Gaming Content (OGL) material
(the FAT ladder and time increments
tale) and are ound y that license.
SKILLS AND ROLLING
*+ills are ho, Fate measures a character's
aility to affect the narrati#e and the ,orld.*+ills are rated on the Fate ladder (see elo,).
-nrated *+ills are treated as /.
To use a *+ill& roll 0 Fudge dice (0dF) and add
your *+ill #ersus a difficulty. 1f the acting player
(the one ,hose turn it is) met or exceeded thetarget numer& the action is successful.
Other,ise the action has failed.
2hen an action is resisted y another character&the roll is contested. The difficulty of the action
is the defending character's *+ill as modified y
*tunts& Aspects& and e3uipment& if any.
*uccess is measured in 4shifts.4 *utract thetarget numer from the roll to generate the
numer of shifts. / is a marginal success& 5
normal success& and 6 ama7ing success.
*hifts are spent to increase 3uality or speed ofan action. 8uality represents duraility. "olls to
undo the success increase their difficulty y the
3uality. *peed ma+es things faster or longer%lasting9 each shift mo#es the duration up or
do,n the time increments tale (elo,).
*hould a tie e#er occur& it is typically ro+en y
declaring the character ,ith the higher *+ill the
,inner. 1f this is still a tie& the G! may declare
a secondary *+ill and:or a coin flip.
Option;"olling resistance. The player of the
resisting character may roll dice instead of just
ta+ing the #alue of their *+ill.
Option; "is+y rolls. *ometimes e#en attempting
a roll is dangerous. 1n these instances& characters
ris+ ta+ing Conse3uences y ta+ing those
actions. (*ee the Conflicts section.)
1f the character fails the roll& they ta+e the
lo,est #alue Conse3uence ,hose shift #alue is
e3ual to or lo,er than the amount y ,hich they
failed the roll. *o if they rolled < under the
difficulty& they ta+e a !inor Conse3uence& ,hilerolling = under ,ould result in none. For
competiti#e rolls& compare running totals to that
of the player ,ho rolled the highest. *hould that
Conse3uence not e a#ailale& ta+e the next
most se#ere one. 1f none are a#ailale& thecharacter is Ta+en Out.
Option; *pin; 1f a player rolls < or more shifts
on a successful roll ,here those shifts aren't
used for anything (for example& a defense roll)
the player has generated *pin. This can e usedto gi#e a = to that character's next action& if it
could possily enefit from doing particularly
,ell at the roll that generated *pin.
Extended rolls %% *ome actions re3uire the
accumulation of a numer of shifts o#er se#eral
rolls to succeed. This is called an extended roll.
ach roll represents an amount of timeappropriate for the tas+ at hand& and players
only get to ma+e a certain numer of rollsefore time runs out. 1f the player fails to roll
enough accumulated shifts efore the time limit&
the tas+ is a failure.
xtended rolls are 3ualified y < things. First isthe difficulty of the roll& ,hich is typically /.
The second is the numer of shifts the player
must accumulate. The third is the numer of
time increments allo,ed& typically < to 6.
2hen setting these numers& consider the *+ill
rating of the character and the difficulty of the
tas+. 1f there are < time increments& =6 re3uired
shifts means that generally only a master ,ill
succeed& ,hile > means that someone ,ith sometalent ,ill proaly do o+ay.
Skill Structures%% There are t,o general *+illstructures; Column and pyramid.
2hen *+ills are in a column structure& each
*+ill must e supported y one or more *+ills at
the le#el eneath it. *o in order to ha#e t,o*+ills rated at
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the acting character& the defending character& thescene& or an oject in#ol#ed in the action. ach
Aspect my only e 1n#o+ed once per action.
1n#ocations ha#e < options. The player may add
5 to their roll. They may roll the dice a secondtime and ta+e the higher roll. They may also use
one *+ill in place of another.
On unrolled actions& 1n#ocations simply add 5
to the *+ill's rating. This may e used toenhance mo#e actions (see elo,).
2hen 1n#o+ing an Aspect elonging to another
character& any Fs go to the player of that
character once the action resol#es.
Declarations%% The player spends a F to ma+e
some narrati#e detail related to the Aspect a fact.
@eclarations do not in#ol#e any sort of roll.
Comels%% The third thing aout Aspects is that
they can e disad#antageous. This is in the form
of a Compel. These dictate some constraint to
eha#iour. 2hen one is made& the G! offers a
F. 1f you accept it& you accept the constraints. 1fnot& you must turn do,n the offered F and
spend one of your o,n.
T!e G" and #ate oints %% The G! +eeps one
pool of Fs for all $Cs. Compels are not paidout of this pool.
The G! has a numer of points each scene
e3ual to the numer of players multiplied y a
numer. This numer is = for minor scenes& 5 fornormal scenes& and < for climactic scenes.
Option; Loc+ed Aspects; layers may choose to
4loc+4 one or more Aspects for the duration of a
story. These produce a particular effect at nocost. They can produce a specific 1n#ocation to a
particular *+ill or a specific @eclaration.
For example& someone might loc+ their 4*trong
as a ear4 Aspect to add 5 to all rolls to applystrength to one particular *+ill. Another
character might loc+ 4!aster of the mysterious4
Aspect to allo, them to see immaterial spirits.
2hen an Aspect is loc+ed the player losesaccess to non%loc+ed 1n#ocations or
@eclarations ,ith that Aspect. Compels and
1n#ocations y other players proceed as normal.
Option; Limited 1n#ocation stac+ing; There is alimitation to the numer of Aspects that can e
1n#o+ed on one roll.The free 1n#ocations from
!aneu#ers or Conse3uence infliction typically
don't count against this limit. xamples include;
? Any 5 Aspects.
? = Aspect from yourself or gear& = from the
en#ironment& = from your target.
? = Aspect on a character or gear& =Conse3uence& = en#ironmental Aspect& =
!aneu#er.
?= character Aspect& = gear Aspect& =
en#ironmental Aspect& = Conse3uence or
!aneu#er Aspect.
OPTION$ ST%NTS
*tunts allo, you to expand ,hat characters are
capale of doing. They either rea+ a rule or adda onus. This onus is usually 5 shifts& ut this
is reduced to = for many comat effects.
*tunts generally do one of the follo,ing;
? Add = to the use of = *+ill in a certain
circumstance. This can e a comat *+ill.
? Add 5 to a non%comat *+ill ,hen used in a
narro, circumstance.? Add = !oderate Conse3uence to one *tress
trac+
? Add = point of armour to one *tress trac+
? Add 5 points of stress to a successful attac+
made ,ith one *+ill in a particular situation& or= in any situation.
? "educe the time it ta+es to perform an action
y t,o steps on the time increments chart& or
ma+e an effect last t,o steps longer.
? "educe the penalty of an action ta+en ,ithone *+ill y 5 in a particular situation.
? Allo, one *+ill to e used in the place of
another in one particular circumstance.? Add 5 to the numer of 7ones a character can
mo#e ,ith an action. These shifts can e used too#ercome order ratings or to generate reflexi#e
mo#ement
? ro#ide a Gadget. The Gadget has 5 ad#ances
if it's small& or < if it's large enough that you
can't ta+e it e#ery,here (see elo,).
Characters may only ha#e the exact same *tunt
one time per *+ill or *tress trac+. For this
purpose& the ad#ances of Gadgets each count as
one *tunt.
Option; Limited *tunt stac+ing %% There is a
limitation to the onuses you can add to one roll
from *tunts. This is typically = or 5 *tunts&
although it can e more specific. For instance& =can reduce penalties& ,hile = can add to the roll.
CO"PETITION
*ometimes a simple roll isn't enough to resol#ea situation& ut a full Conflict isn't appropriate
(see elo,). 1n this case& the G! can declare
t,o or more characters to e in competition.
Competitions ,or+ as an extended roll& ,ith thesame < #alues used to rate them. The exception
is that each character +eeps their o,n running
tally. The first to reach the appropriate total
accumulated shifts ,ins. 1f multiple characters
reach the necessary total simultaneously& the one
,ith the highest total ,ins.
@epending on the situation& it is possile that a
competition ,ill occur side y side ,ith some
other series of rolls& or e#en a Conflict. 1f allpresent are in#ol#ed in the contest& alternate
rounds of rolling to ,in the contest ,ith rounds
of other tas+s. 1f all present are not directly
in#ol#ed& roll for the contest at the top of each
round and then other characters not in#ol#ed actin initiati#e order (see Conflicts). This last is to
simulate copilots na#igating& gun fights fromautomoiles& and similar shenanigans.
CON#LICTS
Conflicts are ,hen one character attempts to
control or change another character& including
#iolently.
First determine the scope of the conflict. This,ill determine the *+ills that you use and ,hich
*tress trac+ to use and ,hat appropriate
Conse3uences are (see elo,).
Once the scale of the conflict is determined& you
need to figure out ,ho goes ,hen. Choose one
*+ill to resol#e this. 2hen it is their turn&
players choose ,hat sort of action to ta+e.
Actions may e *imple& *upplemental& or
"eflexi#e. *imple actions are ,hat you do ,ith
your turn& and you get one. *upplemental
actions are secondary actions ,hich incur a
cumulati#e penalty to your *imple action&typically %= each. "eflexi#e actions are free& and
you can ta+e any numer per turn ,ithin reason.
Attack%% This action is an attempt to harm&
change& or control another character.
"oll attac+s using an appropriate *+ill.
@efenders contest. 1f the attac+ succeeds& the
defender ta+es *tress e3ual to the shifts.
Characters recei#ing *tress chec+ off that
numer of oxes of the appropriate *tress trac+.
hysical damage& illness& and ,eariness damage
the ealth trac+. motional trauma& psychic
shoc+& and mental strain damage Composure.*tress trac+s clear at the end of the conflict.
1f a *tress trac+ fills up& the character is 4ta+en
out.4 *uch characters are remo#ed from the
conflict in a ,ay that fits ,ith the conflict9 theplayer of the character inflicting *tress that
ta+es out a character get to narrate the fashion in
,hich the character is remo#ed from the
conflict. layers may pre#ent this y suffering
Conse3uences to reduce *tress.
Conse3uences are special Aspects (defined y
the player of the character recei#ing them) that
are used to reduce incoming *tress. They ha#e a
rating& a numer of points y ,hich they reduce*tress& and ho, long they ta+e to heal;
? !inor (5: scene)
? !oderate (0: session)
? *ignificant (>: story)
Characters ha#e one of each type of
Conse3uence for each *tress trac+.
The player of a character that inflicts aConse3uence gets to 1n#o+e it once for free.
2hene#er a character recei#es a Conse3uence&
the player of that character may offer a
Concession. This is similar to eing ta+en out&except the defending player narrates ho, it
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some resistance ased *+ill& a *tress trac+& andsome Conse3uences. 1f armour rules are used& it
may ,ell ha#e an armour rating as ,ell.
These rules can e used as a mass comat
system. @etermine an a#erage *+ill rating foroffense& defense& and mo#ement& and ,eapons
and armour (if used). The unit's *tress trac+s are
determined as a normal character plus its *cale9
Conse3uences are normal for a character in that
game. -nits typically ha#e t,o Aspects. $otethat units may e moo+s if those rules are used.
1n games ,here the leader matters& the unit
leader ,ill ha#e a leadership *+ill. For e#ery
fraction of 5 y ,hich this is lo,er than a unit's*+ill for an action (efore @rill or o,er
modification)& reduce the *+ill's le#el y =.
Option; O#ercoming *cale; 1f a *tunt reduces
the *cale penalty to %5 or lo,er (or %0 for heroicgames)& indi#iduals can interact eyond the
normal range of 5 steps.
Option; @rill and o,er; These are t,o optional
*+ills used to astract experience and troop3uality: e3uipment: supernatural po,er. They're
rated a little differently than normal. Both
ratings are added to the unit's *tress trac+s.
? Drill %% Training and group cohesion& theseapply to rolls to defend& mo#e& or perform
organi7ed troop maneu#ers.
%= -ntrained people.
/ Trained soldiers.= xceptional soldiers.
? Po3er%% This is typically supernatural po,er
or 3uality e3uipment& or oth. 1t acts as a
,eapon and armour rating& and it might add aonus to certain rolls depending on its nature.
/ %% $ormal fol+.= %% *light supernatural po,er& exceptional
e3uipment& or a genius leader.5 %% T,o or more from the = category& or one
ta+en to extremes.
< %% 2hy do you pic+ fights ,ith units of
po,erful supernatural eings
GADGETS
Gadgets are things that pro#ide characters ,ith a
onus. As they are deri#ed from *tunts& this
section is optional. Ad#ances include;
? Additional Capailities H 1t does somethingrelated to its primary capailities that it
normally could not. For example& a car that
dri#es in ,ater. *ome re3uire 5 ad#ances.
? Alternate -sage H Iou may use one particular
*+ill in place of another in a defined situation.? Armed H A normally non%comat thing can e
used for comat. 1f ,eapon damage rules are
used& this ma+es it ,eapon;5. A second purchase
may ring this up to ,eapon;0.
? Armoured H "educe incoming stress y one.? Conscious H "e3uires 1ndependent. 1t can
ma+e decisions and act on its o,n.? Craftsmanship H Gi#es = to one s+ill. !ay
e ta+en only once per s+ill.
? Futuri7ation H @oes something that JmodernK
things can't do yet.
? 1ndependent H 1t can act on its o,n& ut itdoes not ma+e decisions.
? !aximai7ation H 1t's really ig.
? !inaturi7ation H 1t's really small.
? "ugged H as 5 extra stress oxes o#er the
normal capacity (usually
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