FATE System: Difference between revisions

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An offshoot of the Fudge system, FATE is an open source RPG mechanic/generic system. Characters are described with Aspects, Skills and Stunts. Aspects are short descriptions of your character that give you a mechanical bonus when appropriate and can be anything from "Raised by Gypsies" to "Knight" or "You should all listen to me". The player can make Aspects up, to flesh out his character as he likes, without being limited to lists and the like.
An offshoot of the Fudge system, FATE is an open source RPG mechanic/generic system. Characters are described with Aspects, Skills and Stunts.
Skills are used in the traditional way, and the core rules suggest various ways to implement them, from lists to freeform application. Skills are limited to a Pyramid; i.e. you must always have at least one more skill of a lower rank than the next up. So skills of ranks 4, 3, 3, 2, 2, 2, 1, 1, 1, 1 or 3, 2, 2, 2, 2, 1, 1, 1, 1, 1 are ok, but 3, 3, 2, 1, 1, 1 are not.
Stunts are narrow and use more powerful applications of skills.


The players use four six-sided dice, which are marked with two + signs, two - signs and two blank sides (basically a d3). When rolling, this produces results between 4 pluses and 4 minuses (ie. from -4 to +4), with a bell curve centered on a 0 (zero) result. The roll is then added to the Skill being used (along with any bonuses from Aspects or Stunts). Because of the average zero result, you know you will perform at your skill's rank most of the time, with decreasing deviations up or down.  
'''Aspects''' are short descriptions of your character that give you a mechanical bonus when appropriate and can be anything from descriptions like "Raised by Gypsies" to "Knight" to phrases like "You should all listen to me" or "But it works in theory!". The player can make Aspects up, to flesh out his character as he likes, without being limited to lists and the like. Players must spend a "fate point" from a pool in order to use these aspects to their advantage.  The GM (or opposing players) may invoke these aspects to the characters ''disadvantage'' by paying one of their fate points to the player.  Aspects can be used from the location ("Foggy," "Cluttered Furniture," "On Fire!"), equipment may have Aspects on them, and you can perform Maneuvers that don't damage your opponent but place temporary Aspects on them or the setting that can be used once for free.


The final result is then compared to The Ladder, a universal difficulty chart, which describes results numerically and verbally (for example: Average, Mediocre, Legendary...). Thus, it's easy to gather how well you did on your roll and what your odds are of performing the task at hand.
'''Skills''' are used in the traditional way, to provide a straight bonus to die rolls when trying to pass tests.  The core rules suggest various ways to implement them, from lists to freeform application.  Skills are limited to a pyramid; to have a skill at +2, you must have more than one skill at +1.  A skill at +3 requires at least two +2 skills, and those require at least three +1 skills under that.  Players who don't take at least +1 in a skill can still use that skill at +0 or at -1, depending on the setting.
 
'''Stunts''' are narrow and use more powerful applications of skills, similar to "Feats" in Dungeons and Dragons.  They may allow a +2 advantage to a skill in a narrow application ("Grease Monkey: +2 to Repair if you are working on a vehicle"), substitute a skill in place of another ("Money Talks: spend some cash and use Resources in place of Contacting"), allow unusual equipment, always-on access to resources (ie. photographic memory, cybernetic implants) or a specific exceptional maneuver ("Thump of Restoration: hit a device to make it work immediately for X turns, after which repairs rolls are at -1")
 
Damage during conflict is accumulated as '''Stress''', and each character has multiple stress tracks for physical and social/mental stress.  Some FATE implementations add a third stress track for sanity, or wealth. Taking X hits in conflict means marking off the Xth box on the stress track AND all below it. If the Xth box is already marked, cross off the next highest empty box. If this goes over the top, the player must assume a '''Consequence''' --a new negative Aspect that reflects an appropriate injury to the conflict (ie "battered and bruised", "laughingstock," "shellshocked"). These start out minor, but must be of increasing severity as these injuries pile up, to a maximum of three.  These aspects can be invoked for free by opponents  Stress boxes are wiped clean when conflict is finished, but the Consequences stick around until the character can recover.  Rather than suffer Consequences, a loser may offer a a fate point and a '''Concession''', a way of bowing out gracefully.  The opponent can take the fate point and the loser's narration of the loss, or refuse with a fate point of their own to push the fight to the death as it were.
 
 
{| align="right" border="1" cellspacing="0"
|-
! colspan=2 | The Ladder
|-
| Terrible || -2
|-
| Poor || -1
|-
| Mediocre || +0
|-
| Average || +1
|-
| Fair || +2
|-
| Good || +3
|-
| Great || +4
|-
| Superb || +5
|-
| Excellent || +6
|-
| Epic || +7
|-
| Legendary || +8
|}
 
The players use '''Fudge Dice''', four six-sided dice marked with two + signs, two - signs and two blank sides (basically a d3).  When rolling, this produces results between 4 pluses and 4 minuses (ie. from -4 to +4), with a bell curve centered on a 0 (zero) result. The roll is then added to the Skill being used (along with any bonuses Stunts and Aspects invoked with fate points). Because of the average zero result, you know you will perform at your skill's rank most of the time, with decreasing deviations up or down.  Modified rolls that meet the difficulty are successes, with excess that can be spent for improving the quality of your success (ie. getting it done faster, improving the quality of the crafted item, inflict more damage, +bonus to your counterattack).
 
 
To add some color to the +1 and -1 math, FATE rates each of the results and skill levels on '''The Ladder'''.
 
== Editions ==
FATE is currently in its second edition, although [[Spirit of the Century]] already uses an early version of 3rd edition rules. After Evil Hat finishes their latest FATE game ([[Dresden Files RPG]]) which will use the 3rd edition rules, they will release a free, open source core manual for the third edition, as with previous editions released.
 
== Games using FATE ==
* [[Spirit of the Century]]
* [[Starblazer Adventures]]
* [[Houses of the Blooded]]
* [[Diaspora]]


==Editions==
FATE is currently in its second edition, although [[Spirit of the Century]] already uses an early version of 3rd edition rules. After Evil Hat finishes their latest FATE game (Dresden Files RPG) which will use the 3rd edition rules, they will release a free, open source core manual for the third edition, as with previous editions released.
[[Category:Roleplaying]] [[Category:Game Mechanics]]
[[Category:Roleplaying]] [[Category:Game Mechanics]]

Revision as of 14:30, 13 October 2009

An offshoot of the Fudge system, FATE is an open source RPG mechanic/generic system. Characters are described with Aspects, Skills and Stunts.

Aspects are short descriptions of your character that give you a mechanical bonus when appropriate and can be anything from descriptions like "Raised by Gypsies" to "Knight" to phrases like "You should all listen to me" or "But it works in theory!". The player can make Aspects up, to flesh out his character as he likes, without being limited to lists and the like. Players must spend a "fate point" from a pool in order to use these aspects to their advantage. The GM (or opposing players) may invoke these aspects to the characters disadvantage by paying one of their fate points to the player. Aspects can be used from the location ("Foggy," "Cluttered Furniture," "On Fire!"), equipment may have Aspects on them, and you can perform Maneuvers that don't damage your opponent but place temporary Aspects on them or the setting that can be used once for free.

Skills are used in the traditional way, to provide a straight bonus to die rolls when trying to pass tests. The core rules suggest various ways to implement them, from lists to freeform application. Skills are limited to a pyramid; to have a skill at +2, you must have more than one skill at +1. A skill at +3 requires at least two +2 skills, and those require at least three +1 skills under that. Players who don't take at least +1 in a skill can still use that skill at +0 or at -1, depending on the setting.

Stunts are narrow and use more powerful applications of skills, similar to "Feats" in Dungeons and Dragons. They may allow a +2 advantage to a skill in a narrow application ("Grease Monkey: +2 to Repair if you are working on a vehicle"), substitute a skill in place of another ("Money Talks: spend some cash and use Resources in place of Contacting"), allow unusual equipment, always-on access to resources (ie. photographic memory, cybernetic implants) or a specific exceptional maneuver ("Thump of Restoration: hit a device to make it work immediately for X turns, after which repairs rolls are at -1")

Damage during conflict is accumulated as Stress, and each character has multiple stress tracks for physical and social/mental stress. Some FATE implementations add a third stress track for sanity, or wealth. Taking X hits in conflict means marking off the Xth box on the stress track AND all below it. If the Xth box is already marked, cross off the next highest empty box. If this goes over the top, the player must assume a Consequence --a new negative Aspect that reflects an appropriate injury to the conflict (ie "battered and bruised", "laughingstock," "shellshocked"). These start out minor, but must be of increasing severity as these injuries pile up, to a maximum of three. These aspects can be invoked for free by opponents Stress boxes are wiped clean when conflict is finished, but the Consequences stick around until the character can recover. Rather than suffer Consequences, a loser may offer a a fate point and a Concession, a way of bowing out gracefully. The opponent can take the fate point and the loser's narration of the loss, or refuse with a fate point of their own to push the fight to the death as it were.


The Ladder
Terrible -2
Poor -1
Mediocre +0
Average +1
Fair +2
Good +3
Great +4
Superb +5
Excellent +6
Epic +7
Legendary +8

The players use Fudge Dice, four six-sided dice marked with two + signs, two - signs and two blank sides (basically a d3). When rolling, this produces results between 4 pluses and 4 minuses (ie. from -4 to +4), with a bell curve centered on a 0 (zero) result. The roll is then added to the Skill being used (along with any bonuses Stunts and Aspects invoked with fate points). Because of the average zero result, you know you will perform at your skill's rank most of the time, with decreasing deviations up or down. Modified rolls that meet the difficulty are successes, with excess that can be spent for improving the quality of your success (ie. getting it done faster, improving the quality of the crafted item, inflict more damage, +bonus to your counterattack).


To add some color to the +1 and -1 math, FATE rates each of the results and skill levels on The Ladder.

Editions

FATE is currently in its second edition, although Spirit of the Century already uses an early version of 3rd edition rules. After Evil Hat finishes their latest FATE game (Dresden Files RPG) which will use the 3rd edition rules, they will release a free, open source core manual for the third edition, as with previous editions released.

Games using FATE