How Things Work (Fate Core)

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Leitz
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How Things Work (Fate Core)

#1 Post by Leitz »

Fate as a game has several differences in how things work. This thread is a collation of how basic things work in Fate Core.

Those of you who are experienced Fate players and DMs are welcome to add notes here.

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Leitz
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Re: How Things Work (Fate Core)

#2 Post by Leitz »

Fate Dice

For each roll needed, roll four Fate Dice. Each die has two sides marked "-", two marked "+", and two unmarked. The score starts at 0, and for each "-", subtract one from the score. For each "+" add one to the score. That gives a dice range range of -4 to +4.

If you don't have Fate Dice, you can use four regular d6: for each 1,2, count it as a "-", or -1. For each 5,6, count it as a "+", or +1.

For my game, you can either use the dice roller, or physical dice. If using the dice roller, precede the roll macro with an underscore. So [_4d6].

If your score is 3+ greater than the target, then you Succeed with Style.

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Re: How Things Work (Fate Core)

#3 Post by Leitz »

Challenges, Contests, and Conflict

Challenges If you want to overcome something, you pick a skill you will use, the DM assigns a passive minimum roll you need, and you bring in whatever Aspects (personal, game, scene) that might be relevant. For example, if you are trying to discover a clue, then you roll Investigate. You get your skill level, plus your Fate Dice roll. This lets you Overcome the challenge.

Contests This is two or more characters with opposing goals, yet they aren't trying to kill each other. Each side rolls, and if there is a winner, that person gets a "victory". If they Succeed With Style, they get two victories. The first person to get a total of three victories wins.

Conflict This is combat, and people get hurt. It could be emotional combat; a rough interrogator breaking down a perp's will, or physical combat with sharp pokey things. One side rolls an attack, and the other side rolls defense. If the attacker beats the defender's score, the defender takes "damage" equal to the number of points the attacker won by. This is where the "Physical Stress" and "Mental Stress" check boxes come in. If you take a one point attack, you check off the one point stress box. However, if your one box is full, you have to check off the next highest open box. Or you can choose to take a Consequence, marking off that box, and working with the DM to see how your Consequence impacts your character.

At any time, you can Concede, and leave the fight. You must announce this before any dice are rolled. This removes you from the activity.

If your Stress and Consequence boxes are full, and you still have damage to allocate, you are Taken Out. You opponent decides what happens to you.

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Re: How Things Work (Fate Core)

#4 Post by Leitz »

Troubles

Troubles are an Aspect that complicates the character's life. They fall into two main catagories, "personal struggles", and "problematic relationships". They are not easy to resolve, otherwise the character would already have done so. Game wise, they are used to Compel the character to do something at the worst possible time. Note that a player can Compel his own character, if it fits the game.

Some examples from the Fate (Core) book:

Personal Struggles "Anger management issues", "Sucker for a pretty face", "The bottle calls to me".
Problematic Relationships "Family man", "Debt to the Mob", "The Scar Triad wants me dead".

Someone from Tuscany might have "The Medici family wants me dead." Or even "It's a race between the Medici and the Borgia; who will kill me first?" Troubles are like Disadvantages in the HERO system.

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Re: How Things Work (Fate Core)

#5 Post by Leitz »

Aspects

Regular Aspects are ways to define something unique or noteworthy about a character or thing. They often require a Fate point (most characters start with 3 Fate Points) to activate. For example, if a French character had "In the King's Favor" as an aspect, he could invoke it to influence a social interaction.

Aspects can also be negative, like "Sucker for a pretty face". Not only does this add flair to the character, but if the character is Compelled to do something according to a negative Aspect, they get a Fate Point. The player can even self-Compel the character, for the Fate Point and the drama. Other players can suggest compels, but they are not binding.

Here are some from the book; "Sucker for a pretty face", "Never leave a man behind", "Educated at the academy of blades", "Dressed to the nines", "In league with the Twisting Hand", "Fear of heights", "Silver-tongued scoundrel".

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