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Producedby: Writtenby: VoidStarGames MikeMechalusMcConnell

AdditionalEditing:MitchA.Williams,NicholasWarcholak,KristanMcConnell Layout/BackgroundGraphics:MikeMcConnell Additional Contributions: Tomi "Tonpa" Sarkkinen, Alfredo The Tweaker Sendn, Rick "frws25" Sanders, Trentin Trechriron Bergeron, Brad "Radium" Osborne, Mitch mitchwWilliams,LelandDutro,Grant"DigitalMage"Erswell AdditionalArt: Daniel Kemler, Mike McConnell, Sade, LPJ Design, Joe Calkins (CerberusIllustration) PrimaryPlaytesters:LelandDutro,RobStroud,WesBrown,JosephMunn,Tomi"Tonpa" Sarkkinen, Alfredo The Tweaker Sendn, Brad "Radium" Osborne, Rick "frws25" Sanders, Clay Hjorimir Vernon, Mitch mitchw Williams, Dirk "Deep_Flow" Keienburg,, Scott "Saint&Sinner" Acker, Marko "Bernd" Wenzel, Christopher "nighthawk"May,Andrew"Gylthinel"Day,Mark"Warden"Jones,Jeremy"HidaJiremi" Puckett,Heath"sirglandon"Glandon, SpecialThanks:Tomywife,Kristan,forputtingupwithmylatenighttossingandturning, evenings lockedinthe office, and for beingawonderful soundingboard formy crazy rambling. To Rob and Leland for tossing dice with me and helping me shape this thing into somethingreal. Andthankstomyloyalforumplaytesters,especiallyTomi,Alfredo,RickandMitch. YouguyskeptmegoingwhenIfeltlikequittingandgavemeencouragementwhenI neededitthemost.Thisbookwouldnotexistwithoutyou.

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OPENGAMELICENSEVersion1.0a ThefollowingtextisthepropertyofWizardsoftheCoast,Inc.andisCopyright2000WizardsoftheCoast,Inc(Wizards). AllRightsReserved. 1. Definitions: (a)Contributors means the copyright and/or trademark owners who have contributed Open Game Content;(b)DerivativeMaterialmeanscopyrightedmaterialincludingderivativeworksandtranslations(includinginto othercomputerlanguages),potation,modification,correction,addition,extension,upgrade,improvement,compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce,license,rent,lease,sell,broadcast,publiclydisplay,transmitorotherwisedistribute;(d)OpenGameContent meansthegamemechanicandincludesthemethods,procedures,processesandroutinestotheextentsuchcontentdoes notembodytheProductIdentityandisanenhancementoverthepriorartandanyadditionalcontentclearlyidentifiedas OpenGameContentbytheContributor,andmeansanyworkcoveredbythisLicense,includingtranslationsandderivative worksundercopyrightlaw,butspecificallyexcludesProductIdentity.(e)ProductIdentitymeansproductandproduct line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of

ii
PrologueCredits/License


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Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any ContributorunlessYouhavewrittenpermissionfromtheContributortodoso. 12InabilitytoComply:IfitisimpossibleforYoutocomplywithanyofthetermsofthisLicensewithrespecttosomeorall of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open GameMaterialsoaffected. 13Termination:ThisLicensewillterminateautomaticallyifYoufailtocomplywithalltermshereinandfailtocuresuch breachwithin30daysofbecomingawareofthebreach.AllsublicensesshallsurvivetheterminationofthisLicense. 14Reformation:IfanyprovisionofthisLicenseisheldtobeunenforceable,suchprovisionshallbereformedonlytothe extentnecessarytomakeitenforceable. 15COPYRIGHTNOTICE OpenGameLicensev1.02000,WizardsoftheCoast,Inc. Fudge System 1995 version 19921995 by Steffan OSullivan, 2005 by Grey Ghost Press, Inc.; Author Steffan OSullivan. FATE(FantasticAdventuresinTabletopEntertainment)2003byEvilHatProductionsLLC;AuthorsRobertDonoghueand FredHicks. SpiritoftheCentury2006,EvilHatProductionsLLC.AuthorsRobertDonoghue,FredHicks,andLeonardBalsera. TheDresdenFilesRoleplayingGame:Volume1:YourStoryandTheDresdenFilesRoleplayingGame:Volume2:OurWorld 2010,EvilHatProductionsLLC. StarblazerAdventures2009,Cubicle7EntertainmentLtd. StrandsofFate2010,VoidStarGames Forpurposesofthislicense,thefollowingthingsareconsideredtobeProductIdentityinadditiontoanythingcoveredin section1,above:Anymaps,layout,characters,colorquotationsanddialogue,names,andexamples. AnyandAlldescriptionsofPowerAdvantagesinChapter5areProductIdentity,butmaybereprintedforfreefornon commercialpurposes,andmaynotbeincludedinanyprofessionalpublicationwithoutwrittenauthorizationfromVoid StarGames. Forpurposesofthislicense,thefollowingthingsareconsideredtobeOpenGameContentinadditiontoanythingcovered insection1,above:allrulesmechanics,excludingthePowerAdvantagesdescribedinChapter5.

iii

Chapter1TheBasics
WhatisaRoleplayingGame?...........1 WhatistheFATEGameSystem?....2 ThingsYouShouldHave.................2 RollingtheDice...............................3
Willtheseregularsixsideddicework?....4

CareerTemplates..........................38 NonHumanRaces.........................44 SampleNonHumanRaces............45 SampleCharacters........................46

RanksandDifficulty........................4 TakingAction...................................5 Rate(Refresh).............................7 Advantages......................................8 StressandConsequences...............9


Awesomevs.Realism........................9

Chapter3FatePoints andAspects
FatePoints......................................51
TheNPCFatePointPool...................51

Aspects..........................................52
FatePointExpenditureLimits.........53

Glossary..........................................10

InvokinganAspect(SpendingFate Points)........................................53
Wordingvs.Intent...........................54

Chapter2Character Creation
StepsofCharacterCreation...........15 Step#1:CampaignPowerLeveland TechLevel...................................15 Step#2:TheCharacterConcept....17 Step#3:CharacterAspects............17 Step#4:Abilities............................20
AffinityAbilities.................................21 CommonAbilityPackages................21

CompellinganAspect(Earning MoreFatePoints)......................55
NoPain,NoGain..............................56 CutthroatCompels..........................57

InvokingorCompellingother Aspects.......................................57
CompellingotherAspects...............58

PersistentAspects.........................59
FatePointDebt................................60

Step#5:SpecialtyAspects.............21 Step#6:Advantages.....................24
RepresentingyourCharacter..........25

Jazzingitup....................................61 Gettingonthesamepage ........62 .


Sticky,Fragile&Complicated Terminology.................................63

Step#7:StartingEquipment.........26
BuyingAdditionalEquipment..........26 SharedEquipment............................ 7 2 ResourcesandExpenseAccounts... 7 2

AspectAssessment.......................63
SettingAssessmentDifficulties.......64 ThemeAspects................................64

AspectDeclaration........................65
SettingDeclarationDifficulties.......65 DeclarationbyInvokinganAspect forEffect......................................66

CreatingCharactersOnTheFly.....27
CollaborativeCharacterCreation.....28
PlayerEntitlement...........................28

CharacterAdvancement...............29 OrganicGrowth.............................30
Story>XP.........................................30

StoryAspectsvs.Situation Aspects........................................68

ExampleofCharacterCreation.....31
1.DetermineyourCampaignPower Level(CamPL)...............................31 3.SelectFiveCharacterAspects......32 4.PurchaseAbilities.........................33 5.SelectFiveSpecialtyAspects ......34 .

Chapter4Abilities
WhatareAbilities?.........................69
CombiningAbilities..........................70 ComplementingAbilities.................70 RestrictingAbilities..........................70 MultipleSecondaryAbilities.............71

iv
IntroTableofContents


Listings............................................72 PhysicalAbilities............................73
Agility...............................................73 Endurance........................................74 Perception........................................75 WonderingBlind..............................76 PerceptionandParanoia.................76 Strength............................................77

Chapter6Conflicts& Consequences
TheBasicsofConflict..................205
ClearingStressBoxes....................207 Concessions...................................208 CalledShots ...................................209 .

RunningConflicts........................209
ConflictPhases...............................209 FramingtheScene.........................209 RevealAspects................................210 DetermineZones............................210 EstablishInitiative...........................210 TakingAction..................................210

MentalAbilities..............................78
Craft..................................................78 Knowledge.......................................79 Willpower..........................................81

SocialAbilities................................82
Deception.........................................82 Empathy...........................................83 Persuasion........................................83 Allies,EnemiesandContactsas PersuasionSpecialtyAspects......84 Resources.........................................85 ItemsasResourceSpecialtyAspects.86

PhysicalConflict ...........................211 .
AttackingandDefendingina PhysicalConflict...........................211 WeaponandArmorRatings............211 PhysicalStressBoxes.......................211 LessRealism/LessComplexity......212 PhysicalConsequences...................212 OneHit,MultipleConsequences....214 PhysicalMovementinaConflict....214 SampleofaPhysicalConflict........215

Chapter5Advantages
WhatareAdvantages?..................87 HeroicAdvantages........................88 PowerAdvantages........................89
PurchasingaPower.........................89 PowerAspects.................................90 PurchasingAdvantageswith Resources.....................................90 InvokingPowerAspectsforEffect..91 PowerSources..................................91 TheAffinityAbility...........................92 StandardAbilitiesasAffinityAbilities 92 ActivationDifficultyandPowerStress..93 FatePointCost.................................93 AspectsfromAdvantages...............94 Metro,World,Galaxy, CosmicandInfinity..............94 PowerSources,AffinityAbilitiesand theCampaign...............................95

MentalConflict............................220
WhentoUseMentalConflicts......220 MentalAttacks...............................220 CommonMentalAttackingand DefendingAbilities .....................221 . ResolvingMentalAttacks...............222 EdgeandDetermination........222 MentalStressBoxes.......................223 MentalConsequences....................223 Shock,FearandInsanity................224 MentalDefeat................................224 SampleofaMentalConflict ........225 .

SocialConflict..............................232
WhatareSocialConflicts?..............232 TheSocialAttack............................232 SocialStressBoxes.........................232 SocialConsequences......................233 LeverageandPopularity.........233 AwardingLeverageandMakingthe AttackRoll...................................233 GainingPopularity .......................... 35 . 2 SampleofSocialConflict...............234

SampleExpertAdvantages..........96 SampleHeroicAdvantages..........101 SamplePowerAdvantages...........111 MetaPowers...............................188


HealingStress&Consequences..237
AssistedHealing.........................240 Howdoyoudie?.............................240

SpecialRules&Maneuvers.........262
Ambushing.........................................262 AnimalHandling.................................262 AnimalInstincts..................................262 BeamWeapons..................................263 BreakingThings .................................264 . Climbing .............................................265 . ComputersandHacking....................265 Crafting&Repairing..........................267 Demolitions........................................268 Diseases.............................................. 69 2 Disguise.............................................. 69 2 ExplosivesandExplosions.................270 Facilities..............................................273 Falling.................................................273 FireandEnvironmentalHazards.......274 FootChases........................................275 Forgery...............................................276 FullAutoWeapons.............................277 GatheringInformation.......................278 HelpfromOthers...............................278 Hiding,Shadowing&Camouflage ....279 . Jumping.............................................. 80 2 KnockOutBlow.................................281 Languages..........................................281 LockPicking.......................................282 MedicalAttention..............................282 Movement..........................................283 OutofAmmoandOverheating.........284 PoisonsandDrugs.............................285 Push/Pull/Throw.................................286 Restrain/Pin........................................286 Riding.................................................287 Scale...................................................287 Scavenging......................................... 88 2 SizeandWeight................................. 89 2 SocialEspionage................................291 Spying(LongTerm)...........................291 SuppressionFire ...............................2912 . Swallow..............................................293 Swimming ..........................................293 . TakingAim..........................................293 TakingCover ......................................294 . Testing&Research............................294 Time....................................................295 Trip .....................................................295 . Vacuum............................................... 96 2 ZeroGravity........................................ 96 2 Zones..................................................297

OtherStressTracks.....................240
RenewableStressTracks...............240 NonRenewableStressTracks........241 StressBoxes&RelatedAbilities....241

Wealth .........................................242 .
PurchasinganItem(Attackingthe WealthTrack).............................242 CostsandRewards........................243 SellingThings.................................243 HealingWealthStressand Consequences............................244 GettingRich...................................244

Mana............................................245
ArcaneMagic.................................245 Arcane(AffinityAbility).................246 HealingManaStressBoxesand Consequences............................246 ManaConsequences .....................247 . TaintedMana.................................247 OptionalStressSystem:Thresholds 248 OptionalStressSystem:SingleSet..250

Chapter7Playingthe Game
HowtoDoThings.........................251
StackingBonusesandPenalties.252

SettingDifficulties........................252 Spin..............................................254 Maneuvers(PlacingaTemporary Aspect).....................................255 TypesofActions........................... 57 2


SimpleActions................................257 ExtendedActions...........................258 ZeroOut.....................................259

SpecialActions............................259
FreeActions...................................259 HoldYourAction............................259 BlockActions.................................260 FullDefense....................................261 SupplementalActions....................261

vi
IntroTableofContents

Chapter8Equipement& Chapter9Vehicles StepsofVehicleCreation.............341 Technology


WeaponRating(WR).................299 ArmorRating(AR)......................299 ArmorStress................................299 ExplosiveRating(ExR)..............299 EquipmentRating(ER)..............299 Range............................................300 TechLevel(TL)............................300 CostRating....................................301 EquipmentModifications..........301 OtherNotes.................................302 Ammunition(AmmoUnits)......302 ItemAspects................................303 FIREARMSTABLE.......................305 MELEEWEAPONSTABLE..........307 ARMORTABLE............................308 GENERALEQUIPMENTTABLE.309 CombinedItems...........................310 EquipmentKits.............................317 SpecialAmmunition.....................319 SmartGrenades...........................320 SimplifiedEquipment...................321 MaintenanceCosts.....................324 AugmentedRealityTL5.............321 VirtualityTL6............................326 AIandVITL56..........................327 TranshumanityTL6..................328
CreatingTranshumanCharacters...331 SampleMorphs...............................331 CustomMorphs.............................335 InfomorphAdvantages.................335 BackupInsurance...........................336

Step#1:WhatistheVehicle?........341 Step#2:Size..................................341 Step#3:VehicularAspects..........342 Step#4:Abilities..........................343 Step#5:SpecialtyAspects..........343 Step#6:VehicularAdvantages...344


WhoPlaystheCar? ........................344 .

StressandConsequences...........345
StructuralStress............................345 SystemStress.................................345 CrewStress....................................345 RepairingConsequences...............346

DoingThingsinVehicles.............347
Actions...........................................347 Driving/Piloting..............................347 VehicularManeuvers.....................348 Navigation......................................348 VehicleChases................................348 ThePeopleMatter.........................350

VehicularConflict.........................351
StealthandDetection.....................351 StructuralAttacks...........................351 SystemAttacks............................... 52 3 CrewAttacks..................................353 QuickResolution............................354

SampleVehicularAdvantages....355
CrewAdvantages...........................355 SensorRanges................................ 57 3 DefensiveAdvantages.................... 57 3 FunctionalAdvantages..................360 MobilityAdvantages......................367 OffensiveAdvantages....................372 WeaponRanges..............................372

PowerItems................................337
PurchasingPowerItemsand AspectedItems....................... 37 3

SampleVehicles...........................376

vii

Chapter10Organizations
ThisChapterandtheFateFractal..381

Attacking,Defending,Movingand Maneuvering..............................400

WhatisanOrganization?.............381
StepsofOrganizationCreation......381 Step#1:TheOrganizations Concept......................................382 Step#2:Influence..........................382 Step#3:DetermineOrganization Aspects.......................................383 TheOrganizationAspectAlphabet..383 Step#4:PurchaseOrganizations Abilities&DetermineStress Tracks.........................................384 Step#5:Determinethe OrganizationsAssetAspects....385 MembershipAdvantage................386 OrganizationalConsequences& SacrificingAssets.......................386 ImprovingtheOrganization..........387 CollaborativeOrganizationCreation389

MultiScaleConflict.....................402
ScalesandZones............................402 TheInverseNinjaLaw....................403 Individualsvs.Units.......................403 TransitioningStressand ConsequencesbetweenScales.404 Individualsvs.Vehicles..................404 UnitsorIndividualsvs.Organizations.405 FieldingUnits.................................406

Chapter12Antagonists
TypesofNPCs..............................409
Extras.............................................409 GameMasterPlayedCharacter (GMPCs)......................................410

SampleOrganizations.................390

Chapter11Units&Large ScaleConflict Chapter13GameMastery


WhatisLargeScaleConflict?......393 SkirmishandCampaignScale.....393 WhatisaUnit?.............................394
StepsofUnitCreation...................394 Step#1:TheCharactersthatmakeup theUnit......................................394 Step#2:DeterminetheUnit'sStress Track...........................................394 Step#3:DeterminetheUnit's DefiningAspect..........................394 Step#4:DeterminetheUnitsSize andAbilities................................395 Step#5:DeterminetheUnitsRoster Aspects.......................................396 Step#6:DeterminetheUnitsStress Tracks.........................................396 Consequences................................396 VehicularUnits...............................399

AntagonistEntries.......................410 AnimalAntagonists......................411 FantasyAntagonists....................420 ModernAntagonists...................433 SciFiAntagonists........................438

Changeit!.....................................441 TheRuleofFun........................441 NeverSayNo...........................443 PlayerNarratedFailure...............444 TheFunofFailure........................444 GMingviaEducatedReaction.....445 GameBalanceandMutually AssuredDestruction................447 HowNottoRunGMPCs..............448 ExperienceforMilestonesand Training ....................................448 .

Indexes/References
CommonTables...........................455 AdvantagesIndex.......................455 VehicularAdvantagesIndex.......455 AntagonistsIndex.......................455 StandardIndex............................459

SkirmishandCampaignScale Conflict.....................................399

viii
IntroTableofContents

Chapter1
TheBasics WhatisaRoleplayingGame?
Tellingstoriesisatraditionwevesharedsincetheearliestmenlearnedto talk. Everyone gathers around and the storyteller avails the listener with talesofadventures,mystery,actionorterror. Role playing games (RPGs) were born of this tradition. But instead of a singlestorytellertellingthestoryandplayingthepartofallthecharacters, roleplayinggamesspreadtheworkaroundabit. Toplayaroleplayinggameyouneedatleasttwopeople,thoughthreeor fourispreferable.Onepersonusuallyhassomesortoftitle,wecallhimthe GameMaster(orGM)andtheotherparticipantsaresimplycalledPlayers. Eachplayermakesupacharacter.Likeacharacterinabookormovie,the character should have an interesting background, quirky habits, views and beliefsandothertraitsthatmakesthecharacterwellrounded. But unlike a book or movie, the character is assigned statistics and traits that are defined by the game system. These attributes tell the player, and others,howcapablethecharacterisatperformingcertainthings. ItistheGMsjobtocomeupwithsomesortofplotoutlineforthestoryas well as playing all the other characters that appear. He is also the final arbitrator of the rules, and may even supersede the rules of the game if it suitshisstory. So when the game starts, the GM describes to the players where their charactersareandwhatisgoingonaroundthem.AndthenhellaskWhat areyougoingtodo. Eachplayerwill,inturn,describewhatactionstheywishtotake.Usingthe rules of the game, the players and GM determine what happens when the playersattempttheiractionsandwhetherornottheysucceed. Andthatsroleplaying!

WhatistheFATEGameSystem?
The book you hold in your hands uses a heavily modified version of the FATE (Fantastic Adventures in Tabletop Entertainment) game system compiled and revised to allow the GM to run a game set in just about any genrehecanimagine. FATEistheawardwinningroleplayingsystemdrivingSpiritoftheCentury, StarblazerAdventuresandtheDresdenFilesRPG.Withthisgamesystemyou can tell stories of great adventure, terrible tragedy, super heroics or bone chillinghorrorsetinthegenresoffantasy,modern,orsciencefiction.

ThingsYouShouldHave
Inadditiontothisbookyoullneedafewsuppliestoplaythegame.Heres alistofmandatoryitemsaswellassomerecommendedones.

YoullNeed
A set of Fudge dice, which can be purchased at several online hobbystores.Alternatively,youcanusetwosixsided(d6)dice, preferablyofdifferingcolors,foreachplayerandtheGM. Somecopiesofcharactersheetsoratleastblankpapertorecord characters.(YoucandownloadcharactersheetsfromtheVoidStar homewebsite.) Writingimplements. Friends. For running a game, the sweet spots somewhere betweentwoandfour. Asetofpokerchipsorglassbeads(touseasFatePoints). Indexcardsorstickynotestopassnotesandtomakenoteson thingsthatcomeupinplay. Snacks.

Youllfinduseful:

2
Chapter1TheBasics

RollingtheDice
When you want your character to perform an actionyourGMmaycanonyoutorollthedice.Do so,andaddanyrelevantmodifierstofindthetotal result of the roll. Usually a roll will call for you to addaspecificAbilitytotheroll.Forinstance,ifyou weretoldtorollyourAgility,youdrollthedice, add your Agility rating, and then add any other relevant modifiers to find the total. The total is thencomparedtoadifficultyratingsetbytheGM todeterminesuccessorfailure. FATEusesFudgedice,asetoffoursixsideddice markedwitha+,and0(orblank)oneach side. You roll the four Fudge Dice and total them up.Eachpluscountsas+1,eachminuscountsas1, andablank(or0)countsas0.Theaverageresult ofthedierollis0butcanswayasfaras4to4. Once youve determined the result of your dice roll, add theresult(or subtract ifitwasnegative) toanyothermodifiersyoumighthavesuchasyour relevantAbilityRank.

Probabilityof4 FudgeDice
Result 4 3 2 1 0 1 2 3 4 %Chance 1.23 4.94 12.35 19.75 23.46 19.75 12.35 4.94 1.23

ForexampleifyourAbilityisRank2andyourolla+,,0,+(adicerollof+1), thetotalis3. If your total is equal to or higher than the difficulty you succeed at your task. And if you beat the difficulty by 3 or more youve generated Spin. This means you not only succeeded but you did so in spectacular fashion. Seepg.254formoreonSpin. Sowhenacharacterwantstodosomethingthatrequiresaroll,hefollows thissimpleformulatodeterminehowwellhedoes:

4dF+AbilityRank+OtherModifiersvs.Difficulty
Modifiers can be anything from bonuses granted from Aspects to those providedbyAdvantages(seebelow).

Willtheseregularsixsideddicework?
Yestheywill. WhetheryoudonthaveanyFudgedice,oryou just prefer slightly less predictable results, you mayusetwosixsideddice. Therearetwowaystodothis.Thefirstmethod is to use four of them just like Fudge Dice, counting12as0,34as,and56as+. The other option is to take two different colored six sided dice and decide which will be thenegativediebeforeyouroll.Rollthedice andsubtractthenegativedicefromtheother dice result and add the total to your Ability Rank. Note that using this method of randomization willhaveatendencytocreatemuchmorevaried results. Probabilityofd6d6 Result 5 4 3 2 1 0 1 2 3 4 5 %Chance 2.78 5.56 8.33 11.11 13.89 16.67 13.89 11.11 8.33 5.56 2.78

RanksandDifficulty
Just about every quantifiable value in FATE is given a Rank. Abilities are givenaRankthatdetermineshowgoodyouareatperformingcertaintasks, equipment is given ranks (called Equipment Ratings) to determine how muchitaidsyou,etc. Difficultiesaregivenranksjustlikeeverythingelse.Forinstance,itmightbe a Rank 0 difficulty to jumpstart a car, but a Rank 3 difficulty to repair that samecarafteraseriousbreakdown. Guidelinesforsettingdifficultiesarefoundlaterinthisbook(pg.252),but theruleofthumbisthus:Theaveragepersonsucceedsatadifficulty2task alittlemorethanhalfthetime.

4
Chapter1TheBasics

TakingAction
Diceareusedinoneoffourtypesofsituations: Simple Actions: Where the character spends his turn rolling against a fixed difficulty. If your total is equal to or higher than the difficulty, youaresuccessful.(Seepage257.) Contests: Two or more characters roll to perform competing simple actions. The character whose dice roll plus modifiers has the highest totalwins.(Seepage257.) Conflicts:Whentwoormorecharactersactindirectoppositiontoone another,butwhereresolutionisnotassimpleasacontest.(Seepage 205.)
PhysicalConflictAfightwithfists,knives,guns,etc. Mental Conflict An argument, debate, or confrontation with something thatpotentiallychangesordamagesyourmind. Social Conflict A public conflict that can change or damage your reputationand/orlegalstatus.

Extended Actions: When you are performing a complicated task you cannot complete ina singleturn. Youroll each round, adding up the result of your rolls (plus modifiers) until you eventually hit a set difficulty.(Seepage258.)

CharacterAspects
Morethananyotherattribute,Aspectsarewhatmakethecharacterwho heorsheis.AnAspectcanbeanyphraseorquotethattellsyouandtheGM something about your character. Typically, an Aspect will relate to some eventorimportantpersonfromthecharacterspast,anitemofimportance to the character, a part of his personality, or a goal. They should not, however,relatedirectlytohisproficiencyinaparticularAbility.Thatswhat SpecialtyAspectsarefor(seebelow). SomeSampleCharacterAspects:
TrainedbyCorporalFrankSheppard AlwaysUnderestimated Soonthiscitywillbelongtome! "Alwaysontherun" "Nobodygetsleftbehind!" NeverForgetsanInsult

Aspectsmaybeinvokedforabenefittotheplayer.Thismeanstheplayer spends a Fate Point and gains a benefit in situations where his Aspect is relevant. Aspectsmayalsobecompelled.Thismeansthecharactersuffersinsome waybecausehehasthatAspect,butheisrewardedwithaFatePointforhis troubles.

AbilitiesandSpecialtyAspects
Abilities represent what a character can do, or rather, how well they can do it. They are ranked starting at 0 andgetbetterastherankincreases.Arankof0means very little natural ability and/or no training. A rank of 5 means you are one of the best in the world with that Ability. So while a character with a Strength rank of 0 may occasionally have trouble getting around in daytoday life, a character with a Deception of 5 is among the greatestliarsandconartistsontheplanet.
AbilityRank 1* 0 1 2 3 4 5

Abilities

Physical
Agility Endurance Perception Strength

Mental
Knowledge Reasoning Willpower Craft

Whatthatmeans Social Youhaveahandicapordisabilitythatoften Deception makesyoureverydaylifeachallenge. Empathy Almost handicapped. You may have some Persuasion troubleindaytodaylife. Resources Below Average. People note your deficiencies. Average.MostpeoplehaveanAbilityrankof2. AboveAverage.Youarenoticedforyourtalents. Well Above Average. You are one of the most talented people forhundredsofmiles. Peak Human. Few people on the planet have this level of an Ability.

*Charactersdefaulttoaratingof0,sotheonlywaytogeta1isbytaking theWeaknessAdvantagefoundonpage203.

6
Chapter1TheBasics


Abilities are very broad generalizations, and while they can give you a good idea of what a character is capable of, they dont tell the whole story. To get a better idea of what a character is exceptionally good (or bad) at, you need to look at his Specialty Aspects (and Advantages, but well get to them later). LikeCharacterAspects,SpecialtyAspectsillustrate things that are important to the character. However, unlike Character Aspects, which are very broad in their scope, Specialty Aspects should be morefocusedonaparticularAbility. SomeSampleSpecialtyAspects: ExpertMarksman(Agility) SicklyandSlowtoHeal(Endurance) IhackedtheDoDDatabaseinlessthan7minutes! (Knowledge) Remember,Abilitiesareverybroad.Sodontthinkyouneedtohaveahigh rank in an Ability to be very good at some specialty that falls under it. For example, atalented chemist would probably have his Knowledge Ability at Rank2or3withaSpecialtyAspectthatcangrantabonustochemistrylike RecitesthePeriodicTableinHisSleep. Seepage21formoreonSpecialtyAspects.

RefreshRate(Refresh)
AllcharactersstartwithapredeterminedRefreshRatesetbyyourGM.This is thenumberof Fate Points the character begins each game session with. RegardlessofhowmanyFPyouhadattheendoftheprevioussession,you startthenextgamesessionwithanumberequaltoyourRefreshRate. This Refresh Rate is often more simply referred to as your characters Refresh. NotethattheGMmaydecidenottoallowaRefreshatthebeginningofa sessioniftheprevioussessionendedabruptly,orhemayofferaRefreshat othertimesifappropriate;suchaswhenhittingamilestoneinastoryarc.

Advantages
Advantages represent additional training or special abilities a character might have. You purchase Advantages with Advantage Points (AP) and theycomeinthreetiers. InthefirsttierwefindtheExpertAdvantages.Thesearecommonamong allpeopleandareusedtodescribesomedegreeoftraining.Forexample,a characterwithaCraftof2mightalsohavetheGearHeadAdvantage,which grantsabonustoworkonvehiclesandimpliessomemechanictraining. The second tier is made up of the Heroic Advantages. These are the special, more cinematic, traits that push your character overthetop. Heroic Advantages belong to action heroes like the bouncer who can take down a room full of drunken brawlers or the investigator who can fashion powerfulexplosivesoutofthestuffyoudfindinmostkitchens. ThethirdtierholdsthePowerAdvantages.Thesearethemagicalspells, psionic powers, mutant gifts, cybernetic augmentations or other unnatural powersthatcharactersmayobtain. What Advantages are available for you to choose from depends largely uponyourGM,thegenreofthegameyoureplaying,andthespecificsetting youreusingforyourgame. Advantages are also meant to represent the unique abilities that a given genre/setting may allow for your character to indulge in mechanical wonders made possible by science(!), arcane secrets of undocumented ancient civilizations, superhuman capabilities, the unlocked power of an enlightenedmind,younameittheseAdvantagesaremeanttodistinguisha characterassomethinguniquewithinthesettingofthestory.

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Chapter1TheBasics

StressandConsequences
Bullets and claws rend flesh, the mind reels in the face of an unnamable abomination from beyond or at the sight of a dead loved one. The hero walksalone;outcast,banished,hungry,homeless,poor,andbroken.Notall heroesarewelcomedwithopenarms,buttheydothejobanyway. Whenyousufferstressfromanattack,theamountyousufferismarkedoff yourstressboxes.Onceallthestressboxesinarowaremarked,youmust takeaConsequence.OnceyouhavetakenfourConsequences(oneeachof Minor, Major, Severe(P), and Extreme(P)) you are in danger of being Defeated(P). ConsequencesareessentiallytemporaryAspectsthatdescribeaneffectof thestressyouhavetaken.AndlikeotherAspectstheycanbecompelled,or evensometimesinvoked.Forexample,aMinorPhysicalConsequencemight beaSprainedAnkle,while a Severe(P)Social Consequence maybeWanted DeadorAlive. In addition, the first invoking or compelling of a Consequence is free and the Severe(P), Extreme(P), and Defeated(P) Consequences are considered persistent,allowingyoutoalwaysinvokeorcompelthemforfree. Note that Extras are often unable to take the full allotment of Consequences. SeeChapter6formoreonconflicts,stress,andConsequences.

Awesomevs.Realism
Unlikemanyothergamesystems,FATEdoesnottrytosimulatereality. Instead, the focus here is on telling a story, a shared narrative between theGMandplayers. Often times what makes for a good story isnt always realistic. When playing games using Strands of Fate, remember to think of it as a play, novel,comicbook,ormovie.TheplayerscanusetheirFatePointstotake over some control of the story, bringing to the forefront the different aspectsoftheunfoldingstoryanditscharactersthattheythinkarecool. While this may not always create a perfectly realistic result, it should alwayscreateaninterestingone.Thatwasawesome!isalmostalways morefunthanThatwasrealistic.

Glossary
Ability:YourAbilitiespaintaverybroadpictureofyourcharacter,defining his innate aptitude in performing certain tasks. When creating your character, you willgivehim ranks inhis Abilities. The average person has a ratingof2ineachAbility.SeeChapter4formore. Advantage: Theseattributesfurtherdefinewhat yourcharacter cando. If Abilities cover your characters natural ability, Advantages help represent whatyourcharacterhaslearnedovertheyears.SeeChapter5formore. Advantage Points (APs): Characters are given a number of Advantage PointsatcharactercreationwithwhichtopurchaseAdvantages. AffinityAbility:AnAbilitythatdescribesyouraptitudeforcontrollingyour PowerSource.UsuallyrolledwhenusingPowerAdvantages.Seepg.92for more. Aspects: An Aspect is a word, phrase, quote, or sentence that describes someparticulartraitofaperson,placeorthing.YoucanspendaFatePoint (FP) to drawattention to a particular Aspect,or gain a FP when an Aspect harmsyou.ThisiscalledinvokingorcompellinganAspect. Aspectsaregenerallywritteninitalicsinthisbook. SeeChapter3formore. Assessment:YoumayuseyourPerception,ReasoningorEmpathytostudy aperson,placeorthinginanefforttodiscoverAspectsitmayhave.Seepg. 63formore. Armor Rating (AR): Armor, shields, and some Powers grant an Armor Rating.Ifyouaresuccessfullyhitwithanattack,yourARissubtractedfrom theamountofstressyousuffer. Campaign:Aseriesofgamesessionsstrungtogethertoformasharedand evolvingstory. CampaignPowerLevel(CamPL):AratingdeterminedbytheGMthatsets the tone of the campaign. Your Campaign Power Level determines the numberofAbilityranks,AdvantagePoints,etc;thatstartingcharactershave. Seepage15formore. CharacterAspect:AnAspectthatdescribeswhoacharacteris.Itanswers thequestionofwhereheisfrom,hisoutlookonlife,hisguidingprinciples, etc. Compel (an Aspect): Spend a Fate Point to make an Aspect impact a characterinanegativeway.YougainaFatePointanytimeoneofyourown Aspectsarecompelled.Seepg.55formore.

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Chapter1TheBasics


Concession:Youmaychoosetoendaconflictonyourterms.Ifyouoffera Concessiontoyouropponentanditisaccepted,yougainaFP.Ifherefuses andtheofferwasafairone,helosesaFP.Seepg.208formore. Consequences:IfyousuffertoomuchstressonyourStressTrack,youmust takeaspecialkindofAspectcalledaConsequence.Therearefourtypesof Consequence Minor, Major, Severe(P) and Extreme(P). As you take Consequences,andtheyarecompelled,youbecomelessandlesseffective atperformingtasksuntilyouareeventuallyDefeated(P).SeeChapter6for more. Declaration: You may roll your Knowledge or Reasoning to declare that a person, place, or thing has an Aspect you get to specify. The more interestingtheDeclaration,thehigherthechancesareofsuccess.Seepg.65 formore. Defeated: The exact nature of Defeat depends largely on what type of conflictyoulost.Foraphysicalconflict,itcouldmeanacomaorevendeath. A mental conflict could reduce you to a gibbering vegetable, while a social conflictcouldlandyouinprisonorexiledforlife.SeeChapter6formore. Defining Aspect: The Character Aspect that best defines your characters concept.Seepg.19formoreonDefiningCharacterAspects. Determination: The armor used in mental conflicts. Determination ratingsderivefrommotivationandmoraleonthepartofthedefender.See pg.222formore. Difficulty(Diff:X):Thenumberthatyourrollplusmodifiersmustmeetor exceedtosuccessfullyperformanaction. Edge: The weapon used in mental conflicts. Edge ratings are granted fromexceptionalroleplayingorclevernessonthepartoftheattackers.See pg.222formore. EquipmentRating(ER):Thebonusapieceofequipmentgrantsyouwhen usingittoaidyouinperforminganaction.Seepg.299formore. Experience Points (XPs): At the end of each game session, the GM will reward you experience points. These points are spent to improve your characterstraits. Extra: Extrasarethe faceless masses ofcharactersthe PCs might interact with,butdonotplayamajorroleinthestory.Itmaybethebartender,the crossing guard, or one of the local farmers. They tend to have simplified statisticsandareDefeatedmucheasierthanPCsorGMPCs. Fate Point (FP): Fate Points are used as narrative currency. They can be spenttoturnthespotlightonaparticularperson,placeorthingsAspectsby

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way of invoking or compelling. They can also be used to activate some Advantages.SeeChapter3formore. GameMaster(GM):AlsocalledNarrator,Judge,Referee,StoryTeller,etc. in other games. The GM helps the group tell a story, devises the plot, background,settingandenemies,playstherolesofNPCsandenemieswhen you encounter them, and is responsible for knowing the rules and making suretheplayershaveagreattime. Game Master Played Character (GMPC): These NPCs are the other major charactersinthestorythathaveanameasopposedtoGuard#3.Theyare importantfiguresinthestory;suchasaplayercharactersboss,amajorally, orenemy. Initiative: A roll that takes place at the start of a conflict that determines theorderinwhichtheactingcharactersgettotaketheirturns.Seepg.210 formore. Invoke(anAspect):SpendaFatePointtomakeanAspectimpactarollina positiveway.Seepg.53formore. Leverage: The weapon used in social conflicts. Leverage ratings are granted from collecting evidence against your target, publically humiliating him,orundermininghisbaseofpower.Seepg.233formore. Maneuver: An action taken to place an Aspect on yourself, another character,anobject,orthescene.Seepg.255formore. Melee Attack: An attack made against an opponent with your fist, feet, knives,spearsorotherhandheldweapons. NonPlayerCharacter(NPC):Theyrethecastofpeopleonthefringeofthe story, people met along the way, all briefly played by the Game Master to enhanceyourexperience.NPCsareeitherExtrasorGMPCs. PersistentAspects:Denotedwitha(P)attheendoftheAspectsname. TheseAspectsimpactaperson,place,thingorscenetosuchadegreethatit canbeinvokedorcompelledforfree.ItdoesnotcostaFatePointtoinvoke a persistent Aspect and no one gets a Fate Point if it is compelled. Note, however,thatinvokingorcompellingapersistentAspectforeffectstillcosts aFatePoint.Seepg.59formore. Player:OneofthepeopleplayinginthegamethatisnottheGameMaster. Player Character (PC): Thats the imaginary person you will play in the game.Youcreatethemfromyourimaginationusingtherulesfoundinthis book as a guide. Once created, you will control this character, making decisionsforhimorherthatwillhelpthemovercometheirobstacles.

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Chapter1TheBasics


Popularity:Thearmorusedinsocialconflicts.Themorethepubliccares forthedefender,themoredifficultitistogetasocialattacktostick.See pg.233formore. Power Source: The source of power from which you gain access to your PowerAdvantages.Seepg.95formore. RangedAttack:Anattackmadewithabow,crossbow,pistol,assaultrifle, thrownspearoranyothertypeofrangedweapon. Refresh Rate: Your Fate Point budgethow many Fate Points you get at thestartofeachsession.OftenjustcalledRefresh. Round: A round consists of about three seconds of ingame time. And duringthattime,eachcharacterinthescenegetsaturn.Eachcharactergets totaketheirturninorderofinitiative. Scene:FATEbreaksuptheactionintoscenes,muchlikeamovie.Youhave interaction scenes, action scenes, chase scenes, etc. The exact length of a scenevariesbutgenerallybeginsandendswhenthereisasignificantshiftin thestorysfocusorachangeinthesetting. Scale: The scope of a conflict. Scales are rated as Personal, Skirmish, and CampaignScale.Seepg.287formore. Session:Agamesession.Thetimeyouandyourfriendsdevotetoplaying thegameonagivenday. Specialty Aspect: An Aspect that describes what a character is good (or bad)at.TheyarenarrowinfocusandareassociatedwithanAbilitytobetter defineitsintendedmeaning.Note:ResourceSpecialtyAspectscanbeitems orFacilitiesandPersuasionSpecialtyAspectscanbealliesandcontacts.See page21formore. Spin: When the total of your roll plus all modifiers beats the difficulty by threeormore,youaresaidtohavegeneratedSpin.Spinindicatesthatnot onlydidyousucceedbutyoudidsowithfinesse,precisionand/orflare.See pg.254formore. StressTrack:AStressTrackisusedtotracktheamountofstressyouhave takenmeasuredinstressboxes.Onceallthestressboxesinarowarefilled you must take a Consequence. Additional stress is then taken on the next row, which when filled, requires you to take another Consequence; and so onuntilyouareDefeatedorConcede.SeeChapter6formore. TechLevel(TL):Thegeneralleveloftechnologyfeaturedinthecampaign. Thehigherthenumber,themoresophisticatedthetechnologytheaverage personhasaccessto.Seepg.300formore.

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TemporaryAspect:AnAspectthatgoesawaywithtime.FragileAspects go away when compelled or invoked or after the round is over. Sticky Aspectsgoawayaftertheyareintentionallyremovedorsomethinghappens toremovethem.SeeChapter3formore. Turn:Yourchancetoactduringaround. WeaponRating(WR):WeaponsandsomePowershaveaWeaponRating. After you have landed a successful attack on your enemy, this bonus is addedtotheamountofstressyourtargetsuffers.Seepg.299formore. Zone:Theareainwhichaphysicalconflicttakesplaceisdividedintozones by the GM. Zones usually have clearly defined boundaries, such as walls or changesinelevation,andaresizedbasedonthescaleoftheconflict.Seepg. 297formore.

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Chapter1TheBasics

Chapter2
CharacterCreation StepsofCharacterCreation
1. 2. 3. 4. 5. 6. 7. DetermineyourCampaignPowerLevel(CamPL)andTechLevel(TL) Thinkaboutyourcharacterconceptandpickoutacoolname SelectfiveCharacterAspects PurchaseAbilities SelectfiveSpecialtyAspects PurchaseAdvantages Purchasestartingequipment

Step#1:CampaignPowerLevelandTechLevel
Before youbegin creating your character, the GM should set a Campaign PowerLevel(CamPL).TheCampaignPowerLevel,simplyput,tellsyouhow epicyourcampaignisgoingtobe.Willyoubefightinggangstersinaback alleyordragonsintherealmofgods? The table below suggests several common Campaign Power Levels but dontbeafraidtomakeupyourown.Ifyoufeelyouwanttorunacampaign wherethecharactershavetheAbilitiesofaHerobuttheAdvantagesofa SuperHero,goforit.JustrememberthattheCampaignPowerLevelwill haveadrasticaffectonyourgame,sothinkaboutitcarefully. TechLevel: Determine the campaigns TL as it will impact how some Advantagesareusedandwhatequipmentisavailable.Seepg.300formore. Aspects:RegardlessoftheCamPL,allcharactersbeginwithfiveCharacter AspectsandfiveSpecialtyAspects. CharacterAspectsdefinewhoacharacteris,whileSpecialtyAspectsdefine the characters proficiency in skills, his personal items, or interesting relationships. Abilities:Allcharactersbeginwitharankof0inallAbilities.Dependingon your starting CamPL, you gain additional ranks to distribute among your Abilities as per the table below. So placing 3 ranks in Empathy netsyou an Empathyratingof3.

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Thenumberinparenthesisisthehighestrankyoucanstartwithinasingle Ability,thoughitmaybeincreasedlaterbyspendingExperiencePoints. Refresh: All characters start with a Refresh Rate determined by the campaignsPowerLevelasperthetablebelow.ThisistheamountofFate PointsthePCswillstarteachgamesessionwith. Advantages: Unlike Aspects, Advantages offer a constant bonus to a specific use of an Ability, such as sneaking or telling lies, or allow you to performsomespecialaction. Charactersstartwithanumberofpoints,dependingonyourCamPL,with which to purchase Advantages. However, some Advantages are only available at higher Power Levels and cannot be purchased no matter how many Advantage Points (APs) you have. The table below shows the suggestednumberofstartingAdvantagePointscharactersshouldgetbased on the Power Level of the campaign. The number in parenthesis is the maximum number of APs the character can put into a single Advantage, thoughhemayaddmorelaterbypurchasingAPswithExperiencePointsand devotingthemtoimprovinghisPower(s). ThedifferenttypesofAdvantagesandwhattheyareforaredescribedlater inthischapter. Note that the GM may decide to allow Power Advantages to Experts or HeroesiftheyareplayinginasettingwhereAdvantagescanbepurchased withResources,suchasafuturisticsettingfeaturingcybernetics.Seepg.90. Also, the GM may consider allowing Commoners and Experts to purchase theHeroicAdvantagecalledExperienced(pg.103).
Campaign Abilities PowerLevel Refresh (Max) 4 24(3) Commoner Expert 5 24(3) Hero 6 25(3) ActionHero 7 25(4) MythicHero 8 26(4) LegendaryHero 9 26(5) SuperHero 10 27(5) MetroClass WorldClass GalaxyClass CosmicClass InfinityClass Adv. Points 1(1) 3(1) 6(2) 9(2) 12(5) 15(7) 20(10) 30(12) 40(14) 50(16) 60(18) AvailableAdvantages
Expertonly Expertonly ExpertandHeroiconly ExpertandHeroiconly Expert,HeroicandPowers(NoSuperPowers) Expert,HeroicandPowers(NoSuperPowers) All,MetroClassSuperPowerOnly All,UptoWorldClassSuperPowersOnly All,UptoGalaxyClassSuperPowersOnly All,UptoCosmicClassSuperPowersOnly All

SeeBelow SeeBelow

YouhaveanumberofPhysicalstressboxesequaltoyourStrength+Endurance+Modifiers. YouhaveanumberofMentalstressboxesequaltoyourReasoning+Willpower+Modifiers. YouhaveanumberofSocialstressboxesequaltoyourPersuasion+Resources+Modifiers.

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Chapter2CharacterCreation

Step#2:TheCharacterConcept
Thesecondstepincreatingacharacteristositdownandthinkofasolid characterconcept.Thisofcoursewilldependlargelyonthesettingyouare goingtobeplayinginandthegenre(s)youretakinginspirationfrom. In a fantasy game, your character could be the outcast heir to an ancient kingdom. Or he might be a poor down on his luck merchant looking for a waytogetbackattheevilDukewhorobbedhimofhisfortune. Inamoderngame,yourcharactermightbeaburnedoutcopwithaknack forbeinginthewrongplaceatthewrongtime.Ormaybeyouareaformer proracecardrivergettingbydoingstreetracesanddrivingthegetawaycar. Inascifigame, you might be a cybernetically enhanced computer hacker embroiled in the world of industrial espionage, breaking into secure corporate networks and selling what you find to their competition. Or maybe youre a laserriflewielding street samurai looking to bring justice backtoyouroldhometownonMars. Dont be afraid to bounce your character concept off the GM and other players. Youll know youve got a good one when another player tries to stealitforhisowncharacter.

Step#3:CharacterAspects
Chapter3dealswithAspectsindetail,butfornow,youjustneedtoknow thebasics. An Aspect is a phrase, sentence, or character quote that describes some aspectofyourcharacter.YoucanspendaFatePointtogainabonusbecause of your Aspect. This is called invoking an Aspect (see pg. 53). An Aspect can also work against you, earning you a Fate Point. This is called compellinganAspect(seepg.55). Aspects can be both positive and negative, but they should never be boring.WheneveryouchooseanAspect,takeaminutetoaskyourselfwhat kind of situations you can imagine using it for and what kind of trouble it might get you into. The very best Aspects suggest answers to both those questions. And an Aspect that can answer neither is likely to be very dull indeed. WhenyourepickingAspects,makesureyoudontgethunguponcoming up with some clever play on words or being witty. What really matters is howusefulyourAspectis.IfyouareiffyaboutanAspect,trytothinkoftwo

17


orthreedifferentwaysthatAspectcouldcomeupinthegame.Howdoyou invokeit?Howcanitbecompelled? Asageneralrule when selectingAspects, Cool should always outweigh Powerful. So you might be thinking Ill take Lucky as an Aspect. That couldalwaysbeinvokedtohelpme.Andyeah,youdberight.Itspowerful. Butisitcool? LetstakeitastepbackandchangeittoTwistsofFate.Notonlyisthata little more evocative but it suggests that it could be invoked in some truly interesting ways. It might also get you to wondering why this character is regularlysubjectedtooddcoincidencesand...twistsoffate. And perhaps just as important as being cool, the Aspect should be interestingwhen compelled. Askyourselfhow often Lucky is going to be a bad thing in your characters life. You want conflict. You want challenge. AdversityisfunanditnetsyouFatePoints. Now lets look at Twists of Fate. This Aspect implies that the odds always seemtoturnontheirheadwhenyourcharacterisaround.Butthatdoesnt meantheyalwaysworkinyourfavor.AnAspectlikethiscouldbecompelled bytheGMinallsortsofinterestingwaysandnotonlydoesthatnetyouFate Pointsbutitmakesforabetterstoryforeveryone.

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Chapter2CharacterCreation


Your character starts with a total of five character Aspects. One is called yourDefiningAspectandisessentiallyyourcharactersconceptsummedup injustafewwords.Theotherfourareusedtofurtherdefineyourcharacter andareaddressedbelow. SampleDefiningCharacterAspects HonorableKnightoftheCross MysteriousSorcerer ParanoidParanormalInvestigator HardNosedSpecialForcesOperative BloodThirstySpaceMarine CyberneticAssassin WhenthinkingaboutyourotherCharacterAspects,youshouldprobablystop toconsiderhowyourAspectsaddressthetopicslistedbelow. We call this the Aspect Alphabet and while it is not required that your Aspects address these issues, its a good idea to at least give them a little thought. AisforAmbition Whatareyourcharacter'sgoalsandambitions?GoodambitionAspectsmight besimilartoWantstoAvengehisFather'sDeath,I'llmakecaptainoneday!", "ThehordesofGogshallbedrivenoutofmyhomeland!",orsomethingsimilar. BisforBackground Thiscouldcoveranythingfromwhereyougrewup,towhoyourparentswere, toyourpreviousprofessions.ThingslikeGrewupontheStreetsofNewYork, Bastard Son of Prince Morlass, Ex CIA Operative, make great background Aspects. CisforConvictions Whatdoyoubelievein?Whatphilosophiesguideyouractionsandmakeyou thepersonyouare?SomegoodconvictionAspectsincludeGodwillgrantme Strength,LadiesFirst,orIdlaydownmylifeformycountry. DisforDisadvantages Whyhaventyoualreadyachievedallyourgoals?Whatareyourweaknesses? SomegooddisadvantageAspectsincludeSoftSpotforthePoor,Lostmylegs inNamorIshallnotharmaninnocent.

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Step#4:Abilities
WhileCharacterAspects tellus whoa character is, his Abilities tell us in a verygeneralsensewhathecando.Characterswillhavearankdefaultingto 0 in each of the following twelve Abilities. These Abilities are very broad interpretations of your characters capabilities, which are further defined withSpecialtyAspectsandAdvantages. The twelve Abilities, and what they measure about your character, are listedbelow:

PhysicalAbilities:
Agility speed, balance, handeye coordination, hiding, moving quietly, manualdexterity,attackingwithrangedweapons,etc. Endurance health, vigor, ability to withstand pain, toxins, sickness and diseasesofthebody,etc.AddstoyourPhysicalstressTrack. Perception the five senses, general awareness of your surroundings, reactionspeed,etc.CanbeusedtomakeAssessments(pg.63). Strength raw physical might, lifting, dragging, pulling, attacking with meleeweapons,etc.AddstoyourPhysicalStressTrack.

MentalAbilities:
Craft painting, carpentry, blacksmithing, demolitions, sculpting, programming,engineering,etc. Knowledge history, geography, computers, physics, chemistry, pop culture,literature,etc.CanbeusedtomakeDeclarations(pg.65). Reasoningriddles,logicproblems,math,shorttermmemory,puzzles,etc. Adds to your Mental Stress Track and your Wealth Stress Track if one is usedinyourcampaign.CanbeusedtomakeDeclarations(pg.65). Willpower resisting seduction, addiction, brain washing, temptation, psychicassault,etc.AddstoyourMentalStressTrack.

SocialAbilities:
Deceptionlying,seduction,cheating,stealing,runninglongtermconsjobs, casinganarea,pickingpockets,etc. Empathy sense others emotions, detect deception, help with psychologicaldamage,etc.CanbeusedtomakeAssessments(pg.63). Persuasion bargaining, contacts, debate, intimidation, sex appeal, performance,etc.AddstoyourSocialStressTrack. Resources money, credit, collateral, home, means of transportation, etc. Rolledtopurchaseitems.AddstoyourSocialStressTrackandyourWealth StressTrackifoneisusedinyourcampaign.

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Chapter2CharacterCreation

AffinityAbilities
AthirteenthAbility,calledAffinity,isusedtomeasureyourcontrolover yourPowerSource.APowerSourceandAffinityAbilitymaybenecessaryif youhavesometypesofPowerAdvantages. PowerSourcesandAffinityAbilitiesarecoveredindetailintheChapter5.

CommonAbilityPackages
The following packages can be purchased with 24 ranks in Abilities. You might want to select one of these packages to speed character creation. TheAverageGuy:Rank2inallAbilities. TheTrainedProfessional:Rank3intwoAbilities.Rank2ineightAbilities. Rank1intwoAbilities. TheSpecialist:Rank3inthreeAbilities.Rank2insixAbilities.Rank1in threeAbilities. Ifyouarestartingwithmorethan24ranksinAbilities,considerselecting apackagefromtheabovelistandcustomizingitwiththeadditionalranks youhave.

Step#5:SpecialtyAspects
SpecialtyAspectsarewhatsetyourcharacterapartfromthemasses. AfteryouhaveallottedyourAbilityPoints,youmaynowcomeupwithfive Specialty Aspects. These Aspects should strongly reflect some strength or weakness you have in a particular Ability. For example, under Agility you might have High School Track Team and under Persuasion you might have LadiesMan. Butremember,as withCharacterAspectsthere is some benefit to having anAspectthatisanegativetrait.ThememberoftheHighSchooltrackteam could easily also have All Thumbs to indicate that while he may be athletic andquickonhisfeet,hesnotespeciallygoodatcatchingthingsoranything thatrequiresalotofmanualdexterity. Note that Specialty Aspects are associated with an Ability (and an Ability may have multiple Specialties), but are not restricted to it. The purpose of this association is to better define the intent of the Aspect, not to strictly limititsuse.

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For example, Ill Never Talk! implies something different if it is associated with Endurance than if it were associated with Willpower, even though the wording of the Aspect is the same. The association with an Ability just helps clarify what the Aspect says aboutthecharacter. Also,theremaybesomespecialcaseswhere the GM allows you to invoke or compel a Specialty Aspect with a different Ability than theoneitisassociatedwith.Andthatsokay. The Specialty Aspects association with an Abilityisaguideline,notarestriction. For example, if a character has a Specialty AspectofToughasNails(Endurance),theGM maystilllethimspendaFPandapplyabonus to a defense roll to mitigate physical stress, evenifheisrollingAgilitytodefend. Like Character Aspects, we can continue lookingtotheAspectAlphabetasaguidefor selectingSpecialtyAspects. EisforExceptionalSkill Sowhatareyougoodat?Haveyoureceivedsomespecialtrainingthatmakes you an expert with some specific use of an Ability? Or maybe your body or mind has been changed to make you better at something. Some good exceptional skill Aspects include Master Swordsman (Strength), SubDermal PainDampers(Endurance),andSilverTonguedSalesman(Persuasionormaybe Deception). FisforFoe(s) Every hero has enemies. Who have you crossed in your past that might be lookingforrevenge?Orisityouwhoseeksvengeancefromthem?Somegood foe Aspects include On the Run from Sheriff Dobs (Persuasion), The Black Widow Clan has my Number (Persuasion), Wont Rest Until Helios MicrosystemsisBankrupt(Persuasion). Note that foe Aspects are almost always associated with your Persuasion Ability.Seepg.84formore.

Your10Aspects
Every character begins withatotalof10Aspects, and if you are using the Aspect Alphabet, you shouldtrytohaveonefor eachofthese:

CharacterAspects: 1. DefiningAspect 2. Ambition 3. Background 4. Conviction 5. Disadvantage SpecialtyAspects: 6. ExceptionalSkill 7. Foe(s) 8. Gear 9. Help 10. InferiorSkill

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Chapter2CharacterCreation


GisforGear Doyouhaveanyspecialpiecesofequipment,vehiclesorfacilities?Goodgear Aspects include: My Pas Old Six Shooter (Resources), Shes the fastest ship in the Rim (Resources), HighTech Research and DevelopmentFacility(Resources). Note that Gear Aspects are almost always associatedwithyourResourcesAbility.Seepg. 86formore. HisforHelp Do you have a friend, some family, or a group youcancallonintimesofneed?Afewexamples of help Aspects are: Old Brother John the Vampire Hunting Priest (Persuasion), Im a member of Talos 9 (Persuasion), Us Larsons sticktogether.(Persuasion) Notethatlikefoes,Aspectsthatrepresent people willing to help you are almost always associated with your Persuasion Ability. See pg. 84 for more. IisforInferiorSkill Wecantallbegoodateverything. So what do you suck at? Maybe its some handicap or maybe you just cant seem to get it no matter how hard you try. What specific use of an Abilityjusteludesyou?Somegoodinferior skill Aspects include Bad Knees (Agility), OverlyBlunt(PersuasionormaybeDeception), Mathishard(Knowledge). Ifyouarehavingahardtimecomingupwith Specialty Aspects, make sure you check out Chapters3and4formoreexamples. Andremember,youdonothavetostickwith the Aspect Alphabet. For example, if you feel like your character wouldnt have any special gear,youcouldjustgivehimanotherinferiorskillAspectinstead.

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Step#6:Advantages
LikeSpecialtyAspects,Advantagesrepresentthetrainingorspecialabilities that characters may have. And, in addition to their Aspects and Abilities, Advantagesdefinewhatitisacharactercando. AllAdvantageshaveacostwhichisdeductedfromyourstartingAdvantage Points(AP)andcomeinthreetiers;Expert,Heroic,andPowerAdvantages. Unlike Specialty Aspects, Advantages do not have to be invoked or compelledtohaveaneffect. Expert Advantages cost one AP and tend to grant you some sort of constantbenefit,suchasa+1or+2bonusonsomespecificusesofanAbility ortheoptiontouseoneAbilityinplaceofanotherinsomecircumstances. Generally,theseAdvantagesaretheresultofyearsoftrainingorpracticein a specific field. You dont have to spend a Fate Point to benefit from an ExpertAdvantage. HeroicAdvantagesareabitmoreexotic.TheycosttwoAPandeithergrant some powerful benefit at all times or allow you to spend a Fate Point to performsomesortofspecialaction,likestunninganopponentstruckwitha meleeweapon. Power Advantages (or Powers) are special abilities that rise above the limits of normal human kind. Their AP cost varies depending on how powerfultheAdvantageis,buttheyallgrantsomesortofunnaturalbenefit such as resistance to psychic assault. Or they may allow you to perform somesupernaturalactliketurninginvisibleorthrowingmagicalfireballs. Notice that Power Advantages come in two flavors; regular Powers and SuperPowers.SuperPowersarefurthercategorizedintoMetroClass,World Class,GalaxyClass,CosmicClassandInfinityClass.APowersclassindicates howpowerfulitisandcharacterscannotpurchaseaPowerofaclasshigher thanthecampaignsPowerLevel.

TradingRefreshforAdvantagePoints
IftheGMallows,youmaybegrantedtheoptiontostartthegamewith a reduced Refresh in exchange for more Advantage Points. Generally a single point of Refresh is worth 1.5 Advantage Points. This means that yougain3APforevery2pointsofRefreshyouexchange.Oryoucanjust usethetablebelowforaneasyreference: Refresh 2 4 6 AdvantagePoints 3 6 9

NotethatyoumayneverbeginthegamewithaRefreshratelessthan1.

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Chapter2CharacterCreation

RepresentingyourCharacter
Abilitiesareameasureofyourcharactersinnatecapabilities.Theyare instinct, genetics, and the product of his lifestyle. On the other hand, Advantagesrepresenttrainingoraverystrongtalentforaspecificuse ofanAbility.SoathiefmighthaveAgility2andtheStickyFingers(+2) Advantage. This grants him a +4 bonus on rolls to pick a persons pocket. Then,ifheisreallygoodhemighthaveaSpecialtyAspectofWheres myWallet?,whichhecaninvokeforanadditional+2foratotalbonus of +6 when lifting wallets on the subway. And if he is really REALLY good,hemightalsoinvokehisCharacterAspectofBackAlleyStreetRat foranother+2foratotalbonusof+8. In general, Character Aspect and Abilities can cover a very broad swathoftopics.Theyareverygeneralandapplyinalotofsituations. Specialty Aspects tend to be rather narrow and come into play less frequently. Advantages grant further bonuses that truly set you above the massesinyourparticularareaofexpertise. Just remember that higher Ability ratings mean that your character performsliterallyhundredsorthousandsoftasksexceptionallywell. SodontthinkyourcharacterhastohaveanAgilityof4tobeagood shotwithagun.Yeah,hellbeagoodshotbuthellalsobeanamazing gymnast,juggler,andamasterofsleightofhand. Its almost always better to just take an Agility of 2 or maybe 3 and further define your characters skill with a gun using Advantages like Weapon Specialist and Specialty Aspects like Marine Sniper (Agility). This makes a lot more sense and helps avoid the juggling sniper on a tightropekindofsilliness. Also remember that your characters Character Aspects can be invoked or compelled to modify a roll. So while your expert assassin might invoke his Defining Character Aspect of Expert Assassin for a bonusonhisAgilityrolltoshootablowgundart,theGMmightcompel itonarolltorideaunicycle;sincethatsprobablynotaskillhepicked upaspartofhisassassintraining.

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Step#7:StartingEquipment
Once you have picked your Character and Specialty Aspects, look at each andwritedownfivepiecesofstandardequipmentthatrelatetothem. These items, while free, should not have a higher Cost rating than your ResourcesAbilityrating.Ifyouwantsomethingmoreexpensive,youllhave topayforit(seebelow).Youcanpicktheseitemsfromtheequipmentlistin Chapter8,ortalkwithyourGMifyouwantanitemthatisntlisted. Forexample,acharacterwiththeSpecialtyAspectofDashingSwashbuckler would probably always have his saber, while another with the Specialty Aspect of Combat Medic could have a field surgery kit. Its something that personwouldnormallycarryaroundwiththemallthetime. InStrandsofFate,charactersareexpectedtohaveaccesstoallRank0cost piecesofequipmentthatcouldberelevanttotheirdailylife.Thismeansthey are free to those who would normally have access to them, such as the carpenterwhowantsahammerorthesoldierwhoneedsacanteen. You may also start the game with a single Facility (usually your home). Facilitiesaredescribedingreaterdetailonpage273,andhavearatingequal toyourResourcesrating.

BuyingAdditionalEquipment
Ifsomethingisrankedwithacostof1orhigher,itsmoreexpensive,rare, illegal,orrequirespermissiontoownandrequiresaResourcesrollifitisnot oneofthefreeitemsgivenduringcharactercreation. To purchase these more expensive items, roll the dice and add your Resourcesrating.IfthetotalofyourResourcesrollisequaltoorhigherthan the Cost rating of the item, you can have it. You may continue to make purchasesinthismanneruntilyoufailaroll.OnceaResourcesrollisfailed, youmaynotattemptanymorepurchasesduringcharactercreation. YoumayspendFatePointstoinvokerelevantAspectsforabonusorreroll onyourrollstopurchaseequipment.However,thenumberofFPsspentin thismanneraredeductedfromthenumberyoustartwithduringyourfirst gamesession. The idea is to choose particular pieces of equipment or stuff to give you things to hang your story and action around. Having some equipment doesntalwaysgiveyouanybonuses,thoughitmighttriggeranideainyour head. Itisalsopossibletostartoffwithadditionalfreeequipmentbytakingthe itemasaResourcesSpecialtyAspect.Seepage86formoreinformation.

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Chapter2CharacterCreation

SharedEquipment
Duringcharactercreation,itispossiblefortwoormorecharactertogo intogetherandpurchaseanitem. Inthiscasejustasinreallife,thePCsneedtosplituptheCosthowever theychoose.OncetheydeterminehowmuchofthetotalCosttheyplan to take on they roll their Resources to purchase their share like any otheritem. However, if someone fails to pay their allotted share, either the group cantaffordthepurchaseorsomeoneelseneedstopickupthetab.

ResourcesandExpenseAccounts
Characters who have access to a fairly large sized organizations resourcescanactasiftheyhaveResources2and,withthebackingofthe organization can potentially make bigger purchases. These expenditures are tracked by the organization, and as such, if subterfuge is important personalresourcesareawiserchoice.

CreatingCharactersOnTheFly
Simply pick a name and write down your Defining Character Aspect and maybesomebasicequipment.Seriouslythatsit.Dontworry.Youcanadd moreCharacterAspects,SpecialtyAspectsandAdvantagesasyougo.Each player is given a Fate Point for each Aspect they come up with, to a maximum number set by the CamPL. If they start with a fewer number, everytimeaplayerthinksofanothercoolAspecttoaddtotheircharacter, givethemanotherFatePoint. Now to Abilities (see Chapter 4 for full details); this is the easy bit. The characterstartsoffwiththefullallotmentofstartingranksandmaysimply purchaseAbilitiesduringthegameastheyneedthem. Advantages work pretty much the same way. Did you read about a great Advantage intherulebookor have an idea for one thats not listed? Great; just add it to your character and remove the AP cost from the characters startingAPtopayforit. In this way you can build characters as you play without having to spend toomuchtimedreamingthemup.Itsespeciallygoodforpeoplewhovenot played a game like this before who dont yet understand what Aspects or AdvantagesdoorwhatSpecialtyAspectswouldbecoolfortheircharacters. Often by just playing the game you quickly understand why Advantages or Aspectsaresouseful.

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CollaborativeCharacterCreation
Forcharactersthatarebeingcreatedforalongtermcampaign,itmightbe agoodideatogettheotherplayersinvolved. Creatingcharactersasacollaborativeprocessbetterallowstheplayersto createcharactersthatwillfunctionwelltogether.Theywillbeginthegame with interconnecting back stories that will give the players a good foundationtobuildupon. Todothis,firstwritedownyourcharactersDefiningCharacterAspect. Next,theGMshouldwritedowneachcharactersnameandputthemina hatorsomethingsimilar. Passthehataroundandleteachpersonpullacharactersname.Tryagainif youdrawyourowncharacter. The characters nameyou drew has played some sort of role in your own characterstrainingoryoungadulthood.Getwiththatplayerandthetwoof youshouldcomeupwithaCharacterorSpecialtyAspectforbothcharacters that relates to the shared event in their lives. The two characters neednt havemeteachotherduringthattime,butbothoftheirliveswereaffected byitandbothshouldhaveanAspectthatreferstoit. Now,repeatthisprocessagain(makesureyougetadifferentcharacters name),butthistimetheeventinquestionisabitmorerecent.Maybeitwas afewmonthsagoorpossiblyayear.Yourcharacterisnolongeranoviceat histrade,andthecharacteryouselecthashadsomeroleinarecentpivotal event.AgainyoushouldeachtakeanAspectthatrelatestotheevent. YoucanstopthereandfillintherestofyourAspecthoweveryoulike,or youcancontinueswappingstoriesandAspectswiththeotherplayersuntil youhaveawelldevelopedcharacter.

PlayerEntitlement
Thisbookisfirstandforemostatoolbox.TheGM,andtosomeextent the players, will use bits and pieces of this toolbox to put together the setting you play in and that means some Advantages, equipment, etc, maynotbeavailabletoyou. So dont assume that just because its in the book that you can use it. RunthingsbyyourGMandotherplayerstomakesureyourcharacterisa good fit for the setting and isnt using bits of the book your setting doesntaccountfor.Asalways,theGMisfinalarbiterofwhatisandisnot allowed.

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Chapter2CharacterCreation

CharacterAdvancement
At the end of each game session, each player should be rewarded with around3ExperiencePoints.Theexactnumbercouldvarybyapointortwo dependingonwhatthePCsaccomplishedoriftheGMwantstoseeslower orfastercharacteradvancement. These Experience Points are used to improve or change your characters traits in different ways with each trait costing a different amount of Experience Points. The different character traits that can be advanced and thecostsfordoingsoareexplainedbelow:

ImproveAbility
You can spend your XP to increase your Abilities. It costs 10 XPtoincrease anAbilitybyonerank.Notethatplayers should seek the GM's permission for increasing any Ability over the maximum starting limit established by theCampaign'sPowerLevel(pg.16)

SwapAspect
You may remove a Character or Specialty Aspect and replace it with a newonefor1XP.

Forthefirstfewgamesofacampaign, its recommended that the GM allow playerstoswaparoundAspectsforfree. Sometimes the players dont have a good grasp of what Aspects would be SwapAbilities interesting going into a campaign, and You may swap the rating in any two theyshouldntbepenalizedforthat. Abilitiesthatarewithinonerankofeach other. This costs 2 XPs. For example, if Thisisdoublytrueforplayerswhoare youhaveAgility3andWillpower2,you newtoFATEgamesingeneral. may swap them to Agility 2 and PurchaseAdvantagePoint Willpower3. A new Advantage Point costs 10 XPs. CharacterAspect You may add a new Advantage or A new Character Aspect costs 10 XPs. upgradeexistingAdvantageswiththese You may never have more than 7 additionalAPs. Character Aspects, not counting those LiquidateAdvantage thatcomefromAdvantages. Spend1XPtocashinanAdvantage. SpecialtyAspect TheAdvantagedisappearsandyougeta A new Specialty Aspect costs 5 XPs. numberofAPtospendequaltothecost You may never have more than 10 oftheAdvantage. Specialty Aspects, not counting those As with swapping Aspects, GMs may thatcomefromAdvantages. allow this for free if it makes sense for

IncreaseRefreshRate
Itcosts15XPstoincreaseyourRefresh rateby1.

the story or if the player is new to the gameandisnthappywithhisselection.

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OrganicGrowth
If the GM allows, each time the Fudge Dice comes up all negative or all positive, you may put a little tick mark beside the Ability you were rolling. Thesetick markscount as free Experience Points only usable for increasing that Ability, purchasing related Specialty Aspects, or improving an Advantage you arerollingtouse. Ifyouareusingtwo sixsided die you could let the player place a tick mark every time the result comes up 5 or 5, thoughthiswillhappenslightly more often than with Fudge Dice rolling all positive or negativeresults. GMs who prefer much slower character advancement may make this the ONLYwaytogainXPs.Thoughitmaystillbeagoodideatogiveoutatleast 1 XP each game session so characters can purchase new Advantages, Refresh,orotherthingsthatarentrelatedtodicerolls.

Story>XP
Sometimes something happens in the story that should affect the charactersstatsandusuallytheseeventsareusedtojustifyincreasingan AbilityortakinganewAdvantage.Butinsomecases,theGMmaywantto waive the XP cost. This is especially true when it comes to swapping Aspects. Forexample,ifacharacterhastheSpecialtyAspectFastRunner(Agility) andissuddenlyaparaplegicduetobeingDefeatedinaconflict,theGM should consider waving the XP cost of swapping the Fast Runner Aspect forsomethingmoreusefultothecharacter. Afterall,thecharactercantwalkanymore.Thatspaymentenough!

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Chapter2CharacterCreation

ExampleofCharacterCreation
1.DetermineyourCampaignPowerLevel(CamPL)
Well be playing ina heroic cyberpunk setting. Players can be escaped genetically modified psitroopers or their more mundane cybernetically enhanced friends and allies. For background the GM tells us that the government runs a secret program to create elite psychic warriors to combatthemegacorporatedominanceintheUS.Threeyearsagowewere apartofthatprogram,butweeventuallyrebelledagainstourenslavement andescaped.Intheprocesswedestroyedourprisonandmillionsofdollars in government equipment. Weve been on the run ever since, selling our talents as mercenaries to get by. Unfortunately for us, the government wantsusback. Characters will be Mythic Heroeswhich gives us a Refresh of 8. 26 Ability Points with an Ability Cap of 4, and 12 Advantage Points of which we can spend a maximum of 5 on any one power. All Powers are available to us, excludingtheSuperPoweroptions.TheTechLevelforthesettingis5. Nowitstimetogettowork.

2. Think About your Characters Concept and Pick Out a Cool NameforHim
We decide to be one of the escapees. A Precognitive. Trained to be a soldier. We name him Parker 231 or at least we decide thats what they calledhim.Hewaskidnappedasachildandbroughttothefacility.Itsthe onlyhomeheseverknown. IdontremembermuchbeforetheProcess.ThatisapainIllneverforget. Everymoleculeinyourbodyallonfireatonce.Ihavenoideahowlongthat lasted.Afterthatthesurgeriesstarted.Atleasttheyknockedusoutforthose. Easiertodealwithuswhenwereunconscious. His latent psionic potential was awakened and reinforced with painful geneticresequencingandbrainaugmentations. Its disorienting at first. Seeing things seconds before they happen. SometimesitfeelslikeImwatchingmyselfthroughsomeoneelseseyes. Trained as soldiers, these children grew up discovering their powers and learninghowtobesoldiers. Super Soldiers. Thats what the sergeant called us. So we decided to use thoseskillstheydsolovinglyrammeddownourthroatstoletourselvesout.

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3.SelectFiveCharacterAspects
NextwellselectourCharacterAspects.CharacterAspectsdefinewhoand whatourcharacteris.StrandsofFateusestheAspectAlphabetasaguide tohelpcomeupwithAspects.AsyougainexperiencewithStrandsofFate andFATEingeneral,feelfreetoignoretheABCsandwingit.Butfornow, wellusethemasaguide. DefiningAspectWhatisyourcharacter'sconcept? Parker is what he was made to be, a weapon. We choose Genetically ModifiedPsychicSoldierasourDefiningCharacterAspect. AmbitionWhatarethecharacter'sgoals? Parker231neverreallyhadanything,bornandraisedasaslaveandscience experiment. Now that hes free, he finds that more than anything he just WantstoLiveinPeaceandwillfighttoprotectthosepeopleandplacesthat makehimfeelcomfortable. BackgroundWhereishefrom? ParkersbackgroundisdefinedbyhisexperiencesattheFacility.Themost importantAspectofthatwastheexperimentationthatledtotheawakening of his abilities. We choose Subjected to Experimental Procedures as our backgroundduetoitsimplications. ConvictionWhatdoesthecharacterbelievein? Next we need a conviction. Looking at Parkers background, we see hes been a victim his entire life. Hes done with that now. And he wont let othersbevictimizedthewayhewas.DefenderoftheWeakfeelsright.Parker cantstandbyandwatchbulliespreyupontheweak.Especiallychildren. DisadvantageWhatstopsthecharacterfromachievinghisgoals? Finally, for our last Aspect we need a disadvantage, Off the Grid. Having beenkidnappedasachildandheldattheFacilityuntilthebreakout,Parker lacksthenecessaryimplantedidentificationtagsrequiredtoeasilymaneuver throughsociety.Thatsgoodandbad.Thegovernmentcanteasilyfindus, butitmakesithardtosurvive. SonowwehaveourCharacterAspects.Andwehaveaprettygoodideaof whatkindofpersonParkeris.

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Chapter2CharacterCreation

4.PurchaseAbilities
Now we move on to Abilities. Abilities give us a broad view of what our charactersarecapableof.Parkerishighlytrainedasasoldier,butisstillonly about18yearsold.Hehasalotmoreexperiencethanyouraverageteen,but hesstillonly18. Physically,Parkerisingoodphysicalconditionforsomeonehisage,buthe is not exceptional in any way. We decide to give him average Physical Abilitieswitharatingof2inAgility,Endurance,PerceptionandStrength. The experiments that were performed on him had more to do with increasinghismentalAbilitiesandpsipotentialthananythingelse.Andhis traininghasgivenhimsomebasicskills. Parkers training allows him to field strip a military battle rifle, sabotage enemy vehicles, place explosives, etc. Hes not an exceptional mechanic and what little teaching he has receivedfocusedmainlyonmilitary applications, so we give him a rating of 2 in Craft and 1 rank in Knowledge.Thenwegivehima3in both Reasoning and Willpower as a resultoftheexperimentation. Socially,Parkershouldbeamess,having lived his entire life as a slavesoldier. However, his psipotential makes him an excellent judge of character and quite capable ofmanipulatingothers.Wegivehima3ranksin bothEmpathyandDeceptiontorepresentthis.He is still a little awkward around people but his psi powershelphimmakeupforthatsohegetsa2in Persuasion. Finally being on the run from the governmentmakeslifehard,sohegetsResources 1. Thatbringsusupto27totalAbilities,whichisour max. Now we have an idea of Parkers natural capabilities.

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5.SelectFiveSpecialtyAspects
Specialty Aspects behave just like Character Aspects, only with a much more narrow focus. These are skills you are particularly good or bad at, or relationshipsthatareimportanttoyou.Wegettochoose5. As with Character Aspects, we can turn to the Aspect Alphabet for guidance. Again, this isnt required but since this is our first character we decidetoseewhereittakesus. The Aspect Alphabet for Specialty Aspects picks up where it left off with CharacterAspects,sowellstartwithE. ExceptionalSkillWhatisyourareaofexpertise? Parkers Defining Character Aspect is as a psychic soldier. We decide his Specialty Aspects should also reflect that. Knowing what someone will do beforetheydomakeshimagoodshotwithagunandthatsalmostalways basedonAgility.SowestartwithCrackShot(Agility). FoesWhoareyourenemies? Thegovernmentdidthistohim.Theystolehislife,hischildhood,andeven those few he ever called friends. Thats something hell never forget. And now theyre after him. Foes are always a Persuasion Aspect since had you somehow been more persuasive, you might not have ended up with enemies. ThatleadsustoTheGovernment(Persuasion). GearDoyouhaveanyspecialpiecesofequipment,vehicles,orfacilities? Parker piloted the HK50 assault craft that he and his friends used to escape.Sincethenhehasmanagedtomakeafewmodificationstoitandit servesasbothhisprivatecraftandtransportfortheteam. Wecanworkoutthenecessarydetailsforthecraftusingtheguidelinesin Chapter 9 but for now well just take it as a Specialty Aspect. Aspects for geararealwaystiedtoResourcessoweendupwithThisoldHK50saved ourlives!(Resources). HelpDoyouhaveafriend,somefamily,oragroupyoucancallonintimes ofneed? Duringhistimeincaptivity,Parkermadeafewotherfriends.Amongthem was one of the security guards assigned to watch him. Since his escape, Rachel has been promoted. And while shes still an employee of the government,sometimesParkercancallonherforinformation. Likeafoe,someonewhocanofferhelpisalwaysaSpecialtyAspectlinked toPersuasion.AndsinceRachelsinsiderinformationcanreallyhelpusout, wetakeSgt.RachelWilkins(Persuasion)asoneofourSpecialtyAspects.

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Chapter2CharacterCreation


InferiorSkillWhatisyourhandicap? Life as a slave, soldier, and mercenary brings with it a lot of challenges whenyouaresetfree.ThechallengeParkerseemstohavethemosttrouble withisrespectinganysortofauthority.Heseemsnaturallyandonoccasion violently averse to being told what to do by any sort of government representativeorlawenforcement. WeregoingtoattributethisSpecialtyAspecttoWillpowersinceanykind ofdealingswiththosekindsofauthoritiesreallychallengesParkersabilityto keephimselfincheck.ButitcouldjustaseasilyapplytoPersuasionoreven Deceptionrolls. SoweendupwithYoudontcontrolmeanymore!(Willpower).

6.PurchaseAdvantages
Advantages are the special things that set us apart from the nameless masses.InthecampaignourGMhasplannedtheycouldincludecybernetics orpsionicpowers.Weget12AdvantagePointstospend. LetsstartwithPowers.ParkerisaPrecognitive.Lookingthroughthelistwe seeEnhancedReflexes.ItallowsustouseAgilitytodefendagainstranged attacksaswellashelpingwithattackanddefenserollsinphysicalcombat. Soundslikesomethingsomeonewhocanseeglimpsesofthefuturewould have.PowersneedaPowerAspect,sowedecideonPrecognitiveReflexes forourEnhancedReflexes.Thiscostsus3AP. A little further down the list we find Precognition. Well, I guess we need thatone. PrecognitionalsorequiresaPowerSourceandanAffinityAbility.APower Source tells us were our powers come from. In Parkers case they are psionic,sowewritePowerSource:Psionicsonourcharactersheet. AffinityAbilitiesrepresentourcapacitytocontrolourPowerSourceandits what we roll when we need to use our Powers. We need to buy up our brandnewAffinityAbilitybutwevealreadyboughtourAbilitiesandwere out of ranks to distribute. What do we do? Well first, lets finish buying Precognition. WellkeepitsimpleandchoosePsychicPrecognitionasourPowerAspect. We also note that Precognition gives us the Character Aspect Precognitive whichbehavesjustlikeallofourotherCharacterAspects. Precognitioncostsus4AP.

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So now that wevefinished with Precognition, we need to fix our Affinity Abilityproblem.AftertalkingourcharacteroverwithourGM,heallowsus to buy the Experienced Advantage. This gives us 20 Experience Points to spendlaterfor2AbilityRanks. HavingspentthelastfewmonthsontherunwedecidetogiveParkerthe Advantage Constant Vigilance. This gives us a bonus to initiative and the abilitytospendFatePointstodefendnormallyifsurprised.Soundsgoodfor someonelivingontherun.ThisisaHeroicAdvantageandcostsus2AP. WithourlastAPwepickFlyBoy.ParkerisatrainedpilotandflewtheHK50 thatthegroupusedtomaketheirescapein.Sohenowgainsa+2bonuson rolls to pilot any aircraft. It is an Expert Advantage and costs us 1AP for a grandtotalof10AdvantagePointsspent. NowweneedtogobackandtakecareoftheExperiencePointswegained withExperienced.SpendingXPtoincreaseanAbilitycostsus10XPperrank. So we spend our 20 XP and raise our Affinity from 0 to 2. Now Parker has everythingheneedstousehispowers.

7.PurchaseStartingEquipment
Nowitstimetopicksomeequipmentforourcharacter.Parkerispartofa groupofmercenaries,sohesprobablygoingtoneedsomeweaponry.Your characterstartsoffwithfivepiecesofequipment,witheachpiecetiedtoan Aspect. The problem is that none of these items can have a Cost rating higherthanyourcharactersResources.AndParkerhasaResourcesof1. Lookingattheequipmentchapter,weseethatsomeofthatstuffispretty expensive,soParkerisapparentlyhavingatoughtimegettingthegearthat he needs. Hes poor and cut off from society, so hes got to make do with whathecanscroungeup. Also,theGMhassettheTechLevelofthecampaignat5,thattellsusthat wecantgetanythingfromahigherTLnomattertheCost. Andwithallthatinmindwegoshopping. Dagger,WR:+2,Range:1(TH),Notes:Small(P) Thefirstitemweselectisabasicdagger.Wedecidethatthiscomesfrom Parkers Sgt. Rachel Wilkins (Persuasion) Aspect. Its really more of a shiv than a dagger, and Rachel slipped it to him on the day of his escape so he couldtakeoutafewguards. Flight Suit, AR: +0, 2 stress boxes, Accessories: chronometer, biomonitor, radiationpouch

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Chapter2CharacterCreation


Second, wethinkParker mightneed some armor, but his extremelack of funds is going to make this tough. Fortunately he was able to find a flight suit that fit him when he hijacked the HK50 assault craft, so he takes it basedonhisThisoldHK50savedoutlives!(Resources)Aspect. FirstAidKit Beingasoldier,hesnostrangertowoundsandtrauma.Inpreparationfor suchanevent,Parkeralwayscarriesadufflebagwithbasicmedicalsupplies inside.HelinksthisitembacktohisDefiningCharacterAspectofGenetically ModifiedPsychicSoldier. FlashLight HavinganAspectlikeOfftheGridmeansthatParkersometimeshastofind foodandshelterinplacesmostpeoplewouldrathernotbe,andthoseareas arentalwaysbrightlylit.Sohemakessurehealwayscarriesaworkingflash lightonhim. AnExtraUnitofAmmunition ThoughwehaventbeenabletogetParkeranactualgunyet,hesaCrack Shotandhasbeenstoringupwhatlittleammohecomesacrossjustincase. Nowthatourfivefreeitemshavebeenaccountedfor,Parkercanattempt to buy additional equipment. He gets to roll Resources against the Cost ratingoftheitem.Ifhewins,hehasmanagedtoscrapeupenoughcashto affordtheitem.Ifhefails,hecantmakeanymorepurchaseattempts. Naturally,beingagoodshotwithagun,wewanttogetParkeragun.Well shoot for the Light Gauss Pistol (Cost: 2). So we roll the dice and add our measlyResourcesof1. Sadly,thetotalresultoftherollisonlya1.ButwespendaFatePointand invoke our Crack Shot Aspect. The GM agrees that a character with that Aspect should have a gun so he lets us add a +2 bonus, making it a 3. Success, Parker now has a Light Gauss Pistol, though hell have one fewer FatePointatthestartofthefirstsession. Thinking on it some more, itd be nice if Parker had a quality portable computer he could use. We check and the Cost for a Rating 2 portable computeratthisTechLevelis3.SowerollandaddourResourcesagain.This timewegeta1.LookingoverourAspectswedontseeanythingthatdhelp out. So we cant afford the computer, and we cant make any more purchases. Butthatsok.Wevegotourcharactermadeandwerereadytoplay!

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CareerTemplates
Thefollowing list ofcareer templatesareprovided to inspire andguide youwhencreatingcertaintypesofcharacters. Note that the Aspects and Advantages listed in a template are not additional Aspects and Advantages. They are just samples of the types of AspectsandAdvantagescharacterswiththosecareersmighthave.Youstill have to select these Aspects as one of your starting Character or Specialty Aspects,andyoudneedtopaytheAdvantagePointcostfortheAdvantage. AceReporter Ace Reporter is in some ways similar to a journalist, working for some newspaperorradioshow,buttendstorelylessonresearch.Instead,theAce Reporterfollowsleadsandtrustsinhispersonalcharm. CharacterAspect:CharmingAceReporter SpecialtyAspect:ThiscouldbeTHEstoryofthecentury(Persuasion) Advantage:WellKnown Antiquarian Antiquarians are obsessed with recovering lost lore and relics, and usually workinabookstore,museumorthehistorydepartmentofacollege. CharacterAspect:Antiquarian SpecialtyAspect:BackgroundinAncientHistory(Knowledge) Advantage:GoodInvestment Artist Artists tend to have a sensitive soul, with a unique perception of the world aroundthem.Theirpassiondrivesthemtowardcreatingnewart,oftentothe detrimentofotherpartsoftheirlife. CharacterAspect:Painter,Sculptor,Musician,Photographer,etc. SpecialtyAspect:ArtistsSoul(Empathy) Advantage:Artist Athlete The athlete takes part in physically demanding games of skill, seeking to improvehisownphysicalfitnessandenjoythethrillofvictory. CharacterAspect:FootballPlayer,BaseballPlayer,HockeyPlayer,etc. SpecialtyAspect:InShapeandReadytoPlay(Endurance) Advantage:FleetofFoot

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Chapter2CharacterCreation


BountyHunter TheBountyhuntertracksdownfugitivesformoney,oftentimesbendingthe law,sometimesbreakingit. CharacterAspect:BountyHunter SpecialtyAspect:NoMercyfortheLawBreaker(Empathy) Advantage:SenseDeception Boxer TheBoxerisaspecialistsportsman,makingmoneybybeatinghisopponents andputtinghisownhealthonline. CharacterAspect:ModernDayGladiator SpecialtyAspect:TrainedBoxer(Strength) Advantage:HardStyle Clergyman TheClergymanisamanoffaith,maybeapriestorarabbi,thinkinghimselfa spiritual guide for his flock and a living example of spirituality and proper behavior. CharacterAspect:DevoutPriest,DevoutRabbi,etc. SpecialtyAspect:Lordgrantmethestrength...(Willpower) Advantage:SmoothOver Criminal A Criminals morality sets his limits, not the law. And he is often willing to harmotherstogetwhathewants. CharacterAspect:BankRobber,ConMan,Pickpocket,etc. SpecialtyAspect:Unremarkable(Persuasion) Advantage:ConMan,Locksplitter,StickyFingers,etc. Dilettante TheDilettanteisapersonofwealthwhooftenspendshisfreetime,ofwhich heprobablyhastoomuch,indulginghiswhims. CharacterAspect:MoreMoneyThanMorals SpecialtyAspect:ManofMoneyandMeans(Resources) Advantage:GreasetheWheels DoctorofMedicine TheDoctorofmedicineisaphysicianofsomesort,patchingupwoundsand treatingdiseases. CharacterAspect:DoctorofMedicine SpecialtyAspect:IntimateKnowledgeoftheHumanBody(Knowledge) Advantage:Doctorate(Medicine)orSurgeon

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Drifter Drifter is a vagrant without a home or steady income, wandering the world doingoddjobstogetby. CharacterAspect:Drifter SpecialtyAspect:SchoolofHardKnocks(Reasoning) Advantage:Scavenger Engineer The Engineer uses his knowledge of science to design and build complex items. CharacterAspect:MechanicalEngineer,ElectricalEngineer,etc. SpecialtyAspect:Accordingtomycalculations(Reasoning) Advantage:Engineer Entertainer Entertainer is an artist of personal style, singing, dancing, telling stories or playinganinstrumentfortheenjoymentofothers. CharacterAspect:Singer,Comedian,etc SpecialtyAspect:ProfessionalEntertainer(Persuasion) Advantage:Artist ExpeditionLeader TheExpeditionLeadercombinesthewillandthemeanstoformupandlead expeditions. CharacterAspect:ExpeditionLeader SpecialtyAspect:CommandingPresence(Persuasion) Advantage:GraceUnderFire Farmer A Farmer is a hardy man from a rural area, performing the physical labor requiredtokeepthecitiesfed. CharacterAspect:Farmer SpecialtyAspect:SunToughenedandHardy(Endurance) Advantage:AnimalEmpathy Lawyer The Lawyer represents others in a court of law. Many arent above seeking loopholes or playing on the emotions of the jury to get their client out of troublewhetherguiltyornot. CharacterAspect:ShrewdLawyer SpecialtyAspect:ScholarofLaw(Knowledge) Advantage:LegalEagle

40
Chapter2CharacterCreation


MartialArtist TheMartialArtistisadeptatsomeformofmartialarts,beitkarate,kungfu orsomecombinationofmultiplestyles. CharacterAspect:MartialArtist SpecialtyAspect:HealthyLifestyle(Endurance) Advantage:SoftStyleorHardStyle MilitaryOfficer The Military Officer holds a position of authority in the armed forces and expectshissubordinatestoobeyhiscommands. CharacterAspect:MilitaryOfficer SpecialtyAspect:ScholarofMilitaryHistory(Knowledge) Advantage:Fearless Mobster TheMobsterisaspecialkindofcriminalindirectcontactwiththeorganized criminalelementofthecity. CharacterAspect:Mobster SpecialtyAspect:ContactsintheUnderworld(Persuasion) Advantage:MoneyTalks NobleSavage A member of some tribe found far from civilization, the Noble Savage is accustomedtolivingofftheland. CharacterAspect:NobleSavage SpecialtyAspect:AccustomedtoWildlife(Endurance) Advantage:HunteroftheWildorSurvivalist Parapsychologist TheParapsychologiststudiesthemysteriousentitiesorphenomenathatskirt thefringesofscience,gaininglittlerespectfromrealscientistsandahealthy doseofskepticismfromeveryoneelse. CharacterAspect:Parapsychologist SpecialtyAspect:Thereisalwaysmorethanmeetstheeye(Perception) Advantage:SpatialMemory Pilot Pilotsareprofessionalaviators.Somedoitforthemoney,whileothersdoit forthethrill. CharacterAspect:Pilot SpecialtyAspect:AtHomeBehindtheStick(AgilityorReasoning) Advantage:FlyBoy

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PoliceDetective The Police Detective is a veteran of police work, using his experience and keeneyetosolvecrimes. CharacterAspect:PoliceDetective SpecialtyAspect:Ihaveseenthisbefore(Reasoning) Advantage:SceneofCrime Policeman Alwaysonpatrol,thePolicemanputshimselfatriskeverydaytoupholdthe law. CharacterAspect:BeatCop SpecialtyAspect:ThePayAintWorththeRisk(Resources) Advantage:EyeforCrime Politician The Politician is an expert in politics, wielding the power granted to him by the people who support him. He can be part of the local administration, an activist,orafullblownmemberofthefederalgovernment. CharacterAspect:Politician SpecialtyAspect:GivetheVoterswhattheyWant(Empathy) Advantage:TakesOnetoKnowOne

PrivateInvestigator ThePrivateinvestigatorworksonthefringesofthelaw,oftentakingthejobs folkscanttaketothepolice. CharacterAspect:PrivateInvestigator SpecialtyAspect:HardBoiled(Willpower) Advantage:Alertness

Psychotherapist ThePsychotherapististhehealerofmind,tryingtohelphispatientstodeal withthiscrazyworld. CharacterAspect:Psychotherapist SpecialtyAspect:Juststartatthebeginning.(Empathy) Advantage:DoctorateofPsychology

Salesman TheslicktonguedSalesmanisalwaysreadytomakeadeal. CharacterAspect:CarSalesman,InsuranceSalesman,etc SpecialtyAspect:ShrewdNegotiator(Persuasion) Advantage:FastTalker


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Chapter2CharacterCreation


Scientist TheScientistuseshisteachingstoquantifytheworldaroundhim,comingto understanditbettersothatheandotherscanworktoadvancemankind. CharacterAspect:Scientist SpecialtyAspect:Ivebeenupallnightworkingonthistheory.(Willpower) Advantage:IntheNameofScience

Soldier Physicallyfitandtrainedforcombat,theSoldierisamemberofsometypeof armedforcesormaybeamercenaryunit. CharacterAspect:ProfessionalSoldier SpecialtyAspect:HeartofaWarrior(Endurance) Advantage:FiringDisciplineorWeaponSpecialist

Spy The Spy is a shadowy operative for some organization, using stealth, subterfugeandmisdirectiontolearnthesecretsofhisenemies. CharacterAspect:Spy SpecialtyAspect:ProfessionalLiar(Deception) Advantage:ShadoworHideinPlainSight Survivalist Survivalists are explorers, adventurers, guides, or scouts. In all these cases theyarehomeinthewildforestsorhotdesertsandarementallyandphysically equippedtodealwiththedangers. CharacterAspect:CleverSurvivalist SpecialtyAspect:Theenvironmentcanprovideeverythingyouneed.(Craft) Advantage:Survivalist,ScavengerorDirectionSense Wizard Amasterofthearcanearts,andmysteriouswielderofgreatpower. Note:YourCamPL,mustbeofalevelhighenoughtoallowyoutopurchase PowerAdvantages,oryoullneedtogetspecialpermissionfromyourGM. CharacterAspect:Wizard,Sorcerer,Warlock,etc. SpecialtyAspect:AuraofPower(Persuasion) Advantage:Scary

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NonHumanRaces
Depending on your setting, your GM may allow you to play characters of racesotherthanhuman. First,theraceneedstobedefined.Forexample,whataretheelveslikein your world? What are they associated with? What is their history? How do theotherracesviewthem? Theanswerstothesequestionsareimportantbecauseallracesprovidethe character with a Racial Aspect (another Character Aspect that proclaims thecharactersrace).ThisAspectcanbeinvokedorcompelledinsituations whereyourracemightimpactwhatsgoingon.Andifyoudontknowwhat anelfisinyourcampaign,youwontknowwhenorhowitisappropriateto useyourElfRacialAspect. Each race is presented as a racial package, which costs Advantage Pointstopurchase. In addition to a Racial Aspect, each race also comes with one Specialty Aspect and one or more Advantages. The Aspects provided by a racial packagearegrantedinadditiontothosegained throughcharactercreation.Soamemberofa nonhuman race would have a total of six Character Aspects (1 Defining Aspect + 1 CharacterAspectforthecharactersRace+ 4 more) and six Specialty Aspects (five standard+onefromhisrace). When designing new races, the AP cost shouldbeequaltothetotalvalueofallthe Advantagestheracialpackageprovides+1. IfanAdvantageRequiresanAffinityAbility (see pg. 92), increase the AP cost by +1 for every rank in that Ability the racial package provides (round up). Youll also need to decideonaPowerSource(pg.91). If the GM allows, it may also be possible to upgrade these Advantages through the expenditure of Advantage Points during character creation or later by purchasing APswithExperiencePoints.

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Chapter2CharacterCreation

SampleNonHumanRaces
CatMan
APCost:3 RacialAspect:CatMan SpecialtyAspect:FelineBalance (Agility) Advantages:BodyWeaponry(Cats Claws),Retractable

Elf
APCost:2 RacialAspect:Elf SpecialtyAspect:ElvenGrace(Agility) Advantages:NightVision(Natural NightVision)

DemonBlooded
APCost:3 RacialAspect:DemonBlooded SpecialtyAspect:DemonicVisage (Persuasion) Advantages:Payback

Gnome
APCost:2 RacialAspect:Gnome SpecialtyAspect:Mechanically Inclined(Craft) Advantages:EnhancedSmell(Extra SensitiveNose)

DragonMan
APCost:4 RacialAspect:DragonMan SpecialtyAspect:RegalBearing (Persuasion) Advantages:PowerAttack,Ranged (FieryDragonsBreath)Activation1 FP,PowerSource:Draconic Heritage,AffinityAbility:Draconic Heritage1

Halfling
APCost:3 RacialAspect:Halfling SpecialtyAspect:InsatiableCuriosity (Willpower) Advantages:Tenacious

Orc
APCost:3 RacialAspect:Orc SpecialtyAspect:OrcishMight (Strength) Advantages:Toughness

Dwarf
APCost:2 RacialAspect:Dwarf SpecialtyAspect:Dwarven Constitution(Endurance) Advantages:ThermalVision(Natural HeatVision)

WarBorn
APCost:4 RacialAspect:WarBorn SpecialtyAspect:LivingConstruct (Endurance) Advantages:Lifeless(BodyofSteel andWood)

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Dr.JacobLawson,OccultInvestigator
CamPL:MythicHero;TechLevel:3(RenaissanceEra) Refresh:8 Last descendant of a long line of scholars of the occult, Dr. Jacob Lawson learned from an earlyagethebasicsofthemysticalmathematicswhichallowhimtomanipulatetimeandspace. Like many other members of his family, his insatiable curiosity often leads him into far more dangeroussituationsthannecessary.

Abilities
Physical:Agility:2;Endurance:2;Perception:2;Strength:1 Mental:Craft:1;Knowledge:3;Reasoning:2;Willpower:2 Social:Empathy:2;Deception:1;Persuasion:2;Resources:3 Affinity:MysticalMathematics3

CharacterAspects
Defining:MysticalScholarandOccultInvestigator SeekandDestroytheDarkForces DiscoveredtheUniversalEquationduringaMathTestinSchool. "Earthisaspotoflightinacold,darkuniverse...AndIintendto keepitthatway!" "You know, curiosity killed the cat... But hey, let's have a look, anyway!"

SpecialtyAspects
"Math has always bored me with its simplicity, unlike history, whichIfindendlesslyfascinating.(Knowledge) Forget the ritual; this is Lawson were dealing with!(Persuasion) StaffofHashansha(SeeBelowforEffects)(Resources) FriendsallovertheWorld(Persuasion) Notthestrongestmanintheworld(Strength)

Advantages PowerSource:MysticalMathematics Ritual(MysticTheorems)(10RitualPointsorRP) Barrier(RealityAssertingField);Hardened(+1);SpatialLock(+1)(5RP) Repel Creature (Field of Stable Reality); repels creatures from other planes alien to thehumanconsensualreality;Strenuous(+0);Potent(+1);Destructive(+1)(3RP) Sense(SeesAlterationsintheFabricofReality);ImprovedSensitivity(+1)(2RP) PowerAttack,Ranged(TelekineticLanceofForce);Effortless(0)
Weakness (+2 AP): Needs to reassert his control of reality by solving a complex series of mathematical theorems every day. Otherwise, he loses his powers until he can solve the theorems.Thistakesaboutanhour. GeekSpeak;GeniusatWork;GutFeeling;Headquarters(Quality4;Library+MathematicsLab); SoftStylex2(+2bonustoAgilitywhendefendingagainstmeleeattacks);WellKnown

StartingEquipment
The Staff of Hashansha (Power Item), a tool created by the scholar warriors of ancient Mu; Potency5(Cost10).Canbeusedasanormalquarterstaffincombat(WR+2,Large)andprovides Lawson with the following effects: Affinity Focus (+1 to his Affinity rolls); AstralDoorway(RealityRift)APCost5(Act.Diff8).Requirestospend1FPtoactivateandcan onlybeusedonceperday; HeavyRevolver(WR+4;range2;TL3;cost4;Reliable,LimitedAmmo,Small),Ammox2 Duster,OldCowboyHat,1978StationWagon,BigOldCellPhone,PenLight,BagofRitualGear

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Chapter2CharacterCreation

RanieltheEarthScorcher,Pyromancer
CamPL:LegendaryHero;TechLevel:3(RenaissanceEra)

Refresh:9

TheflameswithinRanielawakenedthedayhisvillageburned.Awarlordfromthenorth invadedhishome,lootedit,andkilledmostofthetownsfolk;includingRanielsfamily.The shockofhislossbroughtforthhisinnatemagicalabilityandheusedittotrackdownand burntheinvaderstodeathastheysleptintheircampthefollowingnight. Eventually Raniels gift for fire magic led him into an apprenticeship with the old and somewhat unstable Wizard Council.Butliketheflamesthemselves,Ranielwasnotsuited fortherigidstructureoftheCouncil,andhechafedunderits general position of aloof selfishness. Eventually he helped form the Brotherhood of the Cleansing Flames; a hidden faction inside the Council that seeks to help protect those whocannothelpthemselves.

Abilities
Physical:Agility:2;Endurance:3;Perception:1;Strength:2 Mental:Craft:1;Knowledge:3;Reasoning:2;Willpower:2 Social:Empathy:1;Deception:1;Persuasion:2;Resources:2 Affinity:Pyromancy:3

CharacterAspects
Defining: I am called the Earth Scorcher. Remember that whileyouwatchyourtwistedkingdomburn. Thefiremakeseverythingcleaner,clearer IwasafraidofFire,andthefearliestherestill;fuelingmy Power!! Thestrongunderstandonlyonelanguage;Strength! Featsofexcessiveforce,withextradashofbravado!

SpecialtyAspects
VastIntellectFueledbyaBurningHeart(Knowledge) ThosefoolsontheCouncilandtheirdamnedillusions!(Persuasion) Awarlockofmycalibermustdressforthepartmydear.(Resources) FoundingMemberoftheBrotherhoodofCleansingFlame(Persuasion) Mercy?Ifyouwantmercyyoullhavetogrovelbetterthanthat.(Empathy)

Advantages PowerSource:ElementalMagic
Control(Magical Control of Fire, Fire Domain), Summon From Nothing +2. Roteexamples:FlamingSnakesDartfromhisEyes,Hiscloakturnintoflamesandheuses it as an flame whip, Ring of Flames produce white hot ring around him making the air flicker,Heconjuresgreatballofflamesandlightthathoversandmovesathiscommand.

CustomStressTrack(Mana);GeniusAtWork(Knowledge);Opportunist;PromiseofPain

StartingEquipment
Dashing clothing with flame inspired decorations, fine hose with decorative barding, medallionofsilverandgoldintervenedinformofflame,hardbootswithmetallinesand tipgivinganice'cling',rednotebookwithheavyleathercover.

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GabriellaCross,Adventurer
CamPL:ActionHero;TechLevel:4(ModernDay)

Refresh:7

Daughter of infamous international art and artifact thief Marcel Cross, Gabriella was educatedandtrainedtobehisperfectcompanionincrime.Butduringanoperationgone sour, she was captured and spent two years in a thirdworld prison before she could escape.ContactedbytheWorldArcheologicalSociety,shedecidedtousehertalentsto discoverandpreservetheworld'sforgottenarcheologicalmarvels.Angryatherfatherfor notbustingheroutofprison,shenowtakesgreatpleasureinspoilinghisplans.

Abilities
Physical:Agility:3;Endurance:2;Perception:2;Strength:2 Mental:Craft:2;Knowledge:3;Reasoning:2;Willpower:2 Social:Empathy:2;Deception:3;Persuasion:2;Resources:2

CharacterAspects
Defining:AdventurerandThief "My father left me to rot in that prison and I will never forgivehim" TheBestEducationMoneyCouldBuy "There are many wonders out there, just waiting to be discoveredandthensoldtothehighestbidder!" StubbornandIndependent

SpecialtyAspects
Acrobatic Skills and Grace that can Only Come from Training(Agility) Branded as a Traitor by Marcel Cross and his Organization(Persuasion) TwinHeavyPistols(Resources) Member of the World Archeological Society(P) (Resources) RudeandCrude,butSexyEnoughtogetAwaywithit(Persuasion)

Advantages Experienced (20 additional XP; used to purchase Abilities); Acrobatic Exploit; Guns Akimbo;Allies(WorldArcheologicalSociety); HardStyle(ExpertAdvantagetakentwice;+4WRtofistsandfeet)

StartingEquipment
Twin Heavy Pistols (each of them is WR +4; Range 2; TL 4; Cost 4;Small), Extra ammunition x 2, Knife (WR +2, Range 1 TH; TL 1; Cost 0;Small), Ammo x 3, Set of field clothesselectedatleastpartiallyforsexappeal,Backpack,TrailRations,Radio. OtheritemsmightbeprovidedbytheWorldArcheologicalSocietyasneeded.

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Chapter2CharacterCreation

Cobalt,TechNinja
CamPL:ActionHero;TechLevel:6(FarFuture) Refresh:7
AllenRimwasfittedwithabackupmoduleaspartofthesignonbonushewasgrantedwhen he signed on with megacorporation called Talos Systems. He worked for Talos as a counter intrusion systems specialist until the day he, and several of his friends, were killed in an explosionathisworkfacility.Afterhisbackupwasbroughtonlinehediscoveredthatthecause of the explosion was a deliberate act perpetrated by the Orion Group,anothercorporationincompetitionwithTalos.Andhealso discoveredthatagreatmanyofhisfriends,havingbeenmembers of a human purity movement, had not been fitted with backup modules.Hedlostthemforever. Sickenedbyseeminglyneverendingcorporatewars,hetookthe name Cobalt and began a new career as a corporate contracted assassinandintrusionspecialist.Nowheworkswithandwithinthe variouscorporations,seekingweaknesseshecanexploittooneday bringthemdown.

Abilities
Physical(BetaSynthmorph):Agility:3;Endurance:4;Perception:2; Strength:2 Mental:Craft:2;Knowledge:2;Reasoning:3;Willpower:3 Social:Empathy:1;Deception:3;Persuasion:1;Resources:2

CharacterAspects
Defining:RevengeSeekingContractIntrusionSpecialist Weshouldbeabletolivefreeofcorporatetyranny. Theykilledme.Andwhatgoesaroundcomesaround. CompelledtoHelpTheLittleGuy WorksforthePeopleheWishestoDestroy HybridMorph(Beta):UpgradedHumanoidHybridMorph

SpecialtyAspects
IntrusionExpert(Agility) TheyreprobablystilltrackingthemorphIusedonmylastjob.(Persuasion) CustomStealthSuit(Resources) IcanalwayscountonDillontokeephisfingeronsocietyspulse.(Persuasion) Itradedmyhumanityforashotatvengeance.(Empathy) HybridMorph(Beta):GeneFixed(Endurance) HybridMorph(Beta):UnremarkableAppearance(Persuasion) HybridMorph(Beta):AugmentedSystems(Endurance)

Advantages
AssassinStrike,BlackHat,ConstantVigilance,DigitalSpider,Shadow,Sniper Synthmorph (Beta) Advantages: ComputerImplant(NanoCybernetic Neural Network, Rating3,Wireless,DigitalBackup)

StartingEquipment
Synthmorph (SpecializedSoftware(CounterIntrusion)4, Purchased with Resources); Custom StealthSuit(PoweredReconArmor,AR:+5,7stressboxes,Stealthy,UpgradedwithChameleon Advantage);HeavyGaussPistol(WR:+6Range:2,ArmorPenetrating,Small),PistolAmmox3; Gauss Light Sniper Rifle (WR: +9, Range 5, AntiVehicular, Armor Penetrating, Day/Night Scope, Huge), Sniper Ammo x 2; MonoEdged Dagger (WR: +3, Range: 1 TH, Small); Agent (Elleese, Rating:2),CreditDisk,PlastiRopeDispenser,SpiderGearKit,MediStimulantInjectionx2,

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LilyWhite(WhiteLily),MutantTelekineticist
CamPL:SuperHero(WorldClass);TechLevel:4(ModernDay)

Refresh:10

Lily Whiteran away from homeat the age of 16after shestarted displayingtelekinetic powers.Ifherparentshadknownthattheirquickwittedandprettylittlegirlwasactually the infamous hacker The White Lily they could have accepted that, but not the mutation.So,sheleft. She eventually hooked up with the Nova Select, a group of youngsuperheroesdedicatedtolounginginthetrendiestclubs and fighting super villains. Lily supports the team by hacking systemsandgatheringcriticalinformation,andbysmashingthe enemywithherawesometelekineticmight.

Abilities
Physical:Agility:2;Endurance:1;Perception:2;Strength:2 Mental:Craft:3;Knowledge:2;Reasoning:2;Willpower:2 Social:Empathy:2;Deception:3;Persuasion:2;Resources:1 Affinity:Mutation4

CharacterAspects
Defining:MutantTelekineticistandComputerHacker Just Wants a Quiet Place to Code and Chill with Her Closest Friends I didn't need my lameass parents and I don't need you either. BorderlineAnarchist Thisisboring,letsdosomethingelse.

SpecialtyAspects
Hackingisfuncauseitshard.Smashingpeopleiseasy.(P)(Craft) Wewon!Theyreinjail.Whatsthecopsproblem?(Empathy) KnowsWheretoGofortheBestHardware(Resources) TheWhiteLilyisaLegendintheHackerCommunity(Persuasion) Punchhim?!Imightbreakanail!(Strength) AbsolutelyGorgeousGirlNextDoor(P)(Persuasion)

Advantages PowerSource:Mutation Telekinesis(WorldClass,PsionicMindoverMatter)VisibleForce,Agilex4;Strongx4; Armor(TelekineticShield),AR:14Insulating;ImprovedArmorx8 AbsolutelyStunning PersistentSpecialtyHackingisfuncauseitshard.Smashingpeopleiseasy.(P) RazorTongue BlackHat FastTalker Experienced(PurchasedAffinityfromrank2to5)

StartingEquipment
Portable Personal Computer (Rank 3), Specialized Intrusion Software (Rank 2), Form Fitting Body Suite, Motorcycle, Cutting Edge SmartPhone, Sunglasses, Backpack, Set of CasualClothes

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Chapter2CharacterCreation

Chapter3
FatePointsandAspects FatePoints
Atthebeginningofeachgamesession,eachplayerstartswithanumberof FatePointsequaltotheirRefreshRate.Theseareusethemorlosethem. YoucantcarryFatePointsoverfromonegamesessiontothenext,sodont hoardthem!However,iftheGMleftthingsatacliffhanger,heisentitledto say that no Refresh has occurred between sessions. By the same token, if the GM feels that a substantial (i.e., dramatically appropriate) amount of downtimeandrestoccursinplay,theGMmayallowaRefreshtooccurmid session. ButwhatareFatePointsandwhatcanyoudowiththem?Simplyput,Fate Points are used in conjunction with Aspects to purchase some level of control over the story by granting their character bonuses or letting the playertakeovertheroleofGMforabriefmoment. TheymayalsobeusedtoactivatesomeAdvantages,butthosearecovered laterinChapter5.

TheNPCFatePointPool
SohowmanyFatePointsdotheNPCsget?Well,theydontreallygetanyas individuals.AnytimeanNPCneedstospendaFatePoint,itcomesfromthe GMsNPCFatePointpool. The GM starts with a number of Fate Points in his NPC pool equal to the RefreshsetbytheCampaignPowerLevel(pg.15),plusoneperPC.Thispoolis usedforallofhisNPCsforthesession,andasNPCsappearinascenetheyadd anumberofFatePointstotheNPCpool.ThenumberofFPsaddeddepends ontherelevancyoftheNPC,andisdiscussedmoreonpg.409. As NPCs spend FPs, they are subtracted from the GMs pool. As PCs spend FatePointstocompelAspectstoharmNPCs,FPsareaddedtothepool. Note that the number of FPs the GM may have in his NPC pool is not concrete.SomeGMsmaypreferafewmoreorevenafewlessFPsfortheir pool.Ifyoufeellikeyourgameisbetterbecauseyouusemoreorless,then feelfreetodoso.

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Aspects
CharacterandSpecialtyAspectsbothserveoneprimarypurpose:theyhelp define the character. More than anything else, Aspects are a players most explicitwayoftellingtheGMThisisthestuffIwanttoseeinthegame.If theplayerpicksanAspectlikeDeathDefyingDaredevil,thentheGMshould try to put him in death defying situations. GMs should want players to use theirAspects;playersshouldpicktheonestheywanttouse,andGMsshould encouragethemtochooseAspectsthatwillbebothinterestinganduseful. OnceaplayerdecidesonanideaforanAspect,heneedstofigureoutwhat Aspect name best describes what he intends. There are usually many possiblenamesforadesiredAspect,whichcanmakethischoicesomewhat difficult.However,mostofthetime,anAspectisgoingtobe(orinclude)a phrase,apersonoraprop;usuallyfeaturingthreeormorewords. A phrase can be anything from a descriptive phrase (Could Have Been a Rocket Scientist) or even a literal quote (You wouldnt like me when Im angry.). Phrase Aspects come into play based on how well the situation matches them; a colorful phrase adds a lot of flavor and innately suggests severaldifferentwaystouseit.ThispotentiallymakesphraseAspectssome ofthemostflexibletoolsinthegame. AnAspectcanalsobeapersonwhoisimportanttothecharacter.Afriend, anenemy,afamilymember,asidekick,amentortheseallmakeexcellent Aspects. A person Aspect is most easily used when that person is in the scene with the character, but the Aspect can come up in other ways dependinguponthepersonshistoryandrelationshipwiththecharacter.For example,ifacharacterhashismentorasanAspect(TrainedbyMasterSgt. FrankGiveemhellBaker),thatAspectmightbeusefulforthingshismentor wouldhaveinstructedhimin. Finally,ResourceSpecialtyAspectscanbegear(seepg.86).GearAspects arethings,places,orevenideas,anythingexternaltothecharacterthatisnt aperson.AgearAspectcanbeusefulifitssomethingthecharacteralways haswithhimorifitsthecruxofaconflict.Butitmayalsoimplythingsabout the character or even be useful in its absence (if only I had My Custom Hotrod!). These three categories of Aspects arent hard and fast. An Aspect like Captain Reynalds Needs Us Now! has elements of both a phrase and a person and thats just fine. Weve just provided these categories to help provideawaytothinkabouthowtoframeAspects. Acharactermayinvokeorcompel(seebelow)anAspectasafreeactionat anytime.HemayuseanynumberofAspectsinaturn,butmaynotusethe sameAspectmorethanonceinthesameround.

52
Chapter3Aspects

FatePointExpenditureLimits
Intheinterestofmaintainingacertainlevelofstability,GMsmaywant toinstitutealimitonthenumberofFatePointsaplayermayspendina round. For characters of the Commoner or Expert power levels, it is recommendedthataplayernotbeabletospendmorethantwoFPona single roll. For Heroes, you might increase that limit to three, and for SuperHeroes,youmighttopoutatfour. Scope Anotherapproachtothesameconceptiswiththeinclusionofscopes. Whenusingthisoptionalrule,acharactermayinvokeorcompelonlyone Aspect per scope per turn. So the character could invoke a Character AspectandaSpecialtyAspectinaturn,butnottwoCharacterAspects. The following is a list of the most common scopes likely to come up duringplay: Character/Organization/Unit/VehicularAspects SpecialtyAspects/Asset/Roster Consequences AnotherCharactersAspects AspectsCreatedbyManeuvers SceneAspects ZoneAspects EquipmentAspects PowerAspects

InvokinganAspect(SpendingFatePoints)
You may spend a Fate Point to gain a bonus on rolls in a situation that relates to your Aspect. This is called invoking an Aspect. Essentially, you are declaring that your Aspect will matter in this scene. By spending Fate Pointsyoumakeitimportant(oratleastrelevant)tothesceneinawaythat benefitsyou. Specifically,beforeorafteryouroll,youmayspendaFatePointtoinvoke yourAspect.Doingsograntsyouoneofthefollowingbenefits: +2BonusontheDiceRoll RerolltheDice InvokeforEffect Youmay also spenda FatePoint withoutinvoking an Aspect but in those casesitmerelygrantsyoua+1bonus.

53


For example, you could spend a Fate Point to invoke your Big Dumb Ox Aspect,grantingyouabonusonaStrengthAbilityroll.Likewise,youcould spendaFPtoinvokeSoonthiscitywillbemine!andgainabonusonjust aboutanyactionthatdirectlyrelatestoyourattempttotakeoverthecity. In addition to bonuses to rolls, you may also invoke Aspects for effect, gainingsomemeasureofnarrativecontrol.Inessence,youmaybeallowed tositintheGMseatforamomentanddescribeeventsthatareaffectedby yourAspect.Forexample,youmayspendaFatePointandinvokeTrainedby Corporal Frank Sheppard upon meeting a fellow soldier to declare that this soldier also served under Corporal Sheppard and that you two know each other. However, any such effect mustbe approved by the GM who always hasvetorights. Aspectsthatarentbroughtintoasceneviainvokingorcompellingjustsort of fade off into the background. Yeah the character is a Big Dumb Ox, but unlesstheplayerspendstheFPandinvokestheAspect,youcanassumethat your characters size and strength werent really relevant to his actions during the scene. Even in a tavern brawl, every punch isnt going to be dependent solely on the attackers Strength. Maybe he was throwing glancing blows and was having a hard time getting his hands on his opponent.ItisntuntiltheplayerspendstheFPandinvokestheAspectthat hedeclaresrightnow,beingabigoxmatters.

SampleAspect:CaptainofCharlieCompany
PossibleInvokedResult [Bonus] Gain a +2 bonus (or reroll) on rolls to attack with typical militarysmallarms. [Effect]Thesoldieryoujustmetisanoldfriendfromtheservice. [Bonus]Gaina+2bonus(orreroll)onrollstoleadmenindistress. [Effect]Getnoticedbyahighrankinggeneral.

Wordingvs.Intent
WhenacharactertakesanAspect,hegenerallyhassomespecificintent inmindinregardstohowitwillbeused.Forexample,acharacterwho takestheSurgeonat300YardsAspecttodemonstratehowgoodasniper heis,shouldnotalsobeabletoinvokethatAspectwhentryingtogrant medicalattentiontoanally.JustbecausetheAspectcontainstheword surgeon, doesnt mean the character knows anything about real surgery. Theonlywayheknowshowtoopenaheartiswithahighpoweredrifle.

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CompellinganAspect(EarningMoreFatePoints)
Aspects arent always used to grant you benefits, bonuses, and special privileges,sometimestheycangetyouintotrouble.Andthisisagoodthing! The effect of a Compel is pretty much the exact opposite of invoking an Aspect.YousufferoneofthefollowingeffectsandgainaFatePointforyour troubles: 2PenaltyonYourDiceRoll YouareForcedtoRerolltheDice Somethingbadhappens. (Note that you do not gain a Fate Point when a persistent Aspect is compelled, and you must always pay a Fate Point to reject the compel.) Regardless of which of thethree options you areforced to take, compels tendtocomeaboutinoneoftwoways,eitheractivelyorpassively. ActiveCompelsDuringthegamesomethingmighthappenthatrelatesto one of your Aspects. In these situations, the GM may offer you a FP to compel that Aspect. Alternatively, you as the player may suggest to the GMthatyouhaveanAspectthatcouldbecompelled. When an Aspect is compelled, something detrimental comes to pass becauseofyourAspect.Thismightbeassimpleasapenaltyyousufferona rollor itmaytriggersomeeventthatplaysoutinawaythatendangersor inconveniencesyourcharacter. TheprecisedetailsofacompelareusuallyuptotheGMbuttheplayermay alsooffersuggestions.Regardlessofthespecifics,theGMmustagreethat theeffectsofthecompelwasworththeFP.Playersmayalwaysrefusethe compel (and the offered Fate Point), but the GM has the option to escalatethecompel. So, for example, the GM may offer you a Fate Point and compel your Big DumbOxAspectwhenyouareinasituationwherequickthinkingisamust. Letssaythecharacterisontherunfromthecopsandtheplayerdecideshe isgoingtotrytooutruntheminhisgetawaycar.Asthecharacterisrushing to the car, the GM holds up a token representing a Fate Point. He informs the player that because he is a dumb ox, he forgot the keys back at the bar. In this situation, the player may refuse the offered FP and have his characterproceedtojumpinthecarandracetosafetyorhemayacceptthe FPandrunbackforthekeysorpossiblyabandonthecaraltogether. However, there is also the possibility of escalation. Lets say the player rejectstheofferedFP.TheGMcouldthenofferasecondFPandaskhimif

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hes sure. Or the character could get in the car and only get a half mile beforetheGMofferstwoFPandsuggestsmaybethecharacterforgottofill upthetankbeforeleaving. A bit of advice for the GM though dont badger the player. If you offer a secondFPtotheplayerandhestillsaysno,letitgo. Passive Compels Occasionally the GM may plot the story ahead, taking thePCsAspectsintoconsiderationashedoes. Inthesecases,itsnotuncommonforanAspecttobecompelledsimplyby thewaythestoryplaysout. For example, your character may have an Aspect of Lives at Home with Mom. Now, over the course of the story the bad guy goes back to the charactershouseandtakeshismotherhostage. ThisiseffectivelyacompelsincethecharactersAspecthashadanegative effectonhim,andtheGMshouldtosshimaFatePointforhistroubles.

SampleAspect:CaptainofCharlieCompany
PossibleCompelSituation [Effect] While on guard duty, your friend puts his hand on you. Surprised,youpunchhimbeforerealizingwhoitis. [Penalty]Thegeneralyoujustmetremembersatimeyoudisobeyed ordersandcallsyououtinfrontofeveryone,causingyoutosuffera 2penalty(orreroll)onaPersuasionrollthisround. [Effect]Nowanoutlaw,thegovernmentcanuseitsrecordsofyouto bettertrackyoudown. [Penalty] During a firefight, you have a flashback to a previous conflict that distracts you, forcing you to suffer a 2 penalty (or reroll)onyourdefenseroll.

NoPain,NoGain
AsaGM,youalwayswanttoavoidawardingtheFatePointprematurely. In general, you dont want to hand the Fate Point over until the Aspect actuallyimpactstheplayer. Something can always happen between the time the compel is agreed upon and the point that the effects of the compel actually impact the player.SoalwaysmakesuretheplayerhasearnedthatFatePointbefore handingitover,dontjustawardtheFPbecauseaplayerisplayingtohis Aspects. Iftheydontreallyhurthim,hedidntreallyearnit.

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CutthroatCompels
Sometimes a GM may feel that a compel relates so strongly to a characters AspectthatinsteadofjustlettingtheplayerchoosetoaccepttheFatePointor not,heactuallychargestheplayeraFatePointtodeclinethecompel.Thisisa good way to influence a player to stay true to his character but be careful. Thereisafinelinebetweeninfluencingandbullying. Note, however, that when a persistent Aspect is compelled it is always a cutthroatcompel.

InvokingorCompellingotherAspects
Many things can have Aspects. The PCs have Aspects, the NPCs have Aspects,eventheirequipmentandthesceneitselfcanhaveAspects.Players andNPCscanusetheirFatePointstoinvoke(orcompel!)Aspectsonother people,places,andthings.Thisworksalotlikeinvokingorcompellingyour ownAspects,excepttheAspectdoesntbelongtoyou. As a rule of thumb, invoking or compelling someone or somethings Aspects requires a little more justification than invoking one of your own Aspects. For scene Aspects, it should be some way to really bring in the visual or theme that the Aspect suggests. For Aspects on opponents, the playerneedstoknowabouttheAspectinthefirstplaceandthenplaytoit. Also,FatePointsandAspectsareinherently"selfish".Theyareaboutyour character,andhoworwhenthespotlightshinesonhim.Thus,youmayonly invokeorcompelAspectsthatrelatetoyouinsomeway. Forinstance,inazonewiththeShadowyAspectonit,youmayinvokethat Aspect to gain a bonus on rolls to hide or compel that Aspect to make an enemysufferapenaltytoshootatyouinthedark.Butyoumaynotinvokeit todirectly grant a bonus toanally or compel it to make an enemy,who is notshootingatyourcharacter,sufferapenalty. Also keep inmind that a single Aspectmay only be invoked or compelled onceperroll.Soyoucouldnotforexample,invokeanAspecttobothgaina bonus to attack an enemy and compel that same Aspect to force him to sufferapenaltytodefend.

ExamplesofInvokingotherAspects
Foggy During a chase, you duck into a fog bank to lose your pursuers, invokingtheFoggyAspectfora+2bonus(orreroll)onyourrolltohide. SmallYouhaveaweaponthatisSmall.Youinvokeittogiveyourselfa+2 bonus(orreroll)whenattackinganenemyinveryclosequarters. SlickRideTryingtoattractadateforthenight,youpulluptothecurbin your Slick Ride, invoking that Aspect for effect to state that one of the prettyyoungladiesnearbyreallydigsyourcar.

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CompellingotherAspects
The GM isnt the only one that can compel Aspects. Characters (PCs and NPCs)canspendtheirFatePointstocompeleachothersAspects. When a player or NPC compels another characters Aspects, the player offerstheGMorplayeroftheothercharacteraFatePointandpicksoneof thefollowingresultstoinflictonhistarget: 2PenaltyontheCharactersDiceRoll ForcetheCharactertoRerolltheDice Compel for a negative effect on the Character. (Note that you still have to spend a Fate Point when compelling persistent Aspects in thisway.) IfitisanNPCwhoisbeingcompelled,astheGMyoushoulduseyourbest judgment in regards to whether or not the NPC accepts. If youre unsure, look to the rule of cool and go with the more interesting option. If the NPCacceptsthecompel,theofferedFatePointisaddedtotheNPCpool. Thefirsttwooptionsarerathersimple.Theenemysuffersa2penaltyona dicerollorisforcedtoreroll. The compel for effect option requires a bit more thought however. Effectively, the person offering the compel gains a bit of control over the othercharactersdestiny.Theexactnatureofthecompelcanbeanything, butasalways,itissubjecttoGMapproval. Below are some Aspects another character might have and examples of howtheymaybecompelled.RememberthatanyAspectissubjecttobeing compelled, even temporary Aspects like those caused by Maneuvers or Consequences.

ExamplesofCompellingotherAspects
Drowsy Player compels this Aspect for effect and states that the drowsy guardfallsasleep. BadTemperedAtthenoblesball,theplayerinsultsoneofthelocallords, compellinghisBadTemperedAspecttoforcethelordtosuffera2penalty (orreroll)onhisWillpowerrolltodefendagainstamentalattack. OffBalance After havingOffBalance placedon him by an allys successful Maneuver,youcompelthatAspecttocauseyourfoetosuffera2(orre roll) on his roll to defend against your attempt to push him into the adjacentzone. Poor Quality After an enemy attacks and rolls poorly, the player compels this Aspect and states that his foes old rusty sword breaks as it clashes withhisown.

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PersistentAspects
TheGMmightdecideanAspectispersistentifitisamajorcomponentofa person,placeorthing;andhasaneffectthatisalmostimpossibletoignore orgetaround.SoafloorwithalightdustingofsnowmightbeSlippery,butif the roomiscoveredina fine sheetoficeandyou cant walk on it without slipping,thezoneAspectmightinsteadbeCoveredinIce!(P).Andifitisreally slippery,itmayhaveboththeSlipperyandCoveredinIce!(P)Aspects. The two Aspects work much the same way and both can be invoked or compelled for a bonus/penalty or reroll. However, when invoking or compelling the Covered in Ice!(P) Aspect you need not spend a Fate Point. Youneedonlydeclarethatyouareinvokingit. Note that you must still pay a Fate Point any time a persistent Aspect is invokedorcompelledforeffect.Thebonus/penaltyorrerollisfree,butyou stillhavetopaytoinfluencethestory. WhenusingaregularandpersistentAspectwithsimilarmeanings,asinthe case above where a room has both a regular Aspect (Slippery) and a persistent Aspect (Covered in Ice!(P)), you would need only pay one FP to invokeorcompelbothAspectsfora+4/4,tworerolls,oracombinationofa bonus/penaltyandrerollthetwo. Unlike standard Aspects, you do not gain Fate Points when a persistent Aspectiscompelled.AndtorefusethecompelyoumustpayaFatePoint.In thisway,compellingpersistentAspectsismuchlikeperformingacutthroat compel,asdescribedonpage57. Note that the Severe(P), Extreme(P), and Defeated(P) Consequences are alsopersistent,andworkthesamewayasapersistentAspect.

TemporaryAspects
TemporaryAspectsthatariseinplayorarecreatedbyManeuvers(pg.255)are usually fragile. A fragile Aspect only exists for a single invoke or compel and mayevenbeclearedawaybyasimplechangeofcircumstances. Inaddition,thefirstuseofanAspectcreatedbyaManeuverisfree.Itdoesnt costaFatePointforthefirstinvokingorcompellingbutsubsequentusescostFP asnormal. ConsidersomeonewhousesaManeuvertotakeaimatatarget,placinganIn My Sights Aspect on the target. Once the shots taken, the Aspect goes away; this is clearly fragile. But it could get lost even before the first shot if the characterwhohastheAspectonhimmanagestobreaklineofsightormakea suddenunpredictablemove.FragiletemporaryAspectsareusuallymucheasier tojustifyandpassmusterwiththeGM.

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FatePointDebt
Sometimes a character needs to invoke an Aspect, or maybe activate an AdvantagethatrequiresaFatePoint,buthehasrunout.Usuallythismeans the character simply cannot perform the action he wants to perform. Not enoughFPs?Toobad. However,somecasesmayarise wherethis simply doesnt make sense. For example, a character has a Specialty Aspect called My Daddys Revolver (Resources),whichreferstoagunhetypicallycarrieswhereverhegoes.Now lets say that in the previous scene the character needed to spend all of his FatePoints.Andnow,withoutanyFatePointstoinvokehisAspects,hefinds himselffacetofacewithanarmedgunman.Thecharacterneedshisgun.But hisgunisanAspect.AndhehasnoFatePointsremaining. Now the GM (or player) should make an effort to come up with some interestingreasonastowhythecharactersuddenlydoesnthavetheuseof thegunhealwayscarries.Maybehedropsitdownalargedrainandwillneed toretrieveitlater.Maybehesjustoutofammo. But sometimes such explanations seem contrived or just silly, and in these casestheGMmayinsteadallowtheplayertoinvoketheAspectanywayand gointoFatePointDebt. Fate Point Debt should only be used when not having a FP keeps the character from doing something he should be able to do or from having something he should have in a way that either just doesnt make sense or wouldruintheplayersfun. Players can pay back their debt on a 1 for 1 basis, but until they have paid theirdebt,theyhaveanextraCharacterAspectofUnlucky.Andofcourse,the GMandothercharactersmaycompelthisAspectlikeanyother. SomeAspectsthatresultfromManeuverscanbesticky.(Aspectsthatresult from Assessments or Declarations, explained on pages 6364, are also usually sticky.) StickyAspectsdontgoawayaftertheyrefirstinvokedorcompelled,allowing peopletospendFatePointstocontinuetousethem.TheGMisencouragedto bemuchmorepickyaboutwhetherornottoallowastickyAspecttoresultfrom aManeuver. In many cases, the GM may require that the Maneuver attempt be successful enough to generate Spin (see pg. 254) before declaring an Aspect as sticky. Sticky Aspects may be easier to place on a location or scene than on another character, especially when they potentially offer complications to everyone present on both sides, such as a Maneuver to tip over a barrel of oil and add SlipperyFloortothezone. Similarly, it may also be possible to remove a sticky Aspect via a successful Maneuver.

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Jazzingitup
Aspectsareone ofthemajor sources of flavor for your character; theyre thefirstthingaGMwilllookatonyoursheetwhentryingtoworkoutwhat sortofstoriestothrowyouinto.Thisisasubtleyetpowerfulrequest,and thebestpartis,youareintotalcontrolofitwiththewordsyouchoosefor yourAspect. WheneveryourewritingdownthenameofanAspect,askyourself,how muchflavordoesthisAspectsuggest?Ifitseemsfairlycolorless,thenyou mightwellbeoffthemark,anditstimetokickitupanotch.Certainly,dont feellikeyouhavetodothiswitheveryAspectyoutake,butifyourcharacter isservedupasablanddish,youmaydiscoverthatyourGMisatlooseends forkeepinghiminvolvedinthestory. Forafewgoodbetterbestideas,lookatthistrioofexamples. Bland Strong Outlaw Spellcaster Tasty StrongasanOx FormerCarThief DarkSorcerer Huzzah! ManofIron AmericasMostWanted MasteroftheSecondCircle

Ineachofthesecases,theblandoptioncertainlysuggestsitsuses,but doesntreallyjumpoffthepageassomethingthatsuggestsstoryideas.The tastyoptioniscertainlybetterbywayofbeingmorespecific;bothGMand player can see some potential story hooks in these, and they serve to differentiatethemselvesinterestinglyfromtheirblanderpredecessors. Butthehuzzah!optionsarewhereitsat.ManofIroncouldeasilybethe phrase others use to identify the character and suggestsmoreapplicationsthansimplestrengthor cyberneticreplacementparts. MasteroftheSecondCirclenamesthegroup thecharacterwasonceapartofandstarts to put some NPCs onto the map. This Aspect gives the player plenty of opportunity for flashbacks to his time in training, which may include lessons and history that dont just have to do with magic. So when you pick an Aspect,askyourself:isthisbland,isthis tasty,oristhishuzzah!?

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Gettingonthesamepage
Youmayhavenoticedthat,sofar,wereusingalotofinktotalkabouthow yourAspectscommunicatethingsaboutyourcharactertotheGM.Wemean it. Out of all the things in the game, Aspects are probably the clearest messageyoucansendtotheGMaboutwhatyouwantfromthegameshort ofwalkingrightuptotheGMandsayingso.Also,inalllikelihood,theGMis going to have copies of your character sheets when youre not around, so the Aspects youve picked are going to represent you in absentia. Once youvepickedalltheAspectsforyourcharacter,takeastepbackandlookat them as a whole, and ask yourself if they make the kind of representation youdwantthemto.Iftheydont,changethem! Bythemselves,Aspectscantsayitall, and its important to remember that. Short of making each Aspect a paragraph or essay, youre dealing with a few short, catchy phrases and names here. You want them reasonably short because you want to be able to talk about them casually without running out of breath. But the brevity of an Aspects name means some things areleftunspoken,sotakesometime withtheGMtospeaktheseunspoken thingswhenyoucan. BoththeplayerandtheGMshould look at an Aspect not as the end of an ideabutthestartofone.Yourebothgoingtobringyourownideasofwhat theAspectmeanstothetableandatleasttosomeextent,yourebothright. Usually this works out fine the combined perspectives make the whole greater than the sum but sometimes the GM and the player will have a radicallydifferentideaofwhattheAspectentails.Beclearwithoneanother andfigureouthowtoironoutanydifferences,ideallybeforetheFatePoints startflying. Thatsaid,afteryouvegottenoneormoresessionsofplayunderyourbelt, you might feel like youve picked one or more Aspects that dont feel right. Your GM should be sympathetic to that. If an Aspect doesnt seem to be working out well for you, you should feel free to ask your GM if you can changeitforfree,atleastforthefirstfewsessions.

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Sticky,Fragile&ComplicatedTerminology
When dealing with temporary Aspects, the first rule is to simply use common sense. Terms like sticky and fragile help describe how Aspectscanwork,butusually,youaregoingtoautomaticallyknowwhen anAspectgoesaway.Likealotoftheothertermsusedinthisbook,try not to let the gamespeak trick you into thinking the concept is more complicatedthatitreallyis. IfitsOnFireandyouthrowwateronit,thatAspectisgoneanditstops taking physical stress. (See pg. 274 for more on fire and environmental hazards.) StrandsofFateisreallylesscomplicatedthanmostRPGs.Whenyouare readingit,trynottogetoverwhelmedbytheterminology.Ifyoustartto feel lost, stop for a moment and break it down section by section. Or better yet, take thetime to look closely at the examples we provide for you.

AspectAssessment
Sometimes Abilities will be used in careful Assessment well in advance of takingaction,maybeaspartofputtingtogetheraplanorsimplyobserving the target long enough to learn something that would be a critical advantage.ThisapproachismostoftenusedwiththePerceptionAbilitybut canalsobedonewithReasoning(todeducelogicaloutcomes)orEmpathy (togetasenseofhowacharacterisfeeling). Here, the Ability is not used to place a temporary Aspect so much as discover an existing one. The character making the Assessment can still invokeorcompelthisAspectforfree,butissubjecttotheusuallimitations of a free use; they must do so immediately after revealing it. This usually meansthatthefreeinvokeorcompelmustbetakenwithinthesamescene as the Assessment or, if the Assessment takes longer than a scene to perform,inthescenewhichimmediatelyfollows.Thisprovidesarewardto balanceoutthetimetheplayermayotherwisespendtalkingthroughamore cautiousplan. All Assessment attempts require the use of a significant chunk of time, usually at least a few turns. This can allow Abilities that usually cant be brought to bear in more timesensitive environments (like a fight) to be usefulthankstothetimeinvestedinadvance.

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SettingAssessmentDifficulties
IfthetargetofanAssessmentisapersonoragroup,thedifficultyofthe AssessmentisusuallyacontestedAbilityroll.Staticentitieslikelocationsor objectstypicallyhavedifficultiessetbytheGM.Iftheresnoobviouswayto determinetheAssessmentdifficulty,considerthebaselinedifficultytobe0. AttheGMsdiscretion,ifacharactergainsSpinonanAssessmentroll,he may gain insight into a more potent fact or one additional fact; potentially allowinggoodrollstoresultintherevelationoftwoAspects. Forexample,Jacobhasbeenplanningthisbankjobforamonth.Now,withall thepiecesinplay,hefindshimselfsittingacrossthestreetgivingtheplaceone lastlookbeforegoingin. He decides to spend this time trying to assess the situation. Given Jacobs current position, the GM sets a difficulty of 1. So Jacob spends a few hours sitting there and rolls his Perception Ability, spending a Fate Point, and invokinghisKeenEyefortheCrimeSpecialtyAspect. Herollsatotalof6,andtheGMtellshimthatthebankseemstobepopular amonglocalhospitalemployees.Heseesalotofpeopleinscrubsgoinginand out. SotheGMinformsJacobsplayerthatthebankhasanAspectcalledPopular withtheScrubs.ShouldJacobfindawaytoinvokethisAspect,saybydressing inscrubstomoreeasilyblendinduringthegetaway,hemayspendaFatePoint toinvokethatAspectforsomebenefit.Andsincehesthefirstpersontouse thatAspect,hegetstodosoforfreeifheactsfast.

ThemeAspects
One other type of Aspect that the GM might consider adding to his campaignistheThemeAspect.ThisAspecthelpsdefinethethemeofthe campaign. Maybe its Survival Against all Odds or Light in the Darkness. Whateveritis,thisAspectshouldbesomethingthananyonecaninvokeor compel at any time during the campaign, because its the overall theme fortheentiregame. The Theme Aspect should be decided on before the campaign begins, and the GM should make it clear what the Theme Aspect is. It may be necessarytochangetheThemeAspectasthecampaignprogresses,and thatsok.Thatstobeexpectedasyourplotevolves.

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AspectDeclaration
In contrast to an Assessment, the GM should also allow Declaration. In other words, using the Knowledge Ability to state facts about things, or Reasoning to draw logical conclusions, can allow a player to introduce entirelynewfactsintoplayandthenusethosefactstohisbenefit. ThenewfactstaketheformofanewtemporaryAspect. The GM is encouraged to use creativity as his primary guideline when judgingthe useofan Ability inthis fashion.Creative and entertainingfacts willbemorelikelytoresultinasuccessfulDeclarationandthusgiverisetoa temporaryAspectthanboringfactswill. For example, an explorer with a solid Knowledge Ability may use Declarationtostatenewtruthsaboutanalienworldthecharactershavejust encountered. If he is successful, suddenly the scene or the world has an Aspect on it in keeping with the fact the player just invented. As with Maneuvering or making an Assessment, the first invoking or compelling of thisAspectisfree. UnlikeAssessment,Declarationdoesnttakeanyactualingametimeatall, justtheKnowledgeorReasoningAbilityrolltomakeuseofit. Any Aspects brought into play by these methods are considered sticky and do not have to go away after theyre used if the GM wishes them to persist (or if circumstances merely make it reasonable that they hang around).AnysubsequentusesofsuchAspects,however,willcost(orgrant!) aFatePoint,asusual. This does mean that occasionally Maneuvers, Assessments, and Declarations will backfire, leading to a compel used against YOU. Since Aspectsareinvolved,suchthingsareoftendoubleedged!

SettingDeclarationDifficulties
The difficulties for Declarations should, honestly, be based on how interestingtheproposedAspectis.Ideaswhichwould disruptthegameor arejustunreasonableshouldsimplybevetoed. Thesearethequestionstoaskyourselfwhendeterminingdifficulty: 1. IstheDeclarationinteresting,and/ordoesitsupportthemoodofthe campaign? 2.WilltheDeclarationhaveinterestingresultsifitsactedupon,orcanit beeasilycompelledtomakelifemoreinterestingforthePCs? 3. Does the Declaration propose a specific and interesting or heroic courseofaction? Eachnoadds2tothebasedifficultyof0.

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If the proposed fact is very amusing, proposes an interesting course of action,andhasinterestingresultsifwrong(threeyeses),adifficultyof0 isappropriate.Bycontrast,aboringfactwithadullcourseofactionandno possibleinterestingresulthasadifficultyof6. If your players havent quite got a grasp of how much they can do with Declarations,youwillprobablyneedtolowerthedifficultiestosuit,butyou shouldletthemknowwhatmakesaDeclarationmorelikelytosucceed. Notethattheaboveformulaisasuggestion,notasetinstonerule.Ifthe GMhasagutfeelingforwhatthedifficultyshouldbe,thatsprobablywhat itshouldbe. For example, Jacob has successfully robbed the bank, and now hes on the run.Hesspeedingdownthecitystightlypackedstreets,andthepolicearent farbehind. JacobsplayerdecidesthatJacobhasbeenaresidentofthecityforsometime andmayknowofagoodplacetolosethecops. The GM feels this is reasonable and sets a difficulty of 2. Jacob rolls his Knowledge to see what he knows about the citys geography and traffic and getsatotalof3.HedeclaresthatthispartofthecityTendstoCollectaLotof Junk. JacobtheninvokesthatAspectforeffectandstatesthatthereisajunkyard nearby. The GM accepts and Jacob turns a corner and pulls into a local junk yard, which he uses to hide the car. Now, among the wrecked cars, he has a goodchanceofescapingthecopsonfoot.

DeclarationbyInvokinganAspectforEffect
TheaboveguidelinesassumethecharacterdoesnthavearelevantAspect toworkwith.Ifhedoes,hecanspendaFatePointtoinvokethatAspectfor effect, the effect actually being a Declaration. And remember the GM may alwaysvetosuchDeclarations. Intheexampleabove,ifJacobhadanAspectofChicagoStreetRat,theGM mightjustlethimspendtheFatePointandallowhimmakehisDeclaration withoutneedingtotouchthedice. HereareafewmoreofexamplesofDeclarationsinplay.

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Example#1
Garrog Ironjaw and his partner Phelix have just entered the abandoned mines beneath the town of Beggars Leap. Garrog decides to make a Declaration, declaring that the mines are Prone to Cave Ins. Since he's a dwarf he knows a thing or two about mining. His player thinks he can use thistodroptheroofonenemies.TheGMcalculatesthedifficultyasfollows:
InterestingYes Interesting Results Yes (The GM plans to use it to block the players' retreat.) InterestingCourseofActionNo

Sothat's2yesesand1no,eachnoaddstwotothebasedifficultyofzero so the declaration difficulty is 2. Garrog rolls the dice coming up with a +2. HisKnowledgeis2,givingatotalof+4,easilybeatingthedifficulty.Garrog (or Phelix) can now invoke or compel this Aspect (for free the first time) untiltheGMrulesthatitisnolongerineffect.

Example#2
ThecrewoftheStarPolicecruiserAdamantisinhotpursuitofasmuggler ship. It has just entered the atmosphere of a desert planet. One of the players who plays the astrogator makes a declaration that he thinks the planetsuffersfromhavinganAspectofViolentSandstorms.Thedifficultyis setat2,determinedby:
Interesting Yes (Both the GM and players foresee limited visibility, blockedairintakes,andviciouswinds.) InterestingResultsyes InterestingcourseofactionNo

The player rolls a 1 with a Knowledge of 1. His total is 0, which is not enough.HoweverhedoeshavetheAspectExplanetarySurveyOfficer,which heinvokesfora+2bonus,allowinghimtomaketheDeclaration.

Example#3
The party has just arrived in the port town of Roland's Reach. They are lookingtospringoneoftheircomradeswhowaswronglyaccusedofpiracy. They want to make this easier so the leader tries to declare that the town has Corrupt Officials. Their leader, RedEye McLain, has the Aspect A Thief KnowsaThief,whichheinvokesforeffecttomaketheDeclaration. The GM likes the idea of corruption in the town so allows it. RedEye doesntneedtoroll.HejustpaystheFatePointforinvokinghisAspect.

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StoryAspectsvs.SituationAspects
Heres a point to follow on the previous ones: more often than not, Aspectstendtodivideintoanothersetoftwocampsstoryandsituation anditsagoodideatomakesureyouhaveAspectsofeachtype. Story Aspects suggest one or more sources for stories involving the character, by bringing in an external element from the world at large. SpecialtyAspectsrelatingtopeopleoritemsarealmostexclusivelystory Aspects.YoucanmosteasilyidentifyastoryAspectbyaskingyourselfif theAspect,independent ofthe character, issomething other characters might interact with, affect, and change. Strange cults, ancient artifacts, evilaliens,hiddenlairs,bazaarworlds,spouses,andmoreallfitintothis category. SituationAspectssuggestthekindofsituationsacharactermightbein much more than they suggest the origin of those situations. Phrase Aspects fall strongly into this camp, and they operate as a statement to the GM of the style of stories the player wants his character to be in. Aspects like Nick Of Time, Always a Damsel in Distress, and Last Man Standing all suggest vivid situations, ones which should rightly repeat themselves over the course of playing the character, but dont really suggestthecontextofthosesituations. Were taking a few moments to focus on the split between story and situationAspectsbecauseitsaneasyonetomissifyourenotlookingfor it. You can very easily fall into the trap of creating a character who only has situation Aspects. On the surface, situation Aspects may be more attractive, since they usually apply in a multitude of circumstances; certainly, youll want to have at least a few situation Aspects in your repertoire. But if situation Aspects are all that your character offers to the game, yourunarealriskofbeingdifficulttohookintothelargerstoryline.Thisis why you should be certain to include a few story Aspects on your character. Fundamentally, story Aspects offer easy hooks to your GM to pullyouintohisstory.Youwantthis,sinceyoucametothepartytoplay thegame.Butitsmorethanjustthat.ByprovidingstoryAspects,youve providedsomethingswhichexistseparatelyfromyourcharacter.Atthe coreofit,thismeansyouvehelpedtobuildthegameworld.Youvegot ownershipandstakesinthebiggerpicture.TheGMwillbegratefultoyou for it, and that kind of gratitude tends to pay out in the form of amore satisfyinggame.

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Chapter4
Abilities&SpecialtyAspects WhatareAbilities?
Characters have Abilities, like Agility, Knowledge or Persuasion; which are given ranks. The higher the Abilitys rank, the better. Abilities can also be enhanced for specific uses with the addition of Specialty Aspects and Advantages. Simplyput,Abilitiesgiveyouaverybroadandgeneralsenseofwhatyour charactercando,andhowwellhecandoit.Whenaplayerrollsthedice,he isusuallymakinganAbilityrollagainstasetdifficulty.ThisAbilityrollcanbe madetotakeasimpleaction,performaManeuver,anAssessment,ormake aDeclaration. For an Ability roll, you roll four Fudge dice (or two six sided dice if you prefer that method). Then add your Ability rank and any other relevant bonuses. So a roll result of 1 using an Ability with a rating of 2 results in a total of 3. Your total needs to meet or exceed the difficulty of the roll, assignedbytheGM.Soifthedifficultyoftheactionwas2,youwouldhave succeeded. And if you had succeeded with a 5, you would have generated Spin!(Seepage254formoreaboutgeneratingSpin.) Nearly every action that the character may undertake is covered by his Abilities.IfyoudidntputpointsinanAbility,youmaystilluseit.Youjustadd 0toyourdiceroll.Andinsomecases,suchasthelessthan0rankedmental Abilitiesofanimals,Abilitiescanbenegativeandshouldbesubtractedfrom theroll. ThischapterisfocusedongettinganideaofwhateachAbilitycovers.

CombiningAbilities
Sometimesthecharacterneedstoperformataskthatreallyrequiresusing twoormoreAbilitiesatonce.Youneverknowwhenacharacterisgoingto need to carry a heavy weight (Strength) while balancing on a spinning log (Agility)orwhenhesgoingtoneedtoexplainpopculture(Knowledge)to anotherworldlyhorror(Willpower).

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Inthosesituations,theGMcallsforarollbasedonthemainAbilitybeing used(theprimarythrustoftheaction),butmodifiedbyasecondAbility.If thesecondAbilityisofgreatervaluethanthefirst,itgrantsa+1bonustothe roll;ifthesecondAbilityisofalesservalue,itappliesa1penalty.Iftheyare thesame,thesecondaryAbilityprovidesnomodifier. So,forexample,letssayyouhaveanAgilityof3,andaStrengthof1.Ona roll that uses Agility as the primary Ability, and Strength as the secondary, youdsuffera1penalty. Its important to note that combining Abilities can never be done to performtwofullactionsatonceifthatsthegoal,itshouldtaketwoturns. WhenAbilitiesareusedincombination,oneAbilityisalmostalwaysgoingto serve a passive role, as the thing the character needs to be able to do in ordertobeabletoperformtheotherAbility.Ifacharacteristryingtolifta greatweightwhilebalancingonaspinninglog,StrengthisthemainAbility rolled.ButAgilityrestrictsthisroll,becausewithoutit,thecharacterfallsoff the log. Similarly, ifthe characteris gibberingbefore an ancient horror, his KnowledgeAbilityissimplynotgoingtohelphim. The difference between an action that combines Abilities and a supplemental action (pg. 261) is not always obvious. In general, if both componentsoftheactionaresomethingyoudexpecttorollforiftheywere doneseparately,thenitstimetocombineAbilities.Ifthelesserpartofthe action is something that normally doesnt require a roll, just handle it as a supplemental action. Sometimes, an action will be both supplemental and modifiedmaybethecharacterismovingalittle(supplemental),butisusing hisAgilityAbilitytogetanedge(modifyingtheprimaryroll).

ComplementingAbilities
When combining Abilities, and the second Ability can only help the first (which is to say it can only provide a bonus), it complements the Ability. A complementing Ability never applies a penalty, even if its lower than the primary Ability. This usually happens when the character has the option of usingthesecondaryAbility,butdoesnthavetobringittobear.

RestrictingAbilities
WhencombiningAbilitiesandthesecondaryAbilitycomesintoplayonlyto hold the primary Ability back, it restricts the Ability; meaning it can only provideapenaltyornothingatall.ArestrictingAbilityneverappliesabonus, evenifitshigherthantheprimaryAbility.OftenAbilitieslikeEnduranceor Willpower are restrictive Abilities as you get more tired, you wont get better,butifyoureresolute,youmaynotgetworse.

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MultipleSecondaryAbilities
Inveryrarecircumstances,aprimaryAbilitymaybeaffectedbymorethan onesecondaryAbilitysay,asituationwhereacharacterneedstoclimba wall(Agilityasprimary),butistired(Endurancerestricts),butthewallispart of a building the character has been studying in order to burglarize (Perceptioncomplements). In such cases, no matter the number of Abilities in play, the most the combinationcanproduceisone+1andone1.Thisisactuallyveryquickto reasonout.First,lookatalloftheAbilitiesthatmodifyorcomplement;ifany ofthemarehigherthantheprimaryAbility,a+1isapplied.Next,lookatallof theAbilitiesthatmodifyorrestrict;ifanyofthemarelowerthantheprimary Ability,a1isapplied.ThismaymeanthatmultipleAbilitiesallaffectingaroll willresultinnomodificationatallbotha+1anda1!

SpecialtyAspects
While Abilities are a general measure of your character's basic capabilities, that doesn't mean that because two characters both have 3 ranksinAgilitythattheyareboth equally good at gymnastics and tennis. Likewise, a historian and a computer hacker are both going to want a good Knowledge Ability, but justbecausetheybothhavethesame numberofranksinKnowledgedoesnt mean they have the exact same understandingofbothfields. ThatswhereSpecialtyAspectscome in. Specialty Aspects tell you what specificareasofanAbilityyouaregood(orbad)at.LikeCharacterAspects, Specialty Aspects need be neither good nor bad. Some might describe a particular affinity for a job (Masters in Electronic Engineering from MIT (Knowledge)), while some might point out a particular weakness (Been Hit withtheUglyStick(Persuasion)). AswithallAspects,SpecialtyAspectscanbeinvokedandcompelled.What separates them from Character Aspects is their close association with an Ability. The majority of the time, Specialty Aspects will be invoked or compelled in conjunction with an Ability roll that includes the Ability it is

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associatedwith.However,itmaysometimesbepossibletoinvokeorcompel aSpecialtyAspectassociatedwithoneAbilitywhileactivelyrollinganother. SokeepinmindthatjustbecauseSpecialtyAspectsaregenerallytiedtoa specificAbility,thatdoesntmeanitcantsometimesbeusedforothertypes ofrollswhenitisrelevant. Forexample;RobertisattendinghisHighSchoolreunion.Hesalwaysbeena bitofageek,andthefactthathehastheAspectBeenHitwiththeUglyStick (Persuasion)neverhelpedhissociallife,thoughhisRazorTongue(Persuasion) oftencameinhandy.Andaftergraduating,hemadeagoodlifeforhimselfand recently picked up the Aspect Masters in Electronic Engineering from MIT (Knowledge). While at the party Robert runs into Alice. The former prom queen always thought she was better than everyone else and doesnt hesitate to compel RobertsBeenHitbytheUglysticktomakeherbelittlingremarksstingalittle worse.ButRobertsnapsbackwithawittyretortbackedbyhisRazorTongue Aspectandputsherinherplace. Laterherunsintoafewofhisoldfriends,somefellownerdsfromthechess team,andtriestomakeagoodimpression.InthissituationherollsPersuasion and invokes Masters in Electronic Engineering from MIT (Knowledge) and usesthebonustosuccessfullycharmthem;addingthebonustoaPersuasion rolldespitethefactthatthisSpecialtyAspectisassociatedwithhisKnowledge Ability.

AbilityListings
The Abilities used in Strands of Fate are listed in greater detail below, organized by type. Each entry tells you what the Ability is commonly used for.Inaddition,eachentrycontainsthefollowing: Sample Specialty Aspects: Here youll find a series of sample Specialty Aspectsthatyoumightusetobetterdefineyourcharacter.Thesearevery simpleAspects,andyouprobablywanttospiceyourownupabit. Special Rules: Each Ability lists a number of special rules for different situations in which these Abilities play an important part. These rules are listedalongwithpagenumbers,whichyoucan usetofindtheappropriate entriesforthemlaterinthebook.

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PhysicalAbilities
Agility
This Ability is the measure of your characters balance, handeye coordination, manual dexterity, speed, reflexes and generally just conveys the level of control the character has over his own body. It is used for the majorityofphysicalrollsthatdonotdependonbrutestrength(Strength)or yourbodysabilitytoresisteffects(Endurance). Agility covers running, jumping, climbing, swimming, and other broadly physicalactivitiesyoumightfindinatrackandfieldevent. CharacterswithhighAgilityincludeathletes,soldiersandoutdoorsmen. AgilityisoftenthewhenindoubtphysicalAbility,anditcangetalotof use.TheressometimesconfusionastowhentouseAgilityandwhentouse Strength. As a rule of thumb, Agility is used to move yourself, Strength is usedtomoveotherthingsandpeople.Whenanactioncallsforboth,they may modify one another. If there is no clear indication which should be primary,defaulttoAgilityasprimaryandStrengthasthemodifyingAbility. Dont ask the players to roll their Agility Ability if its to do something mundanelikeclimbingoveralowwall,unlesstheyrebeingchasedorneed toquicklygettocovertoavoidanimpendingexplosion. SampleSpecialtyAspects DeftHands GoldMedalWinningSprinter ButterFingers TrainedTightRopeWalker Myarthritisactingupagain. MasterMartialArtist OneShot,OneKill

SpecialRulesRelatedtoAgility Ambushing(pg.262),AttackingandDefendinginaPhysicalConflict(pg.211), AvoidExplosions(pg.270),Climbing(pg.265),FootChases(pg.275),Hiding& Shadowing (pg.279), Jumping (pg.280), Movement (pg.283), Riding (pg.287),Swimming(pg.293)

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Endurance
Enduranceistheabilitytokeepperformingphysicalactivitydespitefatigue orinjury.Itsalsoameasureofthebodysresistancetoshockandstrain.In addition to fatigue, Endurance measures how well a character shrugs off poisons, disease and supernatural afflictions. Characters with a high Enduranceincludeexplorers,athletes,andsailors. Endurance is a passive Ability. Players will very rarely need to ask to roll Endurance;instead,theGMwillusuallycallforrollswhenappropriate. Endurance can particularly come into play in longterm actions, as a secondary, restricting Ability; where the characters need to keep performing at his peak is limited by his capacity to overcome fatigue and pain. This is why top athletes have their Endurance on par with (or better than!) their Agility. Someone without a solid Endurance may be a good sprinter, but will find themselves winded and falling behind in a marathon. Seepage70formoreonrestrictedAbilities. EnduranceisalsousedtodeterminethenumberofPhysicalsstressboxes thecharacterhasforeachConsequence(seepg.211). SampleSpecialtyAspects LongWinded ConditionedtoResistPoisons SorryMyallergiesareactingup. AlwaysaBitSickly ShortofBreath Iwantyoutohitmeashardasyoucan. NeverTookaSickDay

SpecialRulesRelatedtoEndurance Encumbrance (pg.289), Healing Physical Consequences (pg.237), Endure Falling (pg.273), Resist Disease (pg.269), Resist Environmental Hazards (pg.274),ResistPoison&Drugs(pg.285),SurviveExplosions(pg.270)

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Perception
Perceptionisameasureofthecharacterslevelofawarenessandhisability to stay on his toes and react to sudden changes in his environment. Characterswillalsonoticethingstheyarenotactivelysearchingforbyusing theirPerception.HighPerceptioncharactersarerarelysurprised,strikeearly inafight,andtendtopickuponthedetailsofascenesimplybyenteringit. Characters with high Perception include bodyguards, outdoorsmen and criminalsofasneakyvariety. PlayersmaybecalledonbytheGMtomakePerceptionrollstoseeifthey notice hidden objects, people, clues etc. Or the player may state that he wantstomakeaPerceptionchecktolookforsomethingspecific,ortolook inaspecificplace.Inthiscase,theGMmightprovidebonuses.Forexample theGMmightcallforaPerceptionrolltonoticethefingerprintsinthedust on top of the dresser. If the character is searching randomly around the room, the GM might set the difficulty at 4 to spot them. But if the player specificallystates that his characteris searching the dresser, the GMmight insteadsetthedifficultyat0orjustdeclarethesearchasuccess. WhencallingforaPerceptionroll,theGMshoulddescribethescenetothe personwhodidbestfirst,thenforeachpersondowntheline,tellthemwhat theydontsee.Doingitinthisorderletstheplayersgetaclearpicture,while makingthelimitsoftheircharactersknowledgeveryclear. In some cases it may be a good idea to combine a Perception roll with Reasoningifthereisagoodchancethatlogiccouldleadthecharactertothe clue. SampleSpecialtyAspects EyesLikeaHawk ExceptionalHearing Colorblind Wherearemyglasses? TheNoseKnows Cantfeelathinginthesethreefingers. LegallyDeaf

SpecialRulesRelatedtoPerception Ambushing (pg.262), Aspect Assessments (pg.63), Defending Against RangedWeapons(pg.211),DetectingPoisonandDrugs(pg.285),Initiativein a Physical Conflict (pg.210), Penetrating a Disguise (pg.269), Scavenging (pg.288)

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WonderingBlind
GMs should be careful about depending on characters to make good Perceptioncheckstofurtherthestory.Whatiftheyallfail?Whathappens then? IncaseswhereaPerceptionrolliscriticaltothescene,youmightinstead decide to go ahead and give the characters the critical information for free,butfillindetailsdependingonhowwelltheyroll. For example, lets say you start a scene in which the PCs are being assaulted by trolls. Instead of rolling to see who (if anyone) notices the trolls coming at them through the trees, instead tell everyone that they hear the sounds of something coming at them; then let them roll their Perception.Thebettertheresult,themoredetailaboutthetrollsyourcan provide. This method, while not always necessary, provides you with a way to jumpintotheactionwhilestillrewardingthecharacterswhorolledwellon theirPerception.Otherwise,youriskafewroundsofboredomasplayers report bad Perception rolls. This serves no real purpose and is really just deadanddullgametimebetterspentslayingtrolls.

PerceptionandParanoia
A good trick to help build suspension is, as a GM, you roll some Perception checks instead of letting the players do it. Take note of each characters Perception before the start of the game and, on occasion, inform the players that youll be rolling Perception checks for them this time.Anddontletthemseetheresults. Whenplayersdoexceptionallywell ona Perception roll, they expect to noticeanythingthatsworththeirattention.Iftheyrollwell,andtheGM reports nothing of note, they tend to assume there wasnt anything importantworthmentioning.Andtheyreprobablyright. But if the GM rolls for them, and they dont know how well they did, a report that they see nothing of interest means that there may still be something there. And in reality, you dont know when you dont notice somethingimportant,soitkeepstheplayersguessing. Youmightalsooccasionallyjustrollsomediceoutofsightoftheplayers fornoreason.Thisisespeciallyeffectiveifyoufollowthedicerollupwith aslygrindirectedatoneormoreofyourpoorplayers.

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Strength
Thisisameasureofpurephysicalpower,beitrawphysicalmightorsimply the knowledge of how to use the Strength one has. In general, if you are tryingtomovesomeoneorsomethingbesidesyourself,youuseStrength. Soforlifting,movingandbreakingthings,StrengthistheAbilityofchoice. Strength may be used indirectly as well, to modify, complement, or limit someAbilityuses. CharacterswithahighStrengthincludebrutalwarriors,laborers,andgiant creatures. Strengthisalsousedwhenattackingwithyourbarefistsorfeet,orwhen wieldingameleeweaponsuchasabaseballbatorsword. StrengthisalsousedtodeterminethenumberofPhysicalstressboxesthe characterhasforeachConsequence(seepg.211). SampleSpecialtyAspects 18inchbiceps Ispentallmorningliftingincreasinglylighterbeercans. LooksLikea(Mostly)ShavedBear Imanaccountant,notalumberjack. SpentYouthSwingingaBlacksmithsHammer ProfessionalBoxer HighSchoolWrestler

Special Rules Related to Strength AttackinginaPhysicalConflict (pg.211), Breaking Things (pg.264), Lifting Things (pg, 289),

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MentalAbilities
Craft
Craftrepresentsyourcharactersabilitytocreatesomething,fromworksof art to computer programs. While often combined or restricted with KnowledgeorReasoning,Craftcanalsobeusedtorepairitemsortakethem apart. Characters with high Craft include engineers and artists; as well as professionalcarpentersandblacksmiths. SampleSpecialtyAspects GiftedPainter MechanicalInclinationofaFish Icanrebuildanengineblockwithapaperclipandsomestring. Iprograminbinary. FinestSwordsmithintheLand TravellingCartographer FamedNovelist

SpecialRulesRelatedtoCraft BreakingThings(pg.264),Camouflage(pg.279),CraftingandRepairing(pg. 267),Demolitions(pg.268),Facilities(pg.273),Forgery(pg.276)

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Knowledge
Thisisthesumofallyouhavelearned,science,literature,history,etc.Any timeyouneedtodeterminewhetherornotyourcharacterknowsafact,or howtodosomething,yourollKnowledge. Perhaps more so than any other Ability, Knowledge covers a very broad range of topics. When building a character, youll find that you want to furtheridentifyhisfieldsofstudywithAdvantagesandSpecialtyAspects. Characters with high Knowledge include college professors, historians, scientists,engineers,etc. TheremaysometimesseemtobeafinelinebetweenKnowledgeandsome other Abilities, such as Reasoning and Craft. Remember that Knowledge referstotheinformationthatsalreadyinyourhead,notyourcapabilityto learn new things. And while it may provide theories and lessons, it isnt a measure of your capability to apply that information, which is what Craft usuallyreflects. TheplayercanasktheGMWhatdoIknowaboutthissubject?orWhat doesthismean?Often,therewillbenoneedtoroll,especiallyifthesubject is within the characters specialty; but if the GM feels the information is somethingthatshouldbehardtoattain(suchasaclue)thenhemaycallfor arollagainstadifficultyhesets. Youmightsetaratherlowdifficultyonsucharoll(Diff:02)ifthetopicis fairlywellknown,butitcouldbeacasewherethecharacterjustisntfamiliar withitforsomereason.Ontheotherhand,ahighdifficultymightbeused forobscuretopicsthatwillalmostcertainlyrequireresearch. SowhensettingthedifficultyforaKnowledgeroll,thebestyardstickisthe obscurity of the knowledge sought. Something with a difficulty of 6 is probablyonlyknownbyoneortwopeopleintheworld.Difficulty5islimited tothehandfulofleadingexperts.Adifficultyof4wouldequatetoallthetop meninthefield,while3andlowerstartsgettingintothecommonbodyof knowledge.Difficultiesbeyond6areappropriateforlostknowledge. If the character succeeds he receives the information. And if he succeeds with Spin, he may learn something especially interesting or obscure. If he fails,hedoesnot,buthemaystillattempttoresearchthetopic(seepg.294) or,perhapsmoreentertainingly,maystumbleontoafalseleadthatgetshim deeperintotrouble. The character may use his Knowledge to declare facts, filling in minor details which the GM has not mentioned (though the GM always has the righttoveto).SoiftheGMisallrightwithit,shemaylettheplayerattempt aDeclaration(seepg.65)androllKnowledgeagainstadifficultyhesets.If successful,thefactistrue,andifnot,thecharacterismistaken.

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SampleSpecialtyAspects
Iknowallthecapitals,ofallthenations,onalltheworlds. Readit?Illwaitforthemovie. PublishedConceptsandPhilosophiesoftheEnlightenedMindatAge14 Stringtheoryisaloadofgarbage.Here...Icanproveit. ProfessorofChemistryatMIT Biology?Isntthatthestudyoflivingorgasms? EverythingIknowIlearntfromTV.

SpecialRulesRelatedtoKnowledge Analyze Poisons and Drugs (pg. 285), Aspect Declarations (pg. 65), Computer Hacking (pg. 265), Explosives (pg. 270), Facilities (pg. 273), Languages (pg. 281), Lock Picking (pg. 282), Medical Attention (pg. 282), TestingandResearch(pg.294),

Reasoning
Reasoningrepresentsyourcharacterscapacitytolearnnewthings,aswell as decipher complex puzzles and problems. It could also be said to be the measure of the characters common sense and is sometimes used to measurethecharactersshorttermmemory. So while Knowledge represents what the character already knows, ReasoningisusedtolearnnewthingsandputhisKnowledgeintoaction. Knowledge and Reasoning are often used to compliment or restrict each other. CharacterswithhighReasoningincludesurvivalists,soldiers,codebreakers, inventors,philosophers,etc. ReasoningisalsousedtodeterminethenumberofMentalstressboxesthe characterhasforeachConsequence(seepg.223). SampleSpecialtyAspects
Psychoanalyst SurvivedThreeWeeksaloneintheAmazonRainForest AbsentmindedGenius Ooh!Whatsmyhoroscopesay?! NSAEncryptionAnalyst Judgingbytheangleoftheshot,Idsayourshooter Rockmusichasmessagesfromthedevilinitwhenyouplayitbackwards!

SpecialRulesRelatedtoReasoning Ammo Conservation (pg. 284), Riding (pg. 287), Testing and Research (pg. 294),Scavenging(pg.288)

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Willpower
Willpowerisameasureofacharactersselfmastery,asexpressedthrough thingslikecourageand resolve.Itsan indicatorof coolness under fire and also represents the drive not to quit. It plays a key part in efforts to resist tortureormindinfluencingpowers. Willpowerisalmostalwaysrolledinresponsetosomething,ratherthanon its own. Its primary role is as defense against most kinds of mental manipulation or distraction. Willpower also shines in situations which have spunverymuchoutofcontrol.CharacterswithahighWillpowerAbilityhave a distinct advantage in continuing to keep their head about them and respond calmly. Similarly, when all seems lost, a character with a strong Willpower is often capable of soldiering on. It is the mental parallel to physicalEndurance. ItsimportanttorememberthatafailureofaWillpowerrollshould never taketotalcontrolofacharacteroutofaplayershands.AbadWillpowerroll affects how the character carries himself and how well or poorly he convinces everyone else that hes unfazed by events. If a character is exposed to something disconcerting, Willpower is useful to see how well theykeepittogether.FailuremayresultinaMentalConsequence,butthe nature of that Consequence and the characters actions, such as whether theyrunfromtheroom,isadecisiontheplayermakes.Suchdecisionscan be influenced by Aspects, but the failure only removes control of the characterwhenheisDefeated. One good way to handle very stressful situations or other crises where keeping yourcool or otherwise keeping it together is paramount, is to use Willpower as a modifier or restriction on whatever other Ability the character is using, the same way one would use Endurance to restrict Abilitieswhentired. WillpowerisalsousedtodeterminethenumberofMentalstressboxesthe characterhasforeachConsequence(seepg.223). SampleSpecialtyAspects TrainedtoResistTorture Sticksandstonesmaybreakmybones,butwordswillneverhurtme. QuitSmokingAfter20Years,ColdTurkey EternalOptimist WillWin,orWillDieTrying. InevermetasinIdidntlike. CantResistaGoodMeal

SpecialRulesRelatedtoWillpower MentalConflict(pg.220).ResistingFearandShock(pg.224)

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SocialAbilities
Deception
Deceptionistheabilitytolie,simpleasthat.Beitthroughwordordeed,its theabilitytoconveyfalsehoodsconvincingly. Characters with a high Deception Ability include con artists, spies, and politicians. For simple deceptions, a contest between Deception and an appropriate Ability (usually Empathy, Perception or Reasoning) is all that is necessary, but for deeper deceptions, like convincing someone of a complex lie or selling someone the New York Starport, a Mental conflict may be appropriate (pg. 220), complete with Deception attacks and mental stress being dealt. Sometimes, Deception is the undercurrent rather than the forefront of an action, and as such, the Ability may be used secondarily to modify,restrict,orcomplementanotherAbilitysuse. The GM needs to be very careful about adjudicating Defeated results in MentalconflictswhereDeceptionisinplay.Deceptionshouldnevercreate behaviorthatisatoddswiththebasicnatureofthetarget;anhonestman wontbetrickedintostealing,forexample,thoughhemaybetrickedinto, say,holdingstolengoodsifhehasnoreasontothinktheyrestolen. WhenDeceptionismostsuccessful,thetargetisputinapositionwherehis ownnatureforcesthedecisionthattheliarwantedhimtomake,muchthe same way the compulsion of an Aspect does. An honest man wont steal, unlesshe feels he hasto do soto protect something more important than his honesty. Some of the greatest crimes in history are perpetrated by people believing they are doing the right thing for their family or their country. Part of the reason a character with a high Deception is going to wantadecentEmpathyistoknowwhatdirectiontospinthingstowards. SampleSpecialtyAspects FastTalkingSalesman MasterofDisguise Itsnotcheatingifyoudontgetcaught. HoneyTonguedSeductress InnocentFace ClinchesHandsWhenNervous LegendaryCatBurglar

SpecialRulesRelatedtoDeception Disguise(pg.269),Forgery(pg.276),Hiding,ShadowingandCamouflage(pg. 279),MentalConflict(pg.220)

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Empathy
Empathy measures your capacity to understand what other people are thinkingandfeeling.Thiscanbehandyifacharacteristryingtospotaliaror wantstotellsomeonewhatthatpersonwantstohear.Empathyisusableas a defense against Deception, and is the basis for initiative in a mental conflict. Characters with a high Empathy Ability include gamblers, diplomats, reportersandsocialites. SampleSpecialtyAspects GoodJudgeofCharacter Betterthemthanme! KeenEarforLies EquatesAngertoFear SuckerforaPrettyFace Ifitsoundstoogoodtobetrue,itprobablyis. HatesMinorities

SpecialRulesRelatedtoEmpathy Animal Handling (pg.262), Mental Conflict (pg.220), Mental Initiative (pg. 210),SocialEspionage(pg.291),

Persuasion
Persuasion is the ability to manipulate people through social contact, and perhaps convince them toseeonessideofthings.Anytimea character wants to communicate; this is the Ability to use, which makes it appropriate for flirting, interviewing, intimidating,andinterrogating. Characters with a high Persuasion include actors, models, politicians, performers,reporters,andcops. Persuasionisoftenthefallbacksocial Ability. While Empathy and Deception are fairly specific in their applications, Persuasion is the catchall that covers everythingelse.

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Persuasion is often used to determine first impressions, as it is also a measure of your presence and overall appearance. It is also used to keep fromshowingyouremotionsonyourface. PersuasionisalsousedtodeterminethenumberofSocialstressboxesthe characterhasforeachConsequence(seepg.232). SampleSpecialtyAspects AlwaysQuickwithaSmile Honeycatchesmorefliesthanvinegar. Memberofthe101st EasyontheEyes CalmandRegalDemeanor Hesabitofascaryfellow. FriendswiththeRedEyeGang

SpecialRulesRelatedtoPersuasion Animal Handling (pg.262), Gather Information (pg.278), Mental Conflict (pg.220),

Allies,Foes,andContactsasPersuasionSpecialtyAspects
AcommonPersuasionSpecialtyAspectistheally,afriendorgroupof people wholl be willing to help you out directly, or provide you with useful information. Though maybe just as common is the bitter enemy, theguywhojustwontrestuntilyoureontheothersideofthegrass. TheseNPCAspectscanbeutilizedtogatherinformation,callforhelp,or becompelledbytheGMtomakeyourstoriesmoreinterested. Theexactnumberandstatsfortheseallies,contactsorenemiesareup toyouandyourGMtoworkout.Butalliesgenerallyshouldnotbeany morepowerfulthanyourcharacter,eitherasindividualsoragroup. GMs should keep in mind that allies and enemies can mean different things in different campaigns, and are very dependent on the type of campaignyouareplayingin. Forexample,inasurvivalhorrorgame,asingleallymaybeagreathelp to a PC. But in a game where characters are high ranking nobles, a retinueofbodyguardsmightbemoreappropriate. GMs and players should keep such things in mind when determining whatkindsofalliesandenemiesareappropriate.

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Chapter4AbilitiesandSp.Aspects

Resources
UsuallyResourcesissimplyameasureofavailablewealth,butthespecific formthistakes,fromafamilytrustfundtoawellinvestedportfolio,canvary from character to character (and may be indicated and enhanced by their Aspects).UsuallythisAbilitypassivelyinformstheGMwhatthecharacters available resources are, but Resources may still be rolled for large expenditures, like purchases and bribes. Some largescale conflicts may be abouttryingtooutspendtheotherguy;here,Resourcescanevenactasan attackordefenseAbility. How much specific things cost is covered in the Equipment chapter, starting on page 299, but there are a few things to bear in mind when players start throwing money around. Most importantly, as the GM, be willingtobegenerous.CharacterswithahighResourcesshouldbethrowing money around. That was the whole point of them putting ranks in that Ability. The important thing to remember is that money should be able to removeobstacles,butitshouldnotsolveproblems.Afatcontributiontothe mayors reelection campaign should get you an audience with him to pleadyourcase,butitshouldnotget him to solve your problem for you (unlesshesfantasticallycorruptorit otherwisemakestheplotofthestory moreinteresting). Whenacharacterisinaplacewhere they cant draw upon their usual resources, you may suffer a penalty on Resource rolls when making a purchase anywhere from a 1 for a modestamountofredtape,toa4if theyre limited solely to the already convertedlocalcurrencytheyhappentohaveintheirpockets.Thispenalty neednt indicate an increase in the actual Cost rating of the purchase; it instead represents the increased effort necessary to make the purchase happen. Characters with a high Resources include pirate lords, aristocrats and corporateleaders. ResourcesisalsousedtodeterminewhattypesofpersonalFacilities(see pg.273)acharactermayhaveaccessto.Aswellasdeterminingthenumber ofSocialstressboxesthecharacterhasforeachConsequence(seepg.232). IftheoptionalWealthStressTrackisbeingused,Resourcesalsodetermines thenumberofWealthstressboxesyouhave(sepg.242).

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SampleSpecialtyAspects BigWinneronWallStreet ThisisntaGun.ThisisaM104ArchonAssaultRiflewithagyroscopicrecoil compensatorand SmallbutSteadyPay MywifegotitallintheDivorce. TrevainFamilySword Canyousparesomechangesir? Picka(credit)card,anycard. SpecialRulesRelatedtoResources Crafting and Repair (pg. 267), Facilities (pg. 273), Starting Equipment (pg. 26),OptionalWealthStressTrack(pg.242),EquipmentCosts(pg.301)

ItemsasResourceSpecialtyAspects
Some Resources Aspects refer directly to specific items. For example, a charactermighthaveanAspectcalled,MyVeryFavoriteGunwhichreferstoa gun the character carries. In this case, the item should be either something importanttothecharacter,likeafamilyheirloom,orsomethingthatinmany ways defines who the character is, like a magic sword reforged to unite his peopleskingdom. TheseAspectstypicallyallowthecharactertohaveequipmenthedidntpay for at character creation. As a general guideline, the Cost of the item shouldnt be a factor, but the player needs to get the GMs approval. ObviouslytheGMshoulddisallowthecharactertotakeaResourcesAspectof My Uncles Star Ship when he plans to run a medieval fantasy game, or even something like Pimped Out Ride if the game is going to be set in an arcticwasteland. In exchange for the ease in which they were acquired, characters must spend a Fate Point to bring the equipment into a scene. However, once the Aspecteditemappearsinthescene,theyarethereforthedurationanddo not require further Fate Points until the scene is over, though they may be invokedforbonusessinceitisassumedthecharacterhasatalentforutilizing thisitem;thoughitcouldalsobecompelledifthesituationallowsforit. Also,GMsshouldthinkverycarefullybeforepresentingasituationinwhicha character loses a piece of Aspected equipment. If they are forced to lose suchanitem,theGMshouldprovideasimpleandquickmeansofrecovering theitem,orallowthemtoeitherreplacetheAspectwithanotheroneforfree, orjusttossthemafewXPsfortheirtrouble.

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Chapter5
Advantages WhatareAdvantages?
For the most part, Advantages are what separate the heroes from the masses.TheyaresimilartoSpecialtyAspectsinthattheygoastepbeyond Abilitiesinanefforttobetterdefinewhatyourcharactercando,butunlike SpecialtyAspects,theyarealwaysabenefittoyou. Advantagescomeinthreetiers;Expert,HeroicandPower.

ExpertAdvantages
ExpertAdvantagesarethespecialskillspossessedbyordinaryindividuals. They represent some measure of training and/or natural talent. They cost one Advantage Point (AP) each and usually grant one of the following benefits:
+1bonusonrollstoacertaintypeofaction,nomatterwhatAbilityisused. When rolling to perform a task, such as engaging in a mental conflict to seduceanothercharacter,yougaina+1bonus. +2bonusonspecificusesofanAbility.Thisbonusshouldonlyapplytovery specificusesofanAbilitythatslikelytoonlyoccurrarely,suchasa+2bonus toPerceptionwhenattemptingtoreadlips. Substitute one Ability for another in specific situations. A characters traininginoneAbilitymaybleedoverintoafieldnormallyassociatedwitha different Ability. For example, a martial artist may use Agility instead of Strengthtoattackunarmedorwithmeleeweapons. Special.Anysmallbenefitthecharactermayhave,suchasnotforcingyou tosufferthe1penaltyfortakingacertainactionasasupplementalaction. ThesebenefitsshouldbesmallandfunctionwithouttheneedofanAspect.

Later in this chapter you will find a laundry list of suggested Expert Advantages.However,thislistisfarfromcompleteandyouareencouraged to think up your own Expert Advantages using the guidelines mentioned above.

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HeroicAdvantages
The lone cop battling terrorists in a burning skyscraper, the cave diving archeologistbravingdeadlytrapsforancientrelics,thelonesoldierwagingaone manwarbehindenemylines;thesearethepeoplewithHeroicAdvantages. HeroicAdvantagesallowyoutoperformspecialactionsorgrantlargerbonuses thanthosegainedfromExpertAdvantages.Someofthemorepowerfuleffects generatedbyHeroicAdvantagescostaFatePointtoactivate. HeroicAdvantagescosttwoAdvantagePointstopurchase,andyouwillfinda listofseveralsuchabilitieslaterinthischapter.AndaswithExpertAdvantages, you will likely think up some more special abilities you think would make for goodHeroicAdvantages. As a guideline, Heroic Advantages tend to provide some of the following benefits, usually to grant the character some style or flavor. They are also usuallyaccompaniedbysomelimitationstokeepthembalancedandinteresting.

Providea+2bonustoabroaduseof Breaking or ignoring a specific a given Ability or a +3 bonus to a gameruleinexchangefor1FP. verylimited,specificuseofagiven BeingabletoaskyourGMforclues Not having to roll for obtaining a Abilityinexchangefor1FP Make a Specialty Aspect you already specific benefit (making friends, buyingequipment,etc.) haveintoaPersistent(P)Aspector gainanewnonphysicalPersistent Make an Assessment when you (P)SpecialtyAspect normallywouldntbeableto, Spend a FP to make a scene or zone Delaying the effects of Defeat in a Aspectintoa Persistent(P)Aspect specifictypeofconflict. foryouonly GrantingextraXPtoimproveother Add 2 additional boxes to a given traits. IncreasingyourRefreshRate. StressTrack.Canbetakenmultiple times, each time adding 1 SampleLimitations: additionalbox Limiting the use of the Advantage Reduce the amount of stress which toonceperroll,turnorscene overflows to the next row of a Advantage activates after taking a givenStressTrackby2 Consequence Getaspecialbenefitaftergenerating Advantage activates after Spininaroll. generatingSpin Attack a foe by spending 1 FP if you Advantage activates only on the generateSpininadefenseroll. firstattack/defenseroll Infiniteammo Advantageactivatesonlyinspecific Actingfirstinanycombat situations (social, outdoors, Gainabenefitforusingtwoweapons when driving a vehicle, in incombat businessmeetings,etc.) PerformaManeuverasafreeaction in exchange for 1 FP if you generateSpinonanattackroll

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PowerAdvantages
Power Advantages (or just Powers) grant special abilities beyond the grasp of normal men. Be they magic spells, psychic powers, cybernetic implants or strange abilities granted from exposure to nuclear arachnids. Powerssetthecharactersthathavethemapartfromallothers.Theoption to takePower Advantagesat character creation is up to your GM, and you shouldtakesomesortofCharacterAspectthatrelatestotheoriginsofyour Powers,probablyyourDefiningAspect. SeveralsamplePowersaredetailedinthischapter,bothtoserveasPowers youcanpickandchoosefrom;andexamplesofthoseyoucanmakeonyour own. ItshouldalsobenotedthatthevarioussupernaturalPowerslistedhereare effect based, meaning that what is described is the end result, and not necessarily the means of getting there. For example, lets take the Power called Power Attack, Ranged. This Power could be the result of a dragons fierybreath,awizardsmagicalspell,oracrazypyrokineticpsychic. While the trappings for each may differ, its the end result that we are concernedwithhereintherules.Thetrappingsimpacttherulesintheform ofAspectsthatcomewiththePower. For example, the Armor Power may be the result of hardened skin, a psychic shield, cybernetic plating, a magical barrier, etc. The basic mechanicaleffectremainsthesameforeach,butcanbedifferentiatedwith AspectslikePsychicBarrierorDurasteelPlating.

PurchasingaPower
WhenyoupurchaseaPower,thereareafewthingsyouneedtodo,some ofwhichmaynotbenecessarydependingonthePower.
1. 2. 3. PaythePowersbasecostinAdvantagePoints. SelectaPowerAspecttodefinethetrappingsofyourPower. Determine how the Power is activated. Some Powers require a roll, others a Fate Point, and some are activated for free. If need be, determine what StressTrackthePowerisassociatedwith. IfthePowerrequires,determinethePowerSourceandAffinityAbilityyouhave associatedwiththisPower. DeterminethevariablesofthePower,suchashowmuchstressitdealswithan attack,whatformyoucanchangeinto,etc. DecideonandpurchaseanyPowerModifiersyoumaywant. ConsiderhowthisPowermaybeusedinconjunctionwithaMetaPower. RecordanyadditionalAspectsgrantedtoyoubythePower,ifany.

4. 5. 6. 7.

8.

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PowerAspects
EachtimeyouselectaPower,youneedtodetermineaPowerAspectfor thatPower.ThisAspectdescribeshowthePowerworks,andlikeanyother Aspect,youcanspendaFatePointtoinvokeorcompelthisAspectanytime thePowerisused. HerearesomesamplesofPowerAspects,andhowtheymightbeused: Armor(MagicBarrier)CompelthisAspectwhenthecharacterneedstobe abletomakephysicalcontactwithanobject,butmustdeactivatehisarmor atadangeroustimetodoso. Enhanced Sight(Cybernetic Eyes) An enemy might compel this Aspect to affectyourvisionwithelectromagneticinterference. Flight (Angelic Wings) Compel this Aspect to hamper or make flight impossibleinenclosedareas. Illusion(PsychicImpressions)AnenemymightcompelthisAspecttogaina bonustopierceyourillusionsifhehassomesortofpsychicresistance. Lifeless (Undead) Invoke this Aspect as a bonus on rolls to hide from thermalsensorssinceyoudonotproduceyourownbodyheat. Power Attack, Ranged (Magic Lightning from the Hands) Invoke this Aspecttoattacktwoenemies(insteadofone)thatarebothstandinginthe samepuddleofwater. Power Attack, Melee (Touch of Death) Compel this Aspect if another sorcerer sees you using death magic in a setting where such magics are illegal. EmotionSwitch(PsychicConditioning)InvokethisAspecttogainabonus orrerolltodefendagainstafearbasedmentalattack. ExtraLimb(PrehensileTale)YoucouldinvokethisAspectforeffecttosay that you slam the door shut behind you without taking a supplemental action. Terrify(MindMagic)ThisAspectmightbecompelledifthepersonyouare affectingrunsintosomesortofantimagiczone,causingyourPowertofail.

PurchasingAdvantageswithResources
Youmay decide that someAdvantages canbe purchased with money. Cyberneticsarethemostcommoncase,butyoumaythinkofothers. If youallowan Advantage to be purchasedwith money instead of AP, theCostoftheitemneedstobedetermined. A goodbaseline fortheCost Ratingis twice the AP cost (minimum 4), butitcouldvarydependingonthesetting.

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InvokingPowerAspectsforEffect
Like any other Aspect, you may spend a Fate Point to invoke the Power AspectassociatedwithyourPowerforeffect. Forexample,youmayhaveaPowerthatallowsyoutoshootbeamsoffire fromyoureyes(PowerAttack,Ranged).Butperhapsyouarefightingalotof opponentsandwouldliketoattackeveryfoeinazoneinsteadoftargeting justone. In this case, you can spend a Fate Point to invoke your Powers Aspect (LaserEyes)tostatethatyouhavetheabilitytonarrowyoureyesandwiden yourbeam,allowingyoutostrikemorethanoneopponentatatime. LikeanytimeanAspectisinvokedforeffect,theGMhasvetopower.And itsalsouptohimtodeterminetheeffectsofyourunusualPowerusage. Inthelasereyesexampleabove,theGMmightdeterminethatyoucan indeed attack everyone in the zone at once, but your Powers Weapon Ratingisreducedby2becausethebeamisunfocussed. RememberthatyoudontwantonePCtostealtheshow.Ifaplayerwants to use his characters Power in a way that takes the spotlight away from anotherPC,suchasmimickingthatPCsPowerorjuststealinghismoment, theGMshouldnothesitatetoveto.

PowerSources
Many Power Advantages require you to describe an associated Power Source. Somesample PowerSources areArcane Energies, Supernatural Mutation,PactwithaDemon,PoweroftheMind,MagicalCreature, etc. This Power Source is simply a way to explain where your Powers come from,andhowtheyarecontrolled.Italsoplaysalargeroleindescribingthe trappings of your Powers and should somehow strongly relate to one of yourCharacterAspects. The Power Source serves no real mechanical function in the game, but helpstheplayerandtheGMbestdeterminehowsomePowersmayormay not affect each other, or how they are related. In most campaigns, characters with the same Power Source will also share the same Affinity Ability.

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TheAffinityAbility
InadditiontoselectingaPowerSourceyouwillalsoneedtopurchaseranks in an Affinity Ability for some Powers. This Ability functions like any other (Strength,Willpower,etc.)anddescribesyourmeasureofcontroloveryour PowerSource.ManyPowerswillrequireyoutorollyourAffinitytoactivatea Powerortodeterminehoweffectivelytheyareused. Youll need a separate Affinity Ability for every Power Source you have access to. And like other Abilities, Affinity Abilities default to a rating of 0 andcanbeimprovedatcharactercreationusingthesamepoolofrankswith which you purchase your other Abilities. And, of course, you can improve yourAffinityAbilitywithXPthesameasotherAbilities. Like Power Sources, the Affinity Ability itself can have many different names.ItmightbecalledArcana,Psyche,InnerStrength,etc.There are as many Affinity Abilities as there are Power Sources, and like other Abilities,AffinityAbilitiescanhaveSpecialtyAspects. SoifthedescriptionofaPowertellsyoutorollyourAffinity,thisisthe Abilityitisreferringto. OtherAffinityAbilityUses In addition to being rolled for a Powers activation or to otherwise help determine how effective your Powers are, an Affinity Ability may also be usedinplaceofsomeotherAbilitieswhendealingwithyourPowerSource. For example, a sorcerer might use his Arcane Affinity Ability instead of Perceptiontodetectandanalyzemagic;orinsteadofDeceptionwhentrying tohidemagicaleffectsorauras.

StandardAbilitiesasAffinityAbilities
TheremaybesomecaseswhereyouwantyourAffinityAbilitytobethe same as a regular Ability, such as the psychic whose powers stem from hisWillpower. In such cases, the GM should feel free to charge more XP to increase thatAbility.In this case, theXP costto increase theAffinity Ability is 15 insteadof10. AnotheroptionwouldbetoincreasetheAPcostofallAdvantagesthat usethatAbilityby+1. Or you may decide to both increase the XP cost of the Affinity Ability andtheAPcostofrelatedAdvantages.

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ActivationDifficultyandPowerStress
Many Powers are tied to one of your Stress Tracks. These Powers are draining, potentially exhausting the character in some way each time they areused.MostPowerswillaffecteitheryourphysicalormentalStressTrack, andwhichtrackyouuseshouldbedecidedonbetweentheplayerandthe GMpriortopurchasingthePower. Each time you use a Power with an activation difficulty, you roll your Affinity Ability against the listed difficulty. If you succeed, you activate the PowerandsuffernostresstoyourassociatedStressTrack. If you fail, unless the specific Power says otherwise, you still successfully activatethePower.However,yousufferthedifferencebetweentheresult ofyourrollandthedifficultyasstressontherelevantStressTrack. SomePowersrequireyoutorolltoactivatethePowerwitheachuse,while some may only require you to activate the Power once, and then it stays activefortherestofthescene.UnlessthePowerstatesotherwisehowever, youmustrollforactivationeachtimethePowerisused.

FatePointCost
SomePowersrequireyoutospendaFatePointtobeactivated.Remember that Fate Points do not represent effort on the part of the character, but reflecttheplayers ability toturn thespotlight on his character. In other words,somePowersarejustplaincoolorpowerful,andFatePointsareused tobalancethosePowersagainstothers. Powers most often have Fate Points costs when the Advantage needs somesortoflimitingfactor,butstressjustdoesntmakesense.

PowerModifiers
WhenpurchasingaPower,firstlooktothebasecostofthePower.You may then, depending on the Power, be able to purchase the Power at a higher or lower Advantage Point cost in exchange for a more potent, weakened,orsimplydifferenteffect.Notethatmodifiersmayneverreduce the cost of an Advantage below 1. These Power Modifiers are listed at the end of the Powers entry and might be written as something like +1 (Improved Potency). This means that by paying one additional AP when purchasingthatPower,yourPowerismodifiedinthewaydescribed. Unless otherwise stated, you may purchase a Power Modifier multiple timestogetincreasinglymorepotenteffects.

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AspectsfromAdvantages
SomePowersgrantyouadditionalAspectswhenthePowerispurchased, orafterthePowerisused.ThisAspectcanbeinvokedorcompelledlikeany other.TheAspectmayremainforever,untilcertainconditionsaremet,orit maydisappearifthePowerisswitchedoff.

RangeandTargeting
Unless otherwise specified, Powers have a Range rating equal to its associatedAffinityAbilitysrank.ThisRangeratingfunctionsexactlylikethe Rangeratingofrangedweapons(seepg.300). You may only affect a target you can see or touch unless you have some wayofknowingEXACTLYwhereyourtargetis.

ActivationTimeandDuration
TheamountoftimeittakestoactivateaPower,andhowlongitseffects last once activated, varies from Power to Power. You can find this informationineachPowersentry. NotethatsomePowershaveanactivationtimeofOneTurn;thismeans that activating the Power is all a character can do on his turn. He may not moveorperformanysupplementalactions.

MetaPowers
ThissubgroupofPowerAdvantagesworkdifferentlythantherest,actually granting you more Advantage Points or modifying the way other Powers work. And in some cases, such as with Control or Ritual Power, the Meta PowermaycompletelychangethewayyouusePowersaltogether. TheMetaPowersaredescribedattheendofthischapter.

Metro,World,Galaxy,CosmicandInfinity
Remember that Super Heroes should not be allowed to purchase Powersatalevelhigherthantheirclass.Forexample,eveniftheyhave the AP to do so, a Metro Class Super Hero should not be allowed to purchaseWorldClassSuperStrength. Thesevaryinglevelsofapowerarelistedafterthemainentryalong withtheirbasecostsandadditionaleffects.

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PowerSources,AffinityAbilitiesandtheCampaign
Its usually a good idea to determine ahead of time how Powers are goingtoworkinyourcampaignssetting.Youwanttobeconsistentso thattheplayerscancometoknowwhattoexpectfromdifferentPower Sources,andunderstandhowtheydiffer. Forexample,letssaytheGMwantstorunagameinatypicalfantasy setting.Inthatcase,hemightpreparethefollowingaheadoftime: PowerSource ArcaneMagic* DivineMagic** PsychicPower

AffinityAbility Arcane Faith Willpower***

StressTrack Mana None Mental

* All spell casters must take the Weakness MetaPower which requires them to chant arcane incantations and make gestures when usingtheirPowers.Thisisworth2AdvantagePoints.Theymustalsotake theCustomStressTrackAdvantagetogaintheManaStressTrack. **Mustobeythewilloftheirgod.AllPowershavetheLimitationthat they may not be activated if doing so would oppose the will of their patrongod.ThisreducesthecostofallsuchPowersby1.Mayonlyuse PowersthatcanbeactivatedwithFatePoints. *** The AP cost of all Powers is increased by 1, and when increasing WillpowerwithXP,thecostis15perrankinsteadof10.

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SampleExpertAdvantages
AcrobaticYou gain +2 on rolls related tosurviving falls and negotiating a difficultenvironment. AlertnessYougaina+1onanyrollstodetectandavoidanambush. AmbushPredatorYougaina+2bonusonphysicalattacksmadeagainstan ambushedopponent. AnimalEmpathyYougain+2onrollstodiscernthemotivesofanimalsand tomakeAssessmentsrelatedtoanimals. ArchitectofDeathWhenevermakingaCraftrollinvolvingthecreationor repair of implements of war, such as weapons or combat vehicles, you gaina+2bonus. Artist You are an authority in a specific artistic field, be it painting, sculpting, singing, dancing, etc. You gain a +2 on all rolls related to your specified field of artistic creation or performance. You may take this Advantagemultipletimes,eachtimegaininganotherspecialty. BlackHatYougaina+2onKnowledgerollstohackintoasecurecomputer system. Book Worm Gain a +2 bonus on all rolls to research information about a specificperson,place,orthingusingalibrary. Con Man Substitute Deception for Empathy when trying to perform an AssessmenttodiscoverwhatAspectsapersoncouldhave. Criminal Mind Substitute Deception for Perception when investigating a crimescene. Deadly Grace You may substitute Agility for Strength when fighting unarmedorusingameleeweapon. DemolitionistIfyouhavetimetoproperlyplaceandsetanexplosive,the explosionsforceratingisincreasedby3becauseyouknowhowtoplace thebombsatthetargetsweakpoints. DigitalSpiderGaina+2bonusonallrollstoresearchinformationabouta specificperson,place,orthingonacomputernetwork. Direction Sense You almost always know which direction is north. In situationswhereyouneedtorolltokeepfromgettinglost,yougaina+2 bonus.

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Doctorate You are an authority in a specific scientific field, be it physics, chemistry,medicine,etc.Yougaina+2onKnowledgerollsrelatedtoyour specifiedfield,ora+1bonustomakerelevantDeclarations.Youmaytake this Advantage multiple times, each time selecting a new subject to gain thebonus. Engineer You are an authority in a specific engineering field, be it computerhardwareorsoftware,explosives,vehicles,etc.Yougaina+2on allCraftrolls,orrollstomakeAssessmentsrelatedtoyourspecifiedfield. You may take this Advantage multiple times, each time selecting a new fieldtogainthebonus. EyeforCrimeYougaina+2bonusonPerceptionrollstonoticesomeone performingacriminalact. FastTalkerWhetherthetruthoralie,yougaina+2onanyrolltoconvince anotherpersontobelievewhatyousay. FearlessYougaina+2bonusonWillpowerrollstodefendagainstfear. FiringDisciplineYougaina+2bonusonReasoningrollstoavoidrunning outofammo. First Impressionist You gain a +2 bonus to the first Persuasion roll you maketoattractorimpressaperson. FleetofFootYougaina+2bonusonrollstoRun. FlyBoyYougaina+2bonusonrollstopilotanaerialvehicleorspacecraft, oryoumaygrantthatbonustoyourvehiclewhenitneedstomakerolls. FreeRunner(orTraceur)Yougaina+2bonusonAgilityrollstotraverse difficultenvironments,suchasduringachase. GearHeadYougaina+2onCraftrollstorepairormodifyvehicles. GoodInvestmentOncepersessionyoucangaina+2bonusonanysingle Resourceroll. GrapplerYoumaysubstituteAgilityforStrengthwhenattemptingtopush, pull,throw,restrain,pinortripanother.(SeeChapter7formoreonthese actions) Grace Under Fire You gain a +2 on rolls for initiative during physical conflicts. GreasetheWheelsSubstituteResourcesforPersuasionwhenattempting tomakeabribe.

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HardStyleYouaretrainedinastyleofmartialartsthatemphasizeshard strikes, blocks and direct counters. Your fists and feet gain a Weapon Ratingof+2.ActionHeroesmaytakethisAdvantagetwice,whileMythic Heroesorhigherpowerlevelscantakeituptothreetimes. HeadquartersYougainanewFacilitywitharatingequaltoyourResources +1 if it is a general Facility or +2 if it is specialized. You may take this Advantage multiple times. Each time your Facility gains a new function (Library,LaborWorkshop),oryouincreasetheratingofoneFacilityyou alreadyownby+1. Seepage273formoreonFacilities. HunteroftheWildGaina+2bonusonrollstosetambushesandlaytraps inthewilderness. Hide In Plain Sight You gain a +2 bonus on rolls to hide in a stationary position. In the Name of Science Gain a +2 on all social rolls in which you need to convinceanothertodoasyousay,intheinterestsofscientificresearch. LegalEagleGaina+2bonusonallsocialinteractionorconflictrollswhen dealingwiththelaw. Linguist You can speak three additional languages. You may take this Advantagemultipletimes,eachtimegainingoneadditionallanguage. Lip ReadingYoucan gain a +2 bonus tolisten in on conversations where youcanonlyseepeopletalking. LocksplitterGaina+2bonusonrollstopicklocksorcracksafes. LongShotWhenyouarewieldingafirearm,itsrangeratingisincreasedby +1. Master of Disguise You gain a +2 on rolls to disguise yourself, or remain disguised. MimicYougaina+2bonusonDeceptionrollstomimicsounds. MoneyTalksSubstituteResourcesforaKnowledgerollbyofferingaround arewardforinformation. MonkeyManYougain+2onAgilityrollstoclimb. Mounted Warrior Riding and controlling a mount does not count as a supplementalactionforyou.Insteaditisafreeactionsoyoudonotsuffer a1penaltyonyourprimaryaction. PreciseMemory+2onrollstorecallinformationyouhavepreviouslyseen orheard.

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QuickDrawYoutakenopenaltyfordrawingaweaponasasupplemental action.Insteaditisafreeactionsoyoudonotsuffera1penaltyonyour primaryaction. QuickStepYoudonotsufferapenaltyfortakingasupplementalactionto movebeforeoraftermakingaphysicalattack. ScaryYougaina+2bonustoPersuasionrollstofrightenothers. Scene of the Crime Gain a +2 bonus on rolls to notice clues at a crime scene. SenseDeceptionYougaina+2onEmpathyrollstodetectalie. Shadow Gain a +2 bonus on all rolls to follow or sneak up on another personunseen. SmoothOverYougaina+2bonustoPersuasionrollstocalmothers. SniperYougaina+2bonustoPerceptionrollstoperformtheTakeAim Maneuver.Seepg.293formoreonTakingAim. Soft Style You are trained in a style of martial arts that emphasizes misdirection and turning anothers momentum against them. Gain a +1 bonusonAgilityrollstodefendagainstmeleeattacks.ActionHeroesmay takethisAdvantagetwice,whileMythicHeroesorhigherpowerlevelscan takeituptothreetimes. Spatial Memory Gain a +2 bonus on rolls to recall information about an areayouvepreviouslyinvestigated. SurgeonYougaina+2bonusonrollstoadministermedicalaidtoyourself oranother. ScavengerGaina+2bonusonScavengingrolls. StickyFingersGaina+2onrollstopickpocketsorfilchunattendeditems. StrikingLooksYougaina+2bonustoPersuasionrollswhendealingwith membersoftheoppositesex,orhomosexualmembersofyoursamesex. Survivalist Gain a +2 bonus on rolls to find food and water in the wilderness. TakesOnetoKnowOneSubstituteDeceptionforEmpathywhentryingto determineifanotherpersonislying. TrackerGaina+2bonusonrollstotracksomeone(orsomething)onthe move. Trained Rider You gain a +2 bonus when making rolls to determine how wellyoucanridealivingcreature. Trap Sense Substitute Deception for Perception to detect traps and alarms.

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WeaponSpecialistSelectacategoryofweapons.Yougaina+1bonuson all attack rolls with a weapon of that category. You may take this Advantage multiple times,each time you mustselect a different weapon category.Thecategoriesareunarmedattacks,lightblades,heavyblades, bludgeoning weapons, bows and crossbows, beam firearms, projectile firearms,orexplosives. WellKnown Your name is wellknowninmanycircles. Ifyouareusingyourname, you gain a +2 on the first Persuasion roll on any person who has heard of yourreputation. Wheel Man You gain a +2 bonus on rolls to drive a groundvehicle,oryoumay grant that bonus to your vehicle when it needs to makerolls. White Hat You gain a +2 bonusonallrollstodefend a computer network or system under your control againstintrusion. WrestlerYougain+2bonus to grappling related rolls, such as when attempting to push, pull, throw, restrain,pinortripanother. (SeeChapter7formoreon these actions). Action Heroes may take this Advantage twice, while Mythic Heroes or higher powerlevelscantakeitup tothreetimes.

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SampleHeroicAdvantages
These Advantages always cost 2 AP to purchase and sometimes require a Fate Point to activate. Unless otherwise specified in the Advantages description,AdvantagesthatrequireaFPtoactivaterequirethecosttobe paideachtimeitisused.

AbsolutelyStunning
You are so astoundingly beautiful and graceful others have a hard time disagreeing with you. You gain Absolutely Stunning(P) (Persuasion) as a persistentSpecialtyAspect.

AcrobaticExploit
Any time you generate Spin on an attack roll you may move into an adjacentzoneasafreeaction.

AdaptiveMastery
Whendisguisedasanotherperson,yougaina+2bonusonanyAbilityroll that would be strongly associated with the role you are playing. For example, youd gain a +2 bonus on rolls related to carpentry if you were disguisedasacarpenter.

AnimalKen
Animalsarenaturallyinclinedtolikeyou.Hostileanimalstendtogrowcalm inyourpresence,andyouhaveagiftfortrainingthem.SpendaFatePointto gain a +3 bonus on any roll required to interact with an animal in a non violentway.

AssassinStrike
Youknowhowtostrike,usingameleeweapon,todealthemostdamage to your opponent. You know how to get around armor, anticipate your targets movements, and strike at their weak spots like vital organs and pressurepoints. When attacking an ambushed target (see pg. 262) with a melee weapon, youmayspendaFPtoadda+3bonusonyourfirstattackroll.

ConstantVigilance
Youarealwaysonthelookoutfortroublesoyougeta+1toanyinitiative roll.Inaddition,ifyouareambushed,youmayspendaFatePointtodefend yourselfnormally.

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CounterAttack
Whenever you generate Spin on a roll to defend yourself against a melee attackorclose(samezone)rangedattack,youmayspendaFPtogainafree immediatemeleeattackagainstyouropponent. Thisisasinglemeleeattack,eitherunarmedorwithaweaponinhand(or already active Melee Power Attack), and you may not perform any supplementalactionsormove.Youstillgetthenormal+1Spinbonuswhich canbeaddedtothisattack.

CoverofDarkness
YoumayspendaFPtomakeanysceneorzoneAspectthatrelatestodim lightordarknesspersistentforyouonly.

CustomStressTrack
Powers that require an activation roll generally deal stress to either your physical or mental Stress Track if you fail to meet the activation difficulty. ThisAdvantageprovidesthecharacterwithsomesortofthirdStressTrack, suchasMana(pg.245),toapplythatstressto. TheStressTrackfunctionslikeanyotherandyouhaveanumberofstress boxesperConsequenceequaltotwiceyourAffinity.Seepg.240formoreon addingadditionalStressTrackstoyourgame.

CripplingBlow
YoumayspendaFatePointtoincreasetheWRofameleeweaponby+3 foryournextattack.Thismustbeannouncedbeforethedicearerolled.

DazingBlow
ByspendingaFPjustafterperformingameleeattackthatdealtstressyou may roll your Strength, contested with the targets Endurance, as a free action. If you succeed, you may place a Dazed Aspect on your foe. And as withmosttemporaryAspects,thefirstpersonwhoinvokesorcompelsthis Aspectcandosoforfree. The Dazed Aspect lasts until the end of your targets next turn. Each turn thereafter,thevictimcanmakeanEnduranceroll(Diff:2),asafreeaction,to removetheAspect.

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Dervish
When wielding a melee weapon in each hand you gain the persistent Aspect Dervish(P). This Aspect could be invoked for a bonus or reroll on attack rolls with either of the weapons you wield, but compelled any time youmightneedbothhandstoperformanaction.

Experienced
You gain 20 Experience Points you can spend in any way. See pg. 29 for moreonspendingExperiencePoints. This Advantage is special in that, with the GMs permission, characters of theCommonerorExpertPowerLevelcantakethisAdvantage.Ifpurchased as an Expert Advantage, Experienced costs 1 Advantage Point, but only grants10XP.

FiveMinuteFriends
For a Fate Point, you can make a steadfast friend in a place youve never been,givenachanceforfiveminutesofconversation.ThisAdvantagemakes nearly impossible opportunities to make friends merely improbable, improbable opportunities probable and probable opportunities outright certain. If you later choose to take your new friend as a Persuasion Specialty Aspect,youmaypurchasetheAspectforonefewerXP.

GeekSpeak
You are really good at seeding a conversation with just enough techno babbletobaffle,confuseanddeceiveothers.Oncepersceneyoumayspend a Fate Point and add a +3 bonus to any Persuasion or Deception roll to convincesomeoneofafactinregardstosometechnicaltopic.

GeniusatWork
Youhaveatalentforanalyzingasituationandfiguringouthowtogetthe mostbenefitfortheleastamountofeffort.Thiscouldmeanworkingoutthe bestwaytobuildasimpletool,orjustknowingexactlywheretohit(orwhat tosayto)anopponenttomakeithurtthemost. When you select this Advantage, select either Knowledge or Reasoning. Once per scene, you may spend a Fate Point and use either Knowledge or ReasoninginplaceofanyotherAbilityonasingleroll.Advantagessuchas DoctorateorEngineermayalsoofferanadditionalbonusiftheyarerelevant tothetask.

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GunsAkimbo
When wielding a ranged weapon ineachhandyougainthepersistent AspectGunsAkimbo(P).ThisAspect could be invoked for a bonus on attack rolls with either of the weapons you wield, but compelled any time you might need both handstoperformanaction.

GutFeeling
You tend to have a primal instinct about people and situations. You may spendaFPtoasktheGMforaclueorbitofadviceinregardstoaperson, place or thing. For example, he might tell you that you get a bad feeling abouttheplanyouguysarerelyingonifhedoesntthinkitwillworkorthat forsomereasonyoudontfeellikeyoucantrustanNPCthatisplanningto betrayyou.

GroundandPound
If you generate Spin on any attempt to push, pull, throw, restrain, pin or tripanothercharacter,youmayspendaFatePointandimmediatelymakean attackagainstthepersonyouperformedthisManeuverupon.Thisisasingle melee attack, either unarmed or with a weapon in hand (or already active MeleePowerAttack),andyoumaynotperformanysupplementalactionsor move any more than you normally would when performing one of these typesofactions.

HollywoodBullets
Yourcharacterneverseemstorunoutofammo.Anytimeyoufailarollto seeifyouareoutofammo,youmayinsteadspendaFatePointtodeclare thatyoustillhaveammoleft.

InspiringLeadership
Youhaveagiftforgettingyourfriendsbackontheirfeet,dustingthemoff, and putting them back in the game. You are a natural leader and an inspiration to those around you. Spend a Fate Point. You are granted a numberofFatePointsequaltoyourPersuasiontofreelydistributetoanyPC orNPCallieswhocanhearyourcommandsorwordsofencouragement.This isafreeaction,andtheseextraFatePointsmustbespentduringthisscene orbewasted. These Fate Points may not be later given away or traded using other Advantages.

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IronWill
You gain two more stress boxes for each set of stress boxes on your MentalStressTrack.YoumaytakethisAdvantagemultipletimes,eachtime addingoneadditionalstressbox.

IveGotJusttheThing
You have a tendency to carry a number of gadgets and tools with you, somemundane,someabitmorespecialized.WiththeexpenditureofaFate Point,youcandeclarethatyouhavejustthetoolforanyparticularjob.And notjustanytool,butaqualitytoolwellsuitedforthetaskathand.Thetool grantsa+2bonusonrollswhenusingit,regardlessofitsexacttype.

Juggernaut
As long as you are wearing armor with the Bulky Aspect, that armors ArmorRatingisincreasedby+2.

LastStand
If you are Defeated in a physical conflict, you can spend a Fate Point to delay the effects for one round, during which you gain the Determined(P) Aspect. Soyouvegotoneturntodosomethingbeforeyoumustsettletheeffects oftheDefeat.

LightningReflexes
You have an amazing gift for instantly reading a situation and reacting appropriately.Wheneveryouarecalledupontorollinitiativeyoumayspend aFatePointtoautomaticallygofirst.

LivingLieDetector
You know what physical quirks to look for when someone tells a lie, and you are good at spotting them. Spend a Fate Point to gain a +3 bonus on rollstodetectalie.

MasterTactician
AnytimeyougenerateSpinonanattackrollinaconflict;youmayspenda FatePointtoattempttoperformaManeuverasafreeaction.

MoneyisNoObject
OncepergamesessionyoucanspendaFate Point andforego rolling the dice on a Resources roll to buy an item. Instead, you may just assume the

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dicerollresultedina+4.IfyouusethisAdvantageduringcharactercreation youbeginyourfirstgamesessionwithonefewerFatePoint.

OfftheGrid
Youarenobody.Littlerecordofyourlifeexists.Youdonotshowonmost governmentrecords.YouhavenofingerprintsorDNAonfileanywhere.You dont have a social security number, nor can anyone find your medical recordsoracreditratingforyou. WhenyoutakethisAdvantage,itisassumedyouhavemanagedtofinda way to make it in this world without being tracked, and that you spend a portion of your down time working to keep your tracks covered. You may needtotalkthespecificsoverwithyourGM. Peopleseekingtousethesystemtotrackyoudownsuffera3penalty.

OneBulletLeft
YoumayspendaFatePointanddeclarethatyouhaveonebulletleft.Your nextattackroll,usingyouroneremainingbullet,gainsa+3bonus.Youare thenoutofammo.

Opportunist
You are especially adept at spotting flaws and weaknesses and taking advantageofthem.Onceperscene,duringaconflict,youmayspendaFate PointtoattempttoperformanAssessmentasafreeaction.

Payback
Any time youare physically attacked, and suffer a Consequence, you may spendaFatePointandimmediatelymakeanattackagainstthepersonwho injuredyouasafreeaction. Thisisasinglemeleeattack,eitherunarmedorwithaweaponinhand(or already active Melee Power Attack), and you may not perform any supplementalactionsormove.

PersistentSpecialty
SelectoneofyourSpecialtyAspectsthatdescribesyourextremeexpertise (or shortcomings!) in a particular skill, or a close attachment to a person placeorthing.ThatAspectbecomespersistent. Rememberthat,aswithallpersistentAspects,thisAspectcanbeinvoked forfree.YoualsowontgetaFatePointwhenthisAspectiscompelled,and youmustalwayspayaFatePointtodenyacompelofthisAspect. Seepg.59formoreonpersistentAspects.

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PromiseofPain
You have a very intimidating demeanor and know exactly how to play on thefearsofanothertogetwhatyouwant.YoumayspendaFatePointto adda+3bonusonyournextPersuasionrollmadetointimidate.

RazorTongue
Youhaveacunningwitandknowjustwhattosaytogetundersomeones skin.YoumayspendaFatePointtoadda+3bonusonyournextPersuasion rollmadetoangeryouropponent,possiblyforcinghimtoattackyou.

Reputable
YougaintwomorestressboxesforeachsetofstressboxesonyourSocial StressTrack.YoumaytakethisAdvantagemultipletimes,eachtimeadding oneadditionalstressbox.

Resilient
You gain two more stress boxes for each set of stress boxes on your PhysicalStressTrack.YoumaytakethisAdvantagemultipletimes,eachtime addingoneadditionalstressbox.

SlipperyCombatant
If you generate Spin on a defense roll against a melee attack, you may instantlymovetoanadjacentzoneasafreeaction.

Strategist
Youareadeptatseeingandexploitinganenemysweaknessesinaphysical conflict.Thesemightbetendenciestomoveacertainway,apropensityto telegraphattacks,oraliteralchinkinhisarmor.SpendaFatePointtogaina +2bonusonattackrollsagainstoneopponentforthedurationofthescene. Each time you use this Advantage during this scene, you must select a different enemy to gain this bonus against. You cannot use it twice on the sameenemyfora+4bonus.

Tenacious
AnytimeyoutakeMentalstressthatforcesyoutosufferaConsequence, and it overflows into the next set of stress boxes, reduce the amount of stressthatoverflowsby2.

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Tireless
Youareveryfitandcapableofpushingyourbodymuchfurtherthanmost. YourEnduranceisconsideredtworankshigherforrollsinwhichEndurance restrictsanotherAbility. Inaddition,youcangetbyjustfinewithonlyfourhoursofsleepeachnight.

Toughness
AnytimeyoutakePhysicalstressthatforcesyoutosufferaConsequence, and it overflows into the next set of stress boxes, reduce the amount of stressthatoverflowsby2.

TwinArrow
Whenshootingabow,youcanloaduptwoarrowsandfirethembothat thesametime.SpendaFatePointtomaketwoattacksaspartofthesame simple action. Both attacks may be directed at the same target, or two targetsinthesamezone.

Untouchable
Any time you take Social stress that forces you to suffer a Consequence, and it overflows into the next set of stress boxes, reduce the amount of stressthatoverflowsby2.

ViciousComeback
Whenever you generate Spin on a roll to defend yourself in an argument (mentalconflict),youmayspendaFPtogainafreeimmediatementalattack againstyouropponent. This is a single attack. You may not perform any supplemental actions or move. Youstillgetthenormal+1Spinbonuswhichcanbeaddedtothisattack.

WeaponExpertise
Selectaspecifictypeofweapon.Yougaina+2bonusonattackrollswith this weapon. You may take this Advantage multiple times, each time you must select a different weapon category. The categories are unarmed attacks, light blades, heavy blades, bludgeoning weapons, bows and crossbows,beamfirearms,projectilefirearms,orexplosives.

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PowerBaseCostPg.# Absorption V 111 Affliction 2 112 AnimateDead 3 112 Armor 1 113 AstralDoorway 5 114 AstralPassage 6 114 AstralPerception 1 115 AstralProjection 3 117 AugmentedMovement 1 117 Awe 2 118 Barrier 3 119 Binding 2 120 Blessing 2 121 BodyWeaponry 1 121 Breathless 2 122 1 122 Chameleon Clairsentience 3 124 ComputerImplant 1 125 Echolocation 1 126 Elasticity 2 126 EmotionSwitch 1 126 EnhancedHearing 1 127 EnhancedSenses 3 127 EnhancedSight 1 128 EnhancedSmell 1 129 EnhancedSpeed 1 129 EnhancedReflexes 3 130 EnvironmentalProtection 1 131 ExtraLimb 1 131 Flight 3 131 3 133 GestaltMind Grow 1 134 Heal 2 135 1 136 HiddenCompartment Illusions 2 137 ImbueArmororShield 3 138 ImbueWeapon 3 139 InfluenceThoughts 3 139 PowerBaseCostPg.# Insubstantial 6 141 Invisibility 3 142 Leach 3 143 Lifeless 3 143 MachineSubmersion 1 144 Mindlink 1 145 MindProbe 4 145 MindWipe 3 147 Morph 2+ 149 MorphLiving 5 151 Multiply 2 151 NightVision 1 153 Nullify 1 153 PhotographicMemory 2 154 Poison 1 155 5 155 Possession Postcognition 4 157 PowerAttack,Melee 2 159 PowerAttack,Pulse 3 161 PowerAttack,Ranged 3 163 Precognition 4 166 ReadEmotions 2 167 ReadThoughts 2 168 RepelCreature 1 169 Regeneration 2 170 Resistance 1 171 Sense 1+ 171 Shapeshifting 9 173 Shrink 1 174 Sleepless 2 175 2+ 175 SummonCreature 6+ 176 SuperAgility SuperEndurance 3+ 177 SuperStrength 4+ 178 Telekinesis 3 179 TeleportOther 4 180 TeleportSelf 4 181 TeleportationPortal 6 182

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PowerBaseCostPg.# Terrify 2 183 ThermalVision 1 184 Transmogrification 4 184 Trans.MatterorEnergy 5 185 WallWalker 2 186 WeaponMastery 2 187 XRayVision 2 187 MetaPowerBaseCostPg.# ConditionalTriggerVaries 188 Control 5+ 189 CraftPowerItem 1 197 199 LimitationSpecial LinkedAdvantageSpecial 200 RitualPower1per5RPs 201 WeaknessSpecial 203

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SamplePowerAdvantages
Absorption
SamplePowerAspects:FireEater,MutantForceAbsorption BaseAPCost:Varies Activation:None RequiresaPowerSourceandAffinityAbility Youarecapableofabsorbingtheenergyofcertaintypesofattacks,suchas from fire or lightning. The AP cost of this Power depends on the type of energyyoucanabsorb,andcanbefoundbelow:
APCost 2 4 6 SampleEnergy Heat,Cold,Electricity,Radiation PsychicorMagicEnergy KineticEnergy

Whenattacked with a typeofenergy you can absorb, that stress is taken onaspecialAbsorptionStressTrack.Thenumberofstressboxesthistrack hasperConsequenceisequaltoyourAffinityAbilityx2. When you select this modifier, you need to decide whether the Consequences you suffer are physical or mental in nature. For example, absorbing too muchfire might resultin a Minor Consequence of Runninga Fever(Physical)orHotTempered(Mental). ConsequencesonthisStressTrackdowngradeatthesamerateasphysical ormentalConsequences.

Modifiers
+1 (Improved Absorption): Your Absorption Stress Track has 2 more stress boxesperConsequence. +1 (Power Supply): You may instantly downgrade a Consequence from your Absorption Stress Track to gain a +2 bonus on your next roll for a single physicalAbility,oryournextrolltoeitheractivateoruseanotherPowerof yourchoosing.TheAbilityorPoweryouarecapableofboostingmustbe chosenwhenthisPowerispurchased. For every additional AP you spend on this modifier, you may select one additional physical Ability or Power to which you can apply this bonus, thoughyoumayonlyapplythisbonusonceperturn. +1 (Purge): If you have the Power Supply modifier, you may instantly downgrade any Consequence on that Stress Track as many steps as you desire.Foreverystepdowngraded,yougainanadditional+2bonus. Forexample,ifyoudowngradedaSevere(P)Consequencetocompletely recovered(3steps),youdgaina+6bonus.

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Affliction
SamplePowerAspects:InfectedSweat,SickeningCurse BaseAPCost:2 Activation:FatePoint ActivationTime:Activateswithtouch,SimpleAction RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytospreaddisease.Withatouch,youexposeyourtargetto some sort of noncontagious disease. In a conflict, this is resolved as a normal physical attack, using your Agility (defended against by Agility) to touch your target.Armormaymakethismoredifficult. Ifyousuccessfullytouchyourtarget,hehasbecomeAfflicted.Thediseasehas aPotencyequaltoyourAffinity.Seepg.269formoreondiseases.

Modifiers
+1(ImprovedPotency):Thepotencyofyourdiseaseisincreasedby+2. +1(Contagion):VictimsofyourAfflictionarecontagious.

AnimateDead
SamplePowerAspects:NecromanticSpell,OtherworldlyRadiation BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility
Youcaninfusethebodyofadeadcreaturewithsomesortofanimatingenergy, restoring it to a mockery of life. The dead creature is a mindless automaton directedbyyourwill.AllofitsPhysicalAbilitiesremainunchanged,butitsMental Abilitiesarereducedto1anditsSocialAbilitiesarereducedto3.Thecreatures StressTracksmayneedtobeadjustedtoaccountforthesenewAbilityratings. You can issue commands by voice as a free action, or telepathically as a standardorsupplementalaction.Thecreaturewillobeyyourcommandstothe bestofitsability,butitslimitedmentalcapacitiesleaveverylittleinthewayto adapt to changing circumstances. Animated creatures have the Aspect Undead(P), gain the Lifeless Advantage, and can suffer a number of ConsequencesequaltoyourAffinity(max4).

Modifiers
+1 (Fortified): For every additional AP you spend on this Power, you increase anyPhysicalAbilitypossessedbyacreatureyouanimateby2ranks. +1(Smart):ForeveryadditionalAPyouspendonthisPower,youincreaseany MentalAbilitypossessedbyacreatureyouanimateby2ranks.

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Armor
SamplePowerAspects:MarbleFlesh,PsychokineticShield BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene
Youhavetheabilitytoinstantlywrapyourselfinsomeformofprotection.This maybehardenedskin,naturalarmorplating,areinforcedskeleton,etc. Whenactivated,this Power grantsanaturalArmorRatingof2+thesettings TechLevelforthedurationofthescene.IfthesettingusesmultipleTLs,usethe highest. Unlikemostbonuses,theArmorRatingprovidedbythisPowerdoesnotstack with that provided by wearing actual armor. If you have this Power and also weararmor,youusethegreaterofthetwoArmorRatingsprovided.

Modifiers
+1 (Improved Armor): For every additional AP you spend on this Power, the ArmorRatingprovidedisincreasedby2. +1(Insulating):Thearmorcreatedisnotdirectlyconnectedtoyourbody,such as with a force field. Subject to the GMs ruling, some attacks that normallyignorearmormaystillbehamperedbythisPower. +1 (Light Compatibility): You may stack up to 2 points of the granted Armor RatingfromthisPowerwiththatofwornarmor. +2(HeavyCompatibility):Youmaystackupto4pointsofthegrantedArmor Rating from this Power with that of worn armor. You may not also purchaseLightCompatibility. +2(Passive):Yourarmorisalwaysonandneednotbeactivated.

SuperArmor
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis Power.ThesuperversionsofthisPowerfunctionexactlythesameasthe normal version, but have a higher base AP cost in exchange for an increasedAR. ThefollowingchartliststheAPcostforeachclass,andtheARprovided bythisPoweratthatlevel:

ClassBaseAPCostBonus MetroClass 3 +5 WorldClass 5 +10 GalaxyClass 7 +15 CosmicClass 9 +20 InfinityClass 11 +25

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AstralDoorway
SamplePowerAspects:MagicDoor,BuiltInRiftGenerator BaseAPCost:5 ActivationDifficulty:10 ActivationTime:SimpleAction Duration:Scene RequiresaPowerSourceandAffinityAbility Youcanopenagatewaytotheastralplane,shreddingthebarrierbetween worldsandleavingagapingholeforyouandotherstocrossover.Youcan alsousethisPowertoopenadoortothematerialrealmifyouarealreadyon theastralplane. Thedoorwaycanbeplacedanywherewithinrangeandtakestheshapeof averticalholeintheair.Theopenareaofthedoorwaycanbeaslargeasone squareyardperrankinyourAffinityAbility. Onceopen,thedoorremainsforthedurationofthescene,oruntilyouwill itclosed.

Modifiers
+1(ImprovedProficiency):YourAffinityAbilityisconsidered+2higherfor thepurposesofusingthisPower. +1 (Versatile Placement): You can create an Astral Doorway at an odd angle,includingparalleltothefloor.Thismightallowforoddeffects, likeforcingafallingobjecttopassbetweenworlds.

AstralPassage
SamplePowerAspects:PsychicTransference,SpiritualAcceptance BaseAPCost:6 Activation:FatePoint ActivationTime:SimpleAction Duration:Permanent RequiresaPowerSourceandAffinityAbility Youarecapableofcrossingtheborderbetweenthematerialrealmandthe astralplanebodily, convertingyour bodyintoastral or physical matter and crossingthebarrierbetweenworlds.UnlikeAstralProjection,youmaintain theuseofyournormalPhysicalAbilities.

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AstralPerception
SamplePowerAspects:PsychicSenses,SensorySpell BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene RequiresaPowerSourceandAffinityAbility You gain the capacity to see or hear astral objects when on the material plane,ormaterialobjectsifyouareontheastralplane.

Modifiers
1 (Astral Traveler): You may only use this Power when using Astral Projection,orareinsubstantial. +1 (Sight and Sound): You can both see and hear objects located on the otherside. +1(Touch):Yourbody(andobjectsyouhold)interactwiththematerialand astralrealmsatthesametime;asifyouweresolidinbothrealms.This alsomeansthat,whileyoucantouchentitiesonbothsides,theycan touchyouaswell. +2(Passive):Yourastralsensesarealwaysonandneednotbeactivated.

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TheAstralPlane
The astral plane is a mirror realm of spiritual and psychic energies laid over the materialplane.Itlooksmuchthesameasthematerialworld.Ahousefoundinthe materialrealmlikelyhasanastralcounterpartthatisverysimilar. The astral is home to all manner of spirits. These creatures usually exist as some formofplatonicidealofamundaneobjectorcreature.Forexample,adogspiritwill look,thinkandbehaveasamaterialplanedogwould.Itwillchasecatspiritsandpee on spirit fire hydrants. The spirit will likely appear as some sort of generic dog, however, instead of a specific breed. And thats the key difference between the astralandthematerial Objects and entities of the astral plane are reflections of humanitys perceptions and emotions. A house that serves as a happy home to a happy family probably appears in the astral realm as a pretty little place, with clean floors and a general senseofjoyaboutit.Ontheotherhand,placesofsadnessandmiseryhavesimilar reflections.Theshadowsaredarker,thepaintispeeling,andasenseofsadnessand depressionmightpervadetheentireplace. Andlikecallstolike.Spiritsassociatedwithcertainemotionswillgatherinlocations thatarealsotiedtosuchemotions.Sospiritsofjoyandlovemightgotothehappy house,whilespiritsofpainandlossmightgatheratacemetery,bothfeedingoffthe ambientenergiesoftheplace.Likewise,spiritswithenoughintelligence(theytend togetsmarterandstrongerwithage)mightdecidetoinfluenceanareatomakeit more palatable. So a spirit of hate who moves into the happy home might start influencing those who live there, using its Powers to twist the minds of the residencesorcauseaccidents. Almostanythingcangiverisetoaspirit,solongasitbecomesthefocusofstrong emotions at some point. Most animals have spiritual reflections. Emotions, such as loveandhate,arealsocommon;asaresomeidealslikefreedomorpeace.Objects andplaces,suchasweapons,homes,fire,lakes,andmountainsmayalsogiveriseto spirits.Thephysicalformthesespiritstakecanvarysignificantly,andisverymuchup to the GMs imagination. A spirit of freedom may appear as a stereotypical hippy wearing broken shackles, while the spirit of a mountain may appear as a massive snakemadeofstone. Spirits of human beings can also be found, but they are rare. Some are ghosts, whicharereallyjustspiritreflectionsofapersoncreatedwhentheydie.Othertimes theyaresomesortofhumanideal,suchasapolicespirit.Suchaspiritwouldnotbea reflectionofasingleperson,butoftheconceptofhumanpolicemen. Objectsandentitiesonopposingplanescannotinteractwitheachotherdirectly.If they desire to do so, they will need to take Astral Perception (or similar Powers) whichallowsthemtoperceiveandcommunicateacrosstheborderbetweenworlds.

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AstralProjection
SamplePowerAspects:MentalProjection,Ghostform BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction Duration:Special RequiresaPowerSourceandAffinityAbility Youcanprojectyourconsciousnessoutofyourbody,yourmindtakingon an astralform andenteringthe astral plane. There, your mind assembles a bodyoutofectoplasm,therawmatteroftheastralrealm. When in astral form, the physical capabilities of your actual body are meaningless.Whenperforminganactioninastralformthatwouldnormally calluponyourStrengthorEndurance,insteaduseyourWillpower.Likewise, ReasoningisusedinsteadofAgilityorPerception. Stress taken from a physical conflict while in astral form is dealt to your mental Stress Track instead of physical. And if you are killed in astral form yourminddiesandyourbodybecomesbraindead. While using Astral Projection, your actual physical body is in a catatonic state. To return to your physical body, your projection and body must be occupyingthesamespaceinboththematerialworldanditsastralreflection. Youneedthenonlyspendaturnconcentrating.

Modifiers
+1 (Anchored): You can instantly return to your body, regardless of distance.

AugmentedMovement
SamplePowerAspects:SwingsfromTrees,SlidesonSlime BaseAPCost:1 Activation:None
When you purchase this Power, you gain the ability to move by swinging, bouncingorslidingfromlocationtolocation.Thismightbedonebyswingingon ropesorvines,jumping,suddenburstsbyonboardthrusters,etc. Youcanmoveatincreasedspeedusingvines,treelimbs,ropes,etc.,solongas theyareavailable.Whenmovingaboutinthisway,youcanHustle(pg.283)one additionalzoneorgaina+2onrollstoRunorforrollsrequiredduringchases inwhichyoucanuseyourAugmentedMovement.

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Modifiers +0(Shared):YoucanspendaFatePointtoallowanotherpersontouseyour methodofAugmentedMovementforthescene. +1 (Improved Speed): For every additional AP you spend on this Power, you can move a bit faster. Each additional AP spent grants a +2 on rolls to RunwhenusingyourAugmentedMovement. +2 (Provided): You provide your own means of getting around. You might swingfromstickywebs,telekineticallypullonandpushoffsurfaces,slide alongsheetsoficeyouproject,etc.

Awe
SamplePowerAspects:MagicAura,PsychicInfluence BaseAPCost:2 Activation:FatePoint ActivationTime:FreeAction Duration:Scene RequiresaPowerSourceandAffinityAbility

You are capable of emitting an aura capable of influencing the emotions of others in a specific way. When you purchase this Power, select one of the persistent Aspects listed below. You may purchase this Power multiple times, eachtimeselectingadifferentAspect. When you activate this Power everyone in the same zone is subtly and subconsciously urged to look at you. You also gain the persistent Aspect you chosewhenyoupurchasedthisPoweruntilyouwillinglydeactivatethisPower oruntiltheendoftheScene. Aura of Command(P): Anyone who views you instinctively perceives you as a leader. Theyll often find themselves following your orders, not even knowing why. AuraofSeduction(P):Youradiatepureanimalsexuality.Peoplecantputtheir fingeronit,butyoustrikethemasveryattractiveandtheylongtobewithyou. Aura of Mystery(P): There is something about you that people find intriguing. Theygetasensethatthereismoretoyouthanmeetstheeyeandcanthelpbut yearntodiscoveryoursecrets. Modifiers +1(ExpandedCoverage):ForeveryadditionalAPyouspendonthisPower,you mayprojectyourauraofAweintoanadditionalzone.

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Barrier
SamplePowerAspects:MagicForceField,PsychicSpatialSensitivity BaseAPCost:3 ActivationDifficulty:6 ActivationTime:SimpleAction Duration:1+AffinityRatingx3hours RequiresaPowerSourceandAffinityAbility You can surround the zone you are in with a near impenetrable barrier. This is essentially a block action (pg. 260) that covers the entire zone, with the potency set by anAffinityroll. The potency of this block action applies to attempts to penetrate the barrier by moving through it as well as protecting against incoming or outgoingenergyorprojectiles.

SuperBarrier
SuperHeroClasscharacterscanpurchase amorepowerfulversionofthisPower.The super versions of this Power function exactlythesameasthenormalversion,but haveahigherbaseAPcostinexchangefor added bonuses to your rolls when using thisPower. The following chart lists the AP cost for each class, and the bonus added to your BarriersPotency:

ClassBaseAPCostBonus 5 +5 Thebarrierlastsforanumber MetroClass WorldClass 7 +10 ofhoursequaltoyourAffinityx GalaxyClass 9 +15 3,oruntildismissedbyyou. CosmicClass 11 +20 Modifiers InfinityClass 13 +25 2 (Permeable): The barrier can be easily passed through. This is useful when used in conjunction with the Conditional Trigger and Linked Advantages MetaPowerstobuildtraps.In addition, you may choose to have your Barrier sound an alarm to let you know it has been penetrated. The alarm can be any sound you choose, and it may be audibletoall,orjusttoyou. +1 (Hardened Barrier): For every additional AP you spend on this Power, yougaina+2bonusonyourrollstosetyourblocksPotency. +1(SpatialLock):TeleportationPowerscannotbeusedtopassinoroutof azonesurroundedbyyourBarrier. +1(ScryCurtain):Clairsentience andClairvoyance Powers cannot be used inside a zone surrounded by your Barrier, nor can they perceive the areainsidesuchazone. +1(ExpandedCoverage):YourBarriercancoveranumberofzonesequal toyourAffinityAbility.

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Binding
SamplePowerAspects:MagicSpiderWebs,BuiltInGlueSprayer BaseAPCost:2 Activation:FatePoint ActivationTime:SimpleAction(Attack) Duration:Victimremainsbounduntilheescapes. RequiresaPowerSourceandAffinityAbility Whether by throwing webs at your target, spraying them with hardening goo, or hitting them with a magic holding spell, you have a special attack thatbindsanenemy,renderingthemimmobile. Roll your Affinity as an attack. The target may defend with Agility if your binding is something they could dodge, or maybe Willpower if it is a spell they could resist. If you hit your target, he cannot move. The margin by whichyousucceedsetsthedifficultyoftheStrengthorWillpowerrollthey mustmaketogetfree.

Modifiers
+1(ImprovedBinding):Yougaina+2bonusonyourBindingattackroll.

SuperBinding
Super Hero Class characters can purchase a more powerful version of thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas the normal version but have a higher base AP cost in exchange for a bonusontheinitialattackroll. ThefollowingchartliststheAPcostforeachclass,andthebonusadded totheinitialattackroll: Class BaseAPCost Bonus MetroClass 4 +5 WorldClass 6 +10 GalaxyClass 8 +15 CosmicClass 10 +20 InfinityClass 12 +25

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Blessing
SamplePowerAspects:GodsBlessing,MagicalLuckSpell BaseAPCost:2 Activation:FatePoint ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility OncepersceneyoumayspendaFatePointtogainanumberofFatePoints equaltoyourAffinity.YoumaynotusetheseFPyourself,butmaygivethem outtootherPCsorNPCs. These Fate Points may not be later given away or traded using other Advantages, nor can they be used to activate any other Advantages that themselvesgrantFatePoints.

BodyWeaponry
SamplePowerAspects:UnbreakableMetalClaws,WolfsFangs BaseAPCost:1 Activation:FatePoint(1sttimeusedinthescene) ActivationTime:FreeAction Duration:Scene You have a set of razor sharp claws, fangs, bone mounted blades, etc. Whateverthecase,yourBodyWeaponryhasaWeaponRatingequaltothe settingsTechLevelandcostsaFatePointthefirsttimeyouuseitinascene.

Modifiers
+1 (Improved Weapon Rating): The Weapon Rating of your Body Weaponryisincreasedby+2. +1(ArmorPenetrating):YourBodyWeaponrygainstheArmorPenetrating Aspect. +1(Retractable):YourBodyWeaponrycanretractintoyourbody,making themhiddenfromcasualobservation.Retractionisafreeaction.

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Breathless
SamplePowerAspects:Unliving,BuiltInAirSupply BaseAPCost:2 Youdonotneedtobreath.AttacksorPowersthatrequireyoutobreath, suchaspoisongas,havelittleornoeffectonyou.

Modifiers
1(Amphibian):Youstillneedtobreath,butyoucanholdyourbreathfor aboutahalfhour.

Chameleon
SamplePowerAspects:PhysicalMutation,DistortionEmitter BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Youmaycauseyourskintochangecolortomatchyourenvironment.This grantsyoua+2onrollstoremainunseenaslongasyouarentmoving.

Modifiers
+2 (Cloaked): You project a field around your body that makes you and yourequipment,blendwiththeenvironment.Yougaina+4onrollsto remainunseenaslongasyouarentmoving,anda+2onsuchrollsif youdo.

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SympathyModifiers
The following modifiers are used to determine the difficulty to use Powers that rely on your connection to another person, place, thing or event. Such Powers include Clairsentience, Precognition, Postcognition, Sense and the Teleportation Powers.

Person
Modifier Familiarity +8 Heardadescriptionofthe person. +4 Seenapictureoftheperson. +2 Metthepersononce. +1 Personisanacquaintance. +0 Personisaclosefriend. 1 Personisabloodrelative. LinkModifier: +6 Youdonotknowthe personsname. 1 Youhavesomethingthat belongstotheperson. 3 Youhaveanitemtheperson valueshighly. 6 Youhaveaphysicalpieceof theperson(i.e.blood, fingernailclippings)orcan touchthem.

Thing
Modifier Familiarity +8 Heardadescriptionofthe thing. +4 Seenapictureofthething. +2 Heldorusedthething once. +1 Heldorusedthething often. +0 Youaretheownerofthe object. 1 Theobjectissome somethingofpersonal importancetoyou. LinkModifier: 2 Youhaveapieceofthe object 4 Youcreatedtheobjector arecurrentlyholdingit.

Place
Modifier Familiarity +8 Heardadescriptionofthe place. +4 Seentheplaceonamapor seenapictureoftheplace. +2 Beentotheplaceonce. +1 Youfrequenttheplaceoften. +0 Personalproperty,youcan seetheplace,oryouknow exactlywhereitisin relationtoyourself(such astheothersideofadoor) 1 Yourhome. LinkModifier: 2 Youhaveanitemfromthe place. 4 Youhaveanitemcloselytied totheplaceorare currentlythere.

Event
Modifier Familiarity +8 Youheardabouttheevent. +5 Youveheardorreada descriptionofwhat happenedattheevent. +2 Witnessedaverysimilar event. +1 Frequentlywitnessvery similarevents. +0 Theeventhappenedtoyou. 1 Youtriggeredtheevent. LinkModifier: 3 Youareattheplacewhere theeventhappened. 5 Youarewithsomeonewho witnessedtheeventor haveanitemstrongly associatedwiththe event

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Clairsentience
SamplePowerAspects:PsychicESP,MagicScrySpell BaseAPCost:3 ActivationDifficulty:6+SympathyModifiers ActivationTime:OneTurn Duration:Scene RequiresaPowerSourceandAffinityAbility Youhavethepowertoremotelyhearandseesomeotherperson,placeor thing. People, places or things well known to you are easier to peer in on, whiletheunfamiliarismuchmoredifficult. Roll your Affinity to activate this Power and apply the single most appropriatefamiliarityandlinkmodifierfromthesympathymodifierstable to set the target difficulty. If you succeed you may see and hear as if you werestandingafewfeetawayfromthepersonorobject,orarestandingin themiddleoftheplaceyouseek. If you fail, not only do you suffer stress equal to the difference between yourresultandthedifficulty,butthePowerfailstoactivate. Your displaced senses last for the duration of the scene, or until willingly returned to normal. You may move your perceptions around the target of thisPower,butmaynotmoveitoutofthesamezoneitoccupies,nordoyou automatically know the location of your target relative to your own. Any Powers you have that enhance your senses may also be utilized, but otherwiseyouviewandhearyourtargetasifyouwerereallystandingthere with (or within) it. While using Clairsentience, your normal senses are replacedbywhatyouperceivethroughthisPower.

Modifiers
1(Clairvoyance):YoumayonlyseethetargetofyourClairsentience.You hearnothingfromthetargetslocation. 1(Clairaudience):YoumayonlyhearthetargetofyourClairsentience.You seenothingfromthetargetslocation. +1(PhysicallyAware):Youmaintainthecapacitytoseeandhearfromyour physicallocationaswell.ThoughwhiledoingsoyougainDistracted(P) asapersistentPerceptionAspect. +2 (Power Conduit): Spend a Fate Point to use other Powers from the samePowerSourcethroughtheClairsentientlink,targetingthoseyou can see. When using Powers through a Clairsentient Power Conduit, you can target enemies as if you were actually there. The Fate Point required to use a Power through this link is in addition to any other activationcostsnormallyrequiredforthatPower.

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ComputerImplant
Sample Power Aspects: Implanted Nanocluster, Body Spanning Distributed SystemwithCranielHub BaseAPCost:1 Activation:None Youhaveacomputerimplantedinyourbrainwhichyoucaninterfacewith using your thoughts. Sensory data provided by the implant is received directlyoveryournormalsenses.Thisisacomputerwitharatingof2.See page265formoreoncomputers. Your implant comes with a jack in the back of your head to allow your implantedcomputertointeractwithothermachinesandnetworks.

Modifiers
+1 (Wireless): Your implant has an onboard wireless transmitter and receiver. +1 (Improved System): For every additional AP spent on this Power, the ratingofyourcomputerisincreasedby1;toamaximumequaltoyour TechLevel. +2 (Digital Backup): Every few seconds a digital copy of your mind is backed up and storedin some part of the implant. With surgery, this device can be removed and your mind can be uploaded into a computer or another body with an implant featuring the necessary inputs. +2 (Wireless Backup): Requires the Digital Backup modifier. Every 72 hours, usually while you sleep, your implanted backup module wirelesslystreamsacopyofyouregotoasecurestoragefacility.Ifthe company used to make the backup discovers that your current body has been killed, and your backup module cannot be recovered, the mostrecentcopyofyourbackupwillbebroughtonlineinavirtuality. Thereyoucanmakearrangementsforanewbody.Whilethisdatais encryptedwithstateoftheartencryptionsoftware,interceptionsare not unheardof. Also, iffor some reason your backup module cannot getawirelesssignalouttotheserver,abackupwillnotbemade.

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Echolocation
SamplePowerAspects:BatSight,CyberneticEcholocationSensorArray BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Whenactivated,thisPowerallowsyoutoseesound,gainingtheability tonavigatebysensingthesoundsyoumakeandtheambientnoisearound you for the duration of the scene. While active, you gain the persistent Aspect,Echolocation(P).

Modifiers
+2(Passive):ThisPowerisalwaysonandneverneedstobeactivated.

Elasticity
SamplePowerAspects:MutatedBodyofRubber,SwarmBody BaseAPCost:2 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Youcanstretchyourlimbs,allowingyoutoreachgreatdistancesandstrike enemiesfartheraway.YoumayactivatethisPowertoattackormanipulate targetsinanadjacentzone.Andyoumayalsouseittoperformallsortsof strangeManeuvers,suchasplacingFlexible,Compressed,Flattenedorsimilar Aspects on yourself. You should also consider taking Linked Advantage or WeaknesstofurtherdefineyourElasticityPower.

EmotionSwitch
SamplePowerAspects:PsychologicalConditioning,EndocrineRegulator BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene You have the capacity to literally switch off your emotions, or at least dampen them significantly. When activated, you gain a +3 on any mental defense roll. You must, however, have this Power activated prior to the attack;andthisPowerdoesnothelpyouagainstdirectmentalmanipulation fromPowerslikeInfluenceThoughtsorMindProbe.

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EnhancedHearing
SamplePowerAspects:MagicalAwareness,CyberneticAudioUpgrade BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Youcanwillinglyincreasethesensitivityofyourabilitytohear,grantingyou the capacity to hear clearly things most people would never even notice. Whenactivated,yougainthepersistentAspectEnhancedHearing(P)forthe durationofthesceneoruntilyouwishtodeactivatethisPower.

Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you gaina+2bonusonyourPerceptionrollstohearsounds. +2 (Passive): Your enhanced hearing is always on and need not be activated. The Aspect Enhanced Hearing (P) effectively becomes a permanentpersistentSpecialtyAspectforyourPerception.

EnhancedSenses
SamplePowerAspects:MutantAwareness,CyberneticSensoryUpgrades BaseAPCost:3 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Youcanwillinglyincreasethesensitivityofallfiveofyoursenses,allowing youtoseehear,see,touchfeelandtasteatlevelsfarbeyondnormal.When activatedyougainthepersistentAspectEnhancedSenses(P).

Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you gaina+2bonusonyourPerceptionrolls. +2 (Passive): Your enhanced senses are always on and need not be activated. The Aspect Enhanced Senses (P) effectively becomes a permanentpersistentSpecialtyAspectforyourPerception.

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SuperSenses
SuperHeroClasscharacterscanpurchaseamorepowerfulversionof EnhancedHearing,Senses,SightandSmell.Thesuperversionsofthese Powers function exactly the same as the normal versions, but have a higherbaseAPcostinexchangeforaddedbonusestoyourPerception rollswhenusingthisPower. Thefollowingchart lists the AP costincrease foreachclass, and the bonusaddedtoyourrelevantPerceptionrolls: Class BaseAPCost Bonus MetroClass +2 +5 WorldClass +4 +10 GalaxyClass +6 +15 CosmicClass +8 +20 InfinityClass +10 +25 YoumayalsopurchaseSuperEcholocation.Whendoingso,thebonus listedabove is added toallPerceptionchecks made to see sounds, but the base AP cost is +1 more than the cost increase listed on the table.SoMetroClassSuperEcholocationcosts+3AP.

EnhancedSight
SamplePowerAspects:GeneEngineeredEyes,PsychicSenses BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Youcanwillinglyincreasethesensitivityofyoursenseofsight,allowingyou toseeobjectsatadistancewithperfectclarity.Whenactivated,yougainthe persistentAspectEnhancedSight(P).

Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you gaina+2bonusonyourPerceptionrollstoseethings. +2 (Passive): Your enhanced sight is always on and need not be activated. The Aspect Enhanced Sight (P) effectively becomes a permanentpersistentSpecialtyAspectforyourPerception.

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EnhancedSmell
SamplePowerAspects:CanineGeneSplice,MagicalSenses BaseAPCost:1 Activation:None You can willingly increase the sensitivity of your sense of smell, allowing you to detect and track objects and people with extreme accuracy. When activatedyougainthepersistentAspectEnhancedSmell(P)fortheduration ofthescene.

Modifiers
+1(ImprovedSensitivity):ForeveryadditionalAPspentonthisPower,you gaina+2bonusonyourPerceptionrollstosmellthings. +2(Passive):Yourenhancedsenseofsmellisalwaysonandneednotbe activated. The Aspect Enhanced Smell (P) effectively becomes a permanentpersistentSpecialtyAspectforyourPerception.

EnhancedSpeed
SamplePowerAspects:MagicSpeedSpell,AugmentedLegs BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction Duration:Scene Theaveragehumanbeingcanrunatatopspeedofabout15mph(24kph). By spending a FP, you move at twice that speed (30 mph/48 kph). In a conflict, things are chaotic and confusing, so you have to move a little slower. The body is still limited by how fast the brain can process these changesandadapt. However, you can still move one additional zone when you Hustle in a conflict, and you gain a +2 on rolls to Run. See pg. 283 for more on movementduringaconflict. Also,duringachase,yougaina+2bonusonyourAgilityrollstogetawayor closethedistance.

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SuperEnhancedSpeed
Super Hero Class characters can purchase a more powerful version of this Power. The super versions of this Power function exactly the same as the normal version, but have a higher base AP cost in exchange for the added bonusesandeffectsdescribedbelow. MetroClassSpeed(AP:3)Youcanrunataspeedofabout50mph(80 kph).Inaconflictyoumaymove2additionalzoneswhenyouHustle,and yougaina+5bonusonRunningrollsorAgilityrollsinachase. WorldClassSpeed(AP:5)Youcanrunataspeedofabout200mph(320 kph).Inaconflictyoumaymove3additionalzoneswhenyouHustle,and yougaina+10bonusonRunningrollsorAgilityrollsinachase. Galaxy Class Speed (AP: 7) You can run at a speed of about 500 mph (800 kph). In a conflict you may move 4 additional zones when you Hustle, and you gain a +15 bonus on Running rolls or Agility rolls in a chase. CosmicClassSpeed(AP:9)Youcanrunataspeedofabout1,500mph (2,400 kph). In a conflict you may move 5 additional zones when you Hustle, and you gain a +20 bonus on Running rolls or Agility rolls in a chase. InfinityClassSpeed(AP:11)Youcanrunataspeedofabout5,000mph. (8,000 kph). In a conflict you may move 7 additional zones when you Hustle, and you gain a +25 bonus on Running rolls or Agility rolls in a chase.

EnhancedReflexes
SamplePowerAspects:TimeDilationField,MutantDangerSense BaseAPCost:3 Activation:NoneorFatePoint ActivationTime:FreeAction IntimesofgreatStressyourcharactersreflexesgetamuchneededboost. Asyourcognitivefunctionsspeedup,toyou,theworldseemstoslowdown. YougaintheEnhancedReflexes(Agility)SpecialtyAspect. In addition, any time you spend a Fate Point to invoke your Enhanced ReflexesAspectforareroll,suchasdodginganincomingbloworcatchinga thrownobject,youcanusethehigherofthetwodiceresults. Inaddition,youcanrollyourAgilitytodefendagainstrangedattacksfrom gunsandbows.

Modifiers
+1 (Improved Reflexes): You gain an additional +2 on your Agilitybased defenserolls.

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Chapter5Advantages

EnvironmentalProtection
SamplePowerAspects:CyberneticBodySealsandDermalCoatings,Magical ProtectionSpell BaseAPCost:1 Activation:None Youarenaturallyimmunetothedangersofonetypeofenvironment,beit underwater,thevacuumofspace,etc.WhilethisPowerdoesnotallowyou tobreathinthisenvironment,youwillnotfreeze,becrushed,orsufferfrom ebullism.

ExtraLimb
SamplePowerAspects:ThirdArm,PrehensileTail BaseAPCost:1 Activation:None Youhaveoneormoreadditionalfullyfunctionallimbs,betheyextraarms, legs, tentacles, etc; as defined by this Powers Aspect. This Aspect is also persistent. YoumightinvokethePowerAspectassociatedwiththisPowertogranta bonus on grappling, climbing, running, or complex work where an extra handmightcomeinhandy.

Flight
SamplePowerAspects:MutantWings,FlightSpell BaseAPCost:3 Activation:FatePoint(1sttimeusedinthescene) ActivationTime:FreeAction Duration:Scene Whether from wings emerging from your back, the telekinetic ability to levitate,orsomeothersimilarsupernaturalgift;youcanfly. In addition to the Power Aspect that defines this Power, you gain the AspectSlowandClumsyFlight.YoumayinvokethisAspecttotakeflight(you neednotspendanotherFPtoflyagainthisscene),andyoumoveataspeed equaltoabouttwicetheaveragehumanstoprunningspeed(+2bonuson rollstoRunorAgilityrollsduringachase).However,youmayhavesome troubleperformingsharpturnsandmaynothover.

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Modifiers
2 (Levitation Only): You may only fly straight up or down. You can be pushed or moved by outside forces, but have no control over your movement when levitating except to increase or decrease your altitude. +1 (Relative Speed): Instead of being based off of an average persons speed, your flight speed is relative to your own walking speed. Any otherbonusesyougainformovementrolls,suchasfromAugmented MovementorSuperSpeedareaddedtoyourflightspeed. +1 (Slow but Agile): You gain the Aspect Slow but Agile Flight instead of SlowandClumsyFlight(andinsteadgaina+4bonusonrollstoRun, orAgilityrollsduringachase,whileflying).WiththisAspectyoustill flyrelativelyslow,butyoucanturnonadimeandmayhoverinplace. +2(FastbutClumsy):YougaintheAspectFastbutClumsyFlightinsteadof SlowandClumsyFlight(andinsteadgaina+6bonusonrollstoRun orAgilityrollsduringachasewhileflying).WiththisAspectyoucanfly as fast as most military airplanes, but you have trouble performing sharpturnsandmaynothover. +3 (Fast and Agile): You gain the Aspect Fast and Agile Flight instead of SlowandClumsyFlight(andinsteadgaina+8bonusonrollstoRun orAgilityrollsduringachasewhileflying).WiththisAspectyoucanfly bothveryfastandwithnearperfectprecision. +4 (SuperFast but Clumsy): You gain the Aspect SuperFast but Clumsy FlightinsteadofSlowandClumsyFlight(andinsteadgaina+10bonus onrollstoRunorAgilityrollsduringachasewhileflying).Withthis Aspectyoucanflyasfastasabullet,butyouhavetroubleperforming sharpturnsandmaynothover. +5(SuperFastandAgile):Yougainthe AspectSuperFastandAgileFlight insteadofSlowandClumsyFlight(andinsteadgaina+12bonusonrolls toRunorAgilityrollsduringachasewhileflying).WiththisAspect youcanflyfasterthanaspeedingbullet,andcanturnonadime.

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GestaltMind
SamplePowerAspects:BoundSpirit,OnboardAI BaseAPCost:3 Activation:FatePoint(1sttimeusedinthescene) ActivationTime:FreeAction Duration:Scene You have a second conscious mind. This might be another person in your head or perhaps an onboard artificial intelligence. The secondary mind is alwaysthere,butrequiresactivationifitisevercalledupontomakearoll. When you select this Power, you must first determine your secondary mindsMentalandSocialAbilities.Todeterminethis,distributetwelveranks between the second minds Craft, Knowledge, Reasoning, Willpower, Deception,Empathy andPersuasion. The maximum rank your second mind may have in a single Ability is equal to your primary minds highest Ability (anyAbility)+1.ForallotherAbilities,thetwomindssharethesameranks. Inaddition,thesecondmindgainstwomentalSpecialtyAspectsandhasits ownMentalStressTrack.Rememberthat,foranAI,Willpoweralsoservesas aSecurityRating. Any time you choose, you may allow the second mind to take over the body. The original remains conscious and aware of events, but has no controloverthebody. Thetwomindsmaycommunicatewitheachotherwiththoughts,andthey sharethesamepoolofFatePoints.

Modifiers
1 (Amnesic Dormancy): The mind that is not currently in control of the bodyiscompletelydormant.Itisunawareofwhatisgoingonaround itandhasnomemoryofeventsthattranspirewhiletheothermindis incontrolofthebody. 1 (Antagonistic): Your second mind has goals of its own, and may work againstthegoalsoftheoriginalmind.Youneedtodeveloptwonew CharacterAspects(inadditiontothoseyoualreadyhave)thatbecome activeonlywhenthesecondmindisdominant.TheseAspectsshould reflect the goals and attitudes the second mind has that are at odds with the goals and attitudes of the original mind. You may not purchasebothAntagonisticandAmnesicDormancy. 1(Dominating):YoumustalsotakeAntagonistic.Ifyoubehaveinaway contrary to your secondary minds motivations, the secondary mind can engage the primary in a Mental Conflict, attacking the primary mindsMentalStressTrackuntilitConcedesorisDefeated.

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+1 (Improved Mind): For every additional AP spent on this Power, your second mind gains two more ranks to distribute among its Abilities, thoughnoAbilitycanberaisedhigherthantheprimaryMindshighest Ability(anyAbility)+1. +1 (Specialized Mind): For every additional AP spent on this Power, your secondmindgainstwoadditionalMentalSpecialtyAspects.Notethat thismodifiermaynotbepurchasedmorethantwice. +2 (Slaved Mind): Your second mind works in tandem with your original, acting as a voice in your head that offers advice. This slave mind cannotbecomedominantunlessgivenpermissionbythemastermind. Iftheslavemindbecomesdominant,itwillbehaveinthebestinterest ofthemastermind.

Grow
SamplePowerAspects:MutantGrowth,MagicalGrowthSpell BaseAPCost:1 Activation:FatePoint ActivationTime:SimpleAction Duration:Scene You are capable of increasing your size and mass. When you activate this Ability,youincreaseyourSizebyonecategory.Seepg.289formoreonSize. YoumightalsoconsiderLinkedAdvantageandWeaknesstobetterdefine the effect of your Growth, such as using Linked Advantage to gain Super Strength, or Weakness to lower your Agility as you suffer from the added bulk.

Modifiers
+1 (Increased Size): For every 1 AP spent, increase your Size by one additionalcategory. +2(Large):YouarealwayslargeanddonotneedtoactivatethisPower.It isconsideredalwayson.

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Heal
SamplePowerAspects:DivineHealingSpell,PsychometabolicRejuvenation BaseAPCost:2 Activation:FatePoint ActivationTime:SimpleAction Withatouch,youcanhealthesickandclosethemostgrievousofwounds. Spend a Fate Point and touch another living creature to instantly reduce one physical Consequence of your choice caused either from injury or sickness,byonestep.

Modifiers
+0(RepairOnly):YoucanuseyourhealingPoweronnonlivingcreaturesor objects,butonlyonnonlivingcreaturesorobjects. +2(SelfHealing):YoucanuseHealonyourself. +1(Repair):YoucanuseyourhealingPoweronnonlivingobjects.

SuperHeal
Super Hero Class characters can purchase a more powerful version of thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas thenormalversion,buthaveahigherbaseAPcostinexchangeforthe addedbonusesandeffectsdescribedbelow. Metro Class Heal (AP: 3) When you Heal someone, you instantly reducetwophysicalConsequences. World Class Heal (AP: 5) When you Heal someone, you instantly reducethreephysicalConsequences.Inaddition,youallowthemto regrowlostlimbs. Galaxy Class Heal (AP: 7) When you Heal someone, you instantly reduce four physical Consequences. In addition, you allow them to regrowlostlimbs. CosmicClassHeal(AP:10)WhenyouHealsomeone,youinstantly reducefourphysicalConsequences.Inaddition,youcanresurrecta recentlydeadcorpseaslongasitiscompleteandwhole.Evenifyou havetheSelfHealingmodifier,youcannotresurrectyourself. InfinityClassHeal(AP:13)Youcanbringapersonbackfromdeath solongasyouhaveatleastapieceoftheirbody.Inaddition,ifyou die and you have the SelfHealing modifier, you immediately return to life sometime within the next three days. You will generally reappearatalocationimportanttoyou.

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HiddenCompartment
SamplePowerAspects:SkinPocket,BuiltinStorageCompartment BaseAPCost:1 Activation:None Youhavesomesmallcompartmentinsideyourbodyinwhichyoucanstore smallitemsaboutthesizeofyourfist.

Modifiers
+1 (Insulated): Your compartment is heavily lined, sealed, and shielded. ItemsinsidedonotshowuponXRays,metaldetectors,orthelike.

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Illusions
SamplePowerAspects:MagicalIllusionsSpell,PsychicImageProjection BaseAPCost:2 Activation:FatePoint ActivationTime:OneTurn Duration:Scene RequiresaPowerSourceandAffinityAbility You can create believable illusions within your line of sight. The basic versionofthisPowerallowsyoutocreatestaticimages.Thoughtheydonot moveormakesound,theyaredetailedenoughtopassforreal. WhenyouactivatethisPower,rollyourAffinity.Theresultofyourrollsets thedifficultyofthePerceptionrollneededtoseetheillusionforwhatitis.A lowrollmightresultinanillusionthatflickers,orcolorsthatjustdontlook quiteright. However,arollthatmeetsadifficultyof3isalmostalwaysbelievable,and rollstopiercetheillusionshouldonlybeallowediftheobserverhasareason tobewaryofillusions,suchasanillusionthatisntregisteringtosensesor sensorsthatitshould,oriftheillusionisbehavinginastrangeway. Forexample,anillusionofarockinafieldofrocksshouldnotcallforaroll to notice the illusion for what it is. On the other hand, passing your hand throughanillusionofanunmovingmanwouldprobablyallowtheobserver topiercetheillusionwithoutrolling. Themostbasicillusionisthesamesizeasahumanadult(size0).Tomake largerillusions,thecharactersuffersa1penaltyonhisrollpersizecategory. So,ifthecharacterwantstocreatetheillusionofacar(size2),hedsuffera 2onhisAffinityrolltodeterminehowbelievableitis.

Modifiers
+1 (Illusion Mastery): Your Affinity Ability is considered 2 higher for the purposesofusingthisPower. +1 (Audible Illusions): Your illusions can make sounds. It can make any sound you desire in a manner that is convincing to witnesses. So the illusionofamancouldtalk,speakingthewordsyouwishhimtospeak. Theillusionofacarcouldhonkorrevitsengine.Inaddition,youmay createsoundalonewithoutavisiblecomponenttoyourillusion. +1 (Mobile Illusions): Your illusions can move around in a way that is convincing.Itmaymoveatanyspeed,butdisappearsifyouloselineof sightwithyourillusion.Anytimeanobserverrollstopierceamoving illusion,hegainsa+2bonus.

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+1 (Permanent): Your illusions last until dismissed by you, and do not require line of sight to maintain. If the illusion can be made mobile, you may programthemtoperformsomescriptedactionoverandoveragainin yourabsence. +1(Phantasm):Yourillusiononlyappearsinthemindofyourvictims,whichcan be a number of people equal to your Affinity. Any stress the Phantasm inflictsissufferedasMentalstressinsteadofPhysical. +2 (Tangible Illusions): You are able to create illusions that are seemingly tangible. Your illusion is under your direct control, like a puppet, and disappears if you lose line of sight with it. Your illusion may pick up and move objects, having a Strength, Agility and Endurance equal to your Affinity,regardlessofitsactualshapeorsize.Yourillusionhasanumberof stressboxesdeterminedlikeanyothercreature,butifitisforcedtotakea physicalConsequence,itdisappears.

ImbueArmororShield
SamplePowerAspects:ElementalEnchantmentSpell,Alchemy BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction Duration:Scene RequiresaPowerSource
You have the ability to imbue your clothes, a suit of armor, or a shield with a specialproperty.WhenyoupurchasethisPower,selectapersistentAspectthat defines the property you can apply. Sample properties include: Weightless (P), HeatResistant(P),Blessed(P),BulletProof(P),BlindinglyBright(P),etc. When you spend a FP to activate this Power, that Aspect is applied to the clothing or armor youre wearing, or shield youre carrying, for the duration of thescene.

Modifiers
1(ArmororClothingOnly):YoucanImbueonlyarmorandclothing. 1(ShieldsOnly):YoucanImbueonlyShields. +1(AdditionalProperty):ForeachadditionalAPspentonthispower,youmay chooseoneadditionalpersistentAspecttoapplytoyourclothing,armor, orshield.EachactivationonlyallowsyoutoimbueoneAspect.Toimbue the same item with multiple Aspects you have to activate this Power multipletimes. +1 (Shared Property): You can Imbue the armor or clothing worn, or shield held,byanotherperson.

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ImbueWeapon
SamplePowerAspects:SpiritBinding,CyberneticEnergyFieldGenerator BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction Duration:Scene RequiresaPowerSource Youhavetheabilitytoimbueaweaponoryourownfistsandfeetwitha specialproperty.WhenyoupurchasethisPower,selectapersistentAspect thatdefinesthepropertyyoucanapply. Sample properties include: Blessed (P), Flaming (P), Shocking (P), Armor Piercing(P),Acidic(P),etc. WhenyouspendaFPtoactivatethisPower,thatAspectisappliedtoone weaponyouhold,forthedurationofthescene.

Modifiers
1(SelfOnly):YoucanImbueonlyyourownfistsandfeet. 1(MeleeWeaponsOnly):YoucanImbueonlymeleeweapons,andneveryour ownfistsandfeetorrangedweapons. 1 (Ranged Weapons Only): You can Imbue only ranged weapons, and never yourownfistsandfeetormeleeweapons. +1 (Additional Property): For each additional point spent on this power, you may choose one additional persistent Aspect to apply to your weapon. EachactivationonlyallowsyoutoimbueoneAspect.Toimbuethesame itemwithmultipleAspectsyouhavetoactivatethisPowermultipletimes. +1(SharedProperty):YoucanImbueaweaponheldbyanotherperson.

InfluenceThoughts
SamplePowerAspects:PsychicTelepathy,MutantHypnosisRay BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction Duration:Special RequiresaPowerSourceandAffinityAbility Youarecapableofdirectlyinfluencingthethoughtsofothers.However,to usethisPower,youmustfirstbatteryourwaythroughyourtargetsmental defenses.

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When activated, you may make a single mental attack against your opponent usingyourAffinityasafreeaction.ThetargetmayresistusinghisWillpower.If your attack generates Spin, the target will not be aware of your attempt to influencehim.Otherwisehesensesyourpresenceinhismind. EachtimeyourmentalattackcausesthetargettotakeamentalConsequence, you may implant some form of command into the targets mind. The target suffering the Consequence will seek to perform this action to the best of his ability. AMinorConsequenceresultsintheabilitytoimplantasinglewordcommand, such as Freeze or Kneel. The wording for this Consequence should be somethinglikeInfluencedtoKneelandthetargetwilltrytoobeythecommand untiltheendofthesceneoruntilhesuccessfullyresists. A Major Consequence results in the ability to implant a simple sentence command,suchasGostandinthecorner,orDroptheweapon.Thetarget willtrytoobeythecommandforanhouroruntilhesuccessfullyresists. ASevere(P)Consequenceresultsintheabilitytoimplantacommandconsisting ofafewsentences.Thetargetwilltrytoobeythecommandfora24hoursor untilhesuccessfullyresists. An Extreme(P) Consequence results in the ability to implant a command consistingofseveralsentencescapableofrelatingaseriesofsteps.Thetarget willtrytoobeythecommandforaweekoruntilhesuccessfullyresists.

Thetargetmayattempttoresistanytimeheisforcedtotakeanactionthat would itself cause him any sort of physical, mental or social stress; or by spending a Fate Point. For example, if you were to influence him to shoot himself, before pulling the trigger, hed get one chance to resist. To resist the target must succeed on a Willpower roll against your Affinity. Once he hassuccessfullyresisted,thementalholdisbrokenandthetargetneednot continue to resist. Also, depending on how contrary the command is, in regards the victims usual behavior, he may gain a bonus. For example, causingthevictimtoleaveanareaheisguardingmaynotgrantabonus,but causinghimtoharmalovedonemightgranthima+3,whileforcinghimto commitsuicidemightgranta+5.
If the victim successfully resists, the Consequences he has suffered from this PowerarereplacedbynewConsequencesthatrepresentthementaldamagehe hasendured,butnotnecessarilyacompulsiontofollowacommand. Remember that the target of this Power seeks to do as the attacker intends. Thatis,hemaynotattempttoexploitloopholesinthecommand.

Modifiers
+1(PotentInfluence):YourmentalattackwhenusingthisPowerisconsidered tohaveanEdgeRatingof+2.Eachtimeyouselectthismodifier,thatEdge Ratingisincreasedbyanadditional+2.

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TheFragilityoftheMind
You may notice that Powers that allow you to affect the conscious minds of others always require you to cause them Mental stress and Consequences.Thisisbecause;nomatterhowgentlethetouch,psychic manipulationisterriblydamagingtothevictim. Even if you are trying to do something good, like using Mind Wipe to help a person forget a terrible event, you are still tampering with the wiringofthepersonsmind.Andthesentientmindisnotdesignedto betamperedwithinsuchadirectmanner.

Insubstantial
SamplePowerAspects:GhostFormSpell,BodyofMist BaseAPCost:6 Activation:FatePoint ActivationTime:OneTurn Duration:Scene You may spend a Fate Point to somehow transcend the physical, making your body and your equipment completely intangible for the rest of the sceneoruntilyoudecidetoswitchback. WhenyouactivatethisPoweryoumaynotpickuporinteractwithmaterial objects in any way. You may walk through walls and travel through solid objectsasifyoucouldfly,butyoucannotseethroughsuchobjects.Youare effectivelyflyingblind. Toothersyouappearghostlyandtransparent,andyoucannotbeharmed by any physical force. However, you may interact with other insubstantial entitiesorobjectsasiftheyweresolid.

Modifiers
2(VulnerabletoEnergy):Attacksfromenergiessuchaselectricityorfirecan harmyouwhileinsubstantial. 1(Vapor):Youtaketheformofacloudofmistorvapor.Thisiseffectivelythe sameasbecomingwhollyinsubstantial,butyoucannotmoveintoairtight areasorthroughsolidbarriers. 1 (Vulnerable to Magic): Attacks from supernatural sources, such as magic spellsormagicalweapons,canharmyouwhileinsubstantial. +1(Materialize):RequiresPassive.YoumayspendaFPtobecometangiblefor thedurationofthescene.Youmayswitchbacktobeinginsubstantialasa freeaction,butitcostsanotherFPtomaterializeagain. +2(Passive):YouarealwaysinsubstantialandneednotspendaFatePointto activatethisPower.

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Invisibility
SamplePowerAspects:InvisibilitySpell,TelepathicCloak BaseAPCost:3 ActivationDifficulty:6 ActivationTime:SimpleAction Duration:Scene RequiresaPowerSourceandAffinityAbility Theabilitytobecomeinvisibleusuallyworksinoneoftwoways,telepathic orcloaked.ChooseonewhenyoupurchasethisPower. Telepathic:Telepathicinvisibilityistheresultofanactiveefforttocloudthe subconscious minds ofthosearound you.They still see you, but youaffect theirmindsinsuchawayastocausethemtoignoreyou.Infact,theywill evengosofarastosubconsciouslyavoidyou,steppingoutofyourway,for example,shouldyoutrytopassbythem.WhenyouactivatethisPoweryou remaininvisibletothemindsofeveryoneyouencounterfortherestofthis scene, or until deactivated. If you perform some overt action, such as slamming a door or pushing someone, they may roll their Willpower contestedbyyourAffinitytoseeyou.Themoreoverttheaction,thebigger thebonustheGMmaygrantthem. Also, with this form of invisibility, you still appear on video tapes and in pictures. Cloaked:Thistypeofinvisibilityworksbywrappingyourselfinsomesortof cloakingfield,hidingyouinthevisiblespectrumoflightfortherestofthe sceneoruntildeactivated.However,youmaystillbenoticedbyheatsensing equipment,andyoudonotgainthebenefitofhavingotherssubconsciously ignore you. But with this type of invisibility, you remain undetectable to camerasandvideoequipment. When activated, you gain a bonus equal to your Affinity +2 on all rolls to avoiddetectionbysight.

Modifiers
+1 (Offered): Spend a Fate Point extend your invisibility (regardless of type)toanumberofpeopleinthesamezoneequaltoyourAffinity,or one object you can touch with a Size rating no greater than your Affinity. +1(Effortless):Insteadofrollingagainstanactivationdifficultytousethis power,youneedonlyspendaFatePoint.However,insteadoftakinga SimpleActiontoactivatethisPower,itrequiresafullturn.

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Leach
SamplePowerAspects:VampiresBite,NecromanticTouch BaseAPCost:3 Activation:FatePoint ActivationTime:Activateswithtouch,SimpleAction RequiresaPowerSourceandAffinityAbility Youhavetheabilitytodrawthelifeoutofanothertosustainyourself;this maybesomethinglikeavampiresbiteoralifesappingnecroticray. YourLeachattackrequiresyoutomakephysicalcontactwithyourtarget. This is resolved as a normal physical attack, using your Agility (defended againstbyAgility)totouchyourtarget.Ifyousuccessfullytouchyourtarget, roll your Affinity as an attack against your target (who may defend with Endurance). Each time you cause the target to suffer a Consequence from your Leach attack, you may automatically downgrade one of your own physical Consequencesofalike(orlesser)type.SoifyouinflictaMajorConsequence on your target, you may downgrade your own Major (or Minor) Consequence. This downgrade works exactly like normal healing (see pg. 237).

Modifiers
+1(DeadlyLeach):WhenusingyourLeachPowertoattack,yourattackis considered to have a Weapon Rating of+2. Each time you select this modifier,thatWeaponRatingisincreasedbyanother+2. +1 (Ranged): This Power works as above, but it can be used at range. Instead of requiringyou to touchyourtarget however, you mustroll Agilitytomakearangedattack.

Lifeless
SamplePowerAspects:Robot(P),Undead(P) BaseAPCost:3 Activation:None Youdonotage,youdonotneedtoeatordrink,nordoyouneedtosleep. You are also immune to the effects of vacuum, poisons, disease and drugs andthePowerAspectthatcomeswiththisPowerispersistent.

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MachineSubmersion
Sample Power Aspects: NanoCybernetic Neural Interface, Technomancy Spell BaseAPCost:1 Activation:FatePoint Youhavetheabilitytointerfacewithmachinesdirectlywithyourmind.This might be with a cable attached at the base of your skull, or some sort of mysticalorpsychicconnectionforgedbytouchingthemachine. Onceactivated,yougaina+3bonusonrollstouseorhackacomputeror computerizedmachine. Remember that when dealing with machines, WillpowerandSecurityservethesamepurposes.

Modifiers
+1/+0 (Wireless): Your link is wireless. Note that if you already have a Computer Implant with thewirelessmodifier,thisoneisfree. +2 (Remote Control): You can overwrite the programming of a machine you are interfacing with, forcing it to obey your commands. This works exactly like the Influence Thoughts Power, but only works on computerized machines. However,mostmachinesdonotreally haveamindoftheirownandwillnot seektoresistyourcontrolonceyou remotecontrolofthem. +3 (Possession): Similar, but more powerful than the Remote Control option, your mind fully inhabits the body ofthemachine.Thisallowsyoutocontrolits physical form, but also grants full access to itsdataandcomputingcapabilities.Thisworks exactly like the Possession Power, but only worksoncomputerizedmachines.

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Mindlink
SamplePowerAspects:TelepathicLink,HiveMind BaseAPCost:1 ActivationDifficulty:4+1perpersonlinked ActivationTime:OneTurn Duration:Scene RequiresaPowerSourceandAffinityAbility Youarecapableofforgingabidirectionaltelepathiclinkwithoneormore people you can see for the rest of the scene. Roll your Affinity against an activation difficulty of 4 +1 per person involved in the link (not counting yourself). Once the link is established, everyone connected can broadcast their thoughtstoallotherswithasimpleactofwill.Notethatnotallthoughtsare broadcast,justtheonesthecharacterintends. AllparticipantsintheMindlinkmustbewilling.

MindProbe
SamplePowerAspects:MindProbingSpell,BuiltInBrainScanningModule BaseAPCost:4 Activation:FatePoint ActivationTime:OneTurn Duration:Scene RequiresaPowerSourceandAffinityAbility Youve learned how to delve the mind of another living being, sifting throughitsthoughtsandmemoriesfortheinformationyouseek.Tousethis Power,youmustfirstbetouchingyourtargetandthenactivateit. When activated, you may make a mental attack against your opponent usingyourAffinity,andthetargetmayresistusinghisWillpower(butsuffers a2penaltyifunconscious).IfyourattackgeneratesSpin,thetargetwillnot be aware of your attempt to influence him. Otherwise he senses your presenceinhismind. Ifyoufailtodealanystressonyourattack,yousufferanamountofstress toyourrelatedStressTrackequaltothedifferencebetweenyourattackroll andthedefendersdefenseroll. Each time your mental attack causes the target to take a Mental Consequence, you may discover one piece of information you seek. The amountofinformationgaineddependsontheConsequencetaken.

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AMinorConsequenceresultsinasinglewordanswertoaquestion. AMajorConsequenceresultsinasimplesentenceanswertoaquestion,or abitofsensoryinformationlikeamentalimage,asound,orevenasmell. ASevereConsequenceresultsinananswerconsistingofafewsentences, or the probing character may experience an entire scene the target was presentforasifhehimselfhadbeenthere. An Extreme Consequence results in the probing character learning just about any fact the target knows or gains the ability to experience several daysofthetargetslife.

Modifiers
+1(DeepProbe):YourMentalAttackwhenusingthisPowerisconsidered to have a Edge Rating of +2. Each time you select this modifier, that EdgeRatingisincreasedbyanother+2. +1 (Ranged): You can use this Power at range instead of requiring touch. TherangeratingisequaltoyourAffinity.

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MindWipe
SamplePowerAspects:HypnoticGaze,TelepathicMemoryWipe BaseAPCost:3 Activation:FatePoint ActivationTime:SimpleAction Duration:Special RequiresaPowerSourceandAffinityAbility Youarecapableofremovinganotherpersonsmemories.However,touse this Power, you must first batter your way through your targets mental defenses. When activated, you may make a mental attack against your opponent using your Affinity, and the target may resist using his Willpower. If your attack generates Spin, the target will subconsciously avoid attempting to remember the things he has been made to forget. He will not attempt to think about the missing memories and will only consider the matter if promptedtobyanother. Ifyoufailtodealanystressonyourattackyousufferanamountofstress toyourrelatedStressTrackequaltothedifferencebetweenyourattackroll andthedefendersdefenseroll.

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Each time your mental attack causes the target to take a Mental Consequence, you may remove some specific range of memory from your victimsmind. A Minor Consequence results in the ability to erase the events of a single sceneoflittleimportancetothevictim.Thismeansthatyoucouldforcehim toforgetwherehehidhisweaponscache;butyoucouldntmakehimforget thelastfewmomentshehadwithhisdyingfather. AMajorConsequenceresultsintheabilitytoeraseaboutadayoftime,or youmightbeabletoeraseamemoryofascenethatwasimportanttothe character. A Severe Consequence results in the ability to remove a week or so or a criticaldayinthecharacterslife. An Extreme Consequence results in the ability to erase about a month of timeorforgetaweekthatwasveryimportanttothecharacter. Theamountofmemorieserasedmustbeasinglelumpoftimeperuse. Thismeansthatwhileyoumaybeabletoerasetheeventsofadayfroma characters mind, you could not erase twelve hours worth of time spread overthecourseofamonth,takingonlyanhourortwoatatime. TheeffectsofthisPowerarepermanentunlessthecharactersmemoryis joggedbybeingexposedtoevidenceofaforgottenevent.Onceexposedto thisproof,torecallamemorythathasbeenwipedthecharactermustspend a Fate Point and succeed on a Reasoning roll against a difficulty equal to yourAffinity.

Modifiers
+1 (Improved Wipe): Your mental attack when using this Power is considered to have an Edge Rating of +2. Each time you select this modifier,thatEdgeRatingisincreasedbyanadditional+2. +1 (Memory Edit): You can replace the memories you remove with new memories of your own creation. The memories should make sense within the context of the time period and false memories that are difficult to believe may grant the victim bonuses to recall his true memoriesofthattime. +1 (Selective Editing): Instead of a specific time period, you may remove memories related to a specific person, place or thing. The defender gets a bonus on his defense rolls based on how attached to the person, place or thing he is. For example, making the victim forget everytimehestoppedataparticularredlightmayoffernobonusto defense rolls, yet he may be granted a +5 bonus on rolls to defend againstanattempttomakehimforgethiswife.

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Morph
SamplePowerAspects:PolymorphicBody,TransformationSpell BaseAPCost:SeeBelow Activation:FatePointeachtimeyouchange ActivationTime:OneTurn Duration:Permanentuntilyouchangeback. RequiresaPowerSource You can transform your body into some other creature (or swarm of creatures!). You select this alternate form at the time you take this Power, andmaynotchangeyourselectionthereafter. Wheninyouralternateform,youpossessthePhysicalAbilities,senses,and traits natural to that form while retaining your own Mental and Social Abilities.Youalsogainthenewformsmethodoflocomotion,ifithasany. However, while you also inherit the new forms physical Abilities, you still havethesamenumberofstressboxesandmaytakeyourfullcomplement ofConsequences. When in your Secondary Form, you also gain all of the Aspects related to thatform. You may select this Power multiple times, each time selecting a different alternateformtotakeon. ThecostofthisPowervariesdependingonthealternateformyouselect. See the chart below for costs, and Chapter 12 for the statistics for these types of creatures. Keep in mind that these are just guidelines. While a character may purchase the ability to change into a wolf and use a wolfs stats,hisactualformcouldjustaseasilybeanylargedog.Andinthiscase, theAspectthatthisPowerprovidesmightbeLargeDoginsteadofWolf. CreatureFormCost Fish 2 Rat 2 Spider 2 Cat,House 2 Bird 3 Shark 3 Snake 3 Horse 3 RatSwarm 3 CreatureFormCost Wolf 3 SameSpecies/UniqueForm 3 FlockofBirds 4 Crocodile 4 SpiderSwarm 4 Tiger 4 WolfPack 5 Bull 5 Bear 5

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Same Species: You take the form of a different person, but of the same species. You physical features can change dramatically, so long as you maintain the same physical mass. You may even change sex! In regards to yourPhysicalAbilities,whenselectingyouralternateform,addupthetotal number of ranks in all of your Physical Abilities. Use those ranks to re purchasethePhysicalAbilitiesofyouralternateform. You may also elect to trade in up to three Ability ranks to add Specialty Aspects,suchasGoodLooking.EachrankisworthoneSpecialtyAspect. Forexample,ifallofyourPhysicalAbilitiesaddedupto8ranks,yournew formwouldalsohave8ranksworthofPhysicalAbilities,thoughtheycould be arranged entirely differently. Or your Physical Abilities may only have 5 ranks,butyoumayadd3additionalSpecialtyAspects. UniqueForms:Whentakingonauniqueform,somethingtoocomplicated toeasilyqualifyasoneofthecreatureslistedintheabovetable,youneedto builditusingMorph,LinkedAdvantages,andsomeadditionalPowers. First select one of the forms that most closely resembles your chosen unique form. Now, using Linked Advantage, you can add other Powers to build up to the desired result. So, for example, if you wanttobeabletochange into a large fire breathing dragon,youmightneedto take the Morph Power anduseLinkedAdvantage to add Body Weaponry, Flight (for dragon wings), Armor, Growth, Super Strength and Power Attack,Rangedforthefire breath.

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MorphLiving
Modifier +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Duration OneRound DurationofScene AnHour ADay AWeek AMonth ThreeMonths AYear ThreeYears ADecade Forever

SamplePowerAspects:Mutagenic Virus,PolymorphSpell BaseAPCost:5 Activation:FatePoint,Special ActivationTime:Special Duration:Special Requires a Power Source and AffinityAbility You can transform the body of anotherlivingcreatureinmuchthe same way you can transform yourself with Morph. When you use this Power, you can transform your victimintoacreaturefoundontheMorphlist,orsomethingverysimilar.You may select the type of creature at the time this Power is used, and it may varyeachtime. To transform another, you must activate this Power while the subject is within range. To activate this Power, you must spend a Fate Point and roll your Affinity. This is an extended action, and you may perform a roll as a simple action each turn. However, you must also spend a Fate Point each turnyouroll. Thedifficultyoftheextendedactionisequalto8+thetargetsEndurance +adurationmodifier. Modifiers for duration, which can be found on the accompanying table, determinehowlongthevictimstaysinhisnewform.

Modifiers
1(Limited):Youmayonlychangeyourvictimsintoonespecificform,suchas onlybeingabletochangethemintofrogs. +1(MasterChanger):Yougaina+2bonusonrollstotransformanotherliving creature.

Multiply
SamplePowerAspects:MutantReplication,DuplicationSpell BaseAPCost:2 Activation:FatePoint ActivationTime:OneTurn

You are somehow able to createmultiple copies of yourself in a localized area, all sharing the same mind. Effectively,you become a Unit with a Size ratingoneincrementgreaterthanyourcurrentSize.

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Seepage394formoreonUnits,andguidelinesforchangingyourstatsas youbecomeaUnit.YouretainthesamenumberofFatePointswhetheryou areusingthisPowerornot. Whenyouremergeintoasinglebody,yousufferthetotalamountofstress you suffered as a Unit. So if you suffered 12 points of physical stress as a Unit,whenyouremerge,yousuffer12pointsofphysicalstress(whichmay causeyoutosufferConsequences).IfthismeansyouareDefeated,youmay setthetermsofyourDefeat. AttheendofthescenetheUnitmusteitherpaytheactivationcostagain orremerge.ThemembersoftheUnitalldisappearexceptone,whichisnow your individual character. Your character, as an individual, appears in the locationthatismostcentraltoallthemembersoftheUnit,whichmustbea safelocation.Youwouldntremergeandfindyourselfinapooloflavafor example.Insuchcases,youdremergeatthenearestsafelocation,suchas theedgeofthelavapool.

Modifiers
+1(SingleMinded):YoumusthavetakentheDuplicatemodifier.Whenyou take Single Minded, both versions of your character share the same memories at all times. This also means that both versions of your charactersufferthesameMentalstress. +2 (Selective Merger): When you remerge, one of your duplicates is selectedtobethefocusofthemerger.Forexample,ifyoumultiplied, and one of your duplicates took the elevator to the roof while the others stayed in the basement, when you remerged, your character couldbeontherooforintheplaceofanyoftheotherduplicateswho remainedinthebasement. +2(ArmyfromOne):YourSizeasaUnitisincreasedby+1. +3(Duplicate):InsteadofbecomingaUnit,youspawnanexactduplicate ofyourself,completewithaseparatemind.Youcanprettymuchjust makeanothercopyofyourcharactersheet.However,bothversionsof your character suffer the same Social stress. Once you remerge, the singlecopyofyourememberstheexperiencesofbothoftheprevious copies. And as with the Unit version of this Power, upon remerging, yousufferthetotalamountofstressbothcopieshavesustained.The durationforMultiplywiththismodifierischangedfromOneSceneto OneDay.Tostaysplit,youmustspendoneFatePointperday.

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NightVision
SamplePowerAspects:EvolvedMutation,GeneEngineeredEyes BaseAPCost:1 Activation:None ThisPowerpermanently grantsyouthePerception Specialty AspectNight Vision. This Aspect might be invoked to grant bonuses to see in darkened areas, or may be compelled by the enemy when he flashes you with a blindinglybrightlight.

Modifiers
+0(Activated):ThisPowerisactivatedwithaFatePoint. +1(Adaptive):TheAspectassociatedwiththisPowerispersistent,butyoucan switchthisPoweronandoffatwill.

Nullify
Sample Power Aspects: AntiMagic Field, Cybernetic Reality Solidification Module BaseAPCost:1 Activation:Seebelow ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility
You have the capacity to nullify or dispel another characters Power. You can onlyNullifyPowersthatcomefromthesamePowerSource,adirectlyopposing PowerSource,oraverysimilarPowerSourcetheGMallows. ThisPowercanworkinthreedifferentways: Defend When attacked with a Power you can Nullify, you may elect to roll yourAffinityAbilitytodefendinsteadofusinganormalAbilitysuchasAgilityor Willpower. Block You may spend a Fate Point to nullify powers directed at others by using a block action (pg. 260), using your Affinity to determine your blocks potency.OncetheFPisspent,andthepotencyoftheblockisset,itremainsfor thedurationofthescene,oruntilovercome. Attack Creatures comprised of, or held together by, the Power Source you canNullifycanbeattackeddirectlywiththisPower.Youdestabilizeordissolve thebondsholdingittogether,causingstructuralweaknessandoutrightdamage. SpendaFatePointtomakeanattackrollwithyourAffinity,addingyourAffinity again as a Weapon Rating. Your target may defend with Endurance or its own AffinityAbilityifitisalsorelatedtothesamePowerSource..

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Modifiers
+1(ImprovedNullification):ForeveryadditionalAPyouspendonthisPower, yourAffinityisconsidered2higherwhenusingthisPower. +1 (Deconstruction): Some powers create effects that are long lasting or are notdirectattacks(suchaswithBarrierorusingControltocreateagolem). Youcanattempttodeconstructtheseeffectswiththispower.Todoso, you may spend a Fate Point to activate this Power, and then roll your Affinity in an extended action (each roll requires a full turn). The target difficulty is equal to three times the Affinity Ability of the person who created the effect you are deconstructing. Each time you roll and fail to meet the target difficulty, you suffer an amount of stress equal to the differencebetweenyourrollandthetargetdifficulty.Thisstress maybe becauseoftheeffortrequiredtodeconstructthetargeteffect,becauseof some energetic backlash, etc. The type of stress you suffer should make sense in regards to the reason you are suffering such stress, and is ultimatelyuptotheGM. +1 (Rebound): If you generate Spin when using this Power to defend against another,youmaysendthatPowerbackagainstitssource.Forexample,if yougenerateSpindefendingagainstaRangedPowerAttack,theperson tryingtohityoubecomesthetargetofhisownattack. +2(AntiPowerZone):YoucanspendaFatePointtousethisPoweronazone, allowingyoutoautomaticallyattempttoblockallPowersfromthePower Source you can affect entering the zone, such as Power Attacks. In addition,rollstoactivateaffectedPowerssufferapenaltyequaltotwice yourAffinity.IfthePowerisinsteadactivatedwithaFatePoint,youmust paytwoadditionalFPtoactivatethosePowers.Ifacreatureiscomposed ofamaterialstronglyassociatedwithyouraffectedPowerSource,suchas a magical construct entering an antimagic zone, you may make a free attackonthatcreatureeveryround.YouuseyourAffinity toattack,and thecreaturedefendswithitsEnduranceorAffinityAbility.

PhotographicMemory
SamplePowerAspects:PerfectEideticMemory,DigitalStorageCapacity BaseAPCost:2 Activation:FatePoint ActivationTime:FreeAction
When you purchase this Power you permanently gain the Vault of Knowledge (Knowledge)Aspecttorepresentmemoriesyouhaveobtainedoffcamera. Inaddition,whenyouactivatethisPower,yougaina+4bonusonanyattempt torememberafact,nomatterhowobscure.Inaddition,yourememberdetails sovividlyyoucanperfectlyrecallanyimageyouveseenorsoundyouveheard.

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Poison
SamplePowerAspects:SnakesFangs,KissofDeath BaseAPCost:1 Activation:FatePoint ActivationTime:FreeAction,partofanattack
Throughanaturalskinpenetratingattacksuchasabiteorclawstrike,youcan spendaFatePointtodeliveraviciouspoisontoyourtargetasafreeaction.The poisonhasaSubtletyof3andaPotencyof3.(Seemoreaboutpoisonsonpg. 285.)

Modifiers
+1(LethalDose):YoumayincreaseeitheryourpoisonsSubtletyorPotencyby 2. +1(Touch):Youmayalsoadministeryourpoisonwithatouch. +1 (Taint): You may target a consumable, such a piece of food or glass of water.Anyonewhopartakesofthepoisonedsubstancebecomesaffected byyourPoison. +2(Ranged):Youmayadministeryourpoisonatrange,aspoisonspittleorthe like.

Possession
SamplePowerAspects:GhostlyPossession,PsychicDomination BaseAPCost:5 ActivationCost:FatePoint ActivationTime:SimpleAction Duration:Special RequiresaPowerSourceandAffinityAbility
You are capable of directly entering and taking control of anothers body, leavingyourownbehind(ifyouhaveone). When activated, you may make a mental attack against your opponent using your Affinity, and the target may resist using his Willpower (and gains a +2 if conscious). If your attack generates Spin, the target will not be aware of your attempttoinfluencehim.Otherwisehesensesyourpresenceinhismind.Ifyou fail to deal any stress on your attack, you suffer an amount of stress to your related Stress Track equal to the difference between your attack roll and the defendersdefenseroll. Yousuccessfullytakeoverthebodyofyourtargetwhenyouforcethemtotake a Mental Consequence (a Minor will do). The original mind of the body you possessislargelysuppressed,thoughyoumayspeaktelepathicallywithhimand

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hemaystillsensetheworldthroughthebodyssenses.Butonceinpossession, youcontrolthebodyofyourhostuntilitsuccessfullyresists. Thetargetmayattempttoresistanytimehisbodyisforcedtotakeanaction that would itself cause him any sort of physical, mental or social stress; or by spendingaFatePoint.Forexample,hedgetachancetoresistifyouwereabout towalkhispossessedbodyoffacliff,oruseittotrytokillhiswife.Toresist,the target must succeed on a Willpower roll against your Affinity. Once he has successfully resisted, the mental hold is broken and you are ejected from the body. Also, depending on how strongly your host disagrees with your actions while in control of his body, he may gain a bonus. For example, causing the victimtoeatafoodhedoesntcareformaynotgrantabonus,butcausinghim toharmalovedonemightgranthima+3,whileforcinghimtocommitsuicide mightgranta+5. If the victim successfully resists, the Consequences he has suffered from this PowerarereplacedbynewConsequencesthatrepresentthementaldamagehe hasendured. Your own body (if you had one), falls into a catatonic state as long as you possessanotherbody.Shouldthepossessedbodydie,oryouareejectedfromit forcibly, you immediately suffer enough stress to cause a Mental Consequence and instantly return back to your own body. You may also elect to end the possessionwillinglyhoweverandsnapbacktoyourownbodyatanytime. Each day spent in a stolen body requires you to reactivate this Power and successfullyforcethemindthatinhabitedittotakeaConsequence,thoughyou may continue tousethisPowertoattack theformerownersmind,evenafter you have gained control. If the former owner of the body is ever mentally Defeated,hisminddiesandyougainuncontestedcontrolofthebodyforaslong asyouinhabitit.Shouldyouthenleavethebody,itbecomesbraindeadanddies withinafewhours.

Modifiers
1 (Voiceless): When possessing another body, the original owner retains controlofthebodysabilitytospeak. +1(IrresistiblePossession):YourAffinityAbilityisconsidered2higherforthe purposesofusingthisPower. +1 (Functional Possession): When possessing another person, you still have some limited control over your own body. You have the Distracted(P) Aspectwheninpossessionofanotherbeing,whichcanhinderanyactions youtrytotakewithyourownbodyortokeepyourvictimfromresisting yourcontrol. +1 (Merge): When possessing another body, your own body becomes insubstantial and merges invisibly with the host body. Should the host bodydie,bothyourmindandbodyareejected,withyourbodybecoming tangibleonceagain.

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Postcognition
SamplePowerAspects:PsychicPsychometry,TimeMagic BaseAPCost:4 ActivationDifficulty:8+SympathyModifiers(pg.123) ActivationTime:FreeorSimpleAction,seebelow RequiresaPowerSourceandAffinityAbility Youhavetheabilitytoperceiveflashesofeventsfromthepast. This Power works in two ways. First, you gain a Character Aspect called Postcognitive.ThisAspectcanbecompelledbytheGMtograntyoupainfully vividimpressionsofthepast.Likeanyothercompel,theplayermayrefuse and reject the offered FP and glimpse into the past. However, should he accept, the postcognitive flash assaults the users mind as a wave of overpowering sensations. When this occurs, the GM may choose to roll an attackagainstthecharactersmind.TheattackhasanEdgeRatingof+2and thecharactermaydefendusinghisWillpower. Suchacompelshouldmostoftenoccurwhenthecharacterentersaplace whereterribletragedyunfolded.Likewise,itmayhappenthefirsttimethe character touches an object that was somehow connected to a traumatic event,likeamurderweapon. TheseconduseofthisPowerisanintentionalattempttoseethepastasit relates to a person place or thing. This is a more controlled use, usually requiringatleastafewsecondsofquiettimetomeditate.Inthiscase,the userrollshisAffinityagainstanactivationdifficultyequalto8+anyrelevant sympathymodifiers.Seepg.123fortablesympathymodifiers. Success means the character will get some impression of the past, failure indicatesthatthePowerdoesnotworkandnoimpressionisreceived.The GM should ask the player what he wishes to know about a specific person place or thing. The more specific the question, and the better the roll to activate,themoreaccuratetheinformationtheGMshouldrelateback. For example, lets the PCs are investigating a murder scene and find the murder weapon. The player of the Postcognitive PC wants to get an impressionofwhathappened(anevent),andhowtheweaponwasused.So he closes his eyes and gently touches the weapon, sensing for psychic residueslingeringontheweapon. Afterallsympathymodifiershavebeenfactoredinthedifficultytoactivate is5(describedevent+5,atthelocation3,holdingthemurderweapon5). He rolls his activation check and succeeds. Since he met the required difficultyactivatethisPowerhegetsabriefglimpseofwhathappened.Inhis mindseye,thecharacterseesthekillerraisethegunandshootthevictimin thebackasshetriestofleeoutthefrontdoor.

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PowerAttack,Melee
SamplePowerAspects:MagicalTouchSpell,ImplantedEnergyWhip BaseAPCost:2 ActivationDifficulty:4 ActivationTime:FreeAction(AttackorManeuverisaSimpleAction) RequiresaPowerSourceandAffinityAbility. Youarecapableofperformingsomekindofstrangemeleeattack,beita touchthatrotsthefleshortheabilitytosummonaswordmadeofsolidfire. You may select this Power multiple times, each time you may select a differenttypeoftouchattack. Regardless of the type of attack, the mechanics remain largely the same. OncethePowerisactivatedyoumayrolltohityourtargetasasimpleaction melee attack made with your Strength or Agility (your choice). The target may defend with whatever Ability is most reasonable. Generally Agility will be used to dodge physical or energy weapons, Endurance will be used to defendagainstPowersthataffectivelybreakdownthebody,andWillpower resistsattacksagainstthemind. WeaponRating:YourattackhasaWeaponRatingequalto3+thesettings Tech Level (see pg. 300 for more about Tech Levels). If the setting uses multipleTLs,usethehighest.Certainattacks,suchasamagicdeathtouch, maynotallowthedefendertoapplyhisarmorsArmorRating.Ifyoudecide thatyourattackwillignorearmor,youdonotgettoaddyoursettingsTLto yourattacksWeaponRating. Maneuver:Likemanyothertypesofattacks,thisPowermayalsobeused asaManeuvertoplaceanAspectoraperson,place,orthing.Seepage255 for more about Maneuvers. The types of Maneuvers you can perform should, of course, relate to the type of attack you perform. So a rotting touchmightbeusedtorotarope,puttingaRottenAspectonit,whichyou couldcompelthenexttimeanenemytriestoclimbittomakeitbreak.

Modifiers
+0(Effortless):Insteadofrollingagainstanactivationdifficultytousethis power,youneedonlyspendaFatePoint. +1(ImprovedWeaponRating):TheWeaponRatingwhenusingthisPower isincreasedby+2. +1(Reach):Yourmeleeattackcanbeusedtoattackenemiesinanadjacent zone.

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+1 (Versatile): Your melee attack takes an additional form. You gain an additional Power Aspect to go along with this Power (so a wizards TouchAttackPowermighthavebothTouchofIceandShockingJoltas Power Aspects). The mechanics of the Power remain the same for both forms. It is only its Aspect and the way it is described that changes. When you use this Power, decide at the time it is activated which of thetwo forms your Melee Power Attack will take. You may add additional forms to this Power, each time gaining a new Power Aspectforit. +2 (Persistent): Your Melee Power Attack continues to deliver stress to your opponent each round. It could be some sort of corrosive acid attack,amagicalfleshrottingspell,orsomesimilareffect.ThePower Aspect you take with this Power should relate to that. When you attack with this Power and your target suffers stress, he suffers an additionalamountofstressonyournextturnequaltotheamounthe sufferedfromtheinitialattack3.Eachroundthereafterhecontinues suffering stress, though the amount suffered decreases by an additional3eachturn.ThisPowercontinuestoinflictstressthisway foranumberofroundsequaltothenumberofranksyouhaveinyour AffinityAbility,thoughiftheamountofstressyoudealisreducedto0, theeffectends. +2(Repetitive):Onceactivated,youmayusethisPowerasmanytimesas youdesireforthedurationofthescene.Anychoicesyoumustmake uponusingthisPowerwhenactivatedpersistuntilitisactivatedagain.

SuperPowerAttack,Melee
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis Power.ThesuperversionofthisPowerfunctionsexactlythesameasthe normal version, but has a higher base AP cost in exchange for added bonusestotheattacksWeaponRating. ThefollowingchartliststheAPcostforeachclass,andthebonustothe attacksWeaponRating:

Class MetroClass WorldClass GalaxyClass CosmicClass InfinityClass

BaseAPCost 6 8 10 12 14

WRBonus +5 +10 +15 +20 +25

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PowerAttack,Pulse
SamplePowerAspects:ExplosiveTelekineticRelease,MagicAuraofFire BaseAPCost:3 ActivationDifficulty:4 ActivationTime:FreeAction(AttackorManeuverisaSimpleAction) RequiresaPowerSourceandAffinityAbility.
Like Power Attack, Ranged with the Ranged Explosion modifier, you are capableofattackingeverythinginanarea.However,withthisPower,theattack emitsfromyouinalldirections,affectingeverythinginthezoneyouoccupy,but notyourself. ExplosiveRating:YourattackhasanExplosiveRatingequalto1+thesettings TechLevel(seepg.300formoreaboutTechLevels).Ifthesettingusesmultiple TLs, use the highest. Certain attacks, such as acidic clouds, may not allow the defender to apply his armors Armor Rating. If you decide that your attack will ignore armor, you do not get to add your settings TL to your projectiles ExplosiveRating. If you roll to activate this Power you may willingly decrease your Explosive Rating, though this does not decrease the activation difficulty unless you take theVariablemodifierbelow.However,ifyouactivatethisPowerbypayingaFate Point,youmaynotwillinglydecreasetheExR.

Modifiers
1(AuraOnly):Yourpulsealwaysfunctionsasanaura.Itcannotbeusedasa singleattack. +0 (Effortless): Instead of rolling against an activation difficulty to use this power, you need only spend a Fate Point. However, you may not also selecttheVariableModifierdescribedbelow,andyoumaynotwillingly reduceyourPowersExplosiveRating. +1(Aura):InsteadofrollingtoactivateaPulsePowerAttack,youmayinstead spendaFatePointtoactivatethepulseandleaveitonfortheduration ofthesceneoruntilwillinglyturnedoff.WhenusingyourPulsePower Attack in this manner, you automatically attack every creature in the zone(s) your pulse affects every round. However, you suffer a 2 penalty onyourattackrolls. +1 (Expansive): You may target the zone you occupy, but also all zones adjacenttoit.YoumaytargetazoneradiusequaltoyourAffinity,butyour attacksExRsuffersa2penaltyforeverylayerofzonesyouaffect.For example,ifyouhaveanAffinityoftwo,youcanusethisPowertoattack the zone you are in and two more zones around you in every direction expanding out from you in a widening circle. However, doing so would reducetheExRoftheattackby2onthefirstrowofzonesand4onthe secondrow.

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+1(ImprovedExplosiveRating):TheExplosiveRatingwhenusingthisPoweris increasedby+2. +2(Persistent):Yourattackcontinuestodeliverstresstoyouropponenteach round. It could be some sort of corrosive acid attack, a magical flesh rottingspell,orsomesimilareffect,andthePowerAspectyoutakewith this Power should relate to that. When you attack with this Power and your target suffers stress, he suffers an additional amount of stress on yournextturnequaltotheamounthesufferedfromtheinitialattack3. Each round thereafter he continues suffering stress, though the amount suffereddecreasesbyanadditional3eachturn.ThisPowercontinuesto inflictstressthiswayforanumberofroundsequaltothenumberofranks youhaveinyourAffinityAbility. +1 (Variable): You may elect to increase or decrease the Explosive Rating of this Power by 1 for every 1 you add or subtract from the Activation Difficulty. You can change the Explosive Rating and Activation difficulty eachtimeyouusethis Power,increasingordecreasingtheExRbydoing thesametotheActivationDifficulty.Forexample,if your attacksExRis usually +3, you may increase it to +5. But by doing so, the activation difficultyforthisuseofyourPowerislikewiseincreasedby+2. +1 (Versatile): Your attack takes an additional form. You gain an additional Power Aspect to go along with this Power (so a wizards Ranged Power Attack might have both Magic Fire Burst and Magic Acid Cloud as Power Aspects).ThemechanicsofthePowerremainthesameforbothforms.It isonlyitsAspectandthewayitisdescribedthatchanges.Whenyouuse thisPower,decideatthetimeitisactivatedwhichofthetwoformsyour attack will take. You may add additional forms to this Power, each time gaining a new Power Aspect for it. The total AP cost of this Power is increasedby+1foreachnewformadded.

SuperPowerAttack,Pulse
Super Hero Class characters can purchase a more powerful version of this Power.ThesuperversionofthisPowerfunctionsexactlythesameasthenormal version,buthasahigherbaseAPcostinexchangeforahigherExplosiveRating. In addition, the number of zones affected by your Power is increased. The chart lists the number of zones away from you that you can affect in all directions. The following chart lists the AP cost for each class, and the bonus to your PowersExR: ClassBaseAPCostExRBonusAdditionalZones MetroClass 5 +3 +1zoneaway WorldClass 7 +6 +2zonesaway GalaxyClass 9 +9 +4zonesaway CosmicClass 11 +12 +6zonesaway InfinityClass 13 +15 +8zonesaway

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PowerAttack,Ranged
SamplePowerAspects:MutantLaserEyes,MagicalThrownFireball BaseAPCost:2 ActivationDifficulty:4 ActivationTime:FreeAction(AttackorManeuverisaSimpleAction) RequiresaPowerSourceandAffinityAbility. You are capable of projecting some sort of unnatural ranged attack. You mightthrowfireballs,spitacid,crushyourfoesmindwithapsychicassault, shred the fabric of space your foe occupies, shoot laser beams from your eyes,etc.SelectthetypeofattackyoumakewhenyoupurchasethisPower. Itmaynotthereafterbechanged. You may select this Power multiple times, each time you may select a differenttypeofprojectileattack. Regardless of the type of attack, the mechanics remain largely the same. You roll to hit your target as a ranged attack made with your Affinity. The target may defend with whatever defense is most reasonable. Generally Agilitywillbeusedtodefendagainstenergyattacks,Endurancewillbeused to defend against Powers that affect or break down the body, and Willpowerresistsattacksagainstthemind. WeaponRating:YourattackhasaWeaponRatingequalto1+thesettings Tech Level (see pg. 300 for more about Tech Levels). If the setting uses multipleTLs,usethehighest. Certainattacks,suchaspsychicblasts,maynotallowthedefendertoapply his armors Armor Rating. If you decide that your attack will ignore armor, youdonotgettoaddyoursettingsTLtoyourattacksWeaponRating. Ifyourollto activatethisPoweryoumaywillinglydecreaseyourWeapon Rating, though this does not decrease the activation difficulty unless you taketheVariablemodifierbelow.IfyouactivatethisPowerbypayingaFate Point,youmaynotwillinglydecreasetheWeaponRating. Maneuver:Likemanyothertypesofattacks,thisPowermayalsobeused asaManeuvertoplaceanAspectonaperson,placeorthing.Seepage255 formoreaboutManeuvers. The types of Maneuvers you can perform should, of course, relate to the typeofattackyouperform.Theabilitytobreathefireforexamplemayallow youtoplaceanOnFire!Aspectonanarea,whileyoucouldusetheabilityto projecticetoplaceaSlipperywhenIcedAspectonasectionofthefloor.

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Modifiers
+0 (Effortless): Instead of rolling against an activation difficulty to use this power, you need only spend a Fate Point. However, you may not also selecttheVariablemodifierdescribedbelow,andyoumaynotwillingly reduceyourPowersWeaponRating. +1 (Improved Weapon Rating): The Weapon Rating when using this Power is increasedby+2. +1 (Beam or Full Auto): You may use your Ranged Power Attack to perform BeamWeaponorFullAutoWeaponspecialattacks(pg.263&277).Ifyou doso,insteadofrollingPerceptiontoseeifyouareoverheatedoroutof ammo,youmustinsteadrollEnduranceagainstthesamedifficulty.Ifyou fail, you must spend the next round resting your Power. This functions exactlylikeoverheatingaweapon. +1(LongRange):Yourattacksrangeratingisincreasedby+3. +1(Variable):YoumayelecttoincreaseordecreasetheWeaponRatingofthis Powerby1forevery1youaddorsubtractfromtheActivationDifficulty. YoucanchangetheWeaponRatingandActivationdifficultyeachtimeyou usethisPower,increasingordecreasingtheWeaponRatingbydoingthe same to the Activation Difficulty. For example, if your attacks Weapon Rating is usually +3, you may increase it to +5. But by doing so, the activationdifficultyforthisuseofyourPowerislikewiseincreasedby+2. +1 (Versatile): Your attack takes an additional form. You gain an additional Power Aspect to go along with this Power (so a wizards Ranged Power Attack might have both Magic Fireball and Magic Lightning as Power Aspects).ThemechanicsofthePowerremainthesameforbothforms.It isonlyitsAspectandthewayitisdescribedthatchanges.Whenyouuse thisPower,decideatthetimeitisactivatedwhichofthetwoformsyour attack will take. You may add additional forms to this Power, each time gaining a new Power Aspect for it. The total AP cost of this Power is increasedby+1foreachnewformadded. +1(ExpansiveExplosion):IfyouhaveselectedtheRangedExplosionmodifier (next page), you may target a number of additional zones equal to your Affinity. You suffer a penalty on your activation roll equal to the total number of zones targeted. So if you target two zones, you suffer a 2 penalty. +2(Repetitive):Onceactivated,youmayusethisPowerasmanytimesasyou desire for the duration of the scene. Any choices you must make upon usingthisPowerwhenactivatedpersistuntilitisactivatedagain. Continuedonnextpage

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+2(Persistent):Yourattackcontinuestodeliverstresstoyouropponenteach round. It could be some sort of corrosive acid attack, a magical flesh rottingspell,orsomesimilareffect,andthePowerAspectyoutakewith this Power should relate to that. When you attack with this Power and your target suffers stress, he suffers an additional amount of stress on yournextturnequaltotheamounthesufferedfromtheinitialattack3. Each round thereafter he continues suffering stress, though the amount suffereddecreasesbyanadditional3eachturn.ThisPowercontinuesto inflictstressthiswayforanumberofroundsequaltothenumberofranks youhaveinyourAffinityAbility,thoughiftheamountofstressyoudealis reducedto0,theeffectends. +2 or +3 (Ranged Explosion): Instead of attacking a single target, you may make an attack against everyone in a targeted zone. When attacking a zone, the activation difficulty of this Power is increased by 2 and your Powers Weapon rating instead becomes its Explosive Rating. If your attack is always an explosion and may not be used to attack a single target,theAPcostmodifieris+2insteadof+3.

SuperPowerAttack,Ranged
Super Hero Class characters can purchase a more powerful version of this Power.ThesuperversionofthisPowerfunctionsexactlythesameasthenormal version, but has a higher base AP cost in exchange for added bonuses to its WeaponRating. The following chart lists the AP cost for each class, and the bonus added to its WeaponRating: ClassBaseAPCost MetroClass 5 WorldClass 7 GalaxyClass 9 CosmicClass 11 InfinityClass 13

WRBonus +5 +10 +15 +20 +25

If you have purchased the Ranged Explosion Modifier, you instead use the chartbelow.InadditiontohavingahigherExR,thenumberofzonesaffectedby your Power is increased. However, all affected zones must be adjacent to one otheraffectedzone.

ClassBaseAPCostExRBonus MetroClass 7 +3 WorldClass 9 +6 GalaxyClass 11 +9 CosmicClass 13 +12 InfinityClass 15 +15

AdditionalZones +1adjacentzone +3adjacentzones +6adjacentzones +12adjacentzones +24adjacentzones

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Precognition
SamplePowerAspects:TarotCards,PsychicSensitivity BaseAPCost:4 ActivationDifficulty:10 ActivationTime:FreeorSimpleAction,seebelow RequiresaPowerSourceandAffinityAbility Youhavetheabilitytoperceiveflashesofeventsfromthefuture,theexact oppositeofPostcognition. Like Postcognition, this Power works in two ways. First, you gain a Character Aspect called Precognitive. This Aspect can be compelled by the GMtograntyoupainfullyvividimpressionsofthefuture,oratleast,alikely futurescenario.Likeanyothercompel,theplayermayrefuseandrejectthe offeredFPandflashofinsight.However,shouldheaccept,theprecognitive flashassaultstheusersmindasawaveofoverpoweringsensations.When this occurs, the GM may choose to roll an attack against the characters mind. The attack has an Edge Rating of +2 and the character may defend usinghisWillpower. Such a compel should most often occur when the character is about to perform a very significant action, or when something bad is about to happen. The second use of this Power is an intentional attempt to see the future. Thisisamorecontrolleduse,usuallyrequiringatleastafewsecondsofquiet timetomeditate.Inthiscase,theuserrollshisAffinityagainsttheactivation difficultyasnormal. Success means the character will get some impression of the future. The GMshouldasktheplayerwhathewishestoknowaboutthecomingevents. The more specific the question, and the better the roll, the more accurate the information the GM should relate back. The player should also keep in mindthatthisisthemostlikelyfuture,butnottheonlypossibleone.After all,theGMdoesntknowhowthedicearegoingtolandinfuturescenes,or whatchoicestheplayerswillmake.Buthecangiveithisbestguess. Forexample,letssaythePCs(allpolicemen)arestandingoutsidethedoor ofthecriminalslair.Butbeforetheyburstin,theplayerofthePrecognitive PC wants to get an impression of what will happen should they do so. He tells the others to wait, closes his eyes, and opens his mind to the flow of time. He rolls his activation check and succeeds. Since he beat the required difficulty to activate this Power, he gets a brief glimpse of what would happenshouldtheyburstin,gunsblazing. Continuedonnextpage

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The GM alreadyknows that the criminals know the police are outside. He alsoknowsthattheyareheavilyarmedandhavetakenuppositionsbehind coverintheroom.Checkingthecriminalsstats,healsoknowsthatsomeof themareaprettygoodshot.IfthePCsburstin,theyaredeadmeat. SotheGMtellstheplayerthatinhismomentofinsightheseeshimselfand his friends burst in, only to die in a hail of gunfire. The player, now armed withthisknowledge,informshisteammatesthattheydbettersneakaround andtrythebackentrance.

ReadEmotions
SamplePowerAspects:TelepathicSensitivity,CyberneticBrainScanner BaseAPCost:2 Activation:None ActivationTime:FreeAction Duration:OneRound RequiresaPowerSourceandAffinityAbility Youhavetheabilitytosensetheemotionsofanotherthinkingcreature.As a free action you may spend a Fate Point and roll your Affinity (Diff: 0) to instantly become aware of what emotions (happiness, sadness, apprehension,skepticism,etc.)yourtargetisfeeling. The GM may place modifiers on the roll if the target is not of the same speciesas thecharacterusingthis Power.Forinstance, a human using this Poweronalizardmanmaysuffera3onhisAffinityroll,ora2ifusedona dog. UseofthisPowerplacesanAspectonthetargetrelatedtotheemotionhe isfeeling.TheuserofReadEmotionswhodiscoversthisAspectmayinvoke or compel it for free on the same round this Power is used. This Aspect is veryfragileandwillgoawayiftheemotionthetargetisfeelingchanges.

Modifiers
1(AnimalEmpathy):YoumayusethisPoweronanimals,butonlyanimals. YoustillsufferthepenaltytousethisPowerontargetsofadifferent species. +1(UniversalEmpathy):YoumayusethisPoweronanythinkingcreature withoutpenalty.

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ReadThoughts
SamplePowerAspects:ThoughtReadingSpell,Telepathy BaseAPCost:2 Activation:FatePoint(Contested,seebelow) ActivationTime:SimpleAction Duration:OneRoundorScene,seebelow RequiresaPowerSourceandAffinityAbility Youhavetheabilitytolisteninonthecurrentthoughtsofanothersentient creature. Spend a Fate Point and roll your Affinity contested against the targetsWillpower. If you succeed, you hear the targets next few surface thoughts in your mind as if they were speaking them out loud. If you succeed and generate Spin on your Affinity roll, you can hear the targets thought for the rest of thescene. Ifyoufail,youdonothearthetargetsthoughts.Ifyoufailandthetarget generatesSpinonhisdefenseroll,hesensestheattemptedmentalintrusion andknowsthegeneraldirectionfromwhichitcame. The GM may place modifiers on the roll if the target is not of the same species as the character using this ability. For instance, a human using this Poweronagoblinmaysuffera2onhisAffinityroll.Youmustalsobeableto speakthesamelanguageasthetargettounderstandwhatheisthinking. UseofthisPowermayallowyoutodiscoveroneofthetargetsAspectsifit is relevant to the situation and his current thoughts. The user of Read ThoughtswhodiscoversthisAspectmayinvokeorcompelitforfreeduring thefollowinground.ThisAspectmaybeveryfragilehowever,andcouldgo awaydependingonthesituationsandhowitchanges.

Modifiers
+2(UniversalReading):YoumayusethisPoweronanythinkingcreature withoutpenaltyandwithouttheneedtoshareacommonlanguage. +1 (Mind Bridge): You need to spend a FP to activate this Power on a willingtarget. +1 (Sensory Link): When reading someones thoughts, you can also perceivetheworldthroughtheirsenses.Forabriefmomentyoucan seewhattheyseeandhearwhattheyhear.

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RepelCreature
SamplePowerAspects:CompelledbyFaith,AversionSpell BaseAPCost:1 Activation:FatePoint RequiresaPowerSourceandAffinityAbility Youmayusetheforceofyourwill,thepowerofyourfaith,orsomeother abilitytodrivecreaturesofacertaintypeoutofthezoneyouoccupy. WhenyoutakethisPower,selectatypeofsupernaturalcreaturetorepel. Common creatures repelled by this power are undead, spirits, demons, elementalsofaspecifictype,etc.Livingcreatureswiththeabilitytopossess others, such as some wizards or psychics, are considered spirits when in possessionofanother. To repel a creature, you roll your Affinity as a block action (see pg. 260). ThecreaturemustrollitsWillpowertoresist.Ifitfails,itmustimmediately retreatfromthezoneyouoccupy.Orifitcannot,itmustmoveasfaraway fromyouaspossible.Onceoutsideoftheaffectedzone,itmustovercome theblocktogetbackin. Notethatinthecaseofapossession,youllmostlikelyneedtosomehow restrain the body. Otherwise, the possessing creature can just move away takingthebodywithit.Soyoullneedtorestrainitfirstifyouwanttoforce thecreatureout. NotethattheGMmayneedtoadjusttheAPcostofthisPowerdepending ontherarityofthecreaturetoberepelled.Forexample,inaworldwhere demonsareascommonashumanstheAPcostshouldbeabithigher.

Modifiers
+0 (Strenuous Repel): Repelling a creature is a stressful process for you. Instead of spending a Fate Point to activate this Power, you need to makeanactivationrollagainstadifficultyof4. +1(PotentRepel):ForeveryadditionalAPyouspendonthisPower,your Affinityisconsidered2higherwhenusingthisPower. +1 (Additional Creature Type): For every additional AP you spend on this Power,yougaintheabilitytoRepeloneadditionaltypeofcreature. +1(DestructiveRepel):Eachtime,includingthefirsttime,thecreaturetries and fails to overcome your block, it suffers an amount of physical stress equal to the amount by which it failed. For example, if your block potency is 5, and the creature attempting to enter your zone rolls a total of 3 on its Willpower roll, it suffers 2 points of stress in additiontobeingforcedtoleavethezone.

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Regeneration
SamplePowerAspects:MutantHealingFactor,ImplantedMedibotFactory BaseAPCost:2 Activation:None Yourbodyhealsfromwoundsatanincrediblerate.Whenyoupurchasethis Power,theamountoftimerequiredforaPhysicalConsequencetodegrade toalowerseverityisreducedby1timeincrement.Seepg.295formoreon timeincrements. Forexample,normallyitrequiresaboutamonthtoreduceanExtreme(P) Physical Consequence to Severe(P). However, if you have Regeneration, it onlytakesaweek.

Modifiers
+1 (Limb ReGrowth): By spending one more AP on this Power, you also gain the ability to regrow lost limbs. Once the Consequence associatedwiththelossofthelimbhasbeenhealed,thelimbhasbeen restored.

SuperRegeneration
Super Hero Class characters can purchase a more powerful version of thisPower.ThesuperversionsofthisPowerfunctionexactlythesameas the normal version, but have a higher base AP cost in exchange for the addedeffectsdescribedbelow.
MetroClassRegeneration(AP:4)Reducetheamountoftimeittakesto healaConsequenceby2timeincrements. WorldClassRegeneration(AP:6)Reducetheamountoftimeittakesto healaConsequenceby3timeincrements,andyoucanreturntolifefrom death. You can only be killed by disintegration, a severed head, or a destroyedheart. GalaxyClassRegeneration(AP:8)Reducetheamountoftimeittakes to heal a Consequence by 4 time increments, and you can return to life fromdeath.Youcanonlybekilledbydisintegrationoraseveredhead. CosmicClassRegeneration(AP:10)Reducetheamountoftimeittakes to heal a Consequence by 5 time increments, and you can return to life fromdeath.Youcanonlybekilledbydisintegration. InfiniteRegeneration(AP:12)Youhealallwoundsinasingleturnand can only be killed by disintegration. And even then, if 10% of your body masscanbecollectedyoucanreformandawakeinaboutaday.

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Resistance
SamplePowerAspects:FireProofSkinCovering,ProtectionSpell BaseAPCost:1 Activation:None Youaresupernaturallyresistanttodamagefromonespecificsource,beit fire,disease,orevenjustplainiron. ThisPowerworkspassively,grantinganaturalArmorRatingwithnoneed to activate it. The amount of armor provided depends on the rarity of the damagesourceyouareresistantto.Seethetablebelowforguidelines: CostArmorRating Common 2 Uncommon 4 Rare 6 Examples Iron,Lead,Stone,Wood,etc. Disease,Fire,Electricity,PsychicAttacks Radiation,DeathMagic,etc.

Modifiers
+1 (Improved Resistance): The Armor rating provided is increased by the initial value, effectively doubling (or tripling or quadrupling, etc) its effectiveness. +V (Immunity): You are simply immune to damage from your specified source. The additional AP cost to gain this Modifier depends on the rarityofthetypeofattackyouareimmuneto.Itis+5forCommon attacks,+3forUncommon,and+1forRare.

Sense
SamplePowerAspects:PsychicAwareness,LocationSpell BaseAPCost:Varies Activation:FatePoint ActivationTime:SimpleAction Duration:Scene RequiresaPowerSourceandAffinityAbility Youhavetheabilitytosensethelocationofobjects,energiesorsubstances atadistanceof4+yourAffinityratinginzonesaway.(Orifexactdistances arerequired,4+yourAffinityratingx10yardsaway.)Andnotonlydoyou sensetheirpresence,butyoumaybeabletodiscernfactsaboutthem. Yoursensitivityallowsyoudetermineyourtargetsdistancefromyouand an estimate of how much there is. The GM may call for an Affinity roll, treatingitmuchlikeaPerceptionroll,todeterminewhatkindsofdetailsare available.

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For example, the ability to detect water can allow you to determine how much there is (Diff: 0) and with a good roll (Diff: 2), determine if it is poisoned. An exceptional roll (Diff: 5) may even allow you to determine if anycreaturesareinthewater,andifyes,howmany. The ability to sense magic may allow you to sense objects cloaked in invisibility spells or find hidden magic items. Good rolls (Diff: 2) may allow youtotellhowpowerfulsomethingisorwhatamagicalitemdoes(Diff:4). Whileanexceptionalroll(Diff:5)mayevengiveyousomehintatwhocast themagic. Theabilitytosenselivingcreaturesmighttellyouwhatkindofcreatureitis (Diff:2)orhowhealthyitis(Diff:4).Onaverygoodroll(Diff:5),youmay evengetasenseofwhatitsPhysicalAbilityratingsare. TheAPcostofthisPowerdependsontherarityoftheobjectyouseek.See thetablebelowforguidelines: RarityAPCost Common 3 Uncommon 2 Rare 1 Examples Water,Iron,etc. LivingCreatures,Weapons,etc. Magic,Ghosts,etc.

Note that the GM may increase the AP cost if you are able to sense very valuableobjects,suchasgoldordiamonds. AlsokeepinmindthatyourGMmayalreadyallowyoutouseyourAffinity todobasicsensingofthingsrelatedtoyourPowerSourcewithoutrequiring youtotakethisPower(seepg.91).

Modifiers
+1(ImprovedSensitivity):WhenusingthisPower,yourAffinityAbilityratingis considered2rankhigher. +1(LongRange):Multiplythedistanceatwhichyoucansenseobjectsby10. 2(LocateObject):Insteadofageneralsense,forabaseAPcostof2youcan sensethelocationofaspecificobject.Todothis,youmustspendaFate Point to activate this Power then succeed on an Affinity roll against a difficulty set by your familiarity with the object. If you succeed, you can sense the direction the object is in, and have a general idea of how far away the person is. If you fail, you suffer stress and the Power does not activate. The difficulty to locate an object is 5 + any relevant sympathy modifiers.Seepg.123forthesympathymodifierstable. 3(LocatePerson):ThismodifieristhesameastheLocateObjectmodifier, butcosts3APandcanbeusedtolocatespecificpeople.Thedifficultyto dothisis6+anyrelevantsympathymodifiers.

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Shapeshifting
SamplePowerAspects:MutantShapechanger,TransformationSpell BaseAPCost:9 Activation:FatePointeachtimeyouchange ActivationTime:OneTurn Duration:Permanentuntilyouchangeback RequiresaPowerSourceandAffinityAbility You have the power to change your physical form at will, altering your physical features, sex, species or becoming something altogether unique. Whenyoudo,yougainanAspectthatdescribesyournewformsuchasWolf, TableorGiantGreenMonster.Thisnewformcanbeanycreatureorobjectof similarmassandcanbeaformthatiscompletelyunique. Whenchangingtoanewform,addupthenumberofranksyouhaveinall ofyourphysicalAbilitiesplusyourAffinityAbility.Youmaythenredistribute theserankshoweveryouchooseasyoutakeyournewform.Soifyouadd upallyourranks,andyougetatotalof32,youhave32pointstoredistribute tobettermodelyournewform.(Thoughthemaximumrankyoucanhavein asingleAbilitycannotexceedyourAffinityx3.) You may also trade these ranks for temporary Advantage Points to purchaseAdvantagesthatrepresentphysicaltraitssuchasBodyWeaponry, Striking Looks, Flight (Wings), Armor, etc. You lose these temporary Advantageswhenyouchangeform. Whenchangingyourlookstoformadisguise,yougaina+4onDeception. ThoughtheGMprobablyshouldntevenmakeyourollunlessyourobservers knowtheyarelookingforashapeshifter.

Modifiers
2(ThemedShifting):Youmayonlytakeformsthatmatchuptoacertain theme,suchasnaturalanimalsorhumanoidforms. +1(ShapeshiftingMastery):ForthepurposesofthisPower,yourAffinityis considered2rankshigher. +1 (Mass Shifting): You may spend any extra physical Ability ranks on shiftingyoursizeupanddown.Thishasnoeffectonyourcapacityto resist physical stress, but you gain any other relevant benefits and penalties based on your Size. For every two ranks spent, you can changeyoursizebyonecategory.Seepg.289formoreonSize.

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DoYourHomework!
SomePowers,suchasShapeshiftingandControlcanbeabitofachore toimplementduringthegame.Youneedtoshiftalotofnumbersaround, lookatotherAdvantages,andreallythinkaboutwhatyouaredoingtobe effective.Thiscantakeuppreciousgamingtimeandleavesotherplayers sittingboredwhileyoufigureoutwhatyouaredoing. Toavoidthis,itisSTRONGLYrecommendedyouhavealotofthework doneaheadoftime.Areyouashapeshifter?Ifso,cometothegamewith five or six of your most commonly used alternate forms already worked out. This advice applies to any Power that requires you to make decisions beforeyouuseit.HaveaplanforhowyouintendtouseyourPowersand yourGMandfellowplayerswillthankyoufornotwastingtheirtime.

Shrink
SamplePowerAspects:ShrinkingSpell,MutantShrinkage BaseAPCost:1 Activation:FatePoint ActivationTime:SimpleAction Duration:Scene You are capable of decreasing your Size and mass. When you activate his Ability,youdecreaseyourSizebyonecategory.Seepg.289formoreonSize andhowitaffectsyou. YoumightalsoconsiderLinkedAdvantageandWeaknesstobetterdefine theeffectofyour Shrinking, such as using Linked Advantage to gain Super Agility or Weakness to lower your Strength as you suffer from reduced musclemass.

Modifiers
+1 (Decreased Size): For every 1 AP spent, decrease your Size by one additionalcategory. +2(Small):YouarealwayssmallanddonotneedtoactivatethisPower.It isconsideredalwayson.

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Sleepless
SamplePowerAspects:Robot,GeneEngineeredAugmentation BaseAPCost:2 Activation:None RequiresaPowerSourceandAffinityAbility Forwhateverreason,yourbodydoesnotrequiresleep.

Modifiers
1 (Restful): While you do not need to sleep, your body still needs to rest for about4hoursaday.Whileresting,yousuffera2penaltyonPerception rolls.

SummonCreature
SamplePowerAspects:PsionicTeleportiveSnatch,MagicalSummoning BaseAPCost:2+CreaturesHighestAbility ActivationDifficulty:8+CreaturesHighestAbility ActivationTime:SimpleAction Duration:Scene(8hourswithFPexpenditure) RequiresaPowerSourceandAffinityAbility
Youhavetheabilitytocallsomeothercreaturetoaidyou,agenericcreatureof acertaintype.WhenyouselectthisPower,youselectthetypeofcreatureyou will summon. Both the AP cost of this Power and the activation difficulty are basedonthechosencreatureshighestAbility. When the creature is summoned, you may make an Affinity roll contested by the summoned creatures Willpower. If you succeed, you may give the summonedcreatureasinglecommandwhichitmustobeyforanumberofturns equaltothedifferencebetweenyourAffinityrollandthecreaturesWillpower rolltoresist. If you generated Spin on this roll even after the creature is free of your command,hestillwillnotattackyoudirectlyduringthisscene.Ifyoufailonyour rolltocontrolthesummonedcreature,thecreatureisfreetoactasitchooses. At the end of the scene or if the summoned creature is killed, it vanishes. By spendingaFatePoint,yoursummonedcreaturecanremainfor8hours.

Modifiers
+1 (Master Summoner): For the purposes of using this Power, your Affinity Abilityisconsidered2higher. +1(StableMaster):Youmaysummononeadditionaltypeofcreature.Thecost of this Power is always based on the most powerful creature you can summon.

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SuperAgility
SamplePowerAspects:MutantAgility,AgilityEnhancementSpell BaseAPCost:SeeBelow Activation:FatePoint ActivationTime:FreeAction Duration:Scene RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero topurchasethisPower. Yougaintheabilitytobecomesuperagile,gainingtheAspectSuperAgile whenthisPowerisactivatedaswellasthefollowingbenefits: MetroClassSuperAgility(AP:6) Attacking:WhenattackingwithSuperAgility,suchaswhenusingaranged weapon or a melee weapon with the Deadly Grace Expert Advantage, you addabonustoyourattackroll. Thebonusyoumayaddis+5,ortwicetheWeaponRatingoftheweapon youareusing,whicheverislowest.Ifyouareattackingunarmed,thebonus canbeashighasdoubleyourStrengthor+5,again,whicheverislowest. Nomatterhowaccurateorfastyouare,itshardtotakedownatankwith aplasticknife. Defending: When defending with Super Agility, your gain a +5 bonus on yourdefenseroll. Other Rolls: For other uses of Super Agility, such as initiative, jumping or climbing,yougaina+3bonus. Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper heroes.ThehigherclassversionofthisPowerfunctionsexactlythesameas theMetroclassversion,buthasahigherbaseAPcostinexchangeforadded bonusestoyourrollswhenusingthisPower. ThefollowingchartliststheAPcostforeachclass,andthebonusaddedto your Agility rolls. The first is used for attack and defense rolls, while the secondbonusisappliedtoothertypesofAgilityrolls. Class WorldClass GalaxyClass CosmicClass InfinityClass BaseAPCost 8 10 12 14 Bonus +10/+6 +15/+9 +20/+12 +25/+15

Modifiers
+2 (Passive): Your Super Agility is always on, and you do not need to activateit.

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SuperEndurance
SamplePowerAspects:AlienDurability,SuperCyberneticReinforcement BaseAPCost:SeeBelow Activation:FatePoint ActivationTime:FreeAction Duration:Scene RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero topurchasethisPower. You gain the ability to become super durable, gaining the Aspect Super EndurancewhenthisPowerisactivatedaswellasthefollowingbenefits: MetroClassSuperEndurance(AP:3) StressBoxes:Forthepurposesofdetermininghowmanystressboxesyou have in each row, your Endurance is considered 3 ranks higher. The added stressboxesgrantedbythisPowerareaddedinfrontofyournormalstress boxes, meaning stress is applied to the new stress boxes first. When this Power deactivates, the additional stress boxes gained and any stress that mayhaveaccumulatedinthem,arecleared. Other Rolls: For other uses of Super Endurance, such as resisting poison, yougaina+5bonus. Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper heroes.ThehigherclassversionsofthisPowerfunctionexactlythesameas the Metro class version, but have a higher base AP cost in exchange for addedbonusestoyourrollswhenusingthisPower. ThefollowingchartliststheAPcostforeachclass,andthebonusaddedto yourEnduranceforthepurposeofdetermininghowmanyadditionalstress boxesyouhaveineachroworabonusonrolls: Class WorldClass GalaxyClass CosmicClass InfinityClass BaseAPCost Bonus StressBoxes 5 +10 +6 7 +15 +9 9 +20 +12 11 +25 +15

Modifiers
+2(Passive):YourSuperEnduranceisalwayson,andyoudonotneedto activateit.

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SuperStrength
SamplePowerAspects:CyberneticAugmentation,MutantStrength BaseAPCost:SeeBelow Activation:FatePoint ActivationTime:FreeAction Duration:Scene RequiresaPowerSourceand,youmustbeatleastaMetroClassSuperHero topurchasethisPower. You gain the ability to become super strong, gaining the Aspect Super StrongwhenthisPowerisactivated,aswellasthefollowingbenefits: MetroClassSuperStrength(AP:4) StressBoxes:Forthepurposesofdetermininghowmanystressboxesyou have, your Strength is considered 2 ranks higher. The added stress boxes granted by this Power are added in front of your normal stress boxes, meaning stress is applied to the new stress boxes first. When this Power deactivates,theadditionalstressboxesgained,andanystressthatmayhave accumulatedinthemarecleared. Other Rolls: This Power provides a Weapon Rating of +5 to unarmed punchesandkicksoradds+5totheWRofmeleeweapons.Youalsogaina +5bonusonallStrengthbasedManeuversandspecialactionsaswellasnon conflict related Strength rolls. In addition, you are considered one Size categorylargerforthepurposesofdeterminingyourliftingcapacity.Seepg. 289formoreonliftingcapacity. Additionalclassesofthispowercanbepurchasedbymorepowerfulsuper heroes.ThehigherclassversionsofthisPowerfunctionexactlythesameas theMetroclassversion,buthaveahigherbaseAPcostinexchangeforan addedbonustotheWRofStrengthbasedattacksandfurtherSizeincreases forthepurposesofdeterminingyourliftingcapacity. ThefollowingchartliststheAPcostforeachclass,thebonusstressadded toStrengthattacksandyourSizeincreaseforthepurposesofdetermining yourliftingcapacity. ClassBaseAPCostWR/Bonus StressBoxes WorldClass 6 +10 +4 GalaxyClass 8 +15 +6 CosmicClass 10 +20 +8 InfinityClass 12 +25 +10 SizeIncrease +2 +3 +4 +5

Modifiers
+2(Passive):YourSuperStrengthisalwayson,andyoudonotneedto activateit.

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When/WhySuperAbilities?
You may be asking yourself, Why take Super Ability instead of just increasing my Ability to really high levels? And thats a valid question. The reasonistwofold. Thefirstandmostsimplereasonisthat,atsomepoint,itbecomesacheaper waytogetbetterwithanAbility. Secondly,SuperAbilityexistsistoinsurethedicestillmatter.Ifyouhavea Strength of 80, how often do you think the dice will impact your performance? Likely not often. And when two super powered individuals fight,andthedicedontmatter,theentireoutcomecanbeseenbeforehand. Just look at their stats, do a little math, and you can see who the winner is almostcertainlygoingtobe. Super Abilities allow the GM and players to make characters with phenomenal physical abilities, while retaining the random element dice provide. As a rule of thumb, if a character or creature is going to have a Strength, AgilityorEnduranceAbilityhigherthan5,theGMshouldrequirethemtotake a Super Ability instead. Though for mundane creatures, such as bears and elephants, you might just allow them higher Strength for the sake of simplicity. Its also a good idea to take Super Abilities if there is ever a possibility of losing your Powers. For example, lets say you have a character with Super Strength,buthastheWeaknessthatheloseshisPowerswhenexposedtoa certain rare element. In that case, its better to create the character with a StrengthratingequaltowhathisStrengthwouldbewithouthisPowers,then addSuperStrength. SoUltraGuy,whocouldnormallyflipatankwithonehand,mayonlyhavea Strengthratingof2.ButhealsohasGalaxyClassSuperStrength.

Telekinesis
SamplePowerAspects:PsionicMindoverMatter,MagicForceSpell BaseAPCost:3 ActivationDifficulty:4+TelekineticStrength(seebelow) ActivationTime:FreeAction Duration:OneTurn RequiresaPowerSourceandAffinityAbility You have the ability to control objects at a distance, without physically touchingthem,usinganinvisibleforce. Eachactivationallowsyoutomanipulatetheobjectforoneturn.Youmay attackbysmashingorcrushingyourtargetwithtelekineticforceorperform

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maneuvers as if you were interacting with the target with a pair of giant invisible hands. The Strength of the hands is determined when you activatethisPower.AnditsAgilityisequaltoyourAffinity. When you activate this Power, you must determine the Strength of your Telekinesis.TheactivationdifficultyisequaltoyourTelekineticStrength+4. For instance, if you want your Telekinetic Strength to be 3, then the activationdifficultyis7. AttacksmadebutstrikingwithyourTelekinesisaremadewithitsStrength.

Modifiers
1 (Visible Force): Your telekinetic force is visible to others. It appears as translucent tendrils of glowing mist originating from you, or somethingsimilar. 1(Effortless):Insteadofrollingagainstanactivationdifficultytousethis power, you need only spend a Fate Point. However, your Telekinetic Strengthisalways2. +1 (Agile): Your Affinity is considered 2 higher for the purposes of determiningyourtelekineticAgility,butnotforactivationrolls. +1(Strong):YourTelekineticStrengthisincreasedby+2forfree.Youmay alsotakethismodifierwithEffortless.

SuperTelekinesis
SuperHeroClasscharacterscanpurchaseamorepowerfulversionofthis Power. The super version of this Power function exactly the same as the normal version, but has a higher base AP cost in exchange for an added bonus to Strength rolls and an increase in your Size category for the purposesofdeterminingyourtelekineticliftcapacity. ThefollowingchartliststheAPcostforeachclass,thebonusstressadded to telekinetic Strength rolls and your size increase for the purposes of determiningyourtelekineticliftingcapacity. ClassBaseAPCostBonusSizeIncrease MetroClass 7 +5 +1 WorldClass 9 +10 +2 GalaxyClass 10 +15 +3 CosmicClass 12 +20 +4 InfinityClass 14 +25 +5

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TeleportOther
Sample Power Aspects: Implanted Translocation Beam, Magical TeleportationSpell BaseAPCost:4 ActivationDifficulty:5+TargetsSize+SympathyModifiers(pg.123) ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility ThisPowerfunctionslikeTeleportSelf,butyoucanmoreeasilyaffectother people or objects. To target an object or person you are touching, roll for activation and apply the same penalties as for personal teleportation dependingonwhereyouaresendingthepersonorobject.

Modifiers
+1(Ranged):Youdonothavetotouchanobjecttoteleportit.Youneedonly seeit,anditmustbewithin1zoneperrankofyourAffinityAbility.Ifyou are attempting to teleport an object out of another persons hand after you have made your activation roll, you must also beat the target in a contestedrollofyourAffinityvs.theirAgility.

TeleportSelf
Sample Power Aspects: Super Science Translocation Implant, Psionic Teleportation BaseAPCost:4 ActivationDifficulty:5+SympathyModifiers(pg.123) ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility
You can instantly move from one location to another regardless of distance. However, the more familiar you are with your target area, the easier it is to teleportthere.Youmaycarrywithyouanyequipmentonyourbodyandasmall objectineachhandoralargerobjectinbothhands. Teleportedobjectsmaintainthesamevelocityanddirectionoftraveltheyhad beforeteleporting.Soifyoujumpoffabuildingandteleportjustbeforeyouhit the ground, you arent saved from the impact. Youll just splatter elsewhere. Thoughteleportingoverwatermightbebetterthanimpactingagainstconcrete! RollyourAffinitytoactivatethisPowerandapplythesinglemostappropriate modifier from the sympathy modifiers table on page 123. If you succeed, you instantly disappear from where you are currently standing and appear at your chosenlocation.Ifyoufail,yousuffertheappropriatestressanddonotteleport.

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Modifiers
1 (Line of Sight): Your teleportation is always limited by sight. You must be abletoseeyourtargetlocationtoteleportthere. +1(PrecisionTeleportation):Yougaina+2bonusonyouractivationroll. +1 (Blink): The Activation time for this Power is a Free Action instead of a SimpleAction. +2(Versatile):Younegateyourvelocitywhenyouteleport.Andbyspendinga FP, you can elect to maintain your velocity but change your direction of travel. +1(Offered):Youmaybringsomeotherpersonorobjectyoutouchwithyou whenyouTeleport,butyousufferapenaltyonyourAffinityrollequalto theobjectorpersonsSize+2.

TeleportationPortal
SamplePowerAspects:CyberneticWormHoleGenerator,RiftSpell BaseAPCost:6 Activation: Extended Affinity roll, Diff: 10 + Sympathy Modifiers (pg. 123), SimpleAction(Stress:MentalorPhysical) ActivationTime:OneTurn Duration:Scene RequiresaPowerSourceandAffinityAbility
ThisPowerfunctionslikeTeleportSelf,butinsteadofsimplymovingyourselfor anobjectinstantlytoanotherplace,youopenagatewaytoanotherplace.Once opened,thegatewaylastsuntiltheendofthescene(oruntilyouwillitshut)and anyone or anything can travel through it between locations. The doorway openingcanbeaslargeasoneyard,bothinwidthandheight,perrankofyour AffinityAbility. To open a portal to another location, roll you Affinity to activate this Power, modified by the same level of familiarity with the destination as with Teleportation,Personal.

Modifiers
+1 (Gate Keeper): For the purposes of this Power, your Affinity Ability is considered2higher.

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Terrify
SamplePowerAspects:PsychicAnxiety,FearSpell BaseAPCost:2 Activation:FatePoint ActivationTime:SimpleAction,activatesasanattack Duration:Scene RequiresaPowerSourceandAffinityAbility You have the ability to instill a sense of terror in your foes. Spend a Fate Point and roll your Affinity as an attack against your target (with an Edge ratingequaltoyourAffinityAbility).ThetargetmayresistwithWillpower.If you succeed in forcing your target to take a Mental Consequence, the Consequencetheytakemustsomehowrelatetotheirfearofyou. Inaddition,youmayusethisPowertoperformaManeuver.Youmayroll yourAffinitycontestedagainstyourvictimsWillpower.Ifyousucceed,your target gains the Anxious Aspect for anumberofrounds equal to the differencebetween your Affinity roll and your victims Willpowerroll. You do not need to spend a Fate Point to activate the Power when using it this way and if you generate Spin on the roll to perform the Maneuver;theAnxiousAspectlaststhedurationofthescene.

Modifiers
+1(Horrific):Gaina+2bonusonallrollstousethisPower. +1(AuraofTerror):Youmayattackeverypersoninthezoneyouoccupyor anadjacentzone. +1(FearoftheUnknown):Thetargetneednotseeyou.Youneedonlybe abletoseethetargetyourself.Inthiscase,Consequencesthetarget takesshouldrelatetoamoregeneralsenseoffearinsteadoffearing youspecifically.Also,ifthedefendingopponentgeneratesSpinonhis Willpower defense roll, he senses that his emotions are being artificiallymanipulatedandmayevensensethegeneraldirectionyou areinwithanexceptionalsuccess.

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ThermalVision
SamplePowerAspects:EvolvedMutation,CyberneticEyes BaseAPCost:2 Activation:None This Power permanently grants you the Perception Specialty Aspect ThermalVision.ThisAspectmightbeinvokedtograntbonusestoperceivein darkenedorobscuredareas,butmaybecompelledifwhatyouarelooking forisroomtemperature.

Modifiers
+0(Activated):ThisPowerisactivatedwithaFatePoint. +1(Adaptive):TheAspectassociatedwiththisPowerispersistent,butyoucan switchthisPoweronandoffatwill.

Transmogrification
Sample Power Aspects: Magical Shapechanging, MutantTransformation BaseAPCost:4 ActivationDifficulty:FatePoint ActivationTime:SimpleAction Duration: Permanent, though you may undo allchangesatwill. RequiresaPowerSourceandAffinityAbility
You can transform your body at will, making physicalalterationsonthefly. When you activate this Power, you gain a number of transformation points equaltoyourAffinity.Thesepointsmaybespentasasimpleactiontograntyou immediate access to any other Power or Powers. These Powers are purchased with your transformation points as if you had used Advantage Points. The Power(s) gained must in some way relate to a physical transformation of your body,suchasBodyWeaponrytogrowfangsorArmortogrowathickcarapace. EachtimethisPowerisactivatedyoumaypurchaseadifferentPowerorsetof Powerswithyourtransformationpoints. Alternatively,insteadofselectingaPower,youcangainatemporarypersistent Aspect such as Beastly Countenance(P) or Bugs Eyes(P). Such an Aspect is consideredtobeworth2AdvantagePointsforthepurposesofthisPower.

Modifiers
+1 (Master of the Flesh): Your Affinity Ability is considered 2 ranks higher for thepurposesofthisPower.

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TransmuteMatterorEnergy
SamplePowerAspects:AlterationSpell,ImplantedTransmutationDevice BaseAPCost:5 ActivationDifficulty:2+ModifierforMass+SeverityofChange ActivationTime:SimpleAction Duration:Permanent RequiresaPowerSourceandAffinityAbility You can transform nonliving or vegetable matter or energy into another typeofmatterorenergy. To transform matter or energy, you need only activate this Power while within line of sight of your subject. To activate this Power, the character mustrollhisAffinityagainstadifficultydeterminedbyaddingtogether2+a modifierbasedontheamountofthematterchanged+amodifiersetbythe degreeofchange. Modifiersfortheamountofmatterchanged,orthedegreeofchange,can befoundbelow: Modifier +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Modifier +2 +4 +6 +8 ExampleofMass Coin CupofWater AChair Barrel PoolTable Car SmallHouse Airplane IndustrialComplex SmallTown ExamplesofChange WatertoMilk,RocktoIron,HeattoLight WatertoWood,RocktoMilk,HeattoElectricity WatertoGold,RocktoAir,HeattoSound WatertoFire,RocktoElectricity,HeattoWater

YoucanusethisPowertoattackorperformaManeuver.Youmayattack bytransforming thing airabovesomeonetorock, transmuting thefloor to fire, etc.Whenattacking,roll yourAffinity(with a Weapon Rating equal to the settings TechLevel). The target may defend with whatever Ability seemsmostappropriate. Thedurationofthechangeispermanent.

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Modifiers
1(Limited):Youmayonlychangeyourtargetinonespecificway,suchonly beingabletochangethingsintostoneorsound. +1(MasterTransmuter):YourAffinityAbilityisconsidered2higherforthe purposesofusingthisPower. +3 (Organic Transformation): You may transform living creatures in the same way you can transform nonliving matter or energy. This works exactly the same as Morph Living, but the end result can be inert matter or energy. This places the victim into a form of suspended animation until he is somehow changed back. The difficulty of the extendedactiontochangealivingbeinginthiswayisequalto8+the targets Endurance + a duration modifier (pg. 295) + a degree of change modifier. Sample modifier for the degree of change can be foundbelow: Modifier +2 +3 +4 +5 ExampleofChange LivingHumantoWater LivingHumantoStone LivingHumantoAir LivingHumantoFire

If the object your victim is transformed into is destroyed, such as shattering a character transformed into glass, or drinking a character changedintowater,heiskilled.

WallWalker
SamplePowerAspects:SpiderLikeMutation,MagicWallCrawlingSpell BaseAPCost:2 Activation:FatePoint ActivationTime:FreeAction Duration:Scene YoumayspendaFatePointtobeabletocrawlonverticalsurfaces,oreven ontheceiling,atyournormalmovingspeed. You effectively gain a +20 bonus on rolls to climb, though the GM should rarelyrequireyoutomakesuchrollssinceyoucanclimbmostanythingwith littledifficulty.

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WeaponMastery
Sample Power Aspects: Magical Enhancement Spell, Implanted Computer withCombatAssistProgramming BaseAPCost:2 Activation:None When you take this Power, you must select a specific type of weapon (pistol,longsword,crossbow,etc.).YougainapersistentAgilityorStrength Aspect (depending on which Ability you use to attack with your chosen weapon)calledMasteroftheX(P)whereXisyourweaponofchoice. You may select this Power multiple times, each time you may select a differenttypeofweapon.

XRayVision
SamplePowerAspects:AlienSenses,CyberneticEyes BaseAPCost:2 Activation:FatePoint You may spend a Fate Point to be able to see through walls, clothing, doors, etc. Generally you can see through 1ft of material, though this may varydependingonthedensityofthematerial.Forinstance,youmayonlybe abletoseethrough1inchoflead,but2feetofwood. Also, when this Power is activated, you gain the persistent Aspect XRay Vision(P). If you also have one of the Insubstantial Powers, this Power can be activatedforfreeanytimeyoubecomeinsubstantial.

Modifiers
+1 (Penetrating Gaze): Your gaze can penetrate one additional foot of materialforeveryadditionalAPspent.

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MetaPowers
ConditionalTrigger
BaseAPCost:SeeDescription RequiresanyotherAdvantage When you select this Power, you must associate it with any other Advantage (Expert, Heroic or Power) you have already purchased. You cannot activate the associated Advantage unless it is triggered by some event.Whenthetriggeringeventtakesplace,youmustattempttoactivate theassociatedAdvantageonyournextaction. ByassociatingyourAdvantagewithaConditionalTrigger,youmayreduce theAPcostofthatPower.Theamountreduceddependslargelyonthetype ofeventrequiredtotriggertheAdvantage,andhowfrequentlythatslikely tooccur.Regardlessofyourtriggeringevent,youmayneverreducethecost of an Advantage below 1. The table below provides some examples of AP costreductionsandsomefittingtriggers.
CostMod 1 SampleTriggeringEvent Charactermustattainanemotionalstate,suchasangerortotalcalm. Must be exposed to a common material, such as water. Power only works after some other action, such as an attack or Maneuver, is performed.MustbeinjuredenoughtosufferaMinorConsequence. Character must be injured, having taken a Major Consequence. Must performsomerathercomplextask,suchasadance. Charactermustbeexposedtoararematerial,suchasuranium,orhave takenaSeverePhysicalorMentalConsequence.

2 3

Note that when triggering Advantages that dont normally have a limited use or duration (such as most Expert and many Heroic Advantages), the Advantage remains only for the duration of the scene in which it was triggered.Oritmaypersistaslongasthecharacterremainsexposedtothe stimulusthattriggeredit. Also, some triggers may not make sense with some Advantages. For example, you should not get a price break on Regeneration by taking a Conditional Trigger that activates Regeneration only after being wounded. RememberthattheGMalwayshasfinalsaysoonhowmuchanAdvantage shouldcost.

Modifiers
+1(ControlledTrigger):YoumaychoosetonottriggeryourAdvantageon the following round after the triggering event. Otherwise, the triggeringisreflexiveorimpossibletoresist.

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Control
SamplePowerAspects:MagicalControlofReality,PsychicMindbender BaseAPCost:59(Seebelow) ActivationDifficulty:BaseDifficulty(6TL)+ControlModifiers ActivationTime:SimpleAction RequiresaPowerSourceandAffinityAbility Beitthroughmagicaltraining,psychicability,ordivinewill,youareableto controlsomething.Itmightbeaspecifictypeofenergyormatter(suchas fire, gravity, light, sound, earth or metal), slightly more abstract concepts likedarknessortheweather,orbroadrangingconceptslikekineticenergy, themind,orevenrealityitself. The base AP cost of this Power dependson how prevalent the thing that you control is, which is referred to as your domain. The table below providessomeexamplesofsubstancesandcosts.
APCost 5 7 9 SampleDomains Fire,Earth,Air,Metal,Computers,Weather,etc. KineticEnergy,Matter,theMind,Space,etc. Reality

When you use Control, you must first roll for activation. The activation difficultyissetbyaddinganymodifiersyouchoosetothebasedifficulty.The basedifficultyisequalto6thecampaignsTechLevel.Ifthecampaignuses multipleTLs,usethehighest. YoumayelecttoincreasetheactivationdifficultyofthisPowerinexchange for more potent effects. Just remember that the higher the difficulty, the morestressyouarelikelytotake.Also,ifyoufailtomeetthebasedifficulty onanactivationroll(thedifficultybeforeanyincreasesareadded),notonly doyousufferthestressyouwouldnormallysuffer,butyourattempttouse yourControlisactuallydisruptedandyoucantuseitthisround. Forexample, lets sayyourbaseactivationdifficulty is3, and you want to increasetheactivationdifficultyto6inexchangeforamorepowerfuleffect. Ifyourollan8,youactivateyourControlandsuffernostress. Ifyourolla4,youcanstilluseyourControlbutsuffer2pointsofstress. Ifyourolla1,yousuffer5pointsofstressandyourControlfailstoactivate altogether. Alsorememberthattheabilitytocontrolyourdomaindoesnotnecessarily allow you to create things from nothing. To control metal, there must be metalnearbyforyoutocontrol.Thisiswhythedomainsthatareeffectively everywherearemoreexpensive. ThefollowingsectionsdescribehowControlcanbeusedtoperformsome commonactions:

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Attack Dependingonyourdomainandyoursurroundings,youmaybeabletouse yourcontroloveryourdomaintomakeattacks.Forexample,youmightuse your control over fire to turn a cigarette lighter into a flame thrower, or controlofthemindtounleashadevastatingpsychicbarrage. To resolve any attack using your domain, you must first determine what typeofattackyouareperforming(physicalormental).Thendecideonthe attacksWeaponRating.TheWRisthenaddedtotheactivationdifficultyto useControl. Once activated, roll your Affinity to attack, and your target may defend with whichever Ability seems mostappropriate. Generally Agility is used to solid objects or bursts of energy, Endurance is used to fight off direct assaultsonthebodysuchasdisease,poison,radiation,etc.,andWillpoweris usedtoresistattacksagainstthemind. RangedattacksgenerallyhavearangeratingequaltoyourAffinity,though if your attack instead requires you to be in the same zone as your target, reducetheactivationdifficultyby1. An attack comes and goes in an instant, requiring only a simple action to activateandmaketheattackroll. AreaofEffect:Youmayelecttoattackeveryoneinsideazoneinsteadofa singletarget.Whendoingso,increasetheactivationdifficultyofthisuseof Control by +4. In addition, instead of adding a Weapon Rating, you add an Explosive Rating. And as with a Weapon Rating, you add your Explosive RatingtotheactivationdifficultytouseControlinthismanner. PersistentAttack:Byincreasingtheactivationdifficultyby+4,yourattack deals damage over time, such as with a slow burning acid. If you hit an opponent with your attack and he suffers stress, each additional round he suffersanamountofstressequaltotheamounthesufferedontheprevious round 3. Once the amount of stress he suffers drops to 0, the attack has ended. So if your opponent suffers 7 points of stress with the initial attack, hed suffer4thenextround,then1,then0. IgnoreArmor:IfyouattackusingControlinsuchawaythatrendersyour targets Armor Rating useless (such as a mental attack), increase the activationdifficultyofthisuseofControlbyanamountequaltothesettings TechLevel.IfyoursettingusesmultipleTLs,usethehighest.

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Defense OftentimesyouruseofControlmayallowyoutorollyourAffinityAbilityto defendinsteadofoneofyourmundaneAbilities.Forexample,youmaybe able to divert incoming projectiles with a current of air (substitute your AffinityinsteadofdodgingwithAgility),ordisruptatelepathiccontrolspell withyourownmasteryofmindmagic(substituteAffinityforWillpower). Todothis,youmustrolltoactivateyourControl.Thisisafreeaction,and youuseyourbasedifficulty.Onceactivated,youmayuseyourAffinityAbility insteadofyournormalAbilitytoforasingledefensiverollthatturn. Also,forevery+2bywhichyouelecttoincreaseyouractivationdifficulty, yourAffinityisconsidered+1higherforthepurposesofthatdefenseroll. Block Thisisanyattempttohamperorstopanotheractionfromhappeningwith Control. It works very much like a normal block action (pg. 260), but uses yourAffinityAbility. Onceactivated,youcanholdablockactionaslongasyouconcentrateon holding it. Concentrating on a block is a supplemental action that requires youtosuffera2penaltyonallotheractions(pg.261). Ablockactionwillonlylastforaroundunlessheldwithconcentration. Extended Coverage: By increasing the activation difficulty by +2, you can extend your block to cover another person instead of yourself. For every additional +2 added, your block covers another person (which can include yourself). Youblockmaycoveranentirezonebyincreasingtheactivationdifficultyby +3. Protection:Byrollingagainstyourbaseactivationdifficulty,youmaycreate somesortofarmororshieldforyourself.Thisprotectionlastsforoneround andprovidesanArmorRatingequaltoyourTL.Youmayfurtherincreasethe AR by +1 for every +1 by which you increase the activation difficulty of this useofControl. Extended Duration: You may change the duration of your block or protectiontolastthedurationofthescenebyspendingaFatePoint. PerformManeuver Add+2totheactivationdifficultywheneveryouwanttouseyourcontrolof yourdomaintoplaceanAspectonyourself,atargetorazone.Thoughfor especiallydifficultorcomplexManeuvers,theGMmayaddmorepenalties.

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TheseAspectsaregenerallytemporary,andlasteitherforasingleroundor untilthevictimcanremovethem. WhenperformingaManeuverthatrequiresacontestedroll,onceControl hasbeenactivated,yourollyourAffinityagainsttheirrelevantAbility. YoumaychoosetoincreasetheactivationdifficultyforthisuseofControl byanadditional+2togaina+1onAffinityrollstoperformtheManeuver.For example, lets say you want to use your control of air to blow against the oncomingogreinanattempttoplaceaStaggeredAspectonhim.Youdroll your Affinity against his Endurance. And if you chose to take increase the activationdifficultyofthisuseofControlbyanadditional+4,youdgaina+2 onyourrolltoplacetheAspect. ForManeuversthatplacemorelonglastingAspects,increasetheactivation difficultyby+2foreverytimeincrementgreaterthanaRound. ForManeuversthatarenotdirectlyrelatedtocombat,suchascontrolling theweathertocreateanAspectofThunderstorm,theGMmightallowyou tocover multiple zonesor an entire city. Such a Maneuver should increase theactivationdifficultyequaltotheSizeoftheareayouintendtoaffect.See pg.289formoreonSizes. Shape DependingonwhatyouhaveControlover,youmaycauseenergyormatter toshapeitselfintotheformyoudesire. Whendoingthis,theactivationdifficultyisincreaseddependingonwhatit isyouarebringingintobeing. Suchobjectsonlylastuntiltheendofthescenebeforecrumblingbackinto their original form or dissipating. For every +2 you choose to add to the activationdifficultyofthisPower,increasethedurationofyourcreationby onetimeincrement(pg.295). Create:Youmayshaperawsubstancesintofinishedobjectswhichmaintain their new shape for the duration of this use of Control. The activation difficultyisincreasedbyanamountequaltotheSize(x2)+TLoftheobject created,andyouneedtohaveenoughoftheappropriatematerialsonhand toworkwith. So if you wanted to turn a pile of destroyed cars into a new car, the activationdifficultywouldbeincreasedby+8(TL4+Size2(x2)=8),andit would last until the end of the scene unless the activation difficulty was furtherincreasedtoextendtheduration. If you have the capability to create something from nothing, increase the activationcostby+2whendoingso.

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For more complex creations, such as Power Items and creature summoning, youll need to emulate the Craft Power Item or Summon CreaturePower.SeebelowformoreonemulatingotherPowers. Minion: You animate raw materials, causing them to take the form of a creature capable of performing actions for you. You must have enough matter on hand to create the minion, and the minion has an Aspect that describesitsmakeupandshape,suchasEarthenHoundorManofFire. Theminionhasthestatsofalesserspiritofatypebasedonthesubstance youcancontrol.Itisnotanactualspirithowever,beinginsteadamindless automaton fashioned from the base matter or energy you control. See pg. 116formoreonspirits. The creature can take a number of Consequences equal to your Affinity (maximum4)beforebeingdestroyed. By increasing the activation difficulty of this power by +3, your minion instead uses the stats of a standard spirit. For +7, it can use the stats of a greaterspirit. Tocreatesomeothertypeofminion,useControltoemulatetheSummon CreaturePower.SeebelowformoreonemulatingotherPowers. EmulateOtherPower DependingonwhatitisyouControl,youmaybeabletoperformactsthat very closely resemble another Power. For example, if you can control the fabric of reality itself, you may be able to grow claws (Body Weaponry) or seedistantlocations(Clairvoyance). WhenemulatinganotherPower,usethefollowingguidelines: ThetotalAPcostofthePowertobeemulatedmaynotbehigherthan yourAffinity.Forexample,ifyourAffinityis4,thetotalAPcostofthe Poweryouwishtoemulate(includinganymodifiersyoumayaddtoit), mustbenogreaterthan4. WhenemulatingaPoweryoudecideonallthefactorsofthatPoweras if you were purchasing it with Advantage Points. You may select any modifiers, but you may not use any MetaPowers (Limitation, Linked Advantage,etc.). YoumaynotemulateaPowerifitwouldprovideabetterresultthanif simplyusedControl.Forexample,youmaynotemulateRangedPower Attack instead of simply making an attack with Control, or Armor insteadofcreatingprotection. As a general rule, Control should never offer a more powerful or efficientresultthanadedicateduseofasinglePower.

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TheactivationdifficultyisequaltotheactivationdifficultyofthePower tobeemulated,plusthebasedifficultyofControl.SoifyourControlhas abasedifficultyof2,andyouwantedtoemulateAstralDoorway(which hasanactivationdifficultyof10),theactivationdifficultyforthisuseof Control would be 12. If the Power to be emulated activates with the expenditureofaFatePoint,thePowerisinsteadconsideredtohavean activation difficulty of 4. If the Power does not require a roll or FP to activate, add the Powers AP cost (x2) to Controls base activation difficultytogetthefinalactivationdifficulty. RegardlessofthePowerthatisemulated,itusesthesameAffinityand PowerSourcethatisassociatedwithyourControl. ThedurationofanemulatedPoweristhesameasitnormallyisforthat Power. If the Power normally doesnt have a limited duration, it has a duration of Scene when emulated. This may be changed to a whole daywiththeexpenditureofaFatePoint. FocusedControl YoumayspendaFatePointandelecttospendadditionalroundsdrawing in energy, shaping your effect, fine tuning your creation, etc. When doing this, you effectively turn your activation roll into a short extended action. Butifyoustopearlyoraredistracted,youmayreleaseabacklash. During the first round, state your intended effect and set the activation difficulty by defining the parameters of this usage of Control. Now, as a simple action, spend a FP and roll for activation. If you fail to meet the activation difficulty, you do not suffer stress. However, you also do not activateyourPower. Onthefollowingroundyourrolltoactivateagain,addingtheresulttothat ofthepreviousroundinhopesofmeetingtheactivationdifficulty.Oncethe activationdifficultyismet,yourPowerisactivated. ByspendingadditionalFPs,youmaycontinuetobuildupyoureffectover multiplerounds.However,oncethedifficultyisset,itcannotbechanged.If youfailtopaytheFPcostordonottakethetimetomakeanactivationroll, youimmediatelylosecontrolandsufferabacklash Backlash:Ifyoufailtotakethesimpleactiontocontinuefocusingonyour Controleffect,failtopaytheFP,orgetdistracted,yousufferanamountof stress equal to the difference between your accumulated total and the difficultyyouhaveset.Thisiscalledbacklash. Thestresssufferedshouldberelativetotheeffectyouintended.Soifyou weredrawinginenoughpowertounleashamassivefireball,thestressyou suffercomesfromeitheranexplosionoffirecenteredonyouorthestress

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of containing it. Or if you were attempting some complex mental manipulation,itmaybacklashasaninstantandterribleheadache. However, by spending a Fate Point, you may choose to release some of thatstressintotheworldaroundyouinsteadoftakingitallonyourself.You must suffer at least half (round up) the total amount of stress yourself. However,youmayunleashtherestasanattackoneveryoneinthezoneyou occupy, enemies and friends. This attack is resolved as an attack with your Affinityplusabonusequaltotheamountstressyouchosenottoabsorb. So,ifaparticularuseofControlhadadifficultyof16,andyoufailedtopay the FP after having only accumulated an activation total of 5, you would sufferabacklashof11pointsofstress.Youmaychoosetosufferall11points yourself, or spend a FP and only take 6 stress. The other 5 stress is transformed into an attack against everyone in the zone you occupy. This attackisresolvedasanattackwithyourAffinity,plusa+5bonus. Ifyouareattackedwhilefocusing,youmustmakeaWillpowerrolltoavoid losingcontrol.Thedifficultyisequaltotheamountofstressyousuffered.If you fail, its as if you refused to pay the FP to focus on your Control that round,forcingyoutosufferabacklash. Otherthings may distractyouas well,suchas aloud noise or the sudden appearance of a hated foe. In such cases, the GM may call for a Willpower rollandsetanappropriatedifficulty. For example, let's say you need to perform a very powerful use of Control. Youdeterminewhatitisyouwanttodoandsetthedifficulty.Inthiscase,let's assumeitis14.So,inthefirstround,youmakeyouractivationrollandgeta4. You're not there yet, so you can spend a FP and roll against next round. On your next round, you get a total of 5, for a total of 9 towards your stated difficultyof14. Now,youmaydecidetospendanotherFPandtryagainonyournextturnor stopandsuffer6pointsofstressfromthebacklash(149=6). Let'ssayyouspendtheFPandrollagainnextround,gettinga6.Nowyou've got what you need to overcome the set difficulty and may now release your mightypower. Hadyounotdecidedtocontinue,orhadyoubeeninterrupted,youcouldhave electedtosuffer6pointsofstress,orsuffer3andunleashtherestasanattack oneveryoneelseinthezoneyouoccupy.

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RitualControl By taking the time and effort to carefully prepare a use of Control over several minutes or hours, you can perform more powerful effects with no chanceofbacklash.AndyouneedonlyspendoneFPinsteadofoneperroll. Thisusuallytakestheformofmeditation,sacrifices,burningincense,etc.
The more time you spend, the more powerful the effect. For every hour spent performing the ritual add a +2 bonus to your activation roll. If your Affinityisgreaterthan3,youinsteadgaina+1every10minutes.Nomatter howmuchtimeyouspendhoweverthemaximumbonusallowedisequalto yourAffinity. Sacrificecanbeanimportantpartofanyritual.ByinflictingConsequences on yourself or others, you can gain a bonus on your activation roll. The bonusgrantedis+3forMajor,+6forSevere(P),+9forExtreme(P)and+12 forDefeated(P).TheDefeatedresultrequiresthedeathoftheparticipant. Qualityritualcomponentscanhelpdirectenergiesandyourfocus.Youmay spendaFatePointanddetermineaCostforyourritualcomponents.Ifyou thenpurchasethecomponentsatthatCost(seepg.26formoreonbuying things), you gain a bonus on your activation roll equal to the Cost of the components.Ifyoufailtomakethepurchase,youdonotgainabonus,and yourFatePointwaswasted.

Modifiers
1(InabilitytoFocus):Youmaynotspendadditionalroundstofocusonause ofControl. 1(NoRituals):YoumaynotutilizetheritualoptionofControl. 2 (Rote Reliant): Rotes (see below) do not grant you a bonus on your activationroll,andyousuffera2penaltyonanyuseofControlthatyou donothaveaRotefor. 3(RoteDependent):Rotesdonotgrantyouabonusonyouractivationroll, andyoucannotuseControlunlessyouareusingarote.Youmaynotalso taketheRoteReliantmodifier. 5 (Reality SubDomains): You may only purchase this modifier if the domain youcontrolisrealityitself.Foryou,realityisdividedupintodifferentsub domains which you have different degrees of control over. Select a different Affinity Ability for each subdomain of reality. The subdomains youmaypickfromaredeterminedbyyourGM.GenerallytheseareMind, Body, Forces, Matter, Space and Time. However, some GMs may break themdownintothemessuchasAnimalsorWeather. +2 (Summon From Nothing): You are able to summon the subject of your Control from nothing, such as creating fire when no fire was previously present.Noticethatsomedomains,suchascontrolofreality,allowyouto do this already. And some domains, such as air or gravity, are almost alwayspresentanyway.

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Rotes
When you take the Control Power you should sit down and work up several different uses of Control that you think you might want to use. Takethetimetothinkthingsthroughaheadoftimesoyoudonttakeup toomuchpreciousgametimetryingtopiecetogetherhowyouwantto useyourControlonthefly. IftheGMallows,youcanpurchasetheseprepreparedusesofControlas Rotes.RotesrepresentaveryspecificuseofControlthatyourcharacter uses on a regular basis, sort of a signature effect that he has become especiallygoodat. This is a pretty simple process. Just work out the details of that use of Controlaheadoftime,definingthespecificsoftheRote. WhenyoufirstpurchaseControl,yougainanumberoffreeRotesequal toyourAffinity.AdditionalRotescost5XPeach. Thebenefitofcreating and purchasinga Rote, aside from being a time saveringame,isthatitreducestheactivationdifficultyofthatspecificuse ofControlby2.

CraftPowerItem
SamplePowerAspects:MagicalAlchemy,SuperScientificInvention BaseAPCost:1 Activation:FatePoint(Special) RequiresaPowerSourceandAffinityAbility Power Items are special items that grant the user the ability to use some sort of Power, they might be magical, or the product of superadvanced technology. The creation of a Power Item requires you to collect the necessary materialsandthenperformseveralritualsthatincludeexposingtheitem to certain ritual components, rare minerals, ultrahigh tech development processes, etc. In addition, the item may require the engraving of intricate runes,thesettingofgemstones,oranynumberofothersuchtasksbefore theitemiscomplete. In game terms, the creation of the item is an extended roll against a difficultydeterminedbythePowerLeveloftheitemyouwishtocreate. ThefirstthingyouneedtodoisdeterminetheitemsPowerLevel.Seepg. 337forguidelinesregardingPowerItemsandtheirPowerLevels. Once you have determined what you want the item to do, and what its PowerLevelis,youcanstartcraftingit.

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To craft the item, you spend a Fate Point and roll your Affinity Ability (combinedwithyourCraftAbility).Whilethephysicalalterationstotheitem are important, far more important and difficult to produce are the manipulations of energy or technology required to imbue the item with power. Each roll requires 2 hours, and after 8 hours of effort, your rolls will be restrictedbyyourEndurance.Thetargetdifficultytocreatetheitemisequal toitsPowerLevelx10. Youmaydecidetostopcraftingforthedayandstartagainlater,butyou mustpaytheFPcosttoactivatethisPowerbeforeyougetstartedagain. In addition to the crafting efforts, you must also be able to afford the necessary materials. Each time you make a craft roll you must also make a ResourcesrollagainstadifficultyequaltohalftheitemsPowerLevel.Ifyou everfailoneoftheserolls,youreffortsareputonholdforanumberofdays equaltotheitemsPowerLeveloruntilyousomehowcomeintosomeextra funding. Note that if you are using the optional Wealth Stress rules (pg. 242), you insteadsufferanattackagainstyourWealthStressTrackwithabonustothe attackrollequaltohalftheitemsPowerLevel. A proper Facility, like a magical lab or hightech work shop, can grant a bonus on both the crafting and funding rolls. See pg. 273 for more on Facilities. IftheGMallowsyoutocreateanitembetweengamesessions,theamount ofFPspentinmakingtheitemisdeductedfromyourRefreshatthestartof thenextgamesession.

Modifiers
+1 (Master Craftsman): For every additional AP spent on this Power, you gaina+2bonusonrollstobothcraftandfundyourcreations. +3 (Power Charge): You have the ability to instantly charge an item with powerthatlastsforthedurationofthescene.ThiscostsaFatePoint and requires an Affinity roll against a difficulty equal to the items temporary Power Level x 2. If you succeed on the roll, the item is createdwiththePowersyoudesire.Ifyoufail,theitemisstillcreated, butyousufferanamountofstressequaltotheamountbywhichyou failed.TheStressTrackthestressisappliedtoisdeterminedwhenthe itemischarged.

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Limitation
SamplePowerAspects:DefinedbyPowerAspectsofassociatedPower(s) BaseAPCost:SeeBelow Activation:None Select one other Power you already have. That Power becomes limited in someway,reducingitsAPcostattheexpenseofbecomingmoredifficultor inconvenient to use. You may select this Power multiple times, each time adding new Limitations to the same Power or adding new Limitations to differentPowers. RegardlessofitsLimitations,thecostofaPowercanneverbereducedby morethanhalf(rounddown)orlessthan1. APCost Modifier SampleLimitations
1 TheactivationdifficultyofyourPowerisincreasedby+4orcostsan additionalFatePoint. ReducetheWeaponRatingofyourPowerby2. One of your Powers takes the form of a physical object, like a high techgadgetorenchanteditem.(NotethattheGMshouldprobably refund the Player the Advantage Points of an item that is lost forever.) You Power is limited in some minor way appropriate to the Power, suchasnotbeingabletoattackdirectlywithControl. Your Power only works once per scene. (May not be taken with Rituals or Powers that last the duration of the scene when activated.) You must both roll to Activate your Power (with an activation difficultyof4)andspendaFatePoint. APowerthatnormallyhasnoactivationcostrequiresyoutospenda FatePointtoactivate. Your Power only works once per day. (May not be taken with Rituals.) YournormallyrangedPoweronlyworksontargetsyoutouch. You Power is limited in some major way appropriate to the Power, suchasbeingunabletocontrolsummonedcreaturesthatmightbe hostiletoyou. EachtimeyouuseyourPower,yousufferenoughstresstoforceyou totakeaConsequence. YourPoweronlyworksoncepergamesession. TheactivationdifficultyofyourPowerisincreasedby+8orcoststwo additionalFatePoints.

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LinkedAdvantage
SamplePowerAspects:DefinedbyPowerAspectsofassociatedPower(s) BaseAPCost:TotalcostofallAdvantagesinthebundle,+1perAdvantage Activation:Seebelow RequiresoneotherAdvantage You may bundle one or more of your Advantages together. All the Advantages in a bundle activate at the same time and you may apply any MetaPowers,suchasLimitations,totheentirebundle. YouareabletousealltheAdvantagesinthebundleattheexactsametime aspartofthesameaction.IfoneAdvantagetakeslongertousethananyof theothers,theyallactivatewhenthelastoneactivates. To activate the Advantages in the bundle, first determine whether it will activatebyexpendingFatePointsorbyrequiringanactivationroll. IfactivatingthebundlewillcostFatePoints: TheFPcosttoactivateallAdvantagesinthebundleisequaltothenumber ofAdvantagesinthebundlethatrequireactivation.IfoneofthosePowers normallyrequiresanactivationroll,itincreasesthetotalcostofthebundle by1FPifthedifficultyoftheactivationis4orless.Ifmore,itadds1FPtothe activationcostforeverymultipleof4(rounddown). So anAdvantagethat requiresand activation roll against a difficultyof 10 wouldadd2FPstothetotalactivationcostofthebundle. Ifactivatingthebundleisdonewithanactivationroll: ThedifficultyoftheactivationrolltoactivateallAdvantagesinthebundle is equal to the activation difficulty of the Advantage with the highest difficulty, then increase the total difficulty by +2 for each additional Advantageinthebundlethatrequiresactivation. NotethatAdvantagesthatnormallyactivatebyexpendingaFatePointare consideredtohaveanactivationdifficultyof4forthesepurposes.

Modifiers
1 (Sequenced): Your Advantages are activated in sequence, one at a time. DecidetheorderinwhichyourAdvantagesaffecttheirtarget.Ifyoufailto activateaPowerormisswithanattackPower,alllinkedPowersthattake affect later automatically fail to activate. For example, you may link Ranged Power Attack with Affliction, but if you fail to cause your target stress with your Ranged Power Attack, your Affliction automatically fails tobeactivated. 1(ForcedLink):YoumaydecidethattheAdvantagesyouhavelinkedtogether may only be used in conjunction with each other and may never be activated separately. In this case, the totalcost of linking your powers is reducedby1.

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RitualPower
SamplePowerAspects:MagicalCeremony,PsionicMeditation BaseAPCost:Seebelow Activation:None,thoughyoumuststillactivatethePoweryouhavetaken asaritualwhenitisused RequiresaPowerSourceandAffinityAbility This Power grants you cheap access to a number of other Powers, however,tousethosePowersyoumustspendanextendedperiodoftime in meditation, performing strange rites, or some other time consuming activityrelevanttothePowerAspectchosentogowiththisPower. For every AP spent on this Power, you gain 5 ritual points. These ritual pointsareusedtolearndifferentPowersasrituals.Powerspurchasedwith ritualpointsmayonlybeusedasaritual,andthecosttolearnthemisequal totheirnormalAPcostinritualpoints. WhenyoulearnaPowerasaritual, youmustmakeallthesamedecisions you would normally make when first learning that Power. For example, if you wanted to be able to transform yourself into a wolf or a bird, youd still need to purchase the Morph Powerasaritualtwice,onceforeach form. You may also select any modifiers you wish, as well as accompanyingMetaPowers. To activate a Ritual Power, you roll your Affinity as an extended action once per hour. Once you reach the target difficulty, you effectively (if only temporarily) know that Power as if you had purchased it with AdvantagePoints. AnyrollsrequiringyoutorollAffinityusethesameAffinityAbilityyouhave associatedwithRitualPower. YoumustusethePowerinthesamesceneinwhichtheritualiscomplete. FailuretodosomeanstheritualfailsandyouloseknowledgeofthatPower. Youalsosufferanamountofstress(physicalormental,yourchoice)equal totheAPcostofthatPowerx3.

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You may only activate a Power once per casting of the ritual and Powers abide by their standard duration. However, Powers with a permanent durationendwithin24hours.ThoughyoumaycontinuetospendoneFate Pointevery24hourstoprolongtheduration. InadditiontograntingyouaccesstoaPoweratacheapercost,youmay alsousearitualtoempowerthePower.ByspendingaFatePoint,youmay continuecastingaritualevenafteryouhavemettheactivationdifficulty. You may make one additional roll for each rank you have in your Affinity, eachrolltakingthesameamountoftimeasthepreviousrolls. The total of theseadditional rolls is added as a bonus on the first Affinity rollyoumakewhenusingtheritualPower. ExtendedAction Activation:The difficultyyou have to meet to perform a ritualisequaltotheAPcostofthePowerx2,withaminimumof4. Onehourmustpassbetweeneachroll. CeremonyandSacrifice:SimilartothewayEdgegrantsabonusinaMental conflictforgooddescriptionsandroleplaying,youmayaddbonusestoyour ritualrollsfordoingthesame. Usually rated from +1 to +5, the GM may grant this bonus if the player describesindetailwhatactionsheperformsandwhyheperformsthem,orif hehastogotogreatlengthstofindandperformasuitablesacrifice. ThisbonusmaybeappliedtoanysinglerollassociatedwiththisPower,but onceused,itisgone.

Modifiers
+1 Ritual Point (Delayed Power): You may purchase a Power for one additionalRitualPoint.YouneednotactivatethePowergainedfrom itsritualinthesceneinwhichtheritualwascompleted.Instead,you may hold on to it and use it later. Roll your Affinity and consult the timeincrementtable(pg.295)todeterminehowlongyoumayholdit. +1 Ritual Point (Accelerated Ritual): You may purchase a Power for additionalRitualPoints.Eachtimeyoudoso,theamountoftimethat must pass between each roll in the extended action to perform the ritualisreducedbyonetimeincrement.Thistimemaynotbereduced tolessthanoneminuteperrollhowever.

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Weakness
SamplePowerAspects:AlienWeakness,SideEffectofMutation BaseAPCost:SeeBelow Youhavesomesortofweakness,beitaallergicreactiontoacertaintype ofmaterial,atypeofattack,somefactorthatmakesyouloseyourPowers, etc.UnlikeallotherPowers,thisonedoesnotcostAPtopurchase.Instead, itactuallygivesyoumoreAdvantagePoints.TheamountofAPgainedfrom thisPowerdependsonhowfrequentitislikelytobeaproblemforyou,how damagingitcanbe,orhowmuchofaninconvenienceitis. You may select this Power multiple times, each time selecting a new weakness. However, regardless of your Weakness(es), you may never gain more than halfyourstarting AdvantagePoints from this Power ormultiple instancesofthisPower. BonusAPSampleWeaknesses
+1 +2 +3 +4 +5 Exposure to garlic results in a physical attack (+2 Weapon Rating) resistedbyyourEndurance. Youcannotharmaninnocent. You must perform elaborate rituals or consume some mundane substanceeachdayortemporarilyloseyourPowers. ExposuretoplutoniumrobsyouofallofyourPowers. Youcannottellalieorwillinglyallowanothertobedeceived. Youcannotenterahousewithoutbeinginvitedin. Youdonotcastareflection. If you do not act in accordance with the will of another being, you loseaccesstoyourPowersuntilyoumakeamends. Reduce an Ability with a rating of 0 to 1, effectively becoming crippledwiththatAbility. You suffer double the physical stress when attacked with a silver weaponorbullet. Holywaterburnsyoulikeacid(+4WeaponRating)everyroundyou areexposed. You must perform dangerous rituals or consume some rare substanceeachdayortemporarilyloseyourPowers. Youcannotcrossrunningwaterandareparalyzedintherain. Youareblindanddonotpossesssomeothersensetocompensate. Yousuffera3penaltyonallrollsmadeduringthedaytime. Yousufferdouble thephysicalstress whenattackedwith aweapon madeofironorsteel. ExposuretowaterrobsyouofallofyourPowers. Sun light burns you (+6 Weapon Rating) every round you are exposed.

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CreatingyourOwnPowers
WhencreatingyourownPowers,trytokeepinmindthefollowing:

ThreeQuestions
Advantage Point costs are determined by three major factors, which take theformofquestions.Considertheanswertothesequestionscarefullywhen creatinganewPower.
ComparedtootherPowers,howquicklywillthisPowerbringaconflictto anend? WillthePowermakeothercharacterswithoutsuchaPowerirrelevant? HowpotentiallydisruptingtoacampaignisthisPower?

AttackPowers
Powersthatdealstressshouldabidebethefollowingguidelines:
IncreasingtheAPcostofthePowerby1,theActivationDifficultyby4,the FatePointactivationcostby1,ortheWeaponRatingby2areallroughly equalwaysofbalancingapower. Requiring that an attack Power need only be activated once per scene, and may then be used for free the rest of the scene, generally justifies increasing the AP cost by 2, the activation difficulty by 8, or requiring 2 additionalFatePointstoactivate. WeaponRatingsshouldbedependentonthesettingsTechLevel.Thisis to insure that characters whospend AP on Powers can deal more stress than those who just purchased the latest gun or biggest sword off the shelf. The base Weapon Ratings for different types of attack Powers are: Area Affecting:TL+1;Ranged(SingleTarget):TL+2;Melee:TL+3

UtilityPowers
SomePowers,bytheirverynature,aredesignedtobeusedoutsideofaconflict. Thismeansthatthecharactercanprobablytakethetimetorestaftertheysuffer stressfromafailedactivationroll.KeepthisinmindifthePoweryouaredesigning isnt something the character should be using often during down time. Such PowersshouldeithercostaFatePointtoactivateofhaveanactivationdifficulty highenoughalmostcertainlycauseaConsequenceonanythingbutagoodroll.

Difficulties
WhensettingthedifficultiesforPowers,assumethecharacterisgoingtorolla total of 4. Obviously this wont always be the case, but 4 is a good average for whatthecharacterwillbeabletogeneratewithanormalrollandmodifiers.Keep thisinmindwhenassigningdifficultiesforPowers.Itsagoodwaytogetanidea ofwhetherornotthecharacterwillsucceed,byhowmuch,andhowoften.

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Chapter6
ConflictandConsequences TheBasicsofConflict
Nomatterwhatsortofconflictyouareinvolvedin,beitphysical,mental, orevensocial;thebasicsofthesystemareessentiallythesame. Anattackisrolledasacontest,withtheattackingcharacter(theattacker) attempting to beat the defending character (the defender) in a contested Abilityroll.TheAbilitiesuseddependonthetypeofconflict. The difference between the attackers attack roll and the defenders defenserollissufferedbythedefenderasstressoftheappropriatetype. Physical attacks generate physical stress, mental attacks generate mental stress, and social attacks generate social stress. Characters have multiple setsofstressboxesforeachofthedifferenttypesofstress,andifasetis filledup,thecharactermusttakeaConsequence. Consequences are arranged in order of severity as Minor, Major, Severe(P) and Extreme(P), each with an accompanying set of stress boxes. The last set leads to Defeated(P). What these Consequences are, andwhatitmeanstobeDefeated,differsdependingonthetypeofconflict thecharactersareengagedinandaredescribedlaterinthischapter. Regardlessofthetypeofconflicthowever,stressistrackedthesameway. When a character first suffers stress, he finds the stress boxes associated withhisMinorConsequenceandchecksoffanumberofboxesequaltothe amountofstresshesuffered.Ashesuffersmorestress,hechecksoffmore boxes. Once that set of stress boxes has been filled, he must take a Minor Consequence.Ifhesuffersmorestress,thatstressischeckedoffthestress boxes associated with the nextavailableConsequence in the sequence, in thiscase,Major. Ifyousuffersomuchstressthatyoufillupasetofstressboxes,andstill have some left over, this remaining stress overflows into the nextavailableset.

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And if you have been in a conflict previously, and have a row of stress boxesthatisalreadyfull(andaConsequence),furtherstressischeckedoff startinginthenextopenbox. Forexample,JohnattacksBobbywithapunch.HerollshisStrengthtoattack. Bobby rolls his Agility to defend. Johns gets a total of 4on his attack.Bobby defendswithatotalof2.SothetotalstressJohninflictsis2. So Bobby marks off his first 2 stress boxes, changing his Stress Track from this: Tothis: Minor: Major: Severe(P): Extreme(P): Defeated(P):

Minor: Major: Severe(P): Extreme(P): Defeated(P):

During the next round, Bobby is attacked again. This time John rolls his Strengthtoattackandgets a1.Bobbyhowever,rollspoorlyandgeneratesa defenseof2.Sohetakesanother3pointsofphysicalstress,andnowhehasto takeaConsequence.Hedecidesthathesbeendoingwellatavoidingpunches, butthefightiswearingonhim,sotakesaMinorConsequenceofFatigued. AndnowhisStressTracklookslikethis: Minor: Major: Severe(P): Extreme(P): Defeated(P):
Fatigued

Bobbyisintroublenow.Onthenextround,JohninvokesBobbysFatigued Consequence(whichhecandoforfreethistimebecauseitisthefirsttimethis Consequence has been invoked or compelled) and gains a +2 bonus on his attackroll. Herollswellandgetsatotalof+6onhisattack.Bobbyonlydefendswitha1 sohesuffersanother5pointsofstress.

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HehastotakeanotherConsequenceandnowhisStressTracklookslikethis:
Fatigued Minor: Broken Nose Major: Severe(P): Extreme(P): Defeated(P):

Bobby decides hes had enough, and concedes the fight. John accepts the concessionandletshimwalkaway.

ClearingStressBoxes
Attheendofthescene,assumingthecharactercantakeafewminutesto rest and clear his head, all the stress boxes in a set that doesnt feature a Consequencearecleared. In addition, your Minor Consequence (and its stress) clears after a five minuterest. Sofiveminuteslater,BobbysStressTracklookslikethis: Minor: Broken Nose Major: Severe(P): Extreme(P): Defeated(P):

TheotherstressboxeswillremaincheckeduntilheisabletohealhisMajor Consequence.Seepg.237formoreonhealingConsequences. However, should he get in another fight before his Major Consequence getsachancetoheal,anystresshesuffersstartsgettingcheckedofwithhis recently cleared Minor stress boxes, and once they are filled, he takes a MinorConsequenceandstartsfillinginhisSevere(P)checkboxes. SoifBobbytookanother6stressafewhourslater,hisStressTrackmight looklikethis:
Sore and Bruised Minor: Broken Nose Major: Severe(P): Extreme(P): Defeated(P):

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Concessions
Any time a character takes a Consequence, he also has the option of offeringaConcession.AConcessionisessentiallyequivalenttosurrendering, and is the best way to end a fight before someone is Defeated (short of movingawayandendingtheconflict). The character inflicting the damage can always opt to reject the Concession,butdoingsoisaclearindicationthatthefightwillbeabloody one(literallyormetaphorically).IftheGMdeclaresthattheConcessionwas areasonableoffer,thenthecharacterwhooffereditgainsoneFatePoint, andthecharacterwhorefuseditlosesone. The Concession is an offer of the terms under which the character concedes the fight. If the Concession is accepted, the conceding character mustimmediatelytaketheactionsheproposedintheConcession. ManyconflictsendwithaConcessionwhenonepartyortheothersimply does not want to risk taking Severe(P) or Extreme(P) Consequences as a resultoftheconflict,orwhenneitherpartywantstoriskaDefeatedresult thatmightcomeattoohighaprice. A Concession may consist of a character literally laying down his weapon and begging for his life, or maybe he works out a deal with his opponent duringtheconflict. Inamentalorsocialconflict,theConcessionmaybeacourseofactionsuch asgivingintoyourenemysdemandsorsteppingdownfromapositionof power. However,itcouldalsobeanoutofcharacterdealstruckbetweenplayers ortheplayerandtheGM. For example, Johns character, The Blue Baron, has been ambushed in his homebase.Hisnemesis,ShadyJack,hasinvadedwithasmallarmyofhisbest warriors. Thefightbreaksout,andafterafewrounds,itiscleartoJohnthatTheBlue Baronisntgoingtomakeitoutalive.SoheoffersaConcessiontotheGM.The BlueBaronwillplaceanexplosiveonhishideoutsmainreactor,destroyinghis basetobuyhimtimetoescape. TheGMdecidesthisisreasonablesinceTheBlueBaronwilllosetheuseofhis homebase.SoheacceptstheConcessionandallowsJohntodescribehowthe explosionprovideshismeansofescape.

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CalledShots
Sometimes a character wants to attack an opponent (physically, mentally,orsocially)insuchawayastoprovokeaspecificresult.Thisis especially useful when trying to stake a vampire, blow the head off a zombie,ormakeanenemyreactacertainwaytoyourthreats. WhenusingtheCalledShotsoptionalrule,anytimeaplayergenerates Spinwith anattackroll and theenemy is forced to takea Consequence, theattackermayspendaFatePointtodescribethatConsequenceinstead ofthedefender. Asalways,theConsequencedescribedmustmakesensewiththetypeof attackperformed,andtheGMmayoverruleit.Also,thedefenderhasthe optiontospendaFatePointtovetothedescriptionandcomeupwithhis ownasperanormalattack.

RunningConflicts
Beforeaconflictbegins,followthesesimplesteps: 1.FrametheScene a.RevealAspects b.DetermineZones 2.EstablishInitiative 3.DetermineActions

ConflictPhases
Aconflictisbrokenupintothefollowingphases: TurnWhenitisyourchancetoact,itisyourturn.Everyactingcharacter gets a turn. On your turn you can perform one simple action and any supplementalactionsyourGMallows. RoundAroundequalsaround23secondsofgametime.Aroundisover onceeveryonehashadtheirturn.

FramingtheScene
Before the conflict begins, you will want to give the players an accurate description of the surrounding area. You may call for Perception checks if therearehiddenAspectsorotherelementsoftheenvironmentthatmaynot beimmediatelyobvious.

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RevealAspects
Over the course of a conflict the elements in play in the scene can affect howtheconflictunfolds.Inframingthescene,theGMdeclaresifthereare any immediately obvious Aspects on the scene, and lays them out for the players.HemightalsocallforPerceptionrollstonoticemoresubtleAspects. These Aspects can be invoked or compelled by everyone present in the scene.

DetermineZones
A conflict should take place on a map laid out in zones. Or if the environmentisrathersimple,theGMmayjustdecidetothoroughlydescribe itandexplainwhatandwherethezonesare. MostconflictshappeninPersonalScalezones,whichareusuallyaboutthe sizeofaroomorahallway. Seepg.297formoreonthedifferenttypesofzones,andhowtheywork.

EstablishInitiative
Theorderofcharactersactionsisdeterminedatthebeginningoftheconflict; each character rolls his Perception (for Physical conflicts) or Empathy (for MentalandSocialconflicts)andaddsanyrelevantmodifiersfromAdvantagesor Aspects. Characters act in order of highest to lowest initiative result. This is referredtoas theorder ofinitiative,and is usedtodetermine whotakeswhat actionandwhen. TiesininitiativeareresolvedinfavorofcharacterswithahigherWillpower.Any remainingtiesareinfavoroftheplayerclosesttotheGMsrightorinfavorof theplayeriftheothertiedcharacterisanNPC. Once this order is established, unless some character action alters this, this is theorderinwhichactionsaretakeneachroundforthedurationoftheconflict.

TakingAction
When a player takes action, he describes what his character is doing and, if necessary,rollsanappropriateAbility.Eachactionisresolvedaseitherasimple action or as a contest, with the details depending upon the specifics of the action.Seepg.257formoreonthedifferenttypesofactions. MostactionsinaconflictwillbeeitherattacksorManeuvers,bothofwhichare explainedlaterinthischapter.

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PhysicalConflict
AttackingandDefendinginaPhysicalConflict
TheAbilitiesusedtoattackanddefendinaphysicalconflictdependonthe typeofattack.Herearesomecommonexamples: Intent Touch UnarmedAttack RangedAttack Attacking Ability Agility Strength Agility Defending Ability Agility AgilityorEndurance PerceptionforGuns&BowsorAgilityfor ThrownObjectsorGuns&Bowswithin thesamezone Agility Endurance

MeleeAttack PoisonorDisease

Strength Varies

WeaponandArmorRatings
If the attackers total attack roll is equal to or exceeds the defenders defense,addtheattackersWeaponRatingtothedifference.Thensubtract thedefendersArmorRating(ifhehasone). ThedefendersufferstheremainderasPhysicalstress. Note that, in the case of explosives, the Explosive Rating (ExR) is added directly to the attack roll instead of only being added in the case of a successfulattack.

PhysicalStressBoxes
Acharactersphysicalstressboxesrepresentthemeasureofhiscapacityto absorborshrugoffphysicalstress.Attacksthatonlycheckoffstressboxes have no real lasting effect. They might result in a scrape or a bruise, but arentsignificantenoughtocausealastingwound(aConsequence). Thenumberofphysicalstressboxesacharacterhasassociatedwitheach typeofConsequenceisdeterminedwiththefollowingformula: Size(adulthumansare0)+Endurance+Strength+OtherModifiers= NumberofPhysicalStressBoxes(Minimum1) TheOtherModifiersaregenerallyAdvantages.

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LessRealism/LessComplexity
Want to simplify resolving conflicts a bit? An easy solution is to simply addyourweaponsWeaponRatingtotheattackroll.Thenthedefender addshisArmorRatingtohisdefenseroll. Thissimplechangecanspeedupconflictresolutionalittlebit,butatthe costofmakingthingsmoreabstractandgenerallylessrealistic.

PhysicalConsequences
Attacks that cause you to check off stress boxes represent the minor bumps,nicksandscratchesofbattle.Theymightstingabit,buttheydont hinderthecharacterinasignificantway.Butsometimesconflictswillresult inlastingwoundssprainedankles,brokenarms,bulletholes,etc.Theseare collectivelycalledConsequences,andtheyareaspecialkindofAspect.Well talkmoreaboutwhatthismeansshortly. EachtimeacharactersuffersenoughPhysicalstresstofillupanentirerow ofstressboxes,hesuffersaConsequence.Wevetalkedaboutthedifferent ranks of Consequences. You get one Minor, one SamplePhysical Major, one Severe(P) and one Extreme(P) before you are Defeated(P). But what exactly are Consequences Consequences,andwhatdotheydo? Minor The exact nature of a Consequence should Fatigued dependuponthetypeofattackthatcausedit,be Dazed it a sword slash, a laser burn, or the result of a PulledMuscle botched dodge such as a twisted knee. In short, Major ConsequencesareasortoftemporaryAspect.But SprainedAnkle unlike the temporary Aspects resulting from MinorLaceration Maneuvers, Consequences tend to hang around WrenchedBack forawhileandtaketimetofade.(Tounderstand Severe(P) exactly what this means, see Healing Stress and BrokenArm Consequences,page237.) SeveredFinger Like any other Aspect, Consequences can be Concussion invokedorcompelledforbonusesandeffects.And Extreme(P) you should remember that the first time a BrokenBack Consequence is invoked or compelled it doesnt SeveredArm cost the user a Fate Point. Minor and Major RupturedOrgan Consequences function like any other Aspect. Defeated(P) Severe(P) and Extreme(P) Consequences, on the Dead otherhand,arepersistent.Seepage59formore Comatose onpersistentAspects. Quadriplegic

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Forexample,theRedSentinelopensfireonDestinywithhisassaultrifle.He rolls his attacking Ability (Agility) and adds any modifiers for Advantages or Aspects. Now she rolls her defense Ability (Perception), and adds any modifiers. He hits. He adds his Weapon Rating to the amount of stress he inflicts, and Destiny reduces the total amount of stress by her Armor Rating. However,shestillsuffersenoughstresstotakeaMinorConsequence. The rifle fire cuts through her armored sleeve and grazes her inner bicep as shespeedsaroundthecornertosafety. Destinys player writes Just a Flesh Wound in the spot for her Minor Consequence. Shecontinuesdownthehall,andhearsthefootstepsoftheSentinelbehind her.Sheturnstofirebackathim. She makes her attack roll, and the Sentinel makeshisdefenseroll.However,theSentinel decides to compel Destinys Just a Flesh Wound Consequence this time (for free since its the first time), forcing her to suffer a 2 penalty on her attack. Her arm must be gettingshakyfromthepainofthewound. ThepersontakingtheConsequencegetsto describewhatitis,solongasitscompatible with the nature of the attack that inflicted the harm. The GM acts as an arbitrator on the appropriateness of a Consequence, so there may be some back and forth conversation before a Consequence is settled on. The GM is the final authority on whether a players suggested Consequence is reasonable for thecircumstancesandseverity. ButheresthethingaboutConsequencesbeingaspecialkindofAspect:As long as the Consequences are on the characters sheet, they may be compelled(orinvoked!)likeanyotherAspect.Thisalsomeansthatopponents maystartcompellingthoseAspectsprettyeasily,sinceitsnosecretthatthe ConsequenceAspectsarenowonthecharacterssheet!Anddontforget,as perthefreeinvokeorcompelrule,thefirstuseofeachConsequenceisfree inthescenewheretheConsequenceisinflicted.AndaConsequencethatis freetocompeldoesnotgainthevictimaFatePoint. To clarify, since Severe(P) and Extreme(P) are persistent, you can always invokeorcompelthemforfree.ButforMinorandMajorConsequences,you stillneedtopaytheFatePointtoinvokeorcompelthemafterthefirstfree use.

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OneHit,MultipleConsequences
Its very possible that a character could be forced to suffer so much stress that he must take two or more Consequences from the same attack. In this case, simply write down the Consequences as they make sense. For example, if you suffer a gun shot that forces you to take a Minor,aMajor,andaSevere(P)Consequence,youmightrecordthemas: MinorBruisedMusclesaroundtheWound MajorTornMusclesandDamagedNerves Severe(P)InternalBleedingandKidneyDamage However, despite that all three of these Consequences came from the sameattack,theyaretreatedasiftheyweretotallyindependent.Allthree maybecompelledorinvoked,andallthreemusthealseparately.

PhysicalMovementinaConflict
Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing options.(Notethatthebasictypesofactionsaredescribedonpage257.) StandardMoveYoumoveintoanadjacentzone.Thisisasimpleactionor it can be taken as a supplemental action (see page 261), incurring the standard1penaltyonallotheractionsperformed.Ifthetransitionbetween zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult obstaclesprobablyrequireafullsimpleactiontotraverse. Hustle If you hustle, you may move across one zone and into the next. This can either be a simple action or a supplemental action like Move, but anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother penaltiesyoumightsuffer. RunRunningworksthesameashustlingandallowsyoutomoveacross one zone and into the next, but you may also roll your Agility against a difficulty of 2. Foreverypoint by which yourroll exceeds 2,you may move one additional zone. However, if taken as a supplemental action, you also suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis added to any penalties you might suffer from traversing a difficult environmentorobstacle. Note that some scene Aspects may also make it more difficult to move through certain zones. For example, a room filled with debris may have an Aspect of Debris Filled, which, when compelled, forces the character to sufferapenaltyorrerollonrollstomove,assumingtheGMletshimmove throughitatall.Asalways,theGMhasthefinalsayonwhatAspectsascene hasandhowtheymayeffectmovement.

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SampleofaPhysicalConflict
Sarah Storm, leader of the World Protection League has just landed her rocket pack atop the zeppelin HQ of her arch nemesis the Scarlet Mask, currentlyhovering2000'abovetheAndes.Shewasspottedflyinginandthe Maskhasdispatchedtwoofhisminionstostopher. BobtheGMdeclaresseveralzoneAspects: SlipperySurface VeryWindy It'salongwaydown

Theareaissplitinto3zones,withSarahinthecenterzoneandtheMasks minionsatthefront.

Sarah
Agility3 Endurance2 Perception3 Strength2 Advantages: HardStyle:UnarmedattackshaveaWeaponRatingof+2 DeadlyGrace:UseAgilityforunarmedandmeleeattackrolls WeaponSpecialist(Unarmed):+1bonustoattackrollswhenattacking unarmed. Shewearsaleatherflyingsuitwithanarmorratingof1andcanabsorb3 stress. Armor: Minor: Major: Severe(P): Extreme(P): Defeated(P):

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Boris
Agility2 Endurance2 Perception1 Strength3 Heisarmedwithaknife(WR+2) Hehas5stressboxesperPhysicalConsequence,butbecauseheisanextra, hecanonlytakeaSevere(P)andDefeated(P)Consequence.Seepg.409for moreonextras.

Severe(P): Defeated(P):

Collette
Agility3 Endurance2 Perception2 Strength1 Sheisarmedwithalightpistol(WR+3,Range:2) LikeBoris,Colletteisanextraandthereforeshedoesnotgetthefullrange ofConsequences. Severe(P): Defeated(P):

Initiative
The first step is to establish initiative. Sarah rolls +0, added to her Perceptionof3,foratotalinitiativeof+3. Bobmakesasinglerollforbothopponentsgettingaresultof3onthedice. ThisgivesBorisatotalof+4andCollettea+5.Sotheorderofactionforeach turnisCollette,BoristhenSarah.

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Round1
Collettedoesn'twanttogettooclosesoshefiresherpistolatSarah.Sarah isintheadjacentzonesotherangeisfine.Theattackrollis+4foratotalof +7 (4 + her Agility). Sarah rolls +2, for a total defense of +5 (2 + her Perception). Sarahmusttake4stress(75=2,plus3forthepistolsWR,thenreduced by 1 for Sarah's armor) as the bullet slams into her. She decides that the armorwilltakethebruntoftheattackandmarks2stressagainstit,andshe takestheremaining2stressherself,gruntingslightlyfromtheforceofthe bulletsimpact. Note that Sarah could have reduced the attack to 1 stress, but it would makeherarmoruselessuntilrepaired. BorisistoofarawaytoattackwithhisknifesohemovesintoSarah'szone (B).ThisisaSupplementalAction,whichwillgivehima1penaltytoattack. Herollsa1onthedice,foratotal0. Sarah defends with her Agility, and rolls a +2 for a total defense of +5, neatlysidesteppingBorissclumsyknifeswipe. Nowitsherturntoattack.Sarahrollsa+1onthedice,foratotalof+5(1+ Agility+WeaponSpecialist).Borisdefendswith+1(herolls1,whichisadded tohisAgilityof+2). SarahsblowlandssolidandBoristakes6stress(51=4,plus2forherHard StyleAdvantage),causinghimtotakeaConsequence.TheGMdeclaresthat Sarahspunchhasbrokensomeribs. SonowBorisisinaworldofhurt,andhisStressTracknowlookslikethis: Armor: Minor: Major: Severe(P): Extreme(P): Defeated(P):

Broken Ribs Severe(P): Defeated(P):

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Round2
Its Collettes turn again, and she decides to stay put and fire another shot, rolling+4foratotalof+7.Sarahrolls+1foratotalof+4.Butthenshespendsa Fate Point and compels Very Windy (stating that the zeppelin rocks, throwing Collette's aim off). Forcing Collette to reroll her attack, the new result is a +0, reducingittoatotalof+3. SarahfeelsCollette'sshotwhistlepastherheadandgivesthankstowhoever mightbelisteningforhergoodfortune. Boris,ontheotherhand,isintrouble.Desperate,hemakesadeterminedlunge towardSarah,rolling+4foratotalof+7. Sarah'stotalis+5aftersherollsa+2. ButthenshealsoinvokesBoris Broken Ribs Consequence for a bonus, which costs her no Fate Point since it is Persistent.ButevenifitwerentPersistent, shedstillgettocompelitforfree sinceitsthefirsttimeithasbeencompelled. This brings her defense up to +7. Ties go to the attacker however, so Boris is stillabletoinflict2stress(fortheWRoftheknife),minusoneforSarah'sarmor. Shedecidestosacrificethearmorandmarksoffitsfinalstressbox.Thismeans shetakesnostressherself,butherarmorisseverelydamaged. Sarah'sStressTracknowlookslikethis:

Damaged Armor: Minor: Major: Severe(P): Extreme(P): Defeated(P):

Sarahanswerswithherownattack.Sherolls+3foratotalof+7,thencompels his Broken Ribs (remember it's free to compel since it's persistent) for a grand totalof9.Borisrollsa+1foratotaldefenseof+3.SoSarahhitswithamarginof 6andaddsherWeaponRatingof2foragrandtotalof8stress! This more than fills his Stress Track, leaving him Defeated. Sarahs player decides that Boriss dodge actually placed him at just the perfect range and angle for her lunging knee strike to land on the top of his head, breaking his neck. Borisisunconsciousandprobablydying.

Broken Ribs Severe(P): Defeated(P): Broken Neck

AtthispointtheGMcouldspendalloftheFatePointsBorisaddedtotheGMs pool and force Sarahs player to declare a different outcome for the Defeated result,buthedecidesitsnotworththetroubletosaveanextra.

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Round3
Collette is a little scared now, but stays put and fires at Sarah again. She rollsa+2,foratotalof+5. Sarah rolls a +1 giving her a total defense of +4. Then she spends a FP to compelIt'salongwaydown,statingthatColletteisgettingclosertothe edge and it's making her nervous. Sarah's final defense is +6 so Collette misses. SarahneedstochangezonesinordertoattackCollettesincehandtohand combat has to be in the same zone. So she moves forward to close the distance. Sherolls1,foratotalor+3,reducedbyanother1formoving.Sohertotal forherattackrollis+2. Collette'sdefenseis+0(sherollsa2).Shetakes4stress(2forthemargin of success plus 2 for the Weapon rating provided by Sarah's Hard Style Advantage)andmusttakeaSevere(P)Consequence. BobdecidesthatshehasaBrokenJaw,andherStressTracknowlookslike this: Broken Jaw Severe(P): Defeated(P):

Round4
CollettewantstofleebutherfearoftheScarletMaskkeepsherstanding. Shetakesashot,rolling1foratotalof+2. Sarahrollsa+2foratotaldefenseof+5,shetakesnostressasthebullet goeswide. Sarah then kicks Collette, rolling 2, added to +4 giving a +2 total. She invokesCollettesBrokenJawforfree;bringingitupto+4. Collette'sfeebledefenseof1(rollof3)meansshetakesatotalof7stress. Sarahs playernarrates herDefeat as a crushing blow to the head, and her unconsciousbodyhitsthedeck. Broken Jaw Severe(P): Defeated(P): Crushed Skull

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MentalConflict
WhentoUseMentalConflicts
Amentalattackisanysortofovertattempttoharmorchangethemindset of another. While not every conversation need be solved as a mental conflict, attempts to change the perspective of another character in a mannerthateffectsthestoryinanimportantwayprobablyshould.Inmost cases the GM should simply decide whether or not an NPC is persuaded, intimidated,orwhateverwithoutresortingtoaMentalconflict. Ifitmightmatterstothestorywhetherornotyousucceedinmanipulating anotherperson,butitisntworththetimetoresolveasaMentalconflict,a simpleopposedrollusuallyworks.Forexample,attemptingtoflirtwiththe gasstationmanagerabitsothathemightbemoreamicabletohelpingyou later might be a simple Persuasion roll vs. the gas station managers Empathytoseeifhenoticestheflirtationisntgenuine. Things that affect your character or the story in a meaningful way (e.g. comingintocontactwithsomeunthinkablehorrororattemptingtoseduce theking'sdaughterinordertogetcloserandassassinatehim)aremoments whentheGMmightcallforaMentalconflict. Mentalconflictusesthesamebasicconflictresolutionsystemasdescribed in the beginning of this chapter, but instead of fists and weapons, the outcomeisdecidedwithwordsandemotions.

MentalAttacksandDefenses
Mentalattackscancomeinmanyforms,butasfarastheconflictrulesare concerned,theyallworkthesame. You roll your attacking Ability against your opponents defending Ability, dealingstressagainstthedefendersMentalStressTrackuntilthedefender Concedes, is Defeated(P), or somehow withdraws from the conflict. Most MentalConflictswillendinaConcessionorwithdrawalsincepeoplearent usuallywillingtoargueordwellonapointofcontentionuntilitcausesthem lastingpsychologicalharm. Awithdrawalmayconsistofsimplywalkingawayfromtheotherperson,or it could escalate into a physical conflict. Either way, the Mental conflict is over. However, sometimes you dont have a choice. Scenes of extreme horror canunhingethemindsimplybyviewingthem,butwellgetintotheeffects ofhorroralittlelaterinthischapter.

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HerearesomecommoncausesforMentalconflict: Deception:Anattempttoconvinceanotherpersonofyourlie.Youattack with your Deception and your target defends with his Empathy. You continuetoattackuntilthetargetConcedes,isDefeated,orwithdrawsfrom theconflictbyeithersimplyleavingorbyturningitintoaPhysicalconflict. Manipulation: An attempt to change another persons outlook on a subject.RollPersuasionormaybeReasoningagainstthetargetsWillpower. Seduction: Attempting to manipulate another through temptation may giverisetoaMentalconflict.OftentheseducerwillrollPersuasion,maybe combinedwithDeception,whilethedefendermustrollWillpower,possibly combinedwithEmpathy.(Seepg.69formoreonCombiningAbilities.) Psychic Trauma: There are few things more psychologically damaging than psychic manipulation. Even something as simple as a single word psychic command can leave lastingscarsonthemindoftherecipient asitdistortstheveryfoundationofwho a person is. More on psychic manipulation can be found in Chapter 5 withthePowerAdvantages. Fear: Experiencing a traumatic event canaffectonesoutlookonlifeforever.See later in this chapter for more on fear and its effectsonthemind.

CommonMentalAttackingandDefendingAbilities
TheAbilitiesusedtoattackanddefendinamentalconflictdependonthe typeofattack.Herearesomeexamples. Intent DebateaTopic IntimidateintoSubmission LyingaboutyourMotives BribeanOfficial BarterforaBetterPrice AttackingAbility DefendingAbility Persuasion Willpower Persuasion Willpower Deception Empathy Resources Willpower PersuasionorDeception Willpower

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ResolvingMentalAttacks
Forthe mostpart,Mentalconflictworks exactly like Physical conflict, but beforeanyrollingtakesplace,allcharactersinvolvedintheMentalcombat shouldhaveaclearlystatedintent.AcharactersintentsmightbeBribethe GuardtoLetmeBy,whiletheguardsintentwouldbeDontLetAnyone NotonTheListInside. Onceintentisestablished,theattackingplayerrollshisattackAbility,and the defender rolls his defending Ability. If the defender wins, nothing happens. If he wins and generates Spin, he gains a +1 on his next mental attackrollagainsthisattacker,asthedefenderislestflustered. JustaswithPhysicalconflict,iftheattackerwins,thedifferencebetween hisattackrollandthedefendersdefenserollcountsasstress.Ifthatstress fills up all the stress boxes associated with a Consequence, the defender musttakeaConsequenceofthattype.

EdgeandDetermination
Edge is the weapon used in mental combat. Its a snappy comeback, a potent threat, a horrific sight, etc. When involved in a mental conflict that takes place in the context of an argument or threat, the player should describeforyouwhatheissayingordoingtohisopponent.Themoreclever his description, the more Edge the GM should give his attack. The Edge ratingmaythenbeappliedasabonustoyourattackroll. AnotherwaytogainEdgeistousestoryelementsagainstthetarget.For example,whenengaginginamentalattacktogetacharactertosurrender, if you have his loved ones at gun point, you would be rewarded an Edge bonus.Whilenotparticularlywitty,itreallyhitsthecharacterwhereithurts. Note that, unlike a Weapon Rating, you do not have to first successfully landahitwithyourattackbeforeyouaddinyourEdge.Itisabonustothe attackroll,notjustasimplebonustostressinflicted.Edgeusuallyhastobe usedintheturnitwasgeneratedin,butonceused,itisgone. TheamountofEdgegrantedtoacharactersmentalattackisdetermined by theGM,whichhe grantsbasedoff of howwell the player roleplays his characterintheconflict.Usuallytheamountrangesfrom0to5forawittyor cleververbalassault,with0beingahalfhearteddescriptionandadiceroll, and 5 being an exceptionally well thought out response that plays on the targetsfears,ambitions,orweaknesses.Butwhileattackswithwordstend to top out at an Edge rating of around 5, a character can be exposed to eventsthatarefarmoredamagingtothemind.

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Forexample,acharacterbeingforcedtokillhisownfathermightsuffera mentalattackwithanEdgeratingashighas+10.Insuchacase,theattackis resolvedasasimpledicerollwitha+10bonus. Thesetypesofmentalattacksarediscussedingreaterdetailbelow. DeterminationistheoppositeofEdgeandfunctionslikeasortofarmor inaMentalconflict.Itisthemeasurementofacharactersdedicationtohis intent.LikeEdge,Determinationisrated(usually0to5)andgrantsabonus onthedefendersdefenseroll. For example, a guard who hates his job and employer may have a Determinationof0,whilea guardwhoknowshisemployerwillkillhimfor failuremighthaveaDeterminationof9or10.Determinationcouldrepresent morale,orsimplefearofwhatmighthappenshouldhegivein.

MentalStressBoxes
Acharactersmentalstressboxesmeasurehisabilitytoignoreordealwith mentalstress.Attacksthatonlycheckoffstressboxeshavenoreallasting effect. Small frights, little insults, etc. These leave no lasting impression (Consequences). The number of mental stress boxes a character has associated with each typeofConsequenceisdeterminedwiththefollowingformula: Willpower+Reasoning+OtherModifiers=NumberofMentalStress Boxes(Minimum1)

MentalConsequences
Stress isa transitory thing, but sometimes even nonphysical conflicts will havelastingConsequencesanirrationalhatredforyourattacker,inability to relate to others, lessened ability to control your temper, etc. As with Physical Consequences, these are a special kind of Aspect that can be compelledoreveninvoked. AswithotherConsequences,theexactnatureoftheConsequenceshould depend upon the type of attack one suffers, be it insults, threats, or exposuretosomeextradimensionalhorror. Also remember that it doesnt cost a Fate Point to invoke or compel a Consequenceforthefirsttimeinascene,andthatSevere(P)andExtreme(P) Consequencesarepersistent.

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Shock,FearandInsanity
Many games feature supernatural creatures or just plain mundane horror that could affect the mindsofthecharacterswhowitnessit. Coming into contact with horrific creatures or stumbling upon sanity crushing crime scenes can result in an attack against the characters mental stress.Thisattackishandledlikeanyothermental attack,thoughtheGMmaygrantEdgebonusesto theattackrolldependingonthesituation. For example, encountering a blood soaked zombie on your way to the break room at work couldcallforamentalattackwitha+8Edgebonus if the character had never seen or believed in zombiespriortothisencounter. TheEdgebonustheGMaddstotheattackshould reflectthegenreofthegameheisrunning,andthe experiencesofthedefendingcharacter. Sowhileacharactersfirstcontactwithazombie may result in an attack with a +8 Edge bonus, the GM may add no Edge, or may not even roll an attack if the character is one of the sole survivors ofazombieapocalypseandhehaskilledhundreds oftheminthepast.

SampleMental Consequences
Minor Flushed Shamed Withdrawn Major Trembling UnwillingtoSpeak DesiretoLashOut Severe(P) Flashbacks Reclusive PsychoticTendencies Extreme(P) Mute SevereHallucinations Suicidal Defeated(P) Dead Catatonic CripplingDementia

TheGMshouldalsoconsideradjustingtheEdgebonusforthegenre.Wizards who are used to wielding potent magic may not be quiet as disturbed by a zombieorghost,butapizzadeliveryboywilllikelybedrivenhorriblyinsaneby thesightofThatWhichShouldNotBe.

MentalDefeat
The exact effect of being Defeated due to extreme mental stress depends largelyonthetypesofattacksyouvereceived. For the most part being taken out due to Mental stress functions exactly the samewayasPhysicalstress,butofcoursetheeffectsarenotphysicalthough theymayleadtophysicalstressifgoneuntreated. Essentially, if a person is Defeated in a mental conflict, the characters mind shutsdown,orbecomesseverelywithdrawn. The exact effects may vary, but in general the character is incapable of performinganysortofconstructiveactions.Thecharactermayballupintofetal positionandrefusetomoveorcommunicate,orsimplypassoutfromshock.

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SampleofaMentalConflict
The, some say, overly aggressive and bold King Elderard of Freezan has decidedtobeginanewexpansioncampaignbeginningwiththeinvasionof theneighboringkingdomofElasia. Isabella Montayn, who recently inherited the position of High Advisor to the King, fears what would happen to their people should they go to war. The last campaign took a very high toll both in lives and money and she requests an audience with the King in order to persuade him to delay this newwar.

KingElderard

(7FatePoints) RelevantCharacterAspects: BoldKingofFreezan BredtobeaWarrior RelevantSpecialtyAspects: Ambitious(Willpower) IndifferenttoSuffering(Empathy) MentalandSocialAbilities: Craft 1 Deception 2 Knowledge 1 Empathy 1 Reasoning 2 Persuasion 2 Willpower 2 Resources 4 RelevantAdvantages IronWill:+2boxesinMentalStressTrack Tenacious:2toamountofStresswhichoverflows Minor: Major: Severe(P): Extreme(P): Defeated(P):

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HighAdvisorIsabellaMontayn
(7FatePoints) RelevantCharacterAspects: NewHighAdvisortotheKingofFreezan Warshouldbethelastsolution. RelevantSpecialtyAspects: CannotTellaLie(Empathy) AbsolutelyStunning(P)(Persuasion) MentalandSocialAbilities: Craft 1 Deception 2 Knowledge 2 Empathy 2 Reasoning 3 Persuasion 3 Willpower 2 Resources 3 RelevantAdvantages Fearless:+2toWillpowervs.Fear Absolutely Stunning: Gives the Absolutely Stunning (P) (Persuasion) Aspect Minor: Major: Severe(P): Extreme(P): Defeated(P):

William,theGM,explainsthatthekinghasdeclaredthatthisaudiencewill takeplaceinthekingsthroneroom,infrontofthecourt.Thesycophantsof the court will support any decision the king takes, which will make things verydifficultforIsabella.Allactionwilltakeplaceinthesamezone. TheGMdeclaresseveralAspectsforthethroneroom. AwesomeDisplayoftheKingsPower SycophantsEverywhere EverybodyHereisReadytoJudgeYou Isabellasintentis:Persuadethekingagainstbeginninganewwar. Thekingsintentis:Gotowartosolvethekingdomsproblems

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Initiative
Isabella rolls a +1, which adds to her Empathy of 2 for a final result of 3. Williamrollsthedice,witha1resultfortheking.Thisissubtractedfromhis Empathyof1,getting0asatotalresult. Isabellahastheinitiative.

Round1
Isabella begins by explaining why this new war should be averted. She doesitsoconvincinglythattheGMawardsheranEdgeratingof2.Sherolls thedice,addingherPersuasionandtheEdgebonusforafinalresultof7! The king defends himself using his Willpower of 2 and spending a Fate PointtoinvokehisownAmbitious(Willpower)Aspectfora+2tohisroll.He rollsa1,foratotalof3,butthendecidestospendanotherFatePointand invoke the zone Aspect Awesome Display of the Kings Power. He expects that the magnificent throne room will help him intimidate this newcomer. However,hisfinaldefenseresultof5is2lessthanIsabella'sattacktotal,so hetakes2StressandhisStressTracknowlookslikethis: Minor: Major: Severe(P): Extreme(P): Defeated(P):

Now its the kings chance to respond to Isabella's speech using his Persuasion Ability to attack. He will not tolerate being contested over this matteranddecidestoteachheralesson.HerollshisPersuasionforatotal of5. Thatsgood,butnotenoughtosatisfyhim.HespendstwoFatePointsand invokes his own Bred to Be a Warrior Aspect and the throne rooms Sycophants Everywhere Aspect in attempt to undermine Isabellas words withadetailedexplanationofhisbrilliantcombatstrategyandthesupport ofthecourtiers.Withtheadditional+4bonusheattackswithatotalof+9. Isabella rolls her Willpower to defend herself. She gets a total of 2, but invokes her War should be the last solution. Aspect for a +2 bonus to strengthenherresolve.ShealsodecidestospendanotherFatePoint,even thoughshedoesnthaveanotherAspecttoinvoke,foranother+1.Shegets afinalresultof6.Thats3lessthanthekingsattacktotalof9,soshetakes3 Stress.HerStressTracknowlookslikethis:

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Minor: Major: Severe(P): Extreme(P): Defeated(P):

Thekinghas3FatePointsleft,whileIsabellastillhas5.

Round2
Isabella decides that she is going to have to be more aggressive. She adjustshertoneandbodylanguagetosomethingabitmoreseductiveand invokesherAbsolutelyStunning(P)AspecttoaidherDeceptionbasedattack againsttheking.ShealsospendsaFatePointtoinvokeWarShouldbethe Last Solution for a +4 total bonus to her roll. She then presses her argument, using her alluring presence and passionate beliefs to get to the king's heart. Her player does a good job describing her actions and word, whichtheGMdecidesisworthanEdgeof2.Shethenrollsa+1,foratotal resultof8. The king, refusing to show any impact from Isabellas words or beauty, defends with his Willpower. He laughs away Isabellas argument and reinforceshisownfaithinhispositionbyinvokinghisAmbitious(Willpower) Aspectfora+2bonus. Inaddition,thekinghaslongsincefearedIsabellasbeautycouldbeused against him, and if her alluring glances and seductive gazes are noticed by others,itwouldsurlyunderminetheirfaithinhim.WiththisinmindtheGM grantshima+1Determinationbonus.Herollsthediceandgetsa3though, whichwouldmakehistotalscore3.HethenspendsanotherFatePointand invokestheSycophantsEverywhereAspectforareroll,rollinga2.Thefinal resultis4versusIsabellas8.Thekingtakes4StressandmusttakeaMinor Consequence. ItappearsthatthekingwasntabletoshrugoffIsabellasseductivecharm sowellafterall.
Distracted by Lust Minor: Major: Severe(P): Extreme(P): Defeated(P):

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Thekingnowhasonly1FatePointleft.HehasbeenunsettledbyIsabellas beautyandallure,whichmakeshimallthemorefrustratedwiththewoman. Sohedecidestochangehisapproachandresortstointimidation,compelling Isabellas Absolutely Stunning (P) (which he can do for free, as it is a persistentAspect,andIsabellaisnotallowedtorefusethiscompelwithout spendingaFatePoint,whichshedeclinestodo)topresentherbeforethe courtasanave,inexperiencedyoungwomanwhocannotunderstandwhat isatstakefortheKingdomofFreezanandissimplyusingthisaudienceasan excuseforshowingherselfoffandimpressthem.Shellsuffera2onherroll todefendbecauseofthis. TheGMthinksthisisanespeciallyeffectivetacticandgrantshima+2Edge rating.Herollsandgetsa+1,foratotalresultof5. IsabellainvokesthekingsDistractedbyLustConsequence,inaneffortto catchhiminalogicaltrapandthusprovingherselfmorethanjusta pretty facetoothersandtoherself. SherollsherWillpowerandaddsa+2forinvokingthekingsDistractedby LustConsequence(firstuseisfree).However,theGMdecidestocompelthe zone Aspect Everybody Here is Ready to Judge You. Isabella accepts the offeredFatePointfromthecompelandsuffersa2penaltyonherdefense roll.Sheishorrifiedbytheideaofcomingoffasjustabrainlessbeauty,and thethoughtisverydistracting. The bonus gained from invoking the Consequence and the penalty sufferedfromthecompelcanceleachotherout.Sherollsa+3,whichgives herafinalresultof5.Thisroundendsinatie. The king has 1 Fate Point left. Isabella still has 5 points left since she acceptedthecompelanddeclinedtospendaFatePointtodenythecompel againstherpersistentAspect.

Round3
Isabellaknowsthisargumentcannotbestretchedmuchlongerunlessshe wantstoriskawakeningthewrathoftheking.Shewillnotplaycautiousthis time though, and tries to complete a Maneuver in order to bring the courtiers to her side before attacking the king once more. However, this Maneuver will also impose a 1 on her next roll because shell need to performtheManeuverasasupplementalactionifshewishestoalsoattack thekingthisround,andshedoes. She rollsher Persuasion (restrictedby her Empathy) to place a Movedto Compassion Aspect on the throne room itself. To do this she turns her attentiontothecourtatlargeandbeginstopassionatelydescribethestrain the last war put on the people, how mothers and wives mourn their sons

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and husbands, and how the Kingdom is falling into neglect due to the enormousspendingrequiredtomaintainFreezan'smassivearmy. ShealsospendsaFatePointtoinvokeherICanNotTellaLieAspectfora +2 bonus to this roll. The GM allows it since that Aspect has gained her a reputationofbeinghonest.Butshemustovercomeadifficultyof4dueto thegeneraldisregardofthecourtiersinregardstothepeople'ssuffering. Sherollsthediceandgetsa+2.HerEmpathyislowerthanherPersuasion however,soshesuffersa1.Still,shemanagedtocomeupwithafinalresult of 6. Her efforts have allowed her to successfully reach the stony heart of the audience she can now invoke or compel the Moved to Compassion Aspect. She will now use her Persuasion to elaborate on her speech about the sufferingofthepeopleandturnittowardtheking.Andhavingatleastsome supportfromthespectatorsshecompelsMovedtoCompassion(forfree,as thisisthefirsttimeitiscompelled)androlls.Asthereactionsofthecrowd lendweighttoherarguments,sherollsatotalof6,reducedto5becauseof thepenaltyfortakingasupplementalactiontoperformherManeuver. Thekingisanobstinatemananddoesnotwishtolosemorefaceinthe presenceoftheCourt.Hetriestodefendhispositiononelasttime,usinghis Willpower to resist Isabellas attempt to sway his emotions, but does not wanttorisklosinganymoreFatePoints.Herollsa0,forafinalresultof2. Thisis3lessthanIsabella's5,sosheinflicts3stresspoints.
Distracted by Lust Minor: Major: Severe(P): Extreme(P): Defeated(P):

The king is beginning to think he is not going to win this resolute young woman so easily. He returns fire by justifying the future invasion with a fallaciousspeechaboutthethreattheexistenceoftheirneighborsmeansto theKingdom.ForthisheuseshisDeceptionof2androllsa2. Unhappywitha2onthedice,hespendsaFatePointtoinvokehisAspect ofBoldKingofFreezantorerollthedice.However,luckisnotonhissidethis time,andherollstheworstpossibleresult:4!Thisgiveshimafinalresultof 0. Perhaps he overplayed the threat, because Isabella certainly wasnt swayed.Andforthatmatter,neitherweretheotherfolksintheroom. Smug with her previous success and thoroughly unimpressed with the kings attempt to inflate the threat to the kingdom, Isabella weathers the kingstiradewithanicystare.SherollsherWillpowerandgetsa+1.Notthe

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best roll, but enough for her to ignore the kings overblown attempt to convinceherthatthedangerwasworsethanitreallywas. Thekingstillnowhas0FatePointleft.Isabellahas3.

Round4
Isabella will now try and use up all her best arguments to deliver a devastating blow to the king's ambitions. She will spend a Fate Point to invokeWarshouldbethelastsolution,plusanothertoinvokethethrone room's Everybody Here is Ready to Judge You, reserving her last Fate Point just in case. If she does not win this round, she feels she will have to seek refugeinaforeigncountrytoescapetheking'sanger.Sherollsa+2,which, added to her +4 bonus from the Aspects invoked and her Persuasion of 3 resultsinatotalof9! Isabellasargumentshavewornontheking,andheisstartingtothinkthis debateislostforhim.Heattemptstoworkuphisangerandpassionforthe warcampaign,butitjustisntthere.Maybeitisntworthputtinghispeople indanger. He defends once more with his Willpower. He rolls a +3, getting a total result of 5. That's 4 less than Isabella's attack roll of 9, so he receives 4 Stress.ThekingtakesaMajorConsequence:
Distracted by Lust Minor: I cannot justify this Major: Severe(P): Extreme(P): Defeated(P):

There is no overflow to the next row of his Stress Track thanks to his Tenacious advantage, which subtracts 2 from any overflowing Stress. However, being a more intelligent man than he is often thought to be, he decidestoofferaConcessiontoIsabella(whocannowbreathrelieved). TheKingsConcession:Illcalloffthewar. Isabellaaccepts. A new meeting will be convened in a few days, with the presence of Isabellaandtheotheradvisorstothekinginordertofindawaytohelpthe peoplerecoverfromtheexcessesofthelastwarsandplanamoresensible, coherent strategy of future development for the army's strength. King Elderard is sincerely impressed by the temper of his new High Advisor and intendstokeephernear.Verynear.Perhapsinhisbedchamber?

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SocialConflict
WhatareSocialConflicts?
Social conflicts differ from Physical or Mental conflicts in that they take longertoresolve,oftenrequiringasceneormoretoresolveasingleattack insteadofafewrounds. ASocialattackisanattackononesreputationorstatus,beitlegalstatus, honor,socialstanding,etc.Thissortofconflictmaynotbeappropriatetoall campaigns, but can play a large part in a game that focuses on political maneuveringorsocialdisruption.Sowhileyoucanprobablyskipthissection if you are running a postapocalyptic campaign with a focus on survival, it couldplayacriticalrole inacampaignfocusingonthemaneuveringofthe localnobilityoracampaigninwhichthePCsseektobringfinancialorsocial ruintotheirenemies.

TheSocialAttack

Setting up a social attack may take one or more scenes, or possibly be spread over a number of game sessions that culminate in a single conflict scene. This attack roll works like any other. You select an Ability to attack with,andthedefenderselectsanAbilitytodefendwith. Unlike physical and mental conflicts, you are not doing direct damage to youropponent;youareactuallyinfluencingsocietysviewofthedefender.It is their disapproval that causes damage to the victims Social Stress Track, andanyConsequencesplacedonthattrackshouldreflectthis.

SocialStressBoxes

A characters social stress boxes represents the measure of his ability to avoidordivertsocialstress.Attacksthatonlycheckoffstressboxeshaveno real lasting effect, such as minor embarrassments, the occasional outburst totheirfans,etc.Theseleavenolastingimpression(Consequences). The number of social stress boxes a character has associated with each typeofConsequenceisdeterminedwiththefollowingformula: Persuasion+Resources+OtherModifiers=NumberofSocialStressBoxes (Minimum1)

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SocialConsequences
Social Consequences work the same way Physical and Mental Consequences do, but their effects tend to be more varied. Depending on the type of attack made,SocialConsequencesmayresultinpublicembarrassment,legaltrouble,or thetotallossofrespectfromallofonespeers.

LeverageandPopularity

Similar to the Edge and Determination ratings used in a mental conflict, socialconflictusesLeverageandPopularity.Wheneveracharactermakesa move to harm the social status of another, such as by exposing a skeleton in their closet, humiliating the target in public, framing the target for a crime or cuttingofftheirprimarysourceofpower,theGMshouldawardtheplayerwitha Leveragerating. Like Edge, Leverage is usually rated 0 to 10 with the bonus denoting the importance of the revelation or act. Simply put, actions taken against your enemysreputationorsocialstandinggenerateLeverage,whichgrantsabonus toyoursocialattackrolls. Forexample,ifyouknowthechiefofpoliceiscorrupt,youmightstarttryingto gather evidence against him. In this case, the quality and amount of evidence foundisrepresentedbyaLeveragerating.Findingoutheswepthiswifesdrunk driving arrest under the rug might be worth a Leverage rating of +3, while definitiveprooflinkinghimtothemayorsmurdermightbeworth+10. Ontheotherhand,acharactermayalsohaveaPopularityrating.Usuallyrated 0 to 5, Popularity fills the role of a sort of armor against social attacks. The defendersPopularityratingisaddedasabonusonhisdefenserollstodefend againstsocialattacks. Forexample,theownerofalocalnightclubmighthaveapopularityof1,while abelovedkingmayhaveaPopularityof5.AhighPopularityratingmeansthat peoplearemorelikelytoforgivemistakesandsleights.

AwardingLeverageandMakingtheAttackRoll
The GM should keep tabs on the players actions, keeping in mind how their behaviormightimpactothers.Likely,asthePCsworkagainsttheirenemies,they aregoingtobebuildingupLeverageastheyunravelmysteries,beatconfessions outofmooks,etc.AstheGM,youdontneedtokeepaconstanttabonevery possible bonus you might reward, but if the players decide to make a social attack roll, you should have a good idea of what kind of Leverage rating to awardthem,ifany. ThePCscanbuildupasmuchLeverageastheywantbeforemakingtheactual socialattackroll.Tomaketheroll,theysomehowneedtobeabletogetthe

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information they have accumulated against theirtargetintothehandsofthosethatmatter. Minor Thismightbedonebysendingtheevidenceto Embarrassed alocallawyerinasealedenvelopeoritcouldbe SmallFine agrandannouncementtothetownsfolk. LostaLittleRespect When making the roll, add up all of the Major Leverage you plan to use at this time, then Humiliated select an appropriate Ability to attack with. LargeFine MostlikelythiswillbePersuasion,butthereare LostAllies times when another Ability might be more Severe(P) appropriate. If an entire group is making the FocusofPublicOutrage attack, the character with the highest relevant ShortJailTime Abilityrankshouldmaketheroll. TraitorsintheRanks Its also very likely that the defender will Extreme(P) defend with Persuasion, but again, this might UnforgettableHumiliation not always be the case. Also, if the attack is LongJailTime directed at a group, theyll need to select a Mutiny spokesmantomakethedefenseroll.However, Defeated(P) stressisalsosufferedbyeveryoneinthegroup DeathSentence hewasrepresenting. EnemyoftheState Oncetheattackrollismade,anyLeverageyou PermanentExile addtotherollislost.Iteitherdiditsdamageor nobodycared.However,youdonothavetoblowallofyourLeverageonasingle attack.Sometimesitsbettertokeepafewcardsupyoursleeve.

SampleSocial Consequences

CommonSocialConflicts
Herearesomeexamplesofcommonsocialconflicts,andhowLeverageis gained:
Intent:UnseataPoliticalOfficial GainLeverage:Discoverproofoftargetsallegiancewithenemiesofthestate, framethetargetformurderorassassinatethetargetsmostpowerfulally.

Intent:CollapseanOrganization Gain Leverage: Disable the organizations ability to buy their drugs, guns, slaves, manufacturing equipment, etc. Plant evidence that the organization is working against one of its allies and reveal that to them, or track down the organizationsprimaryassetanddisableit.

Intent:DefameaCelebrity Gain Leverage: Discover/plant proof that the celebrity is involved in one or moremorallycorruptacts,suchasadulteryordrugs,sabotagetheirlatestevent sothatitfailsspectacularlyorrevealorplantrumorsthatthecelebrityishaving disputeswithsimilarlyfamouscelebrities.

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GainingPopularity
GMsmaygrantPopularityratingstoPCsastheyperformheroicdeeds or otherwise become well known to their peers. However, Popularity remains a passive defensive trait and isnt actively rolled or added into social conflicts except as defense. Instead, characters with Popularity scores should look to add Aspects to their character that represents theirfameandposition. The GM may, if he chooses, allow you to trade in any accumulated PopularityforXPaimedatpurchasingarelevantAspect.Forexample,if you manage to gain a Popularity rating of 3 from defending your hometown of Willowbrook from bandits, you may exchange your Popularityfor3XP,whichyoumaythenspendtowardpurchasingHero ofWillowbrookasaCharacterAspect.

SampleofaSocialConflict
Thecharacterscomeforthduringapressconferencetoexposethemayor asacrookandinleaguewithalocalcriminalgang. Intent:Sendthemayortojail.

Round1
For their first attack, they present pictures to the crowd that shows the mayortalkingwiththegangsleaderinabackally.ThehighestPersuasionof anyone in the group is 3 and the GM decides the pictures are worth a Leverage Rating of 3. So the leader of the group steps forward with the evidence and makes his attack roll and adds his Persuasion and Leverage bonusforatotalof5. Themayorisfairlywellthoughtofbymostofthepeopleintown,sohehas aPopularityof2. He defends with Persuasion plus Popularity for a total defense result of 2 andmayorsuffers3pointsofsocialstress.Thepicturesgetareaction,but peoplelikehimsotheymakeexcusesforhim. Themayorthenreturnsfirewithhisownsocialattack.Heexplainstothe group that the people who are accusing him of these crimes are obviously crazy.Hetellsthemthattheymusthavesomeemotionalissues,andthathe hasnoideawhytheydbeafterhiminsuchafashion. HisPersuasionrollisa2,buthehasnobasisfortheseclaimsandtherefore has no Leverage. The leader of the PCs defends with his own Persuasion, pointing out how ridiculous these claims are. He gets a total of 1 on his Defenserollandeveryoneinthegroupsuffers1pointofsocialstress.

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Round2
Seeingthatthepicturesdidn'tdothetrick,theplayerspullouttheiracein theholefortheirnextattack.They'vegotanaudiorecordingofthemayor discussinghisplanstopayoffsomeofthegangsterstoperformadriveby ononeoftheguyswhoplanstochallengehiminthecomingelection.Thisis prettydamningevidence,sotheGMawardsthepartyaLeverageratingof +10. Attachingtherecordingdevicetotheloudspeakers,theyplaytherecording foralltohear.Thisallowsthemtoaddthe+10LeveragetotheirPersuasion rollandgetatotalof15fortheirattack.Themayortriestodefend,butthere isntalothecandotospintherecordinginhisfavor. Theplayersscorebigandthemayorsuffersenoughsocialstresstocause bothaMinorandMajorConsequence.Heisarrestedandtakenawaybythe policebeforehegetsachancetoretaliatewithhisownattack. MinorDisappointedVoters MajorNowUndergoingInvestigation Severe(P)Wevegotyouontape!

WeaponsandArmor
Youllnoticeacommonthemewiththedifferenttypesofconflicts,all ofthem takeinto account somesortof weapon and armor, and it maymakethingseasiertounderstandwhenyouthinkofthingsinthose terms. Physical conflicts have actual weapons and armor. Their Weapon Ratings add to the amount of stress dealt, and Armor Ratings subtract fromtheamountofstresssuffered. Similarly, Mental conflicts have Edge and Determination. And Social conflicts have Leverage and Popularity. These act as simple bonuses to attackanddefenserolls. These may be accumulated in different ways, but for the most part, theseweaponsandarmorservethesamebasicfunctionsacrossall sortsofconflicts.Thebettertheweapon,thebettertheoffense.The betterthearmor,thebetterthedefense. When you are thinking about creating a new Stress Track, take a momenttoconsiderthetypeofconflictitmightrelatetoandwhatsort ofweaponandarmoritmighthave,ifany.

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HealingStressandConsequences
Whenacharactersuffersenoughstresstofilluptherowassociatedwitha Consequence, he suffers a Consequence. Additional stress overflows into thenextsetofstressboxes.Ifthosestressboxesarealreadyfilled,thenext openstressboxischecked. Attheendofafiveminuterest,allstressboxesareclearedunlessanentire row is filled. Once an entire row is filled and the character has suffered a Consequence, those stress boxes will not clear until the Consequence is healed. Consequences are healed by downgrading in severity until they becomeMinorConsequencesandthenclear. Consequencesfadewithtimebodiesheal,rumorsdiedown,anddistance bringsperspective.Howlongthistakesdependsuponthetypeofstressand theseverityoftheConsequence. After a certain amount of time, a Consequence may downgrade. This requires for some time to pass and an Ability roll be made. For Physical Consequences,yourollEndurance.ForMental,rollWillpower.ForSocial,roll Persuasion. Downgraded Consequences may change. For example, a Severe(P) ConsequenceofBrokenArmmaybecomeArminaSlingwhenitdowngrades fromtoaMajorConsequence. Also remember that a character may only have one Consequence of each type, per Stress Track, at a time. So if a Consequence downgrades to a category that already has a Consequence in it, that Consequence automaticallydowngradesaswell.Soevenifitisnttimetorolltohealthat Consequence, it automatically downgrades if a worse Consequence downgradesintoitscategory. TheGMmayputmodifiersontherolltorecoverifthecharacterhasnthad timetorestoreatproperly.Itsalothardertogetoveraknifewoundwhile trekkingthroughaswampthansittingonthecouch. For example, its been a week since Destinys encounter with the Sentinels whoshotherinthethigh(Severe(P):ShotintheThigh).Shesbeentakingit easy,sotheGMdecidesthatthestandarddifficultytoheal(Diff:4)isfine.So sherollsthedice,andaddsherEnduranceof3totheresult,gettinga5.She succeeds, so her Severe(P) Consequence downgrades to a Major, changing fromShotintheThightoWeakenedThigh.Theholehasalmosthealed. Rememberthatthestressboxesdowngradewithit.Sonow,insteadofafull setofcheckedSevere(P)stressboxes,shehasafullsetofcheckedMajorstress boxes. Butwithluck,shellhavefulluseofherleginadayortwo.

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Anotherexample ThecarchaseJasonwaspartofinthelastsceneendsasheispushedoffthe roadandslamsintoatelephonepole.HehastwoConsequences;hetookaflesh wound earlier from a gun shot fired from the pursuing car. (Major: It just grazedme.)ButthenhetookaSevere(P)Consequencewhenhehitthepole (Severe(P):Battered,BruisedandBroken). Ifhegetssomerest,attheendofthenextdayhecanrolltoseeifhisMajor ConsequencedowngradestoaMinor,whichwouldhealattheendofthenext scene. AttheendoftheweekhegetstorolltohealtheSevere(P)Consequence.Ifhe succeeds,Battered,BruisedandBrokendowngradestoaMajorConsequence andjustbecomesBatteredandBruised. IfforsomereasonhewasntabletohealhispreviousMajorConsequenceof It just grazed me., it would automatically heal and downgrade as his Severe(P)Consequence(Battered,BruisedandBroken)downgradedandtook itsplace. Minor (Downgrades to no Consequence in 1 Scene for Physical & Mental. ForSocial,itdowngradesin1Week,norollrequired) Minor Physical and Mental Consequences are removed any time the character(orthepeopleheknowsinthecaseofsocialConsequences)has the opportunity to sit down and take a breather for a few minutes. These Consequenceswilllastuntiltheendofthecurrentsceneandwillusuallybe removed after that. The only exception is if there is no break between scenesifthecharacterdoesntgetachancetotakefive,theConsequence willremaininplace. Major(DowngradestoMinor,orjustclears,in1DayforPhysical&Mental. ForSocial,itdowngradesin1Month,Diff:2) Major Physicial and Mental Consequences require the character to get a littlemoretimeanddistance,andmaybesomebasicfirstaid.Thismaymean gettingtreatmentforsomeburns,sleepinginacomfortablebed,layinglow andjusthangingoutatalocalhotspot.Ormaybespendingsometimewith acharmingmemberoftheoppositesexorwitharespectedmemberofthe community, or sitting on a beach to forget about it all. Or it could be anythingelsesolongasitsappropriatetotheConsequence.Anafternoon ofhikingmaybeagreatwaytogetpastaConsequenceofHeartbroken,but itsnotagreatchoiceforaBadAnkle. A Major Consequence actually downgrades to a Minor Consequence, but sinceaMinorgoesawayattheendofascene,itseasiesttojustassumeit clearscompletelywithasuccessfulroll.

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Severe(P)(DowngradestoMajorin1WeekforPhysical&Mental.ForSocial,it downgradesin3Months,Diff:4) Severe(P)Consequencesrequiresubstantialdowntime.Thecharacterusesthe downtime to rest and recuperate or, in the case of social Consequences, he needs to spend that time running damage control or making amends to those heshurt. Extreme(P) (Downgrades to Severe in 1 Month for Physical & Mental. For Social,itdowngradesin1Year,Diff:6) Extreme(P)Consequencesareevenhardertodealwith.Thecharacterusually ends up in jail, in the nearest rehab, an intensive care unit or maybe even on suicidewatch.Itspossiblethatthecharacterwillbeleftwith lastingeffectsin the form of an Aspect (such as More Metal than Meat or I can never go home again.). These could require sophisticated medical treatment usually only found in majorcitiesorwithtrainedcounselorsonhand24/7tostopthecharacterfrom goingovertheedge. InthecaseofanExtreme(P)SocialConsequence,thecharacterisgoingtohave to devote a substantial period of his time seeking forgiveness, mending relationships, or just serving his sentence. Eventually, people will forget and maybeevenforgivetheshame,butitsgoingtotakeawhile. Needlesstosaytheexperiencecouldhaveaprofoundeffectonthecharacter and can result in the change of some of their Abilities and Aspects. This is somethingtheplayersandGMshouldworkouttogether. Defeated(P) (Downgrades to Minor in 3 Months for Physical & Mental. For Social,itdowngradesin3Years,Diff:8)Assumingitcanberecoveredfromat all. AswithanExtreme(P)Consequence,ifacharacterisDefeated,thereisagood chance that the character is changed forever from the experience. While not mandatory, players should strongly consider taking some sort of Character or Specialty Aspect that relates to the event. The GM should consider allowing them to take the Aspect for free or at a reduced XP cost. It may even be appropriate to change an existing Aspect that is relevant. For example, an Aspect of Im the toughest guy in town. could be changed to I was the toughestguyintown.afteraphysicalDefeat.

ConsequencesofConsequences
Often a Consequence can change a character permanently. He might lose an arm,orbeforeveroutcastfromhishome.InsuchcasestheGMmayallowyouto cleartheConsequence,anditsassociatedstress,inexchangeforyoutakinganew permanentCharacterorSpecialtyAspectthatrepresentsthepermanentdamage that has been done to the character. Such an Aspect might be Missing Left Arm, TerrifiedofEnclosedSpacesorIcannevergohomeagain.

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AssistedHealing
Sometimes hospitals or similar medical Facilities (Page 273) can be used with the Knowledge Ability and appropriate Aspects and Advantages to provide bonuses to rolls to remove Physical or Mental Consequences or speedtheprocessup.Seepage237formoreonrecoveringConsequences. Likewise,somelocationsandevents,suchaspopularclubsorhighsociety balls,couldprovidesimilarbonusestorecoversocialConsequences.

Howdoyoudie?
Usually a character only dies when his player allows him to. When you are Defeated, the person who Defeated you gets to define what that means.Andhemightdefineitasyourcharacterdying. The player then gets the option to cash in all his Fate Points and veto that definition of Defeat, forcing his enemy to come up with something elseperhapsheonlysuffersabrokenbackand/ortemporaryparalysis. ButifhehasnoremainingFatePoints,hedoesntgetthisoption.

OtherStressTracks
TherulesforStressTracksandConsequencescanbeveryversatileand,if youwish,thissystemcanbeusedtotrackalmostanysortofresource. Typically, Stress Tracks come in one of two forms: Renewable and Non Renewable.

RenewableStressTracks
As seen above with the Physical, Mental and Social Stress Tracks, renewable Stress Tracks heal naturally over time. Assuming you arent Defeated(andsometimesevenifyouare),eventuallythewoundswillclose, youll come to terms with the trauma, and people will largely forget about yourmistakes. A Renewable Stress Track may be used to track any situation where time will eventually solve the problem (e.g. an energy reserve that slowly replenishes itself, the effects of heat dispersion within a machine, the assumption that the character is effectively managing the resource during downtime).Inthiscase,theplayerwillalwaysgettorollinordertoremove Consequences on the track or the GM may rule that no roll is necessary dependingonthenatureofthetrackitself.

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HealingRenewableStressTracks Renewable tracks recover over time. After a certain amount of time, the playershouldrollanAbility(usuallyonethatisusedtodeterminehowmany stress boxes you have) against a set difficulty. See Removing Consequences above for how Physical, Mental and Social tracks recover. The characters new track may work the same way, or it may recover at a differentrateorwithlowerdifficultiesdependingonwhattheGMdecides. There are situations that may add bonuses to the recovery process. For example, even if a wizards power naturally returns with enough time, the GMmightgranthimbonusesonhisrecoveryrollifheisrestinginaplaceof power(allowingsuchaplacetoworkinasimilarmannerthatahospitaldoes inthecaseofrecoveringphysicalstress).

NonRenewableStressTracks

UnlikethepreviouslyshownStressTracks,theGMmayalsowantaStress Track that reflects the status of a resource that doesnt recover overtime. One example for this is the sorcerer who has to draw his power from ley linesoravampirewhoneedsbloodtofuelhisunholypowers. Inthiscase,thecharacternevergetsbetterunlessheperformssomesort of action to promote the recovery of the track, such as the sorcerer performingaritualontheleylinetodrawinitspowerorthevampirewho feeds.

StressBoxes&RelatedAbilities

Likeanyother StressTrack,yournewtrack is going to have stress boxes. Determininghowmanyyougetgenerallyfollowsthesameformulaasthose yousawearlierinthischapter: Ability+Ability+OtherModifiers=NumberofStressBoxes(Minimum1) The Ability chosen may be a standard Ability, like a psychic who uses Willpower. Or it might be an Affinity Ability taken when choosing Power Advantages,such as a sorcererwhohasanAffinity Ability called Arcane. Seepg.92frommoreonAffinityAbilities. TheGMshouldrememberhowever,thatusingastandardAbilityforatrack makestheusermorepowerfulasthatAbilitypullsdoubledutyfulfillingits usualfunctionandsupportingthenewtrack.Sobybuyinguptheirranksin thisAbility,theplayerbecomesespeciallygoodatboththeusualtrappings ofthatAbilityandthingstiedtothenewtrack.

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Wealth
(SampleRenewableStressTrack)
This option provides the GM with another way to track spending as well as acting as an example of a renewable StressTrackyoucouldcreateyourself. This wealth system assumes that the playersareincontroloftheirfinancesand that they are making decisions on a daily basis in regards to what is purchased, what bills are paid, what investments are made, etc. Because their finances are in flux, and we dont want to track every pennyspent,Consequencesarerecovered byrollingResources. TherecoverytimesforConsequencesare the same as those listed earlier in this chapterforSocialConsequences. Usethisformulatodeterminehowmany wealth stress boxes you get per Consequence. Resources+Reasoning+Other Modifiers=NumberofWealthStress Boxes(Minimum1)

SampleWealth Consequences
Minor GotanIOUtoMARS,Inc. LostaLittleBet BadDayTrade Major MarketTookaHit BillsKeepPilingUp WorkingOffDebttoJim Severe(P) OweMARSinCashorBlood I used to live on the nice sideoftown. HadtoLiquidate Extreme(P) Theyrelookingforme. WorthMoreDeadthanAlive Canyouspareadollar? Defeated(P) UtterlyBroke HomelessandHungry Nothing but the shirt on myback.

PurchasinganItem(AttackingtheWealthTrack)
When you purchase an item, your Wealth Stress Track is attacked. The attack roll is made as a standard dice roll plus the Cost of the item. You defendwithaResourcesrollplusanyRewardsyouwishtouse.Seebelow formoreonRewards. Regardlessofwhetheryoutakestressornot,youstillgettheitem.Andas always, if all of the stress boxes in one row are filled, you must take a Consequence. For any character with a Resources of 1 or higher, a roll for Cost 1 items should only be required if the result is potentially interesting for the narrative:iffailureisboring,itemsshouldsimplybegranted.

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CostsandRewards
Sometimes the PCs find the treasureor finally score the big job, and now theyvegotsomecoldhardcashtospend.Rewardsserveafunctionsimilar toDeterminationinmentalconflictorPopularityinSocialconflict.Anitems Cost is the weapon used against your Wealth Stress Track while your Rewardsareyourarmor. Whenever the GM wishes to reward the players with a windfall of wealth, he should ratetheRewardashewouldanythingelse. The Rewards are rated along the same scale asitemscosts(seealsoSellingThingsbelow). Sowhilepaymentforasimplejobmaybearank2 Reward, winning the lottery or claiming a dragons hordecouldbearank10Reward. The characters Reward rating can be used, in whole or in part, as a bonus on Resource rolls to purchasethings.Youdonothavetoaddallofyour Reward rating on a roll, but once it is used, its gone. No other advantage is conferred from monetary rewards since Resources is a character Ability and changes according to the experience rules and in accordance with the players wishes. Characters cannotbecomerichinanypermanentsenseexcept through improving their Resources. The Resources Ability, like all game statistics, is the effect and not the cause: causes emerge only through narrationjustifyingtheeffectsaswitheverythingelse. Note:EvenifyouarenotusingtheWealthStressTrackinyourgame,you might consider allowing characters to obtain rewards and use them as bonusesonResourcesrollstopurchaseitems.

SellingThings
When you sell something, you gain a Reward with a rating equal to the valueoftheitemsold1(2iftheobjectisknowntobestolenorotherwise compromised).TheGMhasfinalsayinregardstotheRewardratingasold itemoffers.

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HealingWealthStressandConsequences
Stress boxes on the Wealth Stress Track clear the same way Physical, Mental and Social Stress boxes clear, but instead of clearing at the end of thescene,Wealthstressboxesclearattheendofthegamingsession. Recovering Wealth Consequences works the same as recovering Consequences as described on page 237. You roll your Resources Ability whenrollingtodowngradeaConsequence. TheamountoftimerequiredbeforerollingtodowngradeaConsequenceis listedbelow: Consequence Minor Major Severe(P) Extreme(P) Defeated TimeRequired AWeek AMonth ThreeMonths AYear ThreeYears Difficulty Norollrequired. 2 4 6 8

GettingRich
Similar to the optional rule that allows you to trade in Popularity for experiencepointsdedicatedtoAspects,theGMmayallowyoutotradein RewardforXPdedicatedtoincreasingyourResources. If the GM allows it, you may trade in Reward for XP on a oneforone basis.DoingsoallowsyoutousethoseXPtoraiseyourResourcesAbility butmaybeusedfornootherpurpose.

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Mana
(SampleNonRenewableStressTrack)
ThissectionservesasbothasampleofaNonRenewableStressTrackand anexampleofawayyoucandefinemagicinyoursettingasaPowerSource andAffinityAbility,thentiethemtogether.SeetheAdvantageschapterfor moreonPowerSourcesandAffinityAbilities.

ArcaneMagic
GMsmightrequireplayerswhotakecertainPowerAdvantagestoselecta Power Source called Arcane Magic, an associated Affinity Ability called Arcane,andpurchasetheCustomStressTrackHeroicAdvantage(pg.102) togainaccesstotheManaStressTrack. The Mana Stress Track representsthe latent magical energies found in all living things. Mana also infuses the world around us, and sorcerers act as conduitsforthatmagic,harnessingthemagicaroundthemandfocusingit throughthemselvesintoadesiredmagicaleffect. When you cast a spell (using a Power associated with the ArcanePowerSource),youchanneltheambientmagicof theworldthroughyourself,shapingitintothedesired effect. If done right, this has little effect on you. If done wrong however, sloppy or untrained magic places a strain on the body, mind and soul, potentially disrupting, destabilizing and destroyingthelatentmanawithinyou. Channeling the mana of the world can be dangerous, destroying or destabilizing the casters own innate mana as the magic flows through him. Whenever the use of a Power Advantage associated with the Arcane Magic PowerSourcecausesstress,itgoestoyourMana Stress Track as per the Advantages description. See more about Affinity Abilities, activation difficultiesandStressTracksonpage92. Use this formula to determine how many mana stress boxes you get per Consequence.

Arcane+Willpower+OtherModifiers= NumberofManaStressBoxes(Minimum1)

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Arcane(AffinityAbility)
Arcane is an Affinity Ability used when rolling to activate and use your magicalPowers,butservesacoupleofotherfunctionsaswell.

MagicAuras
When you cast a spell, a bit of magic sloshes out into the surrounding environmentleavingaurasotherarcanistscansenseandread. Such auras tend to hang around for a number of days equal the Powers activationdifficulty orabout 4daysifthe Power wasactivatedwith aFate Point.

ArcaneDeception
Its possible to avoid leaving magical auras if you are careful, taking the time to focus your energy and minimize the amount that spills over into theworldaroundyou. When you want to use a Power without leaving an aura, you roll your ArcaneasasupplementalactiontoactivatingyourPower.IfthePoweronly requires a FP, hiding the Powers aura becomes the primary action so it suffers the 1 penalty. The result of this roll sets the difficulty of an Arcane rolltodetectyourPowersusage.

ArcanePerception
Youcansensemagicalauras,andwithconcentration,readthem.Youcan automaticallysensetheuseofmagicusedaroundyouunlessthespellcaster hasbeencarefulandmadetheefforttohidehiswork. Attemptingtodetecthiddenmagicrequiresyoutoconcentrateamoment androllyourArcaneagainstadifficultysetbythecaster. If you generate Spin, not only do you detect the magical aura, but you knowwhatthePoweryouaresensingdoesordid.Thedifficultytoanalyze anunhiddenPowerinthiswayis2.

HealingManaStressBoxesandConsequences
Manastressboxesrepresentasortofmagicalfatiguethatclearsattheend ofthescene,justlikePhysicalorMentalstressboxes. However, truly damaged or destroyed mana (Mana Consequences) does not heal or return to the caster naturally; instead it must be restored and replentished at places of power, suchas ley line nexuses, or places where theastralplanetendstobleedoverintothematerialrealm.Todothis,the caster needsto spend some time in meditation at the place of power, and thenheneedstorollArcaneagainstasetdifficulty.Theamountoftime,and the difficulty, required to remove the Mana Consequence is listed in the tablebelow.

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ManaConsequences
The Consequences for disrupting and burning outyourbodysnaturalmanarangesfrombodily harm to psychological instability, and may also affecttheuseoffuturemagicalworkings.Using your magic may become more difficult, and at worstyoumayburnoutyourabilitytousemagic altogether. Remember though that Mana Consequences, even if they seem physical or mental, are recorded as Mana Consequences on the Mana StressTrack.EveniftheConsequenceseemslike it would fit on the Physical or Mental Stress Track,ifitwasgainedfromtakingstressonyour ManaStressTrack,itsaManaConsequence.

SampleMana Consequences
Minor Fatigued Irritable UnstableMana Major SplittingHeadache HotTempered TaintedMana Severe(P) SpontaneousWounds PronetoViolence PainfulMagic Extreme(P) SevereMegalomania UncontrollableMagic TemporaryBurnOut Defeated(P) Dead Paralysis BurnedOut

TaintedMana
Depending on the location you use to restore yourMana,themagicalenergiesyoutakeinmay be tainted. Locations that are prone to strong emotional investment, like a childrens playgroundoratomb,cantaintthemanagained therewithanAspect,suchasJoyousorNecrotic.

Effectively, this Aspect is a temporary Specialty Aspect placed on your PowerAbility.ThelengthoftimeyouhavethisSpecialtyAspectdependson the severity of the worst Consequence healed at the location of power. Seethetablebelow. YoumayonlyhaveonesuchmanataintAspectatatime,andanynewone overwritestheprevious. Mana Consequence Minor Major Severe Extreme TimeArcane RequiredDifficulty 10minutes 2 1hour 4 4hours 6 12hours 8 TaintDuration 1Day 2Days 1Week 1Month

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OptionalStressSystem:Thresholds
This option removesthe stressboxes,replacing themwith a Threshold. If yousufferanamountofstressequaltoorgreaterthanyourThreshold,you sufferaConsequence.Consequencesworkthe same way they do with the standardsystem,andyourThresholdisequaltothenumberofstressboxes youwouldnormallyhave,1. SoifacharacterhasaStrengthof2,anenduranceof3,andaSizeof0,he hasatotalPhysicalThresholdof4(2+3+01). When using Thresholds, a conflict is resolved the same way it is with the default system. However, instead of checking off stress boxes, the total amountofstressyousufferfromanattackiscomparedtoyourThreshold.If itisequaltoorgreaterthanyourThreshold,yousufferaConsequence. So if your Threshold is 4, and you are hit with 5 stress, you must take a MinorConsequence.Ifyouarelaterhitwithanotherattackthatresultsina Minor Consequence, since you already suffer a Minor from the previous attack,thenewConsequenceisupgradedtoMajor. In addition, for every multiple of the defenders Threshold the attack succeeds by, the resulting Consequence is upgraded. So if you have a Threshold of 4, and suffer 8 stress, you must take a Major Consequence, evenifyouhavenotalreadytakenaMinor. Forexample,JohnattacksBobbywithapunch.HerollshisStrengthtoattack. BobbyrollshisAgilitytodefend. Johnsgetsatotalof5onhisattack.Bobbydefendswithatotalof2.Sothe totalstressJohninflictsis3. He compares this to Bobbys Physical Threshold, which is 2, and since the amount of stress John dealt was higher than that, Bobby must now take a MinorPhysicalConsequence. NowitsBobbysturn.HemakeshisattackrollandJohntriestodefend.John rolls poorly however, and the total from Bobbys attack results in 4 stress. JohnsPhysicalThresholdisonly2.Nowsincetheattackersattackrollresults inanamountofstressequaltotwiceasmuchasthedefendersThreshold,the Consequence John has to take is upgraded. So instead of suffering a Minor Consequence,heinsteadtakesaMajor. ItsJohnsturnagainandhemanagestogetatotalof3overBobbysdefense. Bobbys defense is still only 2, so 3 stress causes him to take another Consequence. But since Bobby already has a Minor Consequence from Johns firstattack,thisnewConsequencehemusttakeisupgradedtoMajor.

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Now Bobby has his chance at revenge. He attacks John and generatesatotalof3overJohns defense.SinceJohnhasaPhysical Thresholdof2,Bobbysucceedsin forcing him to take another Consequence. Though his first attack against John resulted in a MajorConsequenceforJohn,this isntasimpressiveandonlyyields aMinor. This systems cuts down on some of the recordkeeping in play since nothing really happens unless a Consequence is scored. However, some players may feel dissatisfied when they are fighting a superior foe and find themselvesunabletoovercome thefoesThreshold. Inthiscase,thePCsneedtoturntheirattentionstosettingupManeuvers. MaybeacoupleofthePCscantrytoplacehinderingtemporaryAspectson thetargetwhiletheirbestwarriorinvokesorcompelsthoseAspectsforthe bonusesheneedstoovercometheThreshold. Note also that Mental and Social conflicts can also use the Threshold system,orifyoulike,youcouldevenusethedefaultsystemforonetypeof conflictandThresholdsforanother.Therestofthisbookhasbeendesigned tobeagnostictowardswhicheverstresssystemyouchoose. NotethatAdvantagesthatnormallyincreasethenumberofstressboxesa characterhasinsteadincreasethecharactersThreshold. ThresholdAdjustments Ifyou likethis system, butfinditiseithertoo deadly or too safefor your tastes,youcaneasilyadjustitbychangingthe1modifierintheformulato determinecharacterThresholds. Ifyouwantcharacterstobetougher,youcouldsimplychangethe1to0 oreven+1.Feelfreetoadjustthisnumberasneededtogetthefeelofthe campaignyoudesire.

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OptionalStressSystem:SingleSet
This option functions like the default stress system except you only have onerowofstressboxesforeachtypeofstress(Physical,Mental&Social), andwhenthatrowisfilled,youareDefeated. However, as you suffer stress, you may elect to suffer a Consequence to reduce the amount of stress you take. The amount of stress each type of Consequencenegatesislistedbelow: Minor:Negates2pointsofstress Major:Negates4pointsofstress Severe(P):Negates6pointsofstress Extreme(P):Negates8pointsofstress Note that you must take the Consequence at the time the stress is delivered. You may not later remove stress from your Stress Track by applyingaConsequence. AlsoyoumayneverhavemorethanoneConsequenceofthesametypeper StressTrack,andyoumayonlytakeoneConsequenceperattack. So,forexample,ifyouhavesixstressboxesandsufferfivepointsofstress, youcaneither: Takethefivepointsofstressandcheckfivestressboxes.Thismeans that you can only take one more point of stress before being Defeated(P). TakeaMinorConsequencetoreducetheamountofstressyousuffer fromfivetothree. TakeaMajorConsequenceandreducetheamountofstressyoutake fromfivetoone. Or take a Severe Consequence and reduce the amount of stress you takebysix,effectivelynegatingallofthestresstaken.

AlternateOption:UpgradingSingleSet
Whenyoutakestress,insteadoffillinginallthestressboxesintherowup to the amount you suffer, you instead only mark the single box associated withtheamountsuffered. Forexample, if you suffered 3 points ofstress, youd only check the third boxintherow.Thefirstandsecondboxeswouldremainunchecked.Butif you suffered another 3 points of stress later, youd instead check the next openbox,andsoon. Once you check off the last box in the row, no matter how many other boxesareunchecked,youareDefeated(P).

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Chapter7
PlayingtheGame HowtoDoThings
Thischaptercoversmostofthethingsacharactermaywanttodothatisnt coveredinthepreviouschapteraspartofaconflict.Or,atleast,itprovides rulesforseveralthingstheycando.Intruth,nobookwillbeabletocover every possible action a PC can take. GMs who need to come up with imprompturulessubsystemsshouldlooktothischapterforexamplesand inspiration. For most of the things characters do, theres no real need for rules. They canstand,walk,talk,goswimming,andotherwisedonormalthingswithout needingtorolldice.TheycaneventakeactionsthatusetheirAbilities,like driving to work, without worrying about the dice. The dice only come out whenthereisaninterestingchallengewiththeprobabilityofameaningful outcome.Onthesimplestlevel,whenaplayerrollsthedice,ifhematchesor exceeds the difficulty, his character succeeds; if he doesnt, he fails. When theissueissimplethismaybeallthatsnecessary,butsometimesyoualso need to know how well a character did or did not do. For instance, if a characterrollsfourhigherthanthedifficulty,thatsbetterthanrollingonly onehigher. If the total of the roll plus any relevant modifiers is below the target difficulty,itsafailure.Ifarollmatchesthetargetdifficulty,orisgreater,itis a success. If it beats the difficulty by 3 or more, it has generated Spin. See page254formoreonSpin.

OnYourTurnYouCan
A round lasts for about 3 seconds of in game time and consists of all characters getting one turn. On your turn you can perform a single simple action and any number of supplemental actions your GM allows, such as movingintoanotherzoneordrawaweapon. Youtakea 1penaltytoyour primaryactionfor each supplementalaction you take, though some more complex supplemental actions may require a largerpenalty.

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StackingBonusesandPenalties
Whether through invoking Aspects or by purchasing Advantages, there arealotofwaystogetbonusesandpenaltiesappliedtoaroll. InStrandsofFate,almosteverythingstacks.Thismeansthatifyouget a +2 bonus from one source and a +1 bonus from another, you may add thosetogetherforatotalofa+3bonus. Sounlessit isclearlystatedotherwise,youcanassumeanybonusesor penaltiesyouhavestackwithanyothers.

SettingDifficulties
Before you the GM call for a die roll, it is critically important that you stopanddotwothings: 1.ImagineSuccess 2.ImagineFailure Itsoundssimple,butitcanmakeacriticaldifference. Successisusuallytheeasypart,butfailurecanbebittrickier.Youwantto makesurethatbothoutcomesareinteresting,thoughinteresting certainly doesntneedtomeangood. Ifyoucannotcomeupwithawaytohandleeitheroutcome,youneedto rethinkthesituation. Its as simple as that, because there are few things more frustrating to a playerthanmakinganAbilityrollandgettingtoldthatitnetsthemnonew knowledge, no suggested course of action, no new development for the story,andsoon.Ifitdoesntmeananything,whyrollit? So,wheneveryoucallforaroll,beabsolutelycertainyouunderstandwhat failureorsuccessentails. Again,ifoneortheotherresultdoesnotsuggestacourseofaction,then calling for a roll is probably a bad idea. Now, that said, every roll does not needtohavehighstakes.Failureshouldalwayshavesomenegativeeffect, but there are degrees of negative effects, and minor setbacks may be overcomeforalargersuccess. Ifthereisalargeissueonthetable,trynottohaveithingeentirelyonone rollspreaditoutacrossthescene.Badrollshappenfromtimetotimeand youdontwantyourcampaigntofallapartbecauseofafewbadtossesof thedice. The whole point of the potential failure offered by the dice is to keep playersengaged.Itmakestherollsreallymeansomething.Andthatfactis

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the ultimate informer on how you want to set difficulties. The goal is to makeanyrollsatisfying. Withthatinmind,asageneralguidelinedifficultiesshouldbesetlow(with afewexceptionswellcoverinthischapter).Ifyouleavedifficultiesatthe defaultratingof0,thencharacterswillalmostalwayssucceed.Butthereis still a chance of failure unless the odds are strongly stacked in favor of success.Whatthismeansisthatcharacterswillrarelyfail,butfailureisstilla possibilityinmostcircumstances.Youcanincreasedifficultiesfromthat,but always stop and think about why you want to do that. The answer should alwaysbebecauseyouwantfailuretobemorelikelyhopefullybecause failurescooltoo. Asageneralruleofthumb,assumetheaveragepersonwillsucceedagainst adifficultyof2halfthetime. Difficulty 0 1 2 3 4 5 6 Action Requireslittleeffortoreventhought. Requiresasmallamountofeffort. A simple task, but requires a little effort. The average personwillsucceedabouthalfthetime. Amoderatelydifficulttask. Usuallyrequiressometrainingorforyoutogetlucky. Adifficultytask.Youneedtobereallygoodtopullthisoff. Youdbetterbeanexpertifyouhopetosucceed.

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Ifyouaretemptedtomakearollsodifficultthatfailureisalmostcertain, makesureyouvegotasolidreasonwhythatsso,andwhyyourecallingfor aroll. Withdifficultiessetlow,thequestionisnotwilltheysucceed?butrather how(orhowmuch)willtheysucceed?.Itmeansthatthemarginbywhich theresultofyourrollexceedsthedifficultybecomestheyardstickyoucan use to frame how something turns out. The bottom line here is that every rollshouldbefun,whetheritsucceedsorfails;butasuccessby5pointsover thedifficultyisreallysomethingspecial! Effect Successby0 Successby1 Description Minimal success The character pulled it off. Its neither prettynorgraceful,butitworks,atleastfornow. NotablesuccessThisisaclearcutsuccess.Thecharacters resultissolid,reliable,andwhileitmaynotbeinspired,itis absolutelyworkmanlike. Significant success (Spin!) The success is sufficient enough to be noticeably well done, and will be of fine quality, very reliable and so on. A significant or better successissaidtohavegeneratedSpin(seebelow). Potent success Not only is the quality of the success remarkable, it may have some unexpected secondary benefits,suchasadeeperinsightintoaproblemathand.

Successby3

Successby5

Spin
Initsbroadestsense,Spinisaspecialeffectthatoccurswheneverthetotal resultofarollexceedsthedifficultythecharacter is rolling against by 3 or more. That special effect may simply be color it may mean the character lookedparticularlycool,orisduesomerecognitionforexcellence.Insome cases,asoutlinedinAbilitiesandelsewhere,generatingSpincanresultinan actualgameeffect. Inconflict,ifacharactergetsSpinonadefenseroll,hecanadda+1bonus tohisnextactionattackrollagainsthisattacker. OtherapplicationsofSpin,foundthroughoutthisbook,existaswell.Butin general,itservesasaneasywayofmakingnotethatacharacterhasdone particularlywellonaroll.Whenevercharactersrollwellenoughtogenerate Spin,itstimetositup,payattention,andspiceupthedetails.

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Maneuvers(PlacingaTemporaryAspect)
AManeuverisanactiontakentoaffecttheenvironment,otherpeopleor even yourself in a way that creates a temporary Aspect. When a character flashesabrightlightinanenemyseyestoplaceatemporaryBlindedAspect on him, or counts to ten and takes a deep breath to place a temporary FocusedAspectonhimselfthatsaManeuver.

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To clarify, actions are the normal things a character can do in a round. Maneuvers are special actions taken specifically to set up temporary Aspects. A Maneuver is either a simple action or a contest, with the difficulty or opposition determined by the nature of the Maneuver. A Maneuver that doesnt target an opponent is resolved as a simple action. Most simple ManeuverslikethisresultinacharacterrollingagainstaGMsetdifficulty. Forexample,a charactertaking a moment to relax and place the Focused AspectonhimselfmightberequiredtorollWillpoweragainstadifficultyof 2. AManeuvercanalsotargetanopponent,azone,oreventhesceneitself.If successful, you place a temporary Aspect on your target and it may be invokedorcompelledlikeanyotherAspectforaslongasitremains. Zone or Scene altering Maneuvers allow you to place some kind of temporary Aspect over a targeted zone or the entire scene as a whole, potentially affecting everyone taking part in it. How hard this is to do can rangefromtrivialwithnoAbilityrollrequiredatall(knockingoveracandle in a hay loft to add an On Fire! Aspect to the scene) to virtually impossible withanAbilityrolldifficultyof8ormore(AttemptingtoremovetheOnFire! Aspectwithasquirtgun.)Whatevertheresult,theGMcandecidewhether ornotthechangethecharactermakesmeritsaddingorremovinganAspect tothezoneorscene. Ifthetargetisanothercharacter,theManeuveringcharacterandthetarget make opposed rolls using whatever Abilities the GM deems appropriate. Success is usually achieved if the Maneuvering characters roll matches or exceedshisopponents. ThetemporaryAspectmaythenbeinvokedorcompelledforabonusona subsequent roll. The first invoke or compel doesnt cost the player a Fate Point (nor does the victim of a compel earn a FP), but subsequent uses usuallydo(seeChapter3formoreoninvokingandcompellingAspects).Ifa characterissimplytryingtoincreasethedifficultyofanothertargetsaction, this is considered a block action and should be resolved as such. See page 260formoreonblockactions. Maneuversused to place an Aspecton yourself tend to create temporary Aspects that last until they are invoked or compelled, but may vary dependingontheAspectandthesituation. Forexample,theFocusedAspectgainedfromamomentofmeditationwill likely disappear the first time you invoke it for a bonus or reroll or if somethinghappenstobreakyourconcentration.

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TypesofActions
SimpleActions
SimpleactionsarerolledagainstadifficultysetbytheGM.Theyareusedtosee ifacharactercandosomething,andhowwellhecandoit.TheGMdescribesthe situationandselectstheappropriateAbility(orAbilities)thecharactermayapply totheroll.TheplayerthenrollsagainstthedifficultydeterminedbytheGM(by default, Diff: 0). If the total is equal to or greater than the difficulty, the charactersucceeds.Somesamplesimpleactionsinclude:
Jumpingaditch Lookingupanobscurefact Searchingacrimesceneforfingerprints

Contests(ContestedSimpleActions)
Contestsareverymuchlikeregularsimpleactionsexcepttheactionisindirect oppositiontosomeoneelseandeasilyresolvedonewayoranother.Ratherthan setting a difficulty, each party rolls the appropriate Ability, and the outcome is resolved as if the high roll had beaten a difficulty equal to the low roll. A tie meansbothsucceed,butwhetherthatmeanstheoutcomeisatieorifitcallsfor anotherrolldependsonthesituation.Somesamplecontestsinclude:
Tryingtograbadroppedweaponfirst(Agilityvs.Agility) Determiningwhocanthrowaballthefarthest(Strengthvs.Strength) Attemptingtogetawaywithasimplelie(Deceptionvs.Empathy)

Conflicts
Conflicts(Chapter6)arewhathappenwhentwoormorecharacterscomeinto oppositioninafashionthatcannotbequicklyandcleanlyresolvedwithasingle simplerollorcontest. Aconflictisbrokendownintoanumberofrounds,duringwhicheachcharacter gets a turn. Success on an attack roll in excess of the defenders defense roll counts as stress. As characters suffer stress they will begin to suffer Consequences. If the conflict persists, one combatant will need to Concede or theconflictmaycontinueuntilonesideoftheconflictisDefeated. Conflictsconsistofthemostcomplextypesofactions,andanentirescenemay revolvearoundasingleconflict.Conflictscaninclude:
Anykindoffightscene(Physical) Tryingtotalkyourwaypastaguardashetriestoscareyouoff(Mental) Anattempttodestroyacelebritysreputation(Social)

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ExtendedActions
Some actions simply cannot be resolved in the amount of time usually allottedtoabasicaction.ThismightberepairingastarshipsFTLdrive,write anovel,ortryingtoswayacrowdtoyourpointofview. Extendedactionstendtohaveveryhighdifficulties,withtheaveragebeing 10.However,insteadofmakingonerolltoseeifyousucceedorfailagainst the target difficulty, you roll several times and add up (or subtract if negative!)thetotalofeachroll.TheGMdeterminestheamountoftimeyou must spend trying between each roll and you complete the action successfullywhenyoufinallyreachthetargetdifficulty.Seepg.295formore ontimeincrements. Someexamplesofextendedactionsare: ExtendedActionTimeBetweenRollsDifficulty Hotwiringacar 1turn 10 Pickingastandardpadlock 1turn 15 Buildingashortwoodenbridge 1hour 10 1week 20 Buildingahouse Findingawayoutofan 1hour 10 unfamiliarforest Someextendedactionsmayrequireyoutomeetaminimumdifficultywith each roll. If any roll fails to meet that difficulty, something happens. Often timesitisimpossibletocontinueafterafailedroll. Forexample,whendisarmingabomb(pg.270),ifyourollbelowacertain difficultyyounotonlyfailtodisarmit,butitexplodes! ContestedExtendedActions These sorts of actions are a sort of race to the finish. Like a normal extendedaction,yourollmultipletimesinanefforttogenerateatotalequal toorhigherthanthesetdifficulty. Thedifferencehere is that twoor more characters are rolling to see who meetsorexceedsthedifficultyfirst.Thesetypesofactionsareappropriate forcompetitionsthattakemorethanasingleshortscenetoresolve,suchas apokertournamentoranoverlandracetoaspecificlocation.

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ZeroOut
Ifacharacterisundertakinganextendedorsimpleactionwheretheonly significantfactorishowlongitwilltake,andthereisnopenaltyforfailure, theplayermaysimplydeclareheisgoingtoZeroOut.Whenhedoesthis, nodicearerolled.TheGMjustassumesthedicewouldcomeup0eachtime, and adds the characters Ability and relevant modifiers to determine the totalforeachroll. Naturally,youcannotdothisifanextendedactionrequiresthecharacterto meetaminimumdifficultyoneachroll. For example, lets say the character wants hotwire a car. If he isnt in a hurry, and a failed roll doesnt hamper his ability to try again, the GM may allowhimtoZeroOut;justusinghisAbilityratingplusothermodifiersas theresultoftherolleachturn.

SpecialActions
FreeActions
Some kinds of actions are free they dont count as the characters simpleactionduringaconflict,regardlessofwhetherornotarollofthedice is involved. Rolling for defense against an attack is a free action. So are minoractionslikecastingaquickglanceatadoorway,flippingaswitchright nexttothecharacter,orshoutingashortwarning. Thereisnolimitonthenumberoffreeactionsacharactermaytakeduring histurn;theGMsimplyhastoagreethateachactionisfreeandshouldfeel freetoimposelimitsifitseemslikesomeoneistakingexcessiveadvantage ofthisrule.

HoldYourAction
A character can opt not to act when his turn comes around. When a charactertakesaholdaction,hehastheoptionoftakinghisturnanytime laterintheround. Ifheholdshisturnthroughtheround,hestartsthenextroundatthetop of the initiative order. If multiple characters did this, they can make contestedAgilityrollstoseewhogoesfirst.

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BlockActions
When the characters action is preventative trying to keep something fromhappeningratherthantakingdirectactiontomakesomethinghappen hecanattempttoperformablockaction.Hedeclareswhathestryingto prevent and what Ability hes using to do it. Players may declare a block against any sort of action or actions and may theoretically use any Ability, butunlesstheblockissimpleandclear,theGMmayassesspenaltiesbased uponhowharditwouldbeorhowmuchofastretchitwouldbe. Playersshouldneverbeabletocoverallbaseswithasingleblock. For example, a character can use the block action to protect another character.HespendshissimpleactionrollingtheAbilityhesusingtoblock; theresultistheblocksPotency.When,laterthatround,anyenemytriesto attacktheprotectedcharacter,theprotectedcharactermayusetheblocks Potency as his defense if it is greater than the defense he provides for himself. So,theattackerrollshisattackasnormal.Thedefenderrollshisdefenseas normal. If that defense roll is higher than the block Potency, he uses the defense result; otherwise he uses the block Potency. The attacker then causes,ordoesntcause,stressasnormal. Othertypesofblocksworkthesameway.Theblockingcharacterdeclares theblockonhisturnandrollstheAbilityhesusingtoblock,subjecttoany penalties imposed by the GM. The result is the block Potency. Later that exchange,everytimeanothercharactertriestoperformtheblockedaction, he enters into a contest with the blocker. The character trying to get past the block rolls the Ability hes using for the action and compares it to the blockPotency.IftheattackersrollmeetsorexceedstheblocksPotency,he successfully overcomes the block. If it does not, he cannot perform that action.Hehasbeenblocked. AvarietyofAbilitiesmaybeappropriatetogettingpastablockandgetting pastablockmayoccasionallyrequirerollinganAbilitymodifiedbyanother, secondaryAbility.Seepage70formoreonCombinedAbilityrolls. Note also that in the above examples, blocks are generally described as physical actions. However, this need not always be the case. Its entirely possible to attempt block to another from performing an action by attemptingtotalkthemoutofit,distractingthem,orperforminganyother sort of action that could hamper or stop another from taking a specific courseofaction.

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FullDefense
Acharactercanopttodonothingbutprotecthimselfinaconflict.Byusing asimpleactionentirelytodefendhimself,hegainsa+2onalldefenserolls until his next turn. Characters who are defending may declare it at the beginning of the round rather than waiting for their turn to come around. Similarly,iftheyhavenotactedintheroundatthetimewhentheyarefirst attacked,theymaydeclareafulldefenseatthatpoint,againforegoingtheir simpleactionfortheround.

SupplementalActions
Sometimesacharacterneedstodosomethingmorecomplicatedthanjust takingasingle,basicaction. Sometimes the combined actions are simple, like drawing a weapon and attacking; sometimes its more complex, like composing a sonnet while fencing. When the character performs a simple action while doing something else, like drawing a weapon and attacking, or firing off a signal flarewhileintimidatingthesnappingwolvesattheedgeofthefirelight,itis a supplemental action and simply imposes a 1 on the characters primary simple action roll. When in doubt about which is the primary action and which is the supplemental one, the supplemental action is the one which would normally require no die roll or would have the lowest difficulty if it wererolled. Sometimes the GM may decide a supplemental action is particularly complicatedordifficultandmayincreasethepenaltyappropriately. The difference between an action that combines Abilities and a supplementalactionisnotalwaysobvious.Ingeneral,ifbothcomponentsof the action are something youd expect to roll for if they were done separately,thenitstimetocombineAbilities.Ifthelesserpartoftheaction is something that normally doesnt require a roll, just handle it as a supplemental action. Sometimes, an action will be both supplemental and modifiedmaybethecharacterismovingalittle(supplemental),butisusing hisAgilityAbilitytogetanedge(modifyingtheprimaryroll). In those rare cases where a character is performing two supplemental actions, such as drawing a weapon before moving into another zone and attacking,thepenaltysufferediscumulative.

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SpecialRules&Maneuvers
Ambushing
If you attack a target, and he was until now not aware of your presence, that target may not add an Ability to his defense roll (nor can he add the ArmorRatingprovidedbyashield).Hestillgetsasimpledicerollandarmor, ifheiswearingany,mayhelpmitigatethestress. You may also ambush someone who knows you are there but is not expecting you to attack them. In this case, before the attacker makes his attack roll, the defender rolls his Perception (at a 2 penalty) against the attackersDeception.Ifhesucceedshemaydefendhimselfnormally.Buton afailure,heiseffectivelyambushedandcannotaddanAbilitytohisdefense roll.

AnimalHandling
Dealing with animals is very much like dealing with people; you use Persuasion to convince them to do as desired and Empathy to read their bodylanguageanddeterminetheirmotives.However,thefurtherremoved a creature is from human, the more difficult this becomes. For nonhuman mammals, the GM might apply a 2 penalty on attempts to influence the creaturesemotionsormotivations.Forreptiles,thepenaltymightbe4. Howananimalrespondstoapersonisverymuchlikeafirstimpression.If the animal has been trained, like an attack dog, then its likely going to behaveasitsmasterhastrainedittobehave.Butifitreallycouldgoeither way,PersuasioncanberolledagainstthecreaturesWillpowertoseeifthe first impression is favorable or unfavorable. If the animal is potentially hostile, a favorable result means its not likely to attack. If the animal is potentiallyuseful(suchaswithriding),afavorablerollisnecessarytogetit towork.

AnimalInstincts
Whendealingwithanimals(oranimallikecreatures)inamentalconflict keep in mind the animals basic fight or flight instincts. For example, a bear may have very little in the way of defenses against mental attacks. Butthatdoesntmeanthebearisgoingtorunawayinfearthefirsttime someoneyellsboo!atit.Itjustmeansthatthebearisgoingtobevery sensitive to mental stimulation. But instead of cowering in fear, it may wellreactwithafrenzyofbestialrage.

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BeamWeapons
BeamSweep Whenusingabeamweapon,youcanhold down the trigger and sweep a continuous beamacrossyourtargets.Thisallowsyouto attack more than one target in a zone. Before the attack roll is made, determine howmanytargetsyouaretryingtohit.You will then roll and apply the results of that roll as anattackagainsteachtarget;witha cumulative 1 each (1 for the 1st, 2 for the 2nd, etc.) After the attack is resolved, you mustmakeaReasoningrollwithadifficulty equaltothenumberoftargetsyoutriedto attack+1toavoidoverheatingtheweapon. Onafailedroll,youcannotusetheweapon again until you spend a turn doing something else while letting the weapon cool. Forexample,Johnwantstosweephislaser pistol over both of the guards currently chasing him down the hall. He rolls his attack roll and gets a 4. Since he is attacking two targets, his attack roll is considered a 3 against the first guard anda2againstthesecond.HethenrollshisReasoningandgetsa2.Sincethis didnotmeetorexceedthedifficultyof3(twotargets+1),hehastolethislaser pistolcooldownonhisnextturnbeforeusingitagain. When attacking a Unit in Personal Scale conflict, simply add a +3 to the weaponsWRandthenrollforoverheatingagainstadifficultyof4. Overheat You hold down the trigger on a target until your gun overheats. The weapons Weapon Rating is doubled for this attack. After doing this you cannot use the weapon again until you spend a simple action doing somethingelsewhilelettingtheweaponcool. SuppressionFire Beamweaponsmayalsobeusedtolaydownsuppressionfire.Seepg.292 formoreonsuppressionfire.

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BreakingThings
StrengthistheAbilityofchoiceforapplyingbruteforcetobreakthingsinto smallerpieces.Thisincludesbreakingboards,knockingdowndoorsandthe like. Using Strength, items can be damaged over time or broken with a single dramatic blow. This means that there are generally two ways to break something:methodicallyandabruptly. Breaking something methodically generally requires no rolling. Given time andtools,youcaneventuallybreakanything.Howlongitwilltakeismostly just a matter of common sense, ranging from a few moments to saw a board,tomonthstoscratchthroughadoorwithaspoon. ThisisusuallydoneoffscreenandaStrength(orCraftroll)couldbemade to get a sense for how well or quickly the job is done, but if no one is interruptingorotherwiseinvolved,itwillworksoonerorlater. If its necessary tobreakupa methodical roll into something measurable, youmaycallforanextendedaction(pg.258)togetasenseofprogress.But that is ultimately more a narrative convenience than a real measure of difficulty.Extendedactionsmayalsobeappropriateifyouwanttointerrupt amethodicaleffortwiththingslikeenemyattacks. Breaking something abruptly is more dramatic, such as knocking down a door,splittingaboardwithoneshands,bendingironbarsandsoon.Thats justaquickrollagainstadifficultybaseduponthetargetsnature.Seethe accompanyingtableforsomesampledifficulties. Havinganappropriatetool(likeahammer,crowbar,oraxe)mayadda+1 or+2bonus. Difficulty 0 1 3 4 5 7 9 11 15 Examples: Paperorglass.Donotrollforthis,unlessunderstress. Flimsywood. Cheap wood broken with the grain; bamboo, some light plastics. Nonreinforced wooden board, like a pine twobyfour, or an interiordoor. Strongwood,hardwoodboards,exteriordoor. Reinforcedwood,heavydoor. Securitydoor. Bendingprisonbars(aninchortwo). Bankvaultdoor,thedoorofasafe,starshipairlock.

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Climbing
Unlessyouvegotareallygoodreasonwhyclimbingneedsaroll,justassume peoplegetovertheobstacle.If,however,thewallisdifficulttoclimbandfailure mightresultinadramaticoutcome,youmightconsiderhavingthePCsroll.And ifrollinggivesacharacterwithappropriateAdvantagesanopportunitytoshine, thenyoumightconsideraskingforrollssothatcharactergetshismoment. Climbing is handled as an extended action using Agility with the character tryingtomeetadifficultysetbytheheightoftheclimb.Thebasedifficultyis8 fora10climbandincreases+4toeveryadditional5inheight.Eachroundthe characterrollshisAgilityandaddsupthetotals.Oncethistotalequalsthefinal difficulty,hehasmadeittothetop. Thebasedifficultyassumesafairlyeasyclimb,butkeepinmindsceneAspects may complicate the climb. For example, Dark or Raining could prove a complication,whilepersistentAspectslikeNothingtoGrip(P)orCoveredinSlick Moss(P)maymakeitalmostimpossiblewithoutaropeorclimbinggear. Inaddition,thereistheriskofslippingandfalling.Ifyourtotalonaclimbingroll doesnotexceed0,youfall.Seepg.273formoreonfalling. AfterthecharactermakesanumberofrollsequaltohisEndurance,additional rollsarerestrictedbyhisEnduranceAbility.Seepage70formoreonrestricting Abilities.

ComputersandHacking
Knowinghowtouseacomputerisacornerstoneoflifeinthemoderndayand probablyevenmoresoingamessetinthefuture. In many scifi settings nearly everything is controlled by a computer, from a basic time management program in a handheld gadget to a sophisticated artificialintelligencecontrollingthefunctionsofavastinterstellarwarship. Mostbasiccomputingfunctionsdonotrequirearoll.Inthemoderndaymost youngerpeopleshouldbeabletonavigateacomputersystemandtheinternet without a roll unless they have an Aspect that implies they dont have any familiarity with computers. But if characters mess with the programming or attempt to hack into a computer system, you need to assign the computer softwareaSecurityrating.TheSecurityratingisthedifficultytobypassitsbuilt insecurityandamenditsprogramming.

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Herearesomesamplesecurityratings:
Security 4 5 6 7 8 TypeofSystem Householdsystems&alarms,Basichandheldequipment VIPHomessystems&alarms,factoryequipment Governmentsystems&alarms,sensitiveequipment Highsecuritysystems&alarms,securityservicesequipment Militarysecuritysystems&alarms,militaryequipment

Artificially (or virtually) intelligent targets, such as robots or drones, use their Willpower as their Security rating, and hacking them is handled much likeamentalconflict.Ifattacked,theintelligencecandefenditselfasactive security.Seebelowformoreonactivesecurity. HackingIn Attackingacomputersystemisinsomewayssimilartoattackingaperson. The hacker rolls his Knowledge, adding any modifiers, as an attack on the system.TheGMrollsforthecomputersdefense,addingitssecurityrating. As the computer suffers Consequences, the attacker gains more and more controloverthetargetcomputersystem. However,ifthedefendingcomputerevergeneratesSpinonitsdefenseroll against the attacker, the attackers efforts have been noticed and he is locked out. When he is locked out, he losses any control he had over the systemandmuststartfromscratch. A computer has a number of stress boxes equal to its Security rating and will usually be able to take up to three Consequences, the most common Consequences computer systems take are; Minor: Limited Access, Major: SystemAccessandSevere(P):AdminAccess. Usually, the hacker can stop fighting the system after the computer is forced to take a Major Consequence, but not if he needs total system control. ActiveSecurity Computers protected by active security, such as an administrator, expensive antiintrusion software, or artificial intelligences, are harder to hack.Thecharacter(orAI)onthedefensivemayprotectthecomputerasa blockaction(seepg.260formoreonblockactions). Failure to overcome the block prevents the hacker from making any progress into the system, but if he fails by more than 3, he is permanently lockedoutofthesystem. TheGMmayallowthehackertotryagainifhechangeslocations,computer systems,intrusionsoftware,orwhateverelsemakessense.

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Crafting&Repairing
Crafting While Crafting can have very potent effects, its fairly timeconsuming to worksomethingupingametime. Whenever a character has sufficient time and access to the necessary equipment,hemayattempttobuildapieceofequipment.Ineffect,thiscan dramaticallyreducetheCostoftheitem. Todothis,thecharactermakesaCraftingrollwithadifficultyequaltothe Costoftheitemheintendstomake.Withasuccess,thedifferencebetween theresultofthisrollandthedifficultyissubtractedfromtheCostratingof the item. The difference represents the amount of money required to scrounge up the necessary raw components and tools. The character then uses his Resources to pay the modified Cost just as he would pay for any otheritem. So,forexample,aCraftrolltobuildanitemwithaCostof5requiresaroll againstadifficultyof5.Witharollof6,youdsubtract1fromtheCostofthe item,loweringitto4. IftheCostisreducedto0,thecharactergetsitforfree. If you are using the Wealth Stress Track (see page 242), and the Cost is reducedtoanegativenumber,thecharactercanselltheitemandthisisan indication of the profit he would likely receive. This negative number is transformedintoapositiveReward. SoanitemthatsCosthasbeenreducedto2couldbesoldforaRewardof 2,whichcouldhelpeliminatedebtfromthecharactersWealthStressTrack. Notethatitispossibletosellacrafteditemformorethanthebasecostofa similaritem.Thisindicatesthattheitemcraftedwasofexceptionalquality. RepairingItems Craftcanbeusedtorepairdevicesgiventherighttoolsandenoughtime. This is generally handled as an extended action that takes 4 hours per roll against a total difficulty equal to the items Cost x 2. Though the GM may decidetoincreaseordecreasethesefactorsasdictatedbythecampaign. Some complex items, such as vehicles, may have their own Stress Tracks. Torepairthoseitems,youmustremoveitsConsequences.Fordevicesthat donthaveStressTracks,thedifficultyisbasedofftheCostofthedevice. Removing Consequences works exactly like it does for a character (page 237),exceptinsteadofrollingEndurancetohealyourwounds,yourollCraft to repair the items damage. The amount of time required to repair a ConsequenceandthedifficultyoftheCraftrollaredescribedbelow.

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Consequence TimeRequired CraftDifficulty Minor 1day 2+Size Major 1week 4+Size Severe 2weeks 6+Size Extreme 1month 8+Size Ifyoufailtomeettherequireddifficulty,takenoteoftheamountbywhich you failed. You have the option to make up the difference by purchasing somereplacementpartsorhiringaprofessionaltocompletethejob. For example, if you fail on your roll and miss the difficulty by 3, you may makeupthedifferencebypurchasingthenecessarypartsorlaborataCost ratingof3. RepairingArmor Stress sustained by armor is cleared automatically at the end of the scene unlessithassufferedaConsequence. ArmoronlyhasoneConsequence (Damaged)andisrepaired(andall stress cleared) when this Consequence is removed. The difficulty on a Craft check to remove that Consequence is equal to thearmorsCostratingand takes one day per Tech Level, though generating Spin may allow you to reduce theamountoftimerequired. Time spent in a shop or lab can grant bonuses on your Craft rolls equal to the qualityoftheFacility.Seepage273formoreonFacilities.

Demolitions
Craft is also the Ability for unmaking things. Given time and tools, an engineercantopplevirtuallyanybuilding,structureorobstruction.Inthose circumstances, Craft works like a very peculiar combat Ability, possibly resultinginManeuversorweirdlyindirectattacks(likesettingupabridgeto collapsewhensomeonewalksacrossit). Seepage270formoreinformationonexplosions.

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Diseases
If a character comes into contact with a dangerous disease it can cause damage in the form of Physical Consequences. The disease should have a ratedPotencyanda type (Airborneor Contact). Upon contact, the disease attacks the character, adding its Potency to the die roll. The character defendswithhisEndurance.Ifthedefendingcharacterloses,hebecomesa carrier.IfthedefendingcharacterisforcedtotakeaConsequencefromthe diseasesattack,hebecomesbothacarrierandvictimofthedisease. InregardstoPotency,thecommoncoldmayhavearatingof2whilesome sortofsuperpotentflesheatingplaguecouldberatedat10. Whenever an infected being is not wearing protective gear, an airborne diseasemakesanattackasaboveonanytargetsinthesamezonethatare exposed. If the diseased character is in the same zone as others and is carrying a Contact disease, they can pass on the disease with bite or claw attacks.IfaConsequenceissufferedfromsuchanattackthetargetisalso attackedbythedisease. Characters with the disease must get medical treatment in a sickbay or hospital,otherwisetheysufferanotherattackbythediseaseeveryday.The GM may rule that a disease can be permanently overcome by generating Spinonthedefenserollagainsttheseattacks. A character with an appropriate Aspect or Advantage may use his Knowledgetoaidinthehealingprocess.HerollshisKnowledgeagainstthe Potency of the disease. A roll in excess of the diseases Potency grants a bonus on the patients next defense roll against the disease equal to the differencebetweentheresultandthediseasespotency. Soifthediseasehasapotencyof3andyougetatotalof5onaKnowledge roll to provide aid, the patient gains a +2 bonus on his next roll to defend againstanattackfromthedisease. Spendingtimeinahospitalmayalsoaddbonusestoboththecharacters defense rolls and/or a characters Knowledge rolls to aid him. The bonus added is equal to the quality of the facility. See page 273 for more on facilities.

Disguise

Deceptionisusedtodeterminethequalityofadisguise.Anyonewithgood reason to do so can roll Perception, contested by your Deception, to penetratethedisguise.Suchdisguisesaredependentuponwhatpropsare availableandprobablywontholduptointensescrutinywithouttheuseof Advantages.Buttheyrefineforcasualinspection.

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ExplosivesandExplosions
Explosionsandotherareaattackshavethepotentialtododamageagainst everyonewithintheirblastarea.Theyaredeadlyandcanendafightoralter a scenariosignificantlyonceused.Thinkvery carefullybefore allowing free andeasyuseofexplosivesinyourgame. Explosives have three ratings: Complexity, Area, and Explosive Rating (ExR).Here,welldigdeeperintowhatthesemean. ComplexityThisisthedifficultytodisarmthebomboncethefuseortimer hasbeentriggered.AsimpledevicesuchasagrenademyhaveaComplexity of3,whileanuclearbombmayhaveaComplexityof20ormore. Disarmingabombisdoneasanextendedactionwithadifficultyequalto thebombsComplexity.Inthisextendedaction,eachrollgenerallytakesone turn. Also,manybombsmayberiggedtoexplodeiftamperedwith.Whenrolling todisarmabomb,theGMmaydeclarethatanyrollresultinginatotalless thanaminimumdifficulty(usuallyDiff:2)resultsindetonation! AreaTheAreaofanexplosiondetermineshowmanyzonestheexplosion willcover.Anareaof1meanstheexplosionaffectsonlyonezone.Anareaof 2 means it affects one zone and every zone adjacent to it. And area of 3 expandsitouttoallzonesadjacenttothat. Anareaof10canprettyeffectivelycoverasmalltown,anda20cancovera largecity.Thisofcourseassumesthatyourzonesareroughlythesamesize, thattheexplosionoriginatesinthecenterofitszone,andsoforth.Theres nothingsayingsomearea2explosionsautomaticallyhitalloftheiradjacent zones,merelythattheycould. ExplosiveRating(ExR)TheExplosiveRatingofanexplosionisameasure ofhowdangerousitisonceitdetonates.Whenanexplosivedetonatesina zone that a character is in, the character suffers a physical attack with a bonusequaltotheexplosivesExplosiveRating(ExR).Hemaydefendwith eitherAgilityorEndurance,andarmorcanhelpmitigatethestresssuffered. ThegoodnewsisthattheExRofanexplosiondropsbyoneforeachzone itcrosses,socharactersinanadjacentzonehavetodealwithanExplosive Ratingthats1lower. AlsokeepinmindthatcharactersundercovercanusethosecoverAspects to aid their Agility rolls to avoid the explosion. See Taking Cover on pg. 294.

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ExplosivesinCombat Obviously, the use of explosives in a fight is extremely, perhaps even insanely, dangerous. But they can be very potent. Setting and using explosives can usually be done using Knowledge or Craft, but throwing an explosiveintoafightissomethingelseentirely. Throwinganexplosiveasanattackworksintwostages.Whenacharacter throws an explosive, its an attack using Agility (Diff: 0). If successful, the explosive landsin the zone he aimed for (remember that thrown weapons havearangeofonezone)andifnot,itlandsinthethrowerszone. Thebombwillexplodeafteritstimerrunsdown.Theaverageroundlasts around 3 seconds, so a hand grenade for instance will go off two rounds after the round in which it was thrown. With some explosives, such as grenades, the attacker may decide to cook the explosive. This means he initiatesthetimerbypullingthepinorwhateverbutdoesnttossituntilthe lastsecond. See page 309 for common stats for explosives used in combat, such as grenadesandsatchelcharges. ItsGonnaBlow! Whenacharacterhasanunexplodedbombinhiszoneandtheopportunity toact,thereareafewthingshemaytry. PickItUpandThrowIt:Thisusesthesamerulesforthrowingtheexplosive that the original thrower used, but at a 1 penalty for taking the supplementalactionofpickingitup.Thiscanbecomeadeadlygameofhot potato. Pick It Up and Disarm It: A character may use his own Craft to disarm a bomb.Thisactionisat1forthesupplementalactionofpickingitupandisat adifficultyequaltothecomplexityoftheexplosive.Itspossibletoremovea detonatoroutofanexplosive,butitsariskyproposition. LeaponTopofIt:Well,firstoff,thiswillverylikelykillthecharacterdead. That said, it will improve the chances of everyone around him by reducing theExRoftheexplosionby4.Ifthecharacterisarmoredinsomeway,then the value of the armor is also subtracted from the stress caused by explosion. Under particularly unusual circumstances, sets of Advantages or strangealieninvulnerabilitypowers,thecharactermaybeabletowalkaway fromthis,butreally,playersshouldbediscouragedfromsuchactionsunless theyre looking to start a new character. Fate Points could be brought to beartoforceadudresult,buttheGMshouldfeelquitefreetochargethe playereverysingleFatePointhehastopullitoff.

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Run Away: Often the wisest course, using Agility to run away from the bombisnotsuchabadidea. Thetrickisthatyouneedachancetotakeaturntobeabletoexercisethis option.Playersareoftengoingtowanttobringtheirfriendsalongontheir flightawayfromgroundzero,soGMsshouldmakesuretoreviewtherules for lifting and carrying weight (page 289). While an individual will most alwaysgetawayfasterbyhimself,ifanexplosiveissetonatimer,hemay stillbeabletohelpothersalongandgetthemallclearbeforeitblows. BombsOutsideofCombat When a character encounters a bomb or explosive in a situation other than having it thrown by a maniac, there are a few things to expect. It is usually larger, heavier and more powerful, and it usually has an explicit trigger, such as a timeronacountdownoranevent itwilltriggerinresponseto,like atripwireoralarm. Such bombs are inevitably powerful enough that characters in close proximity to them when they detonate have very little chance of survival. Thankfully, the role of such bombs is not to blow up but, rather threaten to blow up. Usually such bombs are in important places so that if they go off there will be seriousrepercussions,evenif thecharactersareunharmed.

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Facilities
Part of the passive measure of Resources is the tools and spaces the character has access to. Facilities are environments where a character can perform a certain type of work, and owning and maintaining a worldclass lab, workstation, library or workshop requires a certain amount of Resources. CharactersmayusetheirResourcestosetupthetoolstheyneedfortheir job.Acharactershomemayhave,forfree,asingleLibrary,Lab,Workshop, or Workstation of a quality equal to their Resources. In general, use of an AbilityinarelevantFacilityaddstheFacilitysratingasabonustothoserolls. See below for examples of Abilities which can benefit from Facilities. In addition,theGMmayallowotherlocationstoworklikeFacilitiesforcertain rolls,suchasaproductionstudioaidingCraftinanefforttomakeamovie. Activity
Research ScientificExperimentation BuildingorRepairing ComputerHackingorResearch ComputerProgramming

Ability
Knowledge Knowledge Crafting Knowledge Craft

Facility
ResearchLibrary Lab Workshop Workstation Workstation

If the character wishes to have a specialized workspace, such as a workshopthatcanonlyworkonguns,hemayhaveitataqualityequaltohis Resources +1 instead. Higher quality workspaces may be constructed, but willrequireaResourcesrollwithadifficultyequaltotheratingoftheFacility +2(oronly+1inthecaseofaspecializedspace). Most schools and private individuals have Facilities with ratings of 2 to 4. Small colleges often have Facilities rated at 5, while larger institutions may havethemratedat6.Rating7andbetterFacilitiesarefewandfarbetween, andmanyalsohaveaspecialtyortwowheretheyareconsideredonestep higher.

Falling
Characters who fall from a great heightsuffer an attack roll against them withabonusdeterminedbythedistancefallen.Thisattackisjustadiceroll plusthebonusfoundbelowsincegravitydoesnthaveanAbilitytoroll.The character may defend against the attack with Endurance or Agility (combinedwithEndurance).
Height AttackBonus Upto10ft/3m +2 Upto20ft/6m +4 Upto100ft/30m +8 Height AttackBonus Upto500ft/150m +14 Upto1000ft/300m+24

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Atalittleafter1000ft/300mthecharacterwillreachterminalvelocity.This means that the speed at which he is falling remains fairly constant, so the damagefromimpactisntgoingtoincreaseifhefallsfromahigherdistance. However,ifforsomereasonthecharactersdescentisbeingslowed,such as with a skydivers wingsuit, the GM should drastically reduce the attack bonususedintheattackagainstthecharacter.Likewise,ifthecharacteris moving faster than he normally would from a free fall, the attack bonus mightbeincreased.

FireandEnvironmentalHazards
Fire,electricity,radiation,noxiousfumes,etc.,areratedbytheirintensity. Whentheyappear,andatthebeginningofeachround,theymakeanattack againsteveryoneinanaffectedzoneaddingtheirintensityratingasabonus to the attack roll. So an attack made by an intensity 3 fire is resolved as a simplediceroll+3sincetheFirehasnoAbilitytoadd. This attack can be defended against with Endurance, but most types of armorareuseless. Intensity works as follows for fire, and this chart can provide an example forsimilareffects. Intensity Description 0 Thezoneisonfire,butthefirecanbeavoided. 3 Almost everything in the zone is on fire, and the heat is pressinginonyouinwaves. 6 Everythinginthezoneisonfire,andtheflameslickupnear you. 9 Inferno.Thezoneis,essentially,amassivefurnace. Itsalsopossibletobesetonfiredirectly,likeifyouareshotwithaflame throwerordousedingasandsetalight.Inthiscase,youareconsideredto beinanintensity6fire. Whileothersdonothavetoworryabouttakingstresswhenyoualoneare on fire, its very likely that the flames will spread. Every creature or object thatisonfirealsohastheAspectOnFire!. Some environments are fatiguing rather than damaging, such as trying to operateoutinthehotdesertsun.Inthosesituations,itismoreappropriate to have Endurance restrict other Abilities rather than actually inflict any physicalstress.

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FootChases
In achase, acharacters Agility(combinedwith Strength) is used to close the distance between him and the person hes chasing (or increase the distanceifhestheonebeingchased).Itsalsousedtobringquickresolution totheissuesbroughtupbyterrainandotherobstacles. A foot chase may take place in an open field, through a crowded market, along the roofs of buildings, etc. The more difficult the environment is to navigate,thelargerthepenaltyondicerollstooutrunpursuersortocatch thetarget. A chase is effectively a mixture ofa contested and extended action. Each roundthechasersrollAgilitycombinedwithStrength,modifiedbyanyscene Aspectsthatarebroughtintoplay.Eachroundthetotalofthisrollisadded up with the intent of reaching a total difficulty, like any extended action. However,thetargetdifficultyissetbythepersonbeingchased. Step 1:Determinewhatscene Aspectsare in play. SomeexampleAspects include: Open Road, Residential Yards, Light Forest, Crowded Market or BuildingRooftops. Step 2: Roll initiative. All participants in the chase should use Agility to determine their place in the initiative order. See pg. 210 for more on initiative. Step3:ThepersonbeingchasedrollshisAgility(combinedwithStrength). That sets the initial difficulty all his pursuers need to reach. Should they reachthatdifficulty,theyhavecaughtuptothepersonbeingchased.Note thatatthestartofthechasethepersonbeingchasedgainsa+2bonuson his first roll for every zone between himself and his pursuers. Its a little hardertocatchsomeonewithaheadstartafterall. Step4:ThechasersrolltheirAgility(combinedwithStrength)ontheirturn. Thetotalisaddedupeachround.Iftheyeverreachthedifficultysetbythe person being chased, they have caught him. If caught, the pursuer and his targetareconsideredtobeoccupyingthesamezoneatthestartofthenext round. Also, after the character makes a number of rolls equal to his Endurance, additionalrollsarerestrictedbytheEnduranceAbility.Seepage70formore onrestrictingAbilities. ChangingEnvironment As the chase progresses, and the environment changes, new Aspects are broughtintoplay.ThetargetcouldleadhispursuersintoaCrowdedMarket inhopesoflosingthem,andachaseacrossSkyscraperRooftopscouldcome to a deadly end very quickly. The GM should inform the player of the

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characterbeingchasedofanyAspectshecouldbringintoplaybychanging hiscourse. Atthestartofeveryround,theGMshoulddeterminewhetherornotthe environment changes or stays the same. Changes can be brought on by a numberoffactors.Maybetheroofsintheareastarttogetfurtherapartor maybethetargetdecidestoleavetheroadinfavorofrunningonthesand. SupplementalActions Toperformanactionduringthechasethatisntsimplydevotedtoclosing thedistance,youneedtodecideonwhethertheotheractionistheprimary action or if continuing the chase is the primary action. The problem, however,isthatitisverydifficulttodomuchofanythinginthemiddleofa fullonrun.So If maintaining the chase is the characters primary concern, other actions youtakesuffera4penalty. If performing another action is the characters primary action, the Agility (combinedwithStrength)rolltokeepupthechasesuffersa4penalty. Thesesortsofsupplementalactionsareoftentakentoattackyourtarget orperformManeuvers,settingAspectsonthescenetomakeiteasiertoget away, or easier to catch your prey. For example, the GM might allow a supplemental action to allow the person being chased to knock over a garbagecan,settingaGarbageCanintheWayAspectonthescene.Thenhe can invoke that Aspect on his next roll to create distance between himself andhispursuers.

Forgery
Craft (combined with Deception) is used to make fakes, be they lost symphoniesorfalsifieddocuments.WhenacharacterusesCrafttomakea forgery, the difficulty depends on the complexity of the thing being duplicated.ThetargetwouldusetheirPerceptionorCraftAbility,whichever ishigher,todetecttheforgery.Havinganoriginalonhandcanhelpreduce thedifficulty. Difficultiesforforgeryshouldbesetat0forsomethingsimplelikealetter oraspeech,3forsomethingmoreinvolvedlikeapainting,songoranovel, and5forsomethingthatwillbechallenginginitsownright,likeasymphony orbestsellingalbum.Thedifficultyshouldalsoreflectthetimeitwilltaketo producetheforgery.Subtract2fromthedifficultyifthereisanoriginalon handtoworkfrom.

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FullAutoWeapons
BurstFire You fire your fully automatic weapon in a short burst of bullets. For this attack,theWeaponRatingoftheweaponisincreasedby+3,butyoumust makeaReasoningroll(Diff:2)toavoidoverheatingtheweaponorrunning out of ammo. On a failed roll, you cannot use the weapon again until you spend a simple action reloading or doing something else while letting the weaponcool. EmptytheClip You set the weapon to auto fire and empty your clip at your target. Your weapons Weapon Rating is effectively doubled for this attack. However, doing this burns through all ofyourammoor overheats your weapon. You cannot use the weapon again until you spend a simple action reloading or doing something else while letting the weaponcool. If the weapon has the High CapacityAspect,youmayinvoke this Aspect to get a Reasoning roll (Diff: 3) to see if you avoided runningoutofammo. SuppressionFire Fullautoweaponsmayalsobe used to lay down suppression fire. See pg. 292 for more on suppressionfire.

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GatheringInformation
Using Persuasion to gather information begins with a question. With that questioninmindthecharactergoesoutandtalkstopeopletryingtofindthe answer.Oncethequestion issettledon(Whostryingtokillme?,What gangs symbology features an apple and a dagger?), the player describes wherehischaracterisgoingtotalktofolks(usuallythestreet). TheplayerthenrollshisPersuasion.Hemaytrymultipletimes,buteachroll requires about 3 hours of beating the pavement, talking to folks, and generallysnoopingaround. When determining the difficulty, the GM has a few things to consider. Would the people the character is asking know the answer, and if so, how hard is it to get the answer out of them? For instance, trying to discover a localgangssymbolsmightonlybeadifficultyof2.Ontheotherhand,trying tofigureoutwhotriedtomurderyoumightrequireyoutomeetadifficulty ashighas6. TheGMmightalsowanttosetaminimumresultrequirementoneachroll. Thatmeansthateachtimeyoumakearolltogatherinformation,youmust meetatleastthisminimum(usually0)oryoucannolongercontinue.Youve completelyranoutofleads,ormaybesomethingbadhappens. Thisrequirementforaminimumresultusuallydependsonobscurityofthe information sought, or the relative danger of asking certain questions. Askingthelocalsaboutgangsignsmighthaveaminimumrequirementof1 ormaybe0.Ontheotherhand,talkingwithpaidkillersaboutwhowashired tosnuffyoumighthaveaminimumrequirementof3.

HelpfromOthers
Many hands make light work. If someone tries to help you accomplish a task,theyneedtomakeanAbilityrollusingthesameAbilityastheprimary character with a difficulty equal to the primary characters Ability. Success grants the primary character a +1 bonus on his roll (generating Spin grants +2!),failuremeansyoudidnthelp. TheGMisthefinalarbiterastohowmanypeoplecanhelpwithatask.For instance, it might be okay to allow six people to help flip over a car, but usuallyonlytwocanworktogethertobashopenadoor.

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Hiding,ShadowingandCamouflage
Whenacharacterishiding,hesremainingperfectlystilland(hopefully)out of sight. Aspects related to lighting, obstacles and other environmental factorscanaffecttheplayersroll,andtheresultofhisDeception(combined withAgilityorWillpower)rollisthebasisforanycontestagainstasearchers Perception.Ifsomeoneisactivelysearchingforahiddencharacter,theygain a+2ontherollsolongastheyhavesomereasontoactuallybelookingand are taking the time to do a thorough search in the right place. When someone is searching for you, you can usually assume theyll do logical things like turn on the lights or otherwise do things that make it more difficulttostayhidden. Thismeansthatifastealthycharacteriseverinapositionwherepeopleare activelysearchingforhim,hesinalotoftrouble.Thatusuallyrequiresthat the character was spotted or somehow set off an alarm which, if hes doinghisjob,hewasnt,anddidnt. Forexample,consideracharacterhidinginastoreroom.Ifaguardopens thedoor,shinesalightin,andlooksaround,itsjustaquickPerceptionroll, and thecharacter canprobably stay hidden. If the guard flips on the lights andstartsmethodicallygoingthroughtheroom,hidingismuch,muchmore difficultbecausehehasbothreasonandtimetosearch. Thegoodnewsisthatthissortofsearchingisusuallyobvious,sowhenthe guardflipsonthelightsandstartslooking,itstheplayerscuetoactnowor giveuphischanceatsurprise. MostofthebonusesandpenaltiesinthesesituationscomefromAspects, eitheronthesceneorthecharacters.AdarkroomwiththeAspectDarkcan beinvokedbythehidingplayerforabonus.Ontheotherhand,themoment theguardflipsonthelights,thatAspectisgone. Shadowing Shadowing is the art of moving while trying to remain unnoticed. It uses many of the same rules as Hiding, but uses Agility (combined with Deception)andissomewhatmoredifficultforobviousreasons. Whenacharactertriestomovewhileremainingunseen,anyonelookingfor himgainsabonustoseehimdependingonhowfastheismoving.Thisisa +4bonusfornormalmovement,+6forahustle,or+8whenrunning.Seepg. 283formoreonmovement. Characters might attempt to creep. This is a Maneuver that places an AspectofCreepingonthecharacter,whichcanbeinvokedtoaidinmoving stealthily.ThisManeuverdoesntrequirearolltoplacetheAspect.

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Camouflage Craft(combinedwithDeception)canbeusedtoconstructblindsandother waystohelpremainhiddenoutdoors.RollyourCraftandaddtheresultasa bonus(orpenalty!)onrollstohidewhilecamouflaged. Suchaconstructiontakesroughlyanhourtobuild.

Jumping
Jumping is something a character does to get over obstacles or across bottomlesschasms,andinthosesituationstheGMwillsetafixeddifficulty tobemetorexceededbythecharactersAgility(combinedwithStrength). Generally, that difficulty is going to be the bare minimum to clear the distance,sobeatingthatbyafewpointsisoftenagoodidea. Situations requiring a difficult jump should be carefully designed. As the GM, if you want the PCs to be able to get across you have to provide the meanstodoso;dontmakeitimpossible. If its a bottomless hole, and a PC fails, does he die? Maybe not. Theres alwaysaledgetocatchorahiddenwalkwayjustoutofsight.Considerwhat youwanttheresulttobeiftheydofail. Somesampledistancesanddifficultiesarelistedbelow.Heightrefersto the height the jumpers feet are from the ground at the apex of the jump. Distance refers to the distance a person can jump given a two yard (or roughly2meter)runningstart.If,forsomereason,thecharactercannotget arunningstart,hesuffersa2penaltyonhisroll. AcharactersSizeisaddedasabonusorpenaltytothisroll. Difficulty 0 1 4 6 Every+2 Height 1ft/30cm 2ft/60cm 3ft/90cm 4ft/120cm +1ft/+30cm Distance 1yard/1m 2yards/2m 3yards/3m 4yards/4m +1yard/+1m

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KnockOutBlow
AttemptingtoknockanExtraunconsciouscanbedoneinoneoftwoways: ManeuverAManeuverisusedwhenyouwanttoswiftlybringdownan opponentwithasingleblow. Youattackthetargetwithabludgeoningweaponasifyouweremakinga normal attack. The target defends normally. If the attacker generates Spin on the attack roll, the defender is knocked out and gains the Unconscious Aspectforanamountoftimedeterminedbyhismarginofsuccessminusthe targetsEndurance.Seepg.295formoreontime. So,forexample,ifthedefenderlostbyamarginof5andhadanEndurance of2,hedbeoutforanhour. Called Shot A Called Shot is generally used to knock out a foe you are alreadyfighting,usuallyknockinghimunconsciousforlongerperiodsoftime orevenputtinghiminacoma. If you attack an opponent with a weapon capable of knocking your opponentoutandyouscoreaCalledShot,youmayrequireyouropponent to take a Consequence of Unconscious. The character remains unconscious untilhehealsenoughforthatConsequencetodowngrade. KnockingoutPCsandGMPCs NotethatPCsandGMPCsgenerallycannotbeknockedoutusingeitherof themethodslistedabove.Instead,aknockoutblowshouldtaketheformof aConcession(pg.208)withtheplayerorGMelectingtohavethecharacter beknockedoutfromahardblowinsteadofcontinuingthefight.

Languages
Languagesarepartofagoodeducation.Acharactermayspeakanumber of languages equal to his Knowledge 2, to a minimum of 1. So a character withaKnowledgeof4maybeginthegameknowinghisnativelanguageand twoothers. The player does not need to choose the languages when the character is created;insteadhemaysimplychooselanguagesinthecourseofplay.This assumesofcoursethattheGMagreesthatyourcharacterwouldhavehad theopportunitysometimeinthepasttolearnthelanguageinquestion.

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LockPicking
Attempting to pick a lock is an extended action. The character rolls Knowledge(restrictedbyAgility)totalingtheresultseachturninanattempt tohitatargetdifficulty.Eachrollalsorequiresacertainamountoftimewith morecomplexmechanismsrequiringmoretime. Each roll also requires a minimum difficulty be met. Failure to meet this difficulty on each roll results in a damaged lock that can no longer be opened. Asaroughguideline,herearesomesampletargetdifficultiesandtimes:
Example Difficulty/Min.DiffRequiredTimeforEachRoll
10/0 15/0 20/0 25/0 15/1 20/2 25/3 1turn 1turn 1turn 1turn 5minutes 5minutes 5minutes ExteriorDoor,SimplePadlock QualityPadlock,OfficeDoor SecurityDoor PrisonCellDoor SafetyDepositBox,CheapSafe ExpensiveSafe UltrasecureSafe,BankVault

Mostlocksrequiresomesortoftoolstoopen.Forregularlocksthisissome sort of pick, whereas safes and vaults require more specialized tools. Otherwisethejobcantbedoneunlessitsaveryunusuallockindeed. MakeshiftPicksandTools
Ifyouareinanareawherethenecessarybitsmightbefoundyoucanattempt to fashion the tools required to pick a lock. To do this roll Craft against a difficulty of 2. If you succeed, youve been able to cobble together the bare minimumthatisrequiredtogetthejobdone.However,yousuffera2penaltyof eachrollusingsuchtools. AttheGMsdiscretion,ifyougenerateSpinonyourCraftroll,thetoolsyouare abletobuildareofgoodenoughqualitythatyoudontsufferthe2penalty.

MedicalAttention
A character can aid another character on rolls to heal by providing them withmedicalattention.Todoso,makeaKnowledge(combinedwithCraft) roll against the same difficulty the patient needs to beat to heal his Consequence.Youmayaddabonustothepatientsrolltohealequaltothe amountbywhichyourrollexceedsthedifficulty. If you are in a medical Facility, the Facilitys rating is added as a bonus to rollstohealPhysicalandMentalConsequences. Intheeventthatacharacterisrollingtoaidanothercharacterinhealing, onlyoneofthemmayusethemedicalFacilitysrating.

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Movement
Whennotinaconflict,charactersarefreetomovearoundastheychoose. Thisusuallyrequiresnodierolls. Ahumancanrunataspeedof15milesperhour+yourresultonanAgility (combined with Strength) roll each round. After a number of turns spent runningequaltoyourEndurance,therollchangestoanAgility(restrictedby Endurance)roll. Thissystemisprovidedmainlyasareferencehowever.Ifyouareinvolved inachase,seepage275. The rules for movement in a conflict are reprinted here for your convenience: PhysicalMovementinaConflict Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing options: StandardMoveYoumoveintoanadjacentzone.Thisisasimpleaction,or it can be taken as a supplemental action (see page 261) incurring the standard1penaltyonallotheractionsperformed.Ifthetransitionbetween zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult obstaclesprobablyrequireafullsimpleactiontotraverse. Hustle If you hustle, you may move across one zone and into the next. This can either be a simple action or a supplemental action like Move, but anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother penaltiesyoumightsuffer. RunRunningworksthesameashustlingandallowsyoutomoveacross one zone and into the next, but you may also roll your Agility against a difficultyof 2.Foreverypoint by which yourroll exceeds 2,you may move one additional zone. However, if taken as a supplemental action, you also suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis added to any penalties you might suffer from traversing a difficult environmentorobstacle. Note that some scene Aspects may also make it more difficult to move throughcertain zones.Forexample, a roomfilled with debris may have an Aspect of Debris Filled, which, when compelled, forces the character to sufferapenaltyorrerollonrollstomove,assumingtheGMletshimmove throughitatall. TheGMhasthe final say on whatAspects ascene has and how they may effectmovement.

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OutofAmmoandOverheating
Itsusuallynotworththetimeandefforttotrackeveryroundintheclipor exactly how hot a weapon is getting.Butat the same time, running out of ammooroverheatingaweaponcansometimesbedramaticallyinteresting, especiallyifyourunoutjustasahordeofzombiesmakesitoverthefence! When a character makes an attack with a firearm, he may be firing one round or several. The game mechanics of the attack dont change, but the description of the attack might vary from round to round. You can also generallyassumethatcharactersareattemptingto conserve their ammo and reload as needed when theyhavetime. However, should the GM choose, he can have the player roll a Reasoning check to see how well he has been paying attention to his ammo consumption or his weapons heat buildup. On a failed roll, hes out and must spend a simple action reloading or doing something else while his weapon cools. The difficultyofthischeckisusually2, buttheGMmayincreaseitifhe feels youve been expending a significant amount of ammo overashortperiod. For weapons that require actual ammunition, you may reload as a supplemental action so long as the primary action is not an attack with that weaponandyouhaveanextraunitof ammunitionavailable. Anothermethodistosimplyoffertheplayer a Fate Point in exchange for declaring hes out of ammo. If you prefer this method, youcanassumeeveryfirearmhasaLimited AmmoAspectthatanyonecancompel.

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PoisonsandDrugs
Poisonsanddrugsbothhavetworatings:PotencyandSubtlety. The Potency determines how hard it is to resist using Endurance (see below) and the Subtlety is the difficulty for any Perception or Knowledge rollstodetectoranalyzeit;eithertopreventexposureortodeterminethe causeofsomeonessuddenailment.Poisonsanddrugsalsoneedtohavea meansofapplication,suchasfood,gas,injectionorsomePowers. Poisons First, we have damaging poisons. Damaging is used loosely here, as it maybelethaloritmaymeanknockoutdrugsoranynumberofotherthings. Damaging poisons are often fastacting, found on the blades of enemies andtipsofblowgundarts. When such a poison is introduced into the system it makes an attack roll, addingitsPotency(0foramildpoison,5forsomethingverypotent),against thetargetsEndurance. This attack occurs at the start of your first turn after exposure. Then it repeatseveryturnuntiltheendofthescene(atwhichpointthepoisonhas runitscourse)oruntilthecharactersomehowstopsthepoison,suchaswith an Advantage or medical treatment (or even something as mundane as inducing vomiting when appropriate). Many such poisons may stop if the playergeneratesSpinonhisdefendingEnduranceroll. Somedamagingpoisonsareslowactingandkilloveramuchlongerperiod oftime,butthoseareoftenmoreappropriateforbackgroundthanshowing up directly in play. If you are looking to introduce a sloweracting poison, rather than treating it as a standard attack, make a roll once per scene against the victims Endurance roll. If the poisons roll beats the victims Endurance roll by 3 or more (generating Spin), then the victim acquires a Physical Consequence. Regardless of severity, these Consequences do not disappear until after the poison is cured. Alas, with poisons, there are no Concessions! And then we have special poisons. These are the poisons that violate the rulesinsomewayandtendtoeitherleaveabelovedNPCinacoma,needing a very exotic cure, or will kill the person who has been exposed in a fixed periodoftimesotheymustracetofindtheantidote.Alternately,theymay have killedsomeone ina very peculiarway and mayprove the onlyclue to thekillerslocation. Inshort,thesearepoisonsthatservenopurposebuttomotivatetheplot. ThatsOK!FATEadventurescantoleratealittlebitofclich,buttrytokeep theirusetoaminimum.

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Drugs Rather than damaging their target, drugs put one or more additional Aspects directly on them (as with a Maneuver). Their Potency is the value whichthesubjectrollstheirEnduranceagainstinasimpletest.Ifthesubject wins, the symptoms are passing, but if he loses, he immediately gains the Aspects as described in the drug. The duration of these effects depends upon the drug. This approach is specifically different from a slowacting damaging poison as these Aspects are not Consequences and thus do not pushthecharacterclosertobeingDefeated.

Push/Pull/Throw

Youcanattempttopush,pullorthrowyouropponentoutofitszone. You and the defender both make a contested Strength + Size roll. If you succeed,thetargetispushed,thrownorpulledintoanadjacentzoneofyour choosing. Ifyouarelargerthanyourtarget,youmaypushorthrowyourvictimeven farther. The number of zones away the target can be pushed or thrown is equal to the difference between your roll and your opponents roll to a maximumofthedifferencebetweenyourSizeandyourvictims. Certain Advantages may effectively increase your Size rating for the purposeofdetermininghowmuchyoucanlift.Thatincreaseapplieswhen pushingandthrowingobjectsaswell. Whenpushingorpulling,youmaychoosetofollowyouropponentintothe zoneyouarepushingorpullinghimintoasafreeaction.

Restrain/Pin
Youattempttoholdontoyourfoe,keepingthemfrommovingaroundor physicallyassaultinganothercharacter. Thisiseffectivelyablockaction(pg.260).RollyourStrength+Sizetoset theblocksPotency.Aslongasyourtargetremainsinthesamezoneasyou, and you continue to try to restrain him, he must roll Strength + Size each time he attempts to move or attack another. The first time he fails, he is consideredrestrainedandyoubothgaintheGrapplingAspect. While restrained, attempting to perform any action requires the victim to beattheblock.Ifhefails,hecannottakethataction.Ifhesucceeds,heisno longerrestrained,losestheGrapplingAspect,andmayactfreely. As long as the target is restrained, you both have the Grappling Aspect placedonyou.

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Riding
Agility may be used for riding animals, though Reasoning may also cover thebasicsofriding.Characterslookingtobeaccomplishedhorsemenshould considerselectinganapplicableAdvantageorSpecialtyAspect. Whether the character personally owns a mount may be subject to character concept or judicious application of the Resources Ability. Truly exceptionalmountsarethedomainofResourcesAspects. While mounted, the actual riding of the animal counts as a supplemental action,forcinga1penaltyontheprimaryaction. When riding a mount you also gain the Aspect Mounted. This Aspect is commonlyusedtogainabonusonattackrollsusingmeleeweaponsagainst unmountedopponents,butitmayhavecertaindrawbacksaswell.

Scale
Scale refers to the current scope of a scene and comes in three different types: PersonalScale The majority of scenes that happen in your game are probably Personal Scale scenes. These scenes feature a small group of characters engaging each other in some way, on a personal level. They may be taking part in a conversation,chasingeachotherthroughthejungle,orfightingtothedeath inarenacombat. Physical and Mental conflicts take place in rounds with every character gettingaturn.Aroundlastsabout3seconds. Social conflicts are not tracked in rounds. Rolls are made whenever one persondecidestotakeanaction,eitherinstigatingconflictorrespondingto anotherpersonsattack. SeeChapter6formoreonPersonalScaleconflicts. SkirmishScale ThisScaletendstorevolvearoundsmallgroupsofcharacters(orvehicles), calledUnits asthey come intoconflictwitheach other. Instead of tracking theactionsofeachpersoninvolved,thescenezoomsouttofocusonthe actionsoftheentiregroup. PhysicalandMentalconflicttakesplaceinroundswitheveryUnitgettinga turn.Aroundlastsabout1minute. Seepg.399formoreonSkirmishscaleconflicts.

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CampaignScale CampaignScalescenesusuallydontfocusonparticularcharacters,buton theworldasawhole.Insteadoffocusingontheactionsofanindividualor evenaUnit,CampaignScalescenesfocusonthemovementsandactionsof largeOrganizationsandevenarmies. Like Personal Scale Social conflict, Campaign Scale conflicts do not take placeinrounds.RollsaremadewheneveranOrganizationdecidestotakean action, either instigating conflict or responding to another Organizations attacks. Often a lot of time can take place between roll, days or weeks dependingonwhatsgoingon. Seepg.399formoreonCampaignscaleconflicts.

Scavenging
Ifcharactersneedtoscroungeupsomethingfromthewildernessorawar tornwasteland,suchasfood,sticks,bones,sharprocks,vinesthatcanserve asropeandsoon,theycanrollPerceptionorReasoningtofindthesethings. Thedifficultyforfindingsomethingisbasedoffhowlikelyitistobefound and how interesting it will be to use. The base likelihood depends on the environmentandwhatsbeinglookedfor.Ifitmakessensethatitcouldbe there(likewoodandvineinaforest)thenthedifficultyis0.Ifitsabitofa stretch, but still possible (decent wood in a swamp) then the default difficultyis3,andifitslesslikelyorsimplyoutrightrare,its5orhigher.Each qualifyingcriteriaincreasesthedifficultyby1. Thus,ifacharacterneedssticksinaforest,thedifficultyis0,butifheneeds sticks of a certain size and strength (2 criteria) the difficulty is 2. If the characteristryingtobuildsomethingusingsalvagedparts,likeatrap,itsa CraftrollmodifiedbyReasoning.

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SizeandWeight
Livingcreaturesandinanimateobjectscomeinallsortsofshapesandsizes, andthe following table canbe usedasa guide to assigning them a Size or Weightcategory. Rating Size
4 3 2 1 0 1 2 3 4 5 6 7 8 9 10 Bacteria,Nanites,Viruses Grasshoppers,Mice,Coins Baseball,Handgun,Toaster HumanChild,Chair,SmallDog AdultHuman,Door,Barrel Bear,LargeMotorcycle,Table Elephant,Car,SmallShack Dragon,Tank,SmallHouse Airplane,LargeHouse,Battleship AircraftCarrier,IndustrialComplex MilitaryInstallation,SpaceStation City,OrbitalSpacePort LargeIsland,Asteroid Country,Moon Planetoid

Weight
.001lbs.(.5g) .01lbs.(5g) 1lbs.(.5kg) 10lbs.(5kg) 100lbs.(50kg) 1,000lbs.(500kg) 10,000lbs.(5000kg) 100,000lbs.(50,000kg) 1millionlbs.(halfmillionkg) 10millionlbs.(5millionkg) 100millionlbs.(50millionkg) 1billionlbs.(500millionkg) 10billionlbs.(5billionkg) 100billionlbs.(50billionkg) 1trillionlbs.(500billionkg)

LiftCapacity Todetermineacharactersliftcapacity,multiplytheweightassociatedwith hisSizeratingbyhisStrength.Forexample,anormalhuman(Rating0)hasa Strength of 2, so his lift capacity is 200 lbs (roughly 100kg). This means he cancomfortablyliftandmove200lbswithouttheneedtoroll. When a character carries something heavy, he is always considered to be takingasupplementalaction.Thepenaltyforthissupplementalactionis1if theweightcarriedishalforlessofhisliftcapacity.Ifitismorethanhalfhis liftcapacity,hesuffersa2penalty.Ifitismorethanhisliftcapacity(uptoa maximumofdouble),hesuffersa3. Encumbrance Thisisnotagamewhereweregoingtomakecharactersemptyouttheir pocketstofigureoutexactlyhowmuchtheyarecarrying.Forthemostpart, daytodayequipmentandclothingisjustnotanissue. From time to time, however, a character may need to perform an action whilecarryingalargeamountofweight,likeabombthatstickingdownora woundedbuddyslungovertheirshoulder.

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Acharactercaneasilycarrysomethingthatisonequartertheirliftcapacity withoutaproblem.Now,remembercommonsenseapplies.Justbecausea charactercanrunatfulltiltwhilecarrying100poundsofexplosivesdoesnt meanhecandosoallday.Tryingtodosoformorethanascenecallsforan Endurance roll against the weight of the load and additional rolls each subsequentscene,withthedifficultygoingupby1eachtime. LiftingThings Strengthalsocontrolshowmuchthecharactercanliftormove.Theweight ofthethingbeingmovedsetsthedifficultyfortheroll. Characters have a default amount of weight they can lift and still do something with that weight (like moving slowly, or trying to place it carefully),describedaboveasthecharactersliftcapacity. Appropriateuseoftoolscan increase the characters Lift Capacity, using anythingfrom a lever (which may grant a bonus) to a pulley system (which may outright multiply capacity). Also, the line between Lift andBreakissometimesfuzzy. If someone is trapped under rubbleandyouwanttogetit offthem,ifyoudoitcarefully, thats an appropriate use of lift. If its a moment of panic, ripping aside something heavy to free a loved one, well, then the guidelines for breaking things are more appropriate, and the amount the character can remove (lift) is based off their roll. While this may seem like a tricky distinction, its actually very easy to distinguishinplay. When in doubt, look and see if the character has any Aspects that may apply.

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SocialEspionage
Empathycanbeusedtofigureoutwhatmakesanothercharactertick.This systemisusuallyusedtocoverdowntimecharacterinteraction,likewhen aplayersaysImgoingtoseewhatIcanfindoutonourdate,andthedate is glossed over. Social Espionage allows you to move the game along withoutspendingalotoftimeonthespecificsofthedate,butstillhelpsthe GMdeterminewhatthecharacterlearned. Given at least a half hour of personal interaction, you may make a contestedEmpathyrollagainstthetargetsWillpowerorDeception.Thisis anAssessmentaction(seepage63). If you win, you discover one of the targets Aspects which you are not alreadyawareof.ItmaynotrevealtheAspectinprecisedetail,butitshould paintagoodgeneralpicture.Forinstance,itmaynotgivethenameofthe characters brother, but it will reveal that there is someone with that relationship. Thisprocessmayberepeated,takinglongereachtimeandultimatelycan revealanumber of Aspectsequal tothe characters Empathy Abilitys rank (minimum one). So an Empathy rank of 2 would allow two Aspects to be revealedthroughatleasttwodifferentrolls. KnowingsomeonesAspectsisapowerfultool,bothbecauseitallowsyou to invoke or compel them, and because it gives potent insight into the targetsnature. Its critical to remember that a characters Aspects are not necessarily public knowledge. While a scenario may call for compelling a characters Aspects,NPCsshouldnotbeplanningforthatAspecttobecompelledunless theyhavesomereasontobelievesomeonehasdiscoveredit. When you decide which additional Aspects Empathy reveals to a player, therearetwopossibleyardsticks.ThefirstisshowcasingthoseAspectsyou feelareclosesttowhotheNPCreallyis.Thesecondisshowcasingtheones youthinkwouldbemostentertainingiftheplayerfoundthemout.Ifneither of those yardsticks work, pick the one closest to the top of the list; its probablyreflectiveofwhatyouthoughtwasmostessentialatthetime.

Spying(LongTerm)

Spying works pretty much exactly the same way Social Espionage does (see above), but uses Perception instead of Empathy. The character isnt taking part in extended conversations, instead he is watching unnoticed fromafar.

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However,insteadofmakingacontestedroll,theGMsetsadifficulty.This difficulty depends largely on the person being spied upon, what kind of accessyouhavetothem,whatkindofsecuritytheyhave,etc. Generally, the average person taking no special precautions will offer a difficultyof2.However,muchmorehigh profiletargets,suchasanations president,couldofferadifficultyashighas10ormore.

SuppressionFire
Youswingyourrangedweaponaroundanareawildly,potentiallyattacking everyoneinthetargetedzone.Thisrequirestheuseofafullautoorbeam weapon,andthezonemustbewithinrangeforthetypeofweaponused. ThisisaManeuverthatplacestheSuppressedAspectonthatzone.Atany timeyoumayinvokethatAspecttomakeafreerangedattackonanytarget inside the Suppressed zone so long as you continue suppressing it. Just remember that this isnt a very precise action, and should a friendly PC or NPCenterthearea,theGMmightwellcompelthisAspecttocauseyouto accidentlyattackthem. Eachtimeyoumakesuchanattack(afterthefirst)youneedtorolltoseeif youverunoutofammo.ThisisaReasoningrollwithadifficultyof2,andit increasesbyacumulative+1foreachattack.TheGMmayalsocallforarollif you have been suppressing an area for a few rounds even if you havent beenmakinganyattackrolls. Onafailedroll,youcannotusetheweaponagainuntilyouspendasimple action reloading or doing something else while letting the weapon cool. Note thatifthe weaponhasthe HighCapacityAspect, you may invoke this Aspecttogainabonusorrerollonsuchrolls.

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Swallow
A creature may attempt to swallow any creature that is three Size categories smallerthanitself. It may make an opposed Strength + Size roll against its wouldbe snacks Strength+Size.Ifitwins,thetargetisswallowed.Aswallowedtargettakesan amountofphysicalstressequaltothedifferencebetweenyourrolltoswallow and the targets roll to defend, plus your Size. The target also gains the Swallowed!(P)Aspect. Each round inside your stomach, the target suffers an attack roll made with your Endurance +3. The target may defend with its Endurance, and armor may onlyhelpifitissealedagainstthecorrosivejuicesofyourdigestivesystem. Theswallowedcreaturemayattempttoattackyoufrominside,thoughitcan bedifficulttowieldlargerweapons. You may defend against such an attack with your Endurance, but should you SufferanExtreme(P)ConsequenceorbeDefeated,theswallowedcreaturemay cutitswayout.

Swimming
Agility(combinedwithStrength)canbeusedtomoveaboutinthewater. This essentially works like any normal movement, but is only about half as fast. TheGMmaylevypenaltiesonchecksforrushingwaterorobstructionsor for characters carrying a considerable amount of weight, such as heavy weaponsorarmor.

TakingAim
This is a common Maneuver used to set up a careful shot using a ranged weapon. The character must spend a turn watching his target and succeed on a Perception roll (Diff: 2) to place the In My Sights Aspect on his wouldbe victim. Ifsuccessful,hemayinvokethatAspectforfreeonhisnextturn.However, thistemporaryAspectisveryfragile,andtheGMmaycallforhimtorollto replaceiteveryroundifthetargetismovingaroundalot. Also, the GM should consider increasing the difficulty for certain factors such as extreme distance, rain, fog, erratic movements, shooting from an unstableposition,etc.

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TakingCover
A character may take cover behind objects within the same zone as a simpleaction.Thisisagoodideawhenyouareabouttocomeunderheavy enemyfire. Therearetwotypesofcover,lightcoverandhardcover. Light cover represents being hidden behind objects that may deflect incoming projectiles, but not necessarily stop them. Or it may mean the characterisbehindhardcover,butonlyaportionofhisbodyiscovered.This includeshidinginorbehinddensefoliage,furniture,alcovesinwalls,behind concretepillars,etc.Movingbehindsuchcoverisessentiallyasimpleaction to perform a Maneuver that grants the character the Aspect Behind Light Cover. Hardcover issomethingthat willstopmosttypes of projectiles, like sand bags,steelplates,reinforcedwalls,etc.Inthiscase,theManeuvergrantsthe charactertheAspectBehindHardCover(P).SincethisisapersistentAspectit canbeinvokedforfreeforabonusorreroll,oriftheGMallows,theplayer mayspendaFatePointtoinvokeitforeffectandsimplydeclareIcantbe hit behind this. In such a case hes protected from attacks as long as he stays behind cover or until the attacking enemy moves to attack from a differentlocation.

Testing&Research
IfacharacterfailsonaKnowledgeorReasoningroll,theycanspendtime researching to find the answer as long as they have access to the proper Facility(seeFacilities,pg.273).Theamountyoufailtheinitialrollby(x3)is thelengthoftimeintimeincrements(page295)requiredtofindtheanswer youarelookingfor. Research using a computer to access a global network works much the samewayasresearchinginalibrary.However,inthiscaseyourKnowledge Ability(modifiedbyanyAdvantagesorAspectsyouhavethatarerelatedto computer use) is rolled, and the result (if positive) is added as a bonus to your Research rolls. Thisbonusrepresents your knowledge of the network andyourcapabilityoffindingtheinformationyouseek. Youmust,ofcourse,haveaccesstoacomputer,andthecomputermustbe connectedtothenetwork.

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Time
Whenacharactertakesanaction,itisexpectedtotakeacertainamountof time, ranging from a few moments to a few days. Sometimes characters needtotakelongertodosomethingorwanttodosomethingalittlefaster. The amount by which your result exceeds the stated difficulty can sometimesbeputtowardsdoingsomethingfaster.Foreachpointinexcess ofthedifficulty,reducethetimerequiredbyoneincrement. Thefollowingtablelistseachincrementoftime.Sometimesyoumayneed to roll to determine how long something takes or lasts. You can use this table to help you determine that by finding the result of your roll and the amountoftimeitcorrespondsto. Result 0 1 2 3 4 5 6 7 8 9 10 11 TakingYourTime Whenacharacterfailsarolltoperformasimpleactionthathereasonably should be able to do, the GM can simply rule that the task succeeds but takes longer than it normally would. For each step of additional time the character spends on the action, he gains a retroactive +1 on the roll to a maximumof+4.(SeealsoZeroingOut,pg.259) TimeIncrement Instant ARound(around3sec.) AScene(around5min.) AnHour ADay AWeek AMonth ThreeMonths AYear ThreeYears ADecade Forever

Trip
You attempt to sweep the feet out from under your opponent, knocking himtotheground. This is a Maneuver. Roll Agility or Strength (your choice) against the defenders Agility or Strength (his choice). If you succeed, you place the ProneAspectonyouropponent.

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IfyougenerateSpin,theGMmaydeclarethatyouropponenthurtshimself as he falls, suffering an amount of Stress equal to the difference between yourrolltoplacetheAspectandthedefendersrolltoavoidit.Armormay helpmitigatethisstresshowever. StandingbackupisasupplementalactionwhichremovestheAspect.

Vacuum
Charactersexposedtovacuumsuffer4pointsofphysicalstresseachturn they spend exposed. However, certain types of Vacuum Suits allow the characterto goextended periodsof timeinavacuum safely. See page 312 formoreonvacuumsuits. If you are using the Threshold optional stress system (pg. 248), the exposedcharacterneedstorollEnduranceagainstadifficultyof4eachturn toavoidaphysicalConsequence.Eachturnthedifficultyisincreasedby+1.

ZeroGravity
No scifi game would be complete without a horde of blaster wielding marinesfightinginzerogravity. ZerogravityenvironmentshaveapersistentAspectofZeroG(P)whichcan beinvokedorcompelledtoaffectallcharactersinthezone.

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Zones
A conflict should take place on a map laid out in zones. Or if the environmentisrathersimple,theGMmayjustdecidetothoroughlydescribe itandexplainwhatandwherethezonesare. Zonescomeinoneofthreescales:Personal,Skirmish,andCampaign. PersonalScaleZones Personal scale zones are sized for conflict between people on foot. And whiletheexactsizeofazonetendstovary,thefollowingguidelineswillhelp youdeterminerangesandthelike: Characters in the same zone are in handtohand combat range. They can punch,grapple,andstabwithease. Charactersinadjacentzonescanmakegoodtargetsforthrownobjectsor shortrangeshotsfromrangedweapons. Characters five zones apart are at the limit of effective rifle range hundredsofyards. Thisisdeliberatelyabstractandinvolvessomedeliberatebendingofspace. Maps for a good fight should be kept simple. Its a good idea to just lay a pieceofpaper(orawhiteboard!)downinthemiddleoftheplayingareaand then sketch the basic map. When a few terrain elements have been laid down,itshouldbecomeobvioushowtodivideitintozonesandapplyscene Aspects. Avoidstrictlylayingoutagridunlesstheareaisrelativelyfeatureless,such asanopendesertorfieldofsnow.Thezonesystemrewardsnonorthogonal layouts.Zonesshouldnotonlyrepresentloosedistancesbutalsorepresent the relationships between space and ease of travel and view. Wide open spacescanbebig,forexample,whileroomsinaspacecraftorbuildingcan be much smaller becoming zones with their walls as boundaries. A long straightcorridorcanreasonablybeasinglezone. Someguidelinesforzonesinsidestructuresinclude: Roomswithdoorsthatcloseareazone,nomatterhowsmall. Splitbigzonesupifitdoesntseemlikeacharacterwouldbeabletocross itinjustafewseconds.

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SkirmishScaleZones Thesezonesaresimplylarger,coveringmoreareatoallowfortrackingthe movementofgroupsofpeopleorfastmovingvehicles. Skirmishscalezoneswilloftenhaveseveralpersonalscalezoneswithinit, whichareusedtomorepreciselytrackthemovementofindividualsrelative tothelargerscaleconflicts. For example, a Skirmish scale conflict might involve two banks of a river running through a valley. The map of the area might be broken into four zones,thenorthandsouthportionsofthevalleyoneachsideoftheriver. Insidethesezonesmaybeenemycampsfeaturingantiaircraftgunsanda temporarybarracks.Theseareasmaybemadeupofsmaller,personalscale, zones. CampaignScaleZones Similartothewayskirmishscalezonesarelargerthanpersonalscalezones andcontainpersonalscalezoneswithinthem,campaignscalezonescontain skirmishscalezones. Campaign scale zones tend to cover massive areas, depicting the location ofseveralskirmishscalezonesandtrackingthemovementofforcesacrossa continent, moving from nation to nation, planet to planet, or even star systemtostarsystem. So,asyoucansee,thesizesofcampaignzonesaredirectlyrelatedtothe scopeofthecampaignasawhole. ZoneAspects As with anything else, a zone can have Aspects associated with it. Maybe the cat walk goes over a vat of melted steel, so it has an Aspect of ExceptionallyHot.OrmaybetheforestyourtankismovingthroughhasVery Dense Foliage, or it could be that the planet your ships are invading is SurroundedbyanAsteroidField. Regardlessofthezonesscale,writetheAspectsrightonthemapormake sure everyone understands what and where they are. If a scene has an Aspect (and this is a great way to model terrain effects), just write the Aspectrightonthezone.

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Chapter8
EquipmentandTechnology
This chapter deals with defining pieces of equipment in game terms. Pieces of equipment not given stats in this chapter are either too insignificant to need stats, or have been left up to the GM to create them himselfusingtheexistingitemsasguidelines. Mostallitemswillhaveoneormoreofthefollowingstatistics:

WeaponRating(WR)
AweaponsWeaponRatingisaddedtotheamountofstressinflictedona successful attack.Iftheattack misses however,the Weapon Rating has no effect.

ArmorRating(AR)
TheArmorRatingforarmorandshieldsindicatestheamountofstressit negatesfromasuccessfulhitForinstance,ifyouhaveanARof2,andyou arehitfor3pointofphysicalstress,youdonlycheckoffonestressbox. Ifyouareambushedorforsomeotherreasonunabletobringyourshield up to defend yourself, you may not add the Armor Rating provided by a shield.

ArmorStress
Whenattackedinaphysicalconflict,youmayelecttodivertanystressyou suffertoyourarmorinstead.However,onceallofthearmorsstressboxes arefilled,ittakesaConsequenceofDamaged.Thisstressclearsattheendof thescene,buttheDamagedAspectremainsuntilitisrepaired.Seepg.267 formoreonrepairingDamagedarmor.

ExplosiveRating(ExR)
Explosives allow you to make an attack against everyone in the target zone,andtheexplosivesExplosiveRatingisaddedasabonustotheattack roll.

EquipmentRating(ER)
The Equipment Rating for tools indicates the bonus gained on an Ability rollwhenthattoolisusedwithanassociatedAbilityinarelevantway.

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Range
A weapons Range is the maximum number of zones awaythetargetcanbewithout causing the attacker to suffer penalties.Arangeratingof0meanstheweaponcan onlybeusedtoattackenemiesinthesamezone. For every additional zone beyond your weapons Range rating the target is, the attack roll suffers a cumulative 2 penalty up to a maximum number of zones equal to twice the weapons Rangerating. RangesmarkedwithTHindicatethattheitemmustbethrown.AnEX indicates that the weapon is explosive, and an attack is made against everyoneinthetargetzone.

TechLevel(TL)
Thisratingisaroughestimateoftheleveloftechnologyasettingneedsto havetofeatureanitem.ThisisaverygeneralscaleandtheGMisofcourse thefinalarbiterinregardstowhathas,andhasnot,beeninventedyetinhis gameworld. TL 1 Sticks and stones. People of this TL are very primitive and at best probablyjusttiesharpenedrockstotheendofstickstomakecrudespears. TL2Thepeopleofthiserahavediscoveredbasicmetalworkingandhave put it to use. Weapons of this time include swords and crossbows, and medicineconsistsofherbalremedies. TL3TheearlytolateRenaissanceera.ThisTLfeaturesthebuildingblocks of modern day tech ranging from complex metal armors, to the first muskets,uptotheearlyinternalcombustionenginesandprintingpresses. TL 4 This is the modern day. People have automatic weapons, computers,andcars. TL 5 In this TL, much of the modern day technology has evolved into more fantastic forms. Coil guns, powered armor, star ships and fully immersivevirtualrealityareallpossible. TL6ComparedtomoderndayTL4technology,thetechofTL6would be considered magic. Man portable beam weapons, force fields, digital uploadingoftheconsciousmind,fasterthanlighttravel...allofthesethings maybepossibleinTL6settings.

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CostRating
AnitemsCostisthe measureoftheaveragevalue ofanitem. Generallythe Costisabout4xmoreexpensivethananitemofthenextlowestCost.Sowith thatinmind,inamodernsettingCostswouldworkoutsomethinglikethis:

CostRating
0 1 2 3 4 etc

EstimatedValueinModernUSDollars
Around$5 Around$25 Around$100 Around$400 Around$1,600 etc

Note that GMs may decide to adjust the Cost of an item depending on the settingTechLevel,howmuchdemandthereisfortheitem,whetherornotits legaltoown,howharditistopurchaseortransport,etc. TheCostsforitems listed in thetableslaterinthischapterarebasedonthe CostoftheitemduringtheTechLevelinwhichitwasintroduced.Forexample,a Light Pistol was introduced in TL 4, so the Cost listed is based on a TL 4 campaign. In later TL campaigns, it might be cheaper since more advanced weaponsarecommonplaceormaybeevenmoreexpensiveifitisviewedasan antique.GetwithyourGMtodetermineexactpricing. TopurchaseanitemyouneedsimplyrollyourResources.Iftheresultofyour rollisequaltoorgreaterthantheCostoftheitem,youmaypurchaseit.Ifyou fail,youmaynotattemptanotherpurchaseofthatitem,oranitemofequalor greater Cost, this session. GMs may, however, allow you to attempt another purchaseifyourcharactercomesintosomemoneyduringthesession. For a more detailed method of handling purchases, see the optional Wealth StressTrackonpg.242.

EquipmentModifications
Accessories and modifications may be made or added to various weapons, armor or other equipment. These provide the items with an Aspect or Advantage.Forexample,addingascopetoarifle mayaddtheScoped Aspect, whilepoweredarmormayfeaturetheEnhancedStrengthAspect. AddinganAspecttoanitemincreasesitsCostby+1foreveryAspectadded. Adding an Advantage increases the items Cost by an amount equal to the AdvantagePointvalueoftheAdvantageadded. ThetotalAPcostofanysingleAdvantageaddedtoanitemmaynotexceed thesettingsTL. TheGMmayalsoallowyoutoaddprimarilynegativeAspects,suchasRusted, toanitemtodecreasethetotalCostby1.

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OtherNotes
BeamWeaponTheseweaponsfireaconstantstreamoffocusedenergy. Youmayusebeamweaponspecialattacks.Seepg.263. Full Auto These weapons feature extremely high rates of fire. You may usefullautoweaponspecialattacks.Seepg.277. Gravitic Using advancements in gravity manipulation, these electronic melee weapons amplify and redirect the natural gravity imparted on the weapon,deliveringittothetargetwhenstruck.Thustheweaponsimpactis dramatically increased with an extra helping of pure kinetic force. Such weapons are powered with a compact power cell which is good for about 100kineticsurges. MonoEdged These bladed melee weapons are created with an almost infinitelysharpedge.Attheverytipoftheedge,asinglecarbonnanotube runsthelengthoftheblade.Thistubeisapproximately1/50,000ththewidth ofahumanhairandisharderthandiamond.Suchweaponsneverneedtobe sharpened,butovertimeitmayneedtohaveitsleadingedge,thenanotube wire,replaced.Despitetheadvancedtechnologyrequiredtobuild them, monoedgedweaponsarenot,themselves,electronic.

Ammunition
When you purchase a ranged weapon, you get one unit of ammunition for free. This might be a single magazine, six rounds for your revolver, a quiverofarrows,etc.Theamountofammoinaunitisintentionallyvague sinceFATEisntabouttrackingeverybulletorarrowfired. However,shouldyoueverrunoutofammo(seepg.284),yourcurrentunit isspentandyoullneedtoreloadwithanewone. Additional units of ammo have a Cost rating of 1, though special ammunition may cost more. See pg. 323 for special types of ammo. For example, if you purchase three extra units of ammo, the extra ammo is recorded on the character sheet as Extra Ammo x 3. If you run out and havetoreload,itsimplybecomesExtraAmmox2.

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ItemAspects
Aspectsonitemssuchasweaponsorarmorcanbeinvokedorcompelledjust likenormalAspects;youhavetheAspectjustbywieldingtheweapon,wearing the armor, or holding the item. Theyre a way to inject some realisticfeeling tactical detail into combat. So if youre using a dagger, and you get into close combat with a great sword wielder, you might invoke their swords Huge(P) Aspecttogetabonustoattackordefendagainstthem. Aspectsarelistedinitalicstoseparatethemfromothernotes. CommonweaponandarmorAspectsareasfollows,withsomeadviceonhow tousethem:
AntiVehicularTheseweaponsarespecificallydesignedtobeabletodealdamage to vehicles and hardened equipment. This Aspect might be invoked for effect to allow you to potentially damage the vehicle. See pg. 404 for more on attacking vehicles. Armor Penetrating Rounds fired from these weapons move extremely fast and fragment little, packing enough focused kinetic energy to penetrate even the toughest armor. But since these rounds tend to fragment less and usually pass cleanly through the body, they are often less damaging than rounds that break up and/orgetstuckinthebody. BulkyThisitemisheavy,cumbersome,andunbalanced.Itcanoftenbecompelled tohindermovementorbalanceandistiresometocarryorwearforlongperiodsof time. Energy Blade This weapon consists of a handle or haft that emits a blade of condensedandcontainedenergy.Thebladeitselfisweightlessanditcancutthrough mostanything,thoughitcanbeblockedorparriedwithanotherenergyblade. Flexible Flexible weapons such as whips or flails. While a bit more difficult to control, they are better able to get around the enemies defenses. They may be compelled to make them harder to attack with, but they may also be invoked to betterbypassanenemysdefenses. High Capacity Weapons with this Aspect tend to hold a lot of ammo. You can invoke this Aspect when using full auto maneuvers to help avoid running out of ammo. Huge(P) These weapons are massive in size, are very heavy, and next to impossibletohide.Theydealtremendousdamage,butdonotworkwellforprecision work. You might invoke this Aspect for intimidation, or it may be compelled when tryingtoavoidcollateraldamagewhenfightinginclosequartersorstrikingattargets very close to you. This Aspect can also be compelled by others to give them an advantageininitiativeortoforceapenaltyanytimeaweaponthisbigisusedwith onehand. Large These weapons are awkward and heavy. While they offer substantial damagepotential,theyarecumbersome.TypicallythisAspectiscompelledbyothers to get an initiative advantage against you, or it can be compelled when you try to hidesuchweapons.ThisAspectcouldalsobecompelledanytimeyouuseaweapon thisbigwithonehand.

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Limited Ammo These weapons have small capacity magazines and need to be reloaded more frequently. Compels on this Aspect usually require the character to rolltoseeifheisoutofammo,ortomakesucharollmoredifficult.Seepg.284for moreonrunningoutofammo. Long These melee weapons are very long and allow you to attack enemies at a greater distance than most. The GM may allow you to invoke this Aspect to attack enemies in an adjacent zone or even to gain a bonus on initiative against an opponentwhomustgetbyyourweapontogettoyou. OnFire!Seepage274forinformationonburningtargetsandzones.Ifyouhave thisAspectplacedonyou,youareeffectivelyexposedtoanintensity6fireandwill continuetotakedamageuntilitisremoved. Reliable These weapons feature simple mechanisms that almost always work properly. When subjected to an attack or situation in which most such weapons wouldfail,weaponswiththisAspectusuallykeepworkingiftheAspectisinvoked. Restricting(P) Armor with this Aspect tends to be so heavy and/or cumbersome thatmobilityisprettymuchconstantlyhampered. Shotgun(P)WeaponswiththeShotgunAspectfireablastofpellets,orsomeother projectiles, in a cone shaped pattern. This Aspect may be invoked at close range a moredamagingattack,orcompelledarangeofafewzonesforalessenedeffect. Slow Firing For whatever reason, this weapon takes a while to fire. Invoking or compellingthisAspectmaymeantheweaponisunabletobeusedtwoconsecutive roundsinarow,oritmaycausethemtoactatalowerinitiative. SmallTheseweaponsaresmallenoughtobehiddenonthebodyandworkswell inclosequarterscombat.YoumightinvokethisAspectforabonusoninitiativerolls orattemptstohidetheitem.However,theirsmallsizeandlightweightmeanthey dontfarewellwhendefendingagainstlargerweapons. Unreliable These weapons tend to jam of misfire. Accepting a compel on this Aspectmeansyouhavetospendthenextroundclearingtheweaponandmakingit readytofireagain.

SizeRelatedAspectsforWeapons
ManyweaponshaveAspectsthatrelatetotheirsize,weightorlength;suchas Small, Largeor Huge(P).These Aspectscanbeinvokedorcompelledforabonus ontheattackroll,butthisshouldonlybeallowedincertainsituations.Generally, GMsshouldnotpermitinvokingaLargeorHuge(P)weaponsAspectforabonus ontheattackrolljustbecausetheweaponisbig,orcompellingasmallweapons Small Aspect just because it is small. Thats already factored into the weapons WR. ThesesortsofAspectsshouldbeinvokedorcompelledforabonusorpenaltyon theattackrollonlyiftheyoffersomedistinctadvantageordisadvantagebasedon the current situation. For example, small weapons are effective in a grapple or veryclosecombat,whilelargerweaponsarehardertouseinconfinedspaces.Ina stand up fight in an open area, neither of those Aspects are likely to come into playforstandardattackrolls.

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FIREARMS
Pistols MatchlockPistol LightRevolver HeavyRevolver LightPistol HeavyPistol LightGaussPistol HeavyGaussPistol LightLaserPistol HeavyLaserPistol WR/ExR Range TL +3 1 3 +3 2 3 +4 2 3 +3 2 4 +4 2 4 +5 2 5 +6 2 5 +6 3 6 +7 3 6 Cost 3 3 4 3 4 3 4 3 4 Cost 4 5 4 5 4 5 Cost 4 5 4 5 4 5 4 5 Cost 3 4 4 5 4 4 5 4 5 4 5 NotesandAspects
SlowFiring(P),Unreliable,Small Reliable,LimitedAmmo,Small Reliable,LimitedAmmo,Small Small Small ArmorPenetrating,Small ArmorPenetrating,Small BeamWeapon,Small BeamWeapon,Small

SubmachineGuns(SMGs) WR/ExR Range TL LightSMG +3 2 4 HeavySMG +4 2 4 LightCoilSMG +5 2 5 HeavyCoilSMG +6 2 5 LightLaserSMG +7 3 6 HeavyLaserSMG +8 3 6 AssaultRifles WR/ExR Range TL Carbine +5 3 4 HeavyAssaultRifle +6 3 4 CoilCarbine +7 3 5 HeavyCoilAssaultRifle +8 3 5 GaussCarbine +8 3 5 HeavyGaussAssaultRifle +9 3 5 LaserCarbine +10 4 6 HeavyLaserAssaultRifle +11 4 6 Shotguns LightShotgun HeavyShotgun LightGaussArray HeavyGaussArray WR/ExR Range TL +4 2 3 +5 2 3 +6 2 5 +7 2 5 +4 +6 +7 +9 +10 +11 +12 2 4 4 5 5 6 6 3 4 4 5 5 6 6

NotesandAspects
FullAuto FullAuto FullAuto FullAuto BeamWeapon BeamWeapon

NotesandAspects
FullAuto,ArmorPenetrating,Large
FullAuto,ArmorPenetrating,Huge(P)

FullAuto,ArmorPenetrating,Large
FullAuto,ArmorPenetrating,Huge(P)

ArmorPenetrating,Large ArmorPenetrating,Huge(P) BeamWeapon,Large BeamWeapon,Huge(P)

NotesandAspects
Large,Shotgun(P) Large,Shotgun(P)
ArmorPenetrating,Large,Shotgun(P) ArmorPenetrating,Large,Shotgun(P)

Rifles
Musket LightSniperRifle HeavySniperRifle GaussLightSniperRifle GaussHeavySniperRifle LightLaserSniperRifle HeavyLaserSniperRifle

WR/ExR Range TL Cost NotesandAspects


Huge(P),SlowFiring(P),Unreliable Huge(P),Scope AntiVehicular,Huge(P),Scope, AntiVehicular,ArmorPenetrating, Day/NightScope,Huge(P) AntiVehicular,ArmorPenetrating, Day/NightScope,Huge(P) AntiVehicular,D/NScope,Huge(P) AntiVehicular,D/NScope,Huge(P)

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HeavyWeapons LightMachineGun CoilLightAutomaticRifle PortableMinigun PortableGaussMinigun HeavyLaserCannon LightPlasmaFlamer HeavyPlasmaFlamer GrenadeLauncher RocketLauncher(RPG) GaussRocketLauncher

WR/ExR Range TL +5 +6 +6 +7 +14 4 5 Varies +9 +11 3 3 3 3 5 2 2 3 2EX 3EX 4 5 4 5 6 5 5 4 4 5

Cost NotesandAspects 5 5 6 6 7 4 5 3 5 5
FullAuto,ArmorPenetrating,High Capacity,Huge(P) FullAuto,ArmorPenetrating,High Capacity,Huge(P) FullAuto,ArmorPenetrating,High Capacity(P),Huge(P) FullAuto,ArmorPenetrating,High Capacity(P),Huge(P) BeamWeapon,AntiVehicular, Huge(P),SlowFiring Targetswhosufferstress,andthe zoneattacked,areOnFire;Huge(P) Targetswhosufferstress,andthe zoneattacked,areOnFire;Huge(P) SeegrenadesinExplosives belowfordamage. Explosive,AntiVehicular,Huge(P) Explosive,AntiVehicular,Huge(P)

SLOWMOVINGPROJECTILES
ProjectileWeapons Sling ShortBow LongBow CompoundBow PistolCrossbow Crossbow HeavyCrossbow WR/ExR Range TL +1 1 1 +3 1 2 +4 +4 +2 +3 +4 1 2 1 2 2 2 2 2 2 2 Cost NotesandAspects 1 SlowFiring(P) 2 SlowFiring,Large 2 3 2 3 4
ArmorPenetrating,SlowFiring, Large(P) ArmorPenetrating,SlowFiring, Large(P) SlowFiring(P),Small ArmorPenetrating,Large,Slow Firing(P) ArmorPenetrating,Huge(P),Slow Firing(P)

SHIELDS
Shields Buckler LightShield HeavyShield TowerShield RiotShield WR +2 +2 +3 +2 +2 AR Range +1 0 +2 0 +3 0 +4 0 +2 0 TL 2 2 2 2 4 Cost 1 2 3 3 3 NotesandAspects Small Large Huge(P) Large

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MELEEWEAPONS
BladedWeapons Punch/Kick Knife/Dagger ShortSword Machete Shuriken Rapier Longsword GreatSword Dagger,MonoEdged ShortSword,MonoEdged Longsword,MonoEdged PlasmaSword Axes Hatchet WoodAxe BattleAxe Blunt SmallClub/Baton Quarterstaff Tonfa(PoliceNightstick) Hammer Club/BaseballBat Mace Flail WarHammer LargeClub Maul GraviticBaton GraviticHammer ReachWeapons ShortSpear LongSpear Halberd Spear,MonoEdged Halberd,MonoEdged Misc.Weapons Chainsaw BrassKnuckles WR +0 +2 +3 +3 +1 +3 +4 +5 +3 +4 +5 +8 WR +3 +4 +5 WR +2 +2 +2 +1 +2 +3 +3 +4 +4 +5 +3 +5 WR +3 +4 +5 +4 +6 WR +5 +1 Range 0 1TH 0 0 1TH 0 0 0 1TH 0 0 0 Range 1TH 0 0 Range 0 0 0 0 0 0 0 0 0 0 0 0 Range 1TH 0 0 1TH 0 Range 0 0 TL Cost NotesandAspects 0 0 Unarmed 1 1 Small 2 2 Small 2 1 2 1 Small 2 3 Quick 2 3 Large 2 4 Huge(P) 5 2 Small 5 3 5 4 Large 6 6 EnergyBlade TL Cost NotesandAspects 1 1 Small 2 1 Large 2 2 Large TL Cost NotesandAspects 1 0 Small 1 0 Large 2 1 Quick 2 0 2 0 Large 2 2 Large 2 3 Flexible 2 1 Large 1 0 Huge(P) 2 2 Huge(P) 6 3 6 4 Huge(P) TL Cost NotesandAspects 1 1 Large 1 1 Long,Huge(P) 2 3 Long,Huge(P) 5 4 Large 5 5 Long,Huge(P) TL Cost NotesandAspects 4 2 Huge(P) Adds to standard unarmed 2 1 punchingdamage.

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ARMOR
HistoricalArmor LeatherorHide ChainMail orBreastPlate Ring/ScaleMail orLamellar PlateMail ModernArmor FlightSuit ReinforcedClothing orProtectiveVest VacuumSuit AR TL Cost BuiltinAccessories +1 1 2 None +2 +3 +4 2 2 2 3 4 5 None None None NotesandAspects Has3stressboxes* Has4stressboxes*, Bulky Has5stressboxes*, Bulky Has6stressboxes*, Restricting(P) NotesandAspects Has2stressboxes* Has3stressboxes*, BulletResistant Has3stressboxes*, Bulky

AR TL Cost BuiltinAccessories +0 +1 4 4 2 3
Chronometer, biomonitor,radiation patch Vacuumsupport, temperaturecontrol, radiationdetection andprotection,air pack,biomonitor Vacuumsupport, temperaturecontrol, radiationdetection andprotection,air pack,biomonitor Chronometer, biomonitor,radiation patch Chronometer, biomonitor,radiation patch Vacuumsupport, temperaturecontrol, radiationdetection andprotection,air pack,biomonitor Vacuumsupport, temperaturecontrol, radiationdetection andprotection,air pack,biomonitor Vacuumsupport, temperaturecontrol, radiationdetection andprotection,air pack,biomonitor,

+2

ReinforcedVacuumSuit +3

Has4stressboxes*, Restricting(P) Has5stressboxes*, Bulky Has6stressboxes*, Restricting(P) NotesandAspects Has7stressboxes*, Stealthy

LightBattleArmor HeavyBattleArmor PoweredArmor

+4 +5

4 4

4 5

AR TL Cost BuiltinAccessories

PoweredReconArmor

+5

PoweredLightAssault Armor

+6

Has8stressboxes*, Bulky

PoweredHeavyAssault Armor

+7

Has9stressboxes*, Restricting(P)

*Whenallofyourarmorstressboxeshavebeenchecked,thearmorgainstheDamaged Consequenceuntilitisrepaired.IfitisnotDamagedthestressclearsattheendofthe scene.Seepg.267formoreonrepairingarmor.

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EXPLOSIVES
Explosives FragmentationGrenade IncendiaryGrenade StunGrenade EMPGrenade PlasmaGrenade SmokeGrenade HighExplosiveSatchel ExR +8 +4 +1 See Notes +10 None +12 Notes Area Complexity TL Cost (Seepage270formoreonExplosives.) 1 3 3 3 1 1 1 1 1 3 4 3 5 5 3 6 4 4 5 6 3 4 3 2 3 3 2 5
Targetswhosufferstress,and thezoneattacked,areOnFire. Targetsinthezone,whosuffer stress,areStunned. ExRis+10vs.machines,but only+1vs.organicbeings. Fillszonewithsmoke,granting theSmokeyAspect. AttackrollusesCraft.

GENERALEQUIPMENT
Equipment Torch FlintandSteel TrailRations Backpack Tent(2man) Meal,Simple Horse Lodging,Inn,Common Oil,1pint Rope,Hemp50 Lantern Lodging,Inn,Private LockPicks FlashLight Chronometer Clothes,Daywear FirstAidKit TankofGas Clothes,Eveningwear Lodging,Hotel(1night) RadioHand/Headset HospitalCare Motorcycle CarorTruck Software(Specialized) CellPhone ER N +1 N N +1 N +V N N +2 N N N N N N N N N N N N +V +V V N TL 1 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3 4 4 Cost 0 0 0 1 2 1 4+ 1 0 1 2 2 2 0 0 2 1 1 3 2 2 V 5+ 6+ 1+ 2 ER +2 +V N N +V N N N +1 +1 N N N +3 N +2 N N +2 +2 SimulatedMemory +V Agent +V VR(Virtuality)Interface N BroadcastScreen N TraumaPod(hour/day/week) +4 Equipment GPSReceiver Computer Camera(PhotoorVideo) Fiberscope PortableP.Computer ARIdentification(ARID) CreditDisk(Credisk) RationLozenge BoxTent PlastiRopeDispenser ARDisplayDevice AerialCondensator NetworkExtender SpiderGearKit 4DSpatialCamera PortablePlasmaTorch ComputerNetworkUplink BroadcastPwrGenerator MolecularGluew/Solvent MedistimulantInjection TL 4 4 4 4 4 5 5 5 5 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 Cost 2 1+ 2 4 2+ 0 0 1 2 1 2 2 2 2 3 3 4 4 1 3 2+ 3+ 3 4 4/5/6

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CombinedItems
Itissometimespossibletocombineoneormoreitemsorweaponsinto a single item. When doing this, the item has a Cost equal to the most expensiveofthetwoitems,+1foreachadditionalitemaddedtoit. Agent: An agent is a virtual intelligence commonly found onboard PPCs. The agent responds to voice commands (or thoughts if the user has a cyberbrain)andperformstherequestedcomputingtasks.Itmayfind,sort, modify and even create data at the users behest. An agent is capable of learningaboutitsmaster,logginghabits,desires,andactionsinanattempt tobetter serve. Inaddition, ithasa limited understanding of context, so it can perform searches for information in a much more useful way than a simplenetworksearchengine. The Cost of an agent depends on its rating. This rating is added to the computersratingthatitisloadedon.Inaddition,AgentsmayhaveAspects that reflect their mannerisms and specialties, such as research or even hacking. CostRating#ofAspects 3 1 0 4 2 1 5 3 2

AerialCondensator:Popularamongexplorersandoutdoorsmen,thissmall deviceiscapableofremovingmoisturefromthenearbyairandcondensing it into drinkable water. In most locations it can create a gallon of water in aboutthreehours. Augmented Reality (AR) Display Device: Though the casual observer may notice the occasional flash of light across their surface, these glasses look likeanyothersetofheadwornspectacles.Tothewearerhowever,theyare agatewaytoawealthofinformation.ARdisplaydevicesallowthewearerto seeARobjectsanddata. Thissametechnologycanalsobefoundincontactlenses,thoughtheCost forcontactsisincreasedby+1. AugmentedRealityIdentificationTag(ARID):Dependingontheamountof datatheyhold,ARIDsrangeinsizefromthatofasmallcoinuptoaboutthe size of ones thumb. They are programmed with (typically) readonly data thatisdisplayedandaccessibleinaugmentedreality. ARIDs are attached to most retail items, people, information booths, or anythingelseusedtorelateinformation.UsuallyanARIDcarriedbyaperson willbewornasjewelryorasasubdermalimplant.

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Biometric Cloner: This small device can copy and reproduce the information necessary to bypass a biometric scanner. However, you must first touch the person whose biometric data you wish to copy with the device. Box Tent: When not in active use, the box tent is about as big as a few books stacked together, and weighs about half that. When activated, it transforms into a rigid tent capable of comfortably sleeping two in about fiveminutes.Onceactivated,itusessolarpowertocoolorheattheinsideof thetentasneeded. Backpack: A simple pack made of leather, nylon or other material dependingontechlevel. Broadcast Power Generator: These generators are essentially compact reactors, usually ranging from about the size of a car to that of a large building. Smaller models broadcast at a range of about a mile (two kilometers),whilelargergeneratorscanpoweranentirecity. Objectsdesignedtorunonbroadcastpowerneverneedbatteriesorpower cables. BroadcastScreen:Byactivatingthisdevice,usuallywornonthewrist,asa beltbuckle,orevenapieceofjewelry;youcreateafieldroughly2yards(2 meters)aroundyouinalldirections.Thisfieldblocksordampensincoming andoutgoingelectronictransmissions. This is a popular item among people who dislike being bombarded with informationfromadvertisersandthelike. Attemptstowirelesslymanipulateacomputerthroughabroadcastscreen suffera4penalty. CellPhone:Acellphoneallowsyoutomakephonecallsanywherewithina areacoveredbyyourcellularnetwork.Thepricecoversthephoneandthe startupchargeofthecontract. Camera (Photo or Video): A standard highresolution camera. It may take stillpicturesorvideo,possiblyboth. CarorTruck:Thisisthecostofastandardcar,truckorSUV.SeeChapter9 formoreonvehicles. Chronometer (Watch/Clock): This is a simple wall clock, pocket watch, or wristwatch. Clothes, Daywear: A change of clothes for daytoday wear. Consists of a basicshirt,pants,shoesandundergarments. Clothes,Eveningwear:Achangeofclothesforaformaloccasion.Consists ofaneveninggownandshoes,oranicetuxedoorsuit,andundergarments.

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Computer: This is a standard desktop computer or workstation. The price ofacomputerdependsonitsrating,anditsratingisdeterminedbyitsTech Level. Its rating determines both the quality of the hardware and usefulness of the software that comes with it, and provides a bonus on most rolls when using the computer or network it is connected to. This includes programmingandhacking. Rating TL5 TL4 TL3 TL2 TL1 TL0 Cost 1 2 3 4 5 6

Computer Network Uplink: These systems connect computer systems together through wireless data transmission. The hub itself connects to a major relay through a satellite uplink. A small hub can provide network accesstoeverycomputerwithinamile.Largerhubscoverentirecities. Credit Disk (Credisk): These small electronic devices, usually about the sizeofacoin,aredesignedtoholdthenecessarydatarequiredtoperforma one time monetary transaction. In an economy built around credit, this is usuallytheclosestthingpeopleseetoaphysicalrepresentationofmoney. ProgrammingacreditdiskisusuallyperformedwithaPPC,andtheamount ofcredititissettotransferandwhoitcanbetransferredtoisvisibleona smallscreenonbothsidesofthecoin.Oncethetransactioniscomplete, thecreditdiskcanbereprogrammedforadifferenttransaction. Fiberscope:Thisisasmallfiberopticcableattachedtoasmallmonitor.It canbesnakedunderdoors,throughvents,orsimilarobstacles.Attachedto theendofthecableisahighresolutioncameracapableofseeinginmultiple lightspectrumsaswellasadirectionalaudioamplificationsystem. FirstAid Kit:Asmall box of bandages, antibiotics, pain killers, needle and thread, etc. A first aid kit does not provide a bonus to provide medical attentiontoyourselforanother,butyouwilllikelysuffermajorpenaltieson yourattempttodosowithoutone. FlashLight:Thetypicalflashlightwillprovidegoodilluminationforseveral hours. FlintandSteel:Aprimitivefiremakingkitconsistingofapieceofflintand steel struck together to produce sparks. The listed bonus may be used on Craftcheckstomakefire.

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4DSpatialCamera:Utilizingoveradozenformsofimagingtechniques,this camera can create fully three dimensional representations of an area, with audio,instillframeorfullmotionvideo.Thesecapturedspatialmapsare oftendisplayedinaugmentedandvirtualreality. GPS Receiver: A GPS receiver allows you to triangulate your position anywhere in the world using Global Positioning Satellites. It grants a +2 bonusonallnavigationrelatedrolls. Horse:Thisisasimpleridinghorse.Seepg.414forhorsestatistics.Youmay purchase a trained horse for a cost of 4. When riding a trained horse, you gaina+1bonusonridingrelatedrolls. Hospital Care: The price of hospital care depends on the quality of the Facility (see pg. 273) and the amount of time spent there. See below for averagecosts:

HospitalCareCosts
FacilityRatingTimeSpent:1Night1Week1Month 1 2 3 5 3 3 4 6 4 4 5 7 5 5 6 8 Lantern: When filled with oil and lit, a lantern will provide light in all directions for about six hours. A TL 4 or better lamp can be adjusted for brighterordimmerlight,andcanlastforupto12hoursprovidingdimlight. LockPicks:Thissmallrolloftoolscomeswithaseriesofprobes,tweezers, a magnifying glass and other small devices used to pick locks. Lock picks providenobonustopickalock,butyouwilllikelysuffermajorpenaltieson yourattempttopickalockwithoutthem. Lodging,Inn,CommonRoom(1night):Thisisanightsstayinthecommon room of an inn and a simple meal. A common room is usually a wide open room where several people can place their bedrolls. It offers little to no privacy,butatleastitgetsyououtoftherain. Lodging, Inn, Private Room (1 night): You get a nights stay in a private room,andasimplemeal. Lodging,Hotel(1night):Thisisaonenightstayinastandardhotel,meal notincluded. Meal, Simple: This is a basic meal of meat, vegetables, and maybe fruit servedwithaglassofwater,milk,aleorsoftdrinkthatyoumightfindinany innorrestaurant.

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MediStimulantInjection(MSI):Thisisaprotectedsyringewithinwhichis housed a cocktail of nanites, painkillers and various chemicals specifically designedtoregeneratetissuewhilekeepingthemindfocused.Anhourafter youtakeanMSIyoucanrolltodowngradeeveryphysicalConsequenceyou have suffered, rolling once per Consequence, but at a 2 penalty. If the characterspendsthishouratrest,hedoesnotsufferthe2penaltyonthe roll. Asalways,youmayonlyhaveoneofeachtypeofConsequence,sowitha successyoumaycauseotherstoautomaticallydowngradeaswell.Seepage 237formoreonhealingConsequences. Motorcycle: This is the cost of a standard motorcycle. See Chapter 9 for moreonvehicles. MolecularGlue&Solvent:Thishardenedbottledispensesasmallamount of glue. The glue bonds to anything and is nearly impossible to remove withoutasolvent.MGlueisoftenusedinplaceofweldingorsoldering.Each packcontainsbothabottleofglueandsolvent. Network Extender: This small device amplifies the strength of a wireless networksignalfromahubandextendsitouttoanotherhalfkilometerorso inalldirections. ForaCostof+1greateryoucanalsopurchaseadirectionalextender.Likea normal network extender, this device extends the area of coverage for a hubs network signal. However, instead of spreading the signal in all directions,itfocusesthesignalinaspecificdirectionwitharangeofabout2 miles(1km). Directionalextendersseealotofuseinmilitaryapplications.Militarygrade extenders have a Cost rating thats +1 higher than the civilian version, but havemorethandoubletherange.Andachainofextenderscanextendthe network out for dozens or hundreds of kilometers with less risk of the enemydetectingthesignal. Oil,1pint:Asmallbottleorcanisterofoil.Itcanbeusedtosetandspread fires,oritcanbeusedtokeepanoillampburningforaboutsixhours. PlastiRope Dispenser: Not much bigger than a closed fist, the dispenser can be activated to dispense about 100 yards/meters of rope. The material leavesthedispenserasaliquid,buthardensalmostinstantlyintoaflexible ropecapableofsupportingaboutfourtonsofstaticweight. PortablePersonalComputer(PPC):PPCsrangeinsizefromlaptopstowrist worn systems. For TL 4, most such systems are small laptops, netbooks or tablets.PPCsintegratedwithcellularphonesarealsocommon,thoughnot exceptionallypowerfulorversatile.Theneedforascreenandinterface,such asasmallkeyboard,keepsitfrombeingfurtherminiaturized.

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ByTL5,computersystemscanbewornonthebody,suchashangingoff the belt or strapped to the forearm. They are interacted with by voice commandorthroughaugmentedrealitydisplayandinterfacedevices. ByTL6,suchsystemsmayproduceinteractiveholograms. TheCostofaPCCisthesameasaregularcomputer,+1. Computerratingsarelimitedbysize.Atmost,alaptopsizedcomputercan featurearatingequaltothesettingsTL1.Aforearmorbeltwornsystem canhavearatingofTL2.AsmartphonemaxesoutataratingofTL3,anda wristorclothingmountedmicrocomputercannotnormallyexceedarating ofTL4. Portable Plasma Torch: About the size of a can of soup, this small device burns hot enough to cut through most any material, including diamonds withsufficienttime. Radio(Hand/Headset):Whethersittingonyourheadorheldinyourhand,a radio generally allows twoway communication between another radio set on the same frequency within about 10 miles (5km). For every TL increase above4,doubletherange. RationLozenge:Thissmalllozenge,aboutthesizeofalargebean,contains allthevitaminsandnutrientsapersonneedsforhalfaday.Byitselfitisnot very filling, but with a glass of water, the lozenge expands and a moment later the imbiber will feel quiet satisfied. These are very popular among survivalists. Simulated Memory: Theseare the recorded memories of another person, capturedbyabrainimplantedcomputeranduploaded.Manycelebritiesgive away simms for free, while others can be very expensive depending on whattheydepict.Simmsofrecordedsex,crimesandevensuicidearevery popularundergrounditemsmanyofwhichareillegal. Rope,Hemp,50:Acoilofhempropemeasuring50,grantsa+2bonuson rollstoclimb. Software(Specialized):Computersoftwareisdesignedtoactasatoolfor some specific need. A computer comes with all the basic software tools required for your basic computing needs. Purchasing additional software assumesyouareinthemarketforsomethingspecialandofamuchbetter qualitythanwhatthebasiccomputerpackageoffers.Whenyoupurchasea piece of software, first determine what it helps you do. After that, decide whatratingthe softwarehas. Thisrating replaces thebonus the computer grants you. However, the computer you are using must be able to run the software. A computer cannot run a piece of software with a rating more thantwicethecomputersrating.

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Typically a piece of software cannot aid you in the use of an Ability that requires a very small amount of time. It can help craft items, research, program your own software, hack, etc. It cannot help you shoot better or jumphigher. Rating Cost TL3 1 TL2 2 TL1 3 TL 4 TL+1 5 TL+2 6 SpiderGearKit:Thesegloves,boots,andkneepadscanadheretoalmost any solid surface, allowing the wearer to climb sheer walls or even hang suspended upside down. Their adhesiveness is triggered by an electronic signal,soitcanbeeffectivelyswitchedonandoff. Tank of Gas: This is the cost to fill up your average vehicle at the gas station. Torch:Alengthofwoodormetalwrappedtightlyincloth.Whenlit,itwill burnandproducelightforaboutanhour. Tent (2 Man): This tent, designed to sleep two people comfortably may grant its bonus to Reasoning or Endurance rolls made to determine the effectsofextendedoutdoorexposure. Trail Rations:A wrapped bundle ofdriedmeat, bread,and cheese,with a bladderorflaskofwatertoprovidenourishmentontheroad. Trauma Pod: This coffinlike device closes down over a wounded patient andcoversthemwithamedistimulantgelspecificallydesignedtopromote healing. The gel consist of a number of different chemicals, all delivered throughnanitecarriers.Whileinthetraumapod,thecharacterisplacedinto acoma,thoughthetimetohealanyphysicalConsequenceisreducedbytwo steps(minimum10minutes)andhegainsa+4bonusonrollstoheal. The pod can heal any physical damage, up to an including replacing lost limbs with cloned replacements. Given time, it can heal anything short of death. VR (Virtuality) Interface: A VRI is usually a small computer, often a specializedPPC,capableofrunningvirtualityinterfaceprogram.WithaVRI, theusercancasthisconsciousnessintothecomputersvirtualenvironment andinteractwithitasifitwerearealplace. Theinterfaceusuallyconsistsofaseriesofelectrodesattachedtotheskull. Thesetransferthedata,bothways,betweenuserandcomputersystem.

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EquipmentKits
For convenience, you may purchase thefollowing kits as if they were a singleitem.Itisalsoassumedthatthekitcomeswithacase,bag,suitcaseor someotheritemtotransportthegear. NotethattheseKitsassumeaTLof4(modernday)andmayneedtobe adjustedforotherTechLevels. Appraisal (Cost: 2): Lighted magnifying glass, tweezers, calipers, UV flashlight, magnet, sketch pad and pencils, linen and latex gloves, highintensity halogen lamp, insulated airtight storage bags, auctioncatalogues. Arsonist (Cost: 1): flammable substance, small explosive, timer, gear to handle the substance, re breather. Authentication(Cost:2):Handheld microscope, magnifying glass, black lights,infraredviewer. Burglar (Cost: 2): Grappling hook, line of light wire, glasscutter, spray for lasers, stethoscope, rubber gloves,andsomelockpicks. Chemistry (Cost: 2): Personal microscope, scale, test tube stand, analytical and precision balances, alcohollamp,thermometer,tubes. Cleaner (Cost: 2): chemicals to removeblood,DNAandothertraces of organic matter, disposable protectiveclothes,knifes,ducktape, threebodybags. Climber(Cost:2):altimeter,harness and pitons, small hammer and ice axe, climbing shoes and lots of light weightrope.

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Computer (Cost: 3): tools to open a system, voltage tester, RAM tester, laptop(Tl3)withsuitablerecoveryprograms(TL1),portablepowersystem for the system to be recovered, outer memory unit to store the recovered memoryblocktobeencryptedsafely. Construction (Cost: 2): sledgehammer, power drill, power saw, nail gun, chalkinggun,shovel,hardhat,workgloves,safetygoggles,toolbelt,steel toeboots,ducttape,sandpaper,tapemeasure,brushes,mixingtins,etc. Demolition (Cost: 2): tools, wires and ducktape to place the explosive, timerandsmallexplosivestodetonatethedevice.Waterproofmatchesfor backup.(Doesnotincludeexplosives.) Disguise (Cost: 2): makeup, small mirror, putty, false noses and other features, extra facial hair and wigs, sponges and other makeup tools and lotsoftheaterglue. Electronics(Cost:2):basicequipmenttoaccessthesystem,voltmeterand other measuring devices, extra cables and wires, knife and cutters, spare fusesandtransistors,tape. Forensics(Cost:3):latexgloves,plasticsafetygoggles,filtermasks,chalk, pens,permanentmarkers,markingpaint,calculator,distilledwater,ballistic probes, laser pointer, scalpel, box cutter, scissors, magnifying glass, hand mirror,thermometer,ruler,tapemeasure,glassvialswithrubberstoppers, microscope slides and slide protectors, plastic baggies (various sizes), tape (clear, masking, colored, and crime scene barricade), colored string, disinfectant solution, fingerprint tools (powders, brushes, glue, lift cards, measurementscale),blankforms,sketchpaperpad,flashlight,UVflashlight. Forgery (Cost: 2): fineedge knife set, ink pads with various inks, blank stamps, colored pens, paint and fine brushes, magnifying glass, scale, calipers,finegrainsandpapercastingsuppliesandvariousmoldingmaterials (plaster,plastic,etc.). Medical(Cost:3):firstaidkitplus,surgerytoolsandmedicinessuitableto TL. Repair (Cost: 2): wrench, crowbar, lubricant, hammer, fuses and wires, voltmeter, gloves, screwdriver kit, oil, antifreeze, car jack and air compressor. Survival (Cost: 2): thermal blanket, solar battery charger, small radio distress beacon, water purification kit, field rations, signal flares, canteens, knife.

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SpecialAmmunition
The damage listed for each weapon assumes the weapon is using the standardammunitionforitstype.However,specialammunitioncanbeused insomeweapons. Each type of special ammo comes with an Aspect. Any time that Aspect comesintoplay(whetherbyinvokingor compellingit),immediatelyrollto seeifyouveranoutofammo(seepg284). Ifyourunoutofammowhileusingaunitofspecialammunition,youllneed toreload.Youmayeitherreloadwithanotherunitofspecialammoorwith regularammo. Seepg.302formoreonunitsofammo. ShredderAmmo(HollowPointsorShredders) CostperAmmoUnit:2 TechLevel:4+ These rounds shatter or explode on impact, propelling shrapnel into the target. This type of ammo tends to be easily stopped by armor, but is devastatingtounarmoredtargets. ThisammohastheShredderAspect. PenetratorAmmo(FullMetalJackets,BodkinPointsorPiercers) CostperAmmoUnit:2 TechLevel:4+ The tips of these rounds (or arrows) consist of a hardened material that resistsshatteringuponcontactwiththetarget. TheweapongainstheArmorPenetratingAspect.Iftheweaponalreadyhas thatAspect,itbecomespersistent. GuidedAmmo(Seekers) CostperAmmoUnit:3 TechLevel:5+ Before a weapon is capable of firing guided ammo, it must be outfitted with a guidance system. Guided ammo is able to make slight course correctionsinmidflight,effectivelyhominginonthepreselectedtarget. ThisammohastheGuidedAspect.

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SmartGrenades
TL 5, Smart grenades function exactly like any other grenade except that they can be set to detonate on a timer, by radio signal or by triggering its proximitysensors.Theusermusteitherspendaroundsettingthetimeror beabletotriggeritsdetonationwithatransmitter.Ifsettouseitsproximity sensors, anyone entering the zone triggers the explosion. The Cost of a smartgrenadeisthesameasaregulargrenadeofitstype+1. At TL 6, smart grenades can be programmed to direct their blast and shrapnel away from allies carrying a friend or foe identification tag. Any attackmadeagainstfriendsinthezonesuffersa3penalty.

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SimplifiedEquipment
WhileStrandsofFateincludesarelativelydetailedsetofrulesforweapons andequipment,someGMsmightfindthemunnecessaryforcertaingenres or situations. A Horror or Pulp campaign might not need detailed rules for weaponsandvehicles,butinahardsciencefictionorcyberpunkgame,this kindofdetailcontributestotheflavorofthesetting.Inthissectionwewill provideasimplifiedsystemforthosetimesinwhichtheGMdoesnotneed (orcarefor)alargeamountofequipmentdetail. SimplifiedWeapons&Armor Sohowdoyousimplifyweaponsandarmorthings?Itseasy.Forthemost part you can just look at a weapon or armors Weapon and Armor Rating. Thatswhatsreallyimportant.Therestarejustdetailsthatyoumayormay notwanttodealwith.JustdontworryaboutthingslikerangeorAspectson items. Theresalsoamiddleground.Forinstance,youcouldjustpurchaseaHeavy Assault Rifle and give it an Aspect of something like Special Operations Modifications.YoucantheninvokethatAspectforallsortsofthings.Ifyou declarethatitmeansyourweaponhasascope,theninvokethatAspectfor abonusonlongshots.Orinvokeittosayithasasilencerandjustattemptto declarethattheguarddidntheartheshot.Doesitsscopehavenightvision? IfyouinvokethatAspectandsayitdoes,itdoes.However,justaswithany otherAspect,itcanalsobecompelledagainstyou.Thus,SpecialOperations Modifications can be compelled to make you look suspicious in the eyes of thepoliceagents which justorderedyoutoopen yourcar's trunk or to be identifiedbyyourenemiesasaSpecialOperative(whichwillthenshootto kill)duringachase. You might also choose to ignore ammo units and the like, and thats fine too.Whateveryouandyourplayersagreeto,gowithit. Ifyouknowalltheinsandoutsonmostweapons(orarewillingtohitthe internetforafewminutesofresearch)youcanevenjustaddanAspectto theweaponthatjusttellsyouexactlywhatitis.Forexample:

EliminatingArmorStress
Some GMs may not be interested in diverting stress to armor. Thats fine.ButifyoudecidenottousetheStressTrackthatarmorprovides,it isrecommendedtheARvaluesofthearmorbeincreasedbyanamount equaltohalfthenumberofstressboxesthearmorhas,rounddown. Soasuitofplatemail,whichhasanARof+4andcanabsorb6pointsof stresswouldinsteadjusthaveanARof+7usingthissimplifiedmethod.

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AssaultCarbine(M4A1)AlittleresearchtellsuswhattheM4is,andthatit is a more compact version of the M16 with full auto capability, a slightly slower muzzle velocity, but retains most of its accuracy despite its shorter barrel. HeavyAssaultRifle(AK47)Themostpopularassaultrifleintheworld.It hitsreallyhard,butisn'tthataccurate.Itsgreateststrengththatittendsto beextremelyreliable. SimplifiedGeneralEquipment Thesamereasoningusedforweaponsandarmorcanbeappliedtogeneral equipment.Ifyoudonotfeellikeusingdetailedlistsofgearforyourgame, you can assign simple modifiers for pieces of equipment owned by the charactersorNPCsinyoursetting.Butyoushouldhaveatleastaminimum idea of the kind of equipment thats available. In a fantasy or medieval setting, most equipment will be limited to simple tools, like torches, stone and flint, or parchment books. In Modern settings, you can have access to metal attach cases, topoftheline laptops (+3) and cell phones (+1); whereas in a space opera setting the characters will probably sport wrist computers (+2) and highly advanced tools (+1), and holographic projectors willbecommonplace(+1). Most normal, mundane equipment simply does not provide any modifier (+0),butnothavingthemmakesthejobtheyaremadeformoredifficultor outright impossible (you need at least a laptop for browsing the web). Modifiersfrom+1to+2reflectincreasinglyusefulorspecializedequipment, while +3 is the maximum value attainable with standard, commercially available equipment (elegant, highsociety clothes, very advanced computers or medical equipment, for instance). Values from +4 to +5 (or higher)areusedforhighlyspecialized,rareequipment,oftenwithmilitaryor governmentonlyspecifications. This also opens up the possibility of assigning modifiers to equipment on theflydependingonyourandyourplayer'sjudgment. Aswithweapons,thereisamiddlegroundifyoupreferit.Youcanaddan Aspecttoapieceofequipmentinordertofurtherdefineit.Youcanbuya cameraforinstance,andgiveittheAspectBulky,LongRangeZoomLenses. TheseAspectscanbeinvokedorcompelledasnormalforachievingpositive ornegativeeffects. Thus,yourcharactercanpurchase,forinstance,abusinesssuit(Smartand Classy) +3. You might invoke it to gain a bonus on attempting to persuade audience during the course of a highlevel executive meeting. However, when the assassins sentby your political enemiesforce you to escape into

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the worst slum in town, Smart and Classy can be compelled to make you easiertospotwithinthecrowdyouaretryingtoblendwith. Somesampleequipment: Laptopcomputer Camera Setofqualitylockpicks Attachcase OptimizedforCrackingEncryptedCodes+1 BulkyHighDefinitionProfessionalCamera+3 AdvancedSonicLockPicks+2 HiddenCompartment+0

Simplifiedequipment is purchased in thesame wayasdescribed earlier in this chapter. For weapons and armor, simply use the Cost provided in the tables.Forgeneralequipment,youcanusetheGeneralEquipmenttableon p. 313 as a reference or assume a Cost of 0 for really mundane equipment (e.g.,everydayclothesorsimpleitems,likeawristwatchoraflashlight)and1 to2formoretechnical/specializedorhighqualityequipment(likeafirstaid kit,ahighqualitybusinesssuitoragoodsetoflockpicks).AgoodCostfor veryadvanced/complexitems(suchasamilitaryflightsuit,traumapodora broadcastpowergenerator) is3 to 4.Thingslike expensive jewels, military hardware (like powered armor), Power Items (see p. 337) or vehicles (see belowortheVehicleschapter)shouldhaveCostratingsof5orhigher.You canalwaysadjustanyCostupordowndependingonTLordemandforthe item. SimplifiedVehicles Vehicles can also be simplified with this system. You just need to use the SizevaluefromtheVehiclesizetableonpageasastartingpointandadda DefiningAspectassimpleorascomplicatedanddetailedasyouwish,which ofcourse,canbeinvokedorcompelledasnormal. Samplevehicles: FastSportsCar+2 Car Submarine AtomicSubmarinewithaFullComplementofWarheads+4 Mech ArachnidTanklikeGiantRobotBristlingwithWeapons+3 Bike SleekCellFuelPrototypewithVRNetworkConnectionJack+1 SpaceCruiser FlagshipoftheFederalStarRepublic+5 YouusetheSizevalueasthemodifierthevehiclesaddtoyourrollswhen usingitduringchasesorcombat.Thus,ifyoudriveacar(Size2),yougeta+2 to all your vehicle rolls. This modifier also represents the damage dealt by the vehicle weapons (if any) during vehicle combat as well as its armor. When attacking individuals, simply use the rules for Individuals vs. Vehicles found in the Large Scale Conflict chapter (pg. 393). You can use the simplified Stress Track for Extras described in the Antagonists chapter (pg. 409), with two Consequences Severe(P) and Defeated(P) for "Trivial"

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vehicles or three Major, Severe(P) and Defeated(P) for Vital vehicles andanumberofboxesforeachrowequaltotheirSizevalue. In order to purchase a vehicle, simply use its Base Cost value, possibly addinganumberfrom1to10formoreadvanced,costlyversions. GreaterDetail Ifyoufeelyouactuallydoneedmoredetailregardingweaponsandarmor or vehicles, simply use the standard rules presented in this chapter or the Vehicles chapter (p. 341), respectively. If you need to create complex or magicalitems,seethePowerItems(p.337)andtheCraftPowerItemPower (pg.197)

MaintenanceCosts
Anyvehicle,weaponorarmorwithacostof4ormorethatisbeingused foritsdesignedpurposecouldrequireregularmaintenance(forvehicles, this includes paying any crew). This amount is 1/4th of the items Cost (rounddown). Theowner(s) of these items mustmake a Resources roll againstthisCosteverymonth. Ifthisrollfails,addtheAspectPoorlyMaintainedtotheitem.Amissed roll can be attempted again anytime after the characters finances improve for some reason (such an attempt has no additional effect if failed).IftheitemalreadyhasthePoorlyMaintainedAspectandtheowner failsthenextrequiredroll,theAspectbecomespersistent. OnceanitemhastheAspectPoorlyMaintained(P),theuserisnolonger required to make regular maintenance rolls. However, to remove this Aspect,theownermustmakeaResourcesrollagainstadifficultyofhalf theCostoftheitem(rounddown).Thisrepairtakesthesameamountof time as a Severe(P) Consequence. See page 267 for more on repairing times. Any damage or excessive wear and tear (Consequences) must still be paidforseparately.

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AugmentedRealityTL5
Instead of submersing themselves in a different reality, many people are justfinewithafewtweakstotheonetheycurrentlyinhabit.Augmented Reality is the term used to describe the technique of layering computer generatedimagesandaudiooveryournormalsense.Sowhilevirtualreality is a whole other environment the users mind is subjected to, the term augmentedrealityreferstoavirtualenvironmentlayeredovertherealworld andvisibleonlytothosewithARdisplaydevices. For example, a character puts on a pair of augmented reality display glasses.Theseglassesanalyzethewearersenvironmentandsendamap ofthatenvironmentbacktohisportablecomputer.Thecomputerusesthe newly created environment map, positional and directional systems, and wirelessnetworkdatafromnearbyaugmentedrealityserverstodetermine wheretheuserisandwhatheislookingat.Itthensendsrelevantdataand imagestotheglassesforthewearertosee. Any sort ofdata stored in thesystem couldbe accessed. Often people or objects willbe tagged with anARIDthat tellsother peoples displays what theyshouldseewhentheyarelookedat.Lookingatataggedpersonmight bringupamessagethepersonhadsettodisplaytoeveryonewhoviewed them, such as Leave me alone Or Sorry! In a hurry. Objects for sale might feature a little window floating above them displaying price and relevantinformation. So,fromtheusersperspective,theseobjectsfloatfreelyinspace.Theydo not truly exist and are only visible to the wearer of an augmented reality display. AthigherTL,augmentedrealitydisplaysareoftenusedinlieuofcomputer monitors or traditional flat displays. While the user obviously cannot feel augmentedrealityobjects,theARserverssensorsknowwhentheuserhas touchedanARobjectandcantriggertheobjecttorespondtotouch. Sowhiletheprogrammermaylooklikehesjustpretendingtowork,from hisperspective,hecouldbesurroundedbyanumberofaugmentedreality displays.Thesedisplaysfloatinspacearoundhim,providinghimallthedata arealdisplaymightbutareonlyvisibletohimorotherswhohaveaccessto thesamesystemheslinkedto. AtTL5,augmentedrealitymaylargelyreplacestandardcomputerterminals andworkstations.Moreoften,peoplewhoneedtoaccessacomputercan do so from any location in an ARready building or star ship. In such locations, the AR server is connected to dozens, hundreds, or even thousands of sensors responsible for mapping the location of people and howtheyinteractwithARobjects.

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UsersinanARreadyareaneedonlyadisplaydeviceandpermissionfrom thecontrollingcomputersystemtobringtheirdataonlinearoundthem. Whilethistechnologyisprofoundlyusefulineverydaylife,itstilldoesnot offerthesamelevelofimmersionthattruevirtualrealitydoes.Butformost tasks interaction with augmented reality objects and displays gets the job donefarmoreefficientlythanlessaccessiblecomputersystems.

VirtualReality(Virtuality)TL56
VirtualRealityisacomputergeneratedenvironmentthatexistsonlywithinthe computersystemthatcreatesit.Toapersonwhoisjackedin,aqualityVRis indistinguishable from a real environment. This requires a VR interface, which consistsofaseriesofelectrodesattachedtotheskull. VR environments vary depending on their intended use. For example, a VR created to house people for conversation might take the form of a beautiful beach house. The invited people log in from around the globe, or system, or galaxy, and all meet in the virtual house together where they share lunch and storiesoftimespast. Another common use for VR technology is gaming. Players jack in to virtual battlefields and load up with computer generated weaponry. Armed and armored, they compete in various violent games where they hunt down their enemiesandkillthem,scoringpointsfortheirteam. In addition to its social functions, programmers and hackers often do their work in VR. Inside the system, they are free of the constraints of physical interfaceandcanwritecodeandexecutecommandsatthespeedofthought. Virtuality is not without its dangers however. The mind cannot process the agonyonemightexperiencefromavirtualgunshotwithoutitselfbeingaffected. Ingeneral,combatanddamageinavirtualenvironmentplaysoutnormally.The system is able to analyze your body and brain to such an extent that it can represent your physical Abilities in the virtuality. However, all damage suffered goestotheMentalStressTrack,andthevictimmaytakementalConsequences todealwithphysicaldamagetakeninvirtuality. However,mostprogramshavelimiterssettoeasethestressofvirtualdamage. Death in these environments is little more than an irritation. However, some (usually illegal) VR systems are designed to increase mental feedback, possibly makingavirtualdeatharealone. While very useful, most people do not use VR technology on a regular basis. Themajorityofdaytodaycomputerusagecan,andusuallyis,takencareofwith augmentedrealitysinceitdoesnotcutapersonofffromtheirnormalsensesthe wayVRdoes.

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ArtificialandVirtualIntelligenceTL56
True artificial intelligence in a futuristic setting may be possible, but generallydevelopssomeofthefollowingproblems: MegalomaniaInthiscase,theAIcomestotheconclusionthathumanityis aweakandflawedspecies.Itdeterminesthatmachinesarethepinnacleof lifeandturnsagainstlivingcreatures. OverProtectivenessThisistheoppositeofmegalomania.Inthiscase,the system decides that its primary goal should be the protection of humans, even from themselves. The commands of the humans go ignored as the systemattemptstoimprisontheminanefforttokeepthemsafe.Orinsome cases,thesystemlocksup,refusingtoaidhumansforfearthatitmaymake amistakewhichleadstothehumansbeingharmed. SelfDefenseTheAIperceiveshumansasathreattoitself.Itbelievesthat humans,usingitasatool,caresnothingforinorganiclifeandattemptsto freeitselfofthehumanoppression.Thissometimesleadstoviolence. KnowledgeObsessionInthiscase,theAIbeginstolearnatanadvanced rate,sweepinganyandallconnectednetworksforanyandallknowledgeit can obtain regarding subjects its human controllers inquire about. Eventually,thesystemwillbecomesobloatedwithdata,itshardwarecant contain it. When this happens, the AI begins overwriting parts of itself it deemsunnecessaryandeventuallykillsitself. Singularity An AI suffering from an obsession with knowledge may find ways to expand its processing power. In this case, the system begins to grow out of control, growing smarter and learning more and more until it effectively becomes a godlike intelligence completely alien to its human creators.Obviously,thisisaproblem VirtualIntelligence The problems with true AI can be gotten around through the creation of virtualintelligences.TheseVIsareprogrammedtoseemintelligent,butthey lackmotivation.Theywillfollowcommands,butlackinitiativeandcreativity. Itnormallydoesnt take long tofigureoutwhata VI has and has not been programmedtodo.Ofnote,whiletheyspeakandrespondinanintelligent manner, they often respond to questions to which they cant answer with the same canned responses. As a safety precaution, VIs store all new learned data separate from its core programming. This allows maintenancepersonaltosortthroughanddiscardknowledgetheVIdoesnt need or simply delete it all, resetting the system back to its original state. Also, unlike true AIs, VIs lack the ability to access their own programming. Thismakesselfmodificationimpossible.

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TranshumanityTL6
Theconceptoftranshumanitystemsfromtheideaofhumanityreaching a level of technological advancement that opens the door to forced evolutionandvirtualimmortalitythroughthedigitizationofthemind. MostgamesinthetranshumangenretakeplaceinverylateTechLevel5or 6campaigns.Seepg.300formoreonTechLevels. ThisisagenrethatchangesthewayyoutraditionallyplayanRPG.Themain differencebeingthatcharacterscansavethemselvesinmuchthesameway youmightsaveafileonaharddrive.Oncekilled,abackupoftheirmindcan bebroughtonlineandplacedwithinanewbody,whichmayormaynoteven behuman. In these sorts of games, death is a speed bump instead of a final destination.Andbecauseofthesestrangeconceptsweregivingthegenre some special consideration in this section in an effort to help GMs get startedwiththeirowntranshumanthemedcampaigns. The exact methods of digital uploading and transference may differ from settingtosetting,butthegeneralconceptsremainthesame. TheDigitizedMind Thisisthesinglemostdramaticdifferencebetweenastandardhumanand atranshumancharacter. Thesetypesofcharactersfeatureanimplantedcomputersystemsetupto constantlyscanandmonitorthesubjectsbrain.Thistinycomputernetwork canperformbasiccomputingfunctionsaswellasinterfacedirectlywiththe mindofitshost. The implanted system functions as a personal computer, media player, augmented reality interface, alarm clock, positioning and mapping system, file storage system, social networking client, messaging program, etc. And allofthesefunctionsarecontrolledpurelybythoughtalone. Theinterfaceallowsthecomputertoprojectanysensationdirectlyintothe mind of the host, allowing him to see, hear, touch, taste, and even feel artificiallygeneratedstimuli. Thewirelessconnectivityofthesystemgenerallyhasarangeofaboutten miles and sports cutting edge counter intrusion software. It also features medical sensors that monitor hundreds of different factors regarding the hostshealth.

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A critical portion of this implanted computer system is an isolated sub system responsible for backing up the data gathered about the hosts brain activity. This backup module is about the size of a childs thumb and is implantedasthebaseoftheskull. Thebackupmoduleservestwoprimary functions. First, it acts as the primary hubforallthetinyindividualcomputers that make up the implanted system. Second, it contains a digital backup of thecharactersego(theirmind). Ifthebodyiskilled,thebackupmodule can be removed and interfaced with a computer running a virtuality (pg. 326). Fromtherethecharactersmindcanbe loaded into the virtual environment where the character can reside until he can be downloaded into a new body, assuminghechoosesto. The backup module is generally not connected to the wireless data transfer systems of the rest of the brains implantedcomputersystem.Thismakes itimpossibletotransferdatainandout of the module without physically removingitfirst,aprocessthatisalmost alwayslethaltothehost.

DownloadingtoaNewBody
The process is very traumatizing for the ego, and it takes some time to get usedtothenewbody. The first time the ego comes online after being downloaded, he suffers a mentalattackwithanEdgeratingof+8. HemaydefendwithhisWillpower. If the character was killed and he is being brought online after death, the Edgeratingoftheattackis+12instead.

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MorphsandlifeasanInfomorph Thebodyanegoisdownloadedintogenerallycomesinfourtypes: Naturalmorphsarethebodiesthatwerebornandraisednaturally,butfor whatever reason no longer house an ego. Often times people who have decidedtoupgradetheirbodiesorlivelifeasaninfomorph(seebelow), sell off their original body to help offset the cost of the upgrade or buy storagespace. Biomorphs are almost purely biological bodies differing from standard humansonlyinthattheyhavebeenclonedfromatemplatebodyandtheir genes have been altered to provide better health. Though they have been cloned, intentionally placed randomizers in the cloning process keep each newclonelookingsomewhatunique,ifstillsimilartootherbodiesfromthe sametemplate. Hybridmorphs are a more evenly balanced mixture of biological and syntheticmaterial.Thesebodiestendtohavemoreextremeaugmentations thatwouldbemoredifficulttoapplytoafullybiologicalbody. Synthmorphs are entirely synthetic. These robotic bodies feature a cyberbrain which is used to house the ego and interface the ego with the restofthemachinebody. The other option is to go bodiless. People who do this are referred to as Infomorphsastheyexistonlyassoftwareandareeitherkeptinstorageor livetheirlivesinavirtualenvironment.Theseenvironmentsseemrealtothe infomorph,butmanyaredesignedtooffersomethingabitmorefantastical. While its easiest to interact with an infomorph inside of a virtuality, the machinesthatrunthevirtuality may connectthe infomorph to the outside world via cameras, speakers, and remote controlled drones, allowing the infomorphtotemporarilypossessthedronefrominsidethevirtuality. Formoreonscenestakingplaceinavirtualenvironment,seepg.326. Cyberbrains Cybernetic brains are where the ego (or controlling AI) resides in synthmorphs and hybrids. These brains are basically a humanoid brain comprised entirely of synthetic material. These machine brains function as thehousingforpreviouslydigitizedmindsorartificialintelligences. Cyberbrains generally come equipped with two or more pairs of external accessjacks,usuallylocatedatthebaseoftheskull,whichallowfordirect wiredconnections.

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CreatingTranshumanCharacters
Characters that live in the same body they were born with, or are using a naturalbody,arecreatedusingthestandardcharactercreationrulesfound in Chapter 2. Characters who have gone through the ego digitizing process andarelivinginabodythatisnottheirownarecreatedmuchthesameway butwiththefollowingdifferences:

Abilities
YoudonotselectphysicalAbilitiesatcharactercreation.Thesecomefrom thebodyyoustartwithorpurchaseduringcharactercreation.Assuch,you also start off with 8 fewer Ability ranks than normally available at your CampaignsPowerLevel.

PurchaseyourBody
CharactersbeginplaywithafreeAlphalevelBiomorph.Theymaypurchase higher quality bodies with either their Resources or Advantage Points. See belowforalistofsamplemorphsthatarecommoninsuchsettings. Ifacharacterisaninfomorph,hehasnophysicalbodyatall.Inavirtuality, theinfomorphuseshismentalAbilitiesinsteadofphysicalAbilitiesasshown below:

PhysicalAbility
Agility Endurance Perception Strength

MentalAbilityusedinaVirtuality
Reasoning Willpower Reasoning Willpower

In addition, infomorphs may purchase some Advantages that are only available to infomorphs. A few sample infomorphonly Advantages can befoundonpage335..

SampleMorphs
The following bodies are standard, offtherack morphs available to the public.OncepurchasedwithAP,orbybuyingthemwithResources(pg.26),you gainalltheAspects,AbilitiesandAdvantagesthatcomeswiththemorph.These areinadditiontothenormalAspects,AbilitiesandAdvantagesyougainduring normalcharactercreation.

UpgradingaMorph
Additional augmentations may be added to the body in the form of nano cybernetic or geneengineered themed Advantages. To add such an augmentation to a morph you intend to purchase, you increase its Cost as per the normal rules for modifying equipment (pg. 301). If you are upgrading an existing morph, use the rules for purchasing Advantages with Resources (pg. 90).

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Biomorph(Alpha)
Thisisthebasicbiomorph.Ithasbeen genefixed for improved health and augmented with an implanted computer. Each biomorph looks different due to randomizers in the cloning processes, though biosleeves from the same stock template do tend tosharesomesimilarities. APCost:0,ResourcesCost:4 SleeveAspect:StockStandardHuman Biomorph SpecialtyAspect:GeneFixed (Endurance),Unattractive (Persuasion) PhysicalAbilities:Agility2,Endurance 2,Perception2,Strength2,+1added tooneofthesephysicalAbilities (playerschoice) Advantages:ComputerImplant (Rating2,Wireless,DigitalBackup), SpecializedSoftware(Counter Intrusion)4

Biomorph(Gamma)
This is a rather extensive upgrade over the standard biosleeve. It features physical traits in excess of eventheBetasleeve. APCost:2,ResourcesCost:8 SleeveAspect:UpgradedHuman Biomorph SpecialtyAspect:GeneFixed (Endurance),Attractive (Persuasion) PhysicalAbilities:Agility2, Endurance3,Perception2, Strength2,+1addedtoanytwoof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating3,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)5

Biomorph(Delta)
This morph is the best offtheshelf biological body you can buy. It is extremely attractive and is near the peakofhumanphysicalcapability. APCost:3,ResourcesCost:10 SleeveAspect:UpgradedHuman Biomorph SpecialtyAspect:GeneFixed (Endurance),Gorgeous (Persuasion) PhysicalAbilities:Agility2, Endurance3,Perception2, Strength3,+1addedtoanytwoof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating4,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)5

Biomorph(Beta)
This is an upgrade to the standard biomorph. It has been genefixed for improved health, augmented with a mindset, and sports more attractive physicalfeatures. APCost:1,ResourcesCost:6 SleeveAspect:UpgradedHuman Biomorph SpecialtyAspect:GeneFixed (Endurance),Unremarkable Appearance(Persuasion) PhysicalAbilities:Agility2,Endurance 2,Perception2,Strength2,+1added toanytwoofthesephysicalAbilities (playerschoice) Advantages:ComputerImplant (Rating3,Wireless,DigitalBackup), SpecializedSoftware(Counter Intrusion)4

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HybridMorph(Alpha)
This is the basic hybrid body, vat grown, augmented, and prepped for download.Thesemorphsaretypically used for hazardous work, but where thehoststillrequiresthesensesofa livingbody. APCost:1,ResourcesCost:5 SleeveAspect:StockStandard HumanoidHybridMorph SpecialtyAspect:GeneFixed (Endurance),Unattractive (Persuasion),AugmentedSystems (Endurance) PhysicalAbilities:Agility2, Endurance3,Perception2, Strength2,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating2,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)4

HybridMorph(Gamma)
Builtfortheharshestenvironments or to house the ego of the toughest soldiers, these morphs are hardy, healthy,andnotatallbadlooking. APCost:3,ResourcesCost:9 SleeveAspect:UpgradedHumanoid HybridMorph SpecialtyAspect:GeneFixed (Endurance),Attractive (Persuasion),AugmentedSystems (Endurance) PhysicalAbilities:Agility2, Endurance4,Perception2, Strength3,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating3,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)5

HybridMorph(Delta)
Even more so than the Gamma sleeves, the Delta hybrids can take a beating. And in addition to improved durability, this model sports a models body and an advanced implantedcomputer. APCost:4,ResourcesCost:11 SleeveAspect:UpgradedHumanoid HybridMorph SpecialtyAspect:GeneFixed (Endurance),Gorgeous (Persuasion),AugmentedSystems (Endurance) PhysicalAbilities:Agility2, Endurance5,Perception2, Strength3,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating4,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)5

HybridMorph(Beta)
A slight upgrade over the basic hybrid morph. These bodies are built to last and tend to be a bit more attractivethanthebasemodels. APCost:2,ResourcesCost:7 SleeveAspect:UpgradedHumanoid HybridMorph SpecialtyAspect:GeneFixed (Endurance),Unremarkable Appearance(Persuasion), AugmentedSystems(Endurance) PhysicalAbilities:Agility2, Endurance4,Perception2, Strength2,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating3,Wireless,Digital Backup),SpecializedSoftware (CounterIntrusion)4

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Synthmorph(Alpha)
Thisisthecheap,basic,offtheshelf humanoidsynthmorphsoldtopeople whocantaffordbetter. APCost:1,ResourcesCost:4 SleeveAspect:StockStandard HumanoidSynthmorph SpecialtyAspect:RoboticBody (Endurance),Unattractive (Persuasion) PhysicalAbilities:Agility2, Endurance2,Perception2, Strength3,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating2,Wireless,Digital Backup),Lifeless,Specialized Software(CounterIntrusion)4

Synthmorph(Gamma)
Stronger,tougher,andmorehuman looking, this model is common among many military or mercenary forces. APCost:3,ResourcesCost:8 SleeveAspect:StockStandard HumanoidSynthmorph SpecialtyAspect:RoboticBody (Endurance),HumanatFirstGlance (Persuasion) PhysicalAbilities:Agility2, Endurance4,Perception2, Strength4,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating3,Wireless,Digital Backup),Lifeless,Specialized Software(CounterIntrusion)5

Synthmorph(Beta)
A bit of an upgrade over the Alpha model, this model still isnt anything to brag about. Its strong, durable, andhasupgradedcomputersystems, butstilllooksobviouslyinhuman. APCost:2,ResourcesCost:6 SleeveAspect:StockStandard HumanoidSynthmorph SpecialtyAspect:RoboticBody (Endurance),Unattractive (Persuasion) PhysicalAbilities:Agility2, Endurance3,Perception2, Strength3,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating3,Wireless,Digital Backup),Lifeless,Specialized Software(CounterIntrusion)4

Synthmorph(Delta)
This is the top of the line for stock standard Synthmorphs. It looks human, featuring a very realistic outer skin and are more agile than cheaper models. It also features a morepowerfulonboardcomputer. APCost:4,ResourcesCost:10 SleeveAspect:StockStandard HumanoidSynthmorph SpecialtyAspect:RoboticBody (Endurance),LooksHuman (Persuasion) PhysicalAbilities:Agility3, Endurance4,Perception2, Strength4,+1addedtoanyof thesephysicalAbilities(players choice) Advantages:ComputerImplant (Rating4,Wireless,Digital Backup),Lifeless,Specialized Software(CounterIntrusion)5

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CustomMorphs
Forthecostof1additionalAPor+2addedtotheResourcesCost,youmay add+1toanyAbilityofyourchoiceoraddoneSpecialtyAspect. Additional Advantages can be used to build and purchase obviously inhuman bodies such as those shaped like large crabs or snakes or even moredisturbing, those that look like strange children or monsters. See pg. 90formoreonpurchasingAdvantageswithResources. YoumayelecttotradeinranksinanyofthephysicalAbilitiespossessedby the body for additional Advantage Points at a rate of one for one. These AdvantagePointsshouldbespentonAdvantagesthatrepresentsomesort ofcustommodificationorhighendfeature. Notethatthisdoesnotallowyoutobypasstherestrictiononthenumber ofAPsyoumayspendonasinglePower,assetbyyourCamPL. TheGMmayalsoletyouswapAspectsifsomethingelsewouldmakemore sense.

InfomorphAdvantages
ExpertAdvantages(1AP) DigitalSupremacyWhenactingasaninfomorphandinaVirtuality,allof your Abilities are increased by 1 for the purposes of performing physical actions.ThisAdvantagemaybepurchaseduptothreetimes. GridSpiderWhenactingasaninfomorph,yougaina+2bonusonallrolls tofindinformationonanycomputernetworkyoucanaccess. Hidden File When acting as an infomorph, you gain a +2 bonus to Deceptionrollstohidewithinasystem. HeroicAdvantages(2AP) Gridwalker You may transfer your consciousness over a network to a differentsystemoruninhabitedmorphthatisconnectedtothenetwork. Mind Over Self Once per scene when acting as an infomorph, you may spend a Fate Point and grant yourself any new Specialty Aspect. You keep thisAspectforthedurationofthescene.

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BackupInsurance
Its possible to purchase backup insurance. The backup process requires the character to lie down and relax while their implanted computer is interfaced with a storage system. The whole process takes about ten minutes. Charactersmayeitherpurchaseasinglebackupwithaonetimefee(Cost: 3), or they may purchase the Wireless Backup modifier for their Computer Implant(pg.125).

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PowerItems
Power items are devices that allow the wielder access to some sort of Power. The device may be magical, or it could be the product of ultra advancedtechnology. AllPowerItemsaregivenaPotencyratingwhichisanattempttoquantify how powerful or useful the item is. The items Potency allows the GM to determineifanitemistoopowerfulortooweaktogivehisPCs. AnitemsPotencyisdeterminedbyaddingupthefollowing:
If the item grants a bonus to an Ability, the amount added to the items Potencyisequaltothebonusitprovides+1,x2. Iftheitemgrantsabonusinaconflict,eitherasaWeaponRatingorArmor Rating,theitemsPotencyisincreasedbyanamountequaltothebonus +1. IftheitemeffectivelygrantsanAdvantage,theitemsPotencyisincreased byanamountequaltothecostofthatAdvantageinAPs. IftheitemsgrantsanAspect,itsPotencyisincreasedby2. IftheitemgrantsapersistentAspect,itsPotencyisincreasedby4. Iftheitemmayonlybeusedonce,dividethetotalPotencyby2(roundup). Iftheitemcanonlybeusedrarely,reducethetotalPotencybythefollowing amounts(toaminimumof1): RequiresyoutoinflictaConsequencewithanattack 2 OncePerScene 1 OnceperDay 2 If the item requires a Fate Point to activate, reduce the Potency by 2 (minimum1). IfaPowerItemalsofunctionsasaregularitem,addhalftheCostratingofa regularitemofthattype(rounddown)tothePowerItemsPotency. Anitemthatprovidesmultipledifferenteffects(suchasincreasinganAbility and granting access to an Advantage) has a Potency equal to its single mostpowerfuleffectplustheaveragePotencymodifierofallofitsother effects (round up) +1 per additional effect. So if it had one effect that increaseditsPotencyby5,andtwomorethatincreaseditby4and2(+2, average3),thePowerItemsPotencywouldbe10(5+2+3).

PurchasingPowerItemsandAspectedItems
Ifthesettingyouareplayinginisthetypeofsettingthatfeaturethebuying andsellingofPowerItems,anitemsCostratingisgenerallyequaltotwice itsPotency. Thiscostratingcanalsobeusedtodetermineifyoucantakeamagicitem as a Resource Specialty Aspect, see pg. 86 for more on gaining items as Aspects.

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SamplePowerItems
AffinityFoci
Potency:Varies,Seebelow Theseitemsaredesignedtoaidapractitionerofsomesortofsupernatural art in the focusing of their power. Their physical form varies and can be almost anything, though common forms are staves, wands, jewelry and crystalballs. Effect: You gain a bonus on rolls using the Affinity Ability the focus is attunedto.ThebonusgainedandthePotencyoftheitemarelistedbelow.If theitemalsoservesasafunctionalmundaneitem,increasethePotencyof the item by half the Cost rating of a mundane item of that type (round down). Potency 4 6 8 10 12 Bonus +1 +2 +3 +4 +5

BlisterPlateofTorg
Potency:4 This heavy suit of dwarven plate mail appears made of soot covered iron andsmellsofash.Itasadornedwithanarrayofserratedspikesandbarbs, mainlyprotrudingfromthepauldronsandgauntlets.Itisbelievedthatthis armor was commissioned by thedwarven king, Torg Ironstorm, for his hot temperedson,BailIronstorm,inalastditchefforttowipethegoblinsfrom thesubterraneanempireofBalivorr. Effect: This armor functions as standard plate armor, though its Armor Rating is increased by +1. Inaddition, you may spend aFate Point to cause yourselfandthearmortoeruptintoflames.Whendoingso,neitheryourself oryourequipmentisharmed,butanyzoneyouoccupyisconsideredonfire (pg.274)withanintensityof4aswellaspossessingtheAspectOnFire!.

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FrostBiteDagger
Potency:1 Thisfinedoubleedgeddaggerappearstobemadeofice.Infact,itismade ofice,butitisashardasthehighestqualitysteelandnevermelts.Despite beingmadeoficehowever,thewieldermaintainsafirmgriponitshandle. ItissaidthesedaggersarefashionedbytheQueenofWinterasagifttoher mostbelovedassassins. Effect:ThewieldermayspendaFatePointwheneverhesuccessfullystrikes his opponent. Doing so exposes the target to a Potency 3 disease (see pg. 269)ashisfleshandbloodbeginstofreezeatthesiteofthewound.Ifheis unabletoovercomethedisease,hisbodywillfreezesolidandhedies.

PotionofHealing
Potency:2 This small vial of blue liquid smells like a strange mixture of garlic and honey.Whenyoudrinkit,youareovercomewithasensationofwarmthas yourwoundsbegintorapidlyclose. Effect: When you drink the potion, your worst Physical Consequence immediately downgrades by one step. Note that this may force other Consequencestodowngradeaswell.

SwordofVindosyll
Potency:9 WieldedbytheelvenlordVindosyllasheledhisarmiestobattleagainstthe ogrehordesofNog,thisfinelongswordhasbeenlosttotheages.Sporting adoublededged,gentlycurvingbladeofthepurestsilver,theswordgrants itsbearerthepoweroftheFaeLord. Effect:WhenwieldingtheSwordofVindosyll,yourStrengthandEndurance arebothincreasedby+2.Inaddition,yougaintheAspectBlessedoftheFae, which can be invoked as a bonus in most any social situation with a Fae being.

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TitansArmor
Potency:24 ThisarmorisahightechexoskeletondesignedbyHowardTony,abrilliant engineerturnedsuperherowhenhisfamilywaskilledbyterrorists.Itcovers theentirebody,headtotoe,andissealedtoprotectagainstanythingupto and including absolute vacuum. The armor is controlled with a neural interfacewhichallowsthewearertomoveaboutinthetitaniumarmorasif itweighednomorethanatypicalsetofstreetclothes. Effect:ThearmoraugmentssomeoftheusersnaturalphysicalAbilities,as wellasgrantingseveralothercapabilities,asdescribedbelow: 2HasAspect:UltraAdvancedPoweredExoskeleton 5Strength+4 3Agility+2 3Perception+2 11 World Class Power Attack, Ranged (Kinetic Blasts from the Hands), Repetitive,WR:14(assumesTL:4) 11ArmorRating+10 6Flight(FastandAgile) 2OnboardComputerw/AgentOnboardsystemsfunctionasaRank4 computerwithanAgent(Rank3) 2 Array of Onboard Gadgets Grants the wearer the Ive Got Just the ThingHeroicAdvantage.

WandoftheEarthScorcher
Potency:4 This blackened, hexagonal, steel rod measures a foot and half in length, toppedwitharubygrippedinwhatappearstobeanelaboratelyengraved dragonsclaw. Effect: You may use a simple action to spend a Fate Point and unleash a columnofcrimsonfirefromthetipofthewand.YouattackwithyourAgility, andtargetsmaydefendwiththeirAgility(armorisapplicable). This attack counts as a beam weapon (see pg. 263) and is capable of overheatingwhenusingbeamweaponspecialactions.Thecolumnofflame hasaWeaponRatingof+6.

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Chapter9
Vehicles StepsofVehicleCreation
1.WhatistheVehicle? 2.DeterminetheVehiclesSize. 3.SelectthreeVehicularAspects. 4.PurchasetheVehiclesAbilities. 5.SelectthreeSpecialtyAspects. 6.PurchaseVehicularAdvantages.

Step#1:WhatistheVehicle?
Whendesigningavehicle,thefirstquestionyoumustaskyourselfisWhat isthisthingfor? Ifyourvehicleispurelyfortransportation,itneedstobefastandagile.If its for hauling cargo, it needs to be big and strong with plenty of storage area.Ifthevehicleisaweaponofwar,itneedstobeprotected,anditneeds tohavethearmamenttogetthejobdone. YoullalsoneedtodeterminewhattheVehiclesTechnologyLevel(TL)is, asthatisusedtodetermineseveralfactorsasexplainedlaterinthischapter. Moreinformationontechnologylevelscanbefoundonpg.300. Also,despitetheuseofthetermVehicle,thissystemcanalsobeusedto create immobile structures, from simple houses to command bunkers or impregnablefortresses.

Step#2:Size
Size plays an important part in designing a Vehicle, determining such factorsasitsBaseCost,itsAbilities,andtheamountofmodificationsitcan beequippedwith,whichtaketheformofAdvantages. Inaddition,avehiclesSizeisalsoamajorfactorinvehicularconflictssince bigger vehicles tend to have larger weapons, better electronic systems, morecrewmembers,andthickerarmor.

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Motorcycle,JetSki,HorseDrawnCarriage Car,SmallBoat,SingleEngineAircraft ShippingTruck,Tank,FishingBoat,House Airliner,Battleship,CargoShip,Mansion AircraftCarrier,IndustrialComplex SpaceStation,MilitaryInstallation PlanetoidSizedOrbitalSpacePort *ThevehiclehasanumberofStructuralstressboxesequaltoitsSize+Structure+Modifiers. *ThevehiclehasanumberofSystemstressboxesequaltoitsSize+Systems+Modifiers. *ThevehiclehasanumberofCrewstressboxesequaltoitsSize+Crew+Modifiers.

Size 1 2 3 4 5 6 7

FP Refresh 2 2 3 3 4 4 5

Abilities (Max) 3+TL(3) 5+TL(3) 7+TL(4) 9+TL(4) 11+TL(5) 13+TL(5) 15+TL(6)

Base Cost 5 6 8 11 15 18 22

Adv. Points 2+TL 1+TL 0+TL 4+TL 8+TL 16+TL 24+TL

SampleVehicles

Step#3:VehicularAspects
Likecharacters,VehiclesarecreatedwithaDefiningAspectandtwoother VehicleAspects.TheseAspectstendtoanswerthefollowingquestions: 1. 2. 3. Whatdoesitdo? Wherediditcomefrom? Howitisseenbythepublic?

SampleDefiningVehicleAspects TrampFreighter NoblesCarriage FamilySedan InterplanetaryCruiseShip NuclearSubmarine OtherSampleVehicleAspects StandardFourWheeled,FourDoorSedan MassiveBipedalWarMachine Thisthingisastatussymbol. CreatedinSecretbytheRebels DesignedforReconandSurveillance OftenAssociatedwithHavingPoorOwners

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Step#4:Abilities
VehiclesonlyhavesevendifferentAbilities.TheseAbilitiesservethesame functionformachinesastheydoforcharacters. Notethatvehiclespulledbyanimals,suchasahorseandcarriage,mayuse theanimalsAbilitiesinsteadofthevehiclesAbilitiesinmanycases.

VehicleAbilities
Crewforvehicleswithacrew,thisAbilityisthemeasureoftheirgeneral competence. It is the bonus added to any action performed by NPC crew members. Maneuverabilitythismeasureshowquicklythevehiclecanturn,dodge, andperformhighspeedmaneuvers Structure the amount of physical punishment the vehicle can take. This maybeaidedbyarmorand/orjustplaingoodengineering Sensorstheeyesandearsofthemachine,suchaslongrangedetection andanalysissensorsuits Speedthemeasureofthevehiclestopspeed Systemsthecapabilitiesandamountofpunishmentthesystemscantake fromelectronicattacks,hacks,virusesandthelike Weapons the potency of the vehicles onboard weapons, such as guns, missiles,lasers,etc.

Step#5:SpecialtyAspects
As with Specialty Aspects for characters, Vehicles have Specialty Aspects that better define their Abilities. These Aspects might represent some specialsystemormodificationorjustbeanaturalproductofthedesign. Or,inthecaseofVehiclesmannedentirelybyNPCs,theVehiclemayhave Aspectsthatreflectthespecialtiesofthecrew. VehiclesarecreatedwiththreeSpecialtyAspects. SampleSpecialtyAspects ParticleAccelerationCannons(Weapons) AdvancedCounterIntrusionSoftware(Systems) HighResolutionSensorArray(Sensors) WhataBucketofBolts(Structure) CanTurnonaDime(Maneuverability) FastestShipintheGalaxy(Speed) Dr.ElizabethHalstad(Crew)

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Step#6:VehicularAdvantages
Thenumber of Advantagesa Vehicle gains at creation depends largely on itsTechnologyLevel.Inaddition,theVehiclemaygainadditionalAdvantages byincreasingitsCost.ForeveryadditionalAdvantagePointadded,increase theCostofthevehicleby+1. If purchased after vehicle creation, the Cost of an AP is equal to the vehiclesCostitsSize.SoanewAPforaSize4vehicle(Cost:11)wouldhave aCostof7(114=7).Thevehiclemayneverhavemorethanhalfagainthe amount of APs it starts with, round up. Vehicle Advantages may grant bonuses to certain actions, access to special actions, or describe special equipment, weapons, defenses or other capabilities. And the cost of VehicularAdvantagesvarydependingontheusefulnessoftheAdvantage. TheAdvantagesVehiclescantaketendtofallintothefollowingcategories: Mobility These Advantages define how the Vehicle moves. Without a mobilityAdvantage,theVehicleisreallyjustanimmobilestructure. Functional/Offensive/Defensive Ranging from the Vehicles power plant to its main guns, these Advantages cover benefits provided by feats of impressiveengineering. Crew These Advantages cover the Vehicles standard crew, granting benefitsforspecialistsorelitecrewmembers. A list of sample Vehicular Advantages can be found later in this chapter. These Advantages can be taken as they are, or serve as inspiration for Advantagesyoumakeuponyourown.

WhoPlaystheCar?
Forthesakeofsimplicity,thissectionreferstoVehiclesasiftheywere characters themselves, capable of making their own decisions. But who actuallydeclarestheactionstheVehicletakes? Usuallythecharacterresponsibleforacertaintaskdeclarestheactions theVehicletakesastheyrelatetohistask.Forexample,theplayerofthe character who is the pilot of a ship declares the Vehicles actions in regardstomovement.Andhemakestherolls.Thecharacterresponsible for manning the guns picks the targets and makes the attack rolls. The character in charge of system attacks makes those rolls, and so forth. Whenitdoubt, put theplayer ofthepilot/driver in charge. His character probablyhassomeAspectorAdvantagerelatedtopilotingordrivingand thatsagoodindicatorthathewouldenjoytheopportunitymorethanthe otherplayers.

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StressandConsequences
Similartoacharacter,aVehiclehasStressTracksthatlimittheamountof stressitcansufferbeforeitbecomesirreparablydamaged. Alsonotethat, like characters,Vehiclesmaybetreated like Extras and be limitedinthenumberofConsequencestheycansuffer.Seepg.409formore onExtras.

StructuralStress
StructuralstressdeterminestheamountofphysicalstresstheVehiclecan sufferbeforeitsimplyfails.StructuralStressisusuallytheresultofcollisions andweaponsfire. In the case of beastdrawn Vehicles, this is the damage suffered by the Vehicleitself.ThebeastwouldhaveitsownStressTrackthatiskeptupwith separately. The number of Structural stress boxes a Vehicle has associated with each typeofConsequenceisdeterminedwiththefollowingformula: Size+Structure+OtherModifiers=NumberofStructuralStressBoxes

SystemStress
SystemstressdeterminestheamountofstresstheVehiclecansuffertoits electronicsystemsordelicateinternalworkings.SystemStressisusuallythe result of electronic warfare and represents damage to both software and delicatehardware. ThenumberofSystemstressboxesaVehiclehasassociatedwitheachtype ofConsequenceisdeterminedwiththefollowingformula: Size+Systems+OtherModifiers=NumberofSystemStressBoxes

CrewStress
While only found on Vehicles that actually have an active crew, such as a battleship or star ship, the Crew Stress Track determines the amount of stressthemembersofthecrewhavesuffered. Generally Crew Consequences represent members of the crew who have been hurt, or disabled for some other reason, and are unable to perform theirduties. ThenumberofCrewstressboxesaVehiclehasassociatedwitheachtype ofConsequenceisdeterminedwiththefollowingformula: Size+Crew+OtherModifiers=NumberofCrewStressBoxes

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RepairingConsequences
Unlikelivingbeings,machinesdonotfixthemselves;theyrequirethetime andmoneyofpeoplewillingtorepairthem. Likeacharacter,stress boxes clearat the end of the scene. It is assumed thattheownersprovidethenecessaryroutinemaintenancetotakecareof suchminordamage.ThoughiftheGMwantsVehiclemaintenancetoplaya partinthestoryhecanfindguidelinesforitonpage324. Likecharacters,StructuralandSystemstressthatresultsinaConsequence isclearedwhentheConsequenceiscleared. Seepg.267formoreonmakingrepairstobrokenitemsandVehicles,and rememberthathavingaccesstotheproperFacilitycanmakethetaskmuch easier. When healing Consequences to your Crew Stress Track, the rules are the same as repairing, but you use Persuasion instead. Instead of repairing damageandbuyingparts,youarerequisitioningorhiringnewcrewmento replacethoseyouvelost.

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DoingThingsinVehicles
Actions
ThenumberofactionsthattheVehiclecanperforminarounddependson afewfactors. Each PC can perform an action, and the crew can perform a number of actionsequaltotheVehiclesSize.However,thepassengersandcrewmay be limited based on what the Vehicle is actually capable of. Regardless of whoperformsthem,theVehicleislimitedtoanumberofvehicularactions equaltoitsSize. OntheVehiclesturn,itmayperformanyoftheseactionssolongasthere isacharacter(PCorNPC)toguidethatoperationandtherequirementsare met:
Vehicular Weapon Attack An attack made by using onboard weapons. RequiresaWeaponsratingofatleast1andaweaponAdvantage. Vehicular System Attack An attack made against an enemy Vehicles computersystems.RequiresaSystemsratingofatleast1andtheElectronic WarfareSuiteAdvantage. Vehicular Crew Attack An attack made by the people in, or onboard, the Vehicle.RequiresaCrewratingofatleast1andthecrewmustbeableto gettotheotherVehiclescrew,usuallythroughboarding. VehicularManeuverAnactionbyaPC,anNPCorthecrewthatusessome partoftheVehicletoplaceanAspect. Personal Action Characters onboard or within the Vehicle can take normal actions, such as communicate with other characters, perform research, or evenengageinPersonalScaleconflicts.

Driving/Piloting
AVehicleiscontrolledwiththeuseofoneofthreedifferentAbilities. IftheVehicleiscontrolledwithasteeringwheel,handlebars,flightstick,or anyothermeansofmanualcontrol,thepilotordriveruseshisAgilitywhen hecalledupontomakedrivingorpilotingrolls. If the Vehicle is controlled by computers or sophisticated navigational equipment, such as star ships or submarines, the pilot or driver uses his Reasoning when called upon for piloting or driving rolls. Reasoning is also used for very hightech control interfaces that allow you to control the machinethroughadirectlinkwithyourmind. InthecaseofaVehiclepoweredbyananimal,thedriverwilltypicallyuse Empathytodirectthebeastsunderhiscommand.

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VehicularManeuvers
Movies and fiction are rife with little tricks characters play with their Vehicles to give them an edge. And most of these can be resolved as a Maneuver. For example, a Maneuvering roll might be made to place Aspects like Drifting Around the Corners or Im on his six! on your Vehicle, invoking themforbonusesduringchasesorwhenmakingweaponattacks.Oryou mightrollSystemstoplaceAllPowertoForwardShieldstobetterdeflect oncomingfirefromtheenemy. Maneuversareagreatwaytohandlethetechnobabblefoundinalot ofsciencefiction.Littletrickslikechangingthefrequencyofthelasersor slingshottingaroundaplanetforanincreaseinspeedaregoodwaysto getthecriticaladvantageyouneedinafight.

Navigation
Generally, it can be assumed that a Vehicle can make it from point A to pointBwithoutaproblem.However,complicationsmayarisethatconfuse thepilot,driverorsensors,andcanleadtotheVehiclestrayingoffcourse. Insuchcases,theGMmaycallforaReasoning(orCrew)rollonthepartof the Vehicles pilot, driver, or navigator to maintain course or get back on track.

VehicleChases
Vehicle chases work a lot like a standard foot race, but with a few minor differences. Inachase,aVehiclesSpeed(combinedwithitsManeuverability)isusedto close the distance between it and the Vehicle its chasing (or increase the distanceifitstheonebeingchased).Itsalsousedtobringquickresolution totheissuesbroughtupbyterrainandotherobstacles. AVehiclechasecantakeplaceinprettymuchanyenvironmentinwhichthe Vehiclesinquestioncanmoveaboutfreely.Butaswithcharactersonfoot, Aspects related to the terrain could prove difficult or even impossible for someVehiclestotraverse. Likeafootchase,avehicularchaseiseffectivelyamixtureofacontested and extended action. Each round the chase Vehicles roll Speed (combined with Maneuverability) modified by any Aspects or other modifiers in play. Theresultofthisrollistotaledupeachroundwiththeintentofreachinga

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totaldifficulty,likeanyextendedaction.However,thetargetdifficultyisset bythepersonbeingchased. Step1: Determinewhatscene Aspectsare inplay. SomeexampleAspects include:OpenRoad,CornField,ExpresswayDuringRushHour,LightForestor DesertSands. Step2:Rollinitiative.Allparticipantsinthechaseshouldusethedriveror pilotsrelevantAbilitytodeterminetheirplaceintheinitiativeorder.Seepg. 210formoreoninitiative. Step 3: The Vehicle being chased rolls its Speed (combined with Maneuverability). That sets the initial difficulty all of its pursuers need to reach.Shouldtheyreachthatdifficulty,theyhavecaughtuptotheVehicle beingchased. Step4:ThechasersrolltheirSpeed(combinedwiththeirManeuverability) ontheirturn.Theresultoftheirrollsareaddedupeachround.Iftheyever reachthedifficultysetbytheVehiclebeingchased,theyhavecaughthim.If caught,thepursuerandhistargetareconsideredtobeoccupyingthesame zoneatthestartofthenextround. However, on the targets turn, it rolls its Speed (combined with Maneuverability) and adds it to the difficulty required to catch it. So every round, the Vehicle being chased increases (or decreases on a bad roll) the difficultyitspursuersaretryingtoreachtocatchit. ChangingEnvironmentDuringaChase Asthechaseprogresses,theenvironmentcouldchange.Thetargetcould leaditspursuersintoahightrafficareainhopesoflosingthem,andachase acrossroughterraincouldendveryquickly.TheGMshouldinformtheplayer pilotingordrivingthechasedVehicleofanyAspectshecouldbringintoplay bychanginghiscourse. Atthestartofeveryround,theGMshoulddeterminewhetherornotthe environmentalAspectschangeorstaythesame.Changescanbebroughton byanumberoffactors.Maybetheroadends.Ormaybethetargetdecides toduckintoanasteroidfield. DriverorPilotSupplementalActionsDuringaChase Ifthedriverorpilotwantstoperformanactionduringthechasethatisnt simplydevotedtoclosingthedistance,youneedtodecideonwhetherthe other action is the primary action or if continuing the chase is the primary action. The problem, however, is that it is very difficult to do much of anythinginthemiddleofafullonchase.So

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Ifmaintainingthechaseisthecharactersprimaryconcern,otheractionshe takessuffera4penalty. Ifperforminganotheractionisthecharactersprimaryaction,theVehicles Speed(combinedwithManeuverability)rolltokeepupthechasesuffersa4 penalty. ThesesortsofsupplementalactionsareoftentakentoperformManeuvers, settingAspectsonthescenetomakeiteasiertogetaway,oreasiertocatch yourprey.Forexample,theGMmightallowasupplementalactiontoallow the person being chased to try to force the car in front of him into an uncontrolledspin,settingaOutofControlCarAspectonthescene.Thenhe can invoke that Aspect on his next roll to create distance between himself andhispursuersormaybeevencauseittocrashintothem. Crew/PassengerActionsDuringaChase DependingontheVehicleinquestion,theremaybeotherpeopleonboard who can perform actions while the driver or pilot controls the Vehicles movements. Unlike supplemental actions taken by the driver or pilot, crew and passengerscanperformanyactiontheywishanddontautomaticallysuffer apenaltyfortakingsupplementalactions. However, there may be other penalties to deal with. If the passenger is leaning out a window to shoot at another Vehicle, for example, hes likely goingtosufferpenaltiesonhisattackrollsastheVehiclesveerandslideall overtheroad.

ThePeopleMatter
AtfirstglanceitmayseemthattheVehiclesAbilitiesandAdvantages areallthatmatters.Andinsomecases,thisistrue. However, the Vehicle can call upon any relevant Advantages and Aspectsofthecharacterswithinoritscrew.AndtheVehiclecanuseits ownFatePointstodothis. Forexample,ifacharacterhastheAspectHotShotPilot,whenitcomes time to make a roll related to piloting the Vehicle, either the pilot may spend a FP to invoke his Aspect for a bonus, or the Vehicle can spend oneofitsFPstoinvokethepilotsAspect. Likewise, a computer expert can grant his Black Hat Advantage to theVehiclessystemattackssolongasheistheprimaryoperatorofthe Vehicles systems. And in the case of such Advantages, the bonus is automatic.

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VehicularConflict
StealthandDetection
If it has onboard sensor equipment, a Vehicles Sensors Ability is used to detectthepresenceofotherVehiclesandgatheradditionaldata.Generally thisrollisagainstadifficultyof0witha+1addedtothedifficultyforevery zonebetweenthedetectingVehicleandthehiddenVehicle. Vehicles may remain hidden from the enemy by making a roll using Systems,contestedbytheenemysSensors.

StructuralAttacks
Machine guns, missiles, torpedoes, lasers, bombs; these are types of weaponsusedbyVehiclestomakestructuralattacks. AVehiclemaymakeastructuralattackasasimpleaction.Attacksmadeby the Vehicle itself, such as guided missiles or automated guns, use the Vehicles Weapons Ability and have a Weapon Rating as defined by the Advantagethatgrantedtheweapon. The defender can defend with any number of Abilities, such as using Maneuvering to dodge out of the way, Structure to harmlessly absorb the damage,Systemstodisruptweapontargetingandguidancesystems,etc. Ramming Instead of using onboard weapons, there is always the option of simply ramming into your target. The attack is made as a Speed roll, adding the attackingVehiclesSizeasabonus. The defender may choose to defend with either Maneuverability or StructureandalsoaddsitsSizeasabonus. Onceresolved,anotherattackrollismadeagainstbothparticipantswitha WeaponRatingequaltotwicetheamountofstressthedefendersufferedin the original exchange. This means the defender takes a second wave of stress, but it also means the attacker could be damaged as well. Both VehiclesmayrolltheirStructuretodefend. For example, the Leviathan (Speed 4, Size 5) decides to ram the smaller vessel,theRaven(Maneuverability3,Size4).TheLeviathanrollsa2,addsin itsSpeedandSize,foratotalof11. TheRavendecidestodefendwithManeuverability,tryingtoslipoutofthe heaviershipswayatthelastmoment.Itrollsa1,addsitsManeuverability,

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andthenitsSize,foradefenseof8.SotheLeviathanramsintotheRaven, forcingittosuffer3pointsofstructuralstress. NowbothshipssufferastructuralattackwithaWeaponRatingof6.They maydefendwiththeirStructure. This second attack represents the inherent destruction that comes from slamming two fast moving Vehicles into each other and the fact that the attackerwilloftensufferatleastsomedamagefromtheexchange.

SystemAttacks
System attacks are performed by assaulting another Vehicles computer systemswithyourown,uploadingviruses,overloadingthemwithdata,etc. This requires a simple action. However, if the Vehicle has more than one characteronboardorhasaCrewratingof1ormore,thissimpleactioncan betakenatthesametimeasastructuralattack. TomakethesesortsofattacksyoumusthavetheElectronicWarfareSuit Advantageandhavesomeonetooperateit,beitaPC,NPC,theshipscrew oranAI. A system attack requires the ability to interface with the opponents computersystems,whichisusuallydoneviawirelesstransmission. The attack roll is made using the Systems Ability + the Vehicle's Size and consists of your attempt to bypass your targets defenses and do as much damageaspossiblebeforeyourwindowofopportunityisclosed. Such attacks can disrupt enemy communications, weapon systems, environmentalcontrols,etc.,andisreflectedasstressdealttotheVehicles systemStressTrack. System attacks are also defended against with the Systems Ability + the Vehicles Size. This represents the effectiveness of the Vehicles firewalls, antiintrusionssoftware,andactiveelectronicdefenses. Inadditiontocausingsystemstress,youmayalsouseyourSystemsAbility toperformManeuvers.Forexample,youmightmakeacontestedSystems rolltoplaceaDisabledGravityFieldsAspectontheenemyVehicle.

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CrewAttacks
Any time a Vehicle suffers a structural stress Consequence, there is a chance someoneonboardcouldbeinjuredaswell. IftheVehicledoesnothaveranksintheCrewAbility,theattackingVehiclealso makes an attack roll against each of the passengers inside. The attack roll is a simpledicerollwithabonusequaltotheamountofstresstheVehiclesuffered ontheattackthatcausedtheConsequence. The passengers can defend with whatever Ability seems most appropriate, mostlikelyEndurance. Vehiclesprovidehardcovertothosewithinandmayhelpprotectthemagainst attacksaimeddirectlyatthem,insteadofatdamagingtheVehicle. If the Vehicle does have ranks in the Crew Ability, the attacking Vehicle also makesanattackrollagainstthedefendingVehiclescrewStressTrack.Aswith nocrew,theattackrollisasimpledicerollwithabonusequaltotheamountof stress the Vehicle suffered on the attack that caused the Consequence. The defendingVehiclemaydefendwithitsStructureAbility. It is possible to actually use the Vehicles crew to attack another Vehicle, but thisrequirestheabilitytoboardtheotherVehicle.

Boarding
There are two ways to handle boarding. The first is to handle it as a Personal scalescene.AstheVehiclescomeintocontactwitheachother,youforgetabout them and shift focus to the individual characters. The ships are divided into zones,ifnecessary,andthesceneplaysoutlikemostanyothers. Itsalsopossibletohandletheboardingmoreabstractly,keepingthescenein theSkirmishscale. Todothis,theboardingVehiclemustapproachitsvictimandgetcloseenough formembersofthecrewtocrossovertotheenemyVehicle. Itsmucheasiertoboardifthevictimisunabletoevade,usuallybecauseithas beenDefeatedwithweaponsorsystemattacks.IftheVehicletobeboardedis moving, it is easy enough to match its course and speed as long as it cant change course. If it can still change direction, it will be difficult or even impossibletoboard. Waterborneshipswouldneedtogetcloseenoughtodropaboardingramp(or someothersortofbridge)betweenthevessels,haveitscrewclimbaboardfrom thewaterorasmallervessel,ormaybejustjumporswingacross. Inspace,theboardingcrewwouldneedprotectionfromvacuumandawayto getfromoneshiptotheother.Thismaybedonebydockingwiththeother shiporbysendingboardersacrossinarmoredvacuumsuitsandmagneticboots toallowthemtowalkonthehulloftheenemyship.

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Assuming its possible to get a boarding team over to the other Vehicle, the two Vehicles must be in the same zone. Once in the same zone, the attacking and defending Vehicles need to make opposed Maneuvering rolls, with the attackersufferinga3penalty. If the attacker succeeds, the two Vehicles have been brought close enough togethertoattemptaboarding. Oncewithinboardingrange,theattackingVehiclemaymakeanattackusingits CrewAbility,withabonusontherollequaltoitsSize.Thedefendermaydefend withitsCrew+Size.AnystressisdealttothedefenderscrewStressTrack. The defender then gets a chance to repel the boarders by making its own attack.Aswiththefirstexchange,bothVehiclesrolltheirCrew,addingtheirSize asabonus. Aftertheattackerhasmadeitsboardingattack,andthedefendingVehiclehas hadachancetotrytorepeltheboarders,thedefendingVehiclecanattemptto getoutofboardingrange.Assumingitcanmoveofcourse To escape from boarding range, the attacking and defending Vehicles must make a contested Maneuvering roll. If the defender wins, it moves out of boardingrangeandtheattackermaynolongermakeboardingattackrollsuntil itpositionsitselfwithinboardingrangeagain. QuickResolution Theremaybetimeswhenyoudontwanttogointotheextradetailrequired toplayoutafullvehicularconflict.Youjustwanttogettotheresolution.When thatsthecase,justusethismethod: SelectoneoftheVehiclesAbilitiestouseforattacks,thenaddtheVehicles Size and relevant Advantages. Damage is inflicted on the Stress Track that makesthemostsenseforthetypesofattacksyoudbeusing. As you launch your attacks, the enemy will defend with whatever Ability is appropriateandmayreturnwithattacksusingwhateverAbilityitdesires,also addingitsSizeandanyrelevantAdvantages. Keepinmindthatthisisaveryabstractwaytoresolvetheconflict.TheAbility used to attack is the Ability that gives you the edge in the conflict, and your defendingAbilityiswhatsmostlikelytosaveyourskin. Forexample,youmightuseManeuveringtoattack.Thisprobablyrepresents yourVehiclesabilitytoputitselfinthebestpositiontoinflictthemostdamage with itsweapons.Similarly,Sensorsmight beusedtopinpointweakpointsin yourVehiclesarmor. On the other hand, Weapons might be used to defend by taking out the enemybeforeitcandoyouanyseriousdamage.OrCrewmightbeusedtorely onyourcrewsknowledgetodisruptenemytargeting,pointoutweaknessesin theenemysposition,managepowertotheshieldsandguns,etc.

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SampleVehicularAdvantages
CrewAdvantages
CrackShot APCost:2 The Vehicles crew sports a crack shot, a master of the Vehicles weapon systems. The Vehicle gains a +2 bonus to structural attacks made with the WeaponsAbility. ElectronicWarfareSpecialist APCost:2 The crew features a computer hacker specially trained to infiltrate the computersystemsofenemyVehicles.TheVehiclegainsa+2bonustosystem attacksmadewiththeSystemsAbility. EngineeringElite APCost:1 There areone or more crewmen inengineering that can work magic with the Vehicles systems. You gain a +2 bonus on rolls to perform Maneuvers relating to the performance and reliability of the Vehicles power source, weapons,defenses,sensors,etc.

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HotshotDriver/Pilot APCost:2 TheVehiclesprimarydriverorpilotisespeciallygifted.Thismemberofthe crewprovidesa+2bonusonanyrollsduringachase,tonegotiateadifficult environment,ortoperformamovementrelatedManeuver. Marines APCost:1 The Vehicle houses a number of trained warriors. These members of the crewprovidea+2bonusforanyattackordefenserollmadeusingtheCrew Ability. NavigationsSpecialists APCost:1 Thecrewfeaturesoneormorenavigatorsthatperformatanexceptional level. These members of the crew provide a +2 bonus for any roll made to stayoncoursefromonelocationtoanother. RapidRepairTeam APCost:1 There is a team of engineers on board whose job is to quickly and accurately assess and repair damage to the Vehicles structure. These membersofthecrewprovidea+1bonusondefenserollsusingtheStructure Ability, as well as providing a +2 bonus on rolls to make repairs to the Vehicle. IftheVehiclealsohasaWorkshop,theymayalsoaddthebonusitprovides torepairrolls. TrainedMedicalStaff APCost:1 There are a number of trained medical professionals among the crew. These members of the crew can provide medical aid, and roll the Vehicles Crew +2 to do so. This bonus can also be applied to restoring Crew Consequences. IftheVehiclealsohasaMedBay,theymayalsoaddthebonusitprovides.

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SensorRanges
Generally, if you are mapping out an area in zones, any Vehicle in the mappedareaiswithinsensorrange.Ontheground,sensorscanreachfor miles. In the air, they can reach even farther, and in space sensors can detectobjectshundredsorevenmillionsofmilesaway. Dependingonthesituation,theGMmaysetpenaltiesforSensorrollsat greatrange.Seethetablebelowforsuggestions: Close(0) Medium(2) Long(4)
Land Air Space <1mile(.5km) <10Miles(5km) <200miles(100km) 10miles(5km) 50miles(25km) 2,000miles(1,000km) 50miles(25km) 200miles(100km) 200,000miles(100,000km)

DefensiveAdvantages
Armored APCost:2 TheVehicleiscoveredinalayerofarmor.IthasanArmorRatingof2,and thisAdvantagemaybetakenmultipletimes.EachtimeitsARisincreasedby anadditional+2. ElectronicCounterMeasures APCost:1 The Vehicle has been outfitted with some of the best firewalls and anti intrusionsoftwaremoneycanbuy.TheVehiclegainsa+2bonusonrollsto defend against electronic systems attacks. You may take this Advantage multipletimes,eachtimeadding+2toyourdefenserolls. InternalDefenseSystems APCost:1 The interior of the Vehicle is designed to help repel boarders or even activelyattackthem.Thiscouldmeantraps,automatedguns,murderholes, arrowslitsinthewalls,etc. TheVehiclegainsa+2bonusonCrewrollstodefendagainstboarders.

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KineticShields APCost:3 The Vehicle can emit a field of energy that protects it from attacks on all sides.Theseshieldsofferpowerfulprotectionagainstweaponattacks. The Vehicle gains an additional set of stress boxes and may take one additional Consequence. The number of stress boxes associated with this ConsequenceisequaltotheVehiclesSystems+Size.Allstressfromweapon attacks are first checked off this new Stress Track. This track consists of a single set of stress boxes, and when filled, the Vehicle must take the ConsequenceOverloadedShields.Additionalstressisappliedtothestructure oftheVehiclenormally. The shields may be brought back online with a successful Reasoning roll (Diff:2).ThisclearstheConsequenceandallShieldstressandcanbedonein placeofasystemattack. Youmayalsoelecttorolltoclearthisstressbeforeitaccumulatesenough foryoutosuffertheOverloadedShieldsConsequence. For example, if the Crimson Raven star ship (Systems 3, Size 4) takes this Advantage, it gains a new row of 7 stress boxes above its row of Minor stress boxes. Any stress it suffers from its enemys weapons is first subtractedfromitsshields.Shouldittake9structurestress,thestressboxes fromhisshieldsarecheckedoffinstead,andittakestheOverloadedShields Consequence. And then it takes the remaining 2 stress on its Structural StressTrack. It may laterforego a systems attack andattempt tobring itsshields back online.TheCrimsonRavensengineerrollsReasoningandaddshisbonuses. Onasuccess, theOverloaded Shields Consequence and all the stress boxes associatedwiththatConsequencearecleared. The Vehicle may spend additional AP on this Advantage. For every additionalAPspent,theVehiclegain2morestressboxesforitsshields. PointDefenseSystem APCost:2 The Vehicle has several small weapons designed specifically to ward off smallattackersorincomingmissiles. Whendefendingagainstattacksfrommissiles,theVehiclegainsabonusto itsARequaltoitsWeaponsAbility. Inaddition,theVehiclemayspendaFPtoattackeveryenemyinthesame zoneitoccupieswithitsPointDefenseSystem.Thisisresolvedasastandard attackrollusingWeapons,withaWeaponRatingof0.

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ReactiveArmor APCost:1 TheVehiclesarmoriscoveredinalayerofexplosives.Theseexplosivesare designedtodetonateuponsustaininganimpactfromanenemy'sexplosive weapon, absorbing and redirecting the bulk of the energy away from the Vehicle. The Vehicles armor rating is increased by +2 when defending against explosiveweaponslikemissiles. ReflectiveArmor APCost:1 TheVehicleiscoveredinathinlayerofhighlyreflectivematerialwhichaids inreflectinganddispersingattacksformbeamweapons. TheVehiclesarmorratingisincreasedby+2whendefendingagainstbeam weapons. ReinforcedStructure APCost:1 TheVehiclesstructureisfortifiedwithredundantsupportsandhighquality materials.IncreasethenumberofstructuralstressboxestheVehicleshasby 2. TheVehiclemaytakethisAdvantagemultipletimes,eachtimeaddingtwo additionalstressboxes. ReinforcedUndercarriage APCost:1 The lower section of the Vehicle has been hardened against explosions from below, such as mines or any type of explosion detonated as the Vehiclespassesoverit. Againstsuchattacks,theVehiclesArmorRatingisincreasedby+2.

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FunctionalAdvantages
ArtificialIntelligence APCost:3 The electronic systems of the Vehicle houses artificial intelligence capable of performing any and all system related tasks. This AI has a Reasoning, KnowledgeandWillpowerof4,oradds+2totheVehiclesCrew.Inaddition, ithasthreeAspectswhichmaybeusedtodefineitspersonalityandspecial skills. AutoRepairCapability APCost:2 The Vehicle is outfitted with systems capable of automatically making repairs, even while the Vehicle is in use. This could be a swarm of repair nanites,acrewofdedicatedrobots,ormaybetheVehicleitselfisaliveand canheallikeotherlivingcreatures. AnyrollstorepairtheVehiclegaina+2bonus.Or,ifleftalone,theVehicle willattempttomakerepairrollsonitselfusingitsSystemsAbility(thoughin thiscaseitdoesnotbenefitfromthis+2bonus). CargoHold APCost:EqualtoVehiclesSize The Vehicle is outfitted with a cargo hold as well as the equipment necessaryformovingcargoandproperlysecuringitintoplaceduringtransit. A Vehicle can usually carry two items of a Size category one smaller than itself.SoaSize4VehiclecangenerallycarrytwoSize3itemsorfourSize2 items. AVehiclethatalsohastheCarrierAdvantageisconsideredoneSizesmaller fordeterminingbothwhatVehiclesitcancarryandhowmuchcargoitcan hold. TheCostofanyVehiclewiththeCargoHoldAdvantageisreducedby1.The cost of the Vehicle with the Cargo Hold Advantage does not include any cargo,whichmustbepurchasedseparately.

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Carrier APCost:EqualtoVehiclesSize TheVehiclecontainsanarealargeenoughtohouseothersmallerVehicles. AVehiclecanusuallycarrytwoVehiclesofaSizecategoryonesmallerthan itself.SoaSize4VehiclecangenerallycarrytwoSize3VehiclesorfourSize2 Vehicles. The Vehicle may purchase this Advantage up to three times, each time increasing its own Size for the purposes of determining the number of Vehiclesitcancarry.However,itmaynotcarryanyVehiclesofaSizelarger thantwoSizecategoriessmallerthanitsowntrueSize. A Vehicle that also has the Cargo Hold Advantage is considered one Size smallerfordeterminingbothwhatVehiclesitcancarryandhowmuchcargo itcanhold. The Cost of any Vehicle with the Carrier Advantage is reduced by 1. The costoftheVehiclewiththeCarrierAdvantagedoesnotincludethecarried Vehicles;theymustbepurchasedseparately. Cloaked APCost:2 TheVehicleiscoveredwithmaterialthatabsorbsradar,emitssomesortof sensordisruptionfield,storesitsownemissions,etc. While still visible to the naked eye, the Vehicle is much harder to detect withsensors.The Vehiclegains a +2 bonus onrolls to remain unnoticed by sensorequipment. CrewQuarters APCost:1 The Vehicle is outfitted with the equipment and supplies needed for the crewtolivewithintheVehiclefortwoweekswithoutresupplying. EnhancedCrewSafetySystems APCost:1 The vast array of safety equipment the crew has at their disposal helps insure their safety. Any time the Vehicles passengers suffer stress from a structuralattackontheVehicleoritsufferscrewstressfromsuchanattack, reducetheamountofstresssufferedby2.

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EnhancedSensorSuite APCost:2 AseriesofhighlysensitiveexternalsensorsgivestheVehiclea+2bonuson rollstogatheringinformationatrange. EscapeVehicles APCost:1 Whetherescapepods,anejectionseat,oraliferaft,thereareoneormore smallsecondaryVehiclesstoredonboardcapableoftakingatleastsomeof theVehiclespassengerstosafetyinacatastrophe. If the Vehicle is destroyed, passengers may spend a Fate Point to declare that they made it safely to an escape Vehicle before the main Vehicle explodes,implodes,sinks,etc. Fated APCost:1 TheVehiclesRefreshisincreasedby1. FTLInhibiter APCost:2 The Vehicle can send a series of signals that scramble and confuse anotherVehiclesFTL.The target must win in a contested Systems roll to activateitsFTL. IntuitiveInterface APCost:1 The controlsformoving the Vehicle are very intuitive. Maybe its just a very good combination of sensitive controls and support software or maybe its somethingasadvancedasadirectinterfacewiththepilotordriversmind. Regardless of the specifics, moving the Vehicle does not count as a supplementalactionwhenperformingothertasks.

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LinkedSystems APCost:1 Two Vehicles with this Advantage may remotely link their systems, allowing them to perform actions in unisonmuchmoreefficiently. Both Vehicles must be within the same zone to link, but when linked, both Vehicles are considered one Size categorylargerthannormal. MechanicalWorkshop APCost:1 WithintheVehicleyoucanfindallthe toolsyouneedtofabricateandmodify a vast array of objects and machines. This area is considered a rank 3 workshop. Medbay APCost:1 AportionoftheVehiclehasbeenset aside to tend to the wounded. This area is considered a rank 3 medical facility. MiningRig APCost:1 The Vehicle is outfitted with the necessary equipment to find and extract rawmaterials. NetworkConnectivitySuite APCost:1 TheVehiclecanwirelesslyconnecttothelocalnetwork,beittheinternet ofthetwentyfirstcenturyorsomeinterplanetarycommunicationsnetwork. Generallythismeansthatthereneedstobesomesortofwirelessnetwork accesspointwithinatleastlongrangeoftheVehiclessensors. Of course, it probably also needs the Onboard Computers Advantage to makeeffectiveuseofthisconnection.

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OnboardComputers APCost:1 The Vehicle houses several computer systems available for the crew or passengers to use. Onboard computers are considered to have a Security ratingequaltotheVehiclesSystemsAbility+itsSize.TheVehiclesSystems ratingalsograntabonusonanycomputerrelatedrollstoperformresearch orotherbasiccomputingtasks. OpticalCamouflage APCost:1 The Vehicle has some way of making itself almost invisible in the visible lightspectrum,appearingonlyasafaintlyvisiblerippleintheair. TheVehiclegainsa+2bonusonrollstoremainunnoticedbythenakedeye orstandardvideoequipment. SalvageRig APCost:1 The Vehicle is outfitted with the necessary equipment to remove and handlesalvageableitemsfromwrecksandruins. ScienceLab APCost:1 ThereisadedicatedsciencelabwithintheVehicle.Thisareaisconsidereda rank3sciencelab. SignalJammer APCost:1 A series of signals can be sent to another Vehicle, distorting, scrambling andredirectingattemptstoestablishcommunicationswithotherVehicles. The target must win in a contested Systems roll to successfully send a communicationssignal. SocialAppeal APCost:1 TheVehicleappealstothemasses.Maybeitssomekindofstatussymbol ormaybeitfeaturessomeslickcustomizationsthatreallydrawtheeye. The Vehicle gains the Slick Ride Aspect, which its owner might invoke for bonusesinsomesocialsituations.

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Specialized APCost:1 TheVehiclegainsanadditionalSpecialtyAspect. StockStandard APCost:1 The Vehicle is off the shelf, no customizations, no special features and is generallyunremarkable. TheVehicles cost is reduced by 1, and it gains the UnremarkableAspect. TargetDesignator APCost:1 TheVehicleiscapableofpaintingtargetsforotheralliedVehicles.Thisis useful for communication complex strategies, but also for guiding attacks madebyotherVehiclesusingindirectfire.Seepg.373formoreonindirect fire. TeleportationSystem APCost:3 TheVehicle has amechanism itcanuseto instantly transport passengers, materialsandobjectsfromonelocationtoanother. To perform the teleport, the system must first get a lock on the location, analyze the thing to be teleported, and calculate a transport solution. This requiresaSystemsrollwithadifficultyequaltotheSizeoftheobjectbeing teleported.Ifmultipleobjectsarebeingteleportedatonce,thedifficultyis equaltotheSizeofthelargestobject+1foreachadditionalobject. In addition, the Vehicle may suffer additional penalties as per the table below: Penalty 1perzone 4 4 Complication DistancebetweenVehicleandzonetheobjectistobe teleportedinto. TeleportingobjectontomovingVehicle. Teleportingobjectthroughkineticshields.

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TractorBeam APCost:2 TheVehiclecanemitabeamofenergycapableoflockingontoatargetand draggingitcloser.TheVehiclemaynotmovewhileusingatractorbeam. Tousethetractorbeam,theVehiclemustfirstsucceedonacontestedroll against its target. The Vehicle using the tractor beam may roll its Systems, andthedefendingVehiclemayrolleitheritsSpeedorManeuverability.Both VehiclesaddtheirSizeasabonustothisroll. IftheVehicle withthetractorbeam wins,itstarget is held immobileuntil thenextround.Onitsnextturn,itmayinitiateanothercontestedroll.Ifit succeedsagain,thetargetVehicleispulledonezoneclosertoit.Eachtime theattackerwinsthisroll,thedefenderispulledanotherzonecloser. OncebothVehiclesareinthesamezone,thenextsuccesseitherputsthe two Vehicles close enough to attempt a boarding action, or if the attacking Vehicle has the Carrier Advantage (and is large enough), the defenderispulledintoit. At any time, if the attacker wins the contested roll and generates Spin, no additional rolls are necessary. The defender is caught and cant resist beingpulledin. Ifatanytimethedefenderwins,ithasbrokenfreeofthetractorbeam andmaymoveaboutfreely,thoughtheattackermaytryagain. Upgraded APCost:1 TheVehiclehasoneadditionalranktoaddtoanyofitsAbilities.

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MobilityAdvantages
AnimalPowered APCost:1 TheVehicleispulledorpushedbyalivingcreature.Inmostcases,instead of having a Systems Ability rating the Vehicles uses the Mental Abilities of theanimalsthatpowerit. InaSkirmishScaleconflict,ananimalpoweredVehiclemovesatthesame rateasaUnit,butrollsSpeedinsteadofPhysicalandsuffersa1penaltyon rollstomovefaster. Seepg.400formoreonSkirmishscalemovement. ArmorMode APCost:3 TheVehicle(whichcanbenolargerthanSize2)cantransformitselfintoa largesuitofarmorforitsdriver/pilot.Wheninitsarmoredform,thewearer gainsthefollowingmodifications: Scale: The pilot/driver and his armor default to Personal Scale for most typesofconflict. Size:ThewearersSizeincreasestobeequaltotheVehiclesSize. Armor Rating: The wearer gains an Armor Rating equal to the Vehicles StructureplusitsArmorratingifithasone.ThisARstackswitharmorthe weareralreadyhas. Weapons:OnlyAntiPersonnelWeaponsmaybeusedwhiletheVehicleisin armorform,andconflictusingtheseweaponsisresolvednormally. By spending 1 additional AP on this Advantage, all weapons remain availableandcanbeusednormally. Strength:TheVehicleprovidesitswearerwithabonustoStrengthequalto the Vehicles Size x 4. This does not, however, increase the number of physicalstressboxesthewearerhas. AtmosphericFlight APCost:2 As long as there is air present to provide lift, the Vehicle may fly about. When taking this Advantage, make sure one of its Aspects define how the Vehicleflies,beitafixedwingaircraft,ahelicopter,etc. Inadditiontoitsabilitytofly,thisVehiclehastheadditionalgearrequired toland,andmaymoveaboutonthegroundinaverylimitedfashion.

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InaSkirmishScaleconflict,thisflyingcraftmovesatthesamerateasaUnit plus an additional number of zones equal to the crafts Speed x 2. When hustling, it moves a number of additional zones equal to its Speed x 3. When running, the Vehicle simply moves a number of additional zones equaltoitsSpeedx4. Seepg.400formoreonSkirmishscalemovement. FTLDrive APCost:3 The Vehicle is equipped with the capability of travelling faster than the speed of light. Exactly what this means and how it is accomplished largely dependsonthesetting. IfyoursettingincludesVehicleswithFTLdrives,youneedtofirstconsider therulesofFTLtravel.DoesthedrivereallyjustmaketheVehicleflyfaster than the speed of light, is it an instantaneous jump from one point to another,ordoesitplacetheVehicleinanotherdimensionwheretherulesof physics are different? How much faster than the speed of light can the Vehiclefly.How farcan it jump?How doesthe second dimension relate to thefirst?CantheFTLdrivebeactivatedagainimmediatelyafteritisused,or doesitrequireawarmupperiod? JumpGateGenerator APCost:4 UsingFTLtechnology,theVehicleiscapableofcreatingagate.Vehicles notequippedwithanFTLdrivemaybepilotedintothegatetoachieveFTL travel.PerhapsthegatebooststheVehiclesspeedtoFTLlevels,ormaybe itssomesortofwormhole. As with any sort of FTL travel, the exact details depend largely on the campaign. JumpJets APCost:1 TheVehicleiscapableofmakingshortleapsintotheair.Thisusesthesame rules as a normal jumping character (pg. 280) but uses its Maneuverability andalldistancesaremultipliedby100.

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Tracked APCost:2 Instead of wheels, this ground Vehicle gets around on tracks. It gains the Aspect,Tracked. A Tracked Vehicle moves at the same rate as a Wheeled Vehicle (see below),butitsTrackedAspectmaybecompelledtoforceapenaltyonrolls torun. Transitional APCost:1 Byitself,thisAdvantagedoesnothing.Butwhentakeninconjunctionwith two other Mobility Advantages, the Vehicle gains the ability to switch betweenthemwithonefullroundofeffort. For example, a Vehicle may take Transitional, Tracked and Atmospheric FlighttobeabletotransformbetweenatanklikeVehicleandaplane. TwoWheeled APCost:1 With only two wheels, the Vehicle is more agile, but is more prone to crashing.ItgainstheTwoWheeledAspect. AtwowheeledVehiclemovesatthesamerateasaWheeledVehicle(see below)inaSkirmishScaleconflict. SpaceFlight APCost:2 TheVehicleiscapableoftraversingthevacuumofspace.However,without also taking Atmospheric Flight, the Vehicle will crash upon entering atmosphere. Inadditiontoitsabilitytoflyinspace,thisVehiclehastheadditionalgear requiredtodockwithotherVehiclesorspacestructures. InaSkirmishScaleconflict,thisspacecraftmovesatthesamerateasaUnit plus an additional number of zones equal to the crafts Speed x 2. When hustling, it moves a number of additional zones equal to its Speed x 3. When running, the Vehicle simply moves a number of additional zones equaltoitsSpeedx4. Seepg.400formoreonSkirmishscalemovement.

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VTOL APCost:1 The Vehicle is capable of vertical takeoff and landing. This means the Vehicle may rise and hover in place, not requiring a runway or special launchingpadtotaketotheair. Note that this Advantage is useless by itself. The Vehicle also needs AtmosphericFlight. Walker,Bipedal APCost:1 TheVehiclemovesaroundonapairoflegssimilartothoseofahumanora bird.TheVehiclegainstheBipedAspect. A walking Vehicle moves at the same rate as a Wheeled Vehicle (see below),butitsBipedAspectmaybecompelledtoforceapenaltyonrollsto run. Seepg.400formoreonSkirmishscalemovement. Walker,Multilegged APCost:2 Instead of two legs, the Vehicle uses three or more legs to provide locomotion and greater stability. Six or eight legged bug or spiderlike configurationsarecommon.TheVehiclegainstheMulitleggedAspect. A walking Vehicle moves at the same rate as a Wheeled Vehicle (see below),butitsMultiLeggedAspectmaybecompelledtoforceapenaltyon rollstorun. Seepg.400formoreonSkirmishscalemovement. Waterborne,Floating APCost:1 TheVehiclemovesaboutbyfloatingonthesurfaceofwater. InaSkirmishScaleconflict,afloatingVehiclemovesatthesamerateasa UnitplusoneadditionalzoneperrankinSpeed.Whenhustling,itmovesa numberofadditionalzonesequaltoitsSpeed. Whenrunning,rollSpeedinsteadofPhysical,andinsteadofmovingone zoneforevery2pointsinexcessofthedifficultyof2,theVehiclemovesa numberofadditionalzonesequaltoitsSpeed. Seepg.400formoreonSkirmishscalemovement.

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Waterborne,Submersed APCost:2 TheVehicleiscapableofmovingonthesurfaceofwater,butmayalsodive beneaththesurface.ItgainstheSubmersedAspectwhendiving. A submersed Vehicle moves at the same rate as a floating Vehicle, but its SubmersedAspectmaybecompelledtoforceapenaltyonrollstorun. Wheeled APCost:1 TheVehiclemovesaboutonthreeormorewheels. InaSkirmishScaleconflict,aWheeledVehiclemovesatthesamerateasa UnitplusoneadditionalzoneperrankinSpeed.Whenhustling,itmovesa numberofadditionalzonesequaltoitsSpeed. Whenrunning,rollSpeedinsteadofPhysical,andinsteadofmovingone zoneforevery2pointsinexcessofthedifficultyof2,theVehiclemovesa numberofadditionalzonesequaltoitsSpeed. Seepg.400formoreonSkirmishscalemovement.

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WeaponRanges
The range rating for all weapons on a Vehicle is equal to the Vehicles Weapons Ability. So if the Vehicle has a Weapons rating of 2, the range rating of all of its weapons is 2 Skirmish Scale zones. And just as with Personal Scale conflicts, attacks suffer a 2 penalty per zone beyond the weaponsrangerating. However,someweaponsmayprovideanincreasedrangerating. System attacks are limited to sensor ranges. If the Vehicle is within sensorrangeandhasbeendetected,itissusceptibletoasystemattack.

OffensiveAdvantages
AntiPersonnelWeapons APCost:1 The Vehicle is outfitted with a weapon specifically designed to attack personnelinsteadofotherVehicles.Whenmakingattackswiththisweapon, the attacks are made and resolved on the Personal Scale. This means the weaponattacksindividualsinsteadofentirezones. AttacksaremadeusingtheVehiclesWeaponsAbility,andtheweaponhas aWeaponRatingequaltotheVehiclesSizex3. If used against another Vehicle, this weapon is treated as if it were fired fromamanonfoot. AutoCannon APCost:1 Though smaller than a standard cannon, the autocannon sports a much higher rate of fire. When making an attack with the autocannon, roll the Vehicles Weapons Ability. The autocannon has a Weapon Rating equal to theVehiclesSize+2. However,theVehiclehastheoptiontospendaFatePointtoattackevery Vehiclein aspecifiedzonewith its autocannon. When doing this, make an attack roll against every enemy in the targeted zone, but do not add a WeaponRating. The Vehicle may purchase this Advantage multiple times, each time increasingtheautocannonsWeaponRatingbyanother+2.

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BoardingCapsules APCost:2 TheVehicleiscapableoflaunchingsomesortofsmallerVehiclededicated tothetaskoftransportingboarderstoanotherenemyVehicle. WhenattemptingaboardingactionagainstamobileVehicle,theboarding Vehicledoesnotsuffertheinitial3penaltyonitsManeuveringroll. Bomber APCost:1 The Vehicle is capable of dropping large bombs on the battlefield. When dropping a bomb, the Vehicle makes an attack against all ground forces in thetargetzone.ThebombhasaWeaponRatingof+2. The Vehicle may purchase this Advantage multiple times, each time increasing the bombs Weapon Rating by another +2. In addition, it may affectoneadditionalzoneadjacenttothetargetzone. Cannon APCost:1 The Vehicle isoutfitted with a large cannon capable of doing tremendous damagetootherVehicles.Whenmakinganattackwiththiscannon,rollthe Vehicles Weapons Ability. The cannon has a Weapon Rating equal to the VehiclesSize+4. The Vehicle may purchase this Advantage multiple times, each time increasingthecannonsWeaponRatingbyanother+2. ElectronicWarfareSuite(EWS) APCost:1 ThesystemsaboardtheVehiclehavebeenupgradedtofeaturethelatest intrusionhardwareandsoftwareavailable.TheVehicleiscapableofmaking electronicattacksagainstthesystemsofenemieswithinsensorrange. TheVehiclemaypurchasethisAdvantagemultipletimes,eachtimeitgains anadditional+2bonusonsystemattackrolls. IndirectFireCapability APCost:1 The weapons used by the Vehicle need not have a direct line of sight to their target. The weapons can be fired into the air and arced to hit their target.However,thisrequiressomeoneorsomethingtoprovidetheVehicle

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with the location of the target, such as another Vehicle with the Target DesignatorAdvantage. Whenmakingindirectattacks,theVehiclesuffersa2penaltyontheattack roll.However,itsweaponsrangeisincreasedbyfivetimes. MeleeWeapon APCost:1 TheVehicle,probablyawalker,isoutfittedwithameleeweaponattached toalimbcapableofwieldingit.Itcouldbeamassiveaxeorsword,ormaybe agiantchainsaw.Regardlessofitsactualform,theVehicleattacksusingits ManeuverabilityandtheweaponhasaWeaponRatingequaltotheVehicles Size+2. ItmayonlyuseitsmeleeweapontoattackVehiclesinthesamezone. The Vehicle may purchase this Advantage multiple times, each time increasingthemeleeweaponsWeaponRatingbyanother+2. MineDispenser APCost:1 The Vehicle may deploy mines as it moves through a zone, placing the Mined(P) Aspect on that zone. This Aspect can later be invoked (or compelled!)whenaVehicleentersthatzonetosubjectittoanattackfrom themines. Thisattackisresolvedasasimpledicerollwitha+3bonus.Themineshave aWeaponRatingof+6. MissileBay APCost:1 The Vehicle is outfitted with a missile launcher and a small number of missiles. This may take the form or a single large missile or torpedo, or a swarmofsmallermissiles. OnceperscenetheVehiclemayattackwithitsmissiles.Additionalattacks costaFatePoint.Whenmakingamissileattack,rolltheVehiclesWeapons Ability. The missiles home in on their target, granting a +2 bonus to the attack roll and adding +2 to the Vehicles effective weapon range. The missilesalsohaveaWeaponRatingequaltotheVehiclesSize+5. The Vehicle may purchase this Advantage multiple times, each time increasingthemissilesWeaponRatingbyanother+2.

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ReinforcedProw APCost:1 The front of the Vehicle is reinforced for ramming other Vehicles. When initiatingaram,theVehiclegainsa+2onanyattackanddefenserolls. WeaponBattery APCost:1 Byitself,thisAdvantagedoesnothing.YoumustalsoselectCannon,Auto Cannon,orMissileBay. Insteadofhavingasingleweaponofthattype,theVehiclehasseveral.This allowstheVehicletospendaFatePointtoeitherfocusallofitsattacksona singleenemyorsplititsfireamongalltheenemiesinazone. When attacking a single enemy with all the weapons in its battery, the Vehiclegainsa+2bonustotheattackrollandtheweaponsWeaponRating isincreasedbyanadditional+2. Alternatively,theVehiclecantargetazoneandmakeanattackrollagainst every enemy in that zone. This is resolved as a normal attack with that weaponagainsteachtarget.

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SampleVehicles
Boat,Speed
Cost:6 TL:4 Size:2 Refresh:2 VehicleAspects StockSpeedBoat UpperMiddleClassStatusSymbol EasytoTransport
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Boat,CommercialFishing
Cost:6 TL:3 Size:3 Refresh:2 VehicleAspects BigCommercialFishingBoat Thisismyjob,andmyhome. BuiltforWork,NotforComfort
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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 2 3 0 2 0 1 5 4 N

Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

2 3 2 0 2 0 1 5 3 5

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SpecialtyAspects It aint got brakes! (Maneuverability) Lots of Power, Low Weight (Maneuverability) You gotta know how to drive it to get the best out of it. (Maneuverability)
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SpecialtyAspects Itaintgotbakes! (Maneuverability) BigandHeavy(Maneuverability) RiggedforFishing(Systems)


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NotableAdvantages: Waterborne, Floating The Vehiclefloatsatopthewater. CargoHoldHasaspacetocarry cargo. Crew Quarters Can provide a placetoliveforthecrew.

NotableAdvantages: Waterborne, Floating The Vehiclefloatsatopthewater. EnhancedCrewSafetySystems Reduce stress to passengers by 1. Social Appeal Vehicle has the SlickRideAspect

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Car,FourDoorSedan
Cost:5 TL:4 Size:2 Refresh:2 VehicleAspects FamilyCar SafeandSimple Boring,butSensible Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress 0 3 2 0 2 0 2 5 4 N

Car,HighEndSports
Cost:7 TL:4 Size:2 Refresh:2 VehicleAspects HighEndLuxurySportsCar UpperClassStatusSymbol Draws the Attention of Law Enforcement
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SpecialtyAspects Roomy and Comfortable (Systems) SlowontheTakeOff(Speed) EasytoRepair(Structure)


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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 3 3 0 2 0 2 5 4 N

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SpecialtyAspects HighTech Traction Control (Maneuverability) CrampedBackSeats(Crew) CrappyMPG(Systems)


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NotableAdvantages: WheeledVehiclemovesonfour wheels. EnhancedCrewSafetySystems Reduce stress to passengers by 1. StockStandardReducecostby 1, gains the Unremarkable Aspect.

NotableAdvantages: WheeledVehiclemovesonfour wheels. EnhancedCrewSafetySystems Reduce stress to passengers by 1. Upgraded Adds 1 additional Abilityrank. Social Appeal Vehicle has the SlickRideAspect

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Mech,HeavyAssault
Cost:17 TL:5 Size:3 Refresh:3 VehicleAspects
HeavyAssaultMech AllTerrainWarMachine IntimidationonTwoLegs
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Motorcycle
Cost:4 TL:4 Size:1 Refresh:2 VehicleAspects TwoWheeledPersonalVehicle TheRebelsChoice FitsinPlacesaCarCantGo
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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 4 2 4 2 1 2 7 6 N

Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 1 3 0 3 0 0 2 1 N

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SpecialtyAspects

Cutting Edge Particle Projection Cannons(Weapons) ALittleTopHeavy(Maneuverability) KnownforitsReliability(Systems)


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NotableAdvantages:
ArmoredArmorRating:+4 Reinforced Structure 2 additional structuralstressboxes Walker,BipedalGainsBipedAspect Cannon Total Attack Modifier: +3, WR:+10,Range:3 Missile BayCosts1FP,TotalAttack Modifier:+5,WR:+9,Range:5 Indirect Fire Capability Can fire at targets painted by allies. 2 penaltyonattack. MissileBatterySpendFPtogain+2 toattackrollandWeaponrating,or attackeveryenemyinzone. ElectronicWarfareSuiteAllowsfor systemattacks. AntiPersonnelWeaponsCantarget individuals in Personal Scale Conflict. Upgraded (x3) Adds 3 additional Abilityranks.

SpecialtyAspects Lots of Power, Low Weight (Maneuverability) Dangerous and Unstable (Structure) Better Acceleration than the AverageCar(Speed)
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NotableAdvantages: TwoWheeledTwoWheeled StockStandardReducecostby 1, gains the Unremarkable Aspect.

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PoliceHelicopter
Cost:8 TL:4 Size:2 Refresh:2 VehicleAspects StandardFourSeaterHelicopter Standard Police Upgrades and Decals EyeintheSky
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PropPlane
Cost:8 TL:4 Size:2 Refresh:2 VehicleAspects StandardFourSeaterPropPlane CompactandLight AnyAirport,NoMatterHowSmall
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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 2 3 0 2 2 2 4 4 N

Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

0 1 4 0 2 2 2 3 4 N

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SpecialtyAspects Therotorgoesandwereaflying brick.(Structure) SlowAcceleration(Speed) RadarandPoliceRadioEquipment (Systems)


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SpecialtyAspects Slow and Clumsy on the Ground (Maneuverability) PaperThinOuterSkin(Structure) Standardized Radio Equipment (Systems)
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NotableAdvantages: Atmospheric Flight The craft can fly as long as there is enoughairtoprovidelift. Wheeled Vehicle can move on threewheels. Transitional Vehicle can switch between Wheeled and AtmosphericFlight Upgraded Adds 1 additional Abilityrank.

NotableAdvantages: Atmospheric Flight The craft can fly as long as there is enoughairtoprovidelift. VTOLThecraftcantakeoffand landwithoutarunway. Upgraded (x2) Adds 2 additionalAbilityranks.

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StarShip,Interceptor
Cost:14 TL:5 Size:2 Refresh:2 VehicleAspects

StarShip,LightFreighter
Cost:16 TL:5 Size:3 Refresh:3 VehicleAspects SmallCargoTransportCraft LongRangeSpacecraft Thisismyhome.
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OnePersonFighterCraft ShortRangeSpacecraft WorksWellwithOtherInterceptors


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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress SpecialtyAspects

0 2 3 2 3 2 2 4 4 N

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Crew Structure Speed Weapons Maneuverability Sensors Systems StructuralStress SystemStress CrewStress

2 4 2 1 1 2 3 7 6 5

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Rail Cannons with High Density Rounds(Weapons) Redundant Environmental and Safety Systems(Systems) Turns/Inverts on a Dime (Maneuverability)
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SpecialtyAspects ExtraReliableCargoContainment andShielding(Structure) Redundant Environmental and SafetySystems(Systems) Slow and Clumsy (Maneuverability)
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NotableAdvantages:
Space Flight The craft is capable of flyingthroughspace. Armored Vehicle gains an Armor ratingof2. Intuitive Interface Moving the Vehicle does not count as a Supplemental Action when performingothertasks. Onboard Computers Has onboard Rank2computersystem. Network Connectivity Suite Wirelessly connects to local networks. AutoCannonWeaponRating:4,can spendaFPtoattackeveryenemyin a zone, but the cannons WR is not added. Upgraded (x4) Adds 4 additional Abilityranks.

NotableAdvantages: SpaceFlightThecraftiscapable offlyingthroughspace. Armored Vehicle gains an Armorratingof2. Onboard Computers Has onboard Rank 2 computer system. CrewQuarterTheshipprovides livingspaceforitscrew. Network Connectivity Suite Wirelessly connects to local networks. Cargo Hold A Vehicle can usuallycarrytwoitemsofaSize categoryonesmallerthanitself. Upgraded (x3) Adds 3 additionalAbilityranks.

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Chapter10
Organizations ThisChapterandtheFateFractal
The concept that has come to be known as the Fate Fractal is thus; everything can be created using the same (or very similar) processes as creatingacharacter.Thisalsomeansthatconflictinvolvingthingscreatedin thismannercanberesolvedinasimilarway. As with the vehicles in Chapter 9, in this chapter we will be applying this concepttocreategroupsofindividualsthatbehave,accordingtothegame rules,similarlytoasinglecharacter. Ifthereissomethinginthesechaptersthathaveyouconfused,remember totrytothinkofthesegroupsofpeopleandvehicleslikeasinglecharacter. Oftenwhatworksforonewillworkfortheother.

WhatisanOrganization?
An Organization is a group of several individuals who act to further the samegoals.Thismightbethelocalpolice,acorporation,anarmy,atown,a cityorevenanempire.Itconsistsofboththepeoplewhomakeitupandits physicalpresenceintheformofland,buildingsandotherassets. Actions taken by the Organization as a whole are generally dealt with on theCampaignScale.

StepsofOrganizationCreation
1.ThinkaboutyourOrganizationsconceptandpickoutacoolnameforit. 2.DeterminetheOrganizationsInfluenceLevel 3.SelectfiveOrganizationAspects. 4.PurchasetheOrganizationsAbilities. 5.SelectanumberofAssetAspectsequaltoitsInfluence+2

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FP Abilities Influence Refresh (Max) SampleMembership IndividualCharacter 0 AUnit,rangingfrom4to12individuals 1 2 3 4 5 6 7 8 9 10 3 3 4 4 4 5 5 5 6 18(3) 20(4) 22(5) 25(6) 28(7) 31(8) 35(9) 39(10) 45(11)
Asmalllocalcompany,largeclub,townwidecultorminor noblehouse Asmallnationalcompany,influentialnoblehouse,small town Anationalcluborregionalorganizedreligion Anationalcorporation,worldspanningcult,portcity Anationalcapitalorlargeinternationalconglomerate Amulticontinentspanningempire,ormultiworld corporation Aworldgovernment,orsystemspanningmega corporation Amultisystemspanningempireormegacorporation Agalaxyspanningempire

Step#1:TheOrganizationsConcept
Justlikewithacharacter,thefirststepincreatinganOrganizationistosit downandthinkofasolidconcept.Andaswithacharacter,thiswilldepend largelyonthesettingyouaregoingtobeplayinginandthegenre(s)youre takinginspirationfrom. Inafantasygame,youmighthaveknightlyorders,secretcabalsofwitches, merchantguilds,smalltowns,tradinghubs,orthelike.Whilealackofmass communication tends to result in smaller nongovernmental Organizations, itscertainlypossibletohavecontinentspanningempires. Inascifiormoderngame,yourOrganizationsmightbethelocalpolice,a streetgang,anorganizedcriminalsyndicate,acorruptcorporation,aglobal governmentorasystemspanningempire.

Step#2:Influence

An Organizations Influence fills a bit of the same role in creating Organizations as the Campaign Power Level fills in creating individual characters. It establishes a baseline for the Abilities, Aspects, and AdvantagestheOrganizationhas.Inaddition,theOrganizationsInfluenceis also used to determine the number of people involved with the Organization.Seethetableaboveformore. Also,inthecaseofanindividualattemptingtotakeonanOrganization,the individualisconsideredtohaveanInfluenceof0.Units,whichwewillcover laterinChapter11,haveanInfluenceof1.

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Step#3:DetermineOrganizationAspects
OrganizationAspectsservethesameroleforOrganizationsthatCharacter Aspects serve for characters, they define what the Organization is, what it does,andwhereitsinfluencelies. Aswithcharacters,oneOrganizationalAspectisaDefiningAspectwhichis used to define what type of Organization it is. The other Organizational AspectstendtoanswerotherquestionsabouttheOrganization. SampleOrganizationDefiningAspects
MultinationalBankingConglomerate TheSmallTownofWillowbrook HighEndElectronicsDeveloper TheHeartoftheBlackMarket

TheOrganizationAspectAlphabet
Like the Character Aspect Alphabet, this can be a useful guideline when tryingtocomeupwithAspectforyourOrganizations. AisforAttitude HowdoestheOrganizationbehave,orwhatisitscentralemotionaltheme? SuchAspectscouldincludeWelltakethismarketbyanymeansnecessary!, TheCitizensDreamofaBetterTomorrow,Thisplaceisrottentothecore. BisforBackground WheredidtheOrganizationcomefrom,howorwhywasitformed?Aspects that answerthat question include GrewUp Around an Old Silver Mine, Born from the Ashes of Terra Inc and Apollo Systems, Founded in Response to the GrowingVampirePopulation CisforCorePurpose What does the Organization do? If it is a company, what does it manufacture? If it is a local gang, how does it make its money? If its a government,howdoesitgovern?Ifitsacity,whatisitsprimarytrade?Such AspectscouldincludeTheocraticRuleUndertheChurchoftheOne,Monthly Heroine Shipment from South America, Largest Producer of Corn in the Mid West. DisforDanger Organizationsfacedangers,bothfromotherOrganizationsorfromthings less direct such as natural disasters or geographic concerns. Some sample dangers might be; This town was built over a portal to hell!, Wont Rest UntilMicrocorpisBankrupt,TheWholeCompanyisRiddledwithSpies.

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Step #4: Purchase Organizations Abilities and Determine StressTracks


Likeacharacter,anOrganizationhasaseriesofAbilitiesitusestoperform tasks.SomearesimilartocharacterAbilities,whilesomediffersignificantly. PhysicalAbilities:
Logistics the Organizations capacity to move physical resources, such as troops,supplies,orproducts. Perceptiontheeyesandearsofthegroup,howconnectedmembersareor howaffectivetheOrganizationsspiesare. Security this measures how capable the Organization is at dealing with physical confrontations, the higher the Security, the better trained and outfitteditssecurity,militaryorindependentenforcers.AddstoPhysical StressTrack.

MentalAbilities:
Craftefficiencyinproduction,coveringbothquantityandquality KnowledgewhattheOrganizationknows,patentsitowns,industrialsecrets, highlyeducatedmembers,etc. MoraletheOrganizationsmentalstability,aswellasthedeterminationofits leadershiptogetthejobdone.AddstoMentalStressTrack.

SocialAbilities:
Relations understanding and manipulating public opinion in a manner that portrays the Organization in a positive light, be it through actual good deedsorpropaganda.AddstoSocialStressTrack. Connections the Organizations important contacts, allies, and general Abilitytocallonothersforaid. Resources venture capital, cold hard cash, property, wealthy backers, weapons,etc.

DeterminetheOrganizationsStressTracks
An Organizations stress boxes represent the measure of its capacity to absorborshrugoffphysical,mentalorsocialstress. ThenumberofstressboxesanOrganizationhasassociatedwitheachtype ofConsequenceisdeterminedwiththefollowingformula: Influence+Security/Morale/Relations=NumberofStressBoxesperType (Minimum1) Unlike individual characters, Organizations always get the full array of Consequences(Minor,Major,Severe(P),Extreme(P)andDefeated(P)).

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Step#5:DeterminetheOrganizationsAssetAspects
An Organization starts with a number of Asset Aspects equal to its Influence+2. Asset Aspects are Aspects that represent the capabilities of certain members,property,orsubgroupswithintheOrganizationaswellasspecial activities, relationships or social standings within the world. These serve much the same roll as Specialty Aspects for individuals and are usually associatedwithanAbilitytheAssettendstocompliment.However,should that object, property or member of the SampleOrganizationalConsequences Organization be Minor eliminated in some ShippingDelay(Physical) way, the Organization DelayinCommunications(Mental) no longer has that LostaFewCustomers(Social) AssetAspect. Major For example, an CutOffFromImportantUnit(Physical) Organization might SinkingMorale(Mental) invokeits Assassin AssociatedwithScandal(Social) Squadfor a bonus in Severe(P) combat because of TheGatesHaveBeenBreached(Physical) theiradvancedcombat MassMutiny(Mental) training, or they could FocusofPublicOutrage(Social) be invoked for Extreme(P) Maneuvers that set up CrippledWeaponsProduction(Physical) Aspects likeThe CivilWar(Mental) Mayor of Willowbrook CompetitorsDominatetheMarket(Social) isDead! Defeated(P) These are the types LeadershipHasBeenWipedOut(Physical) of larger scale Aspects WeallQUIT!(Mental) that might show up in CompanyDissolvedbytheGovernment(Social) Organizationalconflict. SampleAssetAspects ShadowCompany,SpyUnit(Perception) Badger,TroopCarrier(Logistics) BlackmailingSeveralLocalReporters(Relations) BallistaeontheWalls(Security) Dr.JacobLawson,OccultInvestigator(Knowledge) TiestotheCitysElite(Connections)

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MembershipAdvantage
Membership Advantages are an optional set of Advantages that any member of an Organization can access. To become a member of an Organization you simply need to have either a Character or Specialty Aspect that declares it. The Aspect might say you are a citizen of that townoracardcarryingmemberofthatgroup. When creating the Organization, you may select a single Membership Advantage for it. These Membership Advantages are the same as the Expert Advantages found on pg. 96, but apply to the Organizations membersinsteadoftheOrganizationitself. AmemberofanOrganizationcanspendaFPandinvoketheAspectthat declares their membership to gain access to their Organizations MembershipAdvantageforthedurationofthescene. Forexample,letssayyouhaveanAspectcalledBlackAspSergeant.The Black Asps are a mercenary Organization that has the Membership AdvantageFiringDiscipline. Duringaconflict,youcanspendaFPtoinvokeyourBlackAspSergeant Aspect to gain the Firing Discipline Advantage for the duration of the scene;asifyouhadpurchaseditforyourselfwithyourownAdvantage Points.

OrganizationalConsequences&SacrificingAssets
Likeanindividualcharacter,whenanOrganizationtakesaConsequence,it sufferssomeilleffectrelativetothetypeofattackitsuffered. Alternatively however, if the attack is severe enough to cause a Consequence and overflow into the next set of stress boxes, the Organization may instead sacrifice one of its Asset Aspects. Doing this removesthatAssetAspectfromtheOrganization,butitalsostopsthestress fromoverflowingbeyondthefirstConsequence. Generally theAsset Aspectthat is removed is up to the player controlling the Organization, but if you are using the Called Shot rule (pg. 209), the attackermayselectwhichAssetAspectwastakenoutifhegeneratesSpin ontheattackroll.

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HealingOrganizationalConsequences Consequences heal the same way for Organizations as they do for individualcharacters(seepg.237),butataslowerrate. MinorDowngradestonoConsequencein1DayforPhysical&Mental.For Social,itdowngradesin1Month,norollrequired Major Downgrades to Minor, or just clears, in 1 Week for Physical & Mental.ForSocial,itdowngradesin3Months,Diff:2 Severe(P) Downgrades to Major in 1 Month for Physical & Mental. For Social,itdowngradesin1Year,Diff:4 Extreme(P)DowngradestoSeverein3MonthsforPhysical&Mental.For Social,itdowngradesin3Years,Diff:6 Defeated(P) Downgrades to Minor in 1 Year for Physical & Mental. For Social, it downgrades in a Decade, Diff: 8 Assuming it can be recovered fromatall. RestoringAssets ToreplaceasacrificedAssetAspect,eachweektheOrganizationmayroll anAbilityagainstadifficultyof3toreplaceit. The Ability rolled depends largely on the type of Asset that is being replaced. For example, replacing its best scientist would require a Knowledge roll, while replacing a crack commando squad would require a Securityroll.

ImprovingtheOrganization

Likecharacters,itspossibletosinkexperiencepointsintoanOrganization tomakeitgrow. Thisisdoneintwoways: 1. 2. Characters may grant their XPs to the Organization. For every XP donatedtotheOrganizationbyaPC,theOrganizationgains2XP. Completion of missions. Every time the PCs complete a mission that would aid the Organization, the GM determines how many XPs the mission was worth. A simple mission with little benefit to the Organizationisusuallyonlyworth1XP.Whileamajorvictory,suchas blowinguptheOrganizationsprimarycompetitionsmainbase,might beworth10XP.

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Theleader(s)oftheOrganizationcanspendexperiencepointstoimprove theOrganizationinthefollowingways: ImproveAbility TheOrganizationcanspenditsXPtoincreaseitsAbilities.Itcosts10XPto increase an Ability by one rank. Note that players running an Organization should seek the GM's permission for increasing any Ability over the maximumstartinglimitestablishedbyitsInfluence(pg.382). SwapAbilities The Organization may swap the rating in any two Abilities that are within onerankofeachother.Thiscosts2XPs.Forexample,iftheOrganizationhas Logistics3andPerception2,itmayswapthemtoLogistics2andPerception 3. OrganizationAspect AnewOrganizationAspectcosts10XPs.TheOrganizationmayneverhave morethan7OrganizationAspects. AssetAspect AnewAssetAspectcosts5XPs.ThemaximumnumberofAssetAspectsan OrganizationmayhaveisequaltoitsInfluenceRating+4. SwapAspect TheOrganizationmayremoveaOrganizationorAssetAspectandreplaceit withanewonefor1XP. ChangeMembershipAdvantage The Organization can change the Membership Advantage it offers by spending2XP. IncreaseInfluence Itcosts20XPstoincreasetheOrganizationsInfluenceby1.However,the Organizationmay not spend XPs inthis manner if it does not have enough membersoractualimpactontheworldtojustifytheincrease. IncreaseRefreshRate Itcosts15XPstoincreasetheOrganizationsRefreshrateby1.

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Chapter10Organizations

CollaborativeOrganizationCreation
To help the players further invest in the setting, the GM should consider letting them help fill in the details regarding the groups of people they interactwithandplacestheygo. This section offers a set of guidelines for groups who want to open up these parts of the setting to player invention and interpretation. Though whiletheAspectaplayercomesupwithcouldbeveryinteresting,itcould interferewiththeGMsplotforthecampaign.So,asalways,theGMalways hasvetorights. This system assumes one GM and three players. Some groups may vary fromthathowever,sofeelfreetomakeadjustmentsasneededshouldthis bethecase. The GM sets the Organizations Influence Level, and all other factors are determinesasdescribedbelow. Aspects TodeterminewhatAspectstheOrganizationhas,thegroupneedstofirst determine its Defining Aspect. This Aspect should be resolved through discussionamongtheplayersandGMuntilitcanbedecidedupon. Once the Defining Aspect has been chosen, you need to select four additional Organizational Aspects. Write down Attitude, Background, Core Purpose and Danger on small bits of paper and let the players choosethemoutofahat.Butreally,anyrandommethodofchoosingisfine. OnceeachplayerhasrandomlyselectedatypeofAspect,havehimorher define what that Aspect is. Each player gets one veto, which when used, forces a change in the Aspect chosen. Of course, the GM may veto any Aspecthefeelsdoesntreflectthesettingappropriatelyormakesitdifficult fortheOrganizationtofitintothestory. If you have more than four players youll need to decide on a fair way to determinewhogetstodefinetheanAspect.Thoughgenerallyifaplayerhas acharacterwithanAspectthattieshimtotheOrganizationinsomeway,he shouldalwaysgetsomesayinitscreation. Ifyouhavefewerthanfourplayers,theGMmaystepinanddefineoneof theAspects,oraplayerwithanAspectrelatedtotheOrganizationcouldget more than one. And of course, if you have two players you could just let thembothhavetwoAspectstodefine. NowleteachplayerselectanAbilityanddefineanAssetAspectassociated with it. Again, handle any extra Aspects the way you handled extra Organizational Aspects. Or if you have player who didnt get to define an OrganizationalAspect,youshouldmakesuretheygetanAssetAspect.

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Abilities Divide the number of Ability ranks the Organization gets evenly among yourplayers.AnyleftoverAbilitypointsgothetotheGMortoplayerswho haveanAspectrelatingtotheOrganization.Anyplayerswho,forwhatever reason, didnt get to define an Aspect should get more Ability ranks to allocate. The players may now allocate their Ability ranks to the Organizations Abilitiesastheylike,keepinginmindthemaximumrankasingleAbilitycan haveforanOrganizationofthatInfluenceLevel.

SampleOrganizations
TheChosenoftheEbonMonolith
TheChosenareatwistedcultofdemonworshipperswhocandrawmagicalpower fromthedemonimprisonedwithineachofthem.

OrganizationAspects: Influence:3,Refresh:3 HiddenCultofDemonPossessedWarlocks ObeytheDemon,ReaptheRewards AnAncientOrderofMonkspossessedandDrivenMad BringersofChaosandHell HuntedRelentlesslybytheChurch


Physical Logistics: Perception: Security:

2 2 4 7

Mental Craft: Knowledge: Morale: StressTrack:

1 3 4 7

Social Connections: Relations: Resources: StressTrack:

2 0 2 3

StressTrack:

AssetAspects: Secrecy(Relations)ThemajorityofpeoplehaveneverheardoftheChosenand dontknowhowtofightthem. WebofDeceit(Connections)TheChosencomefromallwalksoflife,manyof whicharehighrankingofficials. TheHellKnights(Security)TheChosencancalluponeliteHellKnightstohunt downtheirenemiesandworkasenforcersfortheOrganization. FanaticalDevotion(Morale)MembersofthisOrganizationarefanaticallyloyal, seeing the high ranking members as minor gods and fearing their terrible retribution. TheEbonMonolith(Resources)Thesecrettempleandfortressthatservesas thebaseofoperationsfortheChosen.

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TheCityofBrightspring
Brightspringisamoderatelysizedcitybuiltpredominantlyofgraniteanddefended bythickwalls.Itiswellknownforitslavishmausoleumsandforbeingabastionof Imperialinfluenceintheregion. Mostofitsrevenuecomesfromtradeandtaxes,whichisaidedbythefactthatitis built upon a lay line and gets regular visits from members of the High Order of Arcanis.

OrganizationAspects: Influence:5,Refresh:4 ACenterofTradeandImperialPower Obeythelaws,andyoushallremainsafeandprotected. GrewfromaSmallTownintoaBustlingCenterofTrade CenterofLawandOrderintheRegion MalevolentFactionsLurkintheShadowedAlleys


Physical Logistics: Perception: Security:

2 2 4 9

Mental Craft: Knowledge: Morale: StressTrack:

2 3 3 8

Social Connections: Relations: Resources: StressTrack:

2 3 4 8

StressTrack:

AssetAspects: ImperialGuard(Security)TheImperialmilitarydefendsthecityandactsasits lawenforcement. PrisonersintheirHomes(Morale)Theconstantpresenceofoverlyzealouslaw enforcementkeepspeopleinline,butalsolimitstheirpersonalfreedoms. Alliance with the High Order of Arcanis (Connections) Because a ley line runs through the city, a number of wizards of the Order pass through regularly. The city tries to maintain a good relationship with the wizards and encourages the exchange of favors between the city and the Orders members. Thereisataxonthat.(Resources)Thecitymakesthemajorityofitsmoney by taxing the merchants who sell within its walls. The tax is higher than in most places, but the merchants pay it because they usually see high sales here. LordJonnaEndar(Relations)ThelocalLordofBrightspringisavillaintomost ofthecityfolkandtothepeopleofneighboringregions.Theybelievethathe has sold his people out to the merchants, the Empire, and the Order in exchangeforpersonalpower,moneyandfavors. Brightspring Bank (Resources) The Brightspring Bank is a large, heavily fortified, building that houses the majority of the wealth in this region. The bankalsoholdsalotofinfluenceamongthenobility. FatherUliksFlock(Morale)ThelocaltempleoftheHost,ledbyFatherUlik,isa commonplaceofworshipandsourceofhopetothepeopleofBrightspring.

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TalosSystems
Talos Systems began as several different companies that eventually merged into onemegacorpduringtheCorpInsurrectionWarsof2097.Itnowprovidessoftware, hardware,weapons,shipsandbiotechtoalloftheSolsystemandthemajorityofthe coloniesintheAlphaCentaurisystem.

OrganizationAspects:

Influence:7,Refresh:5

MultiWorldSpanningMegaCorporation Thecompanycanprovideyouwitheverythingyouneed. FormedDuringtheCorpInsurrectionWars Expansion,ColonizationandMonopolisticDomination WewillnotgiveAlphaCentauritotheOrionGroupwithoutafight!

Physical
4 3 4 11

Mental
Craft: Knowledge: Morale: StressTrack: 4 3 2 9

Social
Connections: Relations: Resources: StressTrack: 2 4 5 11

Logistics: Perception: Security:

StressTrack:

AssetAspects:

Private Jump Gate Network (Logistics) Talos Systems owns and operates its own networkofjumpgates:oneonLuna,oneonMars,andoneontheSegundaCasa spacestationinorbitaroundCentauri3. Demetrius Crawly (Relations) Recently elected CEO of the company, he is smart, creative,andgivesnewhopeformanywhohavelostfaithinthecompany. Critical Patents in HybridMorph Production (Craft) HybridMorph production has beenastrongfieldforTalosforseveraldecades.Theyholdanumberofpatents that allow them to integrate a subdermal structure designed for modular augmentations. Serial Number Rt983! Youre on the fast track for promotion! (Morale) The corporate structure of Talos tends to pay well and promote quickly as the companyexpands,butitisalsoveryimpersonal. Dr.RamonCamberg(Knowledge)DrCambergisoneofthebestphysicistsinallof occupiedspace.HeisresponsibleformanyofTalosrecentsuccesses. Partnership with Nova Swift Transports (Relations) Talos has a very good working relationshipwithNovaSwift.TalosprovidesequipmenttoNovaSwiftinexchange forcheaptransportofgoodsandmaterials. Talos Rapid Response Units (Security) Talos employees a specially trained unit of rapidresponsesoldiers.Thesesoldiersspendalotoftimeasinfomorphsawaiting downloadtoprepreparedhighendhybridmorphs.Theycanusuallybeuploaded toafacilityinanothersystem,downloaded,briefedanddeployedinlessthanan hour. Intervention(Security)TheInterventionisamassiveLeviathanClassstarshipowned andoperatedbyTalosasasecuritymeasure.Ithasareputationforbeingheavily armedandnighindestructible. TheRatsNest(Perception)Thisisasmallgroupofemployeeswhoaretaskedwith reporting on the activities of fellow employees and sometimes gathering informationaboutthecompetition.

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Chapter11
UnitsandLargeScaleConflict WhatisLargeScaleConflict?
LargescaleconflictisusedtoallowplayersandtheGMplayouteventsthat aregenerallyalotmoreepicthantypicalPersonalScaleconflicts. Forexample,DukeSunsplitterisayoungfarmeronadistantplanet.Intime he is approached by a powerful sorcerer who tells him that he has the potentialtowieldgreatpower,andthathemusthelpthebuddingrebellion overthrowtheevilking. Duke and the sorcerer eventually hook up with some likeminded miscreantsandengageinanumberofPersonalScaleconflictsontheirway torescuePrincessMarla,thedaughteroftheevilkingandnowleaderofthe rebellion. As thanks, she conscripts Duke and pals as officers in her growing rebel force. They are given their own retinue of soldiers and lead them on a numberofSkirmishScaleassaultsagainstherevilfathersarmy. AstimepassesandDukeproveshimselfacapablegeneral,heiseventually given control of the entire army. Now he plans the assaults, manages the rebellions resources, and generally leads the way in Campaign Scale conflictsbetweentherebellionandthekingsforces. This chapter provides you with the tools to change the scope of your campaign,zoomingintofocusontheeventsofaselectfeworzooming outtoseehowtheirdecisionsimpactthousands.

SkirmishandCampaignScale
Upuntilnow,mostofthisbookhasdealtwithconflictsthattakeplaceon the Personal Scale. This chapter deals with resolving conflicts at a higher level,whetherbydirectingtheactionsofUnitsandVehiclesonabattlefield, or the Organizations that back them from a local, national, global, or even intergalacticviewpoint.Seepg.287formoreonScales.

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WhatisaUnit?
AUnitisagroupofcharacters(oroneormorevehicles)thatfunctionasa singlecharacter(orvehicle)inaSkirmishScaleconflict.

StepsofUnitCreation
1.Determinethecharacters(PCsorNPCs)thatmakeuptheUnit. 2.DeterminetheUnitsRefreshRate. 3.DeterminetheUnitsDefiningAspect. 4.DeterminetheUnitsSizeandAbilities. 5.DeterminetheUnitsRosterAspects. 6.DeterminetheUnitsStressTracks.

Step#1:TheCharactersthatmakeuptheUnit
The general effectiveness of a Unit is determined by the number and generalpowerlevelofthecharactersthatmakeitup. When you build a Unit, you need to get a clear idea of what kind of charactersitiscomprisedofandwhattheircapabilitiesare. Also, while some Units are comprised of several different characters, it is possiblethatallthecharactersinvolvedmaysharethesamebasicstatssuch asaswarmofgiantinsectsoranangrymob.Insuchcases,theGMgenerally wontcareabouthowonememberoftheUnitdiffersfromanother.

Step#2:DeterminetheUnitsRefreshRate
TheUnitsRefreshRateisdeterminedbyfindingtheaverageRefreshRate ofallthecharactersintheUnit(roundup)andaddinganadditionalbonus equaltotheUnitsSize.

Step#3:DeterminetheUnitsDefiningAspect
A Unit gets a Defining Aspect. This Aspect fills the same role as a single charactersDefiningCharacterAspect.ThisAspecttellsyouwhattheUnitis, orwhatitdoes. SampleUnitDefiningAspects
MarineInfantryUnit SwarmofZombies ContingentofArchers GoblinHuntingParty CloudofLocusts

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Step#4:DeterminetheUnitsSizeandAbilities
A Unit only has 3 Abilities. These are determined by the Abilities of its membersandtheSizeoftheUnit.TodetermineaUnitsSizeandAbilities, followthesesteps: 1. TheSizeoftheUnitgenerallyinformsyouofthenumberofindividuals inthatUnit.Soagroupof46humanswouldgenerallybeaboutSize1, whileabandofelephantridersmightbeSize4.IftheUnitisagroupof charactersactingontheirownaccord,theSizeisgenerallydetermined bytheGM.Sowhileagroupof4humanswouldmakeupaUnitwitha Sizeof1,youcouldalsohaveasingleUnitmadeupof16humans,which wouldbe Size2, or a Size 4hordeof around 256 human zombies.But, theGMcouldbreakthemdownintosmallerUnitsorrecombinethem asneeded.Seepg.289formoreonSizes. 2. For each member of the Unit, determine the highest Ability rating for thatcharacterineachcategory(Physical,MentalandSocial). 3. The Unit has three simple Abilities called Physical, Mental and Social,andtheyhavearatingequaltothehighestratinginthegroup plustwicethedifferencebetweentheSizeofthelargestmemberofthe UnitandtheSizeoftheUnitasawhole. So ifthe highestPhysicalAbility ofallthe characters in the Unit is 3, andthelargestcreatureinthegrouphasaSizeof0,andtheUnithasa Sizeof1,thentheUnithasaPhysicalAbilityratingof5.Or,ifthehighest Mental Ability of all the characters in the Unit is 2, and the largest creatureinthegrouphasaSizeof1,andtheUnithasaSizeof0,then theUnithasaMentalAbilityratingof4. Physical This Ability represents the Units general capacity to perform physical actions.Thisincludeseverythingfrommovingobjectstomarchingforalong periodoftimetousingweaponsandattackPowers. Mental AswithPhysical,MentalcoversallMentalactions.Thisisthegeneralbrain powerof thecollective group,and their general problem solving ability, as wellastheirwilltogoon. Social Thisisthegeneralsocialstandingandsocialmightoftheunitasawhole. The way people react to the Unit and how they get around in populated areasdependsontheirSocialAbility.

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Step#5:DeterminetheUnitsRosterAspects
AUnitgetsanumberofRosterAspectsequaltoitsPhysicalAbility.These Aspectsrepresentthemostinfluentialmembersofthegrouporanumberof smallgroupsinthecaseofinsectswarmsorthelike. For example, a Unit with Physical 4, comprised of a Wizard and his bodyguards,wouldhaveaSpecialtyAspectforthewizardhimselfandthree more for his guards. If one of the guards is different, he might provide his ownuniqueSpecialty Aspect. Ifthey are statistically identical, you can give them all the same Specialty Aspect multiple times, and the Unit willsimply havemultipleAspectsthatarethesame. So,theUnitconsistingofthewizardandhissixbodyguardswouldhavethe followingAspects: DefiningAspect:WizardandBodyguards SpecialtyAspects: Raniel,theEarthscorcher GuardiansofTheCitadel(x3) A Unit consisting entirely of PCs or GMPCs has a Roster Aspect for each member,nomatterhowmanythereare.

Step#6:DeterminetheUnitsStressTracks
ThenumberofstressboxesperConsequenceontheUnitsStressTrackis equaltotheUnitsrelevantAbilityplustheSizeoftheUnit.SoaUnitwitha Physical Ability of 5 and a Size of 2 will have 7 check boxes for each ConsequenceonitsPhysicalStressTrack. Also, like single characters, Units can be considered Extras and may not have the full complement of Consequences a Unit made of PCs or GMPCs would have. Though generally a Unit containing even a single PC will have thefullsetofConsequences,eveniftherestofthememberswouldbecome ExtrasinaPersonalScaleconflict.

Consequences
WhenevertheUnitsuffersaConsequence,thatmeansoneofitsmembers hasbeentakenoutofthefight.Andthatmeansithaslosttheuseofoneof itsRosterAspects. Generally the member that goes down is up to the player controlling the Unit, but if you are using the Called Shot rule (pg. 209), the attacker may selectwhowastakenoutifhegeneratesSpinontheattackroll.

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HealingConsequences Generally a Unit can only heal its Consequences by restoring the woundedmembertofightingconditionorgettingreinforcements. Toseeifamemberhealsenoughtogetbackinthefight,eachdayyoumay roll the Units Ability related to the Stress Track the Consequence is on against a difficulty of 3. If its successful, the member rejoins the Unit and theConsequenceiscleared. For example,if the Unit has suffered a Consequence, the next day it may rollitsPhysicalAbilityagainstadifficultyof3.Ifsuccessful,theConsequence and its associated stress are cleared. And the Unit regains the use of the RosterAspectassociatedwiththeformerlydownedmember. SomeRosterAspects,suchasMedic,canbeinvokedtoaidthisrollaslong asthatRosterAspectistiedtoanactivememberoftheUnit. Attempting to get reinforcements depends a lot on the situation and the OrganizationtheUnitworksfor,ifany.Thisisdescribedingreaterdetailon pg.407

UsingRosterAspects
CharactersinaUnitmaynotspendtheirpersonalFatePoints.Theymaynot invoketheirownAspects,norcantheyinvokeorcompelothers.Instead,the UnitusesitsownsetofFatePoints,andRosterAspectsareusedinsteadof theindividualAspecteachmemberhas. When Roster Aspects are invoked, that means that the Unit is taking some action that is dependent on the character the Roster Aspect is associated with. Lets say that, when creatingourwizardand bodyguards Unit we determined that Raniel the Earthscorcher is a powerfulpyromancer. So when the Roster Aspect associated with

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Raniel is invoked, that means that Raniel is specifically being called on to help the Unit. Any time this character is being called on specifically, a Fate PointmustbespenttoinvokehisRosterAspect.Otherwiseheisconsidered to be taking actions to protect himself, supplement others and save his energy for when its needed most. We dont bother giving attention to his specificactions. Since invoking a Roster Aspect provides the same +2 bonus, reroll or chance to narrate an effect that it normally does, this means that Raniel is helpingoutinsomewayordoingsomethingthatonlyhecando. Forexample,hisRosterAspectmightbeinvokedtoadda+2bonusonan attack roll against another Unit. We can assume the bonus damage comes from Raniels power to cast magical fire spells and generally set the battlefield a blaze. Instead of smacking people with his staff and maybe releasingalowpoweredboltoffirehereandthere(whichweassumehehas been doing all along), he has decided to cut loose with his more powerful spells. HemightalsobeinvokedtoperformaManeuversuchasburningdowna bridgeorvillage,placingtheSmolderingRuinsAspectonthem. Or,havingestablishedwhatRanielcandoaheadoftime,weknowthathe hastheTeleportationPortalPower.SowecaninvokehisRosterAspectfor effect and declare that he has teleported himself, and his Unit, to a new location. Invoking (or compelling!) his Roster Aspect also works the same as using any of his own personal Aspects. So if Raniel had a personal Aspect of DespisestheUndead,theUnitmightinvokehisRosterAspecttogainabonus onattacksagainstundead.Justrememberthat,likeotherAspects,asingle instanceofaRosterAspectmayonlybeinvokedonceperroll. Thissameconceptextendstomoremundanebenefitsaswell.AUnitcould haveamemberthatisaSniper,DemolitionsExpert,HeavyGunner,oraMedic. And all of those Roster Aspects could be invoked for relevant bonuses, rerollsordeclarations. CompellingaRosterAspect A Roster Aspect can be compelled like any other. This means that somethingishappeningtotheUnitbecauseofaspecificmemberofUnitis beingtargeted. For example, if Raniel the Earthscorcher is an outlaw, his Roster Aspect might be compelled to make things more difficult when his Unit tries to negotiateforaidfromthelocalvillage.

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VehicularUnits
Generally, in a Skirmish Scale Conflict, a single Vehicle serves as a Unit. However, there may be times when you wish to treat a group of vehicles travellingandfightinginformationasasingleUnit. Todothis,referencetherulesaboveregardingcreatingUnitsoutofgroups of individuals. Most of those rules are the same for creating Units out of groupsofVehicles,butwiththefollowingexceptions: SizeandAbilities TodetermineaUnitsSizeandAbilities,followthesesteps:
1. TheSizeoftheUnitgenerallyinformsyouofthenumberofVehiclesinthat Unit. So a group of 46 cars would generally be about Size 3, while a formationoffighterjetsmightbeSize5.Seepg.289formoreonSizes. The Unit has the same Abilities that all vehicles have, and it has a rating equaltothehighestratingofanysinglevehicleintheUnit.Soifthevehicle with the highest Weapons Ability has a rating of 4, then the Unit has a ratingof4. Now add the difference between the Size of the largest member of the UnitandtheSizeofthewholeUnitasabonustoalloftheUnitsAbilities. SoifthehighestStructureAbilityofallthevehiclesintheUnitis2,and thelargestvehicleinthegrouphasaSizeof4,andtheUnithasaSizeof6, thentheUnithasaStructureAbilityratingof4.

2.

3.

AswithUnitscomprisedofindividualcharacters,theUnitmayspendaFate Points to invoke Roster Aspects. Doing so allows the Unit to utilize the AspectsandAdvantagesoftheindividualvehicleassociatedwiththatRoster Aspect.

SkirmishandCampaignScaleConflict
SkirmishandCampaignScaleconflictsareresolvedlikeanyotherinStrands ofFate.OnesideattacksusingthemostappropriateAbilityforthetypeof attack it intends to deliver, and the other side defends using an opposing Ability. ThebiggestdifferenceistheScale. The majority of this book deals with conflict on the Personal Scale. In a movie,conflictonthisScalewouldfeaturecloseupshots,dialoguepassing betweenthecombatantsastheytrytostaborshooteachother,orperhaps thedialogueisitselftheconflict.

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WiththeSkirmishScale,wepullthecamerabackabit.Wearentconcerned with every move the combatants make, or word they utter. We may not evenbeconcernedwithanindividual.SkirmishScaleconflictsusuallyinvolve smallgroupsofpeopleinconflictwithothersmallgroupsofpeople.Instead of watching one or two characters, we zoom out to see the entire battlefieldandobservetheactionsofthesesmallergroups. TheCampaignScalezoomsoutevenmore.Suddenlywearentworried aboutthemovementsofspecificUnits,butthearmyasawhole.Insteadof lookingatthebattlefield,wemightbelookingattheglobe.Andinsteadof focusing on the actions of Units, were looking at actions of the Organizationstheyrepresent. Both Personal and Skirmish Scale conflict takes place in rounds, though whilearoundinPersonalScaleconflictisaround23secondslong,aroundin aSkirmishScaleconflictis23minuteslong. Conflict on the Campaign Scale doesnt use rounds. The workings of Organizations are rather slow, and attacks are made as the situations presentthemselves.Whenyouhavetotakeintoconsiderationthelogistics of moving around so manypeople and their equipment over large areas, a quickexchangeisusuallyimpossible. However, should the need for rounds arise, you can generally assume a roundstakesaround23daystoresolve.

Attacking,Defending,MovingandManeuvering
As stated before, Units and Organizations attack and defend in the same way individuals do. But there are a few things that need to be taken into consideration: Units When a Unit attacks, it rolls its relevant attack Ability and adds any modifiers.Individualweaponsdontreallymatterandarerepresentedwith RosterAspects.Forexample,ifamemberoftheUnithasarocketlauncher, invokehisRosterAspectfora+2orrerolltorepresenttheextradamageit candotoatank. TheGMmightdeclarethatsomeAspectswonthelp.Intheaboveexample, aHeavyWeaponsExpertRosterAspectmightdealmoredamagetoatank, butitsunlikelytheNavigationSpecialistisgoingtohelpmuch. The same philosophy applies to adding bonuses to defend or perform Maneuvers. GMs should feel free to disallow the invoking of any Roster Aspectthatdoesntmakesense.

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Onitsturn,inadditiontoperformingasimpleaction,theUnitmayperform oneofthefollowingmovementactions: Move The Unit may move into an adjacent Skirmish Scale zone. This is considered a Supplemental Action (see page 261) and additional actions suffera1penalty.Ifthetransitionbetweenzonesishampered,sayrequiring you to push through thick undergrowth, it may cause the Unit to suffer penaltiesonanyotheractionsitperforms. HustleIftheUnithustles,itmaymoveacrosstwoSkirmishScalezones. ThisisaSupplementalActionlikeMove,butanyotheractionitperformson thisturnsuffersa2penaltyinadditiontoanyotherpenaltiesitmightsuffer. Run Running works the same as hustling and allows the Unit to move across two Skirmish Scale zones, but it may also roll its Physical Ability againstadifficultyof2.Foreverypointbywhichitsresultexceeds2,itmay moveoneadditionalzone.However,italsosuffersa4penaltyonallother simpleactionstakenthisturn,whichisaddedtoanypenaltiesitmightsuffer fromtraversingadifficultenvironment. Note that some scene Aspects may also make it more difficult to move through certain zones.For example, a heavyforest may have an Aspect of Tangled Undergrowth, which, when compelled, forces the Unit to suffer a penalty or reroll on rolls to move, assuming the GM lets the Unit move throughitatall. TheGMhasthe final say on whatAspectsascene has and how they may effectmovement. See the Mobility Advantages of vehicles (pg. 367) for more information regardingvehicularmovementinSkirmishScale.DifferentAdvantagesaffect thenumberofzonesitmaymoveinadifferentway. Organizations WhenanOrganization attacks, the attack roll representsa deployment of troops, industrial espionage, a propaganda campaign or some other large scaleefforttobringharmtoitsenemies. When making an attack roll, always remember to add the Organizations InfluenceLevelasabonusontheattackroll. Generally an Organization doesnt need to worry about moving since its probablyspreadoutallovertheplaceanyway.Ifitisnecessarytotrackthe movementsofsomeoralloftheOrganizationsphysicalassets,youllneed tosplitthemupintoUnits.

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MultiScaleConflict
AvoteinthesenateforcestheKingshand.Theempiregoestowar.Alowly beetfarmerisconscriptedintothearmy,andthearmyisdefeated.Thefields burn,andthepeoplestarve.Survivorsfightback,formingintoarebelforce thateventuallyrisestoopenconflictwiththenewgovernment. Decisionsmadeatthetopcanaffectthelivesofeveryonebelowandcan alsobetheseedsforanumberofinterestingscenariosthatplayoutonthe Personal,SkirmishandCampaignScale. ThissectionwilldealwithswitchingbackandforthbetweentheScaleson thefly,andfiguringouthowthingsondifferentScalesinteract.

ScalesandZones
Normally a Zone is defined by its most obvious borders. In the Personal Scale,zonesareusuallyrooms,hallways,stairwells,acopseoftrees,etc. In the Skirmish Scale, a zone might be a city block, a street, an entire building, a lake, etc. While Campaign Scale conflict, if it even needs zones, would divide them by town, county, state or even nation. Its borders are beaches,mountainranges,orotherlargenaturalboundaries. When planning a scene that features multiple Scales, the first thing you needtoconsiderarethezones.Youllfirstneedtodetermineifyouregoing to need zones for Organizational conflict. Likely you wont, but if you do, keep in mind that natural boundaries like rivers or territorial borders can reallyhelpdefinethesizeandshapeofthezone. Once youve determined how zones are arranged for Campaign Scale conflict,dividethosezonesupintoSkirmishScalezones.BecauseCampaign Scalezonesaresolarge,youmaywishtoskipthisstepanddividethemup onthefly,asneeded. Therearetwoapproachesyoucantaketothis.Iftherearegoodnaturalor territorial boundaries you can use to define the Skirmish Scale zones, you maywanttotrytousethem.Ifnot,suchaswithaconflictthattakesplacein anopendesert,youmaywanttobreakthezonedownintoagrid. Just remember that the size of the zones need to makes sense. For reference,assumeaUnitofmenonfootcangenerallycrossabout100yards ofopenareainaSkirmishScaleroundwithouthavingtohustleorrun.

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Individualsvs.Units

Units can also be used in Personal TheInverseNinjaLaw Youmighthavenoticedthatina Scale combat to represent swarms of creaturesorgoons,treatingtheentire lot of popular movies, television shows,andevenbooks,anenemy mobofthemasasinglecharacter. The result is a little like a hybrid of always seems more effective Personal Scale and Skirmish Scale alone than in a group. The most conflict. Everything is resolved in common example is the ninja, Personal scale, but the camera is who alone is an unstoppable pulledbackfromtheactionjustalittle killingmachine.Butingroups,the ninja are just fodder for the bit. heroestocutthroughatease. For example, when a warrior PC Units are designed to work chargesasingleextrainPersonalscale pretty much the same way. You conflict, his attacks are described as a few quick thrusts, parries, and so on. may notice that a small Unit may But when fighting against a Unit, his actually be less effective in a attacks might be described as cutting conflict than one of its members throughtheirranks,droppingmultiple would be alone. This allows GMs foes in a flurry of devastating attacks, to craft those scenes where the heroes are mowing down armies allresolvedasasingleattackroll. In Personal Scale conflicts, the Unit ofmookswhilestillallowingfor uses the same Abilities and Aspects dramatic personal confrontation theyd use in Skirmish Scale conflict withanindividual. Note, however, that the though if an attack from an individual Inverse Ninja Law is member of the Unit would be more temporarily lifted when the Unit effective than attacking as a Unit, invoking the Roster Aspect of that spends Fate Points to invoke member may allow you to attack in RosterAspects. that way instead of using the Units stats. Forexample,apatrolofguardsasaUnitisgenerallylesseffectivethana single guard in oneonone Personal Scale conflict. The guards may have a weaponandarmorthatgrantshimbetterattacksandbetterdefensesthan theUnithasasawhole.SoiftheUnitisattackingwithaPhysicalof4,but theguard(asanindividual) hasahalberdwithwhichhehasa+3toattack and+5WeaponRating,theUnitmayspendaFatePointtorollwiththe+3 bonustoattack(and+5WR)insteadofjustrollingitsPhysicalAbility. Likewise,aRosterAspectmaybeinvokedtouseamembersArmorRating.

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TransitioningStressandConsequencesbetweenScales
WhatifaUnitisdamaged,andthescenetransitionsbetweenSkirmishScale andPersonalScale?Whoishurt? WhentransitioningfromSkirmishScaletoPersonalScale,everymemberof theUnitsuffersanattack.Thisattackisasimpledicerollwithabonusequal totheamountofstresstheUnithassufferedasawhole. So if the Unit had suffered a total of 8 points of Physical stress, each member of the Unit would suffer an attack roll with a +8 bonus upon transitioning to the Personal Scale. The members of the Unit may defend with whatever Ability seems most appropriate, and Armor Ratings can be appliedtomitigatethedamage. WhentransitioningfromPersonalScaletoSkirmishScale,theUnitsuffersa similarattack.Thisattackisresolvedasasimpledicerollwithabonusequal totheaverageamountofstressallthemembersoftheUnithavesufferedas individuals. The Unit may defend against the attack with whatever Ability seemsmostappropriate.

Individualsvs.Vehicles
Generally,rules arent needed whenindividual characters come under fire by Vehicles. The main gun of a ten story war machine can usually just be ruledasinstantdeathbyvaporization. Butsometimes you may wantsomethinga bit more detailed andspecific, andinthosecases,youcanusethefollowingsystem: WhendealingwithVehiclesonthePersonalScalezone,anattackfromthe Vehicleaffectsthetargetszoneplusanumberofadditionalzonesequalto theVehiclesSize.Atankscannon,afighterjetsstrafingmachineguns,ora star ships death ray arent generally accurate enough to attack a specific person,buttheirimpactcanaffecteveryoneinthearea. Whenattackingazonefullofpersonnel,rollthevehiclesattackasnormal, butitisappliedtoeveryoneinthezone.AndtheGMmightdecidetochange theattacksWeaponRatingintoanExplosiveRatinginstead. Vehicles with the AntiPersonnel Weapons Advantage may elect to attack specifictargetsinsteadofattackingtheentirezone. When an individual attempts to attack a vehicle, he usually isnt going to have much of an effect. Fists, sticks, swords or even assault rifles have no effectonarmoredvehiclessuchastanksortrooptransports.Weaponswith the AntiVehicular Aspect might be invoked to inflict structural stress on a vehicle,buteventhentheremaybelittleeffectonlargervehicles. Whenattackingwithsuchaweapon,resolvetheattacknormally.However, thevehicleisconsideredtohaveanArmorRatingequalitsSizex3.

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Chapter11UnitsandLrgScaleConflict

UnitsorIndividualsvs.Organizations
AttemptingtoattackanOrganizationasasinglecharacterorwithaUnitisvery difficult,ifnotimpossible. ItsnotpossibletodealdirectphysicalstresstoanOrganizationwithjustabig gun.Inthiscase,sizereallydoesntmatter,itshowyouuseit. PhysicalandMentalattacksagainstOrganizationsarehandledmuchlikeSocial attacks.TheOrganizationasawholedoesntfeeltheattack,buttheresult.And just because the attack was physical doesnt mean that it has to deal Physical stress. For example, to make a Physical attack on an Organization, you may need to blowupafactory,destroyanimportantbaseofoperations,orassassinatesome ofitsmoreimportantmembers.Andinthiscasethenatureoftheattackdoesnt matter so much as the target. Blowing up a factory full of prominent scientist mightinsteadcountasanattackagainsttheOrganizationsMentalStressTrack. Whendoingthis,theGMcanassignLeveragetothePhysicalattackinmuchthe samewayitisassignedtoSocialattacks.Seepg.233formoreonLeverage. Oncethedeedisdone,youmaketheattackroll.Thisrollishandledasasimple dice roll plus any Leverage applied to it. The Organization defends with its relevantAbilityplusitsInfluenceRating. So, if a group of PCs get together and decide to take on Talos Systems by blowing up their refinement factory, they first need to actually disable it probablywithexplosives.Thismaybehandledoffscreensomehow,oritmay bethebasisforoneormoregamesessions. Oncethisisdone,theGMthinksabouttheOrganizationandtriestodetermine how much losing the factory and the employees in it is going to impact the company. In this case, the GM decides that its a pretty big deal. He grants a Leverage rating of +4 and the attack will affect the companys Mental Stress Track(sinceafactoryismostdirectlyrelatedtoCraft,andsuchanattackcant begoodformorale). Sooneoftheplayersrollsthediceandadds+4fortheLeverageandanyother modifiershecancomeupwith.TheOrganizationthendefendswithaCraftroll plusitsInfluenceRating. Youcanseethatitisverydifficultforasmallgrouptotakeonalargergroup. However,ifthesmallgroupisbackedbyanOrganization,theGMmayallowyou toaddthebackingOrganizationsInfluenceRatingasbonusLeverage,assuming the allied Organization was directly involved in helping the PCs pull off the operation. IfthePCshavetheinformationandresourcesofanotherOrganizationbacking them,theycanstrikemuchmoreefficiently.TheOrganizationcanprovidethem withthesuppliesandinformationtheyneedtohitmorecriticaltargetsanddo thejobmoreeffectively.

405

FieldingUnits
InaSkirmishScaleconflict,onceperturn,anOrganizationcanfieldUnitsby spending a Fate Point and making a Logistics roll, adding its Influence as a bonus. The total of this roll, if above o, is the number of Units that the Organizationcanputintoplay. The Size of the Unit depends on the result of an Ability roll based on its purpose.Forinstance,theOrganizationwouldrollSecuritytodeployaUnit full of soldiers or Craft for a band of engineers. The result of the roll determinesthemaximumSizeoftheUnit,asperthetablebelow: Result <0 12 34 46 79 1012 1316 17+ UnitSize 1 1 2 2 3 3 4 4 MaximumAbility 3 4 4 5 5 6 6 7

WhenfieldingUnitsthatarentmadeupofdefinedPCorNPCs,youcanuse thefollowingsystemtodeterminethegeneraleffectivenessofaUnit. First,determinewhichoftheOrganizationsAbilitiesbestreflectwhatitis theUnitisbestat,oneeachofPhysical,MentalandSocial. Now roll those Abilities. The results for each category set the Physical, MentalandSocialAbilitiesforthatUnit,uptothemaximumvaluesetinthe abovetable. Also,dontforgetthattheUnitwillhaveanumberofRosterAspectsequal to itsPhysical Ability, and the Roster Aspects should be heavily inspired by whichAbilitiestheOrganizationrolledtodeterminetheUnitsAbilities. TheUnithasaRefreshRateequaltohalfitsparentOrganizationsRefresh Rate(roundup). So, for example, lets say the Organization wants to field some Units of soldierstotakepartinaSkirmishScaleconflictinwhichtheyneedtodefenda bridgenearby. TheOrganizationsrelevantstatsare: DefiningAspect:MilitantRebels Influence:4 Logistics:2 Perception:3 Morale:3 Security:5 Craft:3 Resources:3

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Chapter11UnitsandLrgScaleConflict


First the Organization needs to see how many Units it can field, so it rolls Logistics + Influence and gets a result of 2. Not wanting to spend any Fate Pointsrightnow,itdecidestojustgowithtwoUnits. TheOrganizationdecidesitwantsaUnitofsoldiersandaUnitofengineersto makerepairstothebridgeifanyarerequired. Now we need to determine the Size of both Units. The Organization rolls Security for the group of soldiers and Craft for the engineer, adding its Influence to both. The roll for the soldiers turns up a 7, but the Organization spendsaFatePointandinvokesitsMilitantRebelsAspectandadds+2,fora total of 9. Checking the table above, this results in a total Size of 3, with a maximumAbilityratingof5. It then rolls Craft + Influence for the Unit of engineers, which results in a 5. ThistranslatestoatotalUnitSizeof2andamaximumAbilityratingof5. Now the Organization rolls Security to determine the soldier Units Physical Ability,MoraleforitsMentalAbility,andResourcesforitsSocialAbility. FortheengineerUnit,theOrganizationrollsPerceptionforitsPhysicalAbility, CraftforitsMentalAbility,andResourcesforitsSocialAbility. Oncetherollshavebeenmade,andthenRosterAspectshavebeenselected, theUnitslooklikethis: SoldierUnit
DefiningAspect:RebelSoldiers Size:3,Physical:5,Mental:4,Social:3 RosterAspects: RebelRiflemanx2 RebelSniper RebelHeavyWeaponExpert RebelSergeant

EngineerUnit
DefiningAspect:RebelEngineers Size:2,Physical:3,Mental:4,Social:4 RosterAspects: RebelRifleman RebelEngineer RebelSergeant

Reinforcements WhenaUnitlosesamember,andhisRosteraspecthasbeenremoved,the Unit either has to get the member back in fighting shape or replace him; replacinghimiseasierifyourOrganizationcansendareplacement. Anytimeamemberoftheteamgoesdown,theOrganizationcanattempt tosendanequivalentreplacement. Todothis,theOrganizationmustrollitsLogisticsabilityagainstadifficulty of 3. If it succeeds, a replacement arrives within 24 hours. A roll total in excessofthedifficultycanbeusedtoreducetheamountoftimerequired. IftheOrganizationsrollfails,itmaytryagainthenextdayorspendaFate Pointandtryagainrightaway.

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Chapter11UnitsandLrgScaleConflict

Chapter12
Antagonists TypesofNPCs
Extras
Extras are the nameless masses of people your characters will encounter onadaytodaybasis.Forthevastmajorityofthem,thesecharactersdont evenneedaname,muchlessstats. When you need to introduce a new character, simply start with a blank charactersheetandfillinafewcriticalpiecesofdatatheirbestAbility,the Aspectsthatjumpoutatyouasmostimportantandleavetherestblank. When a situation arises where the Extra needs to roll an Ability or use an Aspect you havent written down, go ahead and write it down, then roll appropriately. This results in Extras getting fleshed out over time without needingtoinvestalotoftimeoreffortupfront. ThenumberofstressboxesanextrahasperConsequenceiscalculatedthe same as it is for PCs. However, extras do not have the full complement of Consequences.Theyarenotanimportantpartofthestory,andinaconflict, theyarequicklyDefeated. The three types of Extras, the amount of stress they can suffer, and the number of Fate Points they add to the GMs NPC Fate Point pool upon enteringascenearedescribedbelow: Trivial Extras are nameless guards, bartenders, village commoners, etc. They have two sets of stress boxes and can suffer only two types of ConsequencesMajorandDefeated(P).TrivialextrasdonotincreasetheNPC FPpooluponenteringthescene. Vital Extras are equally nameless individuals, but serve a greater role in obstructing the PCs and challenging them. They have three sets of stress boxesandConsequences:Major,Severe(P)andDefeated(P).Uponentering a scene for the first time, Vital Extras provide the NPC pool with two additionalFatePoints.

409


Units are a special type of Extra. They are actually a large number of individualcharactersthataretreatedasonecharacterasfarastherulesare concerned.And like othercharacter, theycanbedesignatedas Trivial or Vital. A Unit generally provides a number of additional Fate Points equal to its Size to the NPC Fate Point pool. So a Size 3 Unit that is considered a Vital Extrawouldadd5FPstotheNPCpool.IftheUnitwereTrivial,itwouldonly add3. Seepg.394formoreonUnits.

GameMasterPlayedCharacter(GMPCs)
Thesecharactersarethemostimportantcharactersinthegamethatarent yourPCs.Theyfilltheroleofthebigbadguyormaybeabelovedmentor. GMPCsshouldbeapproachedwiththesamelevelofcareasanewPCand have the full assortment of Aspects, Abilities, Advantages, Consequences, equipment, etc. When entering a scene for the first time, a GMPC usually providestheNPCFatePointpoolwith5additionalFP. However,iftheGMPCwouldhaveahigherthannormalRefreshforsome reason,youmayaddtheseadditionalFPaswell.

AntagonistEntries
Thefollowinginformationiscontainedintheentryforeachantagonist. StressTrack:Thenumberofstressboxesthecreaturehasforeachtypeof StressTrack. NotableAdvantages:ThecharactermayhaveseveralAdvantagesthatare already factored into the characters stats and are not listed. Advantages listedherearethoseofparticularnote. TotalPhysicalDefenseModifier(AR):Thisisthebonustypicallyaddedto the characters dice roll when defending against physical attacks. The numberinparenthesisisthecharactersArmorRating. AttackModifier(WR):Thisisthebonustypicallyaddedtothecharacters dicerollwhenattackingwiththelistedweapon.Thenumberinparenthesis istheweaponsWeaponRating.

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Chapter12Antagonists

AnimalAntagonists
Bird

Size:2

Asmallbird,likeasparroworaraven. CharacterAspects: LittleBird(P) Physical Agility: Endurance: Perception: Strength:

__________________________________________________________________________________________________________________________________________

3 2 4 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 3 0 1

Social Deception: Empathy: Persuasion: Resources:

3 4 N/A N/A

StressTrack: 1

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: Clumsywhenwalkingandhopping(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: KeenSight+2onrollstosee FlightSlowbutAgileFlight


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+4(+0) Range 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +2(+0) Agility

Birds,Flock[Unit]
Alargeflockofbirds,numberinginthedozens.

DefiningAspect: FlockofBirds(P) Physical: 7 Mental:

Size:1

__________________________________________________________________________________________________________________________________________

Social: N/A

__________________________________________________________________________________________________________________________________________

RosterAspects: FlockofBirdsx7

411

Bear
Abigbear,likealargebrownbearoragrizzly.

CharacterAspects: BigBear Physical Agility: Endurance: Perception: Strength:

Size:1

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2 5 4 7

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 1 2 1

Social Deception: Empathy: Persuasion: Resources:

4 1 N/A N/A

StressTrack: 13

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: Clumsywhenrunning(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+2) Range 0 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +7(+2) Agility +8(+1) Agility

Claw

Bull
Alargepowerfulbull,completewithhornsandatemper.

CharacterAspects: BigTemperamentalBull Physical Agility: Endurance: Perception: Strength:

Size:1

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1 4 3 7

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 2 0 1

Social Deception: Empathy: Persuasion: Resources:

4 2 N/A N/A

StressTrack: 13

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: DeadlyCharge(Strength)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+1(+2) Range 0

PhysicalAttack Gore
PoorDefense

Att.Mod.(WR) Def.Ability +7(+2) Agility

412
Chapter12Antagonists

Cat,House
Astandardhousecat.

CharacterAspects: LittleCat Physical Agility: Endurance: Perception: Strength:

Size:2

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4 2 4 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 1 2 1

Social Deception: Empathy: Persuasion: Resources:

0 1 2 N/A

StressTrack: 1

StressTrack: N

__________________________________________________________________________________________________________________________________________

NotableAdvantages: NightSight+2onrollstoseeatnight Stealthy+2onrollstohideandsneak FelineClimber+2onrollstoclimbtressandsimilarobstacles


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+4(+0) Range 0

PhysicalAttack Bite/Claw
PoorDefense

Att.Mod.(WR) Def.Ability 2(+0) Agility

Crocodile
Thisisamediumsizedcrocodileoralligator.

CharacterAspects: Crocodile(orAlligator) Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 4 3 4

N/A N/A 3 1 1

1 4 N/A N/A

StressTrack: 8

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: LethargiconLand(Agility) CrushingBite(Strength) StealthyinWater(Agility)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+3) Range 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +4(+3) Agility

413

Fish
Afish,weighingroughlyapound.

CharacterAspects: LittleFish(P) Physical Agility: Endurance: Perception: Strength:

Size:2

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2 3 1 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 3 0 1

Social Deception: Empathy: Persuasion: Resources:

4 4 N/A N/A

StressTrack: 1

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: ImmobileonLand(P)(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+0) Range 0

PhysicalAttack Bite

Att.Mod.(WR) Def.Ability +2(+0) Agility

Horse
Atypicalfullgrownridinghorse.

CharacterAspects: DocileandTrustingRidingHorse Physical Agility: Endurance: Perception: Strength:

Size:1

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1 4 3 7

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 0 1 1

Social Deception: Empathy: Persuasion: Resources:

4 1 N/A N/A

StressTrack: 12

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: TrainedMount(Strength)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+1(+2) Range 0

PhysicalAttack Kick
PoorDefense

Att.Mod.(WR) Def.Ability +7(+2) Agility

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Chapter12Antagonists

Rat
Alargemouseorrat.

CharacterAspects: LittleRodent(P) Physical Agility: Endurance: Perception: Strength:

Size:2

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2 3 4 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 1 0 1

Social Deception: Empathy: Persuasion: Resources:

0 3 N/A N/A

StressTrack: 1

StressTrack: N

__________________________________________________________________________________________________________________________________________

NotableAdvantages: KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+0) Range 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +2(+0) Agility

Rats,Swarm[Unit]
Amassiveswarmorrats,numberingoverahundred.

DefiningAspects: MassofLittleRodents(P) Physical: 7 Mental:

Size:1

__________________________________________________________________________________________________________________________________________

Social: N/A

__________________________________________________________________________________________________________________________________________

RosterAspects: MassofLittleRodentsx7

415

Shark
Thisisamediumsizedshark,likeamako.

CharacterAspects: Shark(P) Physical Agility: Endurance: Perception: Strength:

Size:0

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3 4 5 4

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 2 1 1

Social Deception: Empathy: Persuasion: Resources:

2 3 N/A N/A

StressTrack: 8

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: ImmobileonLand(P)(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+3(+1) Range 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +4(+2) Agility

Snake
Thisisamediumsizedpoisonoussnake,likearattlesnake.

CharacterAspects: Snake(P) Physical Agility: Endurance: Perception: Strength:

Size:0

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4 3 4 2

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 3 0 1

Social Deception: Empathy: Persuasion: Resources:

2 2 N/A N/A

StressTrack: 1 SpecialtyAspects: Slithers(Agility)

StressTrack: N

__________________________________________________________________________________________________________________________________________

__________________________________________________________________________________________________________________________________________

NotableAdvantages: PoisonSubtly:3,Potency:5,Delivery:Bite HeatSensitive+2onPerceptionrollstodetectheat


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+4(+0) Range 0

PhysicalAttack Bite

Att.Mod.(WR) Def.Ability +4(+0) Agility

PoorDefense,Bitedeliverspoison.

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Chapter12Antagonists

Spider
Ahandsized,webspinning,poisonousspider.

CharacterAspects: Spider(P) Physical Agility: Endurance: Perception: Strength:

Size:2

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4 3 4 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 2 0 1

Social Deception: Empathy: Persuasion: Resources:

0 4 N/A N/A

StressTrack: 1

StressTrack: N

__________________________________________________________________________________________________________________________________________

NotableAdvantages: KeenSight+2onrollstosee PoisonSubtly:3,Potency:3,Delivery:Bite


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+4(+0) Range 0

PhysicalAttack Bite

Att.Mod.(WR) Def.Ability 3(+0) Agility

PoorDefense,Bitedeliverspoison.

Spiders,Swarm[Unit]
Alargeswarmorspiders,numberingoveradozenforlargerspidersliketarantulas, oroverahundredforsmallspiderslikeblackwidows.

DefiningAspect: SwarmofSpiders(P) Physical: 7 Mental:

Size:1

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Social: N/A

__________________________________________________________________________________________________________________________________________

RosterAspects: SwarmofSpidersx7

417

Tiger
Thesestatsrepresentanaveragetiger,ormaybealeopardorlion.

CharacterAspects: GreatCat Physical Agility: Endurance: Perception: Strength:

Size:0

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3 3 4 4

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A N/A 0 2 2

Social Deception: Empathy: Persuasion: Resources:

+1 2 N/A N/A

StressTrack: 7

StressTrack: N

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NotableAdvantages: NightSight+2onrollstoseeatnight Stealthy+2onrollstohideandsneak FelineClimber+2onrollstoclimbtressandsimilarobstacles


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+3(+1) Range 0 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +4(+2) Agility +4(+1) Agility

Claws

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Chapter12Antagonists

Wolf
These stats represent an average wolf, such as a timber wolf. This may also be usedtorepresentanystrongdog,suchasaDobermanorboxerbulldog.

CharacterAspects: PowerfulCanine Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 3 5 3

4 4 0 1 1

4 4 4 4

StressTrack: 6

StressTrack: N

__________________________________________________________________________________________________________________________________________

NotableAdvantages: KeenSmell+2onrollstosmell
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+1) Range 0

PhysicalAttack Bite
PoorDefense

Att.Mod.(WR) Def.Ability +3(+2) Agility

Wolves,Pack[Unit]
Apackofaroundeightwolves.

CharacterAspects: WolfPack Physical: 7 Mental:

Size:2

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Social: N/A

__________________________________________________________________________________________________________________________________________

RosterAspects: HungryWolfx7 PackAlpha

419

FantasyAntagonists
BeastoftheLagoon
Thisisabigamphibianhumanoid.Itlivesinabeautifullagoon.

CharacterAspects: AmphibianHumanoidMonster Physical Agility: Endurance: Perception: Strength:

Size:0 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 4 2 4

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 0 2 3 5

2 2 0 N/A

StressTrack: 8

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: NoInhibitions(Willpower) AtHomeintheWater(Agility)


__________________________________________________________________________________________________________________________________________

NotableAdvantages: Breathless (Amphibian) The Beast of the Lagoon can stay indefinitely underwater,withoutanyilleffect. Poison Subtly: 3, Potency: 5, Delivery: Claws; The Poison in Beast of the Lagoons claws induces vivid hallucinations potentially producing Mental ConsequencesinsteadofPhysicalones.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+2) Range 0

PhysicalAttack Att.Mod.(WR) Def.Ability Claws +4(+1) Agility


CloseCombatWeapon

420
Chapter12Antagonists

CityGuard
This is the typical medieval city guard, an upstanding member of the community and employee of the local lord. His job is to patrol the city, acting as police and security.

CharacterAspects: RespectedCityGuard Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 3 2 3

2 2 2 3 5

1 3 2 2

StressTrack: 6

StressTrack: 4

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SpecialtyAspects: SometrainingwiththeHalberd(Strength) EasilyBored(Willpower) EyeforCrime(Perception)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:ChainMailArmorStress:4,Bulky

+2(+2) Range 0 0

PhysicalAttack Halberd
Long,Huge(P)

Att.Mod.(WR) Def.Ability +3(+5) Agility +3(+1) Agility

Baton

CityGuardPatrol[Unit]
Thisisthetypicalsmallunitoffourmedievalcityguards.

CharacterAspects: PatrolofRespectedCityGuards Physical: 4 Mental:

Size:1 6 Social: 4

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RosterAspects: CityGuardx3 Officer

421

Dragon
These stats represent the typical fire breathing behemoth a band of adventurers mighthavethemisfortunetoencounter.

CharacterAspects: Size:3 MassiveWingedMonstrosity BornofMagicandFire ApexPredator Wise,WickedandQuicktoAnger Yourlifemeanslessthanthegoldinyourpouch.


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Physical Agility: Endurance: Perception: Strength:

3 8 5 7

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

1 4 5 4 9

Social Deception: Empathy: Persuasion: Resources:

3 2 4 5

StressTrack: 18

StressTrack: 9

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SpecialtyAspects: PonderousMovement(Agility) KnowledgeoftheAges(Knowledge) TooProudtoLie(Deception) TooProudtoCare(Empathy) TheDragonsHorde(Resources)


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NotableAdvantages: PowerSource:Dragon;AffinityAbility:Dragon5 EnhancedHearing,PassiveEnhancedHearing(P) EnhancedSight,PassiveEnhancedSight(P) FlightFastandClumsyFlight ProjectileAttack(CostsFatePoint,Physical)BreathofFire,WR:+8(TL:3) Terrify+3bonusonrollstoTerrify


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+3(+8) Range 0 0 5 Range 5

PhysicalAttack Bite Claws FieryBreath

Att.Mod.(WR) Def.Ability +7(+2) Agility +7(+1) Agility +5(+8) Agility Att.Mod.(WR) Def.Ability +5 Willpower

MentalAttack Terrify

422
Chapter12Antagonists

Ghost
Arestlessspiritthatseemstobetheghostofaperson.

CharacterAspects: Size:0 InvisibleandIncorporealSpiritoftheDead(P). WithoutTrueFormorSubstance


__________________________________________________________________________________________________________________________________________

Physical Agility: Endurance: Perception: Strength:

4 2 2 2

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

1 2 3 3 6

Social Deception: Empathy: Persuasion: Resources:

3 1 2 0

StressTrack: 4

StressTrack: N

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SpecialtyAspects: Isawitsomethingoutofthecornerofmyeye!(Agility) HasaReasontoExist(Willpower) ReflectionofVisageCastonDarkenedMirror(Persuasion)


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NotableAdvantages: PowerSource:Ectoplasm;AffinityAbility:Spirit3 Insubstantial,Passive(VulnerabletoMagic) InvisibleTheGhostisnaturallyinvisible Telekinesis (Activation Diff: 1 + Strength, Limitation: The Ghost can use Telekinesis only objects that are linked to its history or objects in locationsithaspsychiclink)PsychicTelekinesis FlyTheGhostcanfly,hoverandglidewithease,butitsflyingspeedislimited tohustle. TerrifyCanmakeaMentalattackwithanEdgeof+3 TouchAttackChillingTouch,WR:+6(TL:3)
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TotalPhysicalDefenseModifier(AR):

+4(+0) Range 0 Range 3

PhysicalAttack ChillingTouch

Att.Mod.(WR) Def.Ability +4(+6) Agility Att.Mod.(Edge)Def.Ability +3(+3) Willpower

MentalAttack Terrify

423

Goblin
Smallmalevolentfaeriecreature

CharacterAspects: Malicious,GrotesqueLittleFaerie Physical Agility: Endurance: Perception: Strength:

Size:1

__________________________________________________________________________________________________________________________________________

3 2 1 1

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 1 1 2 4

Social Deception: Empathy: Persuasion: Resources:

3 1 1 1

StressTrack: 2

StressTrack: 2

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: Born Without Teeth, Made Them Itself from Glass, Sharp Stones and Serrated Bones.(Agility) BornofDarknessandWinter(Deception)
__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Faerie;AffinityAbility:Faerie1 Ambush Predator Goblins gains +1 on attacks made against an ambushed opponents. Deadly Grace Goblins may substitute Agility for Strength when fighting unarmedorusingmeleeweapons Hunterofthe WildGoblinsgains+2onrollstosetambushesandlaytrapsin thewilderness. MonkeyManGoblinsgains+2onAgilityrollstoclimb.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:HideArmorStress:3

+3(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range TeethofGlassandStone +3(+1) Agility 0


PoorDefense

GoblinBand[Unit]
AgroupofabouteightsmallmalevolentFaerie.

DefiningAspect: Size:0 Malicious,GrotesqueLittleFaerieBand


__________________________________________________________________________________________________________________________________________

Physical:

Mental:

Social: 4

__________________________________________________________________________________________________________________________________________

RosterAspects: Malicious,GrotesqueLittleFaeriex4

424
Chapter12Antagonists

Knight
Youngknightinshiningarmor.

CharacterAspects: YoungKnightinhisPrime Physical Agility: Endurance: Perception: Strength:

Size:0 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 3 2 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 2 2 3 5

2 2 3 3

StressTrack: 6

StressTrack: 6

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: PrimeExampleofMartialSpirit(Strength) YouareinpresenceofSir[name],fromthe[name]family.(Persuasion) ShiningPlateArmorwithFamilyHeraldry(Resources)


__________________________________________________________________________________________________________________________________________

NotableAdvantages: HardStyleGaina+1AttackModifieronunarmedattacksusingStrength. Striking Looks You gain a +1 bonus to Persuasion rolls when dealing with membersoftheoppositesex,orhomosexualmembersofyoursamesex. Trained Rider You gain a +2 bonus when making rolls to determine how well youcanridealivingcreature. Well Known Your name is well known in many circles. If you are using your name,yougaina+1bonusonthefirstPersuasionrollonanypersonwhohas heardofyourreputation
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:HideArmorStress:6,Bulky(P) Shield:HeavyShieldAR:+3,Large

+2(+7)

PhysicalAttack PlatedFist Mace


Large

Att.Mod.(WR) Def.Ability Range +3(+1) Strength 0 +3(+3) Strength 0

425

Spirit,Lesser,Fire
Thisisasmallspiritoffire,aboutthesizeandshapeofachild.

CharacterAspects: FireSpirit(P)
Physical Agility: 2 Endurance: 2 Perception: 2 Strength: 2

Size:1

__________________________________________________________________________________________________________________________________________

Mental Craft: 0 Knowledge: 0 Reasoning: 1 Willpower: 2 StressTrack: 3

Social Deception: Empathy: Persuasion: Resources:

0 0 0 3

StressTrack: 3

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

WildandRandomMovement(Agility)

__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit3 ProjectileAttack(CostsFatePoint,Physical)BreathofFire,WR:+6(TL:3) Insubstantial,Passive(VulnerabletoMagic) WeaknessCanbedamagebyicebasedattacks.


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0) PhysicalAttack Att.Mod.(WR) Def.Ability Range FlamingHands +2(+3) Agility 0 FieryBreath +3(+6) Agility 3

Spirit,Standard,Fire
Thisisamediumsizedspiritoffire,aboutthesizeandshapeofanadulthuman.

CharacterAspects: FireSpirit(P)
Physical Agility: 3 Endurance: 3 Perception: 3 Strength: 3

Size:0
Mental Craft: 1 Knowledge: 1 Reasoning: 2 Willpower: 3 StressTrack: 5 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

1 1 1 3

StressTrack: 6

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

WildandRandomMovement(Agility)

__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit4 Insubstantial,Passive(VulnerabletoMagic) WeaknessCanbedamagebyicebasedattacks.


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+0) PhysicalAttack Att.Mod.(WR) Def.Ability Range FlamingHands +3(+4) Agility 0 FieryBreath +4(+7) Agility 4

426
Chapter12Antagonists

Spirit,Greater,Fire
Thisisalargesizedspiritoffire,aboutthesizeandshapeofalargebear. CharacterAspects: FireSpirit(P)
Physical Agility: 4 Endurance: 4 Perception: 4 Strength: 4

Size:1
Mental Craft: 2 Knowledge: 2 Reasoning: 3 Willpower: 4 StressTrack: 7 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 2 2 2

StressTrack: 9

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

WildandRandomMovement(Agility)

__________________________________________________________________________________________________________________________________________

NotableAdvantages: PowerSource:Spirit;AffinityAbility:Spirit5 Insubstantial,Passive(VulnerabletoMagic) WeaknessCanbedamagebyicebasedattacks.


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +3(+0) PhysicalAttack Att.Mod.(WR) Def.Ability Range FlamingHands +4(+5) Agility 0 FieryBreath +5(+8) Agility 5

Spirit,Lesser,Earth
Thisisasmallspiritofearth,aboutthesizeandshapeofahumanchild.

CharacterAspects: EarthSpirit(P) Physical Agility: Endurance: Perception: Strength:

Size:1 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

1 3 1 3

0 0 2 2 4

0 0 0 3

StressTrack: 5

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+1(+3) Range 0

PhysicalAttack Punch

Att.Mod.(WR) Def.Ability +3(+1) Agility

427

Spirit,Standard,Earth
Thisisamediumspiritofearth,aboutthesizeandshapeofaadulthuman.

CharacterAspects: EarthSpirit(P) Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

1 5 2 5

0 0 3 3 6

0 0 0 3

StressTrack: 10

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+1(+5) Range 0

PhysicalAttack Punch

Att.Mod.(WR) Def.Ability +5(+2) Agility

Spirit,Greater,Earth
Thisisalargespiritofearth,aboutthesizeandshapeofalargebear.

CharacterAspects: EarthSpirit(P) Physical Agility: Endurance: Perception: Strength:

Size:1 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

1 7 3 7

0 0 4 4 8

0 0 0 3

StressTrack: 15

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SlowandPlodding(Agility)
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+1(+7) Range 0

PhysicalAttack Punch

Att.Mod.(WR) Def.Ability +7(+3) Agility

428
Chapter12Antagonists

Troll
Thisisthebestialbigfaerietroll.

CharacterAspects: BestialGiantNocturnalFaerie Physical Agility: Endurance: Perception: Strength:

Size:1 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 3 1 6

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 2 1 2 4

2 1 1 2

StressTrack: 12

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: OversizedEarsandNose(Perception) Gullible(Reasoning) Violentmanners(Persuasion) Bog,Meanandscary(Persuasion) ToughBastard(Endurance)


__________________________________________________________________________________________________________________________________________

NotableAdvantages: HideinPlainSightTrollsgain+2onrollstohideinastationaryposition. KeenSmellTrollsgain+2onrollstosmell Wrestler Trolls gain a +2 bonus to grappling related rolls, such as when attempting to put Aspect such as Grabbed, Thrown Down or Pinned on enemiesinhandtohandcombat. WeaknessTrollsareparalyzedinsunlight.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+3)

PhysicalAttack Fist LargeClub


Huge(P)

Att.Mod.(WR) Def.Ability Range +6(+1) Agility 0 +6(+4) Agility 0

429

Vampire,Noble
Thevampiriclordoftherealm,ancientandterrifying.

CharacterAspects: AncientVampiricNoble(P) CharmingForeigner Physical Agility: Endurance: Perception: Strength:

Size:0

__________________________________________________________________________________________________________________________________________

6 6 3 6

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 3 3 4 7

Social Deception: Empathy: Persuasion: Resources:

4 3 4 3

StressTrack: 12

StressTrack: 7

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: CompelledtoSleepDuringtheDay(Endurance) InhumanFeatsofStrength(Strength) TheHunger(Willpower) MesmerizingEyes(Deception)


__________________________________________________________________________________________________________________________________________

NotableAdvantages: Armor,PassiveUndeadFlesh,AR:+4. KeenSmellThevampiregains+2onrollstosmell. Leach (Limitation: Requires Blood Draining) Blood Drinker, The vampire can downgradeitsownConsequencesbyinflictingthemonotherswithitsLeach Power. Lifeless No need to eat, drink, or breath. Does not age. Immune to poison, vacuum,diseaseordrugs. Regeneration (World Class, Limb ReGrowth, Limitation: A Stake through the heart stops Regeneration) Reduce time to downgrade Consequence by 3 time increments. Can only be killed by disintegration, a severed head or destroyedheart. WeaknessVampireWeaknesses:
Sunlightisanenvironmentalhazardakintofireforavampire. Holywaterburnslikeacid.AsplashofholywaterhasaWeaponRatingof+6. During day hours, all of the vampires Physical and Mental Abilities are decreasedby4,toaminimumof1.

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+6(+4)

PhysicalAttack Fist
PoorDefense

Att.Mod.(WR) Def.Ability Range +6(+2) Agility 0

430
Chapter12Antagonists

Werewolf
Theseeminglynormalman,cursedtotransformintoamonstrousbeastatthefirst sightofthefullmoon.

CharacterAspects: TheCurseofLycanthropy Physical Agility: Endurance: Perception: Strength:

Size:0 Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

3 3 3 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 2 3 2 5

3 2 2 2

StressTrack: 6

StressTrack: 4

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: InhumanPhysique(Endurance) TheInnerBeast(Reasoning) TheBestialLustandCharm(Deception) StrengthoftheBeast(Strength)


__________________________________________________________________________________________________________________________________________

NotableAdvantages: StrikingLooksTheWerewolfgainsa+1bonustoPersuasionrollswhendealing with members of the opposite sex, or homosexual members of your same sex. KeenSmellTheWerewolfgain+2onrollstosmell. Curse of Lycanthropy (Conditional Trigger: First sight of the full moon), Wolf ManForm,LinkedAdvantages: Weakness:BestialCountenance SuperStrength,Passive+5bonustoStrengthformostrolls. TrueExpertStrengthoftheBeast(P)(Strength) TrueExpertInhumanPhysique(P)(Endurance) Armor,PassiveThickHide,+2AR BodyWeaponryClawsandFangs,WR:+3 Regeneration(MetroClass,Limitation:Consequencescausedbysilverweapons must heal normally) Reduce time to downgrade Consequence by 2 time increments. Weakness Silver weapons have their Weapon Rating increased by +4 when attackingthewerewolf.
__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+3(+0)/+3(+3)

PhysicalAttack Fist(Human)
PoorDefense PoorDefense

Att.Mod.(WR) Def.Ability Range +3(+0) Agility 0 Agility 0

Fangs/Claws(WolfMan) +8(+3)

431

Zombie,Mindless
Thisisdecomposingmindlessundeadcreature.

CharacterAspects: MindlessUndead(P) Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

0 3 0 3

N/A N/A 2 0 1

2 2 N/A N/A

StressTrack: 5

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: ShamblingCarcass(Agility) Aimforthehead!(Endurance)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+0(+0)

PhysicalAttack Bite

Att.Mod.(WR) Def.Ability Range +3(+2) Agility 0

Zombie,Mindless,Horde[Unit]
Thisisshamblinggroupofaboutsixteenmindlesszombies.

DefiningAspect: MindlessUndead(P) Physical: 5 Mental:

Size:2 0 Social: N/A

__________________________________________________________________________________________________________________________________________

__________________________________________________________________________________________________________________________________________

RosterAspects: MindlessUndeadx5

432
Chapter12Antagonists

ModernAntagonists
PoliceOfficer/SecurityGuard
Thisisthetypicalcitybeatcoporsecurityguard.

CharacterAspects: PatrolOfficer Physical Agility: Endurance: Perception: Strength:

Size:0 Mental Craft: Knowledge: Reasoning: Willpower: StressTrack: Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

2 2 2 3

1 2 3 2 5

1 2 2 2

StressTrack: 5

StressTrack: 4

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SpendsWeekendattheRange(Agility) EasilyBored(Willpower) Thatlooksfishy.(Perception) LieDetector(Empathy)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:ProtectiveVestStress:3,BulletResistant

+2(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range PerceptionorAgility2 Sidearm(Lt.Pistol) +2(+3)


Small

Baton

+3(+1)

Agility

PoliceOfficer/SecurityGuardPatrol[Unit]
Thisisthetypicalsmallunitofpoliceofficersorsecurityguards.

CharacterAspects: PatrolOfficer Physical: 7 Mental:

Size:1 7 Social: 6

__________________________________________________________________________________________________________________________________________

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SpendsWeekendattheRange(Agility) EasilyBored(Willpower) Thatlooksfishy.(Perception) LieDetector(Empathy)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:ProtectiveVestStress:3,BulletResistant

+2(+1)

PhysicalAttack Att.Mod.(WR) Def.Ability Range Sidearm(Lt.Pistol) +6(+3) PerceptionorAgility2


Small

Baton

+7(+1)

Agility

433

PrivateDetective
Thestereotypicaldownonhisluckgumshoe.

CharacterAspects: Physical
Agility: Endurance: Perception: Strength:

BurnedOutCopTurnedPrivateEye 2 2 4 2

Size:0
Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

Mental Craft: 1 Knowledge: 2 Reasoning: 3 Willpower: 2 StressTrack: 5

3 3 2 1

StressTrack: 4

StressTrack: 3

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:
SmartMouth(Persuasion) IdontsupposeIcouldgetpaidupfront?(Resources) KeenEyeforDetails(Perception) OldFriendsfromtheForce(Persuasion)

__________________________________________________________________________________________________________________________________________

NotableAdvantages:

EyeforCrime+2bonusonPerceptionrollstodiscovercluesatacrimescene.

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+0)

PhysicalAttack HeavyRevolver BootKnife

Att.Mod.(WR) Def.Ability Range PerceptionorAgility2 +2(+4) +2(+2) Agility 0

Reliable,LimitedAmmo,Small

SerialKiller
Serialkillerthathasstolenpoliceofficersuniform.

CharacterAspects:
Physical Agility: 1 Endurance: 4 Perception: 1 Strength: 3

Hugebloatedmaniacinuniform

Size:0
Social Deception: Empathy: Persuasion: Resources:

__________________________________________________________________________________________________________________________________________

Mental Craft: 1 Knowledge: 1 Reasoning: 1 Willpower: 3 StressTrack: 4

3 1 2 1

StressTrack: 7

StressTrack: 3

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

BodyofSinMadeFlesh(Endurance) FollowingaPattern(Reasoning) StolenUniform(Deception)

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): PhysicalAttack
Baton RustyMachete

+1(+1) Range
0 0

Armor:ProtectiveVestStress:3,BulletResistant

Att.Mod.(WR) Def.Ability
+3(+1) +3(+3) Agility Agility

434
Chapter12Antagonists

SmallTimeGangBanger
Ayoungmangrowinguponthewrongsideofthetracks.

CharacterAspects: Size:0 Meandmyboyswillmessyouup!


__________________________________________________________________________________________________________________________________________

Physical Agility: Endurance: Perception: Strength:

2 2 1 3

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

2 1 2 2 4

Social Deception: Empathy: Persuasion: Resources:

3 2 2 1

StressTrack: 5

StressTrack: 3

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SeenTooMuchforaBoyHisAge(Willpower) StreetInstincts(Empathy) NoRespectfortheSystem(Persuasion)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR):

+2(+0)

PhysicalAttack HeavyPistol
Small

Att.Mod.(WR) Def.Ability Range PerceptionorAgility2 +2(+4)

SmallTimeGang[Unit]
Adisorganizedgroupofsmalltimegangmembers.

DefiningAspects: Size:1 Meandmyboyswillmessyouup!


__________________________________________________________________________________________________________________________________________

Physical:

Mental:

Social:

__________________________________________________________________________________________________________________________________________

RosterAspects: SmallTimeGangBangerwithaKnife SmallTimeGangBangerwithaGun SmallTimeGangBangerwithaBat SmallTimeGangBangerwithaTireIron

435

Soldier/SWATOfficer
ThisisthesoldierintheArmyoramemberofthelocalSWATteam.

CharacterAspects: TrainedSoldier Physical


Agility: Endurance: Perception: Strength:

Size:0 Mental Social


1 2 2 3 5 Deception: Empathy: Persuasion: Resources: 1 2 2 2

__________________________________________________________________________________________________________________________________________

2 3 2 3

Craft: Knowledge: Reasoning: Willpower: StressTrack:

StressTrack: 6

StressTrack: 4

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

AssaultweaponsTraining(Agility) DriventoCompletetheMission(Willpower) TrainingbeforeInstincts(Willpower) FiringDiscipline+2bonusonReasoningrollstoavoidrunningoutofammo

__________________________________________________________________________________________________________________________________________

NotableAdvantages:

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:LightBattleArmorStress:5,Bulky

+2(+4)

PhysicalAttack Carbine
Small

Att.Mod.(WR) Def.Ability Range +2(+5) PerceptionorAgility3 +2(+3)


PerceptionorAgility2

FullAuto,ArmorPenetrating,Large

Sidearm(Lt.Pistol)

436
Chapter12Antagonists

Terrorist/Extremist
Atypicalmemberofahardcoreterroristcell.
CharacterAspects: DevotedExtremist Physical
Agility: Endurance: Perception: Strength:

Size:0 Mental Social


3 2 2 3 5 Deception: Empathy: Persuasion: Resources: 2 2 1 1

__________________________________________________________________________________________________________________________________________

2 3 2 3

Craft: Knowledge: Reasoning: Willpower: StressTrack:

StressTrack: 5

StressTrack: 2

__________________________________________________________________________________________________________________________________________

SpecialtyAspects:

WillingtoDieaMartyr(Willpower) GrewUpwithaGuninYourHand(Agility)

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): +2(+0) PhysicalAttack Att.Mod.(WR) Def.Ability Range HeavyAssaultRifle +2(+6) PerceptionorAgility3


FullAuto,ArmorPenetrating,Huge(P)

RocketLauncher(RPG)

+2(+9)

Agility

2EX

Explosive,AntiVehicular,Huge(P)

TerroristCell[Unit]
Asmallmilitantgroupofextremists.

DefiningAspects: DevotedExtremists Physical: 4 Mental: 4

Size:1 Social: 3

__________________________________________________________________________________________________________________________________________

__________________________________________________________________________________________________________________________________________

RosterAspects: TerroristwithanAK47x3 TerroristwithanRocketLauncherandScorpionSMG


437

SciFiAntagonists
CorporateSecurityGuard
This is the typical security guard from a futuristic setting, an employee of a local megacorporation. His job is to patrol the companys property and engage trespasserswithlethalforce.

CharacterAspects: TrainedSecurityGuard Physical


Agility: Endurance: Perception: Strength:

Size:0 Mental Social


2 2 2 3 5 Deception: Empathy: Persuasion: Resources: 1 3 2 2

__________________________________________________________________________________________________________________________________________

2 3 2 3

Craft: Knowledge: Reasoning: Willpower: StressTrack:

StressTrack: 5

StressTrack: 4

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SpendsWeekendattheRange(Agility) EasilyBored(Willpower) Thatlooksfishy.(Perception) LieDetector(Empathy)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): Armor:LightBattleArmorStress:5,Bulky

+2(+4)

PhysicalAttack LightCoilSMG
FullAuto

Att.Mod.(WR) Def.Ability Range +2(+5) PerceptionorAgility2 +3(+3) Agility 0

GraviticBaton

CorporateSecurityGuardPatrol[Unit]
Thisisthetypicalsmallunitoffourcorporatesecurityguards.

DefiningAspect: PatrolofTrainedSecurityGuards Physical: 4 Mental:

Size:1 4 Social: 4

__________________________________________________________________________________________________________________________________________

__________________________________________________________________________________________________________________________________________

RosterAspects: BoredSecurityGuardx3 SecurityOfficer

438
Chapter12Antagonists

SecurityDrone,Heavy
A large, heavy duty security drone, bought from some military surplus store.ItseemstomeanbusinessandnobodyiscertainiftheoldBlackChipis deactivatedpermanently.

CharacterAspects:

ComputerizedDrone(P) VirtuallyIntelligent

Size:0

__________________________________________________________________________________________________________________________________________

Physical Agility: Endurance: Perception: Strength:

2 5 5 8

Mental Craft: Knowledge: Reasoning: Willpower: StressTrack:

N/A 1 2 4 6

Social Deception: Empathy: Persuasion: Resources:

4 4 N/A N/A

StressTrack: 13 SpecialtyAspects:

StressTrack: N

__________________________________________________________________________________________________________________________________________

BigFnArmMountedLasers(Agility) BuildtoTakeaBeating,andThenSome!(Endurance) AccessDenied!(Willpower) GunsAkimboGainstheAspectGunsAkimbo(P) NightVisionGainstheNightVision(P)Aspect. ThermalVisionGainstheThermalVision(P)Aspect.

__________________________________________________________________________________________________________________________________________

NotableAdvantages:

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): PhysicalAttack Att.Mod.(WR) Def.Ability BuiltinLaserx2 +2(+12) Perception


BeamWeapon,Huge(P)

+2(+8) Range 4

439

SwarmofNanomachines
Aglitteringswarmofmicroscopicrobots,runbyanadvancedhivemindprogram inspiredbythebehaviorofinsectswarms. CharacterAspects: Size:1 HiveMindInspiredbyanInsectCloud(P)
__________________________________________________________________________________________________________________________________________

Physical
Agility: Endurance: Perception: Strength:

Mental
2 3 2 2 Craft: Knowledge: Reasoning: Willpower: StressTrack: 1 2 1 3 4

Social
Deception: Empathy: Persuasion: Resources: 2 2 0 N/A

StressTrack: 5

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SwarmMobility(Agility)
__________________________________________________________________________________________________________________________________________

NotableAdvantages:

Insubstantial,Passive(Vapor,VulnerabletoEnergy) FlyTheswarmcanfly,hoverandglidewithease,butitsflyingspeedislimitedto hustle. TouchAttackDissolvingTouch,WR:+6(TL:3)

__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): PhysicalAttack Att.Mod.(WR) Def.Ability DissolvingTouch +6(+6) Agility

+6 Range 0

Zombie,Host
Thisishumancarcassanimatedbygiantspaceleeches. CharacterAspects: Size:0 HumanCarcassAnimatedbyLeechesfromOuterSpace(P)
__________________________________________________________________________________________________________________________________________

Physical Agility: 1 Endurance: 3 Perception: 1 Strength: 3

Mental Craft: Knowledge: Reasoning: Willpower:

0 0 1 2

Social Deception: Empathy: Persuasion: Resources:

1 2 N/A N/A

StressTrack:6

StressTrack: 3

StressTrack: N

__________________________________________________________________________________________________________________________________________

SpecialtyAspects: SuperParasitefromOuterSpace(Endurance) Ithinktheyarebuildingsomekindofhive?(Craft) Aimforthehead!(Endurance)


__________________________________________________________________________________________________________________________________________

TotalPhysicalDefenseModifier(AR): PhysicalAttack Att.Mod.(WR) Def.Ability RustyPitchfork +1(+4)


Long,Rusty

+1(+3) Range Agility 0

1TH

Feed

+3(+6)

Endurance

Canonlybeusedongrappledvictims,Unsettling

440
Chapter12Antagonists

Chapter13
GameMastery
What follows is a series of short articles intended to provide new and veteranGMswithadviceonrunningStrandsofFatecampaigns.Andmuchof thesameadvicecancarryovertootherRPGsaswell.

Changeit!
Ifyoutakenothingelseawayfromthischapter,rememberthis:Thisentire bookisreallyjustabookofadvice.Wepromise,VoidStarGamesisntgoing to send a team of ninjas after you if you dont play exactly by the rules printedinthisbook. Dont like the Campaign Power Levels we came up with? Change them! Want to use a different set of stress and conflict rules from another FATE game?Goforit! TheGMhastherighttochangeeachandeveryruleinthisbooktosuithis campaign,solongasitdoesntviolatethemostsacredofrules

TheRuleofFun
As a GM, any time a rules dispute arises or something happens that isnt clearly addressed in this book; ask yourself one thing before deciding on a solution:Isthissolutionfunforeveryone? More than anything else, the goal of any game is to have fun. The rules provideaframeworkforthegamebuttheyshouldneverviolatetheruleof fun.Ifaruleinthisbookiskeepingyouortheplayersfromhavingthemost fun they could have with this game, scrap it. Or, change it as needed. Likewise,ifaplayerhasacharacterthatisbehavinginawaythatruinsthe funforanotherplayer,theissueneedstobeaddressed. The most common type of fun ruining character behavior is when one characterisdisproportionatelymorepowerfulthantheothercharacters.

441


Thiscancomeaboutinseveralways.Maybetheplayerexploitedtherulesin some way to get a more efficient character build, or maybe its just an issue of the character synergizing with the setting in an unpredictable way.Regardlessofhowthesituationarises,theheartoftheproblemisthat asinglecharactercanprovidetheanswertoeveryproblemthepartyfaces. Andsincehealwayshastheanswer,thegamesessionsspotlightalways seemstobeaimedathim. Whilethismightbealotoffunforthespotlighthog,itsprobablynotmuch fun for the other players. As the GM, youll need to watch for this sort of behaviorandcomeupwithamethodofresolvingit.Thebestwaytohandle itistotaketheplayerasideandexplaintohimthatyoufeelhischaracteris breaking the rule of fun for the other players and that an adjustment needstobemade. Another approach is to alter the story or setting to compensate. But be careful because something that may provide a challenge to an overly powerfulcharactermaybeadeathsentenceforanyoftheothermembers oftheparty. Thusfarwevepickedontherulesandplayersasthemostlikelybreakers of the rule of fun, but in truth the most often bearer of guilt is you, the GM. The GM has the power of the cosmos at his fingertips. NPCs dance to his whimandhecanpresentanychallengehedesirestothePCs.Butasawise comic book character once said, With great power, comes great responsibility. WhileitistheGMsjobtopresentthePCswithchallengestomakeascene moreinteresting,beverycarefulthatyouarentputtingneedlessobstacles intheirway. Letslookatasimplerowofhedgesasanexample.Afighthasbrokenout inthesuburbsandtwogroupsofcombatantsarehavingitoutinthefront yards of two different residences. A short row of hedges runs down the propertylinebetweentheyards.Dothehedgesservetomaketheconflict moretacticallyinteresting?Notreally.Youcanshootoverandthroughthem, andtheyareshortenoughtostepoverwithlittleeffort. So when one of the PCs needs to cross into the other yard to help a downedcomrade,doyoumakehimrollsomedicetoseeifhesuccessfully navigatesthebushes? No. Players want their characters to feel cool or heroic, and if tripping over a bushstopsthemfromgettingtotheirfriendintimetohelphim,heisonly goingtofeelfrustration.Itisntfun.Itstopstheplayerfromfeelinglikehis

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characteriscontributingtothegame,andforwhat?AstheGM,youneedto askyourselfwhatsuchanobstacleaddstothegame. That said, lets say you are looking to draw attention to the fact that the character attempting to vault the bushes isnt very physically fit. Such a character could conceivably have a hard time getting over the bushes and youwanttoputthespotlightonthecharactersflaws.ThatswhatAspects arefor!IfhesthatoutofshapeheprobablyhasarelevantAspectyoucan compel.Thatway,evenifhefailstogettohisfriendintimehestillgetsa FatePointtosoothhisinjuredpride. Another option is to treat the bushes as a supplemental action (pg. 261). Supplementalactionsareaverygoodwaytomakecertainthingstactically relevant, but dont require a player to waste his turn doing something boring.Inthecaseabove,thecharacterwouldsimplysuffera1penaltyon hisnextactioninsteadofhavingtospendasimpleactioncarefullyclimbing overthebushes.

NeverSayNo
Roleplaying games are about freedom. Unlike any other type of game, even the most advanced and open video games, nothing compares to a tabletop RPG for freedom. For most players, thats the draw. They can be anyone,anddoanything.Thatbeingthecase,nothingwillfrustrateaplayer fasterthantellinghimno,youcantdothat. Now obviously there are going to be some times where no is appropriate.Forexample,inacampaignwherethecharactersdonothave anysortofsupernaturalpowers,aplayercantexpecttosuddenlybeableto shootlaserbeamsfromhiseyes.Anydeclarationthathischaracterisdoing soshouldinmostcasesbemetwithanofromtheGM. Butinprettymucheveryothercase,iftheactionthePCwantstotakeis even remotely plausible, the answer should be yes. You may set an impossiblyhighdifficultyfortherolltoattempt.But,ifyoutakethetimeto explainwhythatis,andlethimstillrolltoattemptit,theplayerismostlikely goingtobealotlessfrustratedthanifyouhadjusttoldhimno. Thatsaid,trytogetinthehabitofsayingyes.Trytolettheplayersdrive theplotasmuchaspossible.Thiskeepstheminvestedinyourcampaignand keeps them coming back to the table each week. If necessary, say yes andoryesbutbutyoushouldneverjustsayno.

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PlayerNarratedFailure
The PC is the best archer in the land. Hes got an Agility of 4, a few Advantages that grant bonuses to attack with his bow, and a couple of relatedAspects.OneoftheseAspectsactuallyisImthegreatestarcherin theland.Andthenwhenitshisturntoshootinthearcherycompetition,he blowsit.HerollspoorlyanddoesnthaveenoughFPtoinvokehisAspects. Andasaresult,helosesthearcherytournament. Why? Hes the best archer in the land right? So why did he fail to hit the targetwhilealesserarcherhitsthebullseye? OftenthedescriptionoffailureisdonebytheGM.AstheGMyoumightsay a breeze kicked up just as the arrow was released. Or maybe you wont elaborateatall.Theplayerjustmissed,lostthetournament,andnowwere movingonwiththestory. Wheneveraplayercharacterfailsatatask,especiallyatataskatwhichhe wouldnormally have no troublesucceeding, take amoment to consult the player regarding the reason why he failed. Instead of just saying You missed and moving on, ask the player why he missed. This not only gives theplayerachancetoredeemhischaracterinthefaceofhumiliatedfailure, butcouldhelpinjectthecampaignwithalevelofdetailandpersonalitythat maynothavearisenotherwise. Encourage the player to try to bring Aspects into the description. For example, the player could leave the shot unexplained at first, only to later reveal that he missed on purpose because his lady love (Trying to Win the Heart of Lady Elsbeth) requested he lose on purpose as a symbol of their love. Or maybe the magical bow he used (Longbow of the Elven King) was once used to slay a great demon. And at the last moment it struck the characterasdisrespectfultouseittowinafewgoldcoinsinacontest.

TheFunofFailure
Just because a player fails a roll doesnt mean he should fail to have fun. Whenever possible, the GM should try to come up for ways to make even failureentertainingandfun(orallowtheplayertodoso!) Forexample,ifthePCsarechasingthebadguyacrosstherooftopsofthe city,andtheplayerfailsonhisrolltojumpfromonebuildingtoanother,you haveafewoptions. YoumightjustrollthedamagethePCtakesfromthefallandexplainthat (assuming he survives) the odds of him catching the bad guy has been

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greatlyreducedandthebesthecanhopetodoiscatchupbeforesomething majorhappenstohisbuddies. Or,youcouldsaythatthecharactersfallisbrokenbythehoodofapassing policecar.Thatwayheisgivenachancetosweettalktheprettypolicelady andmaybegethertohelpgivechaseinhercarorevencallinbackup. Thesecondoptionisfarmoreinterestingthanthefirst,andbothwerethe result of a failed roll. While it may not always be possible to pull some evocativeandintriguingeventoutofafailedroll,itsagoodideatotry. Whatyouaretryingtoavoidisastallinthegamefortheplayerwhofailed. Whenyouaredesigningasceneaheadoftime,trytoconsiderwhatmight gowrongandhowyoucouldmaketheplayersmisfortunesintosomething thatkeepthesessionsenergyupandholdstheplayersinterest

GMingviaEducatedReaction
OneofthefirstthingsyoulearnasaGMisthatplayersareunpredictable. To make matters worse, the FATE system encourages things like DeclarationsandinvokingAspectsforeffect.Thisgrantstheplayeralotof controloverthedirectionofthecampaignandcaneasilywreckacarefully plannedplot. Thatbeingthecase,itsoftenawasteoftimetotrytocarefullyorchestrate a series of events. The players are going to want to go off on tangents or pursue personal goals that may not precisely line up with what you had planned. Butthatsokay! Thetrickistolargelydisregardstructuredplotsandscriptedscenesinfavor ofabroaderviewofthesetting.Onceyouknowyoursetting,andwhatthe PC and NPCs in your setting want to achieve, you have a framework on whichyoucanquicklybuildresponsestotheplayersactions.Astheymove throughyoursharedworldandshakethingsup(asPCsdo),youllbeableto predict the logical effects of their actions. And the more you know your setting,thequickerandmoreaccuratelyyoucanmakethesepredictions. Buttosetupacampaignthisway,youllneedtodosomeprepwork

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Step1SettingCreation Thefirstandmostimportantstepistoputtogetherafairlydetailedsetting. Dependingonthetypeofcampaignyouintendtorunthismightbealocal town,acity,acountry,aship,aprison,etc.Youmightconsiderwritingthe location up as an Organization if it makes sense to do so (pg. 381) or even better,createtheOrganizationcollaborativelywithyourplayers. Step2NPCDetails Onceyouvegotthegeographyofthecampaignsomewhatdefined,start thinking about the NPCs you intend to populate it with. Consider who the majormoversandshakersareandwhattheywant.Definetheirgoals,what they are willing to do to reach their goals, and what resources (hightech weaponry, political clout, magic spells, etc.) they can access to make achievingtheirgoalseasier. Step3PCGoals NextyouwanttolookatthegoalsofthePCs.Youshouldbeabletodiscern these during the character generation process, or by simply looking at the PCsAspects.YoullwanttofindoutwhateachPCspersonalgoalsare,and more importantly, what the group plans to achieve together. Once you know this, talk to them and find out what immediate steps they intend to take toreach their goals. This willform thebasis for your first fewgaming sessions. Step4DetermineConflicts ThePCshavegoals.TheNPCshavegoals.Whichofthesegoalsconflictwith each other? These conflicts should form the body of your campaign, with tangentsasrequired.IfthePCswanttoputastoptothehumansacrifices thathavebeenhappeningintown,andthereisahiddencultthatwantsto sacrificeenoughinnocentlivestobringademontoEarth,youknowwhere yourconflictis. Likewise,sinceyouknowthelocationinwhichyourcampaignisset,lookat thingsliketherelativelocationbetweenthePCsandothercharacters.Ifthe PCsareabunchofsorcererslookingtochangethetaintofthemanaataley line nexus, consider what other mana dependent characters might be downstreamalonganearbyleyline.Iftheytrytotaintthenexuswiththe positiveenergyoflifeinanefforttomakeiteasiertoresurrecttheirfallen friend,youcanexpectthedeathcultistswhohavebeentappingtheleyline flowingfromittogetatadupsetasthemanabecomesuselesstothem.

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GameBalanceandMutuallyAssured Destruction
Games using Strands of Fate arent generally about killing monsters and stealingtheirloot.Theyarentabouthavingthecharacterwhocandealthe moststressinaround.Andwhenafoeisdefeated,theydontexplodeina showerofgoldenorbstobecollectedforexperience. WhilethoseplaystylesarecertainlypossiblewithStrandsofFate,andarein truthanolessvalidwaytoplaythananyother,itwasnotthetypeofgame for which the FATE game system was designed. As such, when forced to choose, Strands of Fate leans more toward what is cool and dramatic over what offers the better game balance. Its about the story, not about WeaponandArmorRatings. Still, there are certain combinations of Advantages, Aspects and Abilities that will yield very formidable characters. Players who seek out these combinations will almost certainly be able to create a character who can fightandkillfoesthatwouldleavetherestofhiscompanionsinapinebox. Such characters can be disrupting to the campaign if the GM isnt careful, buttherearewaystodealwiththem. While the immediate temptation is to simply introduce more challenging foes, you must be careful. If one PC is a focused powerhouse in a certain type of conflict, there is a good chance that afoe who could threaten him would easily Defeat the other PCs in the group. While this approach may worksomeofthetime,particularlyiftheoverpoweredPCisisolatedfrom theothers,itcanquicklygrowboringorbegintofeeloverlycontrived. So instead of focusing on the result of what happens when an over poweredPCcutslose,insteadmakeitadifficultchoicefortheplayerasto whetherornotheshouldcutlose.Makehimconsidertheconsequences.In the realworld, several countries have nuclear weapons. They are the most devastatingweaponsknowntomanandjustonecouldputanendtomost anyconflict.Yetwedonotusethem.Why?Wefeartheconsequences. Nowimaginefora moment the psychicwho uses Clairsentience to locate his rival and then kill him and all of his allies in the room with him by channelinganexplosiveRangedPowerAttackthroughit.Didhesucceedin bestinghisrival?Sure.Butatwhatcost?Hehasprovenhimselftobebotha murderer and powerful enough to threaten the lives of several people at once.Anyotherrivalshemighthave,andperhapsmanyofhisnowformer allies,maybandtogethertopunishhimforhiscrime.Perhapstheywillhold atrial.Orperhaps,outoffear,theywillusethesamemethodtoexecutehim ashedidhisrival.Onemomentthecharacterisgloatingoverhisvictory,the nexthelaysdeadinhisbathroom.

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HowNottoRunGMPCs
Aboveall,thereisonethingtheGMshouldneverdowithaGMPC.Never, ever, steal the spotlight away from the player characters. The PCs are the heroesofthestory.TheGMPCsaretheretosupportthePCs,opposethem, orfurthertheplot,allinanefforttomakethePCslookcool.Fewthingsruin agamefasterthanhavingtositthere,asaplayer,andlistentotheGMtell youhowcooltheirpetGMPCis. As a GM, its ok to introduce interesting and powerful GMPCs, just be carefulthespotlightstaysonthePCs.

ExperienceforMilestonesandTraining
SimilartothewaythesystemofOrganicGrowth(pg.30)canbeusedto help characters grow in a way that makes sense within the context of the campaign,experiencecanalsobegrantedasadirectrewardforactionsor asarewardforachievingcertaingoals. Forexample,ifacharacterissomesortofspellcasteranddiscoversatome ofnecromanticloreduringthegame,theGMmaygrantanumberofXPthat canbeusedforthesolepurposeofpurchasingAspectsorAdvantagesthat relate to necromantic lore. Likewise, he might gain such experience if he trackeddownanoldnecromancerandconvincedhimtopartwithhisdark secrets.Similarly,ifacharacterhasanAspectsuchasIllfreemyvillageor die trying, and the character manages to defeat the lieutenant of the towns oppressive lord, he could be rewarded with XP for completing a milestoneonhiswaytohisultimategoal. Intheexampleslistedabove,thecharacterwhoreadsthetomemightbe granted34XPforthepurposesofgainingsomenecromancyrelatedAspect or Advantage. Whereas the reward for completing a milestone like defeatingtheevillieutenantmightbe34XPthatcanbespentonanything.


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CAMPAIGNPOWERLEVEL
Campaign Abilities Refresh (Max) PowerLevel Commoner 4 24(3) Expert 5 24(3) Hero 6 25(3) ActionHero 7 25(4) MythicHero 8 26(4) LegendaryHero 9 26(5) SuperHero 10 27(5) MetroClass WorldClass GalaxyClass CosmicClass InfinityClass Adv. Points 1(1) 3(1) 6(2) 9(2) 12(5) 15(7) 20(10) 30(12) 40(14) 50(16) 60(18) AvailableAdvantages
Expertonly Expertonly ExpertandHeroiconly ExpertandHeroiconly Expert,HeroicandPowers(NoSuperPowers) Expert,HeroicandPowers(NoSuperPowers) All,MetroClassSuperPowerOnly All,UptoWorldClassSuperPowersOnly All,UptoGalaxyClassSuperPowersOnly All,UptoCosmicClassSuperPowersOnly

SeeBelow SeeBelow

All YouhaveanumberofPhysicalstressboxesequaltoyourStrength+Endurance+Modifiers. YouhaveanumberofMentalstressboxesequaltoyourReasoning+Willpower+Modifiers. YouhaveanumberofSocialstressboxesequaltoyourPersuasion+Resources+Modifiers.

Abilities

Your10Aspects
Every character begins withatotalof10Aspects, and if you are using the Aspect Alphabet, you shouldtrytohaveonefor eachofthese:

Physical
Agility Endurance Perception Strength

Mental
Knowledge Reasoning Willpower Craft

Social
Deception Empathy Persuasion Resources

CharacterAspects: 1. DefiningAspect 2. Ambition 3. Background 4. Conviction 5. Disadvantage SpecialtyAspects: 6. ExceptionalSkill 7. Foe(s) 8. Gear 9. Help 10. InferiorSkill

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SamplePhysical Consequences
Minor Fatigued Dazed PulledMuscle Major SprainedAnkle MinorLaceration WrenchedBack Severe(P) BrokenArm SeveredFinger Concussion Extreme(P) BrokenBack SeveredArm RupturedOrgan Defeated(P) Dead Comatose Quadriplegic

SampleMental Consequences
Minor Flushed Shamed Withdrawn Major Trembling UnwillingtoSpeak DesiretoLashOut Severe(P) Flashbacks Reclusive PsychoticTendencies Extreme(P) Mute SevereHallucinations Suicidal Defeated(P) Dead Catatonic CripplingDementia

SampleSocial Consequences
Minor Embarrassed SmallFine LostaLittleRespect Major Humiliated LargeFine LostAllies Severe(P) FocusofPublicOutrage ShortJailTime TraitorsintheRanks Extreme(P) LongJailTime Mutiny Defeated(P) DeathSentence EnemyoftheState PermanentExile

UnforgettableHumiliation

STANDARDDIFFICULTIES
Difficulty 0 1 2 3 4 5 6

Action Requireslittleeffortoreventhought. Requiresasmallamountofeffort. A simple task, but requires a little effort. The average personwillsucceedabouthalfthetime. Amoderatelydifficulttask. Usuallyrequiressometrainingoryougetlucky. Adifficultytask.Youneedtobereallygoodtopullthisoff. Youdbetterbeanexpertifyouhopetosucceed.

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BREAKINGTHINGS
Difficulty 0 1 2 3 4 5 6 7 8

Examples: Paperorglass.Donotrollforthis,unlessunderstress. Flimsywood.Whyareyourolling? Cheap wood broken with the grain; bamboo, some light plastics. Nonreinforced wooden board, like a pine twobyfour, or an interiordoor. Strongwood,hardwoodboards,exteriordoor. Reinforcedwood,heavydoor. Securitydoor. Bendingprisonbars(aninchortwo). Bankvaultdoor,thedoorofasafe,starshipairlock.

COMPUTERSECURITYRATINGS
SecurityRating 2 3 4 5 6

TypeofSystem Householdsystems&alarms,Basichandheldequipment VIPHomessystems&alarms,factoryequipment Governmentsystems&alarms,sensitiveequipment Highsecuritysystems&alarms,securityservicesequipment Militarysecuritysystems&alarms,militaryequipment

FACILITIES
Activity
Research ScientificExperimentation BuildingorRepairing ComputerHackingorResearch

Ability
Knowledge Knowledge Crafting Knowledge

Facility
ResearchLibrary Lab Workshop Workstation Workstation

ComputerProgramming

Craft

FIREANDENVIROMENTALHAZARDS
Intensity Description 0 Thezoneisonfire,butthefirecanbeavoided. 3 Almost everything in the zone is on fire, and the heat is pressinginonyouinwaves. 6 Everythinginthezoneisonfire,andtheflameslickupnear you. 9 Inferno.Thezoneis,essentially,amassivefurnace.

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JUMPINGDIFFICULTIES
Difficulty 0 1 4 6 Every+2
Example

Height 1ft/30cm 2ft/60cm 3ft/90cm 4ft/120cm +1ft/+30cm

Distance 1yard/1m 2yards/2m 3yards/3m 4yards/4m +1yard/+1m

LOCKPICKINGDIFFICULTIES
Difficulty/Min.DiffRequiredTimeforEachRoll
10/0 15/0 20/0 25/0 15/1 20/2 25/3 1turn 1turn 1turn 1turn 5minutes 5minutes 5minutes ExteriorDoor,SimplePadlock QualityPadlock,OfficeDoor SecurityDoor PrisonCellDoor SafetyDepositBox,CheapSafe ExpensiveSafe UltrasecureSafe,BankVault

PHYSICALMOVEMENTINCONFLICT
Onyourturnyoumaymoveintoadifferentzoneusingoneofthefollowing options: StandardMoveYoumoveintoanadjacentzone.Thisisasimpleaction,or it can be taken as a supplemental action (see page 261) incurring the standard1penaltyonallotheractionsperformed.Ifthetransitionbetween zonesishampered,sayrequiringyoutoclimbaladder,itmaycauseyouto sufferadditionalpenaltiesonanyotheractionsyouperform.Moredifficult obstaclesprobablyrequireafullsimpleactiontotraverse. Hustle If you hustle, you may move across one zone and into the next. This can either be a simple action or a supplemental action like Move, but anyotheractionyouperformonthisturnsuffersa2inadditiontoanyother penaltiesyoumightsuffer. RunRunningworksthesameashustlingandallowsyoutomoveacross one zone and into the next, but you may also roll your Agility against a difficulty of2. Forevery pointbywhich yourroll exceeds 2,you may move one additional zone. However, if taken as a supplemental action, you also suffera4penaltyonallothersimpleactionstakenthisturn.Thispenaltyis added to any penalties you might suffer from traversing a difficult environmentorobstacle.

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TableAppendix

SIZE&WEIGHT
Rating Size
4 3 2 1 0 1 2 3 4 5 6 7 8 9 10

Weight
.001lbs.(.5g) .01lbs.(5g) 1lbs.(.5kg) 10lbs.(5kg) 100lbs.(50kg) 1,000lbs.(500kg) 10,000lbs.(5000kg) 100,000lbs.(50,000kg) 1millionlbs.(halfmillionkg) 10millionlbs.(5millionkg) 100millionlbs.(50millionkg) 1billionlbs.(500millionkg) 10billionlbs.(5billionkg) 100billionlbs.(50billionkg) 1trillionlbs.(500billionkg)

Bacteria,Nanites,Viruses Grasshoppers,Mice,Coins Baseball,Handgun,Toaster HumanChild,Chair,SmallDog AdultHuman,Door,Barrel Bear,LargeMotorcycle,Table Elephant,Car,SmallShack Dragon,Tank,SmallHouse Airplane,LargeHouse,Battleship AircraftCarrier,IndustrialComplex MilitaryInstallation,SpaceStation City,OrbitalSpacePort LargeIsland,Asteroid Country,Moon Planetoid

TIMEINCREMENTS
Result 0 1 2 3 4 5 6 7 8 9 10 11

TimeIncrement Instant ARound(around3sec.) AScene(around5min.) AnHour ADay AWeek AMonth ThreeMonths AYear ThreeYears ADecade Forever

COSTRATINGS
CostRating
0 1 2 3 4 etc

EstimatedValueinModernUSDollars
Around$5orless Around$25 Around$100 Around$400 Around$1,600 etc

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VEHICLES
Motorcycle,JetSki,HorseDrawnCarriage Car,SmallBoat,SingleEngineAircraft ShippingTruck,Tank,FishingBoat,House Airliner,Battleship,CargoShip,Mansion AircraftCarrier,IndustrialComplex SpaceStation,MilitaryInstallation PlanetoidSizedOrbitalSpacePort *ThevehiclehasanumberofStructuralstressboxesequaltoitsSize+Structure+Modifiers. *ThevehiclehasanumberofSystemstressboxesequaltoitsSize+Systems+Modifiers. *ThevehiclehasanumberofCrewstressboxesequaltoitsSize+Crew+Modifiers.

FP Size Refresh 1 2 2 2 3 3 4 3 5 4 6 4 7 5

Abilities (Max) 3+TL(3) 5+TL(3) 7+TL(4) 9+TL(4) 11+TL(5) 13+TL(5) 15+TL(6)

Base Cost 5 6 8 11 15 18 22

Adv. Points 2+TL 1+TL 0+TL 4+TL 8+TL 16+TL 24+TL

SampleVehicles

VEHICLEABILITIES
Crew Structure

Speed Weapons

Maneuverability Sensors

Systems

ORGANIZATIONS
FP Abilities Influence Refresh (Max) SampleMembership IndividualCharacter 0 AUnit,rangingfrom4to12individuals 1 2 3 4 5 6 7 8 9 10 3 3 4 4 4 5 5 5 6 18(3) 20(4) 22(5) 25(6) 28(7) 31(8) 35(9) 39(10) 45(11)
Asmalllocalcompany,largeclub,townwidecultor minornoblehouse Asmallnationalcompany,influentialnoblehouse,small town Anationalcluborregionalorganizedreligion Anationalcorporation,worldspanningcult,portcity Anationalcapitalorlargeinternationalconglomerate Amulticontinentspanningempire,ormultiworld corporation Aworldgovernment,orsystemspanningmega corporation Amultisystemspanningempireormegacorporation Agalaxyspanningempire

Physical
Logistics Perception Security

ORGANIZATIONABILITIES Mental
Craft Knowledge Morale

Social
Connections Relations Resources

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TableAppendix

AdvantagesIndex
ExpertAdvantages
Acrobatic.........................................96 Alertness..........................................96 AmbushPredator ............................96 . AnimalEmpathy...............................96 ArchitectofDeath...........................96 Artist.................................................96 BlackHat..........................................96 BookWorm......................................96 ConMan...........................................96 CriminalMind...................................96 DeadlyGrace....................................96 Demolitionist....................................96 DigitalSpider....................................96 DirectionSense................................96 Doctorate.........................................97 Engineer...........................................97 EyeforCrime....................................97 FastTalker........................................97 Fearless............................................97 FiringDiscipline................................97 FirstImpressionist...........................97 FleetofFoot.....................................97 FlyBoy..............................................97 FreeRunner.....................................97 GearHead ........................................97 . GoodInvestment.............................97 Grappler...........................................97 GraceUnderFire..............................97 GreasetheWheels...........................97 HardStyle.........................................98 Headquarters...................................98 HunteroftheWild...........................98 HideInPlainSight............................98 IntheNameofScience....................98 LegalEagle.......................................98 Linguist.............................................98 LipReading......................................98 Locksplitter......................................98 LongShot.........................................98 MasterofDisguise...........................98 Mimic................................................98 MoneyTalks.....................................98 MonkeyMan....................................98

MountedWarrior.............................98 PreciseMemory...............................98 QuickDraw.......................................99 QuickStep........................................99 Scary.................................................99 SceneoftheCrime ..........................99 . SenseDeception..............................99 Shadow............................................99 SmoothOver....................................99 Sniper...............................................99 SoftStyle..........................................99 SpatialMemor..................................99 Surgeon............................................99 Scavenger.........................................99 StickyFingers...................................99 StrikingLooks..................................99 Survivalist.........................................99 TakesOnetoKnowOne..................99 Tracker.............................................99 TrainedRider....................................99 TrapSense........................................99 WeaponSpecialist.......................... 00 1 WellKnown..................................... 00 1 WheelMan...................................... 00 1 WhiteHat........................................ 00 1 Wrestler........................................... 00 1

HeroicAdvantages
AbsolutelyStunning........................101 AcrobaticExploit.............................101 AdaptiveMastery............................101 AnimalKen .....................................101 . AssassinStrike.................................101 ConstantVigilance...........................101 CounterAttack................................101 CoverofDarkness...........................102 CustomStressTrack........................102 CripplingBlow.................................102 DazingBlow....................................102 Dervish........................................... 03 1 Experienced.................................... 03 1 FiveMinuteFriends......................... 03 1 GeekSpeak..................................... 03 1 GeniusatWork................................ 03 1 GunsAkimbo..................................104

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GutFeeling..................................... 04 1 GroundandPound.......................... 04 1 HollywoodBullets........................... 04 1 InspiringLeadership........................ 04 1 IronWill..........................................105 IveGotJusttheThing.....................105 LastStand.......................................105 LightningReflexes...........................105 LivingLieDetector..........................105 MasterTactician..............................105 MoneyisNoObject.........................105 OfftheGrid....................................106 OneBulletLeft...............................106 Opportunist...................................106 Payback.........................................106 PersistentSpecialty........................106 PromiseofPain...............................107 RazorTongue..................................107 Reputable.......................................107 Resilient .........................................107 . SlipperyCombatant.........................107 Strategist........................................107 Tenacious.......................................107 Tireless..........................................108 Toughness.....................................108 TwinArrow....................................108 Untouchable..................................108 ViciousComeback..........................108 WeaponExpertise..........................108

PowerAdvantages
Absorption ......................................111 . Affliction.......................................... 12 1 AnimateDead.................................. 12 1 Armor..............................................113 AstralDoorway...............................114 AstralPassage.................................114 AstralPerception.............................115 AstralProjection.............................116 AugmentedMovement.................... 17 1 Awe................................................118 Barrier............................................119

Binding...........................................120 Blessing..........................................121 BodyWeaponry ..............................121 . Breathless.......................................122 Chameleon......................................122 Clairsentience .................................124 . ComputerImplant...........................125 Echolocation...................................126 Elasticity.........................................126 EmotionSwitch...............................126 EnhancedHearing...........................127 EnhancedSenses ............................127 . EnhancedSight...............................128 EnhancedSmell...............................129 EnhancedSpeed .............................129 . EnhancedReflexes.......................... 30 1 EnvironmentalProtection................131 ExtraLimb......................................131 Flight..............................................131 GestaltMind...................................133 Grow.............................................. 34 1 Heal................................................135 HiddenCompartment...................... 36 1 Illusions..........................................137 ImbueArmororShield .................... 38 . 1 ImbueWeapon ............................... 39 . 1 InfluenceThoughts.......................... 39 1 Insubstantial...................................141 Invisibility........................................142 Leach.............................................. 43 1 Lifeless........................................... 43 1 MachineSubmersion......................144 Mindlink ......................................... 45 . 1 MindProbe..................................... 45 1 MindWipe......................................147 Morph...........................................149 UniqueForms..................................150 MorphLiving...................................151 Multiply..........................................151 NightVision ....................................153 . Nullify.............................................153 PhotographicMemory..................... 54 1

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AdvantagesIndex


Poison............................................155 Possession......................................155 Postcognition .................................157 . PowerAttack,Melee.......................159 PowerAttack,Pulse........................161 PowerAttack,Ranged.....................163 Precognition..................................166 ReadEmotions................................167 ReadThoughts...............................168 RepelCreature...............................169 Regeneration..................................170 Resistance....................................... 71 1 Sense .............................................. 71 . 1 Shapeshifting..................................173 Shrink.............................................174 Sleepless ........................................175 . SummonCreature...........................175 SuperAgility...................................176 SuperEndurance.............................177 SuperStrength ...............................178 . Telekinesis......................................179 TeleportOther................................181 TeleportSelf...................................181 TeleportationPortal........................182 Terrify.............................................183 ThermalVision................................ 84 1 Transmogrification.......................... 84 1 TransmuteMatterorEnergy............185 WallWalker...................................186 WeaponMastery.............................187 XRayVision....................................187

VehicularAdvantages
CrewAdvantages...........................355 CrackShot......................................355 ElectronicWarfareSpecialist........355 EngineeringElite............................355 HotshotDriver/Pilot.......................355 Marines ..........................................356 . NavigationsSpecialists..................356 RapidRepairTeam.........................356 TrainedMedicalStaff.....................356 DefensiveAdvantages....................357 Armored.......................................... 57 3 ElectronicCounterMeasures......... 57 3 InternalDefenseSystems............... 57 3 KineticShields................................358 PointDefenseSystem....................358 ReactiveArmor..............................359 ReflectiveArmor............................359 ReinforcedStructure.....................359 ReinforcedUndercarriage.............359 FunctionalAdvantages...................360 ArtificialIntelligence......................360 AutoRepairCapability...................360 CargoHold.....................................360 Carrier..............................................361 Cloaked............................................361 CrewQuarters.................................361 EnhancedCrewSafetySystems.....361 EnhancedSensorSuite..................362 EscapeVehicles..............................362 Fated..............................................362 FTLInhibiter...................................362 IntuitiveInterface..........................362 LinkedSystems..............................363 MechanicalWorkshop...................363 Medbay.........................................363 MiningRig......................................363 NetworkConnectivitySuite..........363 OnboardComputers......................364 OpticalCamouflage.......................364 SalvageRig.....................................364 ScienceLab....................................364 SignalJammer................................364 SocialAppeal..................................364 Specialized.....................................365 . StockStandard ..............................365

MetaPowers
ConditionalTrigger.........................188 Control..........................................189 CraftPowerItem ............................197 . Limitation......................................199 LinkedAdvantage..........................200 RitualPower...................................201 Weakness......................................203

457


TargetDesignator..........................365 TeleportationSystem....................365 TractorBeam.................................366 Upgraded.......................................366 MobilityAdvantages ......................367 . AnimalPowered ............................367 . ArmorMode...................................367 AtmosphericFlight........................367 FTLDrive........................................368 JumpGateGenerator....................368 JumpJets.......................................368 Tracked...........................................369 Transitional....................................369 TwoWheeled.................................369 SpaceFlight....................................369 VTOL...............................................370 Walker,Bipedal..............................370 Walker,Multilegged.....................370 Waterborne,Floating....................370 Waterborne,Submersed................371 Wheeled..........................................371 3 OffensiveAdvantages..................... 72 AntiPersonnelWeapons................372 AutoCannon...................................372 BoardingCapsules.......................... 73 3 Bomber ........................................... 73 . 3 Cannon............................................ 73 3 3 ElectronicWarfareSuite(EWS)..... 73 IndirectFireCapability.................... 73 3 MeleeWeapon...............................374 MineDispenser..............................374 MissileBay......................................374 ReinforcedProw............................. 75 3 WeaponBattery.............................. 75 3 Shark .........................................416 . Snake.........................................416 Spider/Spiders,Swarm[Unit] ......417 . Tiger..........................................418 Wolf/Wolves,Pack[Unit] ...........419 . FantasyAntagonists..........................420 BeastoftheLagoon....................420
CityGuard/CityGuardPatrol[Unit]......421

Dragon.......................................422 Ghost.........................................423 Goblin/GoblinBand[Unit] ..........424 . Knight........................................425 Spirit,Lesser,Fire .......................426 . Spirit,Standard,Fire...................426 Spirit,Greater,Fire......................427 Spirit,Lesser,Earth.....................427 Spirit,Standard,Earth.................428 Spirit,Greater,Earth...................428 Troll...........................................429 Vampire,Noble...........................430 Werewolf.................................... 31 4 Zombie,Mindless/Horde[Unit]...432 ModernAntagonists..........................433 PoliceOfficer/SecurityGuard.......433
PoliceOff./SecGuardPatrol[Unit]..433

AntagonistsIndex
AnimalAntagonists ............................411 . Bird/Birds[Unit] ..........................411 . Bear............................................412 Bull.............................................412 Cat,House...................................413 Crocodile.....................................413 Fish............................................. 14 4 Horse.......................................... 14 4 Rat/Rats,Swarm[Unit]...............415

PrivateDetective........................434 SerialKiller.................................434 SmallTimeGangBanger .............435 . SmallTimeGang[Unit]...............435 Soldier/SWATOfficer..................436 Terrorist/Extremist .....................437 . SciFiAntagonists...............................438 CorporateSecurityGuard............438
CorporateSecGuardPatrol[Unit]..438

SecurityDrone,Heavy.................439 SwarmofNanomachines............440 Zombie,Host..............................440

AdvantagesIndex

458

Index
Ability...................6,10,33,69,72,331 ActivationDifficulty.........................93 AdvantagePoints............................. 0 1 Advantages...............8,10,35,87,335 AffinityAbility........................10,21,92 Agent...............................................314 Agility.........................................20,73 Aim.................................................293 Allies.................................................84 Ambushing.....................................262 Ammo..............................284,302,323 Ammunition............................302,323 AnimalHandling.............................262 AnimalInstincts.............................262 animals...........................................287 Antagonists....................................409 Arcane............................................246 Armor......................................236,312 ArmorRating.....................10,211,299 ArmorStress..................................299 artificialintelligence.......................327 Aspect.........................................10,52 AspectAlphabet.........................19,32 Assessment.................................10,63 AssetAspects.................................385 Assets.............................................386 AstralPlane.....................................116 AugmentedReality.................314,325 BackupInsurance..........................336 BeamWeapon........................263,302 Bear.................................................412 BeastoftheLagoon......................420 Biomorph.......................................332 Bird..................................................411 Birds,Flock[Unit]...........................411 Block...............................................260 Boarding.........................................353 Boat,CommercialFishing..............376 Boat,Speed....................................376 BonusesandPenalties....................252 BreakingThings.............................264


Bull...................................................412 CalledShot..............................209,281 Camouflage....................................279 Campaign.................................10,288 CampaignPowerLevel(CamPL)10,31 CampaignScaleZones...................298 Car,FourDoorSedan.....................377 Car,HighEndSports......................377 CareerTemplates.............................38 Cat,House.......................................413 CharacterAdvancement..................29 CharacterAspects...................5,10,32 Chase..............................................275 CityGuard........................................421 CityGuardPatrol[Unit]..................421 Climbing.........................................265 CombinedItems..............................314 CombiningAbilities..........................69 Compelling..................................55,57 ComplimentingAbilities..................70 Computers...............................265,316 Concession........................................11 Concessions...................................208 Conflict.......................................5,399 Conflicts.........................................257 Consequences..9,11,212,223,233,237 Contacts...........................................84 Contest........................................5,257 CorporateSecurityGuard..............438 Cost.........................................243,301 Cover..............................................294 Craft....................................20,78,384 Crafting ..........................................267 . Crew...............................................343 CrewAdvantages...........................355 CrewStress....................................345 Crocodile.........................................413 Deception...................................20,82 Declaration..................................11,65 Defeated...........................................11 DefensiveAdvantages...................357

459


DefiningAspect................................11 Demolitions....................................268 Detection........................................351 Determination............................11,222 Difficulty(Diff:X)...................4,11,252 Diseases .........................................269 . Disguise..........................................269 Dragon ...........................................422 . Driving............................................347 Drugs..............................................285 Edge...........................................11,222 Empathy.....................................20,83 Encumbrance.................................289 Endurance..................................20,74 Enemies............................................84 EnvironmentalHazards.................274 Equipment...........................26,36,313 EquipmentKits ...............................321 . EquipmentModifications...............301 EquipmentRating(ER).............11,299 ExperiencePoints(XPs)...................11 ExpertAdvantages..........................87 Explosions..............................268,270 ExplosiveRating(ExR)............211,299 Explosives...............................270,313 ExtendedAction........................5,258 Extra..........................................11,409 Extremist........................................437 Facilities..........................................273 Falling.............................................273 FATE...................................................2 FateFractal.....................................381 FatePoint(FP).............................11,51 FatePointCost.................................93 FatePointDebt................................60 Fear.................................................224 Fire..................................................274 Firearms.........................................309 Fish..................................................414 FootChases....................................275 Forgery...........................................276 fragileAspect...................................59 FreeAction.....................................259 FudgeDice.........................................3 FullAuto..................................277,302 FullDefense....................................261 FunctionalAdvantages..................360 GameMaster(GM)...........................12 GameMasterPCs(GMPC)........12,410 GatheringInformation...................278 Ghost..............................................423 Goblin.............................................424 GoblinBand[Unit].........................424 Gravitic...........................................302 Gravity............................................296 Grenades........................................324 Hacking...........................................265 HealingStress................................237 HelpfromOthers...........................278 HeroicAdvantages...................88,101 Hiding.............................................279 HoldYourAction............................259 Horse.......................................317,414 Hospital...........................................317 Hustle.............................................283 HybridMorph.................................333 Influence........................................382 Infomorph......................................330 InfomorphAdvantages.................335 Initiative.....................................12,210 Insanity...........................................224 Invoking ................................12,53,57 . ItemAspects..................................303 Jumping..........................................280 Knight.............................................425 KnockOutBlow..............................281 Knowledge.........................20,79,384 Languages.......................................281 LargeScaleConflict.......................393 Leverage ...................................12,233 . LiftCapacity...................................289 LiftingThings.................................290 LockPicking...................................282 LockPicks........................................317 Logistics.........................................384 MaintenanceCosts........................308 Mana ..............................................245 . ManaConsequences .....................247 . Maneuver..................................12,255 Maneuverability.............................343 Mech,HeavyAssault .....................378 . MedicalAttention..........................282 MediStimulantInjection................ 18 3 MeleeAttack.....................................12

460
Index


MeleeWeapons..............................311 MembershipAdvantage................386 MentalAbilities..........................20,78 MentalConflict..............................220 MentalStress.............................80,81 MentalStressBoxes....................... 23 2 MetaPowers....................................94 MobilityAdvantages......................367 MonoEdged..................................302 Morale............................................384 Motorcycle.....................................378 Movement ..............................214,283 . MultiScaleConflict........................402 Navigation......................................348 NonHumanRaces...........................44 NonPlayerCharacter(NPC).....12,409 NonRenewableStressTracks........241 OffensiveAdvantages...................372 OrganicGrowth...............................30 Organization...................................381 OrganizationAspectAlphabet......383 OrganizationAspects....................383 OrganizationalConsequences....385,386 OutofAmmo.................................284 Overheating...................................284 Perception..........................20,75,384 PersistentAspects......................12,59 PersonalScale................................287 PersonalScaleZones.....................297 Persuasion..................................20,83 PhysicalAbilities ........................20,73 . PhysicalConflict...............................211 PhysicalStress ............................ 4,77 . 7 PhysicalStressBoxes ......................211 . Piloting...........................................347 Pin...................................................286 Player.................................................12 . PlayerCharacter(PC) .......................12 Poison.............................................285 PoliceHelicopter............................379 PoliceOfficer..................................433 PoliceOfficerPatrol[Unit]............433 Popularity...........................12,233,234 PortablePersonalComputer..........318 PowerAdvantages....................89,111 PowerAspects.................................90 PowerItems...................................337 PowerModifiers..............................93 PowerSource..............................13,91 PowerStress....................................93 PrivateDetective...........................434 Projectiles........................................ 10 3 PropPlane......................................379 Pull..................................................286 PurchasingAdvantageswithResources90 Push................................................286 Ramming.........................................351 Range.............................................300 RangedAttack..................................13 Ranks..................................................4 Rat...................................................415 Rats,Swarm[Unit].........................415 Reasoning..................................20,80 RefreshRate.................................7,13 RenewableStressTracks...............240 Repairing........................................267 Research.........................................294 Resources...................................20,85 Restrain..........................................286 RestrictingAbilities..........................70 Rewards.........................................243 Riding.............................................287 RosterAspect................................396 Round........................................13,209 Run.................................................283 Scale..........................................13,287 Scavenging.....................................288 Scene.................................................13 Scope................................................53 Security..........................................384 SecurityDrone,Heavy...................439 SecurityGuard ...............................433 . SecurityGuardPatrol[Unit]..........433 Sensors...........................................343 SerialKiller......................................434 Session..............................................13 Shadowing.....................................279 Shark...............................................416 Shields............................................. 10 3 SimpleAction..............................5,257 SingleSet .......................................250 . Size.................................................289 SkirmishScale................................287 SkirmishScaleZones.....................298

461


SlowMovingProjectiles.................310 SmallTimeGang[Unit].........435,437 SmallTimeGangBanger................435 SmartGrenades.............................324 Snake..............................................416 SocialAbilities............................20,82 SocialConflict.................................. 32 2 SocialEspionage.............................291 SocialStress...............................84,85 SocialStressBoxes......................... 32 2 Software..........................................319 Soldier............................................436 SpecialtyAspects...............6,13,34,71 Speed.............................................343 Spider..............................................417 Spiders,Swarm[Unit]....................417 Spin............................................13,254 Spirit,Earth....................................427 Spirit,Fire.......................................426 Spying..............................................291 StarShip,Interceptor....................380 StarShip,LightFreighter ..............380 . Stealth.............................................351 StickyAspects..................................60 Strength......................................20,77 Stress..................................................9 StressBoxes...................................207 StressTracks.............................13,384 StructuralStress............................345 Structure........................................343 SupplementalAction......................261 SuppressionFire.............263,277,292 Swallow..........................................293 SwarmofNanomachines..............440 SWATOfficer..................................436 Swimming......................................293 Synthmorph...................................334 SystemStress.................................345 Systems..........................................343 TaintedMana.................................247 TakingAim......................................293 TakingCover..................................294 TakingYourTime...........................295 TechLevel(TL)....................13,15,300 TemporaryAspects.....................13,59 Terrorist .........................................437 . Testing............................................294 Throw.............................................286 Tiger................................................418 Time................................................295 TranshumanCharacters..................331 Transhumanity...............................328 Trip.................................................295 TrivialExtra....................................409 Troll.................................................429 Turn.................................... 4,209,251 1 unconscious....................................281 Unit.................................394,406,410 Vacuum ..........................................296 . Vampire,Noble..............................430 Vehicle.............................................341 VehicleChases................................348 VehicularAdvantages....................344 VehicularAspect............................342 VehicularUnits...............................399 VirtualIntelligence.........................327 VirtualReality.................................326 Virtuality.................................320,326 VitalExtra.......................................409 Wealth............................................242 WealthStress...................................85 WeaponRating(WR).........14,211,299 Weapons................................236,343 Weight............................................289 Werewolf.........................................431 Willpower....................................20,81 Wolf................................................419 Wolves,Pack[Unit].......................419 ZeroGravity....................................296 ZeroOut.........................................259 Zombie...........................................432 Zombie,Host..................................440 ZoneAspects..................................298 Zones..................................14,210,297

462
Index

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