Rules

Table of Contents

Chapter 1: A System of Rules

What is Fate?
What You’ll Need
The Ladder

Core Mechanic

Shifts and Levels of Success

  • 1. Failure or success at a cost
  • 2. Tie
  • 3. Simple Success
  • 4. Success with Style
Formula

The Four Actions

  • 1. Overcome an Obstacle
  • 2. Create or Discover an Advantage
  • 3. Attack
  • 4. Defend

Challenges and Conflicts

Challenge Goals

Challenge Success and Failure

Creating Advantages in a Challenge

Conflicts

Exchanges, Turns, and Actions

The Exchange Order

Stress and Consequences
Taking Stress
Taking Consequences
Recovery
Being Taken Out
Conceding

Chapter 2: Anatomy of a Character

(Soon)
Aspects
Making Memories
Making Aspects
Choosing Skills

Skills

  • Academics
  • Alertness
  • Athletics
  • Burglary
  • Deceit
  • Drive
  • Empathy
  • Endurance
  • Fists
  • Guns
  • Intimidation
  • Investigation
  • Engineering
  • Might
  • Rapport
  • Resolve
  • Science
  • Sleight of Hand
  • Stealth
  • Weapons

Stunts
Creating Stunts
Provide a situational benefit worth two shifts
Use one skill in place of another in a specific Circumstance
Break the rules for a cost
Creating (or Choosing) Stunts

Gear
Fragile Gear Aspects

The Persona and The Truth

The Persona
Persona Skills
Persona Aspects
Creation
The Truth
True Aspects
Creation
Pushing
Tuning
Shaping
The Cost

Regarding Compels

Chapter 3: GM Advice for running the game.

(Soon)
Minions and Adversaries

Rules

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