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FATE of HARN ON A 4 PAGES 1

GOLDEN RULE Decide what youre trying to accomplish first, then consult the rules/skills to help you do it.
SILVER RULE Never let the rules get in the way of what makes narrative sense.
BRONZE RULE You can treat anything in the game world like its a character (e.g. organisation, devices, animals, monsters, place etc.)
FATE POINTS
Fate points can be spent to: INVOKE an ASPECT; POWER some STUNTs (others are free); BUY-OFF a COMPEL; DECLARE a story detail.
Fate Points can be earned by: ACCEPTING a COMPEL which is having an ASPECT INVOKED against you; or CONCEDING in a conflict.
REFRESH FATE POINTS carry over between sessions but the REFRESH is the minimum number a character starts a new session with.
ASPECT An aspect is an important defining characteristic of a character, organisation, devices, animals, monsters, place, etc.
COMPEL
Anyone can offer a player a FATE POINT in return for having an ASPECT cause their character a problem: EXPLAIN why the aspect is
relevant; NEGOTIATE the nature of the problem; then either, ACCEPT THE FATE POINT and play through the problem, or, PAY A FATE
POINT to avoid the compel and its problem.
INVOKE
After a skill roll, EXPLAIN why the aspect is relevant, SPEND a FATE POINT (unless granted a FREE INVOKE) and CHOOSE EITHER: +2 to
current skill roll; re-roll current skill roll; or force someone to OVERCOME vs. a passive +2 obstacle representing the aspect.
An aspect can only be invoked once on any roll but different ASPECTS can be invoked on the same roll.
DECLARE a detail SPEND a Fate Point, justify the narrative detail by relating it to an ASPECT, negotiate with the GM, who has a veto!
FREE INVOKE
No Fate Point Cost and they can be stacked with other FREE INVOKES or INVOKES.
FREE INVOKES can be passed to another character to exploit so the team can stack up a series of INVOKES that set up the killing blow!
BOOST Transient aspect that goes away once INVOKED, and usually by the end of a scene. A BOOST can be passed to someone else for set-ups.
STUNTS
A STUNT is a special trait a character has that changes the way a skill works for him. Stunts indicate some special, privileged way a
character uses a skill that is unique to whoever has that stunt.
SKILLS Skills are rated from Terrible (-2) to Legendary (+8). PC skills are limited to Superb (+5)
SHIFTS
The difference between your and your opponents roll of 4xFate Dice (+bonuses for ASPECTS/BOOSTS/STUNTS/SITIUATION etc.) are
called SHIFTS. More SHIFTS = Greater level of success (or failure if you are on the receiving end!)
Getting things
done:
CHALLENGES
An especially complicated or dynamic obstacle requiring a series of PASSIVE OVERCOME actions to resolve. E.g. picking a lock.
The CHALLENGE may require different skills to be used in sequence or the same skill to be used more than once. BOOSTS or free
INVOKES from one skill roll may be carried forward if they applicable to the subsequent skill roll.
Getting things
done: CONTESTS
Two or more characters with mutually exclusive goals, competing against one another, but NOT trying to harm one another. E.g. A
race. The CONTEST could be between the same skills or different skills, depending on the situation. It is made up of a series of
EXCHANGES during which each participant makes a skill roll to determine how well they do. Whoever gets the most SHIFTS in an
exchange gains 1 VICTORY (Success by 3+ SHIFTS gains 2 victories) and the first character to 3 victories wins.
Ties: no one gains a victory but an unexpected twist means a disadvantageous ASPECT is created that could affect them all.
Characters can try to CREATE an ADVANTAGE BEFORE they make a CONTEST roll, but Failure means their CONTEST roll is forfeit!
A character can decide to ATTACK during a CONTEST in which case the CONTEST usually ends and a CONFLICT begins.
Getting things
done: CONFLICTS
Characters with the intent and the ability to harm one another are in a CONFLICT.
Physical Conflict leads to stress in the form of bruises, cuts etc.; Mental Conflict to stress in the form of loss of confidence, self-esteem.
Any HITS taken cause the recipient to be TAKEN OUT unless they absorbed by STRESS or CONSEQUENCES instead.
MOVEMENT
A character can always choose to move one zone in addition to taking an action. Moving more zones, or one zone with an aspect that
makes it difficult going, requires an ATHLETICS (or perhaps some other) OVERCOME action. Failure grants opposition a BOOST.
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ZONES
A ZONE is an abstract representation of physical space. The best definition of a Zone is that its close enough that you can interact
directly with someone (in other words, walk up to and punch them in the face). A ZONE could be a room or a clearing.
SKILL ACTIONS OVERCOME: CREATE ADVANTAGE (opposition might be active): ATTACK/DEFEND
Roll 4 x Fate Dice
+ any bonuses
Against Passive or Active
opposition
To create (or discovering) a
new aspect
To benefit from an existing (or
known) aspect
To cause stress or consequence
and defend against it
Fail by 3+ SHIFTS
Fail, or Succeed at a SERIOUS
COST (e.g. a BOOST plus free
invoke to the opposition)
Fail, or Succeed in a way that
ALSO benefits the opposition,
and MIGHT disadvantage the
character
Fail and give a free
INVOKE on the existing ASPECT
to the opposition
No harm to Defender who also
gains a BOOST
Fail by 1-2 SHIFTS No harm to Defender
Tie
Succeed at a MINOR COST (e.g.
a BOOST to the opposition)
Succeed and gain a BOOST plus
free INVOKE Succeed and gain a free INVOKE
on the ASPECT
No harm to Defender but
Attacker gains a BOOST
Succeed by 1-2
SHIFTS
Succeed and achieve goal
Succeed and gain a free INVOKE
on the ASPECT
Defender suffers HITS equal to
SHIFTS
Succeed by 3+
SHIFTS
Succeed and achieve goal plus
gain a BOOST in doing so
Succeed and gain 2 free
INVOKES on the new ASPECT
Succeed and gain 2 free
INVOKES on the ASPECT
Defender suffers HITS equal to
SHIFTS (Attacker may trade
some HITS for BOOSTS)
TURN ORDER
ATTACKS are launched in order from highest NOTICE (or EMPATHY for mental/social/emotional), with ATHLETICS, then PHYSIQUE (and
RAPPORT, then WILL, for mental/social/emotional) being used to break ties.
Nature of Attack Attack Skill (Stunt) Defence Skill (Stunt) Effect on
Mental/Social/
Emotional Skill
Attacks
Contacts(Destroy Reputation) Will or Contacts
Mental Stress Track Deceit(Mind Games) Will or Intimidation
Intimidation Will or Intimidation or Scholar(Shield of Reason)
Physical Skill
Attacks
Athletics(Body Check) Athletics
Physical Stress Track
Melee Athletics or Melee or Intimidation(Armour of Fear)/Physique (Take the Blow)
Missile Athletics or Stealth(Slippery Target)
Notice(Reactive Shot) Athletics
Ride(Charge!) Ride
Stealth(Hidden Blade) Notice
Shek Pvar Skills
(Spell casting)
Create/Make or Destroy/
Disperse or Learn/Perceive
The skill (which could be the opponents Shek Pvar skill) depends on whether
the intention of the attacker is to do Physical or Mental harm and how the
target is trying to avoid it. Use the list above as a guide.
Depends on ShekPvar
intent
Strain of Spell
Casting
Caster always takes 1 point of
Mental Stress, and
Fail (by 3+): Succeed but
take a CONSEQUENCE
Fail or Tie: Succeed but
take 1 MENTAL STRESS
HIT
Succeed: Succeed + 1
free INVOKE
Succeed with Style:
Succeed + 2 free
INVOKES

FULL DEFENCE Give up the option to use an ATTACK action in this turn BUT GAIN +2 to the DEFEND action against opponents attacks.
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TEAMWORK
Setting up the Opponent: Character A, B, C etc. create advantages which they stack up to help Character Z succeed with ease!.
Combining Skills: The Character with the highest skill takes the action but every other Character with a relevant skill adds +1 to the roll.
MOBS Multiple NPCs can be treated as a single MOB with their individual Skills and Stress Boxes added together onto a single character sheet.
MULTIPLE
TARGETS

AREA EFFECTS: e.g. real or arcane explosions, gas clouds, Intimidating a mob, influencing a crowd with Rapport.
Either: create an advantage in the scene, rather than on a specific target,
Or: divide the total SHIFTS between targets in the area, each of which defends against their portion of the success.
ENVIRONMENTAL
HAZARDS
Treat an environmental condition, a natural disaster, a cunning mechanical or magical trap etc. as a character. (The Bronze Rule of Fate).
If the Hazard is intended: to distract - then let it create (dis)advantages; to do harm - give it a skill level with which to attack (or defend);
act independently - give it the perception and mobility of a character.
The resilience of the Hazard may mean it has Stress Boxes &/or Consequences which must be eroded before its safe.
DEADLINE
PRESSURE

Challenges or Contests take advantage of deadline pressure by limiting the number of rolls that a player can make.
Failure can erode more time and reduce the number of rolls available when using the Success at a Cost option.
Likewise, Success with Style can reduce the amount of time it takes to do something when the PCs are under time pressure.
TIME
INCREMENTS
Instant - A few moments - Half a minute - A minute - A few minutes - 15 minutes - Half an hour - An hour - A few hours - An afternoon - A
day - A few days - A week - A few weeks - A month - A few months - A season - Half a year - A year - A few years - A decade - A lifetime
WEAPONS &
ARMOUR
If the value of the attacking weapon exceeds the armour value of the target, then ADD 1 HIT caused by a successful ATTACK. If armour
exceeds weapon, then REDUCE HITS by 1. A player can choose to ABSORB 1 HIT by taking damage to Armour/Shield, which reduces its
value for the rest of the SESSION or until successfully repaired using CRAFTS to OVERCOME +4 passive resistance.
STRESS
STRESS is short lived. It is removed once theres a chance to draw breath/regain composure, usually by the start of next scene.
1 HIT can be absorbed by crossing off a STRESS 1 box 2 HITs can be absorbed by crossing off a STRESS 2 box
Characters with ENDURANCE or WILL skills gain additional STRESS boxes that can absorb 3 or 4 HITs.
If the amount of stress inflicted exceeds the value of a stress box it is rolled up into the next stress box, and the next if is still exceeds
the value, until it causes a Consequence!
CONSEQUENCES
CONSEQUENCES can also absorb HITS, but are longer lasting NEGATIVE ASPECTS that DO NOT usually recover between scenes.
They can be INVOKED/COMPELLED until the character has spent enough time RECOVERING.
1, 2 or 3 HITs can be absorbed by taking a Mild, Serious and Grievous CONSEQUENCE, respectively.
RECOVERING
CONSEQUENCES remain in place until:
A sufficiently calm environment allows treatment in the form of a relevant OVERCOME ACTION is successful (against the +2, +4
or +6 passive resistance of the CONSEQUENCE; +2 if the character is treating themselves rather than being treated by another).
A Mild CONSEQUENCE presents +2 passive resistance and remains in place for a whole scene after successful treatment;
A Serious CONSEQUENCE presents +4 passive resistance and remains in place for a whole session after successful treatment;
A Grievous CONSEQUENCE presents +6 passive resistance and remains in place for a whole scenario after successful treatment.
A character COULD take an CRIPPLING CONSEQUENCE which can absorb 4 HITs but this requires the player to replace an existing
ASPECT with the EXTREME CONSEQUENCE which remains in place until a MAJOR MILESTONE allows it to be removed.
CONCEDING
A CONFLICT can be interrupted at any time by CONCEDING. The characters part in the current scene is over leaving the victors with an
advantage. The character gains a FATE POINT + 1 FP per consequence taken and negotiates with the GM how they escaped with their
life/discretely withdrew. The GM has final say so this isnt always a get out of jail free card, and will cost them something.
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TAKEN OUT
Once ALL STRESS and CONSEQUENCE slots are filled then another HIT means the character is out of the fight and the victorious
opponent narrates what happens! This will be worse than CONCEDING!
GAME TIME
Exchange: The amount of time it takes all participants in a conflict to take a turn, which includes doing an action and responding to any
action taken against them. A few minutes.
Scene: The amount of time it takes to resolve a conflict, deal with a single prominent situation, or accomplish a goal. Scenes vary in
length, from a few minutes to an hour.
Session: The sum total of all the scenes run in a single sitting: from an hour to a week. Constitutes a MINOR MILESTONE.
Scenario: One or more sessions of play, but usually no more than four. Most of the time, the sessions that make up a scenario will
definitively resolve some kind of problem or dilemma presented by the GM, or wrap up a storyline. From a few days to a few weeks or a
season. Constitutes a SIGNIFICANT MILESTONE.
Arc: A number of scenarios culminating in an event that brings change to the game world. Constitutes a MAJOR MILESTONE.
CHARACTER
MINOR
MILESTONES
Occur at the end of a session, or when one piece of a story has been resolved. During a minor milestone, choose from:
Switch the rank values of any two skills, or replace one Average skill with one that isnt on the sheet; OR
Change any single stunt for another stunt; OR
Purchase a new stunt, provided theres have the REFRESH to do so. (Remember, REFRESH cant be less than 1) ; OR
Rename one ASPECT that isnt the HIGH CONCEPT or TROUBLE. PLUS
Mark any moderate consequences as recovering so long as they have been treated.
CHARACTER
SIGNIFICANT
MILESTONES
Occur at the end of a scenario or the conclusion of a big plot event (or, at the end of every two or three sessions):
Gain one additional skill point, which can be spent to buy a new skill or increase an existing skill by one level; BUT no character can
have more skills at any rank than at the rank below it. The Pyramid must be maintained. PLUS
Mark any severe consequences as recovering so long as they have been treated.
CHARACTER
MAJOR
MILESTONES
Occur at the end of a story arc (or around three scenarios), when a main NPC villain dies, or with any other large-scale change.
Gain the benefits of a MINOR and SIGNIFICANT MILESTONE; AND
Gain an additional point of REFRESH, which can be used to buy a NEW STUNT or left as a higher REFRESH; AND
May rename the characters HIGH CONCEPT or TROUBLE. PLUS
Mark any extreme consequences as recovering so long as they have been treated.

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