For a game at a slightly smaller numeric scale (or if d10s are unavailable), hover over the numbers for a d6-based alternative.
Spend 8 points (triangle). Negative attributes give points equal to their negative value.
|Brawn||Strength and stamina||Physical stress tolerance|
|Agility||Speed, reflexes, and dexterity||Dodge defence|
|Presence||Charisma||Social stress tolerance|
|Intelligence||Wits and cunning||Mental defence|
|Awareness||Perception||Mental stress tolerance|
For a simpler game, replace the mental & social attributes with Wits (defence) and Spirit (tolerance). Distribute 4 points normally.
Spend 15 points (triangle). Skills have double the indicated bonus, and can’t be bought above rank 4 (+8).
|Mechanics||Electronics, Lock-Picking, Repair, Smithing|
|Athletics||Running, Jumping, Climbing, Swimming|
|Medicine||First-Aid, Surgery, Diagnosis, Brewing|
|Nature||Riding, Training, Tracking, Pathfinding, Foraging|
|Subterfuge||Stealth, Black-Market, Hacking, Sleight-of-Hand, Gambling|
|Communication||Diplomacy, Fast-Talk, Intimidation, Persuasion, Teaching, Oratory, Empathy|
|Fighting||Swords, Brawling, Axes, Whips, Shields|
|Shooting||Pistols, Rifles, Gunnery, Sniping, Throwing|
|Investigation||Research, Notice, Searching|
|Vehicles||Driving, Piloting, Boating, Navigating|
Pick up to 5:
- Skill Specialisation: roll a bonus die
- Knowledge: up to 3 related knowledge areas
- Resilience: an extra Stress box
- Talent: set basic task to trivial (while unopposed in standard circumstances)
- Power: gain unusual ability (e.g. flight, magic, psionics) or quality (e.g. poison resistant, zero-G adapted, never lost).
Pick up to 3 drawbacks. Earn Fate points when they hinder you.
All characters start with 3 Stress Boxes, and any equipment, assets, or money that the GM deems appropriate.
For normal, unopposed tasks, the GM will set a difficulty based on the Task Difficulty table. Roll 2d10 and add the relevant attribute and skill values.
- If the total equals or exceeds the difficulty, the action succeeds.
- If the total is less than the difficulty, but not by more than 4, the action succeeds, but with a cost, or only partially succeeds.
- If the total is more than 4 less than the difficulty, it fails. If the dice show doubles, it is a critical failure.
- If the total exceeds the difficulty by 8 or more, the action succeeds spectacularly.
If the character is opposed, the difficulty will be set by the opposer. It will either be a static number (e.g. defence score), or the opposer’s roll. In the case of a tie, the defender wins.
If there are ‘bonus dice’, roll that many extra dice (i.e. 2 bonus dice means roll 4d10) and keep the highest 2. If there are penalty dice, roll that many extra dice, and keep the lowest 2. Bonus and penalty dice usually cancel out on a 1-to-1 basis.
If a character spends a Fate point, they can reroll any or all of the dice they rolled. If the roll still fails (and the GM deems that success is possible), the result becomes a partial success.
In combat: roll attack skill against target’s defence score. If the roll is successful, compare weapon damage with target’s relevant tolerance.
- If the damage is less than the target’s tolerance, scratch a Stress Box (or turn a scratch into a cross).
- If the damage is more than the target’s tolerance, cross one Stress Box (or turn 2 scratches into crosses) for each multiple of the tolerance dealt in damage.
If all of a character’s Stress Boxes are marked, they have a penalty die to all actions. If all Stress Boxes are crossed, the character is incapacitated.
- Tolerance: 5 + attribute
- Defence: 10 + attribute
Armour: Light = +1 Tolerance; Medium = +2 Tolerance; Heavy: +3 Tolerance; Shield: +2.
Weapons: Light = lowest die; Medium = average of dice; Heavy = highest die
Melee weapons add Brawn to damage.