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Qyubey

Fate Rules

Apr 24th, 2019
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  1. House Rules for FATE Dungeon
  2.  
  3. ---
  4. CharGen
  5.  
  6. Name: Pick one
  7. Aspects: Pick at least 3, max 5. If you have an extra, it must have an aspect related for its use.
  8. Approaches: +2 +2 +1 +1 +0 +0. Standard FAE approaches.
  9. Refresh: Start with 3.
  10. Gear:
  11. Pick 1 Tool. 1 Aspect. Adds +1 to a type of action.
  12. Pick 1 Armour. 2 Aspects. Absorbs 2 shifts per Aspect, turning them into Consequences.
  13. Can add more for 1 refresh each.
  14. Stunts: Start with 2. Stunts either cost 1FP to use or must be attached to an physical object. Can add more for 1 refresh each.
  15.  
  16. FP: Refresh
  17. Stress: First box is 1 shift, second is 2, third is 3.
  18. Physical: [] [] []
  19. Mental: [] [] []
  20. Wealth: [] [] []
  21.  
  22. Can add 1 Extra for free. Each new Extra costs 1 Refresh.
  23.  
  24. ---
  25. Extras
  26.  
  27. Extras (Guilds, Religions, Deities, Patrons, Orders, Establishments, etc)
  28. Name: Pick one
  29. Aspect: Pick at least 2, max 3.
  30. Skills: +2 +1 +1. Specify Skills, not Approaches. These can be added atop your own actions (trained in them, helper nearby).
  31. Stunts: Start with 1. Same as character stunts. Spend your own stunts or refresh to add more to Extra.
  32.  
  33. ---
  34. Weapons, Armour, and Usables
  35.  
  36. 3 categories of gear:
  37. Tools: Weapons and equipment that give bonuses to certain skilled actions. Such a sword giving +1 Attack, or a Cross giving +1 to Divine actions.
  38. Armour: Clothing and shielding that can block stress damage at the risk of degrading. Like Leather Armour that absorbs 2 shifts, or a shield that absorbs 1.
  39. Usable: Limited use objects. Give flat bonuses, create boosts, or perform stunts. Eg; Smoke bombs to create aspects, and scrolls to cast Spell stunts.
  40.  
  41. Gear can also come with aspects, usually 1 to 2, that can be invoked and compelled, as well as altered by actions during the game.
  42. Armour can absorb up to 2 shifts of damage from an attack per Aspect. Each aspect is corrupted to a Consequence after use. Armour can be repaired for the amount of Consequences it has in shifts.
  43. Tools are priced at their benefit amount, Armour to its aspect count, and Usables based on their usage.
  44.  
  45. ---
  46. Treasure
  47.  
  48. Valuable items you find have a shift value, from 1 to 3. Can be used as payment, exchanged, or expended.
  49. Treasures can be exchanged for a milestone equivalent to their shift value. You cannot pool treasures to gain a greater milestone.
  50.  
  51. Minor = 1 Point
  52. Equivalent to small treasures used to purchase new equipment, hire mercenaries, heal some ailments, or just live it up for a short while.
  53.  
  54. Switch the rank values of any two skills, or replace one Average (+1) skill with one that isn’t on your sheet.
  55. Change any single stunt for another stunt.
  56. Purchase a new stunt, provided you have the refresh to do so. (Remember, you can’t go below 1 refresh.)
  57. Rename one character aspect that isn’t your high concept.
  58.  
  59. Moderate = 2 Point
  60. A rare treasure that could finance a small business, a decent force of mercenaries, some quality training, and some well-deserved R&R.
  61.  
  62. One additional skill point, which you can spend to buy a new skill at Average (+1) or increase an existing skill by one rank.
  63. If you have any severe consequences, you can rename them to begin the recovery process, if you haven’t already.
  64.  
  65. Major = 3 Point
  66. Amazing, one-of-a-kind treasures. Could purchase entire estates, a small army, a complete training course, or set your life on a new path.
  67.  
  68. If you have an extreme consequence, rename it to reflect that you’ve moved past its most debilitating effects. This allows you to take another extreme consequence in the future, if you desire.
  69. Take an additional point of refresh, which allows you to immediately buy a new stunt or keep it in order to give yourself more fate points at the beginning of a session.
  70. Advance a skill beyond the campaign’s current skill cap, if you’re able to, thus increasing the skill cap.
  71. Rename your character’s high concept if you desire.
  72.  
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