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ASPECTS
Game Aspects: Defined at the start of the game but may evolve.
Can be invoked, compelled, or used to create advantage at any
time.
Character Aspects: Defined during character generation but may
evolve. Can be invoked, compelled, or used to create an advantage
at any time.
SKILL ROLL
Buy off a Compel: avoid a complication that arises from the aspect
being compelled by the GM.
Invoke an Aspect: add +2 to a roll or re-roll the dice.
Suggest a Compel: on another characters aspect which the GM
opts to offer that character.
Declare a story detail: introduce a plausible detail related to an
aspect.
4dF + Skill compared to the opposition. Earn a shift for each point
higher.
SKILLS
FOUR ACTIONS
Active Opposition: another character rolls and the two totals are
compared
Passive Opposition: roll against a static difficulty defined by the
GM.
Fail
Tie
Fail, or Succeed at a
SERIOUS COST
Succeed at a MINOR
COST (e.g. BOOST to
opponent)
Overcome: to achieve
something or remove an
obstacle
Attack/Defend: aim to
cause/avoid physical or
mental harm
Overcome/Create
Advantage with a Shek
Pvar Skill (Shamanic Rites)
Overcome/Create
Advantage with Privy
Purse
CHALLENGES
CONTESTS
TAKEN OUT
Either Fill in one stress box greater than or equal to the value of
the damage taken from an attack,
The personal loss and what happens to the Taken Out is decided by
the character who took them out.
They cant narrate anything thats out of scope for the conflict but it
gives them a lot of power.
CONFLICTS (Physical/Mental)
Two or more characters are trying to do one another harm.
GM describes situation aspects, zones, initial set-up, and establishes
whos participating and sides.
Determine the turn order (Notice/Empathy and break ties using
Athletics/Rapport then Endurance/Will).
In each exchange each character takes an action in order and
resolves it before the next character starts.
During another characters turn everyone else defends, opposes, or
responds to their actions as necessary.
At the end of everyones turn, start again with a new exchange
A character can forgo their action in any exchange and opt for Full
Defence (+2 on all defend actions).
The Conflict ends when all the characters on one side have
conceded or been taken out
CONCEDING
Any action can be interrupted at any time before the roll is made to Concede the conflict. Conceding gives the enemy what they wanted from the conflict but the Conceding character decides their own fate.
Conceding will cost but less than being Taken Out. The Conceding character also gains a Fate Point for Conceding plus 1 Fate Point per Consequence taken during the conflict.
STUNT CREATION (the GM may agree combinations or extensions at the cost of a Fate Point, or require a Fate Point to fuel a very effective Stunt. Alternatively the GM may limit use to once per session )
Add a New Action to a Skill
Use [pick a skill] to [pick an application of the skill: overcome; create advantage; attack; or defend, that the skill cant usually do] [describe the specific context in which it can do this].
e.g. Backstab: Use [Stealth] to [make a physical attack] [provided your target isnt already aware of you].
e.g. Youre Never Safe: Use [Larceny] to [make mental attacks and create advantages against a target] [by staging a robbery in such a way as to shatter their confidence in their security].
Add a Bonus to an Action
Gain a +2 bonus to [pick an application (or sometimes 2 applications) of the skill: overcome; create advantages; attack; or defend] using [pick a skill] [describe the specific context in which it can do
this].
e.g. Specialist: Gain a +2 bonus to [overcome or create an advantage] using [Scholar] [whenever the situation the specialism might apply].
e.g. Noble Etiquette: Gain a +2 bonus to [overcome] using [Rapport] [when dealing with a character of noble birth, or at a formal event such as a Moot or Feast].
Add to an Outcome
When using [pick a skill] and [describe the action and the outcomes necessary to trigger the benefit], you automatically [either: create a +2 opposition, or inflict 2 extra Shifts] [describe exactly what
happens].
e.g. Arrow Storm: When using [Missiles (Bow)] and [the Attack succeeds], you automatically [create +2 opposition against movement in the target zone until your next turn] [because of all the arrows in flight].
e.g. Great Blow: When using [Melee] and [the Attack succeeds], you automatically [inflict 2 extra shifts of physical damage] [because of the power of your blow].
Creating a Rules Exception
Use [pick a skill] [describe the exception and its context] allowing you to [describe the potential]
e.g. Polymath: Use [Scholar] [in place of another skill during a challenge], allowing you to [use Scholar twice in the same challenge].
e.g. Counterstrike: Use [Melee] [and, if you succeed with style, when Defending], you are allowed to [choose to inflict 2 shifts of damage rather than take a boost].
+0
Tiny - Thumb-sized
+0
+0
+1
+1
1 Zone away
+1
+2
Small - Dog-sized
+2
2 Zones away
+2
+3
Man-sized
+3
3 Zones away
+3
+4
Big - Horse-sized
+4
+4
+5
+5
+5
+6
+6
+6
A season
+7
+7
+7
A year
+8
Vast - Keep-sized
+8
A few years
+9
Village-sized
+9
A decade
+10
Town-sized
+10
A lifetime
+11
City-sized
+11
+12
OTHER BONUSES
SHEK-PVAR STUNTS
+0J
+1 per caster of the same convocation who knows the spell &/or
has a tome/scroll to follow
+1J
+2J
+3
+4P
+5P
+6P
J:
P:
DIAMETRIC CONVOCATIONS
COST OF SPELL CASTING
1 Mental Stress (Mental OR Physical Stress for a Shaman) +
1 extra Mental Stress (Mental OR Physical Stress for a Shaman) per
point of failure on the roll.
Bring not the scorn of the ordinary folk upon thy brothers, nor make with thine Art a place for thyself above them;
Spread not thy Lore, even among thy brothers, without the sanction of thy peers;
Keep sacred and free from harm thy Chantry;
Succour not a renegade of the Art, but strike him down with thy power, else summon thy brothers to thine aid;
Make tithe to thy Chantry a portion of thy arcane treasure to thy brothers benefit