Fate
Guiding Principles
- If the character can feel it, it runs on fictional time. If only the player can feel it, it runs on table time.
Starting Characters
- 10 skill points (3 @ +1, 2 @ +2, 1 @ +3)
Custom Rules
- Keywords: Facts about a character (human, fighter, champion, wizard, good, lawful); not invokable/compellable; change/add/remove at major milestone
Class Stunts
Fighter
- Second Wind: Once per scene, clear 2 physical stress. Requires Fighter.
- Action Surge: Once per scene, take an extra Attack action on your turn. Requires Fighter.
- Tactical Mind: Once per scene, when you fail an Overcome, succeed at a cost instead. Requires Fighter.
- Indomitable: Once per session, treat a failed Defend against a mental attack as a success. Requires Fighter.
- Studied Attacks: After you fail an Attack against a target, gain +2 on your next Attack against that target. Requires Fighter.
Rogue
- Vanish: Once per exchange, create an advantage by hiding without spending your action. Requires Rogue.
- Fleet: Move an additional zone as part of your action. Requires Rogue.
- Slip Away: Leave a zone without rolling to Overcome anyone opposing your movement. Requires Rogue.
generic Created August 6, 2026