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4: Determine probability: Cross reference the ranks on the Fate Chart for the probability of a yes answer to the question.

5: Roll: Roll 1D100. If you roll within the percentage range, the answer is yes. If you roll above, the answer is no. If you roll in the lower 1/5 of the range, then the answer is an exceptional yes. If you roll in the upper 1/5 of the failure range, then the answer is an exceptional no.

6: Interpret the answer: Draw the most logical conclusion from the results.

Summary of How to Use the Fate Chart

Fate Chart

Miniscule 2+ Miniscule Weak Low Below Average Average Above Average High Exceptional Incredible Awesome Superhuman Superhuman 2+

Exceptional Yes The lower 1/5 of the success range.

Exceptional No The upper 1/5 of the failure range.

Acting Rank

-20 for each point over 2

-20 for each point over 2

+20 for each point over 2

+20 for each point over 2

9 8 7 6 5 4 3 2 1

uestion

Q

ACTING RANK: (If training or time) Willpower (If experience) An abstract rank based on the event precipitating the check

DIFFICULTY RANK: New rank that the attribute will rise to.

ACTING RANK: The most closely related attribute.

DIFFICULTY RANK: New rank that the ability will be.

NOTES

ACTING RANK: The most closely related attribute at -1RS

DIFFICULTY RANK: An abstract rank based on the potency of the strength or weakness.

NOTES

• (If Training) Training is interrupted for a short time: -1RS to AR.

• (If Training) For each item trained at the same time beyond the first: +1RS to DR per additional item, applied to all advancement checks.

Increasing attributes Increasing/Adding abilities Strengths & Weaknesses

Does the attribute increase by 1 RS? Does the ability increase by 1 RS? Does the character gain the strength/lose the weakness?

Willpower is the main ingredient to increasing ability ranks. If a character is trying to increase willpower through training or time, then the acting rank is IQ or Intuition, whichever is higher.

Treat gaining a new ability the same as increasing an existing one, instead it goes from non-existent to weak.

Ability rises +1RS. Or, if adding a new ability, gain it at weak rank.

The attempt failed, no change.

The character took to the advancement naturally, accomplishing it in half the time.

The attempt failed. If possible, double the required time was taken.

Attribute rises +1RS.

The attempt failed, no change.

The character took to the advancement naturally, accomplishing it in half the time.

The attempt failed. If possible, double the required time was taken.

The strength is gained, or weakness lost.

There is no change.

The character took to the advancement naturally, accomplishing it in half the time.

The attempt failed. If possible, double the required time was taken.

• (If Training) Poor instruction or resources to work from: -2RS to AR.

• (If Training) Training is interrupted for a short time: -1RS to AR.

• (If Training) For each item trained at the same time beyond the first: +1RS to DR per additional item, applied to all advancement checks.

• A very complex ability or skill, such as surgery: +2RS to DR.

• (If Training) Poor instruction or resources to work from: -2RS to AR.

• (If Training) Training is interrupted for a short time: -1RS to AR.

• (If Training) For each item trained at the same time beyond the first: +1RS to DR per additional item, applied to all advancement checks.

uestion

Q

ACTING RANK: Attribute in question DIFFICULTY RANK: Toughness.

Does the character’s attribute drop due to aging?

Attrition checks due to aging begin at age 30 and are made every 10 years after for normal human beings.

The attribute, and all abilities that are directly related to this attribute, fall by 1 RS.

There is no change.

The attribute, and all abilities that are directly related to this attribute, fall by 1 RS, and the character experiences a crisis.

There is no change, and the character is particularly healthy in this attribute. He can

• The character has lived particularly poorly, or unhealthily, during the past 10 years: -1RS to DR.

• The character has lived particularly healthily during the past 10 years: +1RS to DR.

• Old age effects: see text.

uestion

Q

ACTING RANK: Attribute or ability in question

DIFFICULTY RANK: Toughness (if an attribute); most closely related attribute (if an ability)

NOTES

Does the character’s attribute or ability fall from lack of use?

This check must be made at the end of each year and is applied to any attribute or ability that was not used to full effect during the year. Once a rank falls you do not need to check again in succeeding years unless the rank is brought back up.

The attribute (and all directly related abilities) or ability falls by 1 RS.

There is no change.

The attribute (and all directly related abilities) or ability falls by 2 RS.

There is no change, and the character is particularly strong in this attribute or ability. He can automatically skip the next check next year.

• The ability was not used at all, not even once, during the past year: -1RS to DR.

Q

Does [a character] act next?

ACTING RANK: Combat ability.

DIFFICULTY RANK: Combat ability.

This question is usually asked after every action in a combat.

Exceptions include when special circumstances automatically give a combatant the next strike.

YES

The character gets to attack the opponent.

The opponent gets to attack the character. If there are more than one opponents, then either choose the most logical or ask a question.

The character gets to attack. He moved so quickly, he got the drop on his opponent, and receives a +1 RS to the question to hit.

The opponent gets to attack. He moved so quickly, he got the drop on the character, and receives a +1 RS to the question to hit.

Consult the modifiers table for next action. Keep in mind that if there are multiple opponents, they act as a combined rank for purposes of the next action.

RESULTS MODIFIERS

Q

Does the character hit?

ACTING RANK: Combat ability.

DIFFICULTY RANK: Combat ability if a melee combat. If ranged, the players must assign an abstract difficulty.

This question comes after the “next act” question. The character, whether a player character or NPC, is attacking. This question determines whether or not the character hits.

YES

The character hits in the best way possible. This means striking a vulnerable area, or causing some additional benefit, the choice is up to the players. If the strike hits a vulnerable area, then add a +1 or +2 RS to the damage question (how much of a modifier is up to you.) If a benefit is gained, such as knocking a weapon free, then this occurs plus the normal damage question.

The character misses and fumbles, such as dropping his weapon, hitting the wrong target, or putting himself in a bad position, automatically giving his opponent the next action. The result is up to you, using logic, or it can be asked as an additional question.

Consult the hitting modifier table. If this is a ranged attack, also consult the ranged attack modifier table.

RESULTS MODIFIERS

Q

Is the opponent hurt?

ACTING RANK: Damage rank of the weapon.

DIFFICULTY RANK: Toughness of the character hit.

This question usually follows after a hit is scored. If the character is hurt, the specific nature this hurt takes is up to you, depending on the weapon used and the results of this question.

YES

The character is wounded, the weapon had a partial effect. See the damage section for the effects of wounds.

The character may be bruised or bleeding, but the wound has no other impact.

The weapon causes full damage. Refer to the damage section.

The character not only shrugs off the attack, but something beneficial happens. What exactly is up to the players, but can be something like the attacker’s weapon breaks, or the defender receives a +1 RS on a subsequent “who goes next” roll and “to hit” roll from an adrenaline rush from the blow, or the failed attack left the attacker in a vulnerable position.

Consult the damage modifier table.

RESULTS MODIFIERS

Q

Does the character succumb to wounds?

ACTING RANK: Damage rank from the last wound that caused this check.

DIFFICULTY RANK: Toughness.

Ask only when a body area receives -3RS in stunning wounds, or any lethal wounds. This question must be asked each time the RS increases after this point.

YES

Character falls unconscious from the pain, or is otherwise incapacitated from the damage until some healing occurs.

The character keeps on going.

The character is so badly beaten, that if the last wound was lethal, he dies. If the wound was stunning, he falls unconscious and the wound is considered lethal for healing purposes.

The character takes it all in stride. If the wound was lethal, it is downgraded to stunning. If it was stunning, the character instantly recovers from it.

• Toughness is still modified by the RS penalty from wounds for this roll.

RESULTS MODIFIERS

Combat Question