This is the beginnings of a Fate 3.0 hack for playing in Hyboria-style sword and sorcery worlds.
Create a more finalized skill list.
Give an example of fractal world creation.
Alertness is a measure of the character's regular, passive level of awareness. Specifically, it is the perception skill to notice things the character is not looking for. In an exchange where characters are surprised (and as such, are prevented from choosing which skill to roll), Alertness is the skill which is rolled. In conflicts of an active, physical nature, Alertness determines initiative. Characters with high Alertness include bodyguards, outdoors men and criminals of a sneaky variety.
This measures the character's general physical capability, excepting raw power, which is a function of Might. Athletics covers running, jumping, climbing, and other broadly physical activities you might find in a track and field event. Characters with high Athletics include athletes, soldiers and outdoorsmen.
Sometimes characters just need to shoot things. Thankfully, there's a skill for that. With a gun, characters can shoot up to two zones away - three if it’s a rifle (borders may or may not count, depending on their nature). Unfortunately, without a gun in hand, or at least close at hand, the skill isn’t much use.
The ability to overcome security systems, from alarms to locks, falls under the auspices of this skill. This also includes knowledge of those systems and the ability to assess them. Characters with a high Burglary include burglars, private eyes and even some cops.
Contacting is the ability to find things out from people. A character may know a guy, who knows a guy, or maybe he just knows the right questions to ask. Whatever his methods, he know hows to find things out by asking around. Characters with high Contacting include reporters, private eyes and spies.
Deceit is the ability to lie, simple as that. Be it through word or deed, it’s the ability to convey falsehoods convincingly. Characters with high Deceit include grifters, spies, and politicians.
This is the ability to understand what other people are thinking and feeling. This can be handy if a character is trying to spot a liar or wants to tell someone what that person wants to hear. Empathy is usable as a defense against Deceit, and is the basis for initiative in a social conflict. Characters with a high Empathy include gamblers, reporters and socialites.
Endurance is the ability to keep performing physical activity despite fatigue or injury. It’s a measure of the body’s resistance to shock and effort. In addition to fatigue, Endurance measures how well a character shrugs off poisons and disease (for a treatment of poisons, see page 246). Characters with a high Endurance include explorers, athletes, and sailors.
This is the ability to hold one’s own in a fistfight, with no weapons available but one’s two mitts and a load of attitude! With specialized training, this may include the practice of more disciplined fisticuffs, such as the martial arts of the Orient. As a combat skill, Fists allows characters to defend themselves as well as attack. Fists fighters are also well-versed in a variety of fighting styles from all over the world, and may use this skill as a limited sort of knowledge skill covering those areas. Characters with high Fists include sailors, thugs, and martial artists.
Some games are pure luck, but a good gambler doesn’t play those. Gambling is the knowledge of how to gamble and moreover, how to win when gambling. It also includes knowledge of secondary things like bookmaking. Characters with a high Gambling include gamblers and dapper secret agents.
There are more graceful social skills for convincing people to do what a character wants, but those skills tend not to have the pure efficiency of communicating that failing to comply may well result in some manner of harm. Nothing personal. Characters with high Intimidation include mob enforcers, bouncers and “bad†cops.
Investigation is the ability to look for things and, hopefully, find them. This is the skill used when the character is actively looking for something, such as searching a crime scene or trying to spot a hidden enemy. Characters with a high Investigation include private investigators, reporters and cops.
Leadership is a multi-faceted skill. A good leader knows how to direct and inspire people, but he also understands how to run an organization. As such, the Leadership skill covers acts of both types. Characters with a high Leadership include military officers, politicians, bureaucrats, and lawyers.
This is a measure of pure physical power, be it raw strength or simply the knowledge of how to use the strength one has. For lifting, moving and breaking things, Might is the skill of choice. Might may be used indirectly as well, to modify, complement, or limit some skill uses. Characters with a high Might include strongmen, laborers, and lords of the jungle.
There is more to the world than science has explained yet. Ethereal photography, mesmerism and other mentalist tricks, rituals of lost pre-Roman empires, secrets of the distant East - all these and more are known to a master of Mysteries. Characters with high Mysteries include mystics, explorers, and adventurous archaeologists.
Academics is a knowledge skill. It measures the character’s “book learningâ€. Any knowledge that would not explicitly fall under Science, Mysteries, or Art falls under this skill (though some overlap may exist among all of those). Characters with high Academics include scholars of antiquity, professors and know-it-alls.
Art measures the character’s overall artistic ability, covering the gamut of endeavors, from painting to dance to music. This includes knowledge, composition, and performance. Characters with high Art include artists (obviously), aristocrats, and those of the avant garde.
Engineering is the understanding of how machinery works, both for purposes of building it and taking it apart. While it is complimented by an understanding of Science, Engineering can just as easily be the result of getting one’s hands dirty and having a natural feel for how things work. Characters with a high Engineering include inventors, mechanics, and engineers.
Not just science, but “Science!â€. Science holds the promise of revealing all the world’s secrets to mankind. This skill represents a broad knowledge of all things scientific, from raw knowledge to the proper application of scientific method, and includes the field of medicine. Characters with a high Science include scientists and physicians, but any gentleman of quality has at least some familiarity with the sciences.
The flipside of Intimidation, this is the ability to talk with people in a friendly fashion and make a good impression, and perhaps convince them to see one’s side of things. Any time a character wants to communicate without an implicit threat, this is the skill to use, which makes it appropriate for interviewing. Characters with high Rapport include grifters, reporters, and good cops.
Resolve is a measure of a character’s self-mastery, as expressed through things like courage and willpower. It’s an indicator of coolness under fire and also represents the drive not to quit. It plays a key part in efforts to resist torture or the strange mental powers of psychic villainy.
Usually Resources is simply a measure of available wealth, but the specific form this takes, from a secret family silver mine to a well invested portfolio, can vary from character to character (and may be indicated and enhanced by their aspects). Usually this skill passively informs the GM what the character’s available resources are, but Resources may still be rolled for large expenditures, like purchases and bribes. Some large-scale conflicts may be about trying to out-spend the other guy; here, Resources can act as an attack or defense skill. Characters with high Resources include robber barons, aristocrats and successful criminals.
Drive is the ability to operate a motorcar, one of the greatest inventions of recent memory. Mister Ford has put these all over the roads of America, and the first folks truly comfortable behind the wheel are emerging. Why, the most daring speed-demons among them can make the most of its 20 horsepower, nearing speeds of 45 miles per hour! Characters with high Drive include chauffeurs, racers and getaway drivers.
The hand can certainly be quicker than the eye. This skill covers fine, dexterous activities like stage magic, pickpocketing, and replacing an idol with a bag of sand without tripping a trap. While Athletics is appropriate for gross physical activities, most things requiring manual speed and precision falls under this skill (that said, if you’re picking a lock, use Burglary). Characters with a high Sleight of Hand include stage magicians, pickpockets, and jugglers.
This is the ability to remain unseen and unheard. Directly opposed by Alertness or Investigation, this ability covers everything from skulking in the shadows to hiding under the bed. Characters with a high Stealth include burglars, assassins, and sneaky children.
This is the skill of outdoorsmen. It covers hunting, trapping, tracking, building fires, and lots of other wilderness skills that a civilized man has no use for. Characters with a high Survival include explorers, hunters, scouts, and lords of the jungle. Tracking defaults to Mediocre, but can be taken as a stunt to use Survival instead.
This is the skill for fighting with weapons, from swords to knives to axes to clubs to whips. The exact weapon is more of a choice of style than anything else, as this covers everything from fencing in European salons to sailors using knives and batons on the docks.
The Weapons skill also covers the ability to throw small handheld weapons up to one zone away, or to use weapons (like a whip) with unusually long reach to attack adjacent zones, so a character would use this skill to be a good knife fighter and knife thrower. This gives Weapons-focused characters a small leg up on folks who fight with their Fists, with the downside that a Weapons user needs to have a weapon in hand in order to make much use of the skill.
As a combat skill, Weapons inherently carries the ability to defend oneself in a fight and as such, may be rolled for defense.
Weapons users are also well-versed in a variety of fighting styles and weapons, and may use this skill as a limited sort of knowledge skill covering those areas.
Characters with high Weapons include sailors, fencers, and some kinds of athletes and circus performers.
If someone is devoted to using Weapons as a strong component of their fighting style, it can safely be assumed that they possess the sufficient weaponry in order to make use of the skill, regardless of Resources rating. This is, of course, subject to the rigors of character concept and GM approval.
There are also an almost unlimited ammount of other Craft/Profession skills that can be taken. Discuss with the GM to see whether they fit into an already existing skill, or need there own unique skill.
Alertness, Athletics, Endurance, and Resolve tend to be important skills in game. They are used in many situations to oppose the use of other skills and stimulii on characters. For example: Alertness is used to determine initiative, Athletics encompasses dodging attacks, Endurance gives the character more starting health, and Resolve gives the character more starting Composure.
:!:Languages
✪ Linguist [Academics]
Normally, someone may only speak a number of additional languages equivalent to the value of his Academics skill. With this stunt, your character may speak five additional languages.
✪ Gift of Tongues [Academics]
Requires Linguist.
There is no “mainstream†earthly language you cannot read or speak – no need to pick your languages. In addition, you may use your usual language “slots†to read and speak languages you have no business having learned, such as languages from lost fantastic cultures (Atlantis, Erehwon, Lemuria), of extraterrestrial or extradimensional origin, etc.
Your slots remain increased by the Linguist stunt, so someone with Average Academics and these two stunts can speak every normal language on the planet, plus six (1+5) very unusual ones. The Linguist stunt may be taken multiple times in order to increase this number.
:!:Memory
✪ Walking Library [Academics]
The character’s prodigious reading has paid off in spades, and he is able to recall minute details from even the most obscure literary works. The character is always considered to have a library on hand of a quality equal to his Academics skill, enabling him to answer questions with a base difficulty less than or equal to his Academics skill, using nothing other than his brain and some time for contemplation. Additionally, any research performed by this character in a real library automatically takes one unit less time (see “Taking Your Time†on page XX), and any libraries with a quality less than his Academics skill do not limit the difficulty of the question asked, as they normally would.
✪ Photographic Memory [Academics]
Requires Walking Library.
If you’ve read it, you remember it. If the answer lies in something you’ve read before (this must be reasonable), then any research effort takes an additional two units less time – stacked on top of the benefit of Walking Library, this means that a half hour’s worth of research in books you’ve already encountered can be resolved in a matter of seconds, and a day’s worth covered in a mere hour. See the time table on page XX for more.
✪ Studied Recall [Academics]
Requires Photographic Memory.
Your photographic memory extends outside of books. Once per scene, you may spend a fate point and roll Academics against a difficulty of Mediocre. Each shift you generate may be used to specify a target that you wish to memorize as you might a book – returning later, in your mind, to assess new details (using an appropriate perception skill, usually Investigation).
This ability differs from Investigation’s Eye for Detail stunt in that Eye for Detail covers the entire location, after the fact, whereas Studied Recall requires you to specify which individual pieces of a location you are studying, while you are still in that location.
:!:Scholarship
✪ Scholar [Academics]
Your character is a respected authority in a specific academic field. Possibilities include history, English, archeology, mathematics and so on. In the elite circles of that particular field, you are recognized for your expertise. Even if your skill level is low, it merely means you are towards the bottom of that particular group of the elite.
When you make an Academics roll pertaining to your general area of expertise, you automatically receive a +1 bonus. Beyond this, you should pick a specific specialization within that area (like ancient Sumerian history, or cryptography). When an Academics roll involves that specialization, you gain an additional +1 bonus (for a total +2 to the value of the research effort).
Any research efforts involving the specialization take one unit less time; this may be combined with Walking Library, in the Memory group of stunts, for lightning-fast research. When taking part in an academic conference or otherwise interacting with others in the field, you may use Academics to complement your social skills (Rapport, Empathy, Deceit, etc). Your skill is considered elevated by these bonuses, so someone with Good Academics, acting in his area of specialization, would complement skills as if his Academics were Superb (Good+2).
This stunt may be taken more than once, each time for an additional field. The bonuses may not overlap, however.
✪ Dizzying Intellect [Academics]
Requires Scholar.
Your area of knowledge is so advanced, there’s usually no one around who can tell if you’re making things up. Whenever your area of expertise (as defined when you took the Scholar stunt) comes to bear, and you would use Academics to modify Deceit, you may use your Academics skill instead of Deceit, gaining its full value rather than a simple +1. If you’ve taken Scholar multiple times, this stunt applies to all covered areas.
✪ It’s Academic [Academics]
Requires Scholar.
Your specialized knowledge gives you flashes of insight into all manner of things.
Once per session, you can use this ability when you are about to perform an action which your academic field touches upon. The connection can be tenuous, provided you can explain to the GM how it might apply.
Make a declaration attempt as described under “Declaring Minor Details†(see page XX). If you get at least one shift, you successfully declare one aspect; for every two shifts you gain beyond the first, you may declare one additional aspect about the subject in question (so two aspects total at 3 shifts, three aspects total at 5 shifts, etc). If you opt to declare only one aspect in total, you may instead convert these additional shifts into non-aspect facts.
:!:Appreciation
✪ The Artist’s Eye [Art]
The artist is always examining the world for the creative hand at work. Even in endeavours which have nothing to do with art, he can recognize the elements of personality – the “signatureâ€, if you will – of those at work.
While this does not reveal identity, it does allow the artist to determine common traits, themes, and behaviours with ease. Whenever making a determination as to the source of something (its “authorâ€, after a fashion), characters with this stunt may use their Art instead of the usual skill that would be rolled. If the character has encountered several products of the same person, he may see past those things to the person – thus confirming a common source.
Furthermore, the character’s keen eye enables him to connect the metaphor of the artist – his work – with the artist himself. When encountering a work of art in any form, the character may roll Art to gain insight into the artist behind the work, as if he were using the Empathy skill on the actual artist (resisted by the usual skills). This stunt may only be used once per piece of art.
Taken as a whole, this stunt allows the artist to make assessment efforts against his target in absentia.
:!:Creation
✪ Virtuoso [Art]
The character is a master of some specific form of art – painting, composition, singing, conducting or playing music, or the like. The character is a virtuoso in his field and recognized worldwide for his skill. Even if his actual skill level is not high, he is still on the list of the finest artists in the world, just not necessarily at the top of it. The character receives a +1 knowledge bonus when performing his art form. He may also pick a specialty (such a specific instrument or a specific school of painting) for which he receives a +1 specialty bonus. When applicable, the virtuoso may produce works of art one time increment faster than would normally take.
✪ Moving Performance [Art]
Requires Virtuoso.
Whenever the artist uses his art to place an aspect on the scene, the aspect remains in place in any subsequent scenes involving the audience, up to a day from the end of the performance. At its best, this can essentially move such an aspect from a scene to the story itself, persisting across many scenes and many office members.
:!:Persona
✪ Razor Tongue [Art]
The artist has a way with words, and knows how to craft the most exquisite insults. Whenever making a social roll that uses such words, he may automatically complement the effort with his Art skill – this is particularly potent when complementing Intimidation to get a rise out of someone, and in such a case, grants an additional +1 regardless of the level of skill.
✪ Poison Words [Art]
Requires Razor Tongue.
The artist’s skill at satire is so profound as to take the whole audience with him. The artist may choose a target normally, and that target need not be in the audience (though it should be one familiar to the audience). Normally, aspects resulting from a performance may not be specific; with this stunt, however, the player may specify the target in any aspect he puts on the scene. Thus, while an artist might normally be able to add the “Hate†aspect to a scene, but one with this stunt may make it “Hate Lord Octavianâ€.
✪ Stage Presence [Art]
Requires Virtuoso.
The artist’s works cannot be ignored. The character halves any additional difficulty bonuses due to distractions (rounded down); see page XX for details.
✪ All the World’s a Stage [Art]
Requires one other Art stunt.
Normally, acting is somewhat obvious for what it is, meant for a stage and not elsewhere, but with this stunt, the character’s talent is natural and unquestionable, and he may easily, convincingly adopt a persona off-stage. At that point, normally it would stop being a performance and be more about trying to fool someone – crossing over to Deceit. With this stunt, however, whenever asked to make a Deceit roll to convince a target he is someone he isn’t, the artist may choose to roll Art instead.
:!:Reputation
✪ Commissions [Art]
Requires Virtuoso.
Your works and performances are heavily sought out, and there are those who will pay handsomely for it. Once per session, you may use your Art skill instead of Resources, representing a successful past commission.
✪ Do You Know Who I Am? [Art]
Requires Virtuoso.
Your widespread name and your art are interlinked as one. When identif ying yourself in order to get your way in a social or other applicable situation, you may complement Rapport, Intimidation, Deceit and Contacting rolls with your Art skill.
✪ Weight of Reputation [Art]
Requires Do You Know Who I Am?
Your reputation as an artist is so well known that it occasionally covers up for your social shortcomings.
For a fate point, you may use your Art skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).
:!:Medicine
✪ Forensic Medicine [Science]
Your skill with Science gives you a distinct insight into certain kinds of investigations. When appropriate, you may use your Science skill instead of Investigation, particularly when the subject involves medical evidence. If the GM believes that you would normally roll Science for such an effort (such as performing an autopsy) then the difficulty of the investigation drops by two steps (but never below Mediocre).
✪ Doctor [Science]
The character has a singular ability to help the wounded recover from their ills. Whenever rolling Science to provide first aid or proper medical attention (see page XX), the roll is made at +2. A character with this stunt may choose to have a medical degree, or at least certification to act as a paramedic, nurse, or other medical professional.
✪ Medic [Science]
Requires Doctor.
The character is talented at delivering medical care in the field. Normally, someone providing first aid can remove a checkmark for every two shifts gained on the roll (see page XX). With this stunt, every shift past the first one improves the level of stress that may be removed (so three shifts will remove a checkmark up to the three-stress mark, rather than the two-stress mark). If the character rolls well enough to remove a stress mark that is higher than the subject’s physical stress capacity (e.g., 6 or more shifts for a character who has Mediocre Endurance), he may even remove a minor, physical consequence.
✪ Surgeon [Science]
Requires Doctor.
You’re not only a doctor, you’re at the forefront of medical Science in action. Your character is a respected authority in a specific field of surgical or therapeutic medicine; define it at the time you take this stunt. Possibilities include heart or brain surgery, transplant operations, disease pathologies, and so on; your character has the opportunity to break new ground ahead of the actual technological curve.
In the elite circles of the chosen field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of that particular elite group.
When the character makes a Science roll to perform surgery or other intensive medical work, he acts at +1. In addition, when the roll involves his specific area of specialization, he gets an additional +1 and may remove the difficulty increase of any one factor affecting the operation (such as poor facilities, or a lack of a particular supply, etc).
This stunt combines with the Doctor stunt for a large bonus – which is only right, because practicing medicine is particularly hard, and patients are not as understanding – or replaceable – as bunsen burners and test tubes. Those who use Science to heal the human body are facing higher difficulties than they might in other fields and, in game terms, they can use all the extra shifts on those rolls that they can get.
Thus, surgeons start with the +2 bonus from Doctor, and add at least one, for a total of +3. And better yet, they operate with a +4 in their area of utmost expertise.
:!:Theory
✪ Scientific Genius [Science]
Your character is a respected authority in a specific scientific field. Possibilities include physics, chemistry, biology, and so on. In the elite circles of that particular field, the character is recognized for his expertise. Even if his skill level is low, it merely means he is towards the bottom of his particular group of the elite.
Whenever the character makes a Science roll pertaining to his area of expertise, he automatically receives a +1 knowledge bonus. In addition, the character should pick a specific area of specialization (like gravity, electricity or reptiles). When a science roll involves that specialization, his knowledge bonus increases to +2, and any research efforts involving the speciality are resolved at one time increment faster.
✪ Theory in Practice [Science]
Requires Scientific Genius.
Your character can start babbling about some theoretical scientific principle that has bearing on the situation at hand (the player must play this out). Even if it’s a crackpot theory, Science is a kind of new religion for this guy, and his committed belief in his theory can translate into real effect.
Instead of using Science to make a declaration, the character may, for a fate point, and only once per scene, use his Science skill to substitute for nearly any other skill, subject to the GM's approval. If the roll generates no shifts, the scientist takes a minor consequence (such as “Crestfallen” or “Crackpot”) to reflect the weight of his failure for the rest of the scene. Otherwise, great! It works!