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FATE (role-playing game system)

FATE
Fate Core Cover (2013).jpg
Fate Core (4th ed.) cover page
Designer(s) Fred Hicks, Rob Donoghue
Publisher(s) Evil Hat Productions
Publication date 2003, 2013
Genre(s) Universal

Fate is a generic role-playing game system based on the FUDGE gaming system. It has no fixed setting, traits, or genre and is customizable. It is designed to offer minimal obstruction to role-playing by assuming players want to make fewer dice rolls.

Fate was written by Fred Hicks and Rob Donoghue; the 1st edition was published in early 2003, and the latest version (4th edition) was published successfully through crowd sourcing Kickstarter in 2013. Fate gained adherents both for its high level of support, which is unusual for a free game, and for the numerous innovative gaming mechanics.

Fate is based on the FUDGE system, and uses FUDGE's verbal scale and Fudge dice, but most versions of Fate eschew the use of mandatory traits such as Strength and Intelligence. Instead, it uses a long list of skills and assumes that every character is "mediocre" in all skills except those that the character is explicitly defined as being good at. Skills may perform one or more of the four actions: attacking, defending, overcoming obstacles (a catch-all for solving problems) or creating an advantage (see below). Exceptional abilities are defined through the use of Stunts and Aspects.

An aspect is a free form descriptor of something notable about either the character or the scene. A relevant aspect can be invoked to grant a bonus to a die roll (either adding +2, or allowed a re-roll of the dice); this usually costs the player or GM a fate point. Aspects may also be compelled to influence the setting by offering the person with the aspect a fate point (which they can refuse by spending one of their own) to put them at a disadvantage relevant to the aspect. An example given in the rule book refers to the GM invoking a player character's Rivals in the Collegia Arcana aspect to have said rivals attack them in the bath so they don't have access to their equipment. Situational aspects describe the scene, and may be created and used by the GM, or by players using the create advantage action with a relevant skill.


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