Rules, RTJ, Critical Information
Character Creation
The steps involved in character creation may be executed in any order,
but I recommend the following sequence:
Choose a mantle.
Create two aspects—high concept and trouble.
Create a third aspect.
Give your character a name and describe them.
Choose your character’s approaches.
Set your character’s refresh to 3.
Choose a stunt.
Record your character’s stress and conditions.
If desired, write up to two more aspects and add up to two more
stunts if you want. The stunts cost one refresh each.
Complete any additional information required about your
character.
We use a ladder of adjectives and numbers (shown
here) to rate a character’s approaches, the result of a
roll, the opposition against an action, etc.
Each of your character’s approaches is rated on
this ladder.
Choose one approach at Good (+3),
two at Fair (+2)
two at Average (+1)
and one at
Mediocre (+0).
You can improve these later, so you
will not be locked into your choices forever.
For more about what each approach means and how
to use them to accomplish actions, see Chapter 6:
The Play’s the Thing on page 97.
Your refresh determines your minimum number of fate points received at
the start of each game session. Spend these points to gain advantages, such
as leveraging aspects (see Chapter 7: Aspects, the Fulcrum of Fate on page
106) or activating certain stunts. Everyone begins with three refresh but
may spend refresh to purchase stunts in a later step. Your character’s refresh
can never be allowed to go below one.
You begin every session with the fate points from the previous session’s
conclusion or a number equal to your character’s refresh (if higher).
Thereby, it may be worth it to keep 3 refresh points or buy some stunts. But your refresh cannot go below 1.
The Approaches:
Flair: An action that draws attention to you, replete with style and
panache. Examples: Delivering an inspiring speech to your army, embarrassing your opponent in a duel, producing a magical fireworks display.
Focus: Time-consuming action in which close attention is paid to detail
so the task is properly executed on the first attempt. Examples: Lining
up a long-range sniper rifle shot, attentively standing watch, disarming a
bank’s alarm system.
Force: A display of brute strength rather than subtlety. Examples:
Wrestling a troll, staring down a werewolf, casting a powerful magic spell.
Guile: An effort focusing on misdirection, stealth, or deceit. Examples:
Talking your way out of getting arrested, picking a pocket, feinting in a
sword fight.
Haste: A dexterous movement with alacrity. Examples: Dodging a shot,
landing the first punch, disarming a bomb as it ticks 3...2...1.
Intellect: Quick thinking, the solving of complex problems, or accounting for numerous variables at once. Examples: Code breaking, outwitting
a fae courtier, counting cards in a poker game.
4 Basic Action Types
Create an Advantage
Objective: Affect a fact or situation—or leverage a current fact
or situation—to give you or an ally a future benefit.
Creating an advantage includes anything accomplished to
benefit from or to alter your current circumstances. Knocking the weapon
out of your opponent’s hand, spending several hours researching, tripping
the thug trying to rob you—these all count as creating an advantage.
If your action directly or indirectly affects them, another PC or NPC can
use the defend action to attempt to stop you.
The result of creating an advantage is often a situation aspect (page 107),
and/or more chances to take advantage of an aspect, which I call invokes
(page 108).
Overcome
Objective: Directly achieve a goal or remove or surmount an
obstacle between you and a goal.
Use this action whenever seeking to achieve a goal against
opposition or trying to bypass/remove an obstacle preventing a goal’s realization. Taking action to eliminate or amend an inconvenient situation aspect is
usually an overcome action. (See Chapter 7: Aspects, the Fulcrum of Fate,
page 107, for more information.)
Nearby characters wishing to interfere with your action may provide opposition to your roll.
C
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[Basic Rules]
Attack
Objective: Harm someone mentally or physically.
Whether executing a rondello with a broadsword, performing a morote seoi nage in unarmed combat, or hurling a
blistering insult, you are trying to visit harm on your target, ultimately with
sufficient severity to remove them from the scene. This action may result in
killing them, knocking them unconscious, or causing them to flee in terror.
The targeted individual always has the opportunity to use defend in response.
Defend
Objective: Prevent harm to you or an ally physically or mentally or prevent the create an advantage action against you.
Unlike the other three actions, defend is almost always
performed on someone else’s turn as a reaction to their attempt to hurt you
or create an advantage against you.
If everyone agrees it is reasonable, you can defend against an effect not
targeting you in specific. If you do so and fail, you become the target for any
bad results.