Professional Documents
Culture Documents
Uder is overbearing but loves
Very kind to strangers
by Rude Men
Hates and Fears Being Grabbed
Misses Company Desperately A Loving Wife
Ella Krazmersky
Ella Krazmersky
A Loving Wife Misses Company Desperately
Hates and Fears Being Grabbed
by Rude Men
Very kind to strangers
Uder is overbearing but
loves me
Back when you were a girl, you never not really a friend; Bors Slavandrov, Bors’ voice, but inside it was only
had any lack of suitors in the Old an influential officer in charge of gears and parts. It had to obey Uder,
Country. Your father was a wealthy guarding the border. though this new Bors didn’t like it and
man (if distant and eccentric), and You’re not sure to this day what went would try to fight . . . but Uder’s
you were a quite a beauty. As it on between Bors and Uder, for your control was enough to get the three
happened, however, your father husband insisted that you hide of you over the border to America.
arranged a marriage between you and yourself whenever Bors visited. You Since coming to America it’s been
Uder Krazmersky, a strange little know that Uder didn’t like what Bors years and years of quiet. Uder makes
shopkeeper of disreputable aspect. was having him do—something to do toys. You work in your garden.
Your father was an avid collector of with his creations. Sundays you go to church, but you
necromantic bobbles, and Uder was Then one day Bors visited don’t really visit much with people.
recognized as a master in certain unexpectedly when Uder wasn’t You don’t even have a TV set—Uder’s
select circles. You strongly suspect home, and . . . he wasn’t very uncomfortable around machines he
your father traded you to Uder for a gentlemanly. You managed to get free doesn’t understand. Uder has
set of four full sized necromancy from him and run into your bedroom, explained something of his
people—two soldiers, two damsels— where there was one of your father’s necromancy to you. You know it
who could dance five different old dueling pistols. involves memory—sometimes losing
dances. (Very well; your father was Uder got home in time to find Bors memory. You wonder if his magick
very distant and very eccentric.) dying on the bedroom rug, cursing hasn’t worn off on you a little. So
Uder treated you well—it was clear and swearing revenge. That was when many things seem hazy and faint . . .
that he was deeply infatuated with you learned the full extent of Uder’s you know they’re memories, but they
you, and eventually you convinced skills. seem more like dreams . . .
yourself that you were happy and Somehow, he kept Bors alive—or half
loved him as well. After all, it was a alive. He turned Bors into a
bad time in the Old Country, and Uder necromancy—an automaton that
had powerful friends. looked like Bors on the outside, that
One powerful friend, anyhow. Well, had Bors’ memories and spoke with
Skill Roll character’s roll versus relevant actions as necessary.
Roll four Fate dice and add to skill passive opposition At the end of everyone’s
rating. Compare to opposition. For Obstacle: +2 to the passive turn, start again with a
each step on the ladder greater than opposition Free invokes stack with new exchange.
your opposition, you earn a shift. a paid one and each other. Conflict is over when everyone on
one side has conceded or been
Opposition Types Compelling Aspects taken out.
Active: another character rolls Accept a complication for a fate point.
against you Event‐based: You have ____ aspect Earning Fate Points
Passive: a static rating on the and are in ____ situation, so it makes Earn fate points when you:
ladder Four Outcomes sense that, unfortunately, ____ would Accept a compel Have your
Fail: fail your action or succeed at happen to you. Damn your luck. aspects invoked against you
major cost Decision‐based: You have ____ aspect Concede a conflict
Tie (0 shifts): succeed at minor in ____ situation, so it makes sense
cost that you’d decide to ____. This goes
Succeed (1–2 shifts): succeed with wrong when ____ happens.
no cost
Succeed with style (3+ shifts):
succeed with additional benefit Refresh
At the start of a new session, you
Four Actions reset your fate points to your refresh
Overcome: get past an obstacle rate. If you ended the last session
Create an Advantage: invoke an with more points, you keep the extra.
aspect for free At the end of a scenario, you reset to
Attack: harm another character your refresh rate no matter what.
Defend: prevent attacks or
advantages on you Spending Fate Points
Spend fate points to:
Mitigating damage Invoke an aspect
Fill in one stress box greater than or Power a stunt
equal to the value of an attack, take Refuse a compel
one or more consequence, or fill in Declare a story detail
one stress box and take
consequences—if you can’t do one of
these three things, you’re taken out.
Challenges
Consequences Each obstacle or goal that requires a
Mild: –2 to attack value different skill gets an overcome roll.
Moderate: –4 to attack value Interpret failure, costs, and success of
Severe: –6 to attack value each roll together to determine final
Extreme: –8 to attack and outcome.
permanent character aspect
Contests
Recovery Contesting characters roll
Mild: overcome Fair (+2), one appropriate skills.
whole scene If you got the highest result, you
Moderate: overcome Great (+4), score a victory.
one whole session If you succeed with style and no
Severe: overcome Fantastic (+6), one else does, then you get two
one whole scenario victories.
If there’s a tie no one gets a
victory, an unexpected twist
Aspect Types occurs.
Game aspects: permanent, made The first participant to achieve
during game creation three victories wins the contest.
Character aspects: permanent, Conflicts
made during character creation Set the scene, describing the
Situation aspects: last for a scene, environment the conflict takes
until overcome, or until irrelevant place in, creating situation aspects
Boosts: last until invoked one time and zones, and establishing who’s
Consequences: last until participating and what side
recovered they’re on.
Invoking Aspects Determine the turn order.
Spend a fate point or free invoke. Start the first exchange:
Choose one: On your turn, take an
+2 to your skill roll action and then resolve it.
Reroll all your dice On other people’s turns,
Teamwork: +2 to another defend or respond to their
Dresden Files Role Playing Game
Name Ella Krazmersky FATE POINTS
H i g h C o n c e p t A Loving Wife
2
T r o u b l e Misses Company Desperately Refresh Available 2
O t h e r Hates and Fears Being Grabbed by Rude Men
Total Refresh 4
Very kind to strangers
Uder is overbearing but loves me
Refresh Spent 4
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Mana Static -1 Sweet Old Lady
Composure
( p r e s e n c e )
+2 Presence when being sweet to create an Aspect
Mental
( c o n v i c t i o n )
Hunger
( d i s c i p l i n e )
Consequences
Mild -2
Moderate -4
Severe -6
GEAR
+1 +2 +3 +4 +5 +6
Alertness Resources Empathy Presence
Investigation Deceit Rapport
Contacts Craftsmanship Scholarship
Discipline
Conviction
Performance
Magic: Evocation
1. Determine the effect. Include the element (Fire, Water, etc.) used.
2. Describe in terms of conflict actions.
a. Attack
i. 1 shift = +1 Weapon rating
ii. 2 shifts = Target zone.
iii. Split shifts to target multiple individuals
b. Block (Shields, Armor, and Veils)
i. 1 shift = +1 Block rating to Shield (Bypassing attack cancels spell)
ii. 2 shifts = +1 Armor rating (Bypassing attack does not cancel spell)
iii. 1 shift = +1 exchange duration
iv. 2 shifts = Protect all allies in 1 zone.
c. Maneuver – Adds/removes temp aspect to target or scene. Diff 3 or opposed contest.
d. Counterspell – Assess to get power rating, roll as per normal spell.
3. Gather power (shifts) and take mental stress. Minimum 1, plus 1 for each desired shift in excess of Conviction plus focus item
(s).
4. Roll Discipline plus focus item(s) vs. # of shifts of power.
a. Success – Apply excess shifts as effect/damage.
b. Backlash – Spell succeeds, take difference as physical or mental stress. (No split)
c. Fallout – Spell succeeds at rolled power, GM creates negative aspect on scene or character.
5. Rote Spells – # Rotes = Lore Skill. Negate need to roll Discipline for equal powers spells. Foci tied to rote spells must be used or
roll required. (Harry’s blasting rod for Fuego!)
6. Hexing Technology – Select power rating. Initial stress cost waived.
secrets
I live in a familiar house full of
I am getting old and feeling it
Suffer from memory lapses
Must protect Ella's Immigrant Doctor
Uder Krazmersky
Uder Krazmersky
Immigrant Necromancer Must protect Ella's secrets at all costs
Suffer from memory lapses
I am getting old and feeling it
I live in a familiar house full of
secrets
The Sight
1. Open the Sight – Full action.
2. Understand and Defend – Repeat until Sight is closed
a. Understanding the Vision – Lore assessment vs. intensity (DM‐defined.) Success = aspects or details.
b. Defend – Intensity vs. Discipline. Shifts = Mental Stress.
3. Close the Sight – After a successful defense, you may choose to close the Sight or repeat 2.
Getting Out of Restraints
High Drug Tolerance and Experience
Has to Rescue Her Son
Help others find enlightenment
Hippie Survivor
Donna Ngwashi
Donna Ngwashi
Hippie Survivor with The Sight Absolutely terrified of the
supernatural
Help others find enlightenment
Has to Rescue Her Son
High Drug Tolerance and Experience
Getting Out of Restraints
There Is No Justice; It’s All a Show
Famous Lawyer
Crime Will Make Me Rich and Ruthlessly Ambitious Criminal
Janet Mattice
Janet Mattice
Ruthlessly Ambitious Criminal Crime Will Make Me Rich and
Lawyer Famous
There Is No Justice; It’s All a Show
Afraid of the Really Bad Criminals
Enraged by Naive Do‐Gooders
Injured Back
Tough but Fair
Obedient
Protect the Innocent and Very angry and upset
Tough but Fair
Injured Back
Trust the honest
You were watching over the exercise You’ve always tried to be a good
yard. You remember that. Then there guard—tough, but not cruel. Now
was a loud noise, smoke, fire . . . you’re the prisoner. Part of you wants
convicts running everywhere. to just go along, do what they say,
hoping you can get home to your wife
You saw a hole in the wall with a truck and children. The other part knows
halfway through it, cons running at it. it’s your duty to stop them, before
You yelled at them to stop, drew your they can victimize someone else’s
gun, yelled wives and children.
again—it’s doubtful whether they
heard you over the sirens. Your own
ears were ringing from the explosion.
You fired twice, probably killed
someone . . . then something hit you
in the back. You fell on your face and
when you looked up, there was Steve
Updike, pointing your gun at you.
It’s a guard’s worst nightmare: taken
hostage by convicts. Soon they had
you in your own cuffs, and were
forcing you through the
hole in the wall. You’re not even sure
if anyone saw you—there was so
much smoke and confusion.
Skill Roll character’s roll versus relevant actions as necessary.
Roll four Fate dice and add to skill passive opposition At the end of everyone’s
rating. Compare to opposition. For Obstacle: +2 to the passive turn, start again with a
each step on the ladder greater than opposition Free invokes stack with new exchange.
your opposition, you earn a shift. a paid one and each other. Conflict is over when everyone on
one side has conceded or been
Opposition Types Compelling Aspects taken out.
Active: another character rolls Accept a complication for a fate point.
against you Event‐based: You have ____ aspect Earning Fate Points
Passive: a static rating on the and are in ____ situation, so it makes Earn fate points when you:
ladder Four Outcomes sense that, unfortunately, ____ would Accept a compel Have your
Fail: fail your action or succeed at happen to you. Damn your luck. aspects invoked against you
major cost Decision‐based: You have ____ aspect Concede a conflict
Tie (0 shifts): succeed at minor in ____ situation, so it makes sense
cost that you’d decide to ____. This goes
Succeed (1–2 shifts): succeed with wrong when ____ happens.
no cost
Succeed with style (3+ shifts):
succeed with additional benefit Refresh
At the start of a new session, you
Four Actions reset your fate points to your refresh
Overcome: get past an obstacle rate. If you ended the last session
Create an Advantage: invoke an with more points, you keep the extra.
aspect for free At the end of a scenario, you reset to
Attack: harm another character your refresh rate no matter what.
Defend: prevent attacks or
advantages on you Spending Fate Points
Spend fate points to:
Mitigating damage Invoke an aspect
Fill in one stress box greater than or Power a stunt
equal to the value of an attack, take Refuse a compel
one or more consequence, or fill in Declare a story detail
one stress box and take
consequences—if you can’t do one of
these three things, you’re taken out.
Challenges
Consequences Each obstacle or goal that requires a
Mild: –2 to attack value different skill gets an overcome roll.
Moderate: –4 to attack value Interpret failure, costs, and success of
Severe: –6 to attack value each roll together to determine final
Extreme: –8 to attack and outcome.
permanent character aspect
Contests
Recovery Contesting characters roll
Mild: overcome Fair (+2), one appropriate skills.
whole scene If you got the highest result, you
Moderate: overcome Great (+4), score a victory.
one whole session If you succeed with style and no
Severe: overcome Fantastic (+6), one else does, then you get two
one whole scenario victories.
If there’s a tie no one gets a
victory, an unexpected twist
Aspect Types occurs.
Game aspects: permanent, made The first participant to achieve
during game creation three victories wins the contest.
Character aspects: permanent, Conflicts
made during character creation Set the scene, describing the
Situation aspects: last for a scene, environment the conflict takes
until overcome, or until irrelevant place in, creating situation aspects
Boosts: last until invoked one time and zones, and establishing who’s
Consequences: last until participating and what side
recovered they’re on.
Invoking Aspects Determine the turn order.
Spend a fate point or free invoke. Start the first exchange:
Choose one: On your turn, take an
+2 to your skill roll action and then resolve it.
Reroll all your dice On other people’s turns,
Teamwork: +2 to another defend or respond to their
Dresden Files Role Playing Game
Name Officer Jake Spundie FATE POINTS
H i g h C o n c e p t An Honest Guard
2
T r o u b l e Protect the Innocent and Obedient Refresh Available 2
O t h e r Tough but Fair
Total Refresh 6
Injured Back
Trust the hones
Refresh Spent 4
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Pin Them -1 Tough Guy
Composure
( p r e s e n c e )
+2 to a Border in combat 1 Armor Vs. Unarmed Attacks
Mental
( c o n v i c t i o n )
-1 Protection
May take the damage for someone
Hunger
( d i s c i p l i n e ) Else in the same zone
Consequences -1 Ransack
+2 to Investigation if you are not afraid
Mild -2
Of leaving an obvious mess
Moderate -4
Severe -6
GEAR
+1 +2 +3 +4 +5 +6
Endurance Fists Athletics Guns
Survival Investigation Alertness
Presence Conviction Intimidation
Rapport
Empathy
Stealth
him
Just wants someone to believe in
self‐absorbed
Hates hypocrisy and the
A Fraud
cannot pay
Made a deal with powers he Scary Conman
David Leyner
David Leyner
Seemingly Scary Conman Made a deal with powers he
cannot pay
A Fraud Terrified of Discovery
Hates hypocrisy and the
self‐absorbed
Just wants someone to believe in
him
Know what the problem with people encouraging them, even. After all,
is? It’s assumptions, that’s what. nobody ever went broke telling
People assume that just ‘cause you’re people what they wanted to hear.
nickname is “Icepick,” you’re some
kind of tough guy. (Actually, you got Your keen sense of people’s
the name for being skinny and tall.) expectations has gotten you through
Similarly, some cops find pot in your life fairly well. You’re generally an
car, they assume it’s your damn pot, affable type, but if people want
when in fact it belonged to your best to believe the worst—well, you got a
gal Sally. Well, at least it was going to scar on your belly from falling out of a
be after you sold it to her. tree that looks just like a knife cut,
and your badass routine has made a
Whatcha gonna do? People just don’t couple genuine hard‐cases back off.
listen. So you might as well get with You’ve been a pot seller, fence,
the program. Get off the tracks and telemarketer, bookie, used car
get on the train. salesman—basically, you can do okay
Roll with the punches. Get into it if at any job where you interact with
you can’t get out of it. people.
After all, possession of marijuana is a
lighter charge than possession with You have a Stun Gun and Handcuff
intent to distribute. And Surrey wasn’t Keys
the kind of place
where tough guys were all the time
fighting to be toughest guy. Hell, half
the time you can get along just fine by
going with the flow and letting people
believe whatever the hell they want—
Skill Roll character’s roll versus relevant actions as necessary.
Roll four Fate dice and add to skill passive opposition At the end of everyone’s
rating. Compare to opposition. For Obstacle: +2 to the passive turn, start again with a
each step on the ladder greater than opposition Free invokes stack with new exchange.
your opposition, you earn a shift. a paid one and each other. Conflict is over when everyone on
one side has conceded or been
Opposition Types Compelling Aspects taken out.
Active: another character rolls Accept a complication for a fate point.
against you Event‐based: You have ____ aspect Earning Fate Points
Passive: a static rating on the and are in ____ situation, so it makes Earn fate points when you:
ladder Four Outcomes sense that, unfortunately, ____ would Accept a compel Have your
Fail: fail your action or succeed at happen to you. Damn your luck. aspects invoked against you
major cost Decision‐based: You have ____ aspect Concede a conflict
Tie (0 shifts): succeed at minor in ____ situation, so it makes sense
cost that you’d decide to ____. This goes
Succeed (1–2 shifts): succeed with wrong when ____ happens.
no cost
Succeed with style (3+ shifts):
succeed with additional benefit Refresh
At the start of a new session, you
Four Actions reset your fate points to your refresh
Overcome: get past an obstacle rate. If you ended the last session
Create an Advantage: invoke an with more points, you keep the extra.
aspect for free At the end of a scenario, you reset to
Attack: harm another character your refresh rate no matter what.
Defend: prevent attacks or
advantages on you Spending Fate Points
Spend fate points to:
Mitigating damage Invoke an aspect
Fill in one stress box greater than or Power a stunt
equal to the value of an attack, take Refuse a compel
one or more consequence, or fill in Declare a story detail
one stress box and take
consequences—if you can’t do one of
these three things, you’re taken out.
Challenges
Consequences Each obstacle or goal that requires a
Mild: –2 to attack value different skill gets an overcome roll.
Moderate: –4 to attack value Interpret failure, costs, and success of
Severe: –6 to attack value each roll together to determine final
Extreme: –8 to attack and outcome.
permanent character aspect
Contests
Recovery Contesting characters roll
Mild: overcome Fair (+2), one appropriate skills.
whole scene If you got the highest result, you
Moderate: overcome Great (+4), score a victory.
one whole session If you succeed with style and no
Severe: overcome Fantastic (+6), one else does, then you get two
one whole scenario victories.
If there’s a tie no one gets a
victory, an unexpected twist
Aspect Types occurs.
Game aspects: permanent, made The first participant to achieve
during game creation three victories wins the contest.
Character aspects: permanent, Conflicts
made during character creation Set the scene, describing the
Situation aspects: last for a scene, environment the conflict takes
until overcome, or until irrelevant place in, creating situation aspects
Boosts: last until invoked one time and zones, and establishing who’s
Consequences: last until participating and what side
recovered they’re on.
Invoking Aspects Determine the turn order.
Spend a fate point or free invoke. Start the first exchange:
Choose one: On your turn, take an
+2 to your skill roll action and then resolve it.
Reroll all your dice On other people’s turns,
Teamwork: +2 to another defend or respond to their
Dresden Files Role Playing Game
Name David Leyner
FATE POINTS
H i g h C o n c e p t Seemingly Scary Conman
1
T r o u b l e Made a deal with powers he cannot pay
Refresh Available 0
O t h e r A Fraud Terrified of Discovery
Just wants someone to believe in him
Total Refresh 4
Hates hypocrisy and the self-absorbed Refresh Spent 3
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Demonic Co-Pilot -1 Self Lies
Composure
( p r e s e n c e )
You can use Deceit instead of Discipline to
Resist mental effects.
Mental
( c o n v i c t i o n )
-1 Strange Senses
Smell Sulfur when someone lies
Hunger
( d i s c i p l i n e ) Smell Lilacs when someone recently com-
Consequences mitted violence
Smell Cookies when someone is afraid
Mild -2
Moderate -4
Severe -6
GEAR
+1 +2 +3 +4 +5 +6
Conviction Fists Presence Deceit
Stealth Athletics Alertness
Burglary Rapport Empathy
Intimidation
Scholarship
Drive
Demonic Co-Pilot [–1]
Description: Running around in a body that
isn’t yours is hard, so you contract out the hard
work to a spirit. Usually an evil, angry one.
Musts: You should have an aspect referencing
this pact in some way. The GM is going to be
compelling it. The GM should think about what
the co-pilot’s agenda is.
Skills Affected: Ones used by the shapeshifted
form.
Effects:
Demon’s Agenda. You gain a +1 on any skill roll
that’s in keeping with your shapeshifted form
or demonic co-pilot’s agenda (often having
to do with gleeful murder). When doing so,
you must roll Discipline against the result,
as if you were defending against an attack.
Failure to defend results in mental stress as
if from an attack; psychological consequences
that result are set by the GM, in line with the
demon’s agenda.
Give people an even break
Not going back to jail!
Afraid of Dogs!
Situation
Smarmy An Innocent Guy In A Bad
Juan Riccinto
Juan Riccinto
An Innocent Guy In A Bad “Always Look Out For Number
Situation Juan”
Afraid of Dogs!
Not going back to jail!
Give people an even break
You were convicted on a DWH—Driving Before you fell down the rabbit hole
While Hispanic. Because you matched of American Justice, you worked a
the description given for a suspect in lathe in a factory and had a girl you
a sexual assault (“Hispanic male in his were planning to marry—that
twenties, medium height, burly, evaporated after her first couple
tattoo on hand”) you were picked up visits. She believed you didn’t do it—
and identified in a lineup—even for a while. Her parents (who never
though you never saw the woman liked you anyway) talked her around
before in her life. Since it was a sexual eventually.
assault (meaning whoever really did it
just groped her) and not rape there So fuck it. Damned if you’re going to
wasn’t a lot of forensic evidence one do a term for some other asshole’s
way or the other. You got a dingbat sticky fingers. When the truck crashed
public defender who rolled his eyes at through the wall,
you every time you said you didn’t you figured it was Dame Fortune
want to plea bargain ’cause you didn’t paying you back for piping your ass
do it. So you went to jail for a crime for a year and a half.
you didn’t commit.
Still, you feel bad for the corrections
officer. He always seemed like a
decent type to you—never treated
you bad, anyhow. Steve
seems to know what he’s doing, even
if he is kind of bossy. You’re not sure
about that “Icepick” guy though.
Skill Roll character’s roll versus relevant actions as necessary.
Roll four Fate dice and add to skill passive opposition At the end of everyone’s
rating. Compare to opposition. For Obstacle: +2 to the passive turn, start again with a
each step on the ladder greater than opposition Free invokes stack with new exchange.
your opposition, you earn a shift. a paid one and each other. Conflict is over when everyone on
one side has conceded or been
Opposition Types Compelling Aspects taken out.
Active: another character rolls Accept a complication for a fate point.
against you Event‐based: You have ____ aspect Earning Fate Points
Passive: a static rating on the and are in ____ situation, so it makes Earn fate points when you:
ladder Four Outcomes sense that, unfortunately, ____ would Accept a compel Have your
Fail: fail your action or succeed at happen to you. Damn your luck. aspects invoked against you
major cost Decision‐based: You have ____ aspect Concede a conflict
Tie (0 shifts): succeed at minor in ____ situation, so it makes sense
cost that you’d decide to ____. This goes
Succeed (1–2 shifts): succeed with wrong when ____ happens.
no cost
Succeed with style (3+ shifts):
succeed with additional benefit Refresh
At the start of a new session, you
Four Actions reset your fate points to your refresh
Overcome: get past an obstacle rate. If you ended the last session
Create an Advantage: invoke an with more points, you keep the extra.
aspect for free At the end of a scenario, you reset to
Attack: harm another character your refresh rate no matter what.
Defend: prevent attacks or
advantages on you Spending Fate Points
Spend fate points to:
Mitigating damage Invoke an aspect
Fill in one stress box greater than or Power a stunt
equal to the value of an attack, take Refuse a compel
one or more consequence, or fill in Declare a story detail
one stress box and take
consequences—if you can’t do one of
these three things, you’re taken out.
Challenges
Consequences Each obstacle or goal that requires a
Mild: –2 to attack value different skill gets an overcome roll.
Moderate: –4 to attack value Interpret failure, costs, and success of
Severe: –6 to attack value each roll together to determine final
Extreme: –8 to attack and outcome.
permanent character aspect
Contests
Recovery Contesting characters roll
Mild: overcome Fair (+2), one appropriate skills.
whole scene If you got the highest result, you
Moderate: overcome Great (+4), score a victory.
one whole session If you succeed with style and no
Severe: overcome Fantastic (+6), one else does, then you get two
one whole scenario victories.
If there’s a tie no one gets a
victory, an unexpected twist
Aspect Types occurs.
Game aspects: permanent, made The first participant to achieve
during game creation three victories wins the contest.
Character aspects: permanent, Conflicts
made during character creation Set the scene, describing the
Situation aspects: last for a scene, environment the conflict takes
until overcome, or until irrelevant place in, creating situation aspects
Boosts: last until invoked one time and zones, and establishing who’s
Consequences: last until participating and what side
recovered they’re on.
Invoking Aspects Determine the turn order.
Spend a fate point or free invoke. Start the first exchange:
Choose one: On your turn, take an
+2 to your skill roll action and then resolve it.
Reroll all your dice On other people’s turns,
Teamwork: +2 to another defend or respond to their
Dresden Files Role Playing Game
Name Juan Riccinto FATE POINTS
H i g h C o n c e p t An Innocent Guy In A Bad Situation
1
T r o u b l e “Always Look Out For Number Juan”
Refresh Available 1
O t h e r Afraid of Dogs!
Not going back to jail!
Total Refresh 4
Give people an even break Refresh Spent 3
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Echoes of the Beast -1 Pack Instincts
Composure
( p r e s e n c e )
Mental
( c o n v i c t i o n )
-1 Beast Change
Hunger
( d i s c i p l i n e )
Consequences
Mild -2
Moderate -4
Severe -6
GEAR
+1 +2 +3 +4 +5 +6
Drive Might Fist Athletics
Stealth Lore Endurance
Presence Alertness Empathy
Survival
Conviction
Scholarship
Beast Change [–1] Pack Instincts [–1]
Description: You’re able to take on the form of a beast, rear‐ Description: You are part of a pack and share a certain kind of
ranging the priorities of your skill list. unspoken, animal communication with one another.
Musts: You must define the particular kind of beast that you Musts: You must define who is in your pack, and they all must
change into. share this ability.
Skills Affected: Many. Skills Affected: Alertness, Investigation, others.
Effects: Effects:
Beast Form. You take on the shape and appearance of the beast Pack Communion. When near another member of your pack,
you specified at the time you took this ability. This only covers a gain +1 to your Alertness. When in the same zone as others of
cosmetic change of form and does not convey additional abilities your pack, you may communicate with one another wordlessly.
like Claws (page 162) or any supernatural Strength, Speed, or Only single words and simple concepts may be communicated:
Toughness abilities—you will need to take those separately to attack, protect, follow, distract. By focusing your senses, you
get the appropriate benefit. may make an Investigation roll to pick out the approximate loca‐
Skill Shuffle. You may shuffle around your skills for a different tion of others of your pack. When ambushed, if any one of your
configuration while changed (using the same number of skill pack spots the ambush (by succeeding at an Alertness roll), all
points and following the same rules as during character creation, packmates are considered to have won the Alertness roll as well.
page 65), so long as any knowledge or social skills are not given a
higher value by the change. In other words, you can’t suddenly
know more about Shakespeare just
because you’re a wolf (or whatever). Physical and perception
skills, however, may (and perhaps should) be increased in this
way.
Echoes of the Beast [–1]
Description: Some part of you is a beast, an animal—often due
to shapechanging abilities or something similar. This brings along
the benefits of that animal’s senses.
Musts: Define the type of beast you share a kinship with at the
time you take this ability.
Skills Affected: Varies, but usually Alertness, Investigation, and
Survival.
Effects:
Beast Senses. Whether in human form or otherwise, your senses
are strongly tuned in a fashion fitting a particular type of beast
(you must specify the senses when you take the ability, based on
what the beast is known to have). Whenever it seems reason‐
able that you’d have some sort of beast‐born advantage of the
senses (for example, a keen sense of smell while making an
Alertness or Investigation roll), you get a +1 on the roll.
Beast Trappings. You are able to do one minor thing that normal
people can’t do, related to the abilities of your beast‐kin. This
might be tracking by scent (for a wolf or other predator), finding
your way around while blind or in total darkness (like a bat), or
hiding in plain sight (like a chameleon). This ability works like an
extra skill trapping (see page 120) for the skill of your choice.
Alternately, you can choose a skill trapping that already exists
and create a circumstance under which you gain a +1 on the roll
that fits your beast kinship. For example, you might say that, be‐
cause you’re kin to leopards, you gain a +1 to Stealth when bare‐
foot.
Beast Friend. You may achieve at least an instinctual under‐
standing (if not actual communication) with beasts of a similar
type. This can allow you to make assessment actions (see page
115) to suss out a particular animal’s motives.
Like animals better than people
Hates tight spaces
Enraged by Uppity Women
things my way
Abusive and Charismatic Convict It’s much easier when people do
Steve Updike
Steve Updike
Abusive and Charismatic Convict It’s much easier when people do
things my way
Enraged by Uppity Women
Hates tight spaces
Like animals better than people
Morton Willits
Quiet and Principled Sociopath ‘Good People’ Shouldn’t Get
Pulled Into Conflicts with ‘Bad
People’ like Me.
Nonthreatening but losing
control
Not very bright or articulate
Don't push me around!
You should never have wound up in thirty‐five you were completely
Surrey prison; you should be bald— so people don’t think you’re
somewhere much worse. You got trouble in a fight.
convicted for breaking and entering
because you hadn’t had time to slit Most people at the prison didn’t know
the throat of the Russian mobster you had to kill Don Braddock. It was
who was moving in on your boss’s self‐defense—but the question of
territory. You’ve killed six people so who left the prison’s worst bully and
far, two of whom didn’t fight back. It’s sexual predator in a broom closet
okay though; they were all bad. with a sharpened spoon in his eye was
a hotly debated one in Surrey.
You don’t hurt or kill good people.
It’s sloppy, unprofessional, and you You don’t blame the guards for
just don’t like it. At least, that’s what watching you or the courts for
you tell yourself; but imprisoning you. You’ve accepted that
deep down, you suspect that it’s you’re a bad man; some day you’ll
because you like killing far, far too probably die like the bad men you’ve
much. You’ve never had a sustained killed. But there are different types of
romance—in fact, the closest bad.
relationships you’ve had have been
with six dead men . . . You know you’re on the dark side, but
People underestimate you. You don’t that doesn’t mean you like to see
talk a lot, and when you do, you have people leave the light.
a hard time getting your point across.
That makes them think you’re dumb,
which you certainly aren’t. You’re also
not very large, and by the time you hit
Skill Roll character’s roll versus relevant actions as necessary.
Roll four Fate dice and add to skill passive opposition At the end of everyone’s
rating. Compare to opposition. For Obstacle: +2 to the passive turn, start again with a
each step on the ladder greater than opposition Free invokes stack with new exchange.
your opposition, you earn a shift. a paid one and each other. Conflict is over when everyone on
one side has conceded or been
Opposition Types Compelling Aspects taken out.
Active: another character rolls Accept a complication for a fate point.
against you Event‐based: You have ____ aspect Earning Fate Points
Passive: a static rating on the and are in ____ situation, so it makes Earn fate points when you:
ladder Four Outcomes sense that, unfortunately, ____ would Accept a compel Have your
Fail: fail your action or succeed at happen to you. Damn your luck. aspects invoked against you
major cost Decision‐based: You have ____ aspect Concede a conflict
Tie (0 shifts): succeed at minor in ____ situation, so it makes sense
cost that you’d decide to ____. This goes
Succeed (1–2 shifts): succeed with wrong when ____ happens.
no cost
Succeed with style (3+ shifts):
succeed with additional benefit Refresh
At the start of a new session, you
Four Actions reset your fate points to your refresh
Overcome: get past an obstacle rate. If you ended the last session
Create an Advantage: invoke an with more points, you keep the extra.
aspect for free At the end of a scenario, you reset to
Attack: harm another character your refresh rate no matter what.
Defend: prevent attacks or
advantages on you Spending Fate Points
Spend fate points to:
Mitigating damage Invoke an aspect
Fill in one stress box greater than or Power a stunt
equal to the value of an attack, take Refuse a compel
one or more consequence, or fill in Declare a story detail
one stress box and take
consequences—if you can’t do one of
these three things, you’re taken out.
Challenges
Consequences Each obstacle or goal that requires a
Mild: –2 to attack value different skill gets an overcome roll.
Moderate: –4 to attack value Interpret failure, costs, and success of
Severe: –6 to attack value each roll together to determine final
Extreme: –8 to attack and outcome.
permanent character aspect
Contests
Recovery Contesting characters roll
Mild: overcome Fair (+2), one appropriate skills.
whole scene If you got the highest result, you
Moderate: overcome Great (+4), score a victory.
one whole session If you succeed with style and no
Severe: overcome Fantastic (+6), one else does, then you get two
one whole scenario victories.
If there’s a tie no one gets a
victory, an unexpected twist
Aspect Types occurs.
Game aspects: permanent, made The first participant to achieve
during game creation three victories wins the contest.
Character aspects: permanent, Conflicts
made during character creation Set the scene, describing the
Situation aspects: last for a scene, environment the conflict takes
until overcome, or until irrelevant place in, creating situation aspects
Boosts: last until invoked one time and zones, and establishing who’s
Consequences: last until participating and what side
recovered they’re on.
Invoking Aspects Determine the turn order.
Spend a fate point or free invoke. Start the first exchange:
Choose one: On your turn, take an
+2 to your skill roll action and then resolve it.
Reroll all your dice On other people’s turns,
Teamwork: +2 to another defend or respond to their
Dresden Files Role Playing Game
Name Morton Willits FATE POINTS
H i g h C o n c e p t Quiet and Principled Sociopath
3
T r o u b l e ‘Good People’ Shouldn’t Get Pulled Into Conflicts with ‘Bad People’ like Me. Refresh Available 3
O t h e r Nonthreatening but losing control
Total Refresh 6
Not very bright or articulate
Don't push me around!
Refresh Spent 3
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Knife At The Throat -1 Stay Close’n Quiet
Composure
( p r e s e n c e )
Use weapons to Intimidate
When holding a blade against someone
+2 to create an Aspect for others
When you help them sneak
Mental
( c o n v i c t i o n )
-1 Big Picture
Hunger You always discover an additional Aspect
( d i s c i p l i n e ) When you watch or study a thing or person
Consequences
Mild -2
Moderate -4
Severe -6
GEAR
+1 +2 +3 +4 +5 +6
Guns Athletics Alertness Weapon
Scholarship Empathy Stealth
Endurance Burglary Athletics
Investigation
Rapport
Survival
Dresden Files Role Playing Game
Name Ella Krazmersky FATE POINTS
H i g h C o n c e p t A Loving Wife
2
T r o u b l e Misses Company Desperately Refresh Available 2
O t h e r Hates and Fears Being Grabbed by Rude Men
Total Refresh 4
Very kind to strangers
Uder is overbearing but loves me
Refresh Spent 4
FP Last Session 0
Skill Points 25
Health Cost TRAITS Cost TRAITS
(endurance) -1 Mana Static -1 Upset
Composure
( p r e s e n c e )
Use Presence to Intimidate at +1WR
Mental
( c o n v i c t i o n )
-1 Living Dead
Cannot heal, Cannot “Die”
Hunger
( d i s c i p l i n e ) +1 to Intimidation, -1 on social
Consequences
-2 Inhuman Toughness +1 The Catch
+2 Stress boxes and 1 Armor Any fire or silver overcomes your toughness
Mild -2
Moderate -4 -2 Inhuman Strength
Severe -6 +3 Might to lift or break, +1 Might an WR2 while
In a grapple, +1 to any Melee WR
GEAR
+1 +2 +3 +4 +5 +6
Alertness Endurance Empathy Presence (+1)
Investigation Deceit Rapport
Contacts Craftsmanship Scholarship
Discipline Might
Conviction
Performance
Magic: Evocation
1. Determine the effect. Include the element (Fire, Water, etc.) used.
2. Describe in terms of conflict actions.
a. Attack
i. 1 shift = +1 Weapon rating
ii. 2 shifts = Target zone.
iii. Split shifts to target multiple individuals
b. Block (Shields, Armor, and Veils)
i. 1 shift = +1 Block rating to Shield (Bypassing attack cancels spell)
ii. 2 shifts = +1 Armor rating (Bypassing attack does not cancel spell)
iii. 1 shift = +1 exchange duration
iv. 2 shifts = Protect all allies in 1 zone.
c. Maneuver – Adds/removes temp aspect to target or scene. Diff 3 or opposed contest.
d. Counterspell – Assess to get power rating, roll as per normal spell.
3. Gather power (shifts) and take mental stress. Minimum 1, plus 1 for each desired shift in excess of Conviction plus focus item(s).
4. Roll Discipline plus focus item(s) vs. # of shifts of power.
a. Success – Apply excess shifts as effect/damage.
b. Backlash – Spell succeeds, take difference as physical or mental stress. (No split)
c. Fallout – Spell succeeds at rolled power, GM creates negative aspect on scene or character.
5. Rote Spells – # Rotes = Lore Skill. Negate need to roll Discipline for equal powers spells. Foci tied to rote spells must be used or roll required.
(Harry’s blasting rod for Fuego!)
6. Hexing Technology – Select power rating. Initial stress cost waived.
Living Dead [–1]
Description: You’re dead, but you keep walking around. It’s kind of gross.
Musts: You’ve got to be dead.
Effects:
Corpse Body. Your body is a corpse. This means that you cannot recover from consequences with time, because your
body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to
remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body.
Death is a Nuisance. Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem
to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by
your creature type).
Dude! You’re Dead! And that’s pretty scary to a lot of people. When dealing with folks unaccustomed to the walking
dead (and that’s most “regular” people), gain a +1 on Intimidation. The downside? Take a –1 penalty on nearly every
other social skill (except Deceit). For every level of physical consequence you’ve sustained, increase the penalty/bonus
by –1/+1. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the
dead walk, they eventually become inured to it as an additional reason to be terrified.