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Pocket Fate

This document provides an introduction and overview of the rules for POCKET FATE, a homebrew adaptation of the FATE RPG system designed for narrative-focused, rules-light gameplay. Key elements include the use of Fudge dice, a skill system, stress and wound tracking, and spending Fate Points to invoke aspects and reroll dice. Combat resolution involves opposed skill checks with margins of success and failure determining damage or counterattacks. The system aims to resolve challenges through descriptive roleplaying and casual dice mechanics.

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Jan Rez
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0% found this document useful (0 votes)
341 views1 page

Pocket Fate

This document provides an introduction and overview of the rules for POCKET FATE, a homebrew adaptation of the FATE RPG system designed for narrative-focused, rules-light gameplay. Key elements include the use of Fudge dice, a skill system, stress and wound tracking, and spending Fate Points to invoke aspects and reroll dice. Combat resolution involves opposed skill checks with margins of success and failure determining damage or counterattacks. The system aims to resolve challenges through descriptive roleplaying and casual dice mechanics.

Uploaded by

Jan Rez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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6 5

1&6 =+ 1, 3&4 = -1, and 2&5 = 0.


A d6 can be used to replace a dF where Enemies:
Allies:

Special Moves/Abilities:

NOTES: Fears:

Goals:
FATe 1☐ 2☐ 3☐ 4☐ 5☐ 6☐ STRESS
L-Leg
Work/School/Hobbies:
POCKET R-Leg
Appearance:
Torso
the results after rolling 4dF. Sneaky Quick
Below are some examples depicting L-Hand
are blank (meaning +0). R-Hand Forceful Flashy
+1), two have - (meaning –1), and two
have six sides; two have + (meaning Head Clever Careful
FATE uses Fudge dice (dF). Fudge dice Sex: Age:
As a FATE adaptation, POCKET 3 2 1
Target
The Dice Wound Level Name:

INTRODUCTION Fate Points Skills Combat


POCKET FATE is a homebrew ad- During each session players will each Characters have six core skills for In combat attacker and defender each
aptation of the FATE RPG system. It is have 3 to 5 Fate Points (FP) to spend, describing how rolls are attempted; describe what they are doing and roll
a narrative heavy, rules lite, system. depending on the length of the session. Careful, Clever, Flashy, Forceful, skill checks of an appropriate skill with
A Player may use one FP, after a roll, Quick, Sneaky. Higher skills are better any applicable modifiers (including in-
Gameplay to invoke an Aspect. Doing this applies (see GAMEPLAY). voking weapons, armor, or cover with
For this game the GM should have a +2 or –2 to a roll, or rerolls their own Characters are created with two stats FP). The rolls are compared and the
setting and story with goals for players dice. Aspects can be any narrative ele- at level 1, at level 2 and at level 3. player with the higher roll wins.
to peruse. As players encounter obsta- ment that may come into play during a If the attacker wins, apply margin off
cles they will describe to the group how story. This ranges from descriptions of Stress success as a wound to the defender.
they approach the problem. the setting, ‘It’s a foggy night’, to parts Characters may voluntarily take up to If the defender wins, they may apply
The GM may require the player to of a character’s backstory, ‘Billy was a 6 Stress, but more may be accumulated the margin off success as a bonus if they
roll for some actions. Rolls should be soldier’, or even “I have a gun.” at the GM’s discretion. Stress decreases when choosing to make a counter attack.
assigned a difficulty between 1 and 9, A Player may also use FP to in order by 1 after 2 in-game hours of rest. For random hit location roll 4 dice
where 1is very easy and 9 is the most to Retcon. To Retcon is to bring to light When a player fails a skill check they where; –2 = item, -1 = leg, 0 = body, +1
difficult task a master can attempt. something that happened off screen. may accumulate STRESS equal to the = arm, +2 = head. (Shift by 1 for 1 FP).
A roll is 4 dice + the value of a This could include anything from ‘I margin of failure in order to pass the
SKILL that the player and GM agree is purchased a grappling hook and it’s in check and suffer no negative effects. Wounds
applicable + effects from spent FATE my backpack’ to ‘Before we arrived I In combat, a wounded character may A level 1 wound is minor, and a level 3
POINTS. The more a roll exceeds its looked up the names and addresses of accumulate Stress to decrease their wound generally means limb removal.
difficulty, the greater the margin of suc- everyone who works here’ to ‘I spent wound level by the amount of Stress STRESS can be accumulated to miti-
cess, and the reverse is true for failures. several summers working next door.’ accumulated. gate damage.

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