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The wizard's staff hums with the power of an unleashed spell.

The assassin's cybernetic arm ejects a hidden blade.

The super-powered defender of New York melts the robots to slag with his heat vision.

The intrepid investigator stands firm against the mind wrenching eldritch horror before him.

Cleaner, clearer and more concise, Strands of Fate 2nd Edition continues down the path set forth by the origi­
nal Strands of Fate; providing a stand-alone set of core rules for using the Fate game system to tell exciting sto­
ries of action, adventure, horror and intrigue across an infinite variety of time periods and genres.

Strands of Fate 2nd Edition contains ...

Core Rules -This book is fully sel f -contained, and contains all the rules you need for making characters and
playing the game.

Aspects - Full rules for the creation and use of Aspects, the popular narrative mechanic that has defined the
Fate game system since its inception.

Strands -There are guidelines for creating them, as well as four sample Strands you can use as written, alter
to suit your needs, or use as examples when creating your own. These include:

Strands of Cthulhu- In which desperate investigators confront the minions of the Elder Gods.

Strands of Fantasy- In which bold adventurers fight against savage and ancient evils for honor and treasure.

Strands of Valor- In which heroes imbued with super powers stand against tyranny and annihilation.

Strands of Neon and Chrome - In which cybernetically enhanced underdogs fight back against the
oppressive mega-corporate elite.

Perks and Powers -The extraordinary and supernatural advantages that separate your characters from the
masses. Whether a mutant psychic, a crusty old wizard, a crazed cultist, an ancient vampire, a cross wield
ing priest, or a genetically enhanced cyber-soldier, we've got you covered. Powers are presented as self-con
tained special abilities that are defined with Aspects, and further detailed through the application of Limita
tions and Enhancements.

Deviations -An entire chapter is dedicated to providing modular, variant rules that are added to, subtracted
from, or used in place of the standard core rules. Deviations serve as a series of dials and switches, which
can be used to tune the rules to better suit the story you want to tell.

Antagonists - The Game Mastery chapter contains a number of sample NPCs and creatures to challenge your
PCs with, or to serve as examples when creating your own.
THE BASICS
CHARACTERS
STRANDS
CREDITS
Produced by: Void Star Studios

GAMEPLAY
Written by: Mike McConnell
Additional Writing by: Jonathon Killstring
Edited by: Kristan McConnell
Layout: Mike McConnell
Additional Contributions: Tomi Sarkkinen, Michael Adams, James Townsley
Art: Marco Morte, Nolan Segrest, Cerberus, Mike McConnell

PERKS
Additional Thanks To: Andrew Chason, Tomi “Tonpa” Sarkkinen, Rick
“frws25” Sanders, Mitch A. Williams

Strands of Fate 2nd Edition

POWERS
© 2018, Void Star Studios
www.voidstarstudios.com

GEAR
MASTERY
GAME
DEVIATIONS

1
CONTENTS
Contents
INTRODUCTION4 Goblin22
Halfling 22
THE BASICS

THE BASICS 6 Half-Elf23


Leonid23
Things You Should Have 6 Ogre23
Preparation 6 Orc23
Rolling the Dice 6
STRANDS25
CHARACTERS

Skill Ranks 7
Setting Difficulties 7 The Pitch 25
Degree of Success 8 Campaign Aspects 25
Spin, Surge, Stall & Aspects 8 Secret Campaign Aspects 26
Bonuses and Penalties 9 Sample Pitch & Campaign Aspects 26
Combining Skills 9 Tech-Level (TL) 26
STRANDS

Favor and Disfavor 9 Item Availability 26


Taking Action 10 Character Power Level  27
Test10 Character Experience Level  27
Contest10 Select Deviations 28
Conflict 10 Races, Perks and Powers 29
GAMEPLAY

Extended Actions 10 Strands of Cthulhu 30


Story and Action Time 11 Strands of Fantasy 34
Order of Action 12 Strands of Valor 50
Fate Points 12 Strands of Neon and Chrome 56
Aspects13
GAMEPLAY60
PERKS

The Nature of Aspects 13


Another Look at Test Factors 14 Aspects in Play 60
Special Aspects 15 Phrasing an Aspect 60
The GM’s Threat Pool 15 Refresh60
Invoking an Aspect  61
CHARACTERS16
POWERS

Invoking for Free 61


Step 1 - Experience & Power Levels 16 Wording vs. Intent 61
Step 2 - Race 16 Invoking External Aspects 62
Step 3 - Aspects 16 Secret Aspects 63
The Defining Aspect 16 Temporary and Lasting Aspects 63
The Aspect Alphabet 17 Declarations 64
GEAR

Step 4 - Skill Ranks 18 The Power of Declarations 64


Skill Descriptions 18 Keep it Narrative 64
Step 5 - Perks 19 Compels65
Step 6 - Resources 19 Offering a Compel 65
Increasing Resources 19 Accepting Compels 65
MASTERY
GAME

Step 7 - Starting Equipment 20 Hard and Soft Compels 65


Step 8 - Refresh Rating 20 Active vs. Passive Compels 66
Step 9 - Stress Track 20 The Power of Compels
Mechanical Compel Effects
66
67
Character Advancement 21
The Fate Point Economy 67
DEVIATIONS

Experience Points 21
Milestones21 Getting on the Same Page… 67
Non-Human Races 22 Maneuvers68
Construct22 Create an Aspect 68
Draconis22 Putting an Aspect on Another Character 68
Dwarf22 Aspect Duration 69
Elf22 Removing Aspects 69

2
CONTENTS
Assessments70 PERKS94
Setting Assessment Difficulties 70
Selecting Perks 98
Sample Character Aspects 71 Perk Evolution 98
Sample External Aspects 72 Grounded Perks 98
Conflict and Consequences 74 Heroic Perks 100
The Basics of Conflict 74 Paragon Perks 107

THE BASICS
1. Frame the Scene 74
Mythic Perks 112
2. Reveal Aspects 74
3. Determine Zones 74 Legendary Perks 114
4. Begin Exchanges 74
Attack and Defense 74 POWERS116
Acquiring Powers 118

CHARACTERS
The Exchange 75
Damage, Armor and Explosive Ratings 75 Power Enhancements 118
Movement in a Conflict 75 Power Limitations 118
Distance & Range 75 Removing Limitations 118
Stress & Consequences 76 Power Aspects 118
Wounds 76 Power Activation 119

STRANDS
Complications 76 Power Range 119
Recovering From Stress & Wounds 77 Target Selection 119
Wound Recovery Times 77
Sample Powers 120
Extreme Wounds 77
Sympathy Modifiers 137
Recovery Facilities 79 Universal Enhancements 167
Emergency Aid 79

GAMEPLAY
Recovering From Complications 79 Universal Limitations 168
Taken Out 79 Weaknesses 169
The Art of War 80
Special Rules 82
GEAR171
Aiming82 Purchasing Items and Services 171
Beam Weapons 82 Cost Ratings 171

PERKS
Block Actions 82 Item Statistics 171
Cover83 Damage Rating (DR) 171
Diseases and Viruses 83 Armor Rating (AR) 171
Falling84 Explosive Rating (ExR) 171
Filch84 Equipment Rating (ER) 171

POWERS
Fire and Environmental Hazards 84 Range Rating 172
Full-Auto Weapons 85 Minimum Might 172
Full Defense 85 Equipment Modifications 172
Hacking85 Other Notes 172
Help86 Ammunition and Ammo Checks 172
Hiding, Shadowing & Camouflage 86 Item Aspects 173
Lock picking 87 Firearms174 GEAR
Out of Ammo, Overheating & Reloading 87
Explosives175
Persuasion88
Poisons and Drugs 89 Slow Moving Projectiles 176
Push/Pull/Throw 89 Melee Weapons 176
MASTERY

Shields177
GAME

Repairs 90
Size and Weight 90 Armor178
Surprise Attack 91 Equipment 179
Time 91
Vacuum 91
DEVIATIONS

Zero Gravity 91
Zones 92

3
CONTENTS
GAME MASTERY 184 Conflict 205
Called Shots 205
The Heroes 184
Card Deck Initiative 205
The Villains 184 Costly Complications 205
Preparing Combat Scenes 185 Facing206
Non-Player Characters 186 Miniatures and Battle Mats 206
Extras186 No Complications 206
THE BASICS

NPC Power Levels 186 Persistent Stress 207


Combat Ratings (CR) 187 Sanity (Mental Stress) 207
NPC Proficiencies 188 Structured Initiative 210
NPC Perks 188 Character Creation 210
Animals 190 No Aspect Alphabet  210
CHARACTERS

Fantasy Antagonists 191 Character Creation During Play 210


Modern/Sci-Fi Antagonists 199 Gear and Wealth 211
Bulk & Encumbrance  211
DEVIATIONS201 Dynamic Resources 
Gear Aspects
212
213
Dice mechanics 201 Simplified Weapons and Armor 213
STRANDS

Alternate Dice (d6-d6) 201 Specialties 214


Diceless Play 201
Zeroing Out 201
Character Development 216
Achievements216
Skill Modes 202
Aspects204 Open Milestones 218
Open Tiers 218
GAMEPLAY

Aspect Scopes 204


Power from Experience 218
Explicit Compels 204
Variant Advancement Speeds 219
No Declarations 204
Skill-based Declarations 204 Gameplay220
Narrative Exploits 220
Sequences 221
Survival224
PERKS

Introduction
POWERS

Telling stories is a tradition we’ve shared Each player makes up a character. Like a
since the earliest men learned to talk. Every- character in a book or movie, the charac-
one gathers around and the storyteller avails ter should have an interesting background,
GEAR

the listener with tales of adventures, mys- quirky habits, views and beliefs and other
tery, action or terror. traits that makes the character well-rounded.
Role playing games (RPGs) were born of But unlike a book or movie, the character is
this tradition. But instead of a single narra- assigned statistics and traits that are defined
MASTERY
GAME

tor telling the story and playing the part of by the game system. These attributes tell the
all the characters, role playing games spread player, and others, how capable the charac-
the work around a bit. ter is at performing certain things.
To play a role playing game you need at It is the GM’s job to kick off the story, play
DEVIATIONS

least two people, though three or four is the other characters that show up in the
preferable. One person usually has some story, and serve as the final arbitrator of the
sort of title, we call him the Game Master (or rules.
“GM”) and the other participants are simply And that, in essence, is a role playing game.
called Players.

4
CONTENTS
Strands of Fate 2nd Edition The last chapter in this book is all about
The first published game to use the Fate Deviations, the variant rules that add to,
rule system was Evil Hat’s Spirit of the Cen- subtract from, or alter certain core rules to
tury, a game with a focus on telling stories of help you achieve the sort of mood and flavor
adventure at the turn of the 20th century. you want your particular story to have. In
many ways, you can think of Deviations as

THE BASICS
Strands of Fate took those rules, heavily
a series of switches and dials that can be
revised them, and reworked them into a
used to emphasize or deemphasize certain
framework for telling stories in other genres,
game elements such as combat lethality, the
from fantasy settings to science fiction.
importance of wealth and equipment, the
This book, Stands of Fate 2nd Edition, con-

CHARACTERS
player’s narrative input, etc.
tinues down the same path set forth by the
original Strands of Fate. Like its predecessor, In short, the core rules provide the game’s
this book is written to provide rules, guide- backbone, Deviations make changes to the
lines and advice for using a variation of the core rules to better suit your specific game’s
Fate game system to tell an infinite variety of needs, and your Strand ties it all together to

STRANDS
exciting stories. insure everyone is on the same page.
Whether it’s a group of sword swinging Simulation vs Narrative
and spell slinging adventurers delving into
It’s worth noting that many RPGs try to
an ancient dungeon, or a crew of trained
provide rules that, to the best of their ability,

GAMEPLAY
gunslingers and cybernetic code crackers
simulate the “physics” of the real world.
boarding a hostile alien craft, or a burned
out detective and a vigilante taking on an The Fate system doesn’t do that. Instead,
ancient cult of demon worshipers… this Fate is meant to simulate works of fiction,
book’s got you covered. be it movies, television shows, or books.
Keep this in mind as you read this book, and

PERKS
Strands of Fate runs on a set of core rules
remember that Strands of Fate emphasizes
that are common across campaigns of any
fun and interesting storytelling over what is
genre, time period, or level of power. These
strictly “realistic”.
rules are the foundation of the game system,

POWERS
upon which everything else is built.
The core rules are covered in the “The
Basics”, “Gameplay” and “Game Mastery”
chapters.
Where the core rules are intentionally
generic, your Strand is very specific. The GEAR
Strand is developed together by the GM and
players, and defines the guidelines, permis-
sions, restrictions and optional rules (called
MASTERY

Deviations) that you’ll use in your game.


GAME

Strands have their own chapter in this


book. This chapter is devoted to guiding you
through creating your own Strands, as well
DEVIATIONS

as providing a few sample Strands that you


can use as written, or as a starting point for
creating your own.

5
CONTENTS
Chapter 1
CHAPTER 2

The Basics
THE BASICS

Things You Should Have Rolling the Dice


In addition to this book, you’ll need a few other When you want your character to perform
supplies to play the game. Here’s a list of the an action, your GM may call on you to roll the
necessities, as well as some recommendations: dice. This is called performing a Test.
CHARACTERS

You’ll Need... Strands of Fate uses Fate dice (also known


as FUDGE dice): a set of four six-sided dice
ªª A set of Fate Dice, also called FUDGE marked with a “+”, “-”, or “0” (blank) on each
dice. If you can’t find any, you can use side. To perform a test, you roll the four Fate
two 6 sided dice (see pg. 201), or Dice and total them up. Each plus counts as
download a dice rolling app for your +1, each minus counts as -1, and a blank (or 0)
phone or tablet.
STRANDS

counts as 0. So if you rolled, +,-,+,0, the result


ªª Some character sheets or at least blank of your dice roll would be 1.
paper to record characters on. The average result of a die roll is 0, but can
ªª Friends. The sweet spot’s range from -4 to +4.
three to four.
GAMEPLAY

Once you’ve rolled the dice,


You’ll find Useful... check with your GM to determine
if there are any modifiers that
ªª A set of poker chips apply, and then add them to the
or glass beads to use result of your dice roll to find your
as Fate Points. total. This total is called your Effort.
ªª A laptop or tablet computer. The
PERKS

PDF version of this book is filled with The most common modifier applied to a die
hyperlinks throughout the book, which roll is a Skill rating. For instance, if you were
are very useful for finding what you told to “make a Mobility test,” you’d roll the
need during play. dice, add your Mobility Skill Rank, and then
add any other relevant modifiers to find the
POWERS

Preparation total. The total, your Effort, is then compared


to a Difficulty (Diff) rating. This is a number,
First, you’re going to need to determine which usually 1 to 7, set by the GM to represent the
of you is going to be the GM, and who will be Difficulty of the task at hand. The higher the
players. Difficulty, the harder the task.
Familiarize yourselves with the game. That
GEAR

If your Effort is equal to or higher than the


doesn’t mean every player has to read every Difficulty, you achieve at least some measure
page in this book, but at the very least, the GM of success at your task. Any amount by which
should be familiar enough with Strands of Fate your Effort exceeds the Difficulty are called
to be able explain it to the players and answer Shifts. So if the Difficulty is 1, and your Effort is
MASTERY

basic questions. And it’s a good idea for the 3, that’s 2 Shifts. The more Shifts you generate,
GAME

players to at least read this chapter. the better you do.


Spend a little time making sure everyone is While Skill ranks are the most common
on the same page with what to expect from modifiers added to a test, they can come from
the game, and finding out what sorts of stories other sources such as the bonus granted from
DEVIATIONS

excite them. Once you’ve got a good idea of invoking an Aspect, or those provided by Perks.
what everyone wants, the GM will work with
the players to develop a Strand, a sort of 4 Fate Dice + Modifiers = Effort
blueprint for the campaign. The Strand will Effort – Difficulty = Shifts
clearly define the options available to the 1 or More Shifts = Success!
players and what special rules are used.

6
CONTENTS
Skill Ranks Setting Difficulties
Skills represent what a character can do, One of the GM’s most important tasks is
or rather, how well they can do it. They are setting the Difficulty rating for the tests that
ranked starting at 0 and get better as the rank the players attempt to perform.
increases. Difficulties can be somewhat subjective, but

THE BASICS
A character with a rank 0 Skill has very little you can use the following guidelines to help
natural ability and no training in that particularyou out:
area of expertise. A rank of 5 Difficulty What that means…
means the character is a master
of that Skill; probably the best SKILLS 0 Trivial – Requires little effort
most people will ever meet. or attention. The GM should

CHARACTERS
ACTION usually just declare tests this
A character with a Mobility rank Might easy an automatic success.
of 0 may break a sweat walking Mobility
up a short flight of stairs, but 1 Easy – Requires only a small
Precision amount of effort.
a character with a 5 may well
hold Olympic gold for jumping Reflexes 2 Moderate – A simple task, but

STRANDS
hurdles. requires a bit of effort.
WITS 3 Tough – Pretty difficult for
Any Skill the character doesn’t
put any Skill Ranks in during Knowledge someone without training.
character creation defaults to 0. Perception 4 Hard – Almost impossible
Reasoning without some training or

GAMEPLAY
The Skills listed in the sidebar
are twelve basic Skills that apply Resolve uncanny luck.
to any Strands of Fate game; 5 Very Hard – You need to be an
and are described later in this INFLUENCE expert to reliably pull this off.
chapter. Guile 6 Exceedingly Difficult – You’re
One special Skill, called an Sway going to need to be both

PERKS
Affinity Skill, represents a Insight highly skilled and very lucky.
character’s mastery of certain Networking 7 Seemingly Impossible –
supernatural abilities. This is You’ve really got to stack the
covered in more detail on pg. SPECIAL deck in your favor to hope to
18. pull this off.

POWERS
Affinity

Rank What that means…


GEAR
0 Mediocre – Any exposure or experience you’ve had is, at best, skimming the surface.
1 Average – You are familiar with the subject at hand, but have little experience.
2 Fair – Some training or education.
MASTERY
GAME

3 Good – You are sometimes noticed for your talents.


4 Great – You are one of the most talented people in the field and considered by most to be
an expert.
DEVIATIONS

5 Superb – You are among the truly elite.


6+ Super Human – Impossible to achieve without magic or augmentation.

7
CONTENTS
Degree of Success Spin
Spin occurs whenever your Effort exceeds the
When performing a test, the more Shifts you test Difficulty by 3 or more, resulting in 3 or
generate, the better you do. This means that more Shifts. In this case, you don’t just succeed
highly trained characters tend to not only at your task, you succeed with speed, grace,
succeed, but succeed with flair. and style.
THE BASICS

Shifts Description When you generate Spin on a test, in addition


-3 or less Massive Failure (Stall!) – You to overcoming the challenge, the GM may also
failed, miserably. Not only did you allow you to create a short-lived Minor Aspect
not succeed, but you likely made that reflects the result of your exceptional
the situation worse. Potentially performance.
CHARACTERS

create a Minor Aspect. Minor Aspects are very ephemeral. Once


Invoked (pg. 61), they go away. And like
-1 or less Failure – You fail to accomplish other Aspects, they can be Invoked for free the
what you set out to do. first time.
0 Shifts Minimal Success – You pulled it You may not create more than one Minor
off—barely, and possibly at some Aspect per round.
STRANDS

cost. You may accomplish what For example, if you generate Spin on a
you’d hoped for, but may break a Mobility test to climb over a wall, you might
piece of equipment, put yourself do so quickly enough to spray some molecular
in danger, put someone else in glue on the top of the wall before dropping
danger, etc.
GAMEPLAY

over. This would leave behind a Super Sticky


1-2 Success – You managed a clear- Wall(m) Aspect for your pursuers, possibly
cut success. The result is solid, resulting in one of them getting stuck and
reliable, and generally what you unable to continue chasing you.
intended. Surge
When you generate 5 or more Shifts, you’ve
PERKS

3 or more Significant Success (Spin!) – Your


success is sufficient enough to achieved a truly spectacular result. You Surge.
be noticeably well done, with While Spin typically results in a Minor Aspect,
exceptional speed, grace, or a Surge can result in a standard Aspect. And
quality. Create a Minor Aspect. in some particularly favorable circumstances,
you may even generate a Major Aspect.
POWERS

5 or more Spectacular Success (Surge!!)


– You REALLY knocked it out of Stall
the park. Not only is the quality When the amount of Effort you generate
of your success remarkable, it falls short of the Difficulty by 3 or more, you
may have some unexpected Stall. Stall is the opposite of Spin, denoting a
secondary benefits, such as significant or embarrassing failure. If the GM
GEAR

deeper insight into a related wishes, Stall can also create a Minor Aspect,
problem. Create a standard or but in this case it represents something likely
Major Aspect. to hinder you!
Minor Aspects can be created with attack
MASTERY

and defense tests as well, but can only be


GAME

Spin, Surge, Stall & Aspects created on attack tests by electing to reduce
Aspects represent certain facts about a the number of Shifts generated by 1. These
character, your environment, an event, or Aspects can be placed on the scene, a zone, or
even an object. They are like “tags” that are on your foes.
DEVIATIONS

placed on people, places and things that can In the case of a contest or conflict, Spin
be Invoked to grant yourself an advantage or overrides Stall. The same action should never
hinder your foes. See pg. 13 for more on grant one participant Spin and the other Stall.
Aspects. In some cases, as outlined in some Perks and
elsewhere, generating Spin, Surge or a Stall can
result in additional effects.

8
CONTENTS
Bonuses and Penalties Favor and Disfavor
Whether from Aspects, Perks, equipment, Sometimes, whether because of some
or other sources, there are many ways to get beneficial circumstance, or because you
bonuses applied to a test. In Strands of Fate, gain some benefit from a Perk, you might be
almost everything stacks. Favored when performing certain actions.

THE BASICS
This means that if you get a +2 bonus from one For example, you might become Favored on
source and a +1 bonus from another, you may your test when using climbing equipment to
add those together for a total of a +3 bonus. scale a cliff face, when using special cracking
Unless it is clearly stated otherwise, you can software to hack a computer, or when trying to
assume any bonuses or penalties you have will manipulate someone who has a crush on you.
stack with any others, up to a maximum bonus

CHARACTERS
or penalty of +/- 5. Likewise, you might have a Perk that makes
you Favored on tests to avoid notice by
blending into a crowd.
Combining Skills When you are Favored on a test, you roll the
Sometimes the character needs to perform a dice as you normally would, but then pick up
task that actively requires two Skills at once. and reroll any dice that resulted in a “-”. Then

STRANDS
You never know when a character is going to use the new result as your die roll.
need to climb an old broken ladder (Mobility)
while shooting an eldritch horror (Precision). Similarly, you can become Disfavored. When
suffering Disfavor, you reroll any results of “+“,
In those situations, the GM calls for a test and keep the new result.

GAMEPLAY
based on the main Skill being used (the
primary thrust of the action), but modified by For example, you might suffer Disfavor when
a second Skill. If the second Skill is of a higher trying to swim against a current while carrying
rating than the first, it grants a +1 bonus to the a friend to safety. Or, you might suffer Disfavor
test; if the second Skill is of a lesser rating, it when trying to appeal to the poor while
applies a -1 penalty. If they are the same, the wearing extravagant clothes.

PERKS
secondary Skill provides no modifier. Instances of Favor and Disfavor cancel
It’s important to note that combining Skills each other out. So if you are Favored, then
can never be done to perform two full actions somehow become Disfavored, you would roll
at once—if that’s the goal, it should take two the dice normally.
turns. If you gain Favor or Disfavor from

POWERS
multiple sources, effectively becoming
“double Favored” or “triple Disfavored”,
you make your test as if you were
Favored or Disfavored, but then also
add a +1 bonus or -1 penalty for each
additional Instance of Favor or Disfavor. GEAR
So if you were “double Disfavored”,
you’d reroll all “+“ dice once, and then
apply a -1 penalty to your final result.
MASTERY
GAME
DEVIATIONS

9
CONTENTS
Taking Action Conflict
Conflicts happen when two or more characters
Test come into opposition in a fashion that cannot
A test is an action wherein the dice plus Skill be quickly and cleanly resolved with a simple
(plus any other Modifiers) is rolled against a test or contest.
Difficulty set by the GM. They are usually Major A conflict is broken down into a number of
THE BASICS

Actions, and are used to see if a character can rounds, during which each character gets a
perform a task, and to determine how well turn. During his turn, a character may attack
they did. The GM describes the situation, another, or perform other actions.
selects the appropriate Skill, and sets the See page 74 for more on Conflicts and
Difficulty. The player then rolls the dice and
CHARACTERS

Consequences.
totals up his Effort.
If the resulting Effort is equal to, or greater Extended Actions
than, the Difficulty, the character succeeds. The
amount by which they succeed is measured in Some actions simply cannot be resolved in the
Shifts. short time usually allotted to a test or contest;
but aren’t really a conflict. Examples of this
STRANDS

Generating 3 or more Shifts results in Spin, 5 might include repairing a starship’s reactor,
or more is a Surge, and failure by 3 or more is writing a career defining article, or trying to
a Stall. See page 8 for more on Spin, Surge sway a crowd to your point of view.
and Stall.
Extended Actions have Difficulties and Marks.
GAMEPLAY

Some sample tests include: Set the Difficulty as you would for a normal
test. Then multiply the Difficulty by 3 to set the
ªª Looking up an obscure fact (Knowledge) Mark.
ªª Leaping from one rooftop to another Unlike a regular test, instead of making one
(Might)
test to see if you succeed or fail, you perform
ªª Noticing a strange pattern in the bullet several. Once you generate enough Shifts to
PERKS

holes in the wall (Reasoning) meet or exceed the Mark, you succeed on the
Extended Action.
Contest
If you generate Spin, the Extended Action’s
Contests are very much like tests, except the Mark is reduced by 1. If you Stall, you have
action is in direct opposition to someone else.
POWERS

failed in some catastrophic way, making it


Rather than setting a Difficulty, each party impossible to continue. The amount of time
performs an appropriate Skill test against a each test takes depends on the situation, and
Difficulty of 0. is up to the GM.
The Shifts generated by each contestant’s Some examples of Extended Actions are
test is compared, and the highest wins. A tie shown below:
GEAR

means both succeed, but whether that means


the outcome changes anything, or if it calls
for another test, depends on the
situation. Time
Sample Extended Action Between Tests Diff Mark
Some sample contests include:
MASTERY
GAME

Building a short wooden bridge 1 hour 3 9


ªª Attempting to get away Bringing a heavily damaged 10 min 4 12
with a simple lie (Guile vs. reactor back online
Insight)
Pressuring local gangs to give 1 hour 4 12
DEVIATIONS

ªª Sneaking past a sentry up the location of a popular


drone (Mobility vs.
Perception) gambling den

10
CONTENTS
Story and Action Time Action Turns
Strands of Fate, like most tabletop RPGS, During Action Time, each round typically lasts
separate gameplay into two distinct phases, 2-3 seconds. And during each round, every PC
Story Time and Action Time. and NPC gets a turn.
During Story Time, the game plays out as You can do a lot in a few seconds, but there

THE BASICS
a freeform exchange between the players are limits. Actions you take are rated as one of
and the GM. There doesn’t need to be any the following types of Actions; Instant, Minor
particular order in which things happen. or Major. Reflex actions are special actions
The players describe their character’s actions, that can be taken as a Minor or Instant action
the GM describes the results of their actions in response to certain triggers.

CHARACTERS
and the actions of NPCs. Dice are rolled when On your turn, you may take one of each of
necessary. Actions occur in whatever order these types of Actions. However, you may also
supports the narrative and makes sense, and choose to downgrade “greater” Actions to
take as much time as you’d expect them to “lesser” Actions. So you could, for example,
take. The GM acts as arbiter whenever there is use your Major Action to perform a second
question or a disagreement, and sets the pace Minor Action.

STRANDS
by asking the players for actions and describing
their outcomes. Instant < Minor < Major
Story Time is most often used to play out Instant Actions are Actions that do not
scenes in which the characters plan, travel, take any real time or effort. It happens in an
explore or talk to other characters. During instant, can be taken at any time, and can’t be

GAMEPLAY
Story Time, the characters may take any interrupted. Instant Actions that grant bonuses
Actions that they would normally be able to or otherwise modify dice rolls can be applied
take during Action Time. after the initial dice roll.
It’s also worth noting that if you are using For example, if you have a Perk that grants
the Sequence Deviation (pg. 221), all Actions your ally a +1 on a Skill test, you may wait for
them to roll the dice and see the results before

PERKS
occur during Story Time.
taking your Instant Action to grant them the
During Action Time, the game becomes a little +1.
bit more structured. Action Time is used to play
out action scenes, during which the character’s Instant Actions are typically only possible
turns are divided into rounds that represent through the use of certain Perks or Powers.

POWERS
about 2-3 seconds of in-game time. In a role- Reflex Actions are special types of Actions
playing game, a group of five PCs could be that can be taken instantly, when triggered by
racing down a busy street, firing guns, casting certain events. For example, defending against
spells, and swerving to miss pedestrians, all an attack is a Reflex Action that is triggered by
while taking fire from a pack of gun wielding being attacked. Certain Perks and Powers may
ghosts. So when things can go that far off the grant additional Reflex Actions.
rails, breaking the action up into rounds and GEAR
Minor Actions are simple Actions that require
turns helps manage the chaos, and ensures some effort, but are largely passive; allowing
that everyone is getting a chance to act. you to perform other tasks at the same time.
Examples of Minor Actions include moving
MASTERY

into an adjacent zone, stowing a weapon, or


GAME

opening an unlocked door.


Major Actions are Actions that take up the
bulk of your time and concentration during
DEVIATIONS

your turn. Attacking an enemy, reloading a


weapon, or performing a Maneuver typically
count as Major Actions.

11
CONTENTS
Reflexes is the primary Skill used
to perform tie breakers. When
attempting to win a tie breaker for
a physical action, make a Reflexes
test combined with Mobility. If
trying to cut another person off in a
THE BASICS

conversation, make a Reflexes test


combined with Sway.
Interrupt: If a character announces
his action, and another character
who hasn’t acted yet wants to
CHARACTERS

interrupt, have them both make


Skill tests as if they were engaging
in a tie breaker.
However, if the character
attempting to Interrupt fails, they
suffer Disfavor on their next Skill
STRANDS

test during this round. This instance


Order of Action of Disfavor clears at the end of the round.
At the beginning of the round, the GM and For example, when Raygar kicks in the door,
players will determine who gets to act first. Let the goblin may try to interrupt Raygar’s attack
the fiction be your guide. You’re telling a story
GAMEPLAY

with his own. They both make Reflex tests. If


together, it’s a conversation. So you should try the goblin wins, he gets to make an attack of
to let the action happen naturally. his own before Raygar does. If he fails, Raygar
For example, Myrt checks the door and attacks first, and the goblin suffers Disfavor on
determines it is locked. He pulls out his its defense.
lockpicks and sets to work. In just a few Surprise: Characters who are not aware of
PERKS

moments, the lock clicks open. He quietly their attackers do not get to act in the first
stores his picks and steps aside as Raygar kicks round of combat unless they spend a Fate
open the door. Point. If a FP is spent, they may act normally.
The goblins inside didn’t hear Myrt picking
the lock and are taken by surprise, giving
POWERS

Raygar a chance to make an attack against the


goblin near the door as he enters. Fate Points
Generally one of the PCs gets to act first Fate Points (FPs) may be spent, as an Instant
unless they are all surprised. Once the first Action to add a +1 bonus to any Skill test. You
character takes their turn, the GM describes may only spend 1 FP per round in this way.
GEAR

the outcome of the character’s action and


then either acts on behalf of an NPC, or asks In addition, Fate Points may be spent to
a player what his character is doing. The intent Invoke Aspects (pg. 61).
is to keep a natural storytelling flow going, Your character’s Refresh rating determines
transitioning between each character’s actions how many Fate Points you get when you
MASTERY
GAME

as smoothly as possible. Refresh, and the maximum number of Fate


However, sometimes two characters will want Points you can have at one time.
to take their turn at the same time: In addition to Refresh, you may regain spent
Tie Breaker: If two PCs, or a PC and an NPC, Fate Points by accepting Compels (pg. 65).
DEVIATIONS

want to take turns at the same time, the GM


should have the two characters make opposed
Skill tests. The character that generates the
most Effort gets to act first.

12
CONTENTS
Aspects The Nature of Aspects
More than any other attribute, Aspects are Aspects state something about a person,
what make the character who they are. An place or thing that is true. They play a critical
Aspect can be any phrase or quote that tells role in defining who characters are, and filling
you and the GM something important about in details about the world around them.
your character. Typically, an Aspect will relate Aspects come in three different degrees of

THE BASICS
to a part of the character’s personality, past, importance: Minor, standard and Major.
goals, training, disabilities, or other defining
characteristics. Throughout this book, Aspects are italicized.
Other things may have Aspects as well: other Minor Aspects –These are short lived Aspects
characters, objects, zones, places—just about that have little effect on the world, and are

CHARACTERS
anything in the game world. Aspects are used to usually created as a side-effect of another
highlight notable features and characteristics, Action. Minor Aspects are treated just like
particularly those that would be interesting for regular Aspects, but disappear after they are
the characters to interact with. Invoked the first time. When you write down a
Minor Aspect, it’s name should be followed by
Aspects may at first seem daunting to new a lowercase “(m)”.

STRANDS
players, but in a nutshell, this is how they work:
Standard Aspects - Unless it is specifically
ªª Invoke Aspect - You may spend a Fate stated otherwise, an Aspect is assumed to be
Point to Invoke (pg. 61) an Aspect to a “Standard” Aspect. These sorts of Aspects
gain one of the benefits listed below. This have the potential to greatly influence a

GAMEPLAY
is an Instant Action. person, place or thing, but tend to stay in the
• Gain a +2 bonus on a Test background until someone Invokes them, or
uses them to offer a Compel.
• Create a Block (pg. 82)
• Make a Declaration (pg. 64) Major Aspect – Major Aspects have a
significant effect on the people, place or things
• Offer a Compel (pg. 65) they are attributed to; even when they aren’t

PERKS
ªª Create Aspect - You may create an Aspect actively Invoked.
by performing a Maneuver (pg. 68) or This means that, even when not Invoked, a
by making a Declaration. Major Aspect may grant Favor or Disfavor. For
example, a Major Aspect like Pitch Black(M)
ªª Discover Aspect - You may discover might inflict Disfavor on tests to navigate the

POWERS
a previously unknown Aspect by affected area, or Favor on tests to remain
performing an Assessment (pg. 70). hidden within it. This application of Favor or
The amount of time this takes, and the
Skills used, depends on the nature of the Disfavor is in addition to the normal option
Aspect. to Invoke an Aspect. You could, for example,
spend a Fate Point to Invoke the room’s Pitch
Some Sample Aspects: Black(M) Aspect to benefit from both Favor GEAR
and gain a +2 bonus.
Trained by Corporal Frank Sheppard
But remember, a Major Aspect’s Favor or
Rusted and Jammed Shut Disfavor only apply when they are relevant.
Filled with Billowing Smoke In general, if you couldn’t justify Invoking the
MASTERY
GAME

Aspect, it doesn’t apply Favor or Disfavor.


A Wretched Hive of Scum and Villainy
When you write down a Major Aspect, it
should be followed by a capital “(M)”.
DEVIATIONS

13
CONTENTS
Another Look at Test Factors
During play the GM is regularly called upon to identify factors that help determine how easy or
difficult it is for a character to perform a certain task.
The variables that the GM can inject, and when they should be utilized, are discussed a bit
below:
THE BASICS

Difficulty: The test’s Difficulty should be set based on how hard it is to perform the task under
normal circumstances. If the PCs need to leap over a bottomless pit, the Difficulty should be set
by the distance needed to jump. Other factors, such as weight carried by the PCs or high winds,
should be accounted for by Favor/Disfavor or Aspects.
Skills and Modifiers: The Difficulty determines how hard it is for the average person to perform a
CHARACTERS

task. A character’s Skills are the primary factor for determining how easy it is for them. A high skill
is going to make a task easier, so a character with a high Mobility Skill is going to have an easier
time jumping over the pit than a character with a lower Mobility Skill rating.
Likewise, a character may have a Perk or special piece of equipment that grants a bonus.
Favor/Disfavor: Favor and Disfavor are the GM’s primary tools for influencing dice rolls. If the
PCs are hindered, such as when carrying a cumbersome bundle, or trying to get a running start on
STRANDS

a slick surface, the GM might inflict Disfavor. Similarly, cybernetic legs or a magical pair of jumping
shoes might grant Favor.
Aspects: Aspects play two major roles in tests. The first is the option to grant a +2 bonus, which
you get when spending a Fate Point to Invoke a relevant Aspect.
GAMEPLAY

The second is to bypass the test altogether. Aspects are a narrative tool that allow you to set the
dice aside and just tell the story.
By Invoking an Aspect to offer a Declaration the player puts the dice down and describes what
their character does, and what happens to them. And if the GM agrees, it happens.
Similarly, by using an Aspect to offer a Compel another player or the GM can suggest a less
favorable outcome; which the recipient can elect to endure in exchange for a Fate Point.
PERKS

In both cases, the dice, Skills and other Modifiers are ignored in favor of just telling the story.
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

14
CONTENTS
Special Aspects External Aspects
External Aspects are Aspects that belong to
Character Aspects other people, places and things. And like your
These are the Aspects your character has, own Aspects, they may be Invoked.
which are selected during character creation External Aspects may already exist in the
to help define things about the character’s world, or they may be created by characters

THE BASICS
personality, their goals, their relationships, etc. performing a Maneuver (pg. 68) or as a side
Unless otherwise specified, Character Aspects effect of other Actions. External Aspects are
are always standard Aspects. usually standard Aspects, though hey could be
Some sample Character Aspects are Trained Major if their effects are unusually significant
by Corporal Frank Sheppard, Always on the or wide-ranging.

CHARACTERS
Run, “Nobody gets left behind!” or Never Examples include Loud Machinery, Crowded
Forgets an Insult. Room or Dense Tropical Foliage(M).
Some External Aspects reflect certain
Consequences characteristics of weapons, tools, armor,
When a character is forced to suffer stress, vehicles or other items characters may own or
the amount of stress suffered may be reduced

STRANDS
interact with.
by electing to suffer a Consequence.
Examples include Rusted and Dull, Infrared
There are two different types of Consequences, Scope, Forged From Adamantine(M).
Wounds and Complications. And each type
may be rated as Mild, Moderate, Severe or

GAMEPLAY
Extreme.
You may take multiple Consequences at once, The GM’s Threat Pool
but never two of the same type and rating. Unlike PCs, the NPCs controlled by the GM do
You could, for example, take a Minor and not have their own allotment of Fate Points.
Moderate Wound at the same time, or a Minor Instead, they all draw from the GM’s Threat
Wound and Minor Complication, but not two Pool.

PERKS
Minor Wounds. Any time an NPC needs to spend a Fate Point,
Wounds are a special type of Character or earns a Fate Point, it is subtracted or added
Aspect that you are forced to take as a result to the GM’s Threat Pool.
of suffering physical stress (also just called When the GM offers to Compel a PC with

POWERS
“damage”). Typically, Wounds work exactly an Aspect, the offered Fate Point comes from
like Character Aspects, but are removed as the GM’s Threat Pool. Likewise, if a PC offers a
the Wound heals. Examples include Twisted Compel to an NPC, if the GM accepts on behalf
Ankle(m), Sprained Ankle, or Sucking Chest of the NPC, the offered FP goes into the Threat
Wound(M). Pool.
Complications work exactly like Wounds, Whenever you Refresh, a number of Fate GEAR
but reflect stress and damage to your mind, Points equal to 5 + 1 per PC go into the Threat
your surroundings, or your relationships. Pool. Unlike the PC’s Fate Points, the Fate
Example Complications include Phobia of Points in the GM’s Threat Pool do not carry
Spiders(m), Civilian Casualties or Wanted by over between sessions. The Threat Pool resets
MASTERY

the Authorities(M). with each Refresh.


GAME

See pg. 76 for more on Wounds and Certain NPCs may have a special Perk called
Complications Fated Foe (pg. 188). Each time an NPC with
this Perk appears in a scene, the GM’s Threat
Pool gains bonus Fate Points. The bonus Fate
DEVIATIONS

Points provided by this Perk disappear at the


end of the scene in which the NPC appeared.

15
CONTENTS
Chapter 2
CHAPTER 2

Characters
THE BASICS

Each player in a Strands of Fate campaign Human


creates their own character. This chapter Humans are ambitious and adaptable, and
provides step-by-step guidance for creating set the standard by which the other races are
characters. compared.
Remember that the campaign’s Strand (pg. Benefits:
CHARACTERS

25) may change or add to these rules, so


make sure you talk with your GM about your Bonus Perk - All Humans begin play with one
campaign’s Strand before you begin. additional Grounded Perk.
Bonus Skill - All Humans begin play with one
Step 1 - Experience & Power Levels additional rank in a Skill rated 3 or lower.
STRANDS

The first step is to


determine their Power Power Levels
Level and Experience
Level.
Grounded Step 3 - Aspects
Heroic You begin play with a total of 6 Aspects, which
These will be
GAMEPLAY

Paragon represent certain facets of your character’s life,


determined by your personality, methods and goals. One of your
Strand, and will tell you Mythic
Aspects is your Defining Aspect, which should
how many starting Skills Legendary serve as a concise description of your character
and Perks you get, as concept. The other five are derived from the
well as what Power Level your Perks may be. Aspect Alphabet (Ambition, Background, etc.).
See pg. 27 for more on Experience and
PERKS

Power Levels.
The Defining Aspect
Experience Levels Characters have one Aspect that should
clearly and concisely define their character
Character Starting Starting concept.
POWERS

Exp Level (CEL) Skill Points Perks


This is called your Defining Aspect, and it is
Novice 18 1 essentially your character’s concept summed
Adept 21 3 up in just a few words.
Expert 24 5 Sample Defining Aspects
GEAR

Veteran 27 7 ªª Honorable Knight of the Cross


Master 30 9 ªª Sorcerer of the Emerald Chantry
ªª Paranoid Paranormal Investigator
Step 2 - Race ªª Hard Nosed Special Forces Operative
MASTERY
GAME

In many cases, this one is obvious - Human. ªª Human Purist of House Jinzhan
However, in more fantastical settings, you ªª Sanctioned Exorcist from the Vatican
may have the option to play as a nonhuman ªª Burned Out Cop on the Edge
character, such as a dwarf, elf or even a robot. ªª Disgraced Race Car Driver on the Run
DEVIATIONS

Your Strand should tell you which races are ªª Vampiric Mayor of Detroit
available to choose from. See pg. 22 for a ªª Embedded Journalist who Saw Too Much
description of each race.
The benefits of being Human are described
below:

16
CONTENTS
The Aspect Alphabet “C” is for Connection
This Aspect represents a relationship with
The Aspect Alphabet is a guide to helping a person, place or organization important to
players select their character’s other Aspects. you. It could be where you grew up, who your
While not entirely necessary (see pg. 210 parents were, who trained you, or any other
for more on ditching the Aspect Alphabet), its sort of notable connection. Examples include:

THE BASICS
a great tool for new players, or even veteran ªª Grew up on the Streets of New York
players in search of inspiration.
ªª Bastard Son of Prince Morlass
“A” is for Ambition ªª Ex CIA Operative
What are your character’s goals and
ambitions? Good ambition Aspects might be: “D” is for Disadvantage

CHARACTERS
Why haven’t you already achieved all your
ªª Wants to Avenge his Father’s Death goals? What are your weaknesses? Some good
ªª “I’ll make captain one day! disadvantage Aspects include:
ªª “The hordes of Gog shall be driven from ªª Soft Spot for the Poor
my homeland!”
ªª “Lost my legs in ‘Nam”

STRANDS
“B” is for Belief ªª “I shall not harm an innocent.”
What do you believe in? What religion or
philosophies guide your actions and make you “E” is for Experience
the person you are? Some good conviction Something happened to you, or you did
Aspects include: something that changed you in a profound

GAMEPLAY
way. Or maybe you had a hard childhood, or
ªª “God will grant me Strength” grew up under unusual circumstances. More,
ªª Ladies First it continues to haunt you, forcing you to look
ªª “I’d lay down my life for my country.” back on it again from time to time. Some good
experience Aspects include:
ªª Sole Survivor of the Holden Massacre

PERKS
ªª Responsible for the Destruction of
Tranquility Station
ªª Orphaned and Raised on the Streets

POWERS
GEAR
MASTERY
GAME
DEVIATIONS

17
CONTENTS
Step 4 - Skill Ranks Reasoning – A measurement of your mental
reflexes or “common sense.” It is used to
During character creation, you gain a number make quick and accurate decisions based on
of Skill Points to distribute among your Skills. unexpected or incomplete information. It’s
The number of Skill Points you have depends also your ability to apply your knowledge,
on your starting CEL, as shown on the such as when crafting or repairing items, or
THE BASICS

Experience Levels Table. performing research.


A Skill has a rating of 0 unless you put points Reflexes – Your ability to react to sudden
into it. For each point placed in the Skill, its changes in your environment, such as when
rank is increased by one. dodging blows. It is also your ability to
perform in circumstances that require quick
Max Skill Rank: The maximum Skill rank a Skill
CHARACTERS

thinking, such as when driving or piloting


can achieve by distributing these Skill Points is
4. Higher ranks are achieved through aircraft.
taking the Skilled Perk (pg. 99). SKILLS Resolve – The measure of your
courage, willpower, and ability to
ACTION resist temptation. It also represents
Skill Descriptions the drive to persevere in the face of
STRANDS

Might
Guile – The ability to lie, con, seduce, overwhelming opposition.
or bluff. Also the ability to haggle Mobility
for a good deal. Precision Sway – The ability to talk with people
Reflexes in a friendly fashion, bargain for a
Insight – Used to intuit other’s deal, and make a good impression; or
GAMEPLAY

feelings, motivations or intentions. alternatively, to intimidate and bully


WITS others into doing what you want.
Knowledge – Knowledge measures
Knowledge
“book learning.” It covers history, Affinity (Special) – An Affinity Skill is
science, geography, literature, Perception
a Skill used by characters who wield
sociology, government, physics, Reasoning certain Powers. Depending on the
math, and other academic fields of Resolve nature of your Powers, it might be
PERKS

study. used to activate them, control them,


Might – Your strength, health, vigor, INFLUENCE or govern how powerful they are.
and ability to withstand pain, Guile Powers are granted by special Perks,
toxins, sicknesses, and diseases Sway which determine both the nature of
of the body. Adds to your Physical your Affinity Skill, the type of Powers
POWERS

Insight
Stress Track. you may select, and how you may
Networking acquire more.
Mobility – How quickly and Examples of these Perks, such as
gracefully you can move your body: SPECIAL Magic-User (pg. 36), are found in
running speed, balance, jumping, Affinity the Strands chapter.
acrobatics, stealth, and so on. If you’re character doesn’t have any
GEAR

Networking – The quality and special Powers, you don’t need to


quantity of the contacts you have that are worry about having any ranks in an
willing to provide you aid. Affinity Skill.
Perception – The quality of your five senses
MASTERY
GAME

and general awareness of your surroundings.


Can be used to make Assessments (pg.
70).
Precision – Your capacity to perform delicate
DEVIATIONS

tasks, throw objects, or fire projectile


weapons such as bows, crossbows, muskets,
coil guns, particle accelerators, or heavy
artillery such as cannons or vehicular
weaponry. It is the general measure of your
hand-eye coordination.

18
CONTENTS
Step 5 - Perks Craftsman (Reasoning or Sway): Your character
makes and sells something, combining
Perks reflect the special training or abilities their ability to craft items with their ability
that characters have. Many Perks grant to make others want them; be it pottery,
bonuses to certain Actions. Others allow you weapons, computer programs, or anything
to use existing Skills in new ways. else of value.

THE BASICS
Perks are divided into categories based on Entertainer (Sway or Resolve): You make your
how powerful they are, which correspond to living performing for others, either on stage
the Character Power Levels. Unless otherwise or in front of the camera. It might look easy,
stated, you may not take a Perk if its Power but it takes tremendous dedication and the
Level is greater than your own, and you may ability to handle rejection.
not take the same Perk more than once.

CHARACTERS
Influencer/Sales (Sway or Guile): You work in
See pg. 94 for more on Perks. law or marketing, and make your living trying
All characters begin play with one Perk. If you to make people want what you’re selling, be
begin play at an Experience Level above Novice, it a product or a perspective. Your success
you may have additional Perks as shown on the depends on making a strong argument,
Experience Levels Table (pg. 16). while downplaying the competition.

STRANDS
Also, remember that Human characters begin Service Provider (Resolve or Might): You
play with an additional, free, Grounded Perk. make a living providing a physical service
to someone. This sort of job can take a toll,
both physically and emotionally. Examples

GAMEPLAY
include soldier, mechanic, plumber,
Step 6 - Resources policeman or spy.
Characters have a trait called Resources that Academic/Educator (Knowledge or Reason-
represents the character’s ability to purchase ing): You are some sort of teacher or re-
items (pg. 171). This is a broad measure of searcher. You could be a scribe, a college
your character’s assets, salary, valuables on professor, a scientist, or a renowned consul-

PERKS
hand, and/or the character’s lifestyle. tant. In any case, your success depends on
both having information, and your ability to
Your Resources rating is used to make tests share it.
when you make a purchase. In this way it
acts like a Skill. To determine your character’s Self-Sufficient (Resolve or Reasoning): You
get by on your own, scavenging or stealing

POWERS
Resources rating, you must first determine
how the character makes their money. The to survive. You might be a survivalist, a
answer to that question determines which Skill frontiersman, a thief, a pirate or a bandit.
the character’s Resources trait is based on.
Choose one of the following types of jobs Increasing Resources
that best describes your character’s method Once character creation is complete, and the
of acquiring wealth. Each type of job lists two game begins, your Resources rating can only GEAR
Skills. Your starting Resources rating is equal to be increased through Perks or by increasing
the lower of your ratings with these two Skills. the Skills associated with your job type. Your
In this case the associated Skills do not reflect Resources is always equal to the lower of the
MASTERY

how well you perform your job, but how well two associated Skills, plus any bonuses you
GAME

you are able to leverage your efforts to make receive from Perks.
money. The most skilled worker still needs to Note, however, that certain Deviations may
be able to negotiate for his salary, and the best affect how your Resources rating may change
blacksmith still has to be able to haggle for a over time. Your Strand should tell you which of
DEVIATIONS

good price. these Deviations, or any, you are using.

19
CONTENTS
Step 7 - Starting Equipment Step 8 - Refresh Rating
To determine your starting gear, first multiply Your Refresh Rating determines the total
your Resources rating by 3. number of Fate Points you get when you
If starting at an Experience Level higher than Refresh. A Refresh occurs at the start of each
Novice, add +3 for Adept, +6 for Expert, +9 for game session. During particularly long game
sessions, your GM may allow a Refresh mid-
THE BASICS

Veteran and +12 for Master.


session.
The total is your Budget. For example, if you
were an Expert and your Resources rating were Every character starts with Refresh Rating of
2, your starting Budget would be 12 ((2x3)+6). 5.
You may now select any items you wish to You may carry over unspent Fate Points
CHARACTERS

purchase, and subtract their Cost from your between game sessions, but the maximum
Budget until you run out. No single item, number you can have at any time is equal to
however, may have a Cost higher than your your Refresh Rating +2.
Resources Rating +1. And you may not buy If the number of Fate Points you have when
items that aren’t allowed by your Strand, you receive a Refresh exceeds your Refresh
either because of your Tech-Level, or other Rating, you do not get any new Fate Points.
STRANDS

factors. Unspent Budget may be spent later, Certain Perks may increase your Refresh
during play. Rating, while other particularly powerful Perks
When you purchase a ranged weapon, you (and some Power Enhancements) may reduce
get 3 units of ammunition for free. See pg. it.
GAMEPLAY

172 for more on how much ammo you may Note, however, that your Refresh Rating may
carry. never be reduced below 1. Any Perk (or Power
You may have any number of items with a Enhancement) that would reduce your Refresh
Cost of 0, so long as your GM agrees. below 1 may not be selected.
PERKS

Step 9 - Stress Track


All characters have a Stress Track, a series
of boxes upon which you track any stress you
POWERS

receive.
A character has a number of stress boxes on
their Stress Track equal to 1 + your character’s
Size + their Might Skill Rating + their Resolve
Skill Rating (min 1). So a human character (Size
0) with Might 2 and Resolve 1 would have 4
GEAR

boxes.
See pg. 76 for more on Stress Tracks and
how they are used.
# Stress Boxes = 1 + Size + Might + Resolve
MASTERY
GAME
DEVIATIONS

20
CONTENTS
Character Advancement next Experience Level, gained with every 4th
Milestone.
At the beginning of the campaign, your Strand
will determine the Character Experience Level If you are using the Power From Experience
of all the PCs. However, as you play, you will Deviation (pg. 218), gaining a Promotion may
increase your Experience Level, improving also result in an increase to your Power Level.
your Skills and unlocking new Perks. Master Milestones: Milestones beyond your

THE BASICS
If starting at an Experience Level higher than 20th are called Master Milestones.
Novice, your first Milestone will correspond After achieving your first Master Milestone,
to the lowest Milestone for your Experience you can continue to accumulate Master
Level. Milestones and gain new Perks. However,
For example, if you started as an Expert, the the number of Experience Points needed to

CHARACTERS
first Milestone you achieve would be Milestone acquire the Master Milestone increases each
9. time.
After acquiring your first Master Milestone,
Experience Points the next requires 9 XP. The one after that
requires 12 XP, and so on, increasing by 3 XP
At the end of each game session, it is up to the

STRANDS
each time.
GM to award your character between 1 and 3
Experience Points (XPs) depending on the
length of the session and how much got Character Advancement Ladder
accomplished.
Milestone 1 Skill
Note that the Achievements (pg 216)

GAMEPLAY
Deviation provides other means of gaining Milestone 2 Perk
Experience Points. Novice
Milestone 3 Skill

Milestones Milestone 4 Promotion, Perk & Skill


When a character gains 6XPs, they Milestone 5 Skill

PERKS
achieve a Milestone. Milestones allow Milestone 6 Perk
your character to improve in a few Adept
different ways, as described below, and Milestone 7 Skill
on the Character Advancement Ladder Milestone 8 Promotion, Perk & Skill
table.

POWERS
Milestone 9 Skill
Change Aspect: Each time you achieve
a Milestone, you may reword or replace Milestone 10 Perk
an existing Character Aspect to reflect the Expert
Milestone 11 Skill
growth of your character.
Skill: When you achieve a Milestone that Milestone 12 Promotion, Perk & Skill
grants a Skill, you may increase any Skill Milestone 13 Skill GEAR
rated less than 4 by one rank. Increasing
Skills beyond rank 4 requires the Skilled Milestone 14 Perk
Veteran
Perk (pg. 99). Milestone 15 Skill
Perk: When you gain a new Perk, you may Milestone 16 Promotion, Perk & Skill
MASTERY
GAME

select any Perk of a Power Level equal to,


or less than, your own. Many Perks have Milestone 17 Skill
other prerequisites, which must also be Milestone 18 Perk
met before selecting the Perk. Master
Milestone 19 Skill
DEVIATIONS

Promotion: Upon earning enough XPs


to earn your 4th Milestone, the character Milestone 20 Promotion, Perk & Skill
is promoted to a new Experience Level. Master Milestone Perk
You also gain a Perk, and a Skill Increase.
The character then starts over and begins
accumulated Milestones toward their

21
CONTENTS
Non-Human Races Dwarf
Some campaign Strands may allow players Dwarves look like short, stocky, humans with
to select non-human races, some examples of a preponderance for long beards, excessive
which are listed below. body hair, and a love of all things alcoholic.
Many of these races come at a cost, or require Specialty Aspect: Dwarven Resilience (Might)
THE BASICS

the character to meet certain prerequisites. Benefits:


Dwarf Sight - The character gets the Thermal
Construct Vision Power (pg. 166) with the Permanent
Enhancement for free.
The Construct race describes a character that
is comprised of non-living matter. They could
Elf
CHARACTERS

be a robot, a sentient tree, or an animated


statue. Tall, slender, and graceful. Elves look much
like lithe humans, with pointed ears and cat-
Cost: Reduce Refresh by 1 like eyes.
Benefits:
Unnatural Composition – The Construct gains a Specialty Aspect: Elven Grace (Precision)
STRANDS

natural Armor Rating of +2. Benefits:


Living Construct - The character gets the Elven Awareness - Elves are Favored on all
Lifeless Power (pg. 154) with the Permanent Perception tests.
Enhancement, for free.
Goblin
GAMEPLAY

Draconis Short, vicious, sneaky and crude, goblins are


The Draconis are a race of bipedal reptiles seen by many as a blight on the world. Goblins
that resemble a magical hybrid of human and are about the same height and build of a
dragon. They average 7ft tall, have a humanoid halfling, but have huge eyes, long pointed ears,
body with a dragon-shaped head, and a and are covered in short hair.
long tail. Their body’s are covered in thick,
PERKS

Specialty Aspect: Savage Hunter (Reasoning)


shimmering, scales. Size: -1
Cost: Reduce Refresh by 1 Benefits:
Prerequisites: Heroic Power Level, Might 2+ Ambush Tactics – Goblins are Favored on all
Specialty Aspect: Draconic Bearing (Sway) tests to set traps, track prey, and remain
POWERS

Benefits: unnoticed.
Dragon’s Scales – The Draconis gains a natural
Armor Rating of +1. Halfling
Dragon’s Breath – The character gets the Bolt Averaging no more than 4ft in height, halflings
Power (pg. 133) for free. This bolt takes the are naturally curious creatures with a love of
GEAR

form of a stream of fire, cold or acid (chosen food, drink and all things merry.
during character creation), which is spewed Bonus Aspect: Insatiable Curiosity
forth from the Draconis’ mouth. It may be Size: -1
used once per scene. When using this Power,
the Draconis use their Might as their Affinity Benefits:
MASTERY

Halfling Luck – The halfling’s Refresh Rating is


GAME

Skill. This Power may be used more than once


per scene, but each time after the first, the increased by +1. They also get a +1 bonus on
Draconis suffers 2 points of physical stress all Reflex or Mobility-based Defense tests.
caused from the strain this inflicts on their
bodies.
DEVIATIONS

22
CONTENTS
Half-Elf Ogre
You are the offspring of a human and elf, or Small by giant standards, but utterly massive
two half-elves. As such, you gain some of the as far as humans are concerned. Ogres average
traits of both. around 9ft tall, and when angered, reveal a
Benefits: vicious temperament.
Cost: Reduce starting Skill Ranks by 2.

THE BASICS
Mixed Heritage – You may select one of the
Human racial benefits (Bonus Perk or Bonus Prerequisites: Heroic Power Level, Might 4+
Skill) and one of the Elven racial benefits Size: +1
(Elven Grace Specialty Aspect or Elven Benefits:
Awareness). Savage Strength - You gain both the Brute

CHARACTERS
Strength (pg. 101) and Unstoppable (pg.
Leonid 106) Perks for free.
The Leonid are a race of cat-like humanoids,
with feline heads and a thin coat of soft fur. Orc
They have a reputation for being both proud Orcs tend to be tougher and stronger than
and devious, and are known to hold a lasting humans, but also far more feral and savage.

STRANDS
grudge against those who wrong them.
Prerequisites: Might 3+
Benefits:
Specialty Aspect: Orcish Might (Might)
Cat’s Claws – The leonid’s strong fingers end
in retractable claws, giving them a natural Benefits:
Monstrous Resilience - The number of stress

GAMEPLAY
weapon with a Damage Rating of 2.
Night Vision - The leonid gets the Night boxes the orc’s stress track has is increased
Vision Power (pg. 155) with the Permanent by 2.
Enhancement for free.

PERKS
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

23
CONTENTS
DEVIATIONS GAME GEAR POWERS PERKS GAMEPLAY STRANDS CHARACTERS THE BASICS
MASTERY

CONTENTS
24
Chapter 3
CHAPTER 2

Strands

THE BASICS
Every Strands of Fate campaign starts with
a Strand. The Strand clearly defines what the
Campaign Aspects
characters need to know about the setting Campaign Aspects are another tool that,
their characters will inhabit, and what sorts of along with the Pitch, helps you define what
things they should keep in mind while creating sort of campaign you want to play through.

CHARACTERS
characters. The Strand outlines how the Like other Aspects in this game, the Campaign
default rules might be changed to match the Aspects can be Invoked or used to offer
needs of the campaign, and which Deviations Compels. They provide a tool for players and
the GM plans to use. the GM to maintain certain themes throughout
The Strand consists of the following parts: play.
Your Campaign should have at least 3

STRANDS
ªª The Pitch Campaign Aspects that are made known to
ªª Campaign Aspects the players before play begins. However,
the GM doesn’t need to come up with them
ªª Tech-Level
all by themselves. If they want, this can be a
ªª Character Power Level collaborative effort with the players.

GAMEPLAY
ªª Character Experience Level Good Campaign Aspects should address some
ªª Races, Skills and Perks of the following questions about the world the
PCs will live in:
ªª Deviations
Where does the campaign start? What is that
place like?

PERKS
What is the most obvious threat that everyone
The Pitch is aware of?
The first thing you’re going to need to do What is a secret threat that nobody knows
is come up with a brief description for the about?

POWERS
campaign you want to run. The pitch should What is the political climate like?
capture the time and place for the action, and
provide some sort of theme for the PCs. What is scarce? Money? Time? Power?
Confidence? Trust?
The pitch is something the GM should work
on with the players in an effort to get on the Who is believed to be in power?
same page and talk about what to expect from Who is really in power?
the campaign. What emotions do you wish to evoke? Fear? GEAR
Here are a few sample pitches… Distrust? Hope? Despair?
• A rag-tag band of adventurers delve into When selecting Campaign Aspects, make sure
ancient ruins seeking fame and fortune. they don’t unfairly penalize certain types of
MASTERY
GAME

PCs. Or if they do, make sure that the players


• Investigators, in pursuit of a stolen idol, support it.
become involved with the mob and an
ancient cult of demon worshipers. For example, if an Aspect implies that the
majority of the people in the setting are
• Down on their luck traders and smugglers
DEVIATIONS

extremely intolerant of non-human races, be


search for salvage in the aftermath of a sure to talk that over with players who want to
great war in space. play non-human characters before you settle
• An eclectic band of mercenaries, once on that Aspect.
thugs for a criminal syndicate, seek re-
demption by cleaning up the streets.

25
CONTENTS
Secret Campaign Aspects As such, how effective a Power is often
depends on the setting’s Tech-Level. So as the
Every campaign should have some mystery TL goes up, and mundane weapons and armor
to it. To facilitate this, the GM should come up become more potent, Powers become more
with at least 2 secret Aspects that only they potent as well.
know about at the start of the campaign.
The setting’s Tech-Level rating is a rough
THE BASICS

estimate of the level of technology a setting


Sample Pitch & Campaign Aspects needs to have to feature an item. This is a very
Below you will find an example of a Pitch and general scale and the GM is of course the final
its Campaign Aspects… arbiter in regards to what has, and has not,
The Pitch: Unlikely heroes must rise up to save been invented yet in his game world.
CHARACTERS

their village from a roaming horde of undead. TL 1: Sticks and stones. People of this TL are
Campaign Aspects: very primitive. They hunt with rocks tied to
the end of spears, and dress themselves in
• Sparse Civilization Built on the Bones of animal hides.
an Ancient Dwarven Empire
TL 2: The people of this era have discovered
STRANDS

• Magic is Rare, and Those Who Wield it basic metal working. Weapons of this time
are Feared and Mistrusted* include swords and crossbows; and medicine
• The Dead Are Coming, And the People Are consists of herbal remedies.
Scared
TL 3: The early to late Renaissance era. This TL
• (Secret) The High Priestess of the Lord of
GAMEPLAY

features the building blocks of modern day


the Morning is Secretly an Acolyte of the tech; ranging from complex metal armors
God of Undead to the first muskets. People have begun
• (Secret) The Undead Were Raised by a to enjoy the benefits of the early internal
Merchant Guild Hoping to Profit from the combustion engines and printing presses.
War and Recovery Effort. TL 4: This is the “modern day”. People have
PERKS

* This is a good example of a Campaign Aspect automatic weapons, computers, and cars.
that should be discussed at length if any of the TL 5: In this TL, much of the “modern day”
PCs are going to wield magic. technology has evolved into more fantastic
forms. Coil guns, powered armor, star ships
POWERS

and full immersion VR are all possible.


Tech-Level (TL) TL 6: Compared to “modern day” TL 4
Strands of Fate supports play in all sorts technology, the tech of TL 6 would be
of time periods. Your characters could be considered almost magical. Man portable
nomadic hunters fighting rival tribes at the beam weapons, force fields, digital
GEAR

dawn of civilization, a squad of Allied soldiers uploading of the conscious mind, faster
battling Nazi werewolves on the blood soaked than light travel... all of these things may be
beaches of Normandy, or space marines possible in TL 6 settings.
battling the Thing That Should Not Be on the
dark side of the moon.
MASTERY
GAME

Different Tech-Levels means different types Item Availability


of equipment may be available. But it also
means that supernatural powers need to have Your Tech-Level may not be the only factor in
more power to compete with the weapons determining what items are available to PCs. If,
for example, metal is very rare in your setting,
DEVIATIONS

and armor of the day. Magic should feel…


well… magical. And that means that magical you need to make sure the players are aware
bolts of lightning and fire need to be at least as of it before they are ready to buy gear for their
effective as the weapons a character might buy PCs.
at the local sporting goods store. If availability is an issue, be sure to make it
clear whether or not items are just rare (and
thus more expensive), or do not exist at all.

26
CONTENTS
Character Power Level Character Experience Level
The Character Power Level (CPL) determines The Character Experience Level (CEL) is used
how far above the average person the PCs are to determine how experienced the characters
at the start of play. are at the beginning of the campaign.
The CPL will determine what sort of Perks the Novice: The character is still in, or fresh out of,

THE BASICS
character can start with, and thus, how much whatever training they may have had. They
raw power they have at their disposal.
may still be apprentices, still be in college, or
Grounded: The character probably works might be new hires on the job.
a normal job, and either has no interest in Adept: The character has been practicing
heroics, or has never been forced to act in

CHARACTERS
their trade for a short amount of time, and is
the face of danger. Before the campaign comfortable with, and competent at, doing
begins, the character’s biggest troubles what the do.
probably stem from relationships and their
job (or lack thereof). Expert: The character has been practicing
Heroic: The character is armed with their trade for several years, and has grown

STRANDS
knowledge and skill that puts them above good at doing what they do.
the norm, though they are still a normal Veteran: The character is exceptionally good
person. Heroic characters are typically faced at what they do, and is well on their way to
with solving local issues, either fighting for gaining some real recognition.
their survival or solving small town problems.

GAMEPLAY
Master: The character has practiced their
Paragon: The character can perform deeds trade for decades and is a master of their
that the average person will never be able craft. Likely they have built a considerable
to accomplish. Paragons often become local reputation.
leaders or regional celebrities, and tackle
problems that trouble large cities or small Characters who begin play at a CEL higher
than Novice begin with a larger number of Skill

PERKS
national regions.
ranks and Perks. See the Power and Experience
Mythic: The character is on the cusp of Level table on pg. 16 for exactly how
surpassing what it means to be human, your Experience Level affects your starting
possessing skills and capabilities that border capabilities.
on (or clearly are) supernatural. Mythic

POWERS
heroes fight monsters of legend,
battle for the fate of kingdoms or
nations, and sometimes become
rulers themselves.
Legendary: Characters at this level
of power can lay waste to armies, GEAR
warp the fabric of space and
time, and stand toe to toe with
angels and demons. Legendary
MASTERY

heroes are, as their name


GAME

implies, living legends. They take


the battle to gods and demons,
and might one day become divinity
themselves.
DEVIATIONS

27
CONTENTS
Select Deviations Less Important Wealth and Equipment
Deviations are special rule modules the GM If the characters’ wealth and/or gear is
may use to change, simplify, or build upon, the something you want to sort of fade into
core mechanics of the game to better shine the background, as might be the case in a
a spotlight on the elements that are most campaign that focuses more on the characters’
important to your setting and your group’s personal growth or relationships, you should
THE BASICS

preferred playstyle. use the following Modules:


Take the time to think about what elements • Gear Aspects (pg. 213)
of the setting and the characters you want to • Simplified Weapons and Armor (pg. 213)
emphasize, and select the right Deviations to
help with that. But don’t overdo it. In some Increased Narrative Control
CHARACTERS

cases, a Deviation lends itself toward making The rules for Declarations and using Aspects
gameplay more detailed, but also more to Compel characters allow the players to
complicated. sidestep the game’s more detailed rules and
Be careful that you don’t stack on too many drive the narrative more directly.
complicating Deviations, and find your game The following Deviations add even more
STRANDS

bogged down in juggling the minutia. options for direct narrative control by the
players:
Remember, your campaign doesn’t need to
be all things to all people. Pick a theme or two, • Skill-based Declarations (pg. 204)
outline what’s important, and stick to it. • Narrative Exploits (pg. 220)
GAMEPLAY

Different settings benefit from different • Called Shots (pg. 205)


Deviations, but here we present some
common sets of tweaks that the group may Decreased Narrative Control
want to consider. While some groups prefer to lean more
heavily on narrative control systems, some
More Deadly Combat GMs prefer to take a larger role in telling a
more structured story for the players to enjoy.
PERKS

If you want to emphasize a down and dirty,


brutal and violent setting where character In that case, the following Deviations can be
death is a real possibility, you’ll want to used to reduce the amount of direct narrative
consider the following Deviations: control available to the players:
• Structured Initiative (pg. 218) • Aspect Scopes (pg. 204)
POWERS

• Card Deck Initiative (Pg. 205) • Costly Complications (pg. 205)


• Called Shots (pg. 205) • No Complications (pg. 206)
• Costly Complications (pg. 205) • Explicit Compels (pg. 204)
• No Complications (pg. 206) • No Declarations (pg. 204)
• Structured Initiative (pg. 210)
GEAR

Emphasized Wealth and Equipment


Beyond lethality and character death,
Genre Enforcement
other factors you’ll want to consider is how Campaign Aspects are perhaps the most overt
important money and gear should be in your tool for promoting the trappings and tropes
MASTERY

campaign. If your campaign is about characters of certain genres and themes, but it’s not the
GAME

who have set out to acquire wealth, and the only one. The following Deviations provide
accumulation and spending of that wealth is additional mechanisms for encouraging play in
an important part of the story, you might want line with certain genre conventions:
to consider using these Deviations: • Achievements (pg. 216)
DEVIATIONS

• Dynamic Resources (pg. 212) • Bulk and Encumbrance (pg. 211)


• Survival (pg. 224) • Sanity (pg. 207)
• No Aspect Alphabet (pg. 210)
• Survival (pg. 224)
• Narrative Exploits (pg. 220)

28
CONTENTS
Character Advancement
The default rules assume that the character’s
Power Level is set during character creation,
and never changes. Their Experience Level,
on the other hand, is increased after gaining
enough experience to gain 4 Milestones.

THE BASICS
The following Deviations adjust the method
and rate of Advancement, and allow you to
increase in Power Level over time.
• Achievements (pg. 216)

CHARACTERS
• Power from Experience (pg. 218)
• Variant Advancement Speeds (pg. 219)

Races, Perks and Powers

STRANDS
Which Races, Perks and Powers (if any) are
available tend to be heavily dependent on the
campaign setting.
More Strategic Combat Is it a futuristic setting where cybernetic

GAMEPLAY
The following Deviations emphasize detailed augmentation is possible? Is magic real?
combat during play. More specifically, they Psionics? Mutations? Elves? Vampires? You’ll
emphasize tactical decision making and need to figure this out, and then make a list
positioning: of which Races and Perks are appropriate for
your campaign.
• Called Shots (pg. 205) But remember, just because a non-human

PERKS
• Explicit Compels (pg. 204) race exists in your setting doesn’t mean its
• Facing (pg. 206) suitable for play. If, for example, you’re playing
• Miniatures and Battle Mats (pg. 206) in a fantasy setting focused on a war between
dwarves and orcs, don’t assume that either
• Structured Initiative (pg. 210) race should be available for play. If the rest of

POWERS
the PCs are orcs, and one player wants to play a
Speeding Up Play lone dwarf, the group should have a discussion
There are several Deviations that can speed about why the other person wants to play a
up gameplay, reducing the amount of dice rolls dwarf, what that possibility brings to the table,
made, at the expense of reducing options or and (perhaps more importantly) what possible
normalizing die results. These include: disruptions and distractions it could lead to.
GEAR
• Zeroing Out (pg. 201) And if Powers are available, you’ll need to
• Costly Complications (pg. 205) work out how they are acquired.
• No Complications (pg. 206) When in doubt, use the sample Strands in this
book as inspiration. You could, for example,
MASTERY

• Sequences (pg. 221)


GAME

repurpose the guidelines for creating super


Simplified Character Creation heroes in Strands of Valor as a basis for
Certain Deviations are available that can creating modern vampires, or mix them with
reduce or simplify the traits that make up a the Talents from Strands of Fantasy to create
DEVIATIONS

character, and as a result, speed up the process an urban fantasy campaign.


of creating them. These Deviations include:
• No Aspect Alphabet (pg. 210)
• Skill Modes (pg. 202)
• Gear Aspects (pg. 213)

29
CONTENTS
THE BASICS

The most merciful thing in the world, I think, From the watery depths, through the veil
is the inability of the human mind to correlate of sleep, the Great Old One corrupts and
all its contents. We live on a placid island of influences, twists and perverts. And it is this
ignorance in the midst of black seas of infinity, invisible frequency that calls to those who
and it was not meant that we should voyage might become the dead god’s children.
CHARACTERS

far. The sciences, each straining in its own Through these fevered and maddening
direction, have hitherto harmed us little; but dreams, Cthulhu bestows knowledge of
some day the piecing together of dissociated ancient rites of power. It blesses its cultists with
knowledge will open up such terrifying vistas knowledge man was not meant to know, sanity
of reality, and of our frightful position therein, twisting rituals and incantations, so that they
that we shall either go mad from the revelation
STRANDS

might fulfill their dead lord’s commands. They


or flee from the light into the peace and safety are tempted with the power to rise above the
of a new dark age. rest of the human herd; to enslave others. They
The Call of Cthulhu are shown how to summon and (presumably)
H.P. Lovecraft command Cthulhu’s lesser minions; released
GAMEPLAY

from their tombs in the sunken city of R’lyeh,


Strands of Cthulhu provides guidelines or brought to Earth from beyond the stars.
for using Strands of Fate to tell stories of And yet other Elder Gods touch the world in
unspeakable cosmic horror, alien malice, and their own ways, their secret influence reaching
the madness of true enlightenment, set within far and wide. Humanity at large has no idea
the setting of H.P. Lovecraft’s Chtulhu Mythos. what waits beneath the waves, what watches
PERKS

from beyond the stars, or what walks among


The Setting them unseen.
The Earth of Strands of Cthulhu is like our Legends speak of their minions and spawn,
Earth in every way, except for one minor servants and slaves. They speak of the dead;
difference. It is touched by the Mythos, the spectral shades and shambling corpses, bound
POWERS

unseen influence of the Elder Gods and their to serve. They ramble of formless demons
minions. These beings are ancient beyond and twisted abominations. They whisper
mortal comprehension, powerful beyond about terrible beasts from eons past, stepping
belief, and possess an intellect both alien and through the doorway of a shadowed corner; or
vast. babble incoherently about beings born under
GEAR

Sometimes called the Ancient Ones, they are the light of a forgotten sun.
the embodiments of cosmic horror, and care The Old Ones’ infection can be found
not for humanity or this Earth. Their goals anywhere, from the poorest little churches
are unknowable and indecipherable, save the to the most extravagant high society clubs.
most basic of desires to feed or be free. Anywhere people gather to share ideas is a
MASTERY
GAME

Great Cthulhu is but one of several Elder fertile ground to sow rotting seeds.
Gods, but is probably the most well-known due Some of the Old Ones’ disciples believe their
to the near global proliferation of its twisted masters will grant them exalted positions
disciples. The dead god of the sunken city of of power once they claim the Earth. Others
DEVIATIONS

R’lyeh, Cthulhu seeks to be free, to rise from its believe they bring only destruction, and wish
watery tomb and consume all life. to hasten their coming as they revel in their
Though dead, Great Cthulhu dreams, and nihilism. Sadly, it is the latter who are most
sometimes its dreams brush against the fragile likely correct.
mortal minds of those who dwell above.

30
CONTENTS
Characters Sample Campaign Aspects
The PCs in a Strands of Cthulhu campaign are ªª Knowledge is Power, Understanding is
normal people who discover the existence of Insanity
the supernatural, and are driven to investigate
it. ªª Layers of Horror Beneath a Thin Veil of
Normalcy
Players should take care to create characters

THE BASICS
who, for whatever reason, would be compelled ªª The Corrupting Influence of an Alien
to keep digging for answers. Their reason for Mind with Unknowable Motivations
becoming involved with such things may vary,
but they need a strong motivation to keep Tech-Level
from simply fleeing in terror at the first hint Strands of Cthulhu campaigns typically take

CHARACTERS
that something fundamentally wrong is going place on Earth, either in the period ranging
on. from 1890 to 1920 (TL 3), or in the modern day
It could be a strong desire to protect others, (TL 4).
or to prevent whatever horrible fate the Elder That said, there is no reason your heroes can’t
Gods intend for the world. Your character might battle the forces of darkness in earlier times,

STRANDS
instead seek revenge, having been harmed by or even the future!
the Elder Gods’ influence in the past. Or maybe
it’s simple curiosity. The character caught a
glimpse of something they can’t explain, and Character Power Level
can’t let it go. Characters in a Strands of Cthulhu campaign
are Grounded. This style of campaign focuses

GAMEPLAY
In any case, the characters should favor brains on the theme that humanity is fragile and
over brawn. While human cultists can be put powerless in the face of the Elder Gods and
down like any normal man, the unnatural their servants. They are vulnerable. And if
servants of the Elder Gods are often far too they hope to succeed, they must be smart and
powerful to destroy with pitchforks and resourceful.
torches. To stop them, the characters must

PERKS
find their weaknesses, or stop them from
being summoned in the first place. Character Experience Level
The Character’s Experience Level should
Sample Pitches be determined based on the specifics of the
campaign. Let the Pitch be your guide.

POWERS
ªª Disgraced College Professors become In most cases, however, it is recommended
investigators that delve into reports of that you start the PCs Experience Level no
supernatural activity in New York City.
higher than Expert.
ªª Rachel Kelly went missing in the sleepy
little town of Innsmouth. Her brother,
sister and boyfriend set out to find her. Races, Skills and Perks
All characters in a Strands of Cthulhu campaign GEAR
ªª A group of Marines, cut off from the rest
of their platoon, discover a hidden cult in are human.
a village in Afghanistan. The campaign uses all the normal Skills, with
ªª Members of different government agen- one exception. There is a new Affinity Skill
MASTERY

called Mythos Lore, which is described below.


GAME

cies are assigned to an elite task force


assembled to investigate the supernat- All Perks are available as long as the PCs meet
ural. their requirements.
ªª Police officers in the little town of Liddy,
DEVIATIONS

Georgia are the townsfolk’s only hope


when people start mysteriously disap-
pearing.

31
CONTENTS
Deviations Mythos and Madness
Required: The following Deviations are The more a person learns about the Elder
required for this Strand: Gods and the way they think, the more
Sanity (pg. 207) damaging it is to their mind; for they are
Costly Complications (pg. 205) delving into knowledge that man was not
meant to know and that human minds did not
THE BASICS

Recommended: These Deviations are recom- evolve to comprehend.


mended to support the themes important to Whenever you gain your first rank in the
this Strand, but aren’t required. Mythos Lore Skill, you automatically gain a
Called Shots (pg. 205) new Aspect that reflects the beginning of your
Achievements (pg. 216) descent into madness. This Aspect is equivalent
CHARACTERS

to a Mild Mental Break (pg. 208), but differs in


No Complications (pg. 206) that it doesn’t take up that Consequence “slot”
Survival (pg. 224) – If you want the campaign (meaning you can also take a Mild Break) and
to focus on the PC’s isolation. that you can never recover from it. The Aspect
is permanent.
Not Recommended: It is recommended that
STRANDS

you do not use the following Deviations, When you take your 2nd rank in Mythos,
as they represent modifications to you gain another Aspect. This Aspect
the rules that run counter to the is equivalent to a Moderate Mental
themes and flavor of this Strand. Break, and like the first, cannot be
Power from Experience recovered from.
GAMEPLAY

(pg. 218) – If you do Likewise, the 3rd rank


wish to use this results in an Aspect
anyway, it is highly that is equivalent
recommended to a Severe Break,
that you use the and the 4th results
Heroes Emergent variant. in an Aspect that’s
PERKS

Zeroing Out (pg. 201) equivalent to an Extreme


Break. The 5th rank results in
the character becoming entirely
Affinity Skill: Mythos Lore unhinged, and automatically results in
The activities of the Elder Gods and their them being Taken Out. Obviously, this means
POWERS

minions, and the lore that surrounds them, is the character becomes unplayable, though
collectively referred to as the “Mythos”. they may become an NPC.
The Mythos Lore Skills works just like the
Knowledge Skill, but only in regards to the Mythos Tomes
subject of the Mythos. It is the measure of Mythos lore has been recorded for centuries,
how much the character knows about, and
GEAR

but rarely published. Most such sources of


understands, the workings of the Elder Gods knowledge exists as hastily scrawled notes and
and their supernatural minions. diagrams, written with shaky hands upon poor
Whenever you would be called upon to make quality parchment, and bound as best a person
a Knowledge test, if the subject in question is in the throws of insanity can manage.
MASTERY

related to the supernatural, use Mythos Lore


GAME

That’s not always the case of course. Some


instead. If you do not have any ranks in the volumes have been copied multiple times, and
Mythos Lore Skill, you may use Knowledge. But some have even received a small print run.
you automatically suffer a -3 penalty. And in some cases, the “tome” isn’t even a
book. There are secret rooms where the walls
DEVIATIONS

are etched with eldritch lore, or tapestries


wherein the instructions for an ancient rite are
sewn.
The tomes include descriptions of, and stories
about, the Elder Gods and their minions. They
include summaries of the creatures’ power

32
CONTENTS
and weaknesses, instructions for performing Perks
ancient rites to invoke the favor of timeless
beings, or spells to twist the world to the  Mythos Familiarity
caster’s desire.
Prerequisites: Mythos Lore 1, Must have
But the accuracy of the information in the suffered a Break from exposure to the
tome may be suspect. Most were written by supernatural more than once.

THE BASICS
madmen after all, and much of the information
contained therein may have been warped by While you may not understand it, or even
the author’s skewed perspectives. really accept it, you have somehow come
to terms with the idea that the supernatural
Mythos tomes are given an Edge rating, exists.
usually from 2 to 5. Reading the book results

CHARACTERS
in a mental attack with an Edge rating equal Whenever you suffer a mental attack as a
to that of the book. If you only skim through result of being exposed to a supernatural
it, just to get an idea of its contents, you are creature, the amount of mental stress you
Favored on your mental defense test. suffer is reduced by an amount equal to your
Mythos Lore Skill rating.
Note that this does not aid in resisting the
Ancient Rites

STRANDS
mental stress suffered from voluntary exposure
Many mysterious rites can be found within to Mythos lore, such as when reading tomes,
the pages of musty old Mythos tomes. Some performing rites, or casting spells.
work; some don’t. And many are traps for the
foolish. True rites work by calling upon the
 Mythos Sorcery

GAMEPLAY
power of the Elder Gods, their minions, the
latent psychic energies of the living, or perhaps Prerequisites: Mythos Lore 1, Mythos
even the primordial forces of creation itself. Familiarity, Special: Must have read a Mythos
Tome containing a spell
Unlike Perks and Powers, there are no hard
and fast rules for Mythos Rites. The character You have honed the mental discipline needed
simply needs to learn them, then perform to cast the reality warping spells found in

PERKS
them as instructed. Mythos tomes. The spells are Powers, which
may range from Heroic to Legendary in Power
Learning the rite first requires the character Level.
to discover it. This usually requires reading a
Mythos Tome. Once the book is read, the rite Learning a Spell: To learn a spell, you must
can be committed to memory. first read about it in a Mythos Tome. You

POWERS
must then commit the spell to memory, which
Performing the rite is generally somewhat results in a mental attack with an Edge based
simple, if not easy. Almost every rite requires on the Power Level of the spell. Heroic spells
some sort of sacrifice. The least powerful have an Edge of +3, Paragon are +5, Mythic are
might only require the life of a small animal +7 and Legendary are +9.
or the burning of an item of minor personal
value. Greater rites could call for the sacrifice Casting a Spell: To cast a Mythos spell you
have learned, make a Mythos Lore test with a
GEAR
of a dozen virgins, burned in the heart of a
volcano; or one’s own suicide. Difficulty based on the Power Level of the spell.
Heroic spells have a casting Diff of 3, Paragon
Once the rite is performed (if it is indeed a real are 6, Mythic are 9 and Legendary are 12.
rite and not just the byproduct of a lunatic’s
MASTERY
GAME

opium-fueled imagination), its intended effect If you succeed, the spell is cast as intended.
occurs. Again, there are no specific rules for If you fail, but do not Stall, the spell is cast but
this. The GM should craft each rite individually. you suffer an amount of mental stress equal to
the amount by which you failed, x2.
The most common rites are for summoning
DEVIATIONS

and binding supernatural creatures. But that’s If you Stall, in addition to suffering stress as
not all they can do. Some bestow great fortune a normal failure, you must give a Fate Point
on those who perform them. They might make to the GM; which goes into their Threat Pool.
it rain, or make crops grow. Others might place If you cannot pay the Fate Point, you take an
an entire town in a zombie-like trance, or drive additional 2 points of mental stress.
your enemies mad with horrific nightmares.

33
CONTENTS
Strands of Fantasy
“There, peeping among the cloud-wrack Characters
THE BASICS

above a dark tor high up in the mountains, The PCs in a Strands of Fantasy campaign are
Sam saw a white star twinkle for a while. The heroes who stand against the creatures in the
beauty of it smote his heart, as he looked up dark, the would-be tyrants, or terrible dragons.
out of the forsaken land, and hope returned to
him. For like a shaft, clear and cold, the thought The players’ characters should be motivated
pierced him that in the end the Shadow was to help others, seek fame and glory, and
CHARACTERS

only a small and passing thing: there was light become heroes of legend. Some may be more
and high beauty for ever beyond its reach.” like anti-heroes, believing the ends always
justify the means. But at the end of the day,
The Return of the King they should desire, and be willing to fight
JRR Tolkien for, the betterment and safety of the civilized
races.
STRANDS

Strands of Fantasy provides guidelines for


using Strands of Fate to tell stories of brave Characters in this setting may come from
and desperate heroes who venture out into all walks of life. Former soldiers, mysterious
the darkness to bring the light of civilization, rangers, wizard apprentices, devout clergy,
find lost riches, and do battle with savage sneaky thieves… heroes wear many faces
GAMEPLAY

monsters to protect their homes. and have a variety of skills. But all of these
backgrounds and skill sets tend to fall into one
of three broad categories, called Talents.
The Setting
This is a savage land, brutal and unforgiving. When creating a character for a Strands
The light of civilization flickers in small towns, of Fantasy campaign, you may (but are not
where mankind gathers and huddles against required to) select and advance in a Talent.
PERKS

the darkness. The available Talents are Magic-User, Warrior


and Rogue.
Each town is a nation unto itself. Tradesmen
and farmers are the lifeblood of the community, See below for more on Talents.
and faith in the old gods is often all that hold
Sample Pitches
POWERS

the good people together.


Beyond the relative safety of the town’s walls, ªª Members of an adventurer’s guild must
goblins, orcs and things more dangerous haunt set out to discover who burned down
the wilds. Monsters most foul roam the forests, their guild hall and killed their friends,
killing and eating those unlucky enough to be and get revenge.
caught out alone without protection.
GEAR

ªª An army of goblins rises in the East, and


Trade between towns is dangerous, yet vital. the King puts out a call for heroes to
Merchants and their mercenary guards traverse come forth to defend their homeland.
the old roads in rickety wagons. But as many
fall to fellow men as monsters. Those who are ªª An ancient lich has awoken, and the dead
are rising from their graves. Somebody
MASTERY

exiled from town often find themselves among


GAME

other exiles. These desperate criminals often must find the lich and end her once and
for all.
fall into dark cults or bands of bandits; and
learn to prey on others to survive. ªª During the exploration of an ancient tem-
ple, a group of adventurers discover the
DEVIATIONS

reason why the kingdom is in turmoil…


The king’s most trusted advisor is a drag-
on!
ªª There is a serial killer in the Flying City,
and the evidence points to a shapechang-
ing sorcerer!

34
CONTENTS
Sample Campaign Aspects Talents
ªª The Town of Harrod’s Grove is a bastion Talents grant access to Powers or special
of civilization and order. Techniques as outlined by the Talents and their
associated Perks.
ªª The land is cursed, and the dead arise
each night at midnight.
Powers

THE BASICS
ªª Famine has stricken the land.
In Strands of Fantasy, Powers come in the
form of magic, which itself is represented in
Tech-Level four different flavors, Arcane, Divine, Spiritual
Strands of Fantasy campaigns typically and Psionic.
take place in a fantasy setting akin to the

CHARACTERS
Earth’s medieval period (TL 2), though early Those who practice arcane magic are called
gunpowder firearms may be available. Sorcerers. They channel and manipulate the
primordial forces of creation, forging this
energy into spells and rituals.
Character Power Level
Characters in a Strands of Fantasy campaign Divine magic, on the other hand, are miracles
granted by the gods. Their most devout

STRANDS
are Heroic. They stand above the average
person, and are destined for greatness. They servants, their clerics, learn the prayers and
are among the elite, chosen by the gods, or rites used to call down and direct their patron’s
just made of tougher stuff than the average divine might.
person. Spirit magic is practiced by Shamans, mystics

GAMEPLAY
who commune with nature’s spirits. The
Character Experience Level Shaman binds with and commands primal
spirits to adopt their traits or command the
Its recommended that the Character’s
elements.
Experience Level begin at Adept. The
characters should begin play having already Psionic powers come from within the mind of
received training, or endured past trials, that the user. The practitioner, called a Psionicist,

PERKS
have forged them into heroes and champions. learns to cultivate, harness and channel their
own mental energies to influence the minds of
Races, Skills, Perks and Talents others, modify their own bodies, or manipulate
the world around them.
You may choose to play a Human, Elf, Halfling
or Dwarf.

POWERS
The campaign uses all the normal Skills, as Techniques
well as any Affinity Skills that may be required Magic is not the only path to power. Some
by certain Perks used to grant magical powers. practice the arts of combat, or deception, to a
Such Perks are described later in this Strand. degree that borders on the supernatural.
All Perks are available as long as the PCs meet The Warrior’s mastery of Techniques make
their requirements. them among the most feared combatants in GEAR
the world.
Deviations And then there are those who survive by
Required: The following Deviations are avoiding direct conflict, achieving their goals
MASTERY

required for this Strand: with trickery, deception and misdirection.


GAME

Zeroing Out (pg. 201) Rogues use their Techniques to keep their foes
Power From Experience (Heroes Emergent, or off guard, confused, or helpless.
use The Heroes Journey if you desire more
epic tales) (pg. 218) Selecting a Talent
DEVIATIONS

Recommended: These Deviations are You enter a Talent by taking a Talent Perk. The
recommended to support the themes available Talents are listed below.
important to this Strand, but aren’t required.
Sanity (pg. 207)
Survival (pg. 224)

35
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY

 Magic-User • You gain the Cantrips Power (pg. 135) with


Prerequisites: Reasoning 2, Occult Studies, both the Potent Cantrips Enhancement and
the Taxing Potency Limitation.
PERKS

You may not have any other Talent.


Cost: When you take this Talent, your Refresh Advancement: Whenever you achieve a
rating is permanently reduced by 2. Milestone that grants a Skill increase, you also
gain the Power Mastery Perk (pg. 41) for
You’ve tapped into the supernatural, and can free.
perform astounding feats of power.
POWERS

Note: If you begin play at an Experience Level


When you select this Perk, pick a sub-
higher than Novice, you automatically gain
Talent (Cleric, Psionicist, Shaman, Sorcerer or
multiple free instances of the Power Mastery
Wizard). Your sub-Talent will determine which
Perk for free. Adept characters begin play with
Affinity Skills you use, how many Powers you
3 free instances of the Power Mastery Perk.
get, and how you activate them; as described
Expert characters begin with 6, Veterans get 9,
GEAR

later in this Talent description.


and Masters get 12.
These following benefits are common to all
Magic Users, regardless of sub-Talent. In addition, Heroic characters also gain the
following special ability:
• You gain 1 rank in an Affinity Skill depend-
MASTERY

ing on the type of Magic User you are, and • Cantrip Mastery: You can activate the Can-
GAME

may now increase this Skill like any other trips Power automatically, for free. You
(with Milestones or the Skilled Perk). must, however, still pay the activation cost
If you take this Perk during Character if you still have the Taxing Potency Limita-
Creation, you may redistribute some Skill tion.
DEVIATIONS

ranks to improve your Affinity Skill rating Sub-Talent Benefits: Select Cleric, Psionicist,
as described in the “Affinity Skills and New Shaman, Sorcerer or Wizard. This Talent
Characters” sidebar. Note: Psions use their grants additional benefits depending on
Resolve as their Affinity Skill. your selection, as described in the following
• You gain one Heroic Power. This Power has sections:
the Ritual Activation Limitation (pg. 168).

36
CONTENTS
Cleric Psionicist
Your Affinity Skill is called Devotion. Devotion Psionicists (or just “Psions”) use their Resolve
can also be used in place of Resolve when as their Affinity Skill, and unlike the other types
called upon to perform tests to resist acting of Magic User, do not depend on any other
against the will of your chosen deity. outside force to manifest their Powers.
You gain a number of Blessing Tokens equal In addition to the natural benefit of being

THE BASICS
to your Devotion Skill rating. You may spend entirely self-reliant, Psionicists gain a number
a Blessing to become Favored on Devotion of Psi Tokens equal to their Resolve. A Psi Token
Skill tests to activate Powers gained from this may be spent to become Favored on tests to
Talent. activate the Powers they gain from this
You may also elect to spend a Blessing Talent.

CHARACTERS
instead of a Fate Point to invoke an You may also spend a Psi Token in
Aspect while performing an act in place of a Fate Point when using
direct service to your deity, or in a Potent Cantrip with the Taxing
place of a Fate Point when using Enhancement Limitation.
a Potent Cantrip with the Taxing As an Instant action, a Psionicist
Potency Limitation. may spend one Psi token per

STRANDS
You regain all spent Blessing round to eliminate three points of
Tokens, once a day, by performing stress. A Psionicist may spend only
an hour-long prayer. one Psi token per round in this way.
Despite what some might say, the Spent Psi tokens are restored with

GAMEPLAY
gods aren’t all-knowing. As such, rest and meditation, at a rate of 1 for
Clerics may not activate their every 4 hours the Psion spends at
Powers without praying, chanting rest or performing light activity.
and performing the necessary gestures to
call upon their god’s attention and ask for a Shaman
miracle. Your Affinity Skill is called Spirit, which

PERKS
represents your sensitivity to, and ability to
commune with, the primal spirits of nature.
Affinity Skills & New Characters
During the character creation process, Spirit is used to activate Powers gained by this
Skill ranks are distributed before Perks. Talent, and can also be used in place of Sway
However, if you take a Talent Perk during to negotiate with nature spirits, animals, and

POWERS
character creation that grants a free rank other creatures strongly tied to the primal wild.
in an Affinity Skill, such as Magic User, you You also gain a number of Spirit Tokens equal
may remove a number of Skill ranks from to your Spirit Skill rating. You may spend a Spirit
other Skills and place them into your Affinity Token to become Favored on tests to activate
Skill. The maximum number of Skills you Powers gained from this Talent and to survive
in the wild - specifically, to hunt, find food, track
can redistribute in this way is based on your
animals, hide in the wild, and create shelter. GEAR
Power Level, as shown below:
You may also spend a Spirit Token in place of a
Max Redistributed Fate Point when using a Potent Cantrip with the
Power Level Skill Ranks Taxing Potency Limitation.
Grounded 1
MASTERY

Spent Spirit tokens are replenished each


GAME

Heroic 2 morning after a night spent sleeping in the wild.


Paragon 3
While in cities or large towns, Shamans find
Mythic 4 themselves insulated from the primal energies
Legendary 5 of the world. Shamans do not recover spent
DEVIATIONS

So a new Heroic character with Magic User Spirit and suffer Disfavor when attempting to
(Cleric) gains 1 free rank in Devotion, and activate Powers gained from this Talent inside
can shift up to 2 ranks in other Skills into cities or large towns. You may, however, spend
Devotion, resulting in a max Devotion Skill a Spirit Token to alleviate this Disfavor for a
rating of 3. scene.

37
CONTENTS
Sorcerer Activating Powers (Casting Spells)
Your Affinity Skill is called Arcana, which To activate a Power provided by the Magic
represents your sensitivity to, and ability to User Talent, Clerics, Shamans and Sorcerers
manipulate, arcane magic. must perform an associated Affinity Skill test
Arcana is the Affinity Skill Sorcerers use when against a Difficulty determined by the Power
casting rituals and spells. It determines how Level of the Power.
THE BASICS

many Mana tokens you receive, and can also That Difficulty is 2 for Heroic, 3 for Paragon, 4
be used to sense and study magic itself. for Mythic, and 5 for Legendary.
Mana is the raw essence of magic, the (Stall): You fail to activate the Power, and
primordial energy of creation. It permeates suffer an additional effect depending on the
the world, flowing in streams through time and type of Magic User you are:
CHARACTERS

space. Sorcerers draw on this ambient Mana, Cleric: Your deity not only refuses to grant
shape it, and release it back into the world as the miracle you requested, but has decided
a spell. However, Sorcerers also instinctively to test your faith. You cannot activate any
collect and store a small portion of Mana while more Powers gained from this Talent until
they rest, drawing it out of their surroundings you perform an act of atonement.
and storing it within themselves. This stored
STRANDS

Psion: You suffer a Wound, and suffer


Mana may be spent to aid in the casting of Disfavor on all Power activation tests related
spells. to this Talent until you recover a Psi Token.
You gain a number of Mana tokens equal to Shaman: You have angered the spirits, and
your Arcana Skill rating. Spent Mana tokens are cannot activate any more Powers associated
GAMEPLAY

restored with rest and meditation, at a rate of with this Talent until you make a worthy
1 for every 4 hours the Sorcerer spends at rest sacrifice to them.
or performing light activity. Sorcerer: You suffer a Mild Consequence as
A Mana token may be spent to become the magical energies run wild through you or
Favored when activating a Power gained out into the world.
from this Talent, or in place of a Fate Point
PERKS

when using an Potent Cantrip with the Taxing (-2 to 0 Shifts): You may choose to either
Potency Limitation. fail to activate your Power, or activate your
Power by paying a special cost depending on
The Arcane Eye: A byproduct of a Sorcerer’s the type of Magic User you are:
innate awareness of magic, the Sorcerer may Cleric: You may spend a Blessing Token to
use Arcana instead of Perception when making
POWERS

activate your Power.


tests to detect and/or decipher details about
Psion: You suffer an amount of stress equal
ongoing magical effects or rituals in progress.
to the number of Shifts by which you fell
Diff Information Learned short of the activation difficulty.
0 Detect Presence of Magic Shaman: You may spend a Devotion token
to activate your Power.
GEAR

2 Detect Source (Magic Item, Glyph, etc)


Sorcerer: You suffer Disfavor on tests to
4 Identify Effect or Nature of Magic
activate your Powers until the end of the
If the magical effect is intended to be hidden, scene.
such as an invisible glyph or object cloaked in (1 to 2 Shifts): You activate the Power, and it
MASTERY

an invisibility spell, add the Arcana Skill rating has the intended effect.
GAME

of the person who cast the hidden effect to the


Difficulty. (Spin): The Power is especially potent. It has
Arcane magic is very difficult to channel and the intended effect, but you may also create
shape. This process is made easier by focusing a Minor Aspect related to the Power’s Aspect
DEVIATIONS

the magic through specific words, phrases or invoke your Power’s Aspect for free.
and gestures. These acts aren’t required, but (Surge): You may either activate the Power as
failure to perform them results in Disfavor if you had generated Spin, or you may add
on your Skill test to activate Powers gained an Enhancement of your choosing for this
through this Talent. activation only. The Enhancement must be
equal to, or less than, your Power Level.

38
CONTENTS
Wizard Preparing a Power costs a different amount
Also called “Spellbinders”, Wizards are like of Mana depending on the Power Level of the
Sorcerers in that they wield arcane magic and Power, as shown below:
use Arcana as their Affinity Skill. They also Heroic 2 Mythic 4
collect and store Mana, but their method of Paragon 3 Legendary 5
doing so, and their uses for it, differ greatly.
So, a Grounded Wizard with an Arcana Skill

THE BASICS
Sorcerers shape their spells from ambient rating of 2 has 6 Mana Tokens to spend on
magic in the world as they cast them. The binding spells. If they choose to prepare a
Wizard, on the other hand, Scours Mana from Heroic Power, this costs 2 Mana, leaving them
the surrounding environment, shapes it, and with 4 left to prepare additional Powers.
forges it into spells; which they then bind

CHARACTERS
within themselves to be cast later. Regardless of how often they Scour, the
amount of Mana tokens the Wizard can have,
When binding a spell, the Wizard casts it whether free or bound into spells, can never
almost to completion. But at the last moment, exceed their maximum.
just before the spell would be released, the
Wizard ties it off. This leaves the spell ready Casting Spells/Power Activation: Unlike other
to be finished and released at a later time, Magic Users, Wizards do not have to make an

STRANDS
completing it with just a few words and/or Affinity Skill test to activate a prepared Power.
simple gestures. You simply declare that you wish to activate
it, and once you have done so, the bound
In addition to the normal benefits that come spell is expended and the prepared Power is
with the Magic User Talent, Wizards gain one activated. You’ll need to Scour for more Mana

GAMEPLAY
additional Heroic Power, and become capable and re-bind the spell if you wish to activate
of storing a maximum number of Mana tokens that Power again.
equal to 4 + their Arcana Skill rating, + 2 for
every Power Level above Grounded. So a Wizard could spend 2 Mana to prepare
Bolt (Heroic). Later they announce that they
So a Paragon Wizard with an Arcana Skill are activating their Bolt Power, after which it is
rating of 3 would have 11 Mana (4 + 3 + 4). lost until they can spend the Mana to prepare

PERKS
Spent Mana is restored by Scouring for more. it again.
Scouring Mana: Scouring is a ritual performed Rituals: Powers with the Ritual Activation
by the Wizard. It consists of about an hour of Limitation are not prepared like other Wizard
meditation and mental exercises, which the Powers. Instead, they are cast from start to
Wizard uses to harvest and consume portions

POWERS
finish all at once, and require an expenditure
of the ambient Mana flowing around them. of Mana to do so. It takes 1 Mana Token to
The Wizard may perform a Scouring once activate a Paragon or lesser Power with the
per day, for free, and with little effort. And in Ritual Activation Limitation; or 2 Mana for
doing so, they replenish all of their spent Mana more powerful Powers.
tokens, up to their maximum. Unravelling Mana: You may, at any time,
The Wizard may attempt to Scour more than unravel a bound spell and free up the Mana it GEAR
once per day, but doing so can be difficult. The utilized.
Wizard must spend an hour in meditation and Spending Mana: In addition to using Mana
make an Arcana Skill test against a Difficulty to bind spells, Wizards may spend a point of
of 3. They recover one spent Mana token per
MASTERY

Mana to perform one of the following actions:


GAME

Shift, which they can use to bind new spells.


Each additional attempt to Scour after the • Activate your Cantrips Power using the Po-
first requires another hour, and the Difficulty tent Cantrip Enhancement. This Mana to-
increases by a +1. This resets each day at ken pays the cost for Taxing Potency.
DEVIATIONS

sunrise. • Spend one Mana to use the Arcane Eye spe-


Binding Spells: Mana that has been collected cial ability for the duration of the Scene.
by the Wizard may be spent to bind spells,
which in game terms means preparing Powers
to be activated.

39
CONTENTS
 Rogue  Warrior
Prerequisites: Guile 3, Special: You must have Prerequisites: Might 3 or Precision 3, Special:
a Specialty Aspect (pg. 99) that relates to You must have at least 6 stress boxes. You may
your deceptive practices. You may not have not have any other Talent.
any other Talent. Cost: When you take this Talent, your Refresh
Cost: When you take this Talent, your Refresh rating is permanently reduced by 1.
THE BASICS

rating is permanently reduced by 1. You’ve experienced life and death combat


You’ve spent time learning the ropes, on the battlefield, and have learned special
paid your dues, and have learned to get by combat techniques that can save your life… or
practicing the art of deception. more efficiently dispatch your foes.
CHARACTERS

When you select this Perk, pick a sub-Talent When you select this Perk, pick a sub-Talent
(Assassin, Charlatan, or Thief). Your sub-Talent (Barbarian, Fighter or Ranger). Your sub-Talent
will determine which of the following special will determine which of the following special
abilities you gain: abilities you gain:
Assassin: You may spend a Trick token to add Barbarian: You may spend an Edge to go
+2 to any attack test against a foe who isn’t Berserk. While Berserk, you are Favored on
STRANDS

aware of you. Resolve tests and melee attack tests; but suffer
Disfavor on ranged attack tests and all defense
Charlatan: You are automatically Favored
tests. This berserker state lasts until you
on all skill tests to lie, manipulate, seduce or
choose to end it, or until the end of the scene.
otherwise deceive.
Fighter: You gain one additional Warrior
GAMEPLAY

Thief: You are automatically Favored on tests Technique.


to pick pockets, pick locks, set and disarm
traps. Ranger: You may spend an Edge to designate
a specific foe as your prey. This lasts until your
These following benefits are common to all prey has fallen, or until the end of the scene,
Rogues, regardless of sub-Talent: and you may only have one foe designated
as your prey at a time. You are Favored on all
PERKS

• Rogue’s Tricks: You gain a number of Trick


tokens equal to your Guile, and may spend attacks against your designated prey, as well
a maximum of 1 Trick per round. as all tests to track them. To designate a foe
You may spend a Trick in place of a Fate as your prey, you must either be able to see
Point when Invoking Aspects related to the them, or know them by name.
POWERS

environment, such as Shadowy, Wet Floor, These following benefits are common to all
or Damp Fog. Tricks may also be spent to Warriors, regardless of sub-Talent:
activate certain Rogue Techniques.
When you Refresh, you gain 2 Tricks. And • Warrior’s Edge: You gain a number of Edge
you regain 1 spent Trick at the end of any tokens equal to your Might or Precision.
scene in which you Surged on a Skill test. You may spend an Edge, as an Instant
GEAR

The maximum number of Tricks you may Action, to become Favored on any attack
have at any time is equal to your Guile test. Edges may also be spent to activate
rating +2. certain Warrior Techniques. You may spend
a maximum of 1 Edge per round.
• Rogue’s Techniques: You may learn one When you Refresh, you gain 2 Edges. You
Rogue Technique. also gain 1 Edge at the end of any scene
MASTERY
GAME

Advancement: You gain one additional in which you killed a foe. The maximum
Rogue Technique for each Power Level above number of Edges you may have at any time
Grounded. So a Heroic Character would gain is equal to your Resolve rating +2.
1 additional free Rogue Technique. A Paragon • Warrior Technique: You may learn one
DEVIATIONS

would gain 2, a Mythic 3, and a Legendary 4. Warrior Technique.


Advancement: You gain one additional
Warrior Technique for each Power Level above
Grounded. So a Heroic Character would gain 1
additional free Warrior Technique. A Paragon
would gain 2, a Mythic 3, and a Legendary 4.

40
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
PERKS
Talent Perks This Limitation goes away if you ever become a
The following Perks add additional options for Heroic character.
characters who have taken Talents. You may take this Perk multiple times, but no
more than once per Power Level. Any special

POWERS
abilities that grant free instances of this Perk
 Power Mastery do not count against this limit.
Prerequisites: Magic User
Hours of study and dedication have opened  New Techniques
the door to new vistas of power. Prerequisites: Rogue or Warrior
Select one of the options below: Experience and training have exposed you to
new approaches to combat or deception. GEAR
• You gain two new Powers (Wizards gain
three) with a Power Level equal to, or less You gain two new Techniques.
than, your own. One of these Powers has You may take this Perk multiple times, but no
the Ritual Activation Limitation. more than once per Power Level.
MASTERY
GAME

• You may add two Enhancements (Wizards


may add three) to Powers you already  Ritualist
know. You may add them both to the same Prerequisites: Magic User
Power, or split them among two different You have mastered new rituals, and have
Powers. The Power Level of the Enhance- learned how to use rituals to better focus your
DEVIATIONS

ment must be equal to, or less than, your existing Powers.


own. You gain two new Powers with a Power Level
If you are Grounded, you may select Heroic equal to, or less than, your own. Both of
Powers. But these Powers automatically have these new Powers have the Ritual Activation
the Taxing Activation Limitation (pg. 168). Limitation (pg. 168).

41
CONTENTS
In addition, Clerics, Sorcerers, Shamans and
Psions may choose to temporarily add the
Ritual Activation Limitation to a Power they
know that doesn’t already have it. If they
do so, they become Favored on the Skill test
required to activate that Power.
THE BASICS

Wizards may simply activate any Power they


know as a ritual. This does, however, require
the expenditure of Mana; which may be
acquired by Unravelling previously prepared
spells.
CHARACTERS

The number of Mana required to activate a


Power as a ritual is listed below:
Heroic 1 Mythic 3
Paragon 2 Legendary 4
Paragon: You gain one additional Power with
STRANDS

a Power Level equal to, or less than, your own.


This Power has the Ritual Activation Limitation.
Mythic: You gain one additional Power with a
Power Level equal to, or less than, your own.
This Power has the Ritual Activation Limitation.
GAMEPLAY

Legendary: You gain one additional Power


with a Power Level equal to, or less than, your
own. This Power has the Ritual Activation
Limitation.

 Multi-Talented  Bard
PERKS

Prerequisites: Heroic, You must already have Prerequisites: Sway 4, Multi-Talented, Magic
a Talent User (Shaman, Sorcerer or Wizard), Rogue
(Any)
Select another Talent Perk. You gain that Perk
and the benefits it provides. However, your You have learned to weave magic and the
Power Level is considered one rank lower power of song into a potent combination.
POWERS

for the purpose of determining the benefits When you select this Perk, you may choose
gained from your new Talent. one of the following special abilities:
For example, if you are a Paragon Warrior, and • Bardic Inspiration: Once per round, as an
select this Perk to gain the Magic User Talent, Instant Action, you may spend a Trick to
you gain the benefits of being a Heroic Magic grant an ally Favor on any Skill test.
GEAR

User. If you later become a Mythic Warrior, you • Bardic Lore: Once per game session you
also gain the benefits of becoming a Paragon may spend a Trick instead or a Fate Point
Magic User. to make a Decleration related to some fact
Note: You must be able to meet all the about a person, place or thing you might
prerequisites of the new Talent, and must pay have heard about in your travels. In addi-
MASTERY
GAME

any associated Costs. tion, you are Favored on Knowledge tests


related to history, local customs, or politics.
• Bardic Song: By infusing your magic with
song, you may spend a Trick as an Instant
Action, to become Favored on any Arcana
DEVIATIONS

or Spirit Skill test.


Mythic: You may select another ability from
the list above.
Legendary: You may select another ability
from the list above.

42
CONTENTS
 Beguiler  Druid
Prerequisites: Guile 4, Multi-Talented, Magic Prerequisites: Reasoning 3, Sway 3, Multi-
User (Sorcerer or Psion), Rogue (Any) Talented, Magic User (Shaman), Warrior
You’ve learned to wield your powers to (Barbarian or Ranger)
befuddle and confuse, deceiving the senses You’ve learned to call upon the spirits of the
and befuddling the mind. wild, drawing them into you, and infusing

THE BASICS
When you select this Perk, you may choose them into your flesh.
one of the following special abilities: You gain the following special ability:
• Mask of Many Faces: As a Major Action, • Primal Shapeshifter: As an Instant Action,
you may spend an Edge to grant yourself you may spend a Spirit Token to select one
the Absolutely Stunning (pg. 100) or Ev- of the following benefits listed below. Once

CHARACTERS
ery-man/Everywoman (pg. 102) Perks un- chosen, the benefit lasts until you choose
til the end of the scene. to deactivate it, or until you spend another
Spirit Token to select a different benefit.
• Cloak of Displacement: You may spend
a Mana or Psi Token to project multiple Bat’s Sight – You can navigate with sonar.
blurred copies of yourself a few feet away. You temporarily gain the Sight Beyond

STRANDS
This grants you Favor on defense tests until Light Perk (pg. 113).
the end of the scene. Bear’s Strength – Your Might is increased
by 1.
• Impulsive Magic: When activating a Pow-
er, attempts to Interrupt your action suffer Cheetah’s Speed – You may move one

GAMEPLAY
Disfavor. In addition, whenever your would additional zone each turn. If you Hustle,
spend a Fate Point to Interrupt another you may move two additional zones. If
character by activating one of your Powers you run, you may move three additional
gained from the Magic User Talent, or en- zones.
sure that Power’s activation isn’t Interrupt-
ed, you may spend a Trick instead. Eagle’s Site – You are Favored on all
Perception tests based on sight.

PERKS
Mythic: You may select another ability from
the list above. Fish’s Gills – You can breathe water.
Legendary: You may select another ability Lion’s Claws – Your unarmed attacks have
from the list above. a DR of 2.
Rhino’s Hide – Your AR is increased by +2.

POWERS
Wolf’s Bite – Each turn you can make a bite
attack as an Instant Action. You attack with
Might, and the attack has a DR of 1.
Mythic: When you activate your Primal
Shapeshifter ability, you may apply up to two GEAR
effects.
If you choose to apply the same effect twice,
any numeric value associated with the effect is
increased by 1. So if you selected Rhino’s Hide
MASTERY

twice, your AR would be increased by +3.


GAME

Legendary: When you activate your Primal


Shapeshifter ability, you may apply up to three
effects. And as with the Mythic version of this
Perk, multiple applications of the same effect
DEVIATIONS

increase any numeric bonuses by a cumulative


+1.

43
CONTENTS
 Monk  Ninja
Prerequisites: Magic User (Cleric or Psion), Prerequisites: A total of 12 Skill ranks in
Warrior (Fighter), Multi-Talented, Student of Physical Skills, Guile 3, Warrior (Fighter), Rogue
the Art (Assassin or Charlatan), Multi-Talented
Through the harmony of mind, body and Your mixture of ancient techniques and
spirit, you are capable of performing feats of mystical arts makes you a master of dealing
THE BASICS

martial mastery that transcend the merely death from the shadows.
physical. When you select this Perk, you may choose
When you select this Perk, you may choose two of the following Ninjutsu Techniques:
one of the following special abilities: Feather Step: By expending a Trick Token,
Body of Water: When a foe makes a melee you may, for a single round, walk on
CHARACTERS

attack against you, and you generate Spin objects as if you had virtually no weight.
on your Defense test, you become Favored You may walk on water, run across dry
on your next attack against that foe. leaves without making a sound, or even
perch on the end of a swaying tree limb.
Body of Earth: As an Instant Action, you
may spend an Edge to become Favored on Endless Breath: You may spend an Edge
STRANDS

attempts to Push, Pull, Throw and grapple Token and take a deep breath. This breath
with opponents until the end of the scene. sustains you for up to an hour, during
which time you do not need to breathe.
Spirit of Fire: Your hands glow with inner
fire. As an Instant Action, you may spend No Mind: During combat you can enter a
a Psi or Blessing token to increase the DR thoughtless mental flow state in which you
GAMEPLAY

of your unnarmed attack by an amount let your instincts and subconscious guide
equal to your Resolve for a single attack. your attacks and defense. By spending an
Edge token, you gain a +1 bonus on attack
Spirit of Wind: As a Major Action, you may and defense tests until the end of the
spend a Psi or Blessing token to perform scene. Multiple uses of this Technique do
an unnarmed strike against a target up to not stack.
PERKS

two zones away. This attack is made with


your Psi or Devotion Skill rating instead of Taijutsu Master: You gain the Student of
your Might. the Art Perk (pg. 106).
Mind of Iron: You are Favored on attempts Shadow Warrior: When wielding the
to Defend against psychic attacks, Powers following weapons, their Damage Rating
POWERS

that charm or dominate, or any other is increased by +1: Short Sword, Shuriken,
supernatural ability to read your mind or Dagger, Kusarigama, Sickle, Quarterstaff,
influence your thoughts. or Shortbow.
Mind of Void: Your mind is vast and empty, Smoke Bomb: You know how to make, and
free of distraction and concern. When best utilize, smoke bombs. As a Major
GEAR

not wearing armor, you are Favored on all Action, as long as you have access to your
Defense tests against physical attacks. gear, you may spend a Trick to throw a
smoke bomb at your feet, move into an
Mythic: You may select another ability from adjacent zone and, if you wish, attempt
the list above. to hide. The zone you left now has the
MASTERY

Legendary: You may select another ability Smokey Aspect on it.


GAME

from the list above.


Mythic: You may select another Ninjutsu
Technique from the list above.
Legendary: You may select another Ninjutsu
DEVIATIONS

Technique from the list above.

44
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
 Paladin Consecrate Ground: You may spend a
Prerequisites: Resolve 4, Magic User (Cleric), Blessing to place the Blessed of X Aspect
Warrior (Fighter), Multi-Talented on the surrounding area, where “X” is

PERKS
the name of your chosen deity. Within
You are a warrior or your faith, spreading the this area, all beings friendly to the named
word of your deity with sword and shield. deity feel a sense of comfort, and a subtle
When you select this Perk, you may choose urging to serve the named deity.
one of the following special abilities: Beings at odds with the named deity are

POWERS
Touch of Divinity: You can infuse your touch overcome with a crushing sense of dread,
with divine light. With a Major Action, which makes it difficult to concentrate on
you may spend a Blessing to remove an anything other than leaving the affected
amount of stress from an ally you can area.
touch equal to your Devotion Skill rating. The Paladin can consecrate a number of
square yards (or meters) equal to their
Divine Smite: You may infuse your weapon
(or fists) with the wrath of your deity.
Devotion Skill rating x 30. So a Paladin GEAR
with 3 ranks in Devotion could consecrate
When you successfully strike a foe, with an 90 square yards (or meters).
Instant Action, you may spend an Edge to
increase your weapon’s DR by an amount Mythic: You may select another ability from
the list above.
MASTERY

equal to your Devotion Skill rating. This


GAME

bonus applies only to this attack, and Legendary: You may select another ability
your deity may withhold their wrath if you from the list above.
strike someone deemed unworthy of it.
Shield of Faith: Your faith alters chance and
DEVIATIONS

turns weapons aside. When you are struck


by a foe, with an Instant Action, you may
spend an Edge to increase your AR by an
amount equal to your Devotion Skill rating.
This bonus applies only to this attack.

45
CONTENTS
 War Mage of the following special effects for the
Prerequisites: A total of 12 Skill ranks in duration of the scene:
Physical Skills, Reasoning 3, Magic User • You gain the Brute Strength Perk.
(Sorcerer or Wizard), Warrior (Fighter or • Your AR is increased by an amount
Ranger), Multi-Talented equal to your Tech-Level.
You masterfully blend magic and steel, • You become Favored on defense tests
THE BASICS

wand and sword. You’ve trained to bring to defend against arcane magic.
the awesome power of the arcane to the You may spend multiple Mana tokens to
battlefield. gain multiple effects, but you may not gain
When you select this Perk, you may choose the same effect more than once.
If the armor becomes lost or destroyed,
CHARACTERS

one of the following special abilities:


Arcane Blade: With an hour long ritual, you you may perform the ritual to create a
may infuse your weapon with magical fire, new set. If you do so, the original set, if it
and banish it into a pocket dimension. You still exists, crumbles to dust.
may later, as an Major Action, recall the Animated Shield: By performing an hour-
weapon. Or spend an Edge to recall it as long ritual in which you carefully inscribe
STRANDS

an Instant Action. magical glyphs over your shield, you grant


The summoned weapon returns in your the shield the ability to animate and float
hand, now composed entirely of magical in front of you.
fire. The weapon retains all of its normal Animating your shield is an Instant
properties, but it’s DR is increased by an Action.
GAMEPLAY

amount equal to your Tech-Level, and it When activated, the shield is directed
can be banished at will. with your mind, allowing you to benefit
You may only attune one arcane blade at from using a shield as if you were holding
a time. Attuning a new weapon changes it yourself, but while holding a two handed
the original into a normal weapon. weapon, or a weapon in each hand. You
Eldritch Bow: With an hour long ritual, may choose to attack with the shield as if
PERKS

you may infuse your bow with magical you wielded it in your hands, but you do
energies. Whenever you pull back the so with your Arcana Skill instead of your
string, a magical arrow appears ready to Might.
fire. Attacks with this bow gain a +1 bonus, Your animated shield may only be
and can never run out of ammo. The bow directed by you, and you may only attune
POWERS

otherwise functions like a normal bow of one shield at a time. Attuning a new shield
its type. disperses the magic in the original and
If your eldritch bow becomes destroyed turns it into a normal shield.
or lost, you may create another by In addition, whenever your shield is
performing the same hour-long ritual on animated, you may spend a Mana Token
as a Reflex action to cause the shield to
GEAR

a new bow.
temporarily increase in size. This grants
Flicker Step: As an Instant Action, you may a bonus on your defense test against a
spend an Edge to instantly teleport a single attack equal to your Tech-Level.
number of zones away from your starting
location equal to your Arcana Skill rating. Arcane Artillery: You stand above the
MASTERY

battlefield, raining hell down upon your


GAME

Runic Armor: The War Mage is able to foes. You gain two new Powers. These
spend 12 long hours performing a ritual Powers must be chosen from among the
that calls forth and forges a suit of rune- following: Armor, Blast, Bolt or Imbue
carved armor from the purest of metals Zone.
DEVIATIONS

from the elemental planes.


The armor is like any other plate mail Mythic: You may select another ability from
armor except that it can be donned with the list above.
a single Major Action. Also, by spending Legendary: You may select another ability
a Mana Token, the armor provides one from the list above.

46
CONTENTS
Rogue Techniques You retain the memory as if it were your
You are a master of misdirection, and trickery; own, and the target loses it permanently.
assaulting or evading your foes in unexpected Poison Master – You gain the Poison Master
ways. Perk (pg. 110).
When you are granted a new Technique by a Promise of Pain – You gain the Promise of Pain
Perk, before you select it, you must meet any

THE BASICS
Perk (pg. 105).
listed prerequisites. Some Techniques grant
Redirection – When an enemy attacks you,
access to Perks, which may themselves have
and you generate Spin on your defense test,
prerequisites which must be met before the
you may spend a Trick to force your foe to
Perk can be used.
attack another character in the same zone

CHARACTERS
Rogue Techniques represent mastery of you occupy instead.
special tricks, Skill uses, and preparation
techniques. However, Techniques that Sandman – You are Favored on tests to throw
require that the character be of the Mythic sand or dirt into the eyes of your foes (pg.
or Legendary Power Levels represent the first 81). In addition, whenever you Refresh, if
steps on the path to ascension, allowing the you have no sand or dirt, but are in a location
where you could acquire, you automatically

STRANDS
thief to steal abstract concepts as they evolve
into something beyond the mortal bounds. gain enough for a single use for free.
All-Seeing Eye – You gain the All-Seeing Eye Skill Thief - Prerequisites: Mythic Power Level.
Perk (pg. 100). You may steal another person’s knowledge
of a Skill. This doesn’t result in specific
Burglar – You gain the Burglar Perk (pg. 101).

GAMEPLAY
memories, but a sort of abstract knowing
Cover of Darkness – You gain the Cover of that’s impossible to trace back to a specific
Darkness Perk (pg. 102). source.
Cursed Caltrops – Your foes suffer Disfavor on To do this, spend a Trick and touch a target.
tests to avoid caltrops (pg. 180) that you’ve You then engage in a contest pitting your
placed on a zone. In addition, whenever you Guile against your target’s Resolve.

PERKS
Refresh, if you have no caltrops, but are in If you succeed, choose a Skill. You may
a location where you could acquire some reduce your target’s Skill rating by a number
(or make your own), you automatically gain of Skill ranks equal to the number of Shifts you
enough for a single use for free. generated. Your own Skill rating is increased
by the same amount, to a maximum equal to
Cutting Words – You gain the Cutting Words

POWERS
your target’s original Skill rating +1.
Perk (pg. 102). You may only have one stolen Skill at a time.
Death From Above – When you attack from This change in Skills lasts for a scene, but may
above (pg. 80), your weapon’s Damage spend Shifts to increase the duration by one
Rating is increased by 3. step along the Time chart (pg. 91).
Disarming Strike – When you generate Spin Shadow’s Touch - Prerequisites: Mythic Power
on an attack test, you may spend a Trick to Level. You are a master pickpocket, but also GEAR
attempt to disarm (pg. 80) your foe as an something more. You have a tendency to
Instant Action. leave your victims confused and apathetic,
Improvised Assault – You gain the Improvised and unlikely to bother looking for the item
you stole for some time.
MASTERY

Assault Perk (pg. 103).


GAME

Whenever you generate Spin on a test to


Memory Thief - Prerequisites: Mythic Power filch an item (pg. 84), the item’s rightful
Level. You may steal another person’s owner gains the “I’m sure it’s fine.” Aspect;
memories, taking them for yourself. To do which lasts for a number of hours equal to the
this, spend a Trick and touch your target.
DEVIATIONS

number of Shifts you generated.


Then contest your Guile against your target’s
Resolve.
If you succeed, you may steal a memory.
You must state which memory you wish to
steal, which can cover no more than about 5
minutes of time in the target’s life.

47
CONTENTS
Silencing Strike – Once per scene, when you Warrior Techniques
deal stress against a foe who wasn’t aware Your personal fighting style incorporates
of you before your attack, you may silence techniques far more advanced than simple
them, making them unable to speak or cry striking and parrying.
out for the duration of the scene.
You may use this Perk more than once per When you are granted a new Technique by a
Perk, before you select it, you must meet any
THE BASICS

scene, but each time after the first requires


the expenditure of a Fate Point or Trick Token. listed prerequisites. Some Techniques grant
access to Perks, which may themselves have
Soul Thief - Prerequisites: Mythic Power Level. prerequisites which must be met before the
Any thief can steel a valuable item, you can Perk can be used.
steal the truth. You may touch a person,
CHARACTERS

spend a Trick and make a Guile test against Warrior Techniques represent mastery of
a Difficulty of 5. If you succeed, you may special attacks and combat techniques.
steal one of your victim’s Aspects! However, Techniques that require that the
A stolen Aspect works like any other Aspect character be of the Mythic or Legendary
you have, and while you have it, reality is re- Power Levels represent the first steps to
written to make it true. For example, if you becoming something greater, something
STRANDS

steel another person’s Survivor of the Battle beyond the confines of mortality.
of Gettysburg Aspect, as long as you have it, Aura of Terror – Prerequisites: Mythic Power
you will have memories of the battle. Other Level, Menacing Display Technique. You emit
survivors will recognize you, and the person a vague sense of danger, a subconscious
you stole it from will lose their memories dread that affects everyone around you.
GAMEPLAY

and relations. When you lose the Aspect, All characters of Paragon or lesser Power
everything returns to normal. Level, who are capable of feeling
The precise effect of having a fear, automatically become Afraid
stolen Aspect is up to the GM. in your presence. This may, if you
You can Invoke it, and it can be desire, include animals.
used to offer Compels, but you If you Spend an Edge, anyone
PERKS

do not get any associated traits. already Afraid instead becomes


For example, stealing an Aspect Terrified(M).
like Witch of the White Rose Coven You may exclude anyone you wish
Aspect doesn’t grant the ability to from the effect.
cast spells, though it would remove your Avenger – When one of your allies suffers
POWERS

victim’s ability to cast them since they are a Wound, you may spend an Edge to declare
no longer a witch. the person or creature who injured them as
You may only have one stolen Aspect at a the target of your vengeance. Your weapon’s
time. You keep Aspects you’ve stolen for the DR is increased by +2 when attacking the
duration of the scene, but may spend Shifts target of your vengeance. This lasts until
from your original Guile test to increase the
GEAR

your target is killed, or until the end of the


duration by one step along the Time chart scene. You may only have one target of your
(pg. 91). vengeance at a time.
Taunt – You gain the Taunt Perk (pg. 106). Concentrated Fire – You gain the Concentrated
Thief’s Sight – You gain the Thief’s Sight Perk Fire Perk (pg. 107).
MASTERY
GAME

(pg. 111). Dead Eye - You’ve trained to take aim, steady


Trap Setter – You are Favored on tests to your hands, lead the target and control your
perform Maneuvers or create Blocks by way breathing before taking the shot.
of building and setting traps. You automatically succeed on the Perception
DEVIATIONS

Tripping Strike – When you generate Spin test necessary to take aim (pg. 81) and
on an attack test, you may spend a Trick to place the In My Sights(m) Aspect on your
attempt to trip (pg. 81) your foe as an target.
Instant Action. Death From Above – When you attack from
above (pg. 80), your weapon’s Damage
Rating is increased by 3.

48
CONTENTS
Disarming Strike – When you generate Spin Reaper – Prerequisites: Mythic Power Level.
on an attack test, you may spend an Edge to You draw power from the death of your
attempt to disarm (pg. 80) your foe as an foes. Whenever you slay a foe, you become
Instant Action. invigorated by the experience and clear some
Expert Archer – You gain the Expert Archer amount of stress you’ve suffered. The amount
Perk (pg. 102). of stress cleared depends on the Power Level

THE BASICS
of the slain foe as shown below:
Giantbane – Prerequisites: Mythic Power Level.
You gain the Giantbane Perk (pg. 112). Grounded 1 Stress
Heroic 2 Stress
Ground and Pound – You gain the Ground and Paragon 3 Stress
Pound Perk (pg. 103). Mythic 4 Stress

CHARACTERS
Improvised Assault – You gain the Improvised Legendary 5 Stress
Assault Perk (pg. 103).
Shield Bash – While wielding a shield, when
Juggernaut – When performing a charging you generate Spin on a test to defend against
attack (pg. 80), your weapon’s Damage a melee attack, you may spend an Edge to
Rating is increased by 2. attack with your shield as an Instant Action.

STRANDS
Lucky Fletcher - Once per session, so long as Shield Ally – You gain the Shield Ally Perk (pg.
you take the time to gather the arrows or 105).
bolts you fired from the battlefield, you may
make a Reasoning test. You recover a number Slayer – Prerequisites: Legendary Power Level.
of ammo units worth of arrows or bolts equal You are a terror on the battlefield, a budding
god of war, leaving a trail of blood and bodies

GAMEPLAY
to the Effort generated.
In addition, so long as you have access to in your wake.
basic tools and materials, you can produce Whenever you generate Spin on your attack
one unit of ammo worth of arrows or bolts test against a foe, and force them to suffer
per day. stress, your foe must spend a Fate Point.
If you Surge, your foe must spend 2 Fate
Manhandle – When you generate Spin on an Points!

PERKS
attack test, you may spend an Edge to attempt Failure to spend the required Fate Points
to Push/Pull or Throw (pg. 89) your foe as means your foe is slain by your attack,
an Instant Action. regardless of the amount of stress inflicted.
Menacing Display – Once per scene, after When attacking NPCs, the GM must spend
defeating a foe, you may spend an Edge to the Fate Point from their Threat Pool. Failure,

POWERS
force all who witnessed it to make a Resolve or refusal, to do so means the NPC is killed.
test against a Difficulty equal to your Might Sniper Shot – You gain the Sniper Shot Perk
or Precision (whichever you used to slay your (pg. 105).
foe). If they fail, they gain the Afraid Aspect.
If their PL is two lower than your own, they Student of the Art – You gain the Student of
the Art Perk (pg. 106).
become Terrified(M).
This Aspect may be removed by succeeding Sweeping Blow – You gain the Sweeping Blow
GEAR
on a Resolve test (Diff: 5) as an Instant Action. Perk (pg. 106).
Tripping Strike – When you generate Spin
on an attack test, you may spend an Edge
MASTERY
GAME

to attempt to trip (pg. 81) your foe as an


Instant Action.
DEVIATIONS

49
CONTENTS
Strands of Valor
THE BASICS

“It doesn’t matter what the press says. Characters


Doesn’t matter what the politicians or the Most began life as normal people, but then
mobs say. Doesn’t matter if the whole country something happened to them. For some their
decides that something wrong is something gifts emerged along with puberty. Others
right. This nation was founded on one principle seemed normal until they were exposed to
CHARACTERS

above all else: the requirement that we stand some traumatic event.
up for what we believe, no matter the odds
or the consequences. When the mob and the In any case, one day the Starborn awoke to
press and the world tell you to move, your job discover they had changed. Some change
is to plant yourself like a tree beside the river physically, some emotionally, and others simply
of truth, and tell the whole world – “No, you develop new abilities. The specific changes
STRANDS

move.”” - Captain America differ, but seem to have a common theme. It


is believed that all Starborn somehow exhibit
Amazing Spider-Man #537 some limited ability to impose their will on
J. Michael Straczynski reality itself, resulting in the manifestation of
Strands of Valor provides guidelines for using a power, or set of powers, that in some way
Strands of Fate to tell stories about super reflect their inner nature.
GAMEPLAY

heroes, super villains and the struggles of Changed as they are, the Starborn must figure
special people to fit into a world torn between out their new place in the world. Many choose
hating and worshiping them. to use their newfound abilities to help others.
The Setting They become super heroes, or mysterious
Everything changed on August 29th’ 1907, protectors. Still, some choose only to help
PERKS

when a burst of gamma radiation from a themselves. They use their powers for selfish
distant sun washed over the world. Over the reasons, and walk a darker path.
next couple of years, hundreds of thousands
the world over began to die of various forms of Sample Pitches
cancer thought to be a side effect of exposure ªª A group of young Starborn, mentored by
POWERS

to the radiation. a forgotten hero, fight to protect their


But life for the survivors went on, and most city from super villains.
thought that was the worst of it. That is, until a ªª A secret team of super heroes, backed by
few years later. A small number of people who the United Nations, face off against super
had been exposed to the radiation went on to terrorists around the world.
GEAR

conceive and have children before their death.


ªª A team of heroes, loved the world over,
Those children were special, and sometimes lead the people of Earth against an alien
passed on their unique gifts to their invasion force.
descendants.
ªª A once proud team of heroes, now fugi-
This setting is set in the modern day, or
MASTERY

tives from the law, must stop a secret ca-


GAME

slightly in the future, of an alternate version bal from summoning extra-dimensional


of our Earth. The descendants of those who horrors.
died from exposure to the gamma radiation
ªª A group of disparate Starborn must come
have become living legends. Some inspire fear; together and put aside their differences
DEVIATIONS

others worship. Those Starborn who go public for the greater good, and to protect their
are known the world over. They are celebrities, city from one of their own.
and their exploits dominate the front page.
And because of this, many choose to live their
lives in the shadows, or attempt to maintain
secret identities.

50
CONTENTS
Sample Campaign Aspects Power From Experience (either Street Level,
World Class, or Cosmic Super Heroes) (pg.
ªª “With great power comes great respon- 218)
sibility”
Variant Advancement Speed (Slow and
ªª “Power corrupts; absolute power cor- Steady) (pg. 219)
rupts absolutely”
Not Recommended: It is recommended that

THE BASICS
ªª “No good deed goes unpunished.” you do not use the following Deviations, as
they represent modifications to the rules that
Tech-Level run counter to the themes and flavor of this
Strands of Valor campaigns typically take Strand.
place (mostly) on Earth, in the modern day or
Sanity (pg. 207)

CHARACTERS
very near future (TL 4).
Costly Complications (pg. 205)
However, it can certainly be interesting to No Complications (pg. 206)
play the first generation of Starborn as they
battle Nazis in WWII, or act as cold war Survival (pg. 224)
spies in the ‘80’s.

STRANDS
Character Power Level
Characters in a Strands of Valor
campaign should be of at least Heroic
Power Level, though the Defender of

GAMEPLAY
the Streets Perk is open to Grounded
characters.

Character Experience Level


The Character’s Experience Level
should be determined based on the

PERKS
specifics of the campaign. Let the Pitch
be your guide.
In most cases, however, it is
recommended that you start the PCs no higher Selecting Super Powers
than Expert. Whether they are particularly heroic or not,

POWERS
the Starborn are super heroes. Or, at least,
they have the potential to be. When making
Races, Skills and Perks a super hero, the first thing you need to do is
All characters in a Strands of Valor campaign select a Perk called Defender of the Streets,
are assumed to be human. which will prompt you to select a Power Set.
The campaign uses all the normal Skills, and This determines which Powers you may select.
may feature Affinity Skills as needed. GEAR
Finally, you’ll need to select an Activation
All Perks are available as long as the PCs meet Method for each of your Powers. A Power’s
their requirements. In addition, there are a Activation Method tells you how the Power
number of Perks described later in this Strand is activated. Some Powers cost nothing to
MASTERY

that form the basis for providing your heroes Activate, others inflict stress, require the
GAME

with Powers. expenditure of a Fate Point, or require some


other action or cost. Note that some Power
Deviations Activation Methods provide special benefits.
Required: The following Deviations are
DEVIATIONS

required for this Strand:


Zeroing Out (pg. 201)
Recommended: These Deviations are
recommended to support the themes
important to this Strand, but aren’t required.

51
CONTENTS
 Defender of the Streets  Protector of the City
Prerequisites: An Aspect that describes the Prerequisites: Defender of the Streets
origin or nature of your Powers; Your Strand
must allow Powers You’ve devoted yourself to your city, wielding
your Power(s) to defeat threats that would
Cost: When you take this Aptitude, your endanger thousands… maybe millions.
Refresh rating is permanently reduced by 1.
THE BASICS

You gain new benefits based off the Power Set


Whatever happened to you, you possess you selected when taking the Defender of the
some Power (or Powers) that separate you Streets.
from the masses. And you wield those Powers
to protect your friends, family, and defend Peak Human: You gain all of the benefits
your neighborhood from threats. listed below:
CHARACTERS

• Increase two Skills rated 3 or higher by 1


Select one of the Power Sets listed below: rank (to a max of 6).
Peak Human: You don’t actually have any • Increase your Refresh Rating by 1.
supernatural Powers. But you have received • You gain a new Grounded or Heroic
some very special, highly specialized, Perk.
training. You gain the following benefits:
STRANDS

Single Power: Choose one of the benefits


• Increase one Skill rated 3 or higher by 1
listed below:
rank (to a max of 5).
• You gain two Enhancements to apply to
• You gain the Specialty Aspect Perk to the Power you gained by selecting the
Reflect your special training. Defender of the Streets Aptitude.
GAMEPLAY

• Your Refresh Rating is not reduced by • You may apply a single Enhancement to
this Perk. the Power you gained by selecting the
Single Power: You may select one of the Defender of the Streets Aptitude. The
following benefits: Power Level of this Enhancement may
• You gain a single Heroic Power. be one Power Level higher than your
• You gain a single Paragon level Power, own.
PERKS

and one Weakness (pg. 169). You gain For example, if you were a Paragon,
no benefit from this Weakness. you could apply a single Mythic
Multi-Power: You gain two Heroic Powers, Enhancement to your Power.
and one Weakness. You gain no benefit from Multi-Power: Choose one of the benefits
this Weakness. listed below.
POWERS

Regardless of which Power Set you choose, • You gain two Enhancements to apply to
you must also choose an Activation Method any of the Powers you know.
(see below) for every Power you learn. Different • You gain two new Heroic Powers.
Activation Methods can add Enhancements to • You gain an additional Paragon Power.
your Powers, or even increase their effective • You gain a single Mythic level Power,
GEAR

Power Level. and one Weakness (pg. 169). You gain


Heroic: You gain an additional benefit based no benefit from this Weakness.
on your chosen Power Set. Mythic: You gain an additional benefit based
Peak Human: Your Refresh Rating is increased on your chosen Power Set.
MASTERY
GAME

by 1. Peak Human: You gain one Perk of Paragon or


Single Power or Multi-Power: You gain an lesser Power Level.
Enhancement to apply to a Power you Single Power or Multi-Power: You gain an
gained by selecting this Perk. Enhancement to apply to a Power you
gained by selecting Defender of the Streets
DEVIATIONS

or Protector of the City.

52
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
 Hero of the World Multi-Power: Choose one of the benefits

PERKS
listed below.
Prerequisites: Protector of the City
• You gain two Enhancements to apply to
You are a protector of the entire world. You any of the Powers you know.
battle the forces of evil around the globe,
• You gain two new Paragon Powers.
giving your all in an effort to save humanity
• You gain an additional Mythic or

POWERS
from ultimate destruction.
Legendary Power.
You gain new benefits based off the Power Set
you selected when taking the Defender of the
Streets. Power Activation Methods
Peak Human: You gain all of the benefits Super heroes come in all shapes and sizes.
And their Powers can be activated in all sorts
listed below:
of different ways. GEAR
• Increase two Skills rated 3 or higher by 1
rank (to a max of 7). The Perks described above grant access to
• Increase your Refresh Rating by 1. Powers. For each Power you learn from these
Perks, you must choose an Activation Method.
• You gain one Perk or Paragon or lesser
MASTERY
GAME

Power Level. Activation Methods may modify your Power


Single Power: You gain all the benefits listed in certain ways. They may inflict additional
below: costs on the character, and they may require
Affinity Skills. See below for a description of
• You gain one Enhancement to apply to each type of Activation Method.
DEVIATIONS

the Power you gained by selecting the


Defender of the Streets Aptitude.
• You gain one Perk or Paragon or lesser
Power Level.

53
CONTENTS
Effortless Activation For example, if you were a Heroic,
A Power with Effortless Activation is always you could apply a single Paragon
active, or can be activated at will, with no Enhancement to your Power.
effort on the part of the character activating it. • You gain two Enhancements to apply to
your Power.
Cost: An Effortless Power reduces your
Refresh rating by 1. Remember, your Refresh Affinity Skill: You gain 1 free rank in an
THE BASICS

rating may never drop below 1. If taking this Affinity Skill, after which it may be raised by
Power would decrease your Refresh below achieving Milestones or taking the Skilled Perk
one, you may not select it. (pg. 99). This Affinity Skill should be named
Affinity Skill: If the Power requires an Affinity appropriately, such as “Control”, “Systems”,
“Mutagen”, etc. You must make a Skill test
CHARACTERS

Skill, select a Skill you already have. You should


be able to describe how your proficiency with your Affinity Skill to activate your Power.
in that Skill relates to how you control your The Difficulty of this Skill Test is based on the
Power. That Skill doubles as your Affinity Skill. Power Level of the Power, as shown below:
Multiple Effortless Powers: If you have Power Level Activation Difficulty
multiple Powers that use this same Activation Grounded or Heroic 2
STRANDS

Method, you must reduce your Refresh Rating Paragon 3


by 1 for each Power. Mythic 4
Legendary 5
Fateful Activation (Stall): You fail to activate your Power.
Activating your Power seems effortless on
GAMEPLAY

Worse, you strain yourself, and can’t try


the part of the character. But it costs them to use your Power again until you’ve had
something, even if it’s not something they are a scene (or about 5 minutes) to recover.
necessarily aware of.
(-2 to 0 Shifts): You fail to activate your
Cost: The character activates their Power by Power.
spending a Fate Point. If they cannot pay the
(1 to 2 Shifts): You activate the Power, and
PERKS

Fate Point, they may go into Fate Point debt.


it has the normal effects.
While in debt, they gain the Unlucky Aspect,
which may be Compelled in all sorts of (Spin): Not only are you able to activate your
interesting ways. Power, but depending on the situation
and the nature of your Power, you may
Any FPs the character gets while in debt
POWERS

also be able to create a beneficial Minor


automatically, and immediately, go toward Aspect.
paying off the debt.
(Surge): As Spin, but the Aspect may be a
Affinity Skill: If the Power requires an Affinity standard Aspect instead of a Minor.
Skill, select a Skill you already have. You should
be able to describe how your proficiency Variants: You may choose to apply the option
below to your Power. Once applied, your
GEAR

in that Skill relates to how you control your


Power. That Skill doubles as your Affinity Skill. Power always works like this.
• Strenuous: If you score 0 or fewer Shifts
Unreliable Activation on your Affinity test to activate your Pow-
er, your Power activates anyway. But you
Your Powers are inherently unstable. Using
MASTERY

suffer an amount of stress equal to the


GAME

them requires a certain amount of control amount by which you failed, +1.
and/or training. For example, if the Difficulty was 2, and
Benefit: You may select one of the following your Effort was -1, you’d suffer 4 stress.
benefits: Multiple Unreliable Powers: If you have
DEVIATIONS

• You may apply a single Enhancement multiple Powers that use this same Activation
to your Power. The Power Level of this Method, you do not get the full set of Benefits
Enhancement may be one Power Level for all of them. Instead, for each Power after
higher than your own. the first, you may choose to either gain one
free Enhancement or increase your Affinity
Skill by one rank (to a max of 5).

54
CONTENTS
Fueled Activation Challenging: This is the same as “Easy”, but
Each time you use your Power, it draws from the substance or energy you need to be
some internal reserve of energy. And once exposed to is a little harder to come by.
you’ve drained the well, you can’t use your The item should be easily and/or legally
Powers again until you recover. This specifics obtainable, but isn’t normally found in
of this Activation Method differs depending abundance in nature. Examples include

THE BASICS
on how difficult it is to restore your energy drinking holy water, exposure to X-rays,
reserves. eating metal shavings, etc.
Affinity Skill: You gain 1 free rank in an This Activation Method grants a free
Affinity Skill, after which it may be raised by Enhancement to your Power.
achieving Milestones or taking the Skilled Perk Hard: The substance or energy you need to

CHARACTERS
(pg. 99). This Affinity Skill may be named refuel is very rare, or illegal, to obtain. You
whatever is appropriate, such as “Ki”, “Energy may have to eat gold, drink blood, consume
Management”, “Sustenance”, etc. flesh, or bathe in molten steel.
Your Affinity Skill, whatever it is called, serves Tokens equate to an amount of exposure
two functions. First, it is used whenever your or material consumed. For example, you
Power requires you to make an Affinity Skill might recover a token with every minute

STRANDS
test. Secondly, you gain a number of tokens of exposure, gallon of blood drank, pound
equal to your Affinity Skill. These tokens should of flesh eaten, gold coin swallowed, etc.
have a name appropriate to their function, This Activation Method grants two free
such as “Pulses”, “Charges”, “Meat“, etc. Enhancements to your Power, or you may
choose a new Power of a Power Level

GAMEPLAY
Each time you activate your Power, you must
spend a token. If you do not have a token to one higher than your Power Set normally
spend, you may not activate your Power. allows.
Refueling: At some point you’re going to need Multiple Powers: If you have multiple Powers
to replenish spent tokens. How difficult this is that use this Activation Method, each time you
determines what benefits are associated with gain a new Power you may choose to either

PERKS
this Activation Method. increase the maximum number of tokens you
may have by one or increase your Affinity Skill
When you select this Activation Method, by one rank (to a max of 5).
select one of the different levels of refueling
difficulty listed below:
 Upgrade Power

POWERS
Passive: Restoring spent tokens requires no Prerequisites: Defender of the Streets
effort on your part. You just need a bit of
rest. You automatically recover one spent You may apply two Enhancements to Powers
token every hour. This Activation Method you know. You may apply them both to the
offers no benefit. same Power, or a single Enhancement to two
different Powers.
Easy: You recover spent energy by accessing
something easily attainable. You might The Enhancements must have a Power Level GEAR
need to be bathed in sunlight, drink a glass equal to, or less than, your own.
of water, or expose yourself to fire.
You recover a spent token each time you
 New Power
Prerequisites: Defender of the Streets
MASTERY

are exposed to the source of your Power,


GAME

up to a maximum of two spent tokens per You gain a new Power. This Power must have
hour. a Power Level equal to, or less than, your own.
Each day you go without being exposed When you gain this Power, you must also
to the source of your Power, your Affinity select an Activation Method for your new
DEVIATIONS

Skill rating temporarily drops by one rank. Power


It is restored upon being exposed to your
source of Power for at least a minute.

55
CONTENTS
“You are still young and stupid. Human life as fading safety regulations give way to both
has no value. Haven’t you learned that yet, increased profits and workplace accidents.
Takeshi, with all you’ve seen? It has no value, Others, especially those who perform a lot
THE BASICS

intrinsic to itself. Machines cost money to of manual labor, often choose to replace or
build. Raw materials cost money to extract. enhance parts of their bodies with stronger,
But people?” She made a tiny spitting sound. more durable, equivalents.
“You can always get some more people. They
reproduce like cancer cells, whether you want Characters
CHARACTERS

them or not. They are abundant, Takeshi. Why


The PCs in a Strands of Neon and Chrome
should they be valuable? Do you know that it
campaign have an agenda. They want
costs us less to recruit and use up a real snuff
something. Maybe its money. Maybe its power.
whore than it does to set up and run the virtual
Perhaps it is revenge, or justice. Some fight for
equivalent format. Real human flesh is cheaper
their freedom, or the freedom of others. And
than a machine. It’s the axiomatic truth of our
STRANDS

some just want to watch the establishment


times.”
crumble into rubble.
Altered Carbon
Richard K Morgan There are many classic frameworks for PCs
in this sort of campaign. They might serve as
Neon lights reflect off towers of black glass.
freelance enforcers or thieves for elements
GAMEPLAY

Rain drops fall on cracked concrete, forming


of the criminal underworld. Or maybe they’re
rivulets of water that collect in dark alleys and
private investigators, hired security, data
mix with blood.
couriers, spies or government agents.
Strands of Neon and Chrome is about our
Whatever the case, likely the PCs do what
future, or at least one very bleak possible
they do to score another big payday. Money
future. It’s a time, not too far from now, where
makes the world go round, and never has that
PERKS

corporations rule the world and basic human


been more true than in this corrupt corporate
rights are sold away for profit.
driven future. But in the end, the money is
Technology has continued to evolve, and often just a means to an end. And it’s up to the
us with it. Blood and fiber, metal and bone, player to figure out what their character’s end-
circuits and veins… humanity and the machine. game really is.
POWERS

Those with the proclivity and the means use


cutting edge augmentation technology to
enhance their capabilities. Sample Pitches
For many, this is limited to cognition ªª Ex-military mercenaries smuggle compro-
enhancements. The brain itself is augmented, mised rebels out of a corrupt nation.
GEAR

bolstered by always on Internet connectivity, ªª Somebody hit our crew. And it was only
low-level AI assistants, and cloud stored possible if we had a traitor among us.
memories. ªª A terrorist organization has stolen a secret
Others don’t stop there. Eyes, ears, arms… military virus. It must be recovered, and
whether out of necessity or convenience; you’ve been tapped.
MASTERY
GAME

organics are replaced by synthetic upgrades. ªª A rogue military organization is attempting


It’s all the rage. Why be human when you a false flag operation. They plan to release
could be more? a virus in downtown Detroit and blame it
on rebels. They must be stopped.
Soldiers, law enforcement, mercenaries…
ªª Someone is selling recorded memories of
DEVIATIONS

they outfit themselves with the latest and torture and murder, from the perspective
greatest government and black market of the murderer and the victim. We must
military augmentations. But they’re not the discover who is doing this.
only ones. Most people don’t need combat
enhancements. Some just want to replace lost
or damaged limbs, a condition all too common

56
CONTENTS
Sample Campaign Aspects Deviations
ªª The Corporations Have Their Tendrils in This Strand has a tendency to focus on the
Everything acquisition of wealth, and how that wealth
is turned into power. As such, the Dynamic
ªª We See the World in Shades of Gunmetal Resources (pg. 212) Deviation is required.
Gray
In addition to Dynamic Resources, the

THE BASICS
ªª The Poor Stay Poor While the Rich Get following Deviations are also recommended to
Richer
support the themes important to this Strand
(though they aren’t required).
Tech-Level Called Shots (pg. 205)
Strands of Neon and Chrome campaigns

CHARACTERS
Costly Complications (pg. 205)
typically take place on Earth; or if space travel No Complications (pg. 206)
is more prevalent, at least in our solar system. Sequences (pg. 221)
This Strand uses TL 5. Human augmentation, Zeroing Out (pg. 201)
deep dive virtual reality, and portable beam
weapons are common. More advanced

STRANDS
technology, like plasma swords, faster-than-
light space travel, or force fields,
have not been invented yet.

GAMEPLAY
Perks
 Cyborg

PERKS
Prerequisite: You must have purchased an
Augmentation and had it installed.
Character Power Level You have acclimated to your Augmentations,
Characters in a Strands of Neon and Chrome and your body responds to them well.
campaign are Heroic, even if they might not Your base Tolerance Rating is increased to 6,

POWERS
actually be particularly righteous. and your Refresh Rating is increased by 1 to
minimize the reduction that occurs to everyone
when they get an Augmentation installed.
Character Experience Level
The Character’s Experience Level should  Technological Evolution
be determined based on the specifics of the
campaign. Let the Pitch be your guide.
Prerequisite: You must have an Augmentation
GEAR
Select one Augmentation you have. You may
apply a free Enhancement to it, which may be
Races, Skills and Perks of a Power Level one higher than your own.
All characters in a Strands of Neon and For example, if you were a Heroic character,
MASTERY

Chrome campaign are human, though they


GAME

you would be able to apply a Paragon


may be heavily augmented. Enhancement to your Augmentation.
The campaign uses all the normal Skills. You do not have to pay for the Enhancement,
All Perks are available as long as the PCs meet and it does not decrease your Tolerance.
DEVIATIONS

their requirements. And there are a few special


Perks introduced in this Strand.  Transhuman
Augmentations and high-tech gear provide Prerequisite: Cyborg
the PCs with a number of additional options. Your Tolerance rating is increased by 2.
You may take this Perk more than once, but
not more than once per Experience Level.

57
CONTENTS
Augmentations are purchased
with money, like any other sort of
equipment. But the number of them
you may acquire are limited by your
Tolerance.
Once purchased, the Augmentation
THE BASICS

must also be installed.

Augmentation Activation
By default, Augmentations
automatically activate without any
CHARACTERS

cost or Skill test required.

New Trait: Tolerance Affinity Skills


While augmentation technology can make If an Affinity Skill is required to use an
drastic changes to the human body, there Augmentation, use Reasoning as your Affinity
Skill.
STRANDS

are limits. Sometimes your body just doesn’t


handle the genetic or synthetic tweaks and
additions very well. They might develop side Augmentation Costs
effects, or their bodies may try to reject the Like other equipment, Augmentations have
hardware. a Cost rating. The Cost rating depends on the
GAMEPLAY

Characters who purchase and have an Power Level of the Perk or Power, as shown
Augmentation installed automatically have below:
their Refresh Rating reduced by 2. And they Perk/Power Level of Power Cost
gain a Tolerance rating of 3. Specialty Aspect Perk 3
Each time you gain a new Augmentation, Grounded Power 3
your Tolerance is reduced by an amount based
PERKS

Heroic Power 4
on the Power Level of the Perk or Power that Paragon Power 8
serves as the basis for your Augmentation:
You may also add Limitations and
Grounded 2 Enhancements to Augmentations when
Heroic 3 you purchase them. Limitations reduce the
POWERS

Paragon 4 Augmentation’s Cost by 1. Enhancements


You may reduce the amount of strain your increase the Cost of the Augmentation by
Augmentations place on your body by taking an amount based on the Power Level of the
Consequences (-2 for Mild, -4 for Moderate, Enhancement added, as shown below:
-6 for Severe or -8 for Extreme). But as long Power Level of Enhancement Cost
GEAR

as the Augmentation deficit remains, the Heroic Enhancement 2


Consequence will not recover. You may Paragon Enhancement 3
take measures to change the Consequence,
potentially rewording it or switching it Upgrade Costs
from a Wound to a Complication, but the
You can also purchase Enhancements to
MASTERY

Consequences’ severity cannot change.


GAME

upgrade your existing Augmentations. Like a


All Enhancements, regardless of their Power Power, the Cost of an Enhancement depends
Level, decrease your Tolerance by 1. on the Power Level of the Enhancement, as
shown below:
DEVIATIONS

Augmentations Enhancement Power Level Cost


Augmentations are represented with either Heroic 4
the Specialty Aspect Perk, or with Powers. Paragon 5
Note, however, that only Powers with a Power You may not select an Enhancement with a
Level of Paragon or less may be selected. Power Level greater than your own.

58
CONTENTS
Augmentation Installation Time
To have an Augmentation installed, you need
to be placed in surgery and go through a short
recovery and training period. The Cost to have
the Augmentation installed is factored into
the Cost of the Augmentation. The installation

THE BASICS
time depends on the Augmentation’s or
Enhancement’s Power Rating.
Power Level Installation/Upgrade Time
Heroic 1 Day
Paragon 3 Days

CHARACTERS
Mythic 1 Week
Legendary 1 Month

Specialty Aspects as Augmentations

STRANDS
Adrenal Boost Module (Might)
Basic Eye Augment (Perception)
Basic Hearing Augment (Perception)
Basic Muscle Augmentation (Might)

GAMEPLAY
Basic Smell Augment (Perception)
Grip Pads (Mobility)
Gyroscopic Stabilizers (Precision)
Metabolism Maintenance System (Might)
Pain Dampers (Resolve)

PERKS
Prehensile Feet (Mobility)
Skin-Weave Armor (Might)
Targeting Support System (Precision)
Smuggler’s Compartment (Guile)

POWERS
Reinforced Skeleton (Might)

Power Level
Sample Augmentation (Tolerance/Cost) Base Power + Limitations/Enhancements
Retractable Blades Heroic (3/4) Body Weaponry (pg. 132)
GEAR
Enhanced Pheromones Heroic (2/3) Awe (Emission) (pg. 125)
Retractable SMG Implant Heroic (3/5) Bolt (Ammo-Dependent, Full Auto) (pg. 133)
Light Screen Camouflage Heroic (3/6) Cloak (pg. 138)
MASTERY
GAME

Medichine Factory Heroic (3/5) Heal (Heal Self, Heal Self Only) (pg. 145)
Prehensile Tail Grounded (2/3) Extra Limb (pg. 143)
Emergency Life Support Heroic (3/4) Lifeless (pg. 154)
DEVIATIONS

Cognitive Implant Heroic (3/4) Computer Mind (pg. 138)


Neura-surge Paragon (4/6) Quicken (pg. 157)
Optic Drone Heroic (3/4) Clairsentience (Sensor) (pg. 136)
Sub-Dermal Armor Heroic (3/4) Armor (pg. 123)

59
CONTENTS
Chapter 4
CHAPTER 2

Gameplay
THE BASICS

Aspects in Play
Typically, an Aspect will relate to some
strongly held belief, an event, an important
CHARACTERS

person from the character’s past, a part of


their personality, or a goal.
Aspects are used to describe important
aspects of your character, but keep in mind
that not every character quirk or detail makes
for a suitable Aspect. For example, your
STRANDS

character may be overly fond of blue hats, and


that’s an interesting character quirk, but it isn’t
something that’s likely to regularly come up
much in play in a meaningful way.
Aspects should describe parts of your
GAMEPLAY

character that you wish to be relevant to your


campaign. This insures that your character can
shine in situations you wish them to shine in,
and be challenged in ways you find interesting.
Your Aspects are a not-so-subtle message to
the GM about what types of scenes you’d like
PERKS

to see take place in the campaign.


A good story is about the protagonist’s highs
and lows, their victories and their defeats. Your
character may have to make sacrifices or hard Any time your Aspects harm you, or make life
more challenging for you, you get more Fate
POWERS

choices to accomplish their goals. Your Aspects


help both the player and the GM figure out Points as a reward!
what the character wants, what they’re willing To make sure your Aspects are good ones,
to do to get it, and the sorts of interesting you should be able to clearly describe at least
challenges the character should face on their three different examples of how the Aspect
journey. might both benefit and harm you.
GEAR

Phrasing an Aspect
An Aspect can be written as a few words,
a short sentence, or a quote. A character’s Refresh
MASTERY

Aspects should always be at least three


GAME

words long, but generally no more than a full At the beginning of each game session, or
sentence. whenever the GM believes all the characters
need a boost (such as in the middle of an
Remember that Aspects can help your especially long game session), each character
character overcome challenges, but at the gains a number of Fate Points equal to his
DEVIATIONS

same time are a source of Fate Points. Refresh Rating, up to the maximum number of
Thus, an Aspect should work like a double- Fate Points your character may have.
edged sword. The Aspect can benefit you, See pg. 20 to determine your character’s
but it should also be a source of interesting Refresh Rating, and the maximum number of
complications and challenges. But don’t worry! FPs they can have.

60
CONTENTS
Invoking an Aspect A Compel is a sort of Declaration that directly
harms, or at least makes life more complicated
You may spend a Fate Point to make an Aspect for, another character. If the chosen character
important to the scene in a way that benefits accepts the Compel, they gain a Fate Point and
you. This is called Invoking an Aspect. the Declaration occurs. Alternatively, they may
To Invoke an Aspect, you need to spend a Fate pay a Fate Point to deny the Compel.

THE BASICS
Point, announce the Aspect you are invoking, The GM may also offer Compels to the PCs
and (if necessary) explain why the Aspect you based off their own Aspects, or Environmental
chose is beneficial to you. This might be one of Aspects that could affect them.
your character’s Aspects, an Aspect on a zone,
an item, or anything else. Doing so grants you See pg. 65 for more on Compels.
one of the following benefits: Sample Aspect Invocation: Captain of Charlie

CHARACTERS
Company
ªª Gain a +2 bonus on a Test
[Bonus] Gain a +2 bonus to die rolls when
ªª Create a Block (pg. 82) leading men who are in distress.
ªª Make a Declaration (pg. 64)
[Declaration] Charlie Company’s recent
ªª Offer a Compel (pg. 65) successes get you the attention of a high-

STRANDS
For example, you could spend a Fate Point to ranking general.
Invoke your Big Dumb Ox Aspect, granting you [Block] Force enemies to overcome a Block to
a bonus on a Might test. Likewise, you could attack you because your men are trying to
spend a FP to Invoke “Soon this city will be protect you.
mine!” and gain a +2 bonus on just about any

GAMEPLAY
action that directly relates to your attempt to [Compel] You are ambushed by rebels led by
take over the city. a vengeful Sgt. Fishburn, a former grunt
you recently had dishonorably discharged.
In addition to bonuses on Skill tests, you may
also Invoke an Aspect to create a Block (pg.
82) that forces a foe to deal with an obstacle Invoking for Free
created, or represented, by the Aspect. These Any Aspect intentionally created as a result

PERKS
Blocks usually have a Potency of 2, but may be of a character’s actions can be Invoked (or
higher if the GM feels it would be especially Compelled) for free the first time. This includes
effective or appropriate to the situation. those created by performing a Maneuver
You may also Invoke an Aspect to make a (pg. 68), forcing an enemy to suffer a
Consequence (pg. 76), or generating Spin.

POWERS
Declaration (pg. 64), gaining some measure
of direct narrative control that directly benefits It doesn’t matter who created the Aspect; the
or interests you. In essence, you get to sit in first person to Invoke or Compel it gets to do so
the GM seat for a moment and describe events without spending a Fate Point.
that relate to the Aspect.
For example, you may spend a Fate Point to Wording vs. Intent
Invoke Trained by Corporal Frank Sheppard When a character takes an Aspect, they GEAR
upon meeting a fellow soldier to Declare generally have some idea in mind for how it
that this soldier also served under Corporal will be used. For example, a character who
Sheppard, and that you two know each other. takes the Surgeon at 300 Yards Aspect to
demonstrate how good a sniper they are,
MASTERY

Keep in mind that Declarations must


GAME

should not be able to Invoke that Aspect when


be approved by the GM before they are
trying to grant medical attention to an ally.
considered official.
Just because the Aspect contains the word
Lastly, you can Invoke an Aspect owned “surgeon” doesn’t mean the character knows
by another character, or an Environmental
DEVIATIONS

anything about real surgery.


Aspect they’ve come in contact with, to offer
The only way they know how to open a heart
a Compel.
is with a high-powered rifle.

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CONTENTS
Invoking External Aspects Examples of Using External Aspects to Offer
Many things can have Aspects. The PCs have a Compel
Aspects, the other characters have Aspects, Drowsy – You Compel this Aspect to Declare
even their equipment and the scene itself can that the Drowsy guard falls asleep. This costs
have Aspects. Players and the GM can use their you a Fate Point to offer the Compel. If the GM
Fate Points to Invoke Aspects belonging to accepts, they add a Fate Point to their Threat
THE BASICS

other people, places, and things. This works a Pool and the NPC drifts off to sleep.
lot like invoking your own Aspects, except the Off-Balance – After having Off-Balance placed
Aspect doesn’t belong to you. on them by an ally’s successful Maneuver, you
As a rule of thumb, invoking or Compelling Compel that Aspect to suggest that your foe
another person’s or thing’s Aspects requires stumbles into the adjacent zone. This costs
CHARACTERS

a little more justification than invoking one you a Fate Point to offer the Compel. If the GM
of your own Aspects. For Aspects related to accepts, they add a Fate Point to their Threat
the environment, the justification should be Pool and the NPC stumbles into the selected
some way to really highlight the nature of the zone.
Aspect. For Aspects belonging to opponents, Poor Quality – After an enemy attacks and
the player needs to know about the Aspect in
STRANDS

rolls poorly, you Compel this Aspect on his


the first place and then play to it. weapon and suggest that your foe’s rusty old
Keep in mind that a single Aspect may only gun jammed. This costs you a Fate Point to
be Invoked, or used to offer a Compel, by the offer the Compel. If the GM accepts, they add
same character once per turn. a Fate Point to their Threat Pool and the NPCs’
weapon jams. It must be cleared before it can
GAMEPLAY

Examples of Invoking External Aspects be fired again.


Foggy – During a chase, you duck into a fog
bank to lose your pursuers, invoking the Foggy
Aspect for a +2 bonus on your test to hide. This
costs you a Fate Point to Invoke, which then Invocation Justification & Abuse
PERKS

leaves play. When an Aspect is Invoked or Compelled,


it needs to make sense to all involved. It’s
Small – You have a weapon that is Small. You easy to justify invoking an Aspect like Built
Invoke it to give yourself a +2 bonus when for Long Distances on a test to run a long
attacking an enemy in very close quarters. This distance, but not so much if the Aspect you
costs you a Fate Point to Invoke, which then
POWERS

want to Invoke is Top of the Line Cyber-Eyes.


leaves play.
If there is a disagreement whether or not
Slick Ride – Trying to attract a date for the an Aspect is suitable to be Invoked or offer a
night, you pull up to the curb in your Slick Compel, the GM can either make the call, or
Ride, invoking that Aspect to Declare that one call for everyone at the table to cast a vote.
of the pretty young ladies nearby really digs
GEAR

your skiff. This costs you a Fate Point to Invoke,


which then leaves play.
Map of the Complex – You find a small
computer that contains a Map of the Complex
you’re currently hiding in. You Invoke that
MASTERY
GAME

Aspect to give yourself a +2 bonus on tests to


escape the exploding factory. This costs you a
Fate Point to Invoke, which then leaves play.
DEVIATIONS

62
CONTENTS
Jazzing it Up
Aspects are a major source of flavor for your character and they’re the first thing a GM will
look at on your sheet when trying to work out what sort of stories to throw you into. An Aspect
is a subtle yet powerful request, and the best part is that you are in total control of it based on
the words you choose for it.

THE BASICS
Whenever you’re writing down the name of an Aspect, ask yourself: “How much flavor does
this Aspect suggest?” If it seems fairly colorless, it’s time to kick it up a notch.
For a few “poor – better – best” ideas…
Bland Better Spicy!

CHARACTERS
Smart Smart as a Whip Honored Graduate of Helios Academy
Outlaw Apostate Pirate Tsarya’s Most Wanted
Hacker Mage Mythic Code Slinger Tech-Shaman of Charon
In each of these cases, the “Bland” option certainly suggests its uses, but it’s too generic
and doesn’t really jump off the page in a way that suggests story ideas. The “Better” option
is certainly better by way of being more specific; both GM and player can see some potential

STRANDS
story hooks in these and differentiate them from their blander predecessors.
The “Spicy!” options are where it’s at, though. It’s easy to read those and instantly get an idea
of who a character is, where they are from, and/or what others might think of him.
All that said, be careful that you don’t focus on overly poetic or clever Aspect wording at

GAMEPLAY
the expense of clarity and intent. A good Aspect will tell you one or two facts, with a small
amount of detail. But don’t overdo it. A single Aspect generally shouldn’t convey more than
two notable facts.

Secret Aspects splattered with reactor coolant, or Dazed(m)


when suddenly flashed with bright lights.

PERKS
Sometimes there is an Aspect in play that only
the GM, or certain players, may know about. In these cases, the GM can allow the character
Only those who know about the Aspect may to spend a round doing something to remove
Invoke it or use it to offer a Compel. this Aspect. Usually this requires a Test, with
a Difficulty of 2, 3 or 4 for Minor, Standard or
When offering a Compel with a Secret Aspect,

POWERS
Major Aspects.
you do not have to reveal the Aspect, but make
sure you are very clear on the terms of the While most Aspects created during play only
Compulsion. last a short while, some, can hang around
for much longer. Lasting Aspects tend to
describe lasting changes to a place, or change
Temporary and Lasting Aspects to a character’s relationship to someone or
Aspects that arise in play, or are created by something else. GEAR
Maneuvers, are usually Temporary Aspects. Examples of lasting Aspects include “Never
Most Temporary Aspects are Minor Aspects, show your face on Luna again!” or Deep in
and go away once it is Invoked. But in certain Debt to Mother Bree.
circumstances, the GM may decide that the
MASTERY
GAME

Aspect is more potent, or longer lasting. Lasting Aspects like these should be recorded
on the affected character’s character sheet,
The time frame for which an Aspect remains and usually remain until the issue has been
relevant is up to the GM, and mostly relies on addressed, the damage has been repaired, or
common sense. Obviously, a room made Dimly the situation that caused them is resolved.
DEVIATIONS

Lit(m) or Pitch Black(M) by cutting out the


lights keeps that Aspect until the lights come Of course, the GM could also place a lasting
back on. Aspect on a character as a reward of sorts. An
example of such an Aspect might be Hero of
Sometimes a character may have an Aspect Rho or “We hit the jackpot!”.
applied to them, such as Covered in Goo when

63
CONTENTS
Declarations Sample Declarations
Declarations allow players to place new
Aspects on a subject by suggesting some fact Example #1: When combing a social event
about it, or state that their character took in search of clues, you Invoke your Darling
some past “off-screen” action in preparation of House Dalianis Aspect to Declare that the
for current challenges. Declarations add new host is an ally of House Dalianis and owes
THE BASICS

information that benefits or interests you. you a small favor.


As a general rule, the effect of a Declaration If the GM accepts, you spend the FP and
should not involve game mechanics. Instead, the host agrees to meet with your character
it should be used to bypass them. Declarations in private for a moment.
are a tool to allow the players to help fill out
CHARACTERS

Example #2: When falling off the side of


details about the setting, or achieve a more a building, you Invoke the area’s Heavy
direct result; either by placing an Aspect on Construction Aspect to Declare that you
the subject or simply stating that something fall only a short distance, catching a nearby
happens to it. crane arm, instead of plummeting to your
If the Declaration would directly harm another death.
STRANDS

PC, or a named NPC, it is probably a Compel If the GM accepts, you spend the FP and
instead. The GM may allow Declarations to the GM agrees that there was indeed a rane
directly affect Extras however. arm below you, saving your life.

The Power of Declarations


GAMEPLAY

Keep it Narrative
At the end of the day, you play Strands of Fate
to tell a fun and interesting story. It’s not about It is highly recommended that you avoid the
winning. It’s about creating drama, comedy temptation to mix Declarations with game
and excitement. Keep that in mind when you mechanics. Declarations are storytelling
offer Declarations. A good Declaration builds mechanics, and as a general rule, shouldn’t be
drama, suspense, mystery, aids in story pacing, used to affect the game’s rules.
PERKS

fills in details about the setting, and reinforces In a conflict, for example, a Declaration may
its themes and genre conventions. be used to grant an extra action, instantly
Declarations aren’t intended to be a “cheat” defeat an opponent, render an opponent
or a way to bypass critical elements of the helpless, inflict a Consequence on a foe, and
so on.
POWERS

story.
The GM may veto any offered Declaration in However, a player shouldn’t Declare things
the interest of the rest of the players and the like an attack only causing half the normal
story as a whole. If a player tries to Declare a stress it should cause, or that a character gains
fact or Aspect that the GM has already decided a +4 bonus to his Armor Rating.
isn’t true, or that would hurt the direction of In all cases, Declarations should be used to
GEAR

the story, they should feel free to reject it. simplify a conflict by resolving actions outside
When the GM does so, the player offering of the need for rolling dice. Using them to
the Declaration gets their FP back, and the create little rule adjustments on the spot
described effect of the Declaration doesn’t serves only to make things more complex.
occur.
MASTERY

Any mention of numbers or fractions should


GAME

However, the GM should only veto be an immediate red flag that a Declaration
Declarations if they would bypass interesting isn’t being used properly.
parts of the story, could unnecessarily (or
uninterestingly) slow the pace of the game,
DEVIATIONS

or would contradict important facts within


the setting. Remember, the player offered the
Declaration because they thought it’d be fun.

64
CONTENTS
Compels You might be initially inclined to protect your
character by denying the Compel. But don’t be
Aspects aren’t always used to grant you too hasty! Compels can be a very good thing
benefits, bonuses, and narrative privileges; for your story. Not only does accepting the
sometimes they can get you into trouble. Compel net you a Fate Point, but it also tends
to push your character (and thus the story) in
Offering a Compel

THE BASICS
interesting directions.
You may offer a Compel to any character, PC
or NPC, so long as you are able to Invoke a Hard and Soft Compels
relevant Aspect. Aspect Compulsion is always defined as either
Compels based off Character Aspects tend a Soft Compel or a Hard Compel.

CHARACTERS
to be very personal, stemming from Aspects A Soft Compel may only be offered to a player
that relate to a character’s attitude, biases, by the GM, and is a great way to present
addictions, relationships, or the nature of their players with a chance to explore (and benefit
being. from) their character’s weaknesses and
Compels based off external Aspects can vulnerabilities when the stakes are relatively
require a little more justification. The Compel low.

STRANDS
should clearly highlight the nature of the The recipient of the Soft Compel may deny
Aspect, and the GM may require some sort of the Compel at no cost to themselves. They just
action to “trigger” the Aspect first. lose out on the offered Fate Point.
For example, you might slam into a foe A Hard Compel is used when the character’s

GAMEPLAY
standing on a Slippery floor, and then Compel fundamental beliefs or intrinsic nature are
that Aspect to declare that they slip and slide challenged. In this case, the Compel is offered
down the nearby stairs. If your foe accepts, you as usual, but if you do not wish to suffer the
give them a Fate Point and they fall down the effect of the Compel, you must pay a Fate Point
stairs. If they wish to deny the offered Compel, to decline.
they must spend a Fate Point to do so.
For example, a starving vampire tries to

PERKS
suppress their hunger to spare a victim, or a
Accepting Compels righteous paladin leaves an innocent to die
When you accept a Compel you gain a Fate to spare herself. These deny the character’s
Point in exchange for suffering in a way that core nature or ethics, and Compels tied to
relates to the Invoked Aspect. When you are these sorts of actions should always be Hard

POWERS
Compelled, the person offering the Compel Compels.
describes what will happen to you if you In addition, Compels stemming from Major
accept. Aspects are always Hard Compels. Major
Aspects are, by nature, very difficult to ignore.

GEAR
To Declare or Compel?
In some cases it may not be perfectly clear if what you want to suggest would be a Declaration
or a Compel. Declarations benefit the player who suggests them directly. Compels are harmful,
or at least a hindrance, to others. So what happens when its both?
MASTERY
GAME

When in doubt, answer these questions:


Who does the Invoked Aspect belong to? If you are Invoking one of your own Aspects, or an
Aspect of your gear, it’s probably a Declaration. You cannot Compel another character with
one of your Aspects. If the Invoked Aspect belongs to the character you tend to affect, and
DEVIATIONS

relates to their personality or past, it’s most likely a Compel.


Is it an External Aspect? If the Aspect belongs neither to you, nor the other characters affected
by the Invoked Aspect, it depends on the nature of the affected characters. As a general rule,
if the affected characters are Extras, it’s a Declaration. If the affected characters are other PCs,
or Named NPCs, it’s a Compel.

65
CONTENTS
Sample Compulsion
After taking a direct hit from your coil gun,
your enemy staggers backwards, suffering
a Consequence of Dazed and Bloodied.
You then Invoke his Dazed and Bloodied
THE BASICS

Consequence to Compel him to stumble out


into oncoming traffic.
If the GM accepts, he adds your offered FP
to his Threat Pool and, (being an Extra) the
NPC is killed as an oncoming car smashes
CHARACTERS

into him.

The Power of Compels


Compels are used to harm, or make life more
difficult for, the PCs and other characters in the
STRANDS

game world. And like Declarations, there are


no hard limits on the way this option may be
used. Compels are a narrative tool that allows
Active vs. Passive Compels players and the GM to fore-go rolling dice in
Compels tend to come about in one of two favor of simply suggesting that certain events
GAMEPLAY

ways: actively or passively. transpire. And as always, this should be done,


first and foremost, in service of the story.
Active Compels are offered directly and
explicitly. For example, the GM may offer you Most of the advice found above for making
a Fate Point to Compel your Big Dumb Ox Declarations also apply to Compels, but here
Aspect when you are in a situation where quick are a few additional guidelines:
thinking is a must. Compelling PCs and Named NPCs: As a
PERKS

Let’s say the character is on the run from the general rule, a Compel can harm or severely
police, and decides they want to try to outrun inconvenience a PC or named NPC. The effect
them in their getaway car. As the character is of accepting the Compel can be immediate or
rushing to the car, the GM holds up a token lasting, but shouldn’t generally be fatal.
representing a Fate Point. The GM suggests
POWERS

Compelling Extras: Extras are, by their very


that because the character is a “dumb ox,” nature, disposable. They are an obstacle, or a
they have forgotten their keys back at the bar. way to test the PCs. But they aren’t generally
Passive Compels occur when an Aspect a critical component of the story. As such,
results in trouble for a character during the your GM may allow you to offer Compels and
normal course of play, with no formal offering Declarations that directly eliminate Extras, or
GEAR

of the Compel ever taking place. In this case, if hamper groups of them.
the character has truly suffered some sort of
setback or complication, the GM should hand
them a Fate Point for their troubles. No Pain, No Gain
As a GM, you want to avoid awarding a Fate
MASTERY

For example, a character may have an Aspect


GAME

Point for a Compel prematurely. Don’t hand


called Short Tempered and Itchy Triggered. over the Fate Point until the Aspect actually
This Aspect implies that the character is impacts the character.
quick to anger and prone to settling disputes
with violence. This is a defining trait of the Something can always happen between
DEVIATIONS

character, and the player should describe their the time the Compel is agreed upon and the
character’s actions accordingly. point that the effects of the Compel actually
impact the character. Always make sure the
So when the character loses their temper, character has earned that Fate Point before
starts a fight, and gets in trouble because of handing it over.
their Aspect, the GM should consider throwing
them a Fate Point.

66
CONTENTS
Mechanical Compel Effects Getting on the Same Page…
Generally Compels work best when they are You may have noticed that, so far, we’re using
used to offer a narrative choice or wrinkle in a lot of space to talk about how your Aspects
the plot. However, in some instances, it may be communicate things about your character to
useful to allow a Compel to have a more direct the GM. We mean it. Out of all the things in
effect on the game mechanics. the game, Aspects are probably the clearest

THE BASICS
When offering a Compel, instead of simply message you can send to the GM about what
suggesting a course of action or sequence of you want from the game—short of outright
events, you may offer one of the following saying so.
options: Once you’ve picked all the Aspects for your
character, take a step back and look at them

CHARACTERS
ªª Reduce the number of Shifts scored on a
Skill Test by 2. as a whole. Ask yourself if they represent your
character the way you’d want them to; and if
ªª Change the number of Shifts scored on a they don’t, change them!
Skill test to 0.
By themselves, Aspects can’t say it all, and it’s
ªª Force the recipient to suffer a Mild important to remember that. Short of making

STRANDS
Consequence (which may be worse if each Aspect a paragraph or essay, you’re
they’ve already suffered a Mild Conse- dealing with a few short, catchy phrases and
quence). names here. Aspects need to be reasonably
ªª Turn a failed Skill test (0 or fewer Shifts) short so that you can talk about them casually
into a Stall. without running out of breath. But, the brevity

GAMEPLAY
As always, the GM has final say on what of an Aspect’s name means some things are
constitutes a fair Compel, and may veto any left unspoken. So take some time with the GM
offer. to clarify these unspoken things when you can.
Both the player and the GM should look at an
Aspect not as the end of an idea, but the start
of one. You’re both going to bring your own
The Fate Point Economy

PERKS
ideas of what the Aspect means to the table
Whenever a Refresh occurs, PCs get a number and—at least to some extent—you’re both
of Fate Points equal to their Refresh Rating. right. Usually this works out fine; the combined
Likewise, GMs may add Fate Points to their perspectives make the whole greater than the
Threat Pool (pg. 15) based off the number of sum, but sometimes the GM and the player

POWERS
players at the table. will have radically different ideas of what
an Aspect entails. Be clear with one another
Whenever an Aspect is Invoked by a player, and iron out any potential differences, ideally
or an Aspect is Invoked by the GM on behalf before the Fate Points start flying.
of an NPC, the FP spent to Invoke the Aspect
leaves play.
The exception to this is when you Invoke to GEAR
offer a Compel. When the GM or a player offers
a Hard Compel, they must spend a Fate Point.
For GM’s, this comes from their Threat Pool.
MASTERY

If the Compel is accepted, the FP spent to


GAME

offer the Compel is given to the Compelled


recipient. If the Compel is denied, both the FP
spent to offer the Compel, and the FP spent to
decline it, leave play.
DEVIATIONS

Soft Compels may only be offered by the GM,


and the offered FP does not come from their
Threat Pool. The GM essentially has an infinite
pool of FPs from which to offer Soft Compels.

67
CONTENTS
Maneuvers In some cases, if the action is incredibly
simple or requires no effort, such as dropping
A Maneuver is an action taken to affect a torch into a puddle of gas, or simply pushing
the environment, other characters, or even a door closed, the GM may let you perform the
yourself in a way that creates an Aspect. When Maneuver as an Instant Action, with no test
a character flashes a bright light in an enemy’s needed.
eyes to place a temporary Blinded Aspect on
THE BASICS

them, or counts to ten and takes a deep breath Zone and scene-altering Maneuvers allow you
to place a temporary Focused(m) Aspect on to place some kind of Aspect over a targeted
themselves —those are Maneuvers. zone or the entire scene, potentially affecting
everyone taking part in it. How hard this is to
The first Invocation or Compulsion of an do can range from trivial, with no test needed
Aspect created with a Maneuver doesn’t cost
CHARACTERS

(and usually allowed as an Instant Action) to


the player a Fate Point, even if they weren’t virtually impossible. It very much depends on
the one to create the Aspect. This allows teams what the character is attempting to achieve
to work together, with some members of the and how they intend to achieve it.
team performing Maneuvers and the others
taking advantage of the Aspects they create.
Putting an Aspect on Another Character
STRANDS

If you generate Spin on a test to perform a


If the target is another character, the
Maneuver, the resulting Aspect can be Invoked
Maneuvering character and the target engage
or Compelled for free twice.
in a Contest using whatever Skills the GM
deems appropriate.
Create an Aspect
GAMEPLAY

For example, a character might try to perform


A Maneuver is performed as a Major Action, a Maneuver to slam into someone in an effort
as either a test or contest. to get them to stop attacking their friend.
The character makes a test against a Difficulty Doing this this would require a Might contest.
set by the GM, usually 2, and the type of If the character performing the Maneuver
Aspect created depends on the number of succeeded with 2 Shifts, they could place the
PERKS

Shifts generated. Minor Aspect Staggered(m) on their target. If


Shifts Aspect they succeeded with 3 Shifts, the Aspect could
instead be the Standard Aspect of Knocked
-3 (Stall) Minor (Detrimental) Prone. Success with 5 Shifts could result in a
<0 None Major Aspect like Down and Out(M).
1+ Minor
POWERS

In the event of a Stall, the character might


3+ (Spin) Standard trip or bounce off the character they charged,
5+ (Surge) Major allowing the defender to instead put the
The GM may grant Favor or Disfavor depending Staggered(m) or Off Balance(m) Aspect on
on the circumstances and the nature of the them.
Aspect the character is trying to create.
GEAR

For example, a character might take a


moment to relax and place the Focused Aspect
on himself. They’d make a Resolve test against
a Difficulty of 2. With 1 Shift, they’d place an
MASTERY

Aspect of Focused(m) on himself. With Spin,


GAME

the Aspect would be a standard Aspect. With


a Surge, the resulting Aspect might instead be
Perfect Clarity(M).
Alternatively, they might spend a few hours
DEVIATIONS

writing a program to adjust and monitor the


power distribution of a ship’s reactor. This
could result in a Power Optimization Program
Aspect that might help if the ship’s power
system is targeted by another ship’s cyber-
warfare suite.

68
CONTENTS
Aspect Duration But, assuming it is possible for the character
The amount of time an Aspect lasts might be to overcome the Aspect on their turn, they
obvious. A Maneuver that sets a room on fire may attempt to do so.
lasts until it burns out naturally, or until it is Removal of a Minor Aspect is usually
extinguished. automatic if the affected character devotes a
However, in some cases the GM may allow Major Action to removing the Aspect. No roll is

THE BASICS
the character to “spend” Shifts to determine usually needed.
how long an Aspect lasts. A standard Aspect calls for a test of some
In this case, after you’ve made your Skill sort, using whatever Skill makes the most
test and determined how many Shifts you’ve sense. This is a Major Action, and the Difficulty
generated, you may determine how many to is set by the GM based on how effective the

CHARACTERS
allocate to the Aspect’s duration. character’s method for dealing with the Aspect
is. When in doubt, 2 is a good default Difficulty.
First the GM needs to determine the Aspect’s
base duration. Each Shift spent increases the If the character succeeds with Spin, they may
Aspect duration by one step on the Time chart treat the removal of the Aspect as an Instant
(pg. 91). Action instead.

STRANDS
Removing a Major Aspect is the same as a
Removing Aspects Standard Aspect, but the Difficulty is higher,
usually 5.
If a character is afflicted with an Aspect they
don’t want, they can try to remove it. Depending on the circumstances and the
Aspect created, an Aspect may be easier or

GAMEPLAY
First, it must be possible to remove the harder to remove. This could result in Favor or
Aspect. For example, if a character is Soaking Disfavor on the test to remove it.
Wet, they aren’t going to be able to dry off
instantly, no matter how well they roll on a
test.

PERKS
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

69
CONTENTS
Assessments
Skills can sometimes be used in careful
study of a subject before taking any sort of
action. This is called an Assessment, and
might be made while putting together a
plan, or while simply observing the target
THE BASICS

for long enough to learn something useful.


Assessing most often uses the Perception
Skill, sometimes combined with another
Skill based off the thing you are Assessing.
The character observes the subject for
CHARACTERS

a little while, then makes a test using the


relevant Skill(s). And if successful, the
GM reveals a relevant Aspect about the
subject. As usual, the first time this newly
discovered Aspect is Invoked, it can be
STRANDS

done so for free.


Alternatively, a character can make
an Assessment using Knowledge by
comparing what they know with other
collected information, or Reasoning to put
GAMEPLAY

together clues, to discover the existence


of an Aspect via logical deduction.
If the target of an Assessment is a person
or a group, the Assessment is usually
resolved with a contest (generally Insight
vs. Guile).
PERKS

Setting Assessment Difficulties For example, Jacob has been planning a heist
Static entities like locations or objects typically job for a while now. Now, with all the pieces in
have difficulties set by the GM. If there’s no play, he finds himself sitting across the street
giving the bank one last look before going in.
POWERS

obvious way to determine the Assessment


Difficulty, consider the base Difficulty to be 2. He decides to spend this time trying to Assess
Performing an Assessment in the middle of the location. Given Jacob’s current position,
a conflict generally requires no fewer than 3 overlooking a crowded area, the GM sets a
rounds, but the GM may allow the character Difficulty of 3 and a minimum time of 3 turns.
to reduce the amount of time required Jacob spends 3 hours sitting there, electing
GEAR

(minimum one round) by electing to make to spend hours instead to gain Favor on his
their Assessment test with Disfavor. test, and then rolls his Perception + Reasoning
Outside of a conflict, performing an and generates a total Effort of 4. The GM tells
Assessment takes about a minute. But by taking his player that the bank seems to be popular
among local med-center employees, and he
MASTERY

your time, and increasing the Assessment time


GAME

to an hour, the character can become Favored sees a lot of people in scrubs going in and out.
on their Assessment test. Thus, the GM informs Jacob’s player that
At the GM’s discretion, if a character the bank has an Aspect called Popular with
generates Spin on an Assessment test, they the Scrubs. Should Jacob find a way to Invoke
DEVIATIONS

may discover other relevant information, and/ this Aspect, for instance by dressing in scrubs
or an additional Aspect. to blend in during the getaway, it might make
things a bit easier for him. And since he’s the
first person to use that Aspect, he’d get to do
so for free if he acts quickly.

70
CONTENTS
Sample Character Aspects Accepting Death is the Warrior’s Way
Invoke: You do not fear the grave; neither will
“I’ll get rich, or die trying.” you rush headlong to greet it. Despite being
outnumbered and outgunned, this serenity
Invoke: The heist isn’t going so well. But this
grants you +2 on your Resolve test to fight
close to your goal, the Aspect provides a +2
instead of flee.
bonus on your Mobility test to slip passed the

THE BASICS
guards and get to the vault. Compel: Objectively, you know you shouldn’t
accept a challenge from an unbeaten
Compel: The escape plan allowed for you
deathmatch duelist, no matter your own skill.
to carry a reasonable amount of treasure.
But if you accept the Compulsion, you will
You don’t really do “reasonable,” and when
anyway.

CHARACTERS
squeezing through a tight space, the GM offers
a Compel. If you accept, you get stuck. And
you’re likely to stay that way unless you lighten Center of a Web of Intrigue
the load. Invoke: The Empire is trying to unearth the
location of your sanctum through your paper
“Compassion is a necessity, not a luxury.” trail. You Declare that this tangled web leaves

STRANDS
Invoke: A cursory examination of the them even more confused than when they
wreckage reveals no survivors. You, however, started.
can’t accept that. This determination grants +2 Compel: Your intricate schemes are glorious
on your Skill test to find anyone buried in the when they come together. But sewing
rubble. confusion can have consequences. If you

GAMEPLAY
Compel: While buying supplies for your next accept the Compulsion, one of your own
mission, you happen upon a poor family trying agents comes after you, mistaking you for the
to book passage out of the city. If you help enemy in disguise.
them, you won’t have enough money left over
to buy all the supplies you and your team need. Friends in Low Places
Invoke: After the watch confiscated your gear,

PERKS
Legendary Outer Rim Outlaw you Declare that you know a smuggler near the
Invoke: Your reputation precedes you, striking docks who can outfit your party - for a price, of
fear into your opponents. Their hesitation course.
provides a +2 bonus to your Interrupt test. Compel: Cooling your heels for a while, you

POWERS
Compel: While fleeing the scene of your endeavor to keep a low profile. The guards
heist, the commotion has attracted a lot of were content to leave you alone - until the
attention - including some bounty hunters. usual suspects start getting chummy with you.
The GM offers a Compel: If you accept, a lot of
people have recognized you, and they can help To Live by the Code of Arthur is to Live
the bounty hunters more quickly locate you. Justly
You’ll either need to get past them somehow, GEAR
Invoke: Those who follow the code are known
or find a better escape route. to be honorable. The reputation of your order
grants a +2 bonus on your Skill test to convince
Reigning Heavyweight Champion the local authorities to cooperate with you.
MASTERY

Invoke: Surrounded by adoring fans, Rudolph


GAME

Compel: The startled guard dropped their


Loggins, a particularly annoying member of weapon as you suddenly appeared. However,
the press, will have to overcome a Potency 2 your code condemns striking an unarmed
Block to bother you right now. opponent. If you accept the Compel you must
Compel: You take the back streets, change forego the advantage, waiting while they
DEVIATIONS

vehicles a few times, and check in under a retrieve their blade and ready for battle.
different name to keep people from learning
which hotel you’re staying in. But the GM
offers a Compel: If you accept, the guy at the
desk is a big fan, and posts your location on a
popular social media site.

71
CONTENTS
Seikenmoto G-37 Cybereyes Sample External Aspects
Invoke: Even in the dim light and wafting
fog of the city, your image tracking software Flames Spreading Across the Complex
illuminates the correct path, granting a +2 on
Invoke: While sizing each other up, you
your Skill test to find your way.
Declare that the cultist Extra’s robes catch fire,
Compel: While hacking into the facility’s and they flee the scene in a screaming panic.
THE BASICS

security grid, you trigger a failsafe that wipes


Compel: While moving through the upper
the system with a powerful EMP. If you accept
levels, the GM offers a Compel: flames engulf
the Compel, the EMP damages your eyes,
the stairwell, cutting you off from the lower
rendering you blind until you can get them
floors. If you accept, you have to go back the
fixed.
CHARACTERS

way you came, and once again risk fighting


deranged cultists in a burning building.
Touched by the Fae
Invoke: Making sense of the winter court’s Precarious Footing
cryptic warnings is no easy task. However, your
Invoke: While dueling with your rival, they
unique perspective grants you a +2 on your
slip on a loose stone, giving you an opening in
STRANDS

Reasoning Skill test to decipher the clues.


the form of a +2 bonus on your Attack test.
Compel: You may not be a creature of myth, but
Compel: As you leap from rooftop to rooftop,
you’re hardly normal. When quietly climbing
the GM offers a Compel. If you accept, a
over the fence of the Seelie stronghold, your
shingle gives way, sending you sliding off the
GM offers a Compel. If you accept, the GM tells
GAMEPLAY

edge of the roof.


you that the fence is wrought from cold iron;
and you scream (loudly) in pain the first time
you touch it. Gale-Force Winds
Invoke: Leaping from the top of the tower,
Insatiable Curiosity you deploy your wingsuit. Declaring that the
air currents carry you to a distant landing site,
Invoke: Skulking through the old manor,
PERKS

you escape into the night.


you Declare that you spot an odd bookshelf.
Fiddling with the tomes, you activate a Compel: Crossing the open plains, the wind
secret passageway that leads directly to the proves to be too much, causing you to lose
basement. your footing. Your GM offers a Compel. If you
accept, you go tumbling into a raging river of
POWERS

Compel: Although the rest of your party


freezing water.
knows better, you just can’t help yourself.
You open the sealed tome -- just for a peek --
releasing the evil trapped within. A Sea of Unfamiliar Faces
Invoke: Trying to shake the goons tailing you,
Haunted by my Father’s Ghost you blend into the massive crowd, gaining +2
GEAR

on your Skill test to remain undetected.


Invoke: While looking for clues to your
father’s murder in the abandoned factory, Compel: The streets are clogged with
you Invoke your Aspect in hopes of gaining pedestrian traffic; moving through them
help from your father’s ghost. When you do, is going to be slow work. Your GM offers a
MASTERY

footsteps suddenly appear in the dust, leading Compel. If you accept, your either going to
GAME

you to the old manager’s office. have to force your way through, and risk
drawing attention from your pursuers; or move
Compel: Your father is restless, and so to
slow and risk them catching up.
shall you be. When you give put your father’s
murder investigation on hold to pursue another
DEVIATIONS

matter, the GM offers a Compel: If you accept,


you are tormented by nightmares, unable to
sleep, until you return to the case.

72
CONTENTS
Twisting Close Quarters Gently Falling Cherry Blossoms
Invoke: The tight, twisting hallways make Invoke: The wind, the soft blossoms, the
evading your assault difficult; your foes must sunset in the background; it’s too much to
overcome a Potency 2 Block to move more overcome. You Declare that rather than fleeing
than one zone at a time. in tears, your spurned love interest will at least
Compel: The plans for the heist hear you out.

THE BASICS
have you leaving through this Compel: Just like in the plan, you
maintenance shaft. But if you accept make your way to the ambush point.
the Compel, you’re not going to Unfortunately, the view has attracted
fit. You’ll either need to widen the a number of young tourists, loitering
opening, or find another way out. around your perfect sniper perch.

CHARACTERS
Whiskey Barrels by the Dozen Raging Waterfalls
Invoke: After knocking an Extra Invoke: Creeping up to the
backwards, you Declare that they Gryphon’s lair, the thunderous
tumble into the barrels, knocking rushing of cascading water masks

STRANDS
them over, and causing their fellow your approach. You Declare that
thugs to slip in the ensuing mess. this allows you to ascend the steps
Compel: The ensuing firefight has undetected.
left the floor covered in broken Compel: Your party has, perhaps
barrels and spilled alcohol. And if foolishly, chosen to take a boat

GAMEPLAY
you accept the Compel, your last downstream to the nearest town.
missed shot instead hits a lamp, But if you accept the Compel, one of
which falls and sets the floor ablaze. the waterfalls is too much, smashing
your boat as you go over it. Now you
Miasma of Sorrow must continue the journey on foot.
Invoke: Attempting to enter a

PERKS
restricted area, a magical aura of crippling The Ice-Covered Bridge to Winterstead
despair has left the guards listless and morose, Invoke: Pursued by Frost Wolves, you hurl
granting a +2 bonus on your Skill test to talk a bucket of water over the bridge. It freezes
them into letting you through. almost instantly. You Declare that they lose

POWERS
Compel: Forced to backtrack into an area their footing on the now-slick ice, buying you
affected by the aura, you find yourself time to escape.
attempting to pick a lock while struggling to Compel: In a heated contest with the leader
find the motivation to do so. If you accept of the berserkers, your sword is knocked from
the Compel, you simply give up, believing it your hand. If you accept the Compel the blade
impossible to open the door. flies over the edge, clanging loudly as it strikes
the frozen river below. GEAR
Raging Blizzard
Invoke: The whipping winds, and whiteout Ink-Black Darkness
snowfall provide an excellent cover for your Invoke: The cold veil of night shrouds your
MASTERY

approach, granting +2 on your Skill test to approach through the city streets, granting
GAME

reach the Imperial base undetected. you a +2 on your Skill test to evade the police
Compel: The cruel, relentless cold begins to lockdown.
take its toll. If you accept the Compel, the storm Compel: While working your way through
becomes increasingly difficult to navigate, and the abandoned mansion, your flashlight
DEVIATIONS

you become lost. only illuminates the barest hints of your


surroundings. If you accept the Compel, you
realize you’ve gotten lost.

73
CONTENTS
Conflict and Consequences Describe the area using as many senses as you
can. Tell the players what they see and hear,
but also try to elaborate on smells and physical
The Basics of Conflict sensations when possible. A warehouse is
No matter what sort of conflict you are going to smell like dust, and the air might be
involved in, the basics of the system are cool and damp. Take a moment to mention it.
THE BASICS

essentially the same.


An attack test is a Major Action. The defender’s 2. Reveal Aspects
defense test is a Reflex Action. Over the course of a conflict, elements in play
The Skills used to attack and defend depend in the scene can affect how the conflict unfolds.
on the nature of the conflict. When making The GM should declare any immediately
CHARACTERS

an attack, you make an attack test using a obvious Aspects present in the scene, and
skill appropriate to the type of attack you are lays them out for the players. They might also
making. The defender makes a defense test call for Perception rolls to notice more subtle
using an appropriate Skill to defend with. The Aspects.
defender’s Effort sets the Difficulty for the These Aspects can be Invoked or Compelled
attack test, and suffers an amount of stress by everyone present in the scene.
STRANDS

equal to the number of Shifts the attacker


generated.
3. Determine Zones
Physical attacks generate stress. When the
After describing the area in detail, the GM
character suffers stress, the player checks off
should explain how the area breaks down into
a number of stress boxes, left to right, equal to
GAMEPLAY

zones. Zones do not conform to any specific


the amount of stress suffered.
size, but instead separate the environment into
So if the character suffers 1 point of stress, its meaningful components. For an average
the player checks one box. If they then suffer apartment, for example, the zones might be
2 more, they check off two more, for a total of the living room, the foyer, the dining room,
three. kitchen, hallway, and so on.
PERKS

A character may elect to reduce the amount For complicated areas with many zones, it is
of stress suffered by taking a Consequence. recommended that you draw out a zone map
If their Stress Track is ever filled up, the for all the players to see.
character is Taken Out. See page 92 for more on the different types
of zones and how they work.
POWERS

When attacked in a physical conflict with a


weapon, on a hit the weapon’s Damage Rating
(DR) (pg. 75) is added to the amount of 4. Begin Exchanges
stress inflicted. Similarly, if you are wearing Once initiative has been established,
armor, the amount of stress suffered is characters may begin making attack and
reduced by your armor’s Armor Rating (AR). defense tests as described in the next section.
GEAR

An explosive’s Explosive Rating (ExR) is added


directly to the attack test rather than just to
the stress inflicted.
Before a conflict begins, the GM should follow Attack and Defense
these simple steps:
MASTERY

Attacking and defending in a Conflict works


GAME

much like a Contest. Certain Skills are used to


1. Frame the Scene make an attack test, and the target makes a
Before the conflict begins, you will want to test to defend.
give the players an accurate description of the When making an attack, the Skill(s) used
DEVIATIONS

surrounding area. You may call for Perception depends on the type of attack made. Likewise,
checks if there are hidden NPCs, clues, or other the nature of the attack also determines which
elements of the environment that may not be Skill(s) can be used to defend. See the sidebar
immediately obvious. on this page to determine which Skills are used
for each type of attack.

74
CONTENTS
Movement in a Conflict
Simple Attack and Defense
On your turn, you may move
Damien lunges at Jennifer with his broadsword. This is his
into a different zone using one of
attack. It is a Major Action, and a test using his Might. So he
the following options:
rolls 4dF and adds his Might.
Jennifer, not wanting to be stabbed through the chest with a Move – You move into an
adjacent zone. This is an Instant

THE BASICS
sword, tries to defend. This is a Reflex Action, and a test using
her Reflexes to parry Damien’s sword away with her spear. So Action, or a Major Action when
she rolls 4dF and adds her Reflexes. negotiating rough or hazardous
Damien scores 4 Effort. Jennifer scores 2 Effort. This means
terrain. If the transition between
Damien landed a solid slash with his sword.
zones is hampered, say requiring
you to climb a ladder, it may

CHARACTERS
Having succeeded with 2 Shifts, Damien adds his sword’s DR cause you to suffer additional
(which is 4), for a total of 6 points of damage. However, Jennifer penalties on any other actions
is wearing armor with an AR of 2, so she reduces the amount of you perform.
damage dealt from 6 to 4, and checks off 4 stress boxes.
Hustle – In addition to Moving
The Exchange on your turn, you may choose to
Hustle. When you Hustle, you may move one

STRANDS
An attack is a Major Action. Make your attack
test and total up all relevant modifiers to get additional zone. However, you suffer Disfavor
your total attack Effort. on all Skill tests in a Turn in which you hustle.
Your target defends as a special Reflex Action. Run – Running works the same as Hustling,
They make their defense test, add modifiers, but it is a Major Action. And instead of moving

GAMEPLAY
and total up their defense Effort. one additional zone, you move a total number
of zones equal to 1 + your Size rating, plus
Intent Attack Skill Defense Skill your Mobility rating. So, for example, a human
Touch Mobility Mobility (Size 0) with Mobility 3, could use their Major
Action to move a total of 4 zones.
Punch/Kick/Bite Might Reflexes
Note that some scene Aspects may also make
Melee Weapon Might Reflexes

PERKS
it more difficult to move through certain zones.
Ranged Weapon Precision Reflexes For example, a room filled with debris may
Poison/Disease Special Might have an Aspect of Debris-Filled, which when
used to Compel the character, may cause them
If the attacker’s Effort meets or exceeds the to stop or trip and fall.

POWERS
defender’s Effort, the attack hits, and deals an
amount of stress equal to the number of Shifts Distance & Range
generated (if any).
Distance and weapon ranges fall into one of
the following categories.
Damage, Armor and Explosive Ratings
If the attacker successfully hits with a weapon,
the defender suffers an amount of stress equal
Melee Your Zone (About 4 yds/m)
GEAR
Short 2 Zones Away (About 20 yds/m)
to the number of Shifts generated, plus the
Damage Rating (DR) of the attacker’s weapon. Medium 5 Zones Away (About 100 yds/m
If the defender is wearing armor that can help Long 20 Zones Away (About 500 yds/m)
MASTERY

defend against the attack, the amount of stress


GAME

Extreme 100 Zones Away (About 2500 yds/m)


suffered is reduced by their Armor Rating (AR).
When making an attack with explosives, a Attacks against targets outside of your
separate attack test is made against everyone weapon’s range suffer -2 penalty. For every
in the target zone(s). The attack test is made multiple of your weapon’s range beyond
DEVIATIONS

with Precision if the explosive is a thrown that, you suffer an additional, cumulative, -2
weapon, or Reasoning if it is a timed or penalty.
detonated weapon. The explosive’s ExR is
added as a bonus to the attack test.
Most forms of armor help reduce damage
from explosives.

75
CONTENTS
Stress & Consequences Wounds
Every character has a Stress Track. Each Stress Attacks that cause you to check stress
Track consists of a number of stress boxes. To boxes represent the minor bumps, nicks, and
determine how many boxes a character has on scratches of battle. They might sting a bit, but
each of their Stress Tracks, see pg. 20. don’t hinder the character in a significant way.
However, sometimes conflicts will result in
THE BASICS

Whenever you are attacked lasting wounds—sprained ankles,


and suffer stress, you can choose broken arms, bullet holes, and so on.
to reduce the amount of stress Example These are Wound Consequences,
suffered by electing to take a
Consequence. W ounds and some examples can be found in
the accompanying sidebar.
A Consequence is a special type Mild
CHARACTERS

of Temporary Aspect. As such, it • Fatigued(m) Complications


can be Invoked exactly like a nor- • Dazed(m)
mal Aspect. Whereas Wounds represent
• Pulled Muscle(m) physical damage to your body,
There are two types of Conse- Complications represent damage
quences, Wounds and Compli- Moderate to your state of mind, relationships,
STRANDS

cations. Wounds reflect physical • Sprained Ankle reputation, or the world around
injury, while Complications repre- • Minor Laceration you.
sent mental trauma or some sort • Wrenched Back
of collateral damage. Whenever a PC suffers a stress, they
Severe may elect to suffer a Complication
GAMEPLAY

When you elect to suffer a Con- instead of a Wound. Like Wounds,


sequence, you may choose the • Broken Arm(M) Complications are rating as Mild,
type of Consequence you’re going • Severed Finger(M) Moderate, Severe and Extreme.
to take, and describe it. Howev- • Concussion(M)
er, you may only have one Mild, Like Wounds, you may not
Moderate or Severe Consequence Extreme suffer two of the same type of
of each type. • Broken Back(M) Complication. If you already have
PERKS

• Severed Arm(M) a Moderate Complication, you may


You may only have one Extreme not take another.
Consequence, regardless of • Ruptured Organ(M)
whether it is a Wound or Compli- The choice to take a Complication
cation. instead of a Wound should not be
made lightly. Complications can, and should,
POWERS

Remember: Like any other Aspect, a Conse- have a lasting impact on your life or the lives of
quence can be Invoked the first time for free. NPCs your character cares about.
Type of Consequence Stress Avoided Complications are informed by the narrative,
Minor(m) 2 and represent what’s left behind when the
Moderate 4 smoke clears. When the heart stops pounding,
GEAR

Severe(M) 6 and the last bullet casings ring off the floor,
Extreme(M) 8 what the characters are left to deal with are
the consequences of their actions.
The exact nature of each Complication
depends on two factors; its severity as
MASTERY
GAME

determined by the amount of stress it reduces,


and the context in which it was created.
When the player makes the choice to take a
Complication instead of a Wound, they get
DEVIATIONS

a chance to suggest what that Complication


should be. However, in some cases, some
negotiation with the GM may be required.
Complications should never be a way for a
character to get off easy, and the best ones
become fuel for new stories to come.

76
CONTENTS
Mild – Mild Complications generally take the Wound Recovery Times
form of new obstacles, or situations that are Wound Time Required
relatively easy (if inconvenient) to resolve.
Mild(m) 1 hour
A Mild Complication might result in an
Moderate 1 day
explosion or fire that you have to deal with
or avoid, the loss of valued personal property, Severe (M) 1 week

THE BASICS
charges for a minor crime you didn’t commit Extreme(M) 1 month (Special)
(or the discovery of proof that you did), etc. At the end of the recovery time, the Wound
Moderate & Severe – Moderate Complications downgrades to the next lesser type. For
stick with you. They change relationships, example, if you have a Severe Wound, after
your reputation, and/or result in a string of one week it becomes a Moderate Wound.

CHARACTERS
challenges you’ll need to deal with under less The Wound should be reworded to something
than ideal circumstances. Some Moderate more appropriate to its new type. For example,
Complications can be resolved quickly, but a Severe Wound of Bullet Hole in Leg could
failure to resolve them in time might result in change to a Moderate Wound of Recovering
lives lost, be it your own, or others. Bullet Wound.
Examples of Moderate Complications If a Wound downgrades to a type you already

STRANDS
include gunfire that accidentally hits have, that Wound automatically downgrades
innocent bystanders, or results in the rapid as well. For example, if you downgrade a
decompression and loss of power in a space Severe Consequence to a Moderate Wound,
station, the bursting of a dam that floods a but you already have a Moderate Wound, your
village, the freeing of a minor demon, etc. Moderate Wound automatically downgrades

GAMEPLAY
Severe Complications are like Moderate ones, to a Mild Wound, and so on.
but have an even more direct personal impact.
The innocent bystander is a friend’s husband, Extreme Wounds
the flooded village was your home, or the
demon vows to hunt you and/or your loved Unlike other Wounds, Extreme Wounds never
ones. automatically downgrade. Instead, after the

PERKS
allotted time has passed, the Extreme Wounds
Extreme - Extreme Complications change becomes an Aspect.
your character, and/or the world around them,
in ways from which they may never recover. This new Aspect should be denoted with an
“(E)” after it. You may only ever have one of
These sorts of Complications represent the these Aspects at a time. If you already have

POWERS
loss of loved ones, destroyed relationships with one, another cannot take its place until the
those you hold most dear, becoming exiled in first is removed. In that case, an Extreme
a dangerous land, becoming the target of a Wound will never clear until the first Aspect
nationwide manhunt, failing to save dozens or is removed and the new Wound can take its
hundreds of innocents and bearing the weight place.
of that guilt, etc.
You may remove an Aspect gained from GEAR
Recovering From Stress & Wounds suffering an Extreme Wound after achieving
two Milestones. Alternatively, at any time
All stress boxes, which represent fatigue, you may elect to replace one of your existing
minor cuts and scrapes, moments of panic, Aspects with it, making it a normal permanent
MASTERY

embarrassment and so on, are automatically


GAME

character Aspect.
cleared with a few minutes of rest and
reflection at the end of a conflict scene. Aspects of this type may be changed by magic
or advanced medical science, but it can’t be
Consequences will recover as well, but take removed. Instead, an Aspect of Severed Arm
more time. The flesh mends and people forget.
DEVIATIONS

may become Post-Traumatic Stress or “This


Wounds automatically heal and disappear Arm is Cheap Martian Crap”.
after a certain amount of time. But different Science and magic can give you options, but
types of Wounds take longer to go away than there is no such thing as a miracle cure-all.
others. See the table below:

77
CONTENTS
Example of Taking Consequences
Echidna - Capitol City’s newest heroine - is in a bind. She’s been in a knock-down, drag-
out fight with the Legions of D.O.O.M., and she’s already taken Mild, Moderate, and Severe
Wounds for her trouble.
It’s been a long day, but it’s far from over.
THE BASICS

In the process of preventing some Legionaries from planting explosives in a parking garage,
she quickly finds herself overwhelmed by armed thugs. Echidna takes a hit that deals 2 stress,
but doesn’t have any physical stress left, and doesn’t want to take an Extreme Wound. So
she opts for a Mild Complication instead. The GM describes how she dodges the bullets -
CHARACTERS

which then proceed to ignite some of the explosives, taking a chunk of parking garage with
them. Echidna takes the Mild Complication Reckless Vigilante(m) as the public takes note of
the property damage in her scuffles.
On her way out of the debris, she’s greeted by a falling car, and another it that deals another
2 stress. She bites down and takes another Complication, a Moderate one this time. She
manages to deflect the falling vehicle with a burst of strength - which unfortunately, takes
STRANDS

out the side of a nearby building; the local courthouse. She takes the Moderate Complication
Part of the Problem, representing the mess she’s got to deal with now - in the eyes of local law
enforcement, she’s a problem that’s going to need addressing.
As if her day wasn’t going badly enough, a Legionnaire hurls a grenade at her - and gets a 5-shift
hit! It seems this can’t be helped - she takes a Severe Complication. With her superhuman
GAMEPLAY

agility, she manages to deflect the grenade - all the way to the exposed courthouse, where
Entropy - her rival, whom she’d recently managed to put away - is awaiting trial! Key evidence
is destroyed, and he manages to escape in the chaos. Because of course he does. Echidna
takes the Severe Complication “Really, I should thank you...”(M), which sends a shudder up her
spine. Her rival’s on the loose, and that spells long-term trouble.
PERKS

Echidna finally manages to put down the Legion, and quit the scene before too many awkward
questions are asked. But before she makes it back to her suburban home, she’s accosted in the
street by none other than her rival, Entropy! “Don’t be frightened,” he leers. “Really, I should
thank you...” (The GM, realizing what he just did there, slides a Fate Point to Echidna’s player,
as payment for the passive Compel.)
POWERS

An epic conflict ensues - but Echidna’s battered, and has disadvantage in this scene besides. It
can’t end well. As Entropy lands a devastating hit that delivers 6 stress, Echidna needs to either
take a Extreme Consequence - either a Wound or Complication - or she’ll be Taken Out. She’s
not willing to place herself at the mercy of her rival, so she absorbs the hit. And noting the type
of day she’s been having, she opts for the Complication.
Echidna’s supernatural reflexes allow her to dodge Entropy’s lunge, and she rolls off to the
GEAR

side. She then recoils in horror as he keeps going - and impales her younger brother! Her
player (who it should be noted, adores tragedies, and is eating this up) marks down the
Extreme Consequence A Death in the Family(M) - then stops, as that feels a little shy of the
mark. Instead, they write down “All I Could Do Was Watch”(M), which gets at the guilt and
MASTERY

shame inexorably tied up in this tragedy. Echidna swears to make Entropy pay, if it takes her
GAME

last breath to do it.


Given her luck, it very well might.
DEVIATIONS

78
CONTENTS
Recovery Facilities Complication Time Required
Mild(m)
Difficulty
1 scene to a few days 2
Time in a hospital can help you recover from
some Wounds more quickly. Moderate 1 week 3
Severe 1 month 4
The chart below shows the amount of time
Extreme(M) 1 year (Special) 5
required to downgrade a Wound, and the Cost
At the GM’s discretion, a Skill test may not

THE BASICS
associated.
be required. Being accused of a crime, for
Wound Time Required Cost
example, may be dealt with by obtaining proof
Mild(m) 5 minutes 3 of your character’s innocence. In a case like
Moderate 1 hour 4 that, the GM is encouraged to make obtaining
Severe 1 day 5 that proof part of the campaign instead of

CHARACTERS
Extreme(M) 1 week (Special) 6 reducing it to a die roll.
Extreme Complications: Upon achieving a
Emergency Aid Milestone, the PC may elect to remove an
Characters with the proper Skills and access Extreme Complication by changing it into an
to the necessary equipment can attempt to Aspect. This replaces or alters one of their

STRANDS
speed up the recovery process. existing Aspects, and becomes a permanent
part of their character.
Basic aid can remove a Mild Wound from
yourself or another character. To do this, the
person providing the aid must be able to spend
at least 10 minutes with the patient, have Taken Out

GAMEPLAY
some basic first aid gear, and succeed on a
Knowledge test (Diff: 2). If all your stress boxes become filled, you
are Taken Out. When you are Taken Out, the
person who defeated you gets to describe
Recovering From Complications what that means. They might describe it as
More so than Wounds, recovering from, your character dying, becoming crippled, or

PERKS
sorting out, or overcoming Complications however else they choose to remove you from
very much depends on the nature of the the conflict in a way that makes sense given
Complication and what your character can do the method used to take you out.
about it. The player being Taken Out gets the option
The exact amount of time required to remove to cash in all their Fate Points (you must have

POWERS
a Complication is up to the GM. But when at least 1) to force the person responsible for
possible, if the character has been working to taking them out to describe their defeat in a
repair the damage they’ve wrought, the GM different way. But, in any case, being Taken Out
should allow them to attempt to downgrade a should always result in your being removed
Complication after some time has passed. from the conflict and suffering some loss.
This requires a Skill test. The Skill required For example, instead of being shot in the head, GEAR
depends on the nature of the Complication, your enemy might hit a critical component of
and how the player intends to deal with it. The your ship. This might result in an explosive
GM should feel free to grant Favor or impose decompression that both destroys your ship
Disfavor if the PC is particularly adept or ham- and sends you hurtling into space, left to float
MASTERY

fisted in their efforts to make things right. helplessly in your vac-suit until you can be
GAME

rescued.
DEVIATIONS

79
CONTENTS
The Art of War with a Surge, you knock the weapon into an
adjacent zone of your choosing or (if the GM
The section below contains a summary allows) you break the weapon.
of many common combat options that a
character may employ. Full Defense (Major Action) – You forgo
This is certainly not an exhaustive list. Players attempting to harm your foe, and instead,
focus all of your attention of trying to keep
THE BASICS

may attempt anything, and the GM will need


to determine which rules to use to reflect the yourself alive. You are Favored on any
player’s intentions. But this section should Defense tests until the start of the next
offer several good examples. round.

Ambush/Sneak Attack – You attack a foe that Help Another (Major Action, pg. 86) –
CHARACTERS

isn’t aware of you. Your target may not add When helping an ally, make a Skill test using
any Skills to their defense test. Armor still an appropriate Skill. The Difficulty is equal
helps reduce damage. to your ally’s Skill rating. If you succeed, you
grant them Favor on their Skill test. If you
Attack (Major Action) – You swing a sword, get Spin, you grant Favor and an additional
shoot a bow, or blast a foe with your shotgun. +1. If you Stall, you instead inflict them with
STRANDS

As a Major Action, you make a Skill test with Disfavor.


the appropriate Skill (Might or Precision).
Your target defends (Reflex Action) with Hustle (Instant Action, pg. 75) – In
appropriate Skill (usually Reflexes). If you addition to Moving on your turn, you may
generate any Shifts, your target suffers an Hustle. When you Hustle, you may move
GAMEPLAY

amount of stress equal to the number of one additional zone. However, you suffer
Shifts generated, plus an amount equal to Disfavor on all Skill tests in a Turn in which
your weapon’s Damage Rating. The total you Hustle. See pg. 75 for more.
amount of stress suffered is reduced by the Knock Out (Maneuver) – If you generate
target’s Armor Rating, if applicable. Spin on an attack that’s unarmed, or with a
PERKS

Attack from Above – You make an attack by blunt melee weapon, you may place the Out
leaping off a high platform, letting the speed Cold Aspect on your target. Your foe may
of your fall and your bodyweight aid in the make a Might test, Difficulty 2, on its turn to
attack. You are Favored on your attack test. recover. If you Surge on the attack, the Out
Cold Aspect is a Major Aspect, the Difficulty
POWERS

Called Shot (Optional, pg. 205) – If you to remove it is 5 and the victim may only
generate Spin on your attack test, you may attempt to recover every 5 minutes.
spend a Fate Point to define the Wound your
foe suffers. If you Surge, you do not need to Menace Foe (Block, pg. 82, Major Action)
spend the Fate Point. – You intimidate a foe into hesitating, or
fleeing from combat. Make an Sway Skill
GEAR

Charging Attack – If you attack after you Hustle test to set the Potency of your Block. Before
or Run, the added speed and momentum your foe can advance upon you, they must
results in Favor on your attack test. overcome the Block with a Resolve Skill test
Defend (Reflex) – When you are attacked, you against a Difficulty equal to your Block’s
Potency.
MASTERY

may make a Skill test (usually Reflexes), to


GAME

avoid suffering stress. If you generate any Route Menaced Foe – If your foe Stalls on
Shifts, your foe misses. an attempt to overcome your Block, they
gain the Afraid Aspect.
Disarm (Major Action, Contest) – Target
DEVIATIONS

one of your foe’s weapons and Contest Move (Minor Action) – On your Turn, you may
your Might against your target’s Might or move into an adjacent zone.
Reflexes (their choice). If you succeed, your Overcome Obstacle (Major or Minor Action)
foe suffers Disfavor on their next attack with – There may be obstacles to overcome when
that weapon. If you succeed with Spin, you moving. Climbing a ladder, leaping over a
make them drop the weapon. If you succeed

80
CONTENTS
barrier, picking your steps over a spiked Take Aim (Maneuver, Major Action) – Make
floor, etc. The Obstacles are represented Perception (combined with Precision) test
with Aspects, and can be overcome with (Diff: 2) to place the In My Sights(m) Aspect
a Mobility test against a Difficulty of 2 or on your would-be victim.
5 depending on whether the Aspect is a
Take Cover (Maneuver, pg. 83) - There are
regular Aspect or Major Aspect.
two types of cover: light cover and hard

THE BASICS
Push/Pull/Throw (Major, pg. 89) – Contest cover. Moving behind cover is an Instant
your Might + Size against your foe’s. If Action to perform a Maneuver that grants
you succeed, you may move them into an the character the Aspect Behind Light Cover
adjacent zone. See pg. 89 for more. or Behind Hard Cover (M). This Maneuver
usually does not require a test. Light cover

CHARACTERS
Restrain (Block, pg. 82, Major Action) – You
grants a regular Aspect. Hard cover grants a
grab your target, holding them to keep them
Major Aspect.
from moving or attacking. Make a Might test
to set your Block’s Potency. Before your foe Throw Sand/Dirt in Eyes (Maneuver) –
can move or attack, they must overcome Contest your Guile or Precision against your
your Block by succeeding on a Might or foe’s Reflexes. If you succeed, you can place

STRANDS
Mobility test against a Difficulty equal to the Blinded Aspect on them. On their Turn,
your Block’s Potency. they may make a Reasoning test, Difficulty
Bash Restrained Foe – If your foe Stalls 2, to recover and remove the Aspect. If you
on an attempt to overcome your Block, succeed with Spin, the Aspect is a Major
Aspect, and the Difficulty to recover from it

GAMEPLAY
you may bash them against the ground,
a wall, etc. As a Reflex Action, you may is 5.
automatically inflict an amount of stress Trip (Maneuver) – Contest your Might
equal to your Might Skill rating. or Mobility against your foe’s Might or
Run (Major Action pg. 75) – Instead of Reflexes. If you succeed, you can place the
Moving or Hustling, you may Run. When Fallen Aspect on them. On their Turn, they

PERKS
you Run, you move a total number of zones may automatically stand as a Minor Action
equal to 1 + your Size rating + your Mobility instead of Moving.
rating.

POWERS
GEAR
MASTERY
GAME
DEVIATIONS

81
CONTENTS
Special Rules Overheat
You hold down the trigger on a target until
This section covers most of the things a your weapon overheats. The weapon’s Damage
character may want to do that aren’t covered Rating is increased by +3 for this attack, but
in the earlier parts of this chapter. you cannot use it again this turn, or on your
In truth, no book will be able to cover every next turn.
THE BASICS

possible action a PC can take, but GMs who


need to come up with impromptu rules should Suppression Fire
look to this chapter for inspiration. Beam weapons may also be used to lay down
suppression fire. This is a Block Action (see
Aiming below).
CHARACTERS

This is an example of a Maneuver (pg. 68)


that can be used to set up a careful shot using
a ranged weapon.
Block Actions
To do this you spend a Major Action watching
your target, and succeed on a Perception When the character’s action is preventative—
combined with Precision test (Diff: 2) to place trying to keep something from happening
STRANDS

In My Sights(m) on your would-be victim. rather than taking direct action to make
something happen—they can attempt to
If successful, you may Invoke that Aspect perform a Block Action. They player declares
for free on your next turn. However, this what their character is trying to prevent,
Temporary Aspect is very fragile, and the and what Skills they’re using to Block. They
GM may call for you to perform another test
GAMEPLAY

then make Skill test, subject to any penalties


to replace it every few rounds if the target is imposed by the GM. The result is the Block’s
moving around a lot. Potency.
Also, the GM should consider imposing Later in the scene, every time another
Disfavor due to complicating factors such as character tries to perform the Blocked Action,
extreme distance, rain, fog, erratic movements, the character trying to get past the Block must
shooting from an unstable position, and so on.
PERKS

make a relevant test and compares their Effort


to the Block Potency.
If the attacker’s Effort meets or exceeds the
Block’s Potency, they successfully overcome
Beam Weapons the Block. If it does not, they cannot perform
POWERS

that action—they have been blocked.


Beam Sweep
Attempting to overcome a Block is usually a
When using a beam weapon, such as most Major Action. If you generate Spin on your test
laser weapons, you can hold down the trigger to overcome the Block, you may do so as an
and sweep a beam of energy across your Instant Action.
targets. This allows you to attack more than
GEAR

one target in a zone at a time. Players may declare a Block against almost any
sort of action or actions, and may theoretically
Before the attack is made, determine the total use any Skills. However, the Blocked action
number of targets you are trying to hit. You will should be simple and clear, the GM may give
then make an attack test against each target, penalties based upon how hard the Block
MASTERY

with a penalty equal to your total number of


GAME

would be to pull off or how much of a stretch


targets. it would be. Players should never be able to
So if you intend to attack 3 security drones “cover all bases” with a Block.
with a beam sweep, you’d make an attack Likewise, a variety of Skills may be appropriate
against each of them, each with a -3 penalty.
DEVIATIONS

to getting past a Block.


When attacking a Unit (pg. 189) a beam For example, an assassin attempts to take the
sweep simply adds a +4 bonus to the attack life of a senator’s messenger that Reagan has
test, and is resolved as an Area of Effect attack. been contracted to protect. During an ambush,
After the attack is resolved, your weapon the messenger is wounded. Reagan positions
becomes overheated and you cannot use it himself over the messenger and tries to hold
again this turn, or on your next turn. off the attackers with a sword.

82
CONTENTS
During his turn, Reagan performs a Might test Hard cover is something that will stop most
to set up a Block. He rolls, setting the Block types of projectiles, like sand bags, reinforced
Potency at 4, and positions himself between walls, and so on. When behind hard cover, you
the messenger and her attacker, focusing his gain the Aspect Behind Hard Cover(M). Since
efforts on keeping her safe. this is a Major Aspect it automatically inflicts
Thereafter, any attempt to attack the Disfavor on attack tests against targets behind

THE BASICS
messenger with a melee weapon requires the it. But like any Aspect, it may also be Invoked
assassin to first make a Mobility test (Diff: 4) for additional effects.
as a Major Action to overcome Reagan’s Block. For example, if the GM allows, you may spend
If the assassin fails, his Major Action is wasted a Fate Point to Invoke the Aspect granted by
and he may try again on his next turn. If he your cover to Declare, “I can’t be hit behind

CHARACTERS
succeeds, the Block is overcome and he may this.” In that case, you would be protected
make a Melee attack against the messenger on from attacks as long as you stay behind cover
his next turn. And if he succeeds with Spin, he or until the attacking enemy moves to attack
can overcome the Block as an Instant Action you from a different location.
and attack the messenger as a Major Action in
the same turn.

STRANDS
Note that Blocks need not always be physical. Diseases and Viruses
It’s entirely possible to attempt to Block
somebody from performing an action by If a character comes into contact with a
talking them out of it, distracting them, or dangerous disease, they can suffer Wounds
performing any other sort of action that could or Complications. The disease or virus should
have a rated Potency and a type: Airborne or

GAMEPLAY
hamper or stop them.
Contact.
Stalling or Ignoring A Block Upon contact, the disease or virus attacks
In some cases, such as suppression fire, it the character, adding its Potency to the attack
may actually be possible to ignore a Block. But test (a simple dice roll, no Skill added). The
doing so, or Stalling on an attempt to overcome character defends with their Might.

PERKS
the Block, can be dangerous. Depending on If the defending character loses, they become
the nature of the Block, the GM may allow the a carrier. If the defending character is forced to
Blocker an Instant Action in response. In the take a Consequence from the disease’s attack,
case of suppression fire, that Instant Action they become both a carrier and victim of the
would be a free attack. disease.

POWERS
Regarding Potency, the common cold may
have a rating of 2 while some sort of super-
Cover potent flesh eating plague could be rated at 10.
A character may take cover behind objects An infected character may be attacked
within the same zone as an Instant Action. This repeatedly, suffering additional attacks each
is a good idea when you are about to come day until cured or killed. GEAR
under heavy enemy fire. The GM may rule that a disease can be
There are two types of cover: light cover and permanently overcome by generating Spin on a
hard cover. defense test against these attacks. Time spent
in a medical facility may allow you to Invoke
MASTERY

Light cover represents being hidden behind


GAME

the facility’s Aspect to aid in your recovery.


objects that may deflect incoming projectiles,
but not necessarily stop them. It may also A character with an appropriate Aspect or
mean the character is behind hard cover, but Perk may use their Knowledge to aid in the
only a portion of their body is covered. This healing process. They make this test against the
DEVIATIONS

includes hiding in or behind dense foliage, Potency of the disease. Any Shifts generated
furniture, alcoves in walls, concrete pillars, are added as a bonus when the victim must
and so on. Moving behind cover in your zone next make a Defense test against the disease’s
is a Minor Action, and while the cover remains or virus’ attack.
between yourself and your attacker, attacks
against you suffer Disfavor.

83
CONTENTS
Falling Fire and Environmental Hazards
A character who falls from a great height Fire, electricity, radiation, noxious fumes,
suffers an attack with a bonus determined by and other environmental hazards are rated by
the distance fallen. This attack is just a dice their Intensity. When they appear, and at the
roll plus a bonus (found below) based on the beginning of each round, they make an attack
distance fallen. against everyone in the affected zone adding
THE BASICS

The character may defend against the “attack” their Intensity rating as a bonus to the attack
with Might combined with Mobility. test. So an attack made by an Intensity 3 Fire is
resolved as a simple dice roll + 3 since the fire
At heights slightly more than 300m the has no Skills to test.
character will reach terminal velocity. The
speed at which they fall will remain fairly This attack can be defended against with
CHARACTERS

constant after this height, so the damage from Might combined with Mobility, but most types
impact isn’t going to increase if they fall from of armor are useless, depending on the hazard.
a greater height. Fire Intensity works as the following chart
Note that this assumes standard Earth describes, which can also provide examples for
gravity. Adjustments may need to be made for similar effects:
STRANDS

environments of greater or lower gravity. Intensity Description


Likewise, if the character’s descent is
0 The zone is on fire, but the fire
somehow slowed, such as by wearing a
can be avoided.
wingsuit, the GM should drastically reduce
the attack bonus used in the attack against the 3 Almost everything in the zone is
GAMEPLAY

character. Likewise, if the character is moving on fire, and the heat is pressing
faster than they normally would from a free in on you in waves.
fall, the attack bonus might be increased. 6 Everything in the zone is on fire,
Armor does not typically help reduce the and the flames lick up near you.
stress suffered from falling.
9 Inferno. The zone is essentially a
PERKS

Height Attack Bonus massive furnace.


Up to 3m +2
Up to 6m +4 It’s also possible to be set on fire directly—
Up to 30m +8 such as when you are shot with a flamethrower
or doused in a flammable liquid and set alight.
Up to 150m +12
POWERS

In this case, you are considered to be in an


Up to 300m or more +18 Intensity 6 Fire.
While others do not have to worry about
taking stress when your character is on fire, it’s
very likely that the flames will spread. Every
Filch person, zone, or object that is on fire also has
GEAR

the Aspect On Fire!


You may use your Guile Skill to snatch items
carried or worn by other people, and deftly
move and/or pocket items left unattended.
MASTERY

When you try to pickpocket or lift something


GAME

unnoticed, make a Guile test. The difficulty


is equal to the highest Perception rating
possessed by anyone close enough to see what
you’re doing. If you succeed, you are able to
DEVIATIONS

pick the pocket or lift the object successfully.


Note that the GM may inflict Disfavor or other
penalties if the object you are trying to pick or
lift is especially large, heavy, secured, etc.

84
CONTENTS
Full-Auto Weapons Hacking
Knowing how to use a computer is a
Burst Fire cornerstone of life in the modern day, and
You fire your fully automatic weapon in a short even more so in campaigns set in the future.
burst of bullets. For this attack, the Damage In many sci-fi settings nearly everything is
Rating of the weapon is increased by +3, but controlled by a computer, from a personal

THE BASICS
you expend all the ammo in your magazine (1 time management app on a smart device to a
ammo unit) and cannot use the weapon again sophisticated artificial intelligence controlling
until you spend a Major Action reloading. the functions of a vast interstellar warship.
If the weapon has the High Capacity trait, you Basic computer use does not usually require
may make a Reasoning test (Diff: 2) to avoid a Skill test. In the modern day most younger

CHARACTERS
running out of ammo. people should be able to use a computer,
find and launch apps, and search the Internet
Spray & Pray without a Test unless they have an Aspect that
You hold down the trigger and spray a zone implies they don’t have any familiarity with
with bullets, just hoping to hit something. computers. But when characters attempt to

STRANDS
Select the target zone and make an attack, hack into a computer system, the GM should
with Disfavor, against each target in the zone. assign the computer software a Security rating.
This is an “Area of Effect” attack, which have a Here are some sample security ratings:
special effect on Units. See pg. 189 for special
rules for using Area of Effect attacks against Security Type of System

GAMEPLAY
Units. 4 Household systems & alarms,
This attack expends your magazine (1 ammo Basic handheld equipment
unit), and you cannot use the weapon again
5 VIP Home’s systems & alarms,
until you spend a Major Action reloading.
factory equipment
If the weapon has the High Capacity trait, you
may make a Reasoning test (Diff: 3) to avoid 6 Government systems & alarms,

PERKS
running out of ammo. sensitive equipment
7 High security systems & alarms,
Suppression Fire security services equipment
Full-auto weapons may also be used to lay 8 Military security systems &
down suppression fire. See page 82 for

POWERS
alarms, military equipment
more on using the Block Action to lay down
suppression fire. Artificially (or virtually) intelligent targets,
such as robots or drones, automatically have a
security rating equal to their Resolve.

Hacking In GEAR
Full Defense Attacking a computer system requires the
You may opt to do nothing but protect hacker to have some sort of connection to
yourself in a conflict. the target system, and a method of input.
The hacker then performs a Knowledge Test,
MASTERY

By using a Major Action entirely to defend


GAME

yourself, you become Favored on all defense adding any modifiers, as an attack against the
tests until your next turn. system. The target computer defends with its
Security rating.
If you have not yet acted in the round at the
time when you are first attacked, you may As the computer suffers “Wounds”, the
DEVIATIONS

declare a Full Defense at that point, foregoing attacker gains progressively more control over
your Major Action on your turn. the target computer system.
However, if the defending computer ever
generates Spin on its Defense Test against
the attacker, the attacker’s efforts have been
noticed and they are locked out. Once locked

85
CONTENTS
out, the hacker losses any control they had Hiding, Shadowing & Camouflage
over the system and must start from scratch.
A computer has a number of stress boxes Hiding
equal to its Security rating and will usually When a character is hiding, they’re remaining
be able to take up to three “Wounds”, which perfectly still and (hopefully) out of sight.
are typically defined as; Mild: Limited Access, Aspects related to lighting, obstacles, and
THE BASICS

Moderate: System Access and Severe(M): other environmental factors can affect the
Admin Access. player’s test, which uses Mobility opposed by
a searcher’s Perception.
Usually, the hacker can stop fighting the
system after the computer is forced to take a The smaller you are, the harder you are to
Moderate Consequence, but not if they need find, so characters who are hiding also gain a
CHARACTERS

total system control. modifier based on their Size.


Characters with a Size rating less than 0 add
Active Security their negative Size rating as a bonus. So a
Computers protected by active security, such character with Size -1 gains a +1 bonus.
as an administrator, expensive anti-intrusion Characters with a Size rating greater than
0 suffer their Size rating as a penalty. So a
STRANDS

software, or artificial intelligence, are harder


to hack. The character (or AI) on the defensive character with a Size of 3 suffers a -3 penalty.
may protect the computer using Block actions If someone is actively searching for a hidden
(see pg. 82 for more on Block Actions). character, they are Favored on the test so
Failure to overcome the Block prevents the long as they have some reason to actually
GAMEPLAY

hacker from launching their attack. be looking and are taking the time to do a
The GM may allow the hacker to try again if thorough search. When someone is searching
they change access points, computer systems, for you, assume that they’ll usually do logical
intrusion software, or whatever else makes things like turn on lights, look behind boxes or
sense. take other actions while searching that make it
more difficult to stay hidden.
PERKS

For example, consider a character hiding in a


storeroom. If a guard opens the door, shines
Help a light in, and looks around, they and the
Many hands make light work. If someone tries hidden character will engage in a Perception
to help you accomplish a task, they must make vs. Mobility contest. If the guard flips on the
POWERS

a test using a relevant Skill, with a Difficulty lights and starts methodically going through
equal to the primary character’s Skill rating. the room, hiding is much, much more difficult
For example, to aid a character using a rank 3 because they have both reason and time to
Skill, the Difficulty to provide help is 3. search.
The good news is that this sort of searching is
Success grants the primary character Favor on usually obvious, so when the guard flips on the
GEAR

their test, while generating Spin grants Favor lights and starts looking, it’s the player’s cue
plus an additional +1! to act now.
Failure means you didn’t help. Stall means Most of the bonuses and penalties in these
you actually made things worse, causing the situations come from Aspects, either on the
primary character to suffer Disfavor.
MASTERY

scene or the characters. A dark room with


GAME

the Dark Aspect can be Invoked by the hiding


player for a bonus. On the other hand, the
moment the guard flips on the lights, that
Aspect is gone.
DEVIATIONS

Shadowing
Shadowing is the art of moving while trying
to remain unnoticed. It uses many of the same
rules as Hiding. However, it is somewhat more
difficult for obvious reasons.

86
CONTENTS
When a character tries to move while Out of Ammo, Overheating &
remaining unseen, anyone looking for them
gains a bonus to see them depending on how
Reloading
fast they are moving: +2 for normal movement, You are not expected to track every round in
+4 for a Hustle, or +6 when Running. See pg a clip, arrow in a quiver, or a weapon’s heat
75 for more on movement. levels. At the same time, running out of ammo
or overheating a weapon can sometimes be

THE BASICS
Don’t forget the impact Aspects can have on dramatically interesting, especially if you run
the situation, though. For example, a heavily out just as a swarm of sentry drones comes
crowded street might have the Crowded(M) around the corner.
Aspect, which would certainly help you
shadow a person on the move. When a character makes an attack with
a ranged weapon, they may be firing one

CHARACTERS
Characters may also attempt to creep. This is projectile or several. The game mechanics of
a Maneuver that places the Creeping Aspect the attack don’t change, but the description of
on the character, which can be Invoked to aid the attack might vary from round to round. You
in moving stealthily. This Maneuver doesn’t can also generally assume that characters are
require a test to place the Aspect, but requires attempting to conserve their ammo and reload
a Major Action taken each turn to maintain it.

STRANDS
as needed when the opportunity presents
itself.
Camouflage
However, should the GM choose, they can
Reasoning (combined with Guile) can be have the player perform a Reasoning test to
used to construct blinds and other hiding aids. see how well they have been paying attention
Perform a test (Diff: 2) and add any Shifts you

GAMEPLAY
to their ammo consumption or heat levels.
generate as a bonus on tests to hide while
camouflaged. The Difficulty of this test is usually 2, but
the GM may inflict Disfavor if they feel the
Constructing camouflage typically takes about character has been expending a significant
an hour. amount of ammo over a short period, or have
severely overheated their weapon.

PERKS
On a failed test, you must spend a Major
Lock picking Action reloading before you can fire the
Attempting to pick a lock is an Extended weapon again. If the weapon is a beam
Action (pg. 10) that uses Guile (Combined weapon, or a weapon susceptible to jamming
or malfunctioning due to heat build-up, you

POWERS
with Precision) and requires that you have
some lock picks; or at least an improvised must allow the weapon to cool until the end of
substitute. the next round before firing it again.
The Difficulty and Mark depend on the quality
of the lock.
A cheap pad lock has a Difficulty of 2, with a GEAR
Mark of 6.
A more expensive lock has a difficulty of 3,
with a Mark of 9.
A high-grade lock used by military or security
MASTERY
GAME

professionals would have a Difficulty of 4 and


a Mark of 12.
Improvised lock picks inflict Disfavor on the
attempt to pick the lock, while a lock picking
DEVIATIONS

gun grants Favor (and destroys the lock).


Stalling while picking a lock results in broken
picks, or potentially a broken lock.

87
CONTENTS
Persuasion -3 (or less (Stall!) - You say the worst possible
When attempting to convince someone to do thing, or some variation of it. The character’s
something, or believe something they typically Disposition rating decreases by 2, and the
wouldn’t, the GM should first determine their character tries to break off the conversation.
initial disposition. Or, if their Disposition is already -3 or less,
they might become violent.
Disposition: A character’s Disposition
THE BASICS

depends on what you are trying to persuade -1 or less - You’ve frustrated the subject.
them to do or believe, how deeply they hold Perhaps triggered a pet peeve, casually
their current belief(s), or their motivations for dismissed something the subject holds dear,
refusing to act at your request. or unintentionally insulted them.
It is, for example, much easier to convince The subject’s Disposition rating decreases
CHARACTERS

your best fence, and sometimes informant, to by 1.


tell you who is arming the local gangs than it
0 - You’re saying enough to keep the other
is to convince a captured thug to give up the
name of their boss, knowing that their boss person interested, but not much more. But
will kill them for doing so. if they are already on the verge of giving in,
you might just win the debate or argument
STRANDS

When attempting to persuade someone, first through attrition.


state what you are trying to get them to believe
If the subject’s Disposition rating is 2 or
or do. You then make a Skill test, usually with
less, it increases by 1.
Sway, against a Difficulty equal to the target’s
If the subject’s Disposition rating is 3 or
Resolve. The target’s current Disposition
more, nothing you said made any difference.
GAMEPLAY

toward your request acts as another modifier.


So if their Disposition is -2, you’d suffer a -2 1 or more - You make some valid points,
penalty. propose a different but valid view of a
The better you perform on your test, the subject, or just turn up the charm.
more the target’s Disposition increases. The subject’s Disposition increases by 1.
Some sample Disposition ratings are listed 3 or more (Spin!) - You’re a silver-tongued
PERKS

below, sorted by the subject’s initial reaction to devil, and know just what to say, and when
being challenged on a topic, or consequences to say it. Or perhaps you just make a point
for giving in to your request. the subject can’t refute, turning their own
Disposition Ratings logic against them.
POWERS

4 Obsessed / Desire to Serve The subject’s Disposition increases by 2.


3 Infatuated / Desire to Please 5 or more (Surge!!) – You say something that
2 Trusting / Desire to Help seems to deeply appeal to the person you
1 Willing / Personal Amusement are talking to. Maybe it hits on some inner
0 Bored / Potentially Wasted Time struggle they’d been having, or maybe it
GEAR

reminded them of something a loved one


-1 Slightly Annoyed / Minor Inconvenience once told them. In any case, your target
-2 Angry / Threat of Minor Punishment finds themselves strongly swayed toward
-3 Enraged / Threat of Major Punishment your point of view.
-4 Murderous / Threat of Death The subject’s Disposition increases by 3.
MASTERY
GAME
DEVIATIONS

88
CONTENTS
Poisons and Drugs The other class of poisons is special poisons.
Poisons and drugs both have two ratings: These are poisons that violate the rules in some
Potency and Subtlety. way and tend to either leave a beloved NPC in
a coma until a very exotic cure is administered,
The Potency determines how hard it is to or might kill the person in a fixed period of
resist using Might (see below). The Subtlety is time.
the Difficulty for any tests to detect or analyze

THE BASICS
it, either to prevent exposure or to determine Drugs
the cause of someone’s sudden ailment.
Poisons and drugs also need to have a means Rather than damaging their target, drugs put
of application, such as food, gas, or injection. one or more additional Aspects directly on
them (as with a Maneuver). Their Potency sets

CHARACTERS
the Difficulty against which the subject tests
Poisons their Might.
The first class of poisons is damaging poisons.
“Damaging” is used loosely here, as it may be If the subject wins, the symptoms are passing
lethal, knock you out, or do any number of and disappear at the end of the scene. If they
other things. lose, though, they immediately gain an Aspect
based on the type of drug they’ve been exposed

STRANDS
Damaging poisons are often fast-acting, found to. The duration of the Aspect depends on the
on the blades of enemies and tips of darts. drug and should be determined by the GM.
When such a poison is introduced to the body
it makes an attack, adding only its Potency (0
for a mild poison, 5 for something very potent)
Push/Pull/Throw

GAMEPLAY
rating to the attack test. No Skills are added.
The target may defend with Might. You can attempt to push, pull, or throw your
opponent out of the zone you currently occupy.
This attack occurs at the start of your first
turn after exposure. It then repeats every You and the defender engage in a contested
turn until the end of the scene, which it will Might + Size test. If you succeed, the target
have run its course. The character can attempt is pushed, thrown, or pulled into an adjacent

PERKS
to stop the poison with medical treatment zone of your choosing.
(Knowledge, Diff: Potency + 2), or even If you are larger than your target, you may
something as mundane as inducing vomiting push or throw your victim even farther. The
when appropriate. Most damaging poisons target can be pushed or thrown a number
stop if the player generates Spin on their

POWERS
of zones equal to the number of Shifts you
defense test. generate, to a maximum of the difference
Some damaging poisons are slow-acting and between your Size and your victim’s. The
kill over a much longer period of time, but target also takes an equal amount of Physical
these types are often more appropriate in the stress, which isn’t mitigated by armor.
background rather than showing up directly in When pushing or pulling, you may choose
play. to follow your opponent into the zone you GEAR
If you want to introduce a slower-acting are pushing or pulling them into as an Instant
poison, rather than treating it as a standard Action.
attack, make an attack test (adding Potency)
MASTERY

once per day. The victim may defend with their


GAME

Might. If the poison’s attack Effort generates


Spin, then the victim acquires a Consequence
relating to the poison’s physical symptoms.
Regardless of severity, these Consequences
DEVIATIONS

cannot be recovered until after the poison is


cured.

89
CONTENTS
Repairs Size Number
Given the right tools and Rating Sample Objects Weight Zones of People
enough time, Reasoning can -4 Bacterium .5g <1 <1
be used to repair damaged
gear. Repair is generally -3 Grasshopper 5g <1 <1
handled as an Extended -2 Baseball .5kg <1 <1
THE BASICS

Action, taking 4 hours per -1 Human Child 5kg <1 <1


test against a Difficulty equal
to half the Item’s Cost. The 0 Adult Human 50kg <1 1
GM may decide to increase 1 Large Motorcycle 500kg <1 4
or decrease these factors as
CHARACTERS

dictated by the campaign. 2 Elephant 5000kg 1 16


Some complex items, such 3 Tank 50,000kg 4 50
as vehicles, may have their
4 Large House half mil kg 16 250
own Stress Tracks. To repair
such an item, you must 5 Aircraft Carrier 5 mil kg 50 1000
remove its Consequences.
STRANDS

Removing Consequences 6 Space Station 50 mil kg 250 4000


from an item works exactly 7 City 500 mil kg 1000 16,000
like it does for a character
(pg. 79), except you must
perform a Reasoning test to repair the item’s Size and Weight
GAMEPLAY

damage. Living creatures and inanimate objects come


The amount of time required to repair a in all shapes and sizes. The table above can be
Consequence and the Difficulty of the test is used as a guide to assigning a Size category.
described below.
Lifting Things
Time
PERKS

Consequence Required Difficulty To determine a character’s lift capacity,


Mild 1 day 2 + Item’s Size multiply the weight associated with their Size
by their Might. For example, if a normal human
Moderate 1 week 3 + Item’s Size (Size 0) has a Might of 3, their lift capacity is
Severe 2 weeks 4 + Item’s Size 150 kg. This means they can lift and move 150
POWERS

Extreme 1 month 5 + Item’s Size kg without the need to perform a test.


The default Difficulty to lift an item that
If you fail to meet the required Difficulty, take weighs more than your lift capacity is equal to
note of the amount by which you failed. You your Might +2. To lift an item that weighs up to
have the option to make up the difference by double your lift capacity, the Difficulty of the
purchasing some replacement parts or hiring a Might test is equal to your Might +4.
GEAR

professional to complete the job. You may not lift more than double your lift
The Cost of the parts is equal to the amount by capacity.
which you failed the test to make the repairs.
For example, if you fail on your test and Carrying Things
MASTERY
GAME

miss the Difficulty by 4, you may make up the When a character carries something heavy,
difference by acquiring the necessary parts or heavier than half the character’s lift capacity,
labor at a Cost of 4. they suffer Disfavor on all tests related to
moving or overcoming obstacles.
DEVIATIONS

When carrying more weight than that, you


suffer Disfavor and gain the Major Aspect
Over-Encumbered(M).

90
CONTENTS
Surprise Attack Rating Time Increment
When you attack a foe that isn’t aware of you, 0 Instant
or of your hostile intent toward them, your
foe’s Reflexes and Mobility Sills are considered 1 A Round (Around 3 Seconds)
to be Rank 0. 2 A Scene (Around 5 Minutes)
Your target may still use their Armor Rating

THE BASICS
3 An Hour
to reduce the amount of stress suffered,
assuming it is the sort of attack armor would 4 A Day
normally help against. 5 A Week
6 A Month

CHARACTERS
Time 7 Three Months
When a character takes an action, it is 8 A Year
expected to take a certain amount of time, 9 Three Years
ranging from a few moments to a few days.
Sometimes characters need to take longer to 10 A Decade

STRANDS
do something or want to do something a little 11 Forever
faster.
When generating Spin on some tests, the GM Zero Gravity
may reduce the time required to perform the Zero-gravity environments have a Major
action by one increment.

GAMEPLAY
Aspect of Zero-G(M) which can be Invoked or
Compelled to affect all characters in the zone.

Vacuum
Exposure to vacuum is the same as any other
Hazard (pg. 84). It has an Intensity of 6, and

PERKS
can be defended against with Might.
Vacuum Suits (pg. 178) can allow you to
go for extended periods of time in a vacuum
safely.

POWERS
GEAR
MASTERY
GAME
DEVIATIONS

91
CONTENTS
Zones Zones, Genre, and Physics
When setting the scene for a conflict, the What kind of movement is normal in your
GM should thoroughly describe the area and game? A lot of that has to do with the size of
explain what and where the zones are. your Zones. By default, Zones are assumed to
be around 10-20 square feet on average, which
For conflict scenes taking place in complex keeps characters’ range of motion in-line with
environments, it can be very beneficial to
THE BASICS

most action films—cinematic, but believable.


show the players a map of the area with the However, with a simple adjustment, you can
zones clearly labeled. change the entire feel of your game.
Characters in the same zone are in hand-to- Want the feel of gritty tactics with grounded
hand combat range. They can punch, grapple, movement? Keep your Zones compact, no
and stab with ease.
CHARACTERS

more than 5-10 feet, and full of cover. Want


Characters in adjacent zones can make good to emulate wire-fu or anime, where two-story
targets for thrown objects or short-range shots backflips are an everyday occurrence? Make
from ranged weapons. big, open Zones; 50 feet or more.
Characters five to ten zones apart are often at Note: This doesn’t have to change the way
the limit of effective weapon range—dozens to you represent your Zones—draw or model
STRANDS

hundreds of yards. them however you want—just the scale they


This is deliberately abstract and involves some represent.
bending of space. Maps made for a good fight How much distance someone can cover on
should be kept simple. their turn can set a certain tone for the action
GAMEPLAY

It’s a good idea to just lay a piece of paper (or a your characters take part in.
white board) down in the middle of the playing
area and then sketch the basic map. When a
few terrain elements have been drawn, it
should become obvious how to divide the map
into zones and apply scene Aspects.
PERKS

Avoid strictly laying out a grid unless the area


is relatively featureless, such as an open desert
or field of snow. The zone system works best
with non-orthogonal layouts. Zones should
not only represent loose distances but also
POWERS

represent the relationships between space and


ease of travel. Zones in wide-open spaces can
be big, for example, while zones in a spacecraft
or building can be much smaller: the individual
rooms, with their walls as boundaries. A long
straight corridor can reasonably be a single
GEAR

zone.

ZONE ASPECTS
Entry Hall Welcome Desk, Comfortable Chairs
MASTERY
GAME

Hall #1 Laser Motion Tracking System


Hall #2 (Door Locked) Stale Air and Silence, Nanoswarm Sensor System
Conference Room Faux-Oak Conference Table, Telecomm Hardware
Fab Lab Strewn with Memory Modules and Discarded Prototypes
DEVIATIONS

VR Lab Comfortable Recliners and Nutrient Feeds


Storage Scattered Containers
Security Station Security Desk, Alarm Panel
Stairs They go up!

92
CONTENTS
93
CONTENTS
GAME GEAR POWERS PERKS GAMEPLAY STRANDS CHARACTERS THE BASICS
DEVIATIONS MASTERY
Chapter 5
CHAPTER 2

Perks
THE BASICS

l Grounded Perks
Name Prerequisites Description Page #
Academic Knowledge 2 You are Favored on Skill tests related to math, science and history. 98
CHARACTERS

Carpe Diem None Once per scene, gain a FP when you Surge on a Skill test. 98
Linguist None Speak three additional languages. 98
Lip Reader Perception 2 You can “hear” what people are saying by reading their lips. 98
Occult Studies Knowledge 2 You are Favored on Skill tests related to knowledge about the occult. 99
Refreshed None Increase your Refresh Rating by 1. 99
STRANDS

Rich Resources 3 Increase your Resource Rating by 2. 99


Skilled* None Increase your Skill Ratings 99
Specialty Aspect None You gain a specialized Aspect, linked to a Skill, that can be Invoked 99
for free once per scene.
GAMEPLAY

Striking Looks None You are Favored on tests to persuade, deceive or manipulate people 99
who might find you attractive.
Tough as Nails* Might 3 or Res 3 You gain additional stress boxes. 99
PERKS

v Heroic Perks
Name Prerequisites Description Page #
Absolutely Stunning Sway 2 Gain the Absolutely Stunning Aspect and increase Resources by 1. 100
Acrobatic Exploit Mobility 3 You are Favored on Mobility Skill tests to perform Maneuver. 100
POWERS

Agenda Celebrity Networking 2 You are Favored to obtain goods and services from followers/ 100
supporters, and increase Resources by 1.
Agile Defense* Mobility 3 Gain +2 to defense tests when unarmored or lightly armored. 100
All-Seeing Eye Perc 2, Reas 2 You are Favored on tests to detect clues or hidden objects. 100
GEAR

Animal Ken Sway 2 You are Favored on tests to calm and command animals. 100
Armor Mastery* Might 3 Your armor has a stress track that you may divert stress to. 100
Artist Extraordinaire Reasoning 2 You gain a new Aspect related to your artistic talent, and increase 101
your Resources by 1.
MASTERY
GAME

Backstab* Guile 2, Prec2 Gain +2 bonus on surprise attacks, and increase the DR of small 101
weapons when backstabbing.
Burglar Guile 3 You may use Guile instead of Reasoning to pick locks, or disarm/ 101
bypass mechanical traps.
DEVIATIONS

Brute Strength Might 3 Increase the DR of your unarmed or melee weapon attacks, and 101
gain Favor on other actions aided by brute strength.
Combat Expertise Aspect Become Favored on certain types of attacks. 101
Combat Reload Reasoning 2 Reload a gun as an instant action once per scene. 101
Common Sense Reasoning 3 You are exceptionally good at reasoning out complex problems. 101

94
CONTENTS
Constant Vigilance Perception 2 You are especially good at avoiding being surprised. 102
Cover of Darkness Mobility 2, Guile 2 Aspects related to darkness are considered Major Aspects for you. 102
Cutting Words Guile 2, Sway 2 You are Favored on Maneuvers that shame, embarrass or distract 102
your foes.
Dead Inside Resolve 3 You are emotionally numb, and resistant to fear. 102

THE BASICS
Everyman/ Guile 2, may not You are Favored on tests to go unnoticed, and other suffer Disfavor 102
Everywoman have Absolutely when trying to remember you or things you did.
Stunning
Expert Archer Precision 3 Your bows and crossbows don’t have the Slow Firing Aspect. 102

CHARACTERS
Fame Resources 3, Sway 3 You gain a new Aspect that describes the nature of your Fame, and 102
your Resources is increased by 2.
Firing Discipline Reasoning 2 You are less likely to run out of ammo or overheat your weapons. 103
Fleet of Foot Mobility 3 Whenever you move, you may move one additional zone. 103
Freerunner Mobility 3 You gain a number of advantages when trying to traverse obstacles 103

STRANDS
and avoid attacks on the move.
Frenzied Assault Might 3 Once per scene you may make an additional melee attack as an 103
Instant Action.
Geek Speak Know 3, Academic You are Favored on tests to convince others of a scientific fact, or 103

GAMEPLAY
use science to cover lies.
Ground and Pound* Might 2 Foes suffer stress when Stalling on attempts to escape your holds. 103
Gun Slinger Precision 3 You deal additional stress and attack options when wielding a pistol 103
in each hand.
Improvised Assault Guile 2, Reas 2 You are especially adept at using items in your environment as 103

PERKS
improvised weapons.
Living Lie Detector Insight 3 or Perc 3 You are Favored on tests to detect lies. 104
Master Craftsman Reasoning 2 You are Favored on tests related to a specific field of crafting or 104
construction, or to buy tools or supplies.

POWERS
Master Engineer Reasoning 2 You are Favored on tests related to a specific field of design or 104
fabrication, or to buy tools or supplies.
Naturalist Reasoning 2 You are favored on skill tests related to surviving or hunting in the 104
wild.
Off the Grid Networking 2, People suffer Disfavor on Skill tests to track you using public or 104
Tech-Level 4+ government records. You are also Favored on tests to locate or GEAR
purchase illegal goods.
Over-Penetration Precision 3 You may fire through your target, and potentially hit another foe 104
behind them.
MASTERY

Promise of Pain Might 2 You may choose Might instead of Sway to intimidate others, and a 105
GAME

Favored when doing so.


Quick Release Mob 2, Prec 2 Once per scene you may make an attack with a bow as an Instant 105
Action. This may cost an ammo unit.
DEVIATIONS

Rapid Fire Mob 2, Prec2 Once per scene you may make an attack with a gun as an Instant 105
Action. This may cost an ammo unit.
See the Soul Insight 2 After spending a few moments with someone, you become Favored 105
on making Assessments about them.
Shield Ally Might 2, Mob 2 You may declare that an attack aimed at an ally targets you instead. 105

95
CONTENTS
Sidestep* Mob 2, Refl 2 You may spend a Fate Point to reduce the amount of stress suffered 105
from an attack.
Slippery Combatant Mobility 3 If you generate Spin on a defense test, you may move into an 105
adjacent zone as a Reflex Action.
Sniper Shot* Precision 3 You deal bonus damage when firing a rifle or crossbow at targets 105
THE BASICS

you’ve placed the In My Sights Aspect on.


Student of the Art* At least 10 ranks in You deal additional damage when making unarmed attacks. 106
Physical Skills
Sweeping Blow Might 3 When generating Spin on an attack with a Heavy weapon, you may 106
make another attack against a nearby foe.
CHARACTERS

Taunt Guile 3 You are Favored on attempts to create Blocks by drawing attention 106
to yourself.
Tracker Perception 2 You are Favored on tests to follow someone, or discern facts about 106
the person you follow.
Unstoppable Might 2 Each Wound level absorbs 2 additional points of stress. 106
STRANDS

Web of Contacts Networking 2 You have a circle of contacts, and are Favored on Skill tests to collect 106
information from them.
GAMEPLAY

u Paragon Perks
Name Prerequisites Description Page #
Adaptive Identity Everyman/ You may sometimes use your Guile Skill in place of other Skills while 107
Everywoman or See in disguise
the Soul
PERKS

Banner of Hope Sway 3 You may grant an ally a chance to recover from stress. 107
Battering Ram Might 4, Brute Increase your weapon’s DR when you Hustle or Run before the 107
Strength attack
Body of Stone* Might 3, Resolve 3, You gain natural armor, become Favored on tests to resist drugs and 107
Unstoppable toxins, and only need half as much sleep as a normal person.
POWERS

Concentrated Fire Prec 2, Reas 2 You may spend a FP to ally an ally a bonus attack against a target 107
you share.
Crushing Blows* Might 3, Brute You can stagger foes with attack from a Heavy weapon. 107
Strength
GEAR

Genius at Work Know 4, Reas 2 Once per scene you can use Knowledge in place of any other Skill. 108
Great Fortitude* Might 3, Tough as When you suffer stress, you may elect to become Stunned(m) in 108
Nails exchange for reducing the amount of stress taken by 3.
Gut Feeling Reasoning 3 You can directly ask the GM for advice about something, which they 108
MASTERY

must provide.
GAME

Hollywood Bullets/ Precision 4 Whenever you would run out of ammo, you can spend a FP to 108
Quiver simply declare it didn’t happen.
Improvised Reasoning 3, Master You may improvise tools to grant bonuses on certain Skill tests. 108
Advantage* Engineer or Master
DEVIATIONS

Craftsman
Inspire Greatness Sway 3 You gain Inspiration Tokens, which can be given to allies to grant 109
them a +2 bonus on a Skill test.
Jack of All Trades* Common Sense You gain Jack Tokens, which can be spent to grant yourself a +1 109
bonus on any Skill tests.

96
CONTENTS
Lightning Initiative Reflexes 3 You are Favored on tests to break ties and interrupt. 109
Master of the Art* At least 12 ranks You may spend a FP to increase your unarmed attack’s DR 109
in Physical Skills,
Student of the Art
Narrative GM Permission You may use one additional Narrative Exploit per game session. 109

THE BASICS
Exploitation
Plot Armor* GM Permission You gain an Armor Rating when you aren’t wearing armor. 109
Poison Master* Reas 3 or Master You may create poisons that apply Aspects you your victims. 110
Craftsman (Poisons)

CHARACTERS
Shake it Off Might 3, Resolve 2 You may spend a FP and make a Might Skill test to clear stress. 110
Signature Weapon None You may select a special benefit you gain when wielding a specific 110
type of weapon
Shadow Walker Cover of Darkness Using shadows and concealment, you may move into an adjacent 110
zone as an Instant action.

STRANDS
Specialized Program* Reas 3 or Master You can create software that grants an Aspect related to a specific 110
Engineer (Software) task.
Titan’s Grasp Might 3, Brute You are Favored on attempts to Block a foe by restraining them, and 111
Strength you can deal bonus damage to restrained foes.
Thief’s Sight Perc 2, Burglar After performing an Assessment of a place, you may Invoke the 111

GAMEPLAY
Aspects you learn a number of times for free.
True Alchemist Reas or Know 3 or You can create alchemical substances that can convey certain 111
Master Craftsman Aspects.
(Alchemy)
Universal Lubricant Rich You may sometimes use your Resources in place of Sway or Guile on 111

PERKS
tests to obtain certain goods or services
Untouchable* Acrobatic Exploit, When wearing light armor, or no armor, you may spend a FP to gain 111
Agile Defense a bonus to defense tests.

POWERS
R Mythic Perks
Name Prerequisites Description Page #
Calculated Intuition Insight 4, Reas 4 You are Favored on attempts to make Assessments, and may 112
sometimes make a Skill test to make a Declaration.
Criminal Mastermind Guile 4, Sway 4, A You may spend a FP to select one of several benefits that come with 112
Specialty Aspect running a criminal empire. GEAR
Darkened Sky Prec 4, Expert Archer Once per scene, spend a FP to make an attack with a bow against 112
everyone in a zone
Giantbane Might 4 or Mob 4 You are especially adept at fighting very large creatures. 112
MASTERY
GAME

Hell Fire Precision 4, Combat Once per scene, spend a FP to make an attack with a full-auto or 113
Expertise (Firearms) beam weapon against everyone in a zone
Mythic Versatility None You may select two Heroic or lesser Perks 113
DEVIATIONS

Painless You gain Painless(Resolve) as a Specialty Aspect. 113


Red Wind Might 4, Combat Once per scene, spend a FP to make an unarmed attack, or an attack 113
Expertise with a melee weapon, against everyone in your zone.
Sight Beyond Light Perception 3 You can “see” with sound, and are Favored on any Perception tests 113
related to hearing.

97
CONTENTS
Soulless Cover of Darkness Your ability to avoid notice borders on the supernatural. You gain a 113
or Everyman/ special Soulless Aspect.
Everywoman

Wealth Beyond Resource Rating 7 Increase your Resource, and you may assume you already own most 113
Measure things.
THE BASICS

] Legendary Perks
Name Prerequisites Description Page #
Celebrity Icon Sway 5, Fame Your Fame Aspect becomes Major, your Resources is increased by 1, 114
CHARACTERS

and you may spend a FP to select a benefit that come with being a
massive star.
Center of the Web Netw 5, Criminal Your Resources is increased by 2, and you may spend a FP to select 115
Mastermind a benefit that comes with running a global syndicate.
Child of Vulcan Reas 4, Know 4, You can craft items of a Tech-Level 1 higher than is the norm for the 115
STRANDS

Master Craftsman setting.


or Master Engineer
Perfect Recall Know or Reas 5 You never forget anything, and gain the Perfect Recall (M) Aspect. 115
Goliath Might 5 You are massive. Your Size rating is effectively increased by +1. 115
GAMEPLAY

Hyperkinetic Precision 5 You are Favored on all Precision skill tests. 115
Legendary Versatility None You may select two Paragon or lesser Perks. 115
You are Favored on all tests to make or defend against melee
Virtuoso of Violence Might 4, Reflexes 4 115
attacks.

* This Perks’ effects differ depending on your Power Level.


PERKS

Selecting Perks Grounded Perks


Perks are the special capabilities that set the
heroes apart from the masses.  Academic
Prerequisites: Knowledge 2
POWERS

Which types of Perks you are able to select


depends on your Character Power Level. And You come from an academic background,
unless otherwise specified, you may not select having spent a great deal of time studying
a Perk with a Power Level greater than your math, science, and history.
own, and you may not select the same Perk You are Favored on Skill tests related to math,
more than once. science, or history.
GEAR

 Carpe Diem
Perk Evolution Once per scene, when you Surge on a Skill
Some Perks become more useful if the Power test, you gain a Fate Point.
Level of the character is higher than the
MASTERY
GAME

Power Level of the Perk. And if the character  Linguist


increases in Power Level over time, their You can speak three additional languages. You
Perk is automatically upgraded to the version may take this Perk multiple times, each time
associated with their new Power Level. gaining one additional language.
DEVIATIONS

For example, a Grounded character who


selects the Tough as Nails Perk gains 2  Lip Reader
additional stress boxes. A Paragon character Prerequisites: Perception 2
who takes the same Perk gains 3 stress boxes, You know how to read lips, and can “hear”
while a Legendary character gains 4. people talk just by watching their lips move. To
do so, make a Perception test (Diff: 2).

98
CONTENTS
 Occult Studies Legendary Skills: If you are of Legendary
Prerequisites: Knowledge 2 Power Level when you take this Perk, you may
You grew up with, or have had extensive increase the rank of two Skills, rated less than
exposure to, the world of the occult. Your 6, by 1; or increase one Skill rated 6 or more by
knowledge may come from oral tradition, 1 (to a max of 8).
extensive study of musty old tomes, or personal You may take this Perk more than once.

THE BASICS
experience. In any case, you are familiar with
tales of monsters, magic and gods.  Specialty Aspect
You are Favored on Skill tests related to Prerequisites: 2 or more ranks in linked Skill
understanding or recalling information about You are especially good at some specific use
magic, religion, secret organizations, monsters, of a Skill, and gain a new Aspect that describes

CHARACTERS
and the like. this Specialty.
You may Invoke this Aspect like any other
 Refreshed Aspect.
Your Refresh Rating, and the maximum In addition, your Specialty Aspect is linked to
number of Fate Points you may have, is a specific Skill, and once per scene you may
increased by +1. Invoke this Aspect for free on any relevant Skill

STRANDS
You may take this Perk more than once, but test with its associated Skill.
your Refresh Rating cannot exceed an amount For example, if you had the Specialty Aspect
determined by your Power Level, as shown Honey Tongued Seductress (Sway), you could
below: Invoke it for free once per scene to help you
seduce someone.

GAMEPLAY
Power Level Maximum Refresh
Grounded 6 You may take this Perk up to a maximum
of three times, each time adding Specialty
Heroic 7
Aspects to the same Skill or different Skills.
Paragon 8
Examples of Specialty Aspects include:
Mythic 9
Legendary 10 Published “Biology: Life and Living Things”

PERKS
(Knowledge)
 Rich Survived Three Weeks Alone in the Amazon
Prerequisites: Resources 3 (Reasoning)
You have access to a large sum of cash, gold, Olympian Fencing Master (Might)
or otherwise liquid assets.

POWERS
Moderator on the “Web of Lies” Discussion
Your Resources rating is increased by 2. Board (Networking)
 Skilled Coalition-Trained Sniper (Precision)
You’ve spent a lot of time honing a particular
Skill, becoming better and better with time.  Striking Looks
You increase the rank of two Skills, rated 2 or You are incredibly good looking, and are GEAR
less, by 1. Favored on tests to persuade, deceive or
Heroic Skills: If you are of Heroic Power Level otherwise manipulate people who might find
when you take this Perk, you may increase the you attractive.
rank of two Skills, rated less than 3, by 1; or  Tough as Nails
MASTERY
GAME

increase one Skill rated at 4 to 5.


Prerequisites: Might 3 or Resolve 3
Paragon Skills: If you are of Paragon Power
Level when you take this Perk, you may You grit your teeth and bear it, fighting on
increase the rank of two Skills, rated less than when others would fall.
Your stress track has 2 additional stress boxes.
DEVIATIONS

4, by 1; or increase one Skill rated 4 or more by


1 (to a max of 6). Paragon: Your stress track has 3 additional
Mythic Skills: If you are of Mythic Power Level stress boxes instead of 2.
when you take this Perk, you may increase the Legendary: Your stress track has 4 additional
rank of two Skills, rated less than 5, by 1; or stress boxes instead of 2.
increase one Skill rated 5 or more by 1 (to a
max of 7).

99
CONTENTS
Heroic Perks  All-Seeing Eye
These Perks represent feats of strength, Prerequisites: Perception 2+, Reasoning 2+
extreme athletic prowess, or exceptional Perhaps you are a master of investigative
physical attributes. They are the result of techniques; or maybe you just have an uncanny
intense training, natural talent, or exceptional eye for detail.
genetics. You are Favored on all Perception or Reasoning
THE BASICS

tests to detect small clues or hidden objects.


 Absolutely Stunning
Prerequisites: Sway 2  Animal Ken
You are breathtakingly beautiful/handsome, Prerequisites: Sway 2
and those inclined to be attracted to you find Animals are naturally inclined to like you.
CHARACTERS

you very difficult to disappoint or ignore. Hostile animals tend to grow calm in your
Of course, you also tend to stand out. Unless presence, and you have a gift for training them.
you take measures to downplay your looks, You are Favored on tests required to calm
people will likely notice and remember you. animals, issue commands to them, and get
You gain the Absolutely Stunning Aspect, and them to obey.
STRANDS

your Resources Rating is increased by +1.


 Armor Mastery
 Acrobatic Exploit Prerequisites: Might 3
Prerequisites: Mobility 3 When wearing medium or heavy armor, your
You are an expert at positioning yourself armor has its own stress track. This stress track
GAMEPLAY

just where you need to be; ducking, dodging, has a number of stress boxes equal to your
spinning and flipping through the air to gain an armor’s Armor Rating.
advantage. When you suffer stress from a physical attack,
You are Favored on Mobility Skill tests to such as from a sword or gun, you may elect to
perform Maneuvers during combat. record that stress on your armor’s stress track
instead of your own.
PERKS

 Agenda Celebrity Your armor’s stress track is automatically


Prerequisites: Networking 2 cleared with a few minutes of basic armor
You are well known to those who share a maintenance.
specific agenda. You might be a well-known If you armor’s stress track completely fills
and outspoken representative of a political up, it gains the Damaged Armor Aspect until
POWERS

stance, a respected and revered clergyman, or it is repaired. Repairing armor requires the
a highly regarded member of a noble house. necessary tools, one hour per point of AR the
Whatever your agenda, you are Favored armor provides, and a successful Reasoning
whenever you attempt to obtain goods or Skill test (Diff: 2).
services from someone who supports your Paragon: The number of stress boxes on your
armor’s stress track is equal to it’s AR +1.
GEAR

agenda.
In addition, your Resources Rating is increased Mythic: The number of stress boxes on your
by 1. armor’s stress track is equal to it’s AR +2.
Legendary: The number of stress boxes on
 Agile Defense your armor’s stress track is equal to it’s AR +3.
MASTERY
GAME

Prerequisites: Mobility 3
When wearing light armor, or no armor,
you gain a +2 bonus on defense tests against
unarmed or melee attacks; or to avoid being
DEVIATIONS

touched by a foe.
Mythic: The bonus you receive on your
defense test is increased to +3.

100
CONTENTS
 Artist Extraordinaire  Combat Expertise
Prerequisites: Reasoning 2 Prerequisites: See Below, An Aspect that
You are exceptionally talented in a specific implies past combat training, such as a martial
artistic field, be it painting, sculpting, music, or arts master as a mentor or military experience.
some other form of creative expression You have received extensive training in a
You gain a new Aspect that relates to the certain type of combat.

THE BASICS
mastery of your artistic talent. Examples Select one of the following categories of
include: combat training:
Noted Southern Surrealist Painter Category Prerequisite
Renown Sculptor of Marble Nudes
Natural Weapons (Claws/Bite) Might 3+
Famed Author of the Red Knight Trilogy

CHARACTERS
In addition, your Resources Rating is increased Unarmed Might or
by 1. Mobility 3+
You may take this Perk up to two times. Each Small Melee Weapons Precision or
time you do, you may select a new artistic field Mobility 3+
and increase your Resources by another +1. Large Melee Weapons Might 3+

STRANDS
 Backstab Huge Melee Weapons Might 4+
Prerequisites: Guile 2, Precision 2 Bows and Crossbows Precision 3+
You gain a +2 bonus on your attack test when Firearms Precision 3+
making melee Surprise Attacks (pg. 12).

GAMEPLAY
In addition, if the weapon used to Backstab You are Favored on all attack tests that
is a weapon with the Small Aspect, the DR of correspond to your chosen category of training.
your weapon is increased by +3. You may take this Perk multiple times, each
Paragon: Your attack bonus is increased to +4. time selecting a different category.
Mythic: Your attack bonus is increased to +5.
 Combat Reload

PERKS
Legendary: Your attack bonus is increased to
+6. Prerequisites: Reasoning 2
You are intimately familiar with your firearms,
 Burglar and reloading them is second nature to you.
Prerequisites: Guile 3 Once per scene you can reload a gun as an

POWERS
A shady past and a clever mind are a good Instant Action.
substitute for mechanical inclination. You may elect to use this Perk more than once
You may use your Guile Skill instead of per scene, but each use after the first costs a
Reasoning to pick locks and disarm, or bypass, Fate Point.
mechanical traps.
 Common Sense
 Brute Strength Prerequisites: Reasoning 3 GEAR
Prerequisites: Might 3 You’ve learned a lot over the years, and it’s
You are strong, really strong. the kind of wisdom you don’t generally find in
books.
You are a mountain of muscle that can bash
MASTERY

through, or throw things aside, with ease. Once per scene you may use Reasoning in
GAME

place of Knowledge when called upon to


You gain a +1 bonus to your Damage Rating make a Knowledge Skill test. And you become
when attacking unarmed or with a melee Favored on this test.
weapon.
You are also Favored on any attempts to
DEVIATIONS

perform a Maneuver, or overcome an obstacle,


when your method for doing so is heavily
dependent on your ability to apply brute force;
as well as on any Skill tests to Push, Pull or
Throw your foes (pg. 89).

101
CONTENTS
 Constant Vigilance  Everyman/Everywoman
Prerequisites: Perception 2 Prerequisites: Guile 2, May not have Striking
You are always on the lookout for trouble, Looks or Absolutely Stunning
scanning dark corners, checking reflections, You are notable in that you aren’t notable.
and otherwise constantly paying attention to You are, in fact, exceptionally unremarkable.
your surroundings. Whether it’s because of your looks, your
THE BASICS

You are Favored on tests to avoid being mannerisms, or a combination of the two;
surprised (pg. 12). people tend to ignore you. They just look over
In addition, if you are attacked while unaware you, assuming you aren’t a threat, no one of
of your attacker, you may spend a Fate Point to importance, and belong where you are.
defend yourself normally. You are Favored on any tests to go unnoticed
CHARACTERS

by blending into a crowd, or disguising yourself


 Cover of Darkness to appear to belong where you shouldn’t be.
Prerequisites: Mobility 2, Guile 2 In addition, people suffer Disfavor on attempts
You are at home in the shadows, and know to recall you being at a certain place, or what
how to use tricks of light and darkness to keep you were doing.
STRANDS

yourself hidden.
Aspects that relates to dim light or darkness  Expert Archer
are always considered Major Aspects for you. Prerequisites: Precision 3
Whether for hunting or killing on the
 Cutting Words battlefield, you put in long hours training to
GAMEPLAY

Prerequisites: Guile 2, Sway 2 quickly aim and fire a bow or crossbow.


Your remarks and retorts can cut like a razor. When attacking with such a weapon, the
You are Favored on tests to perform weapon does not have the Slow Firing Aspect.
Maneuvers to shame, embarrass or distract If the weapon normally has Slow Firing(M),
your foes. the Aspect becomes a standard Aspect instead
of a Major one.
PERKS

 Dead Inside
Prerequisites: Resolve 3  Fame
Your mind has grown numb to the horrors Prerequisites: Resources 3, Sway 3
you have endured. Despite terrible emotional You are famous for something. You might host
trauma, you are able to hold it together, keep a well-known show, be a popular designer, a
POWERS

cool, and press on. celebrated politician, or otherwise.


You are Favored when resisting any attempt When you select this Perk, you gain a new
to place any Aspect relating to fear, sadness, Character Aspect that describes the nature
anger or other extreme emotions on you. of your Fame. This new Aspect is in addition
If you are using the Sanity Deviation (pg. to your normal allotment of Aspects, and
(for better or worse) functions like any other
GEAR

207), you are Favored on tests to defend


against mental attacks. Aspect.
Examples include:
Lord Duvhall, the White Knight of Ghallia
Self-Made Social Media Sensation
MASTERY
GAME

Champion of the 3rd Annual Lunar Games


In addition, your Resources Rating is increased
by 2.
DEVIATIONS

102
CONTENTS
 Firing Discipline  Geek Speak
Prerequisites: Reasoning 2 Prerequisites: Knowledge 3, Academic
You are especially adept at managing your You are really good at seeding a conversation
weapon’s ammo or heat, and know how to with just enough pseudo-science or techno-
keep cool and avoid wasteful firing. babble to baffle, confuse, and deceive others.
When you use Beam (pg. 82) or Full-Auto You are Favored on tests to impress others

THE BASICS
(pg. 85) special attacks, you may make a with your mental acumen, or convince
Reasoning test to avoid running out of ammo someone of a scientific “fact” (whether it is
or overheating your weapon. actually true or not).
The Difficulty is 2 for Overheat or Burst Fire,
or 3 for Beam Sweep or Spray and Pray.  Ground and Pound

CHARACTERS
If your weapon has the High Capacity trait, Prerequisites: Might 2
you are Favored on tests to avoid running out You are a student of a fighting style that
of ammo or overheating. specializes in dragging opponents to the
ground and beating them, or twisting them,
 Fleet of Foot into submission.

STRANDS
Prerequisites: Mobility 3 When your foe Stalls on their attempt to
You are incredibly fast, able to sprint at high overcome a Block (pg. 82) you’ve put in
speeds and turn on a dime. place to restrain them, they suffer 2 additional
Each time you Move, Hustle, or Run; you may points of stress.
move one additional zone. Paragon: The amount of additional stress

GAMEPLAY
your foe suffers is increased to 3.
 Freerunner Mythic: The amount of additional stress your
Prerequisites: Mobility 3 foe suffers is increased to 4.
You are especially good at navigating Legendary: The amount of additional stress
your environment on the run; using your your foe suffers is increased to 5.
momentum to leap, roll, vault, bounce, or slide

PERKS
under obstacles while maintaining your speed.  Gun Slinger
You gain the following benefits: Prerequisites: Precision 3
• You do not suffer Disfavor on other You have trained extensively to fight with a
actions you take in a turn in which you handgun in each hand, unleashing a hail of
Hustle. bullets at your foes.

POWERS
• You are Favored on actions to overcome When making an Attack with a handgun in
obstacles while running, so long as it is each hand, resolve the attack as if you had
possible to leap over, dodge past, or roll attacked with only one gun, but you gain a +2
under the obstacle in question. bonus to the attack’s Damage Rating.
You may also use the Burst Fire (pg. 85)
• If you Hustle or Run on the turn before,
or in the same turn, in which you fall
special attack (the +3 to DR stacks with the GEAR
+2 already provided by this Perk), but suffer
(pg. 84), you are Favored on your
Disfavor on the test to see if you’ve ran out of
defense to avoid suffering stress.
ammo.
Frenzied Assault
MASTERY

  Improvised Assault
GAME

Prerequisites: Might 3 Prerequisites: Guile 2, Reasoning 2


You attack with unstoppable power and Almost anything is a deadly weapon in your
ferocity. hands. Once per scene you may turn some
Once per scene you may make an unarmed or item in your environment into a weapon (DR:
DEVIATIONS

melee attack as an Instant Action. 2).


By spending a Fate Point, you may choose to
either use this Perk more than once per scene,
or to increase the DR of your improvised
weapon to 4.

103
CONTENTS
 Living Lie Detector  Naturalist
Prerequisites: Insight 3 or Perception 3 Prerequisites: Reasoning 2
You know what physical quirks to look for You have spent a good portion of your life
when someone tells a lie, and you are good at learning to survive in the hostile wilderness.
spotting them. As such, you are Favored on Skill tests to
You are Favored on tests to detect lies. identify, track, evade, hunt, and trap natural
THE BASICS

wildlife. You are also Favored on Skill tests to


 Master Craftsman locate and identify natural vegetation.
Prerequisites: Reasoning 2 In addition, you are Favored on Skill tests to
You are good with your hands, and have a firm find or build shelter in the wilderness, craft
understanding of certain fields of construction simple tools from the environment, or prepare
CHARACTERS

or maintenance. food scavenged from plants and animals


Select one of the following fields: Alchemy, you’ve collected or killed.
Carpentry, Masonry, Blacksmithing, Farming,
Leatherworking, Medicines or Poisons.  Off the Grid
When called upon to make a Knowledge or Prerequisites: Networking 2, Tech-Level 4
STRANDS

Reasoning Skill test, if the subject matter falls You are nobody. Little record of your life
into your area of specialty, you are Favored. exists. You do not show on most government
You are also Favored on Resource tests to pur- records. You have no fingerprints or DNA on
chase tools, or finished works, related to your file anywhere. You don’t have a social security
specialty. You know how to get the best deal, number, nor can anyone find your medical
records or a credit rating for you.
GAMEPLAY

and can make at least some of the components


yourself. When you take this Perk, it is assumed you
You may take this Perk more than once. Each have managed to find a way to make it in this
time you do so, you may select a new specialty. world without being tracked, and that you
spend a portion of your down time working to
 Master Engineer keep your tracks covered. You may need to talk
the specifics over with your GM.
PERKS

Prerequisites: Reasoning 2
You are exceptionally talented in a specific People suffer Disfavor of Skill tests made
field of design and fabrication. when attempting to use government records,
surveillance and even social networking to find
Select one of the following fields of engi- you or learn details about your background.
neering: Electrical, Mechanical, Demolitions,
POWERS

Software, Robotics, Aeronautics/Spacecraft, or In addition, you’ve survived using off-the-


Automotive. books vendors, smugglers and other nefarious
sources. As such, you are Favored on tests to
When called upon to make a Knowledge or locate and purchase rare, illegal or restricted
Reasoning Skill test, if the subject matter falls items.
into your area of engineering expertise, you
GEAR

are Favored.  Over Penetration


You are also Favored on Resource tests to pur- Prerequisites: Precision 3
chase a tool, or finished work, related to your
specialty. You know how to get the best deal, Your high-velocity bullets, arrows or bolts fly
and can design at least some of the compo- right through your foe, striking another target
MASTERY

nents yourself. behind them.


GAME

You may take this Perk more than once. Each When you Surge on an attack test with a rifle,
time you do so, you may select a new specialty. bow or crossbow, you may immediately make
another attack, as an Instant Action, against
another foe in the same zone as your original
DEVIATIONS

target.

104
CONTENTS
 Promise of Pain  Shield Ally
Prerequisites: Might 2 Prerequisites: Might 2, Mobility 2
You give off an aura of danger. Maybe you’re You leap to your ally’s aid, placing yourself
just a huge bear of a person, or perhaps you between them and harm.
move with a predatory grace that makes Once per scene you may, as an Instant Action,
others think twice. declare that an attack aimed at an ally within

THE BASICS
In any case, you are Favored on Skill tests to the same zone, is instead aimed at you.
intimidate others, and may use your Might Skill You may use this Perk more than once per
instead of Sway to do so. scene, but each time after the first requires the
expenditure of a Fate Point.
 Quick Release

CHARACTERS
Prerequisites: Mobility 2, Precision 2  Sidestep
You can knock, aim and fire an arrow with Prerequisites: Mobility 2, Reflexes 2
blinding speed. You’re quick to respond to an attack, slipping
Once per scene you may make an attack with out of the way just in time.
your bow (but not a crossbow) as an Instant Once per scene you may elect to reduce the

STRANDS
Action. amount of stress suffered from a physical
If you succeed at dealing any stress with either attack by 3.
of these attacks, you automatically expend a You may use this Perk more than once per
unit of ammo. See pg. 172 for more on ammo scene, but each time after the first requires the
expenditure. expenditure of a Fate Point.

GAMEPLAY
Paragon: The amount of stress reduced is
 Rapid Fire increased to 4.
Prerequisites: Precision 2, Reflexes 2 Mythic: The amount of stress reduced is
You fire off a succession of accurate and lethal increased to 5.
rounds from your firearm. Legendary: The amount of stress reduced is
Once per scene you may make an attack with increased to 6.

PERKS
your firearm as an Instant Action.
If you succeed at dealing any stress with either  Slippery Combatant
of these attacks, you automatically expend a Prerequisites: Mobility 3
unit of ammo. See pg. 172 for more on ammo Whenever you are attacked, if you generate
expenditure. Spin on your test to defend, you may

POWERS
You may not use this Perk with firearms that immediately, as a Reflex Action, move into an
have the Slow Firing(M) Aspect. adjacent zone of your choosing.

 See the Soul  Sniper Shot


Prerequisites: Insight 2 Prerequisites: Precision 3
You are exceptionally good at reading people, You are highly proficient with rifles or GEAR
and are able to piece together the most subtle crossbows (choose which when you take this
of clues to create an accurate assessment of a Perk), and have trained extensively to eliminate
person. targets at long range with a single shot.
After spending just a few minutes observing When firing your chosen weapon at a target
MASTERY
GAME

someone, you are Favored tests to make upon which you have placed the In My Sights
Assessments (pg. 70) about them. Aspect (pg. 82), your weapon’s Damage
Rating is increased by 2.
Paragon: Your weapon’s DR is increased by
+3.
DEVIATIONS

Mythic: Your weapon’s DR is increased by +4.


Legendary: Your weapon’s DR is increased by
+5.

105
CONTENTS
 Student of the Art  Tracker
Prerequisites: The total of all your Physical Prerequisites: Perception 2
Skill ratings must be 10 or higher. When it comes to tracking a person or
You have received extensive training in one creature on foot, you know what signs to look
or more style of martial arts, and you have for, and have a good sense about where to find
learned how to deliver truly lethal blows to them.
THE BASICS

your enemies. You are Favored on tests to follow or discern


Your unarmed attacks have a Damage Rating facts about a person, or group of people, you
equal to your setting’s Tech-Level. are following.
Paragon: Your unarmed attack’s DR is
increased by +1.  Unstoppable
CHARACTERS

Mythic: Your unarmed attack’s DR is increased Prerequisites: Might 2


by +2. You’re big, tough, and built like a rock. You
Legendary: Your unarmed attack’s DR is take the hits and just keep on going.
increased by +3. When you elect to suffer a Wound to reduce
the amount of stress you take from an attack,
 Sweeping Blow
STRANDS

the amount of stress absorbed by your Wound


Prerequisites: Might 3 is increased by two additional points.
Once per scene, when attacking with a Heavy For example, a Minor Wound would absorb 4
weapon, you may perform an arcing blow stress instead of 2. A Moderate Wound would
aimed at multiple foes. absorb 6 instead of 4, and so on.
GAMEPLAY

When you generate Spin on an attack test,


you may immediately make another attack, as  Web of Contacts
an Instant Action, against another foe in the Prerequisites: Networking 2
same zone. You know people. And you know people who
You may use this Perk more than once per know people. You are tapped into some ring
scene, but each time after the first requires the of individuals who are themselves tapped
PERKS

expenditure of a Fate Point. into some cross-section of society. It may be


Mythic: If you generate Spin on your second the local gangs, an underground society of
target, you may attack a third. monster hunters, or international weapons
dealers.
 Taunt When you select this Perk, describe the
POWERS

Prerequisites: Guile 3 nature of your circle of contacts.


You’re an expert at getting under people’s As long as you can communicate with your
skin, knowing just what to say or do to keep contacts, you are Favored on any attempt to
their attention focused on you. collect information regarding people or topics
You are Favored on tests to create Blocks (pg. of interest to your web of contacts.
You may take this Perk more than once, each
GEAR

82) by drawing attention


to yourself. time selecting a new web of contacts.
MASTERY
GAME
DEVIATIONS

106
CONTENTS
Paragon Perks  Body of stone
Prerequisites: Might 3, Resolve 3,
 Adaptive Identity Unstoppable
Prerequisites: Everyman/Everywoman or See Your muscles are hard as iron, and your
the Soul metabolism runs at peak efficiency.
Your Armor Rating is increased by +2. In

THE BASICS
You are a master of disguise, studying your
subject and gaining enough experience with addition, you are Favored on all Skill tests to
the relevant subject matter(s) to pass yourself resist poison, drugs or disease.
off to even discerning observers. You also only need 4 hours of sleep each night
Once per scene you may use your Guile Skill in to perform effectively the next day.
Mythic: Your AR bonus is increased to +3.

CHARACTERS
place of another Skill that one would assume
someone in your guise would possess. Legendary: Your AR bonus is increased to +4.
For example, while disguised as a scientist,
you could use Guile instead of Knowledge  Concentrated Fire
when attempting to convince a chemist that Prerequisites: Precision 2, Reasoning 2
their brilliant hypothesis is actually wrong. You are able to sync up your ranged attack

STRANDS
You may utilize this Perk only when being with an ally for maximum effect. When you
actively observed by someone who believes make a ranged attack with a bow, crossbow
your false identity. or firearm, you may spend a Fate Point to
allow an ally that can hear you speak to make
 Banner of Hope an attack with their own ranged weapon as a

GAMEPLAY
Prerequisites: Sway 3 Reflex Action.
Your presence on the battlefield inspires Your ally must have a ranged weapon ready
others to fight on when they might otherwise and able to fire to take advantage of this Perk.
give up.
Once per scene, as an Instant Action, you may  Crushing Blows
grant an ally who can see you, or hear you Prerequisites: Might 3, Brute Strength

PERKS
speak, a chance to recover from stress. Your mighty blows rain down on your enemies
To do this, choose an ally and make a Sway like a crashing avalanche.
test against a Difficulty of 0. If you succeed, When attacking unarmed, or with a melee
your chosen ally immediately clears an amount weapon that is Heavy, and you generate Spin,
of stress equal to the number of Shifts you you may place the Staggered Aspect on your

POWERS
generate. foe.
You may elect to use this Perk more than once A Staggered foe may recover by spending a
per scene, but each use after the first costs a Major Action to concentrate, and succeeding
Fate Point. on a Resolve test (Diff: 3).
Note: Creatures with the Lifeless Power (pg.
 Battering Ram 154) cannot be Staggered with this Perk. GEAR
Prerequisites: Might 4, Brute Strength Mythic: The Difficulty to recover is increased
You crash into your foes like a meteor, to 4.
combining your unstoppable might and Legendary: The Difficulty to recover is
terrible speed into a devastating charge. increased to 5.
MASTERY
GAME

When you Hustle or Run before you Attack,


as long as you’ve got at least 20ft to gain
momentum, your unarmed or weapon’s
Damage Rating is increased by 2.
DEVIATIONS

In addition, if you generate Spin on your


attack, you can push your target into the
adjacent zone, in your direction of travel. You
may choose to stop in the zone your target
occupied, or follow them into the zone you
pushed them into.

107
CONTENTS
 Genius at Work  Hollywood Bullets/Quiver
Prerequisites: Knowledge 4, Reasoning 2 Prerequisites: Precision 4
You have a talent for analyzing a situation and Apparently, you found an extra mag and
figuring out how to get the best results with reloaded (or scavenged and stowed some
the least amount of effort. This could mean arrows) when nobody was looking.
working out the best way to build a simple Once per scene, you may spend a Fate Point
THE BASICS

tool, or just knowing exactly where to hit (or to automatically avoid running out of ammo.
what to say to) an opponent to make it hurt It simply didn’t happen. You do not need to
the most. expend an ammo unit or take time to reload.
Once per scene, you may use your Knowledge
Skill in place of any other Skill on a single Skill  Improvised Advantage
CHARACTERS

test. Prerequisites: Reasoning 3, Master Engineer


You may elect to use this Perk more than once or Master Craftsman
per scene, but each use after the first costs a Given time and access to some simple tools
Fate Point. and material, you are able to fashion just
about anything.
 Great Fortitude
STRANDS

As long as you have access to even the most


Prerequisites: Might 3, Tough as Nails basic tools and materials related to your
When you suffer stress, you may take a special specialty, you can improvise for yourself some
Wound called Stunned(m). This Wound negates tool, weapon, or advantage.
3 points of stress, and clears at the end of the Describe to the GM what you want to build,
scene, or when you spend a Major Action
GAMEPLAY

and what Action you intend to use it for. Then


making a Might (combined with Resolve) test spend a FP and make a Reasoning Skill test
against a Difficulty of 2. (Diff: 0).
Mythic: Your Stunned(m) Wound reduces the You gain a bonus on the intended Action
amount suffered by 5. equal to the amount of Shifts generated on the
Legendary: Your Stunned(m) Wound reduces Skill test.
PERKS

the amount suffered by 7. You may only use the item once, but may add
additional uses in exchange for reducing the
 Gut Feeling bonus the tool provides at a rate of one use
Prerequisites: Reasoning 3 per -1.
You tend to have a primal instinct about You need at least one hour to use this Perk,
POWERS

people and situations, a subconscious ability but gain a +1 bonus for every 8 hours spent
to piece together seemingly disparate clues working on it (to a max of +3).
into a larger picture. Mythic: You gain a +1 bonus on your Reasoning
Once per game session you can ask the GM test to create the item.
for a “gut check”, a clue or bit of advice in Legendary: You gain a +2 bonus on your
regards to a person, place or thing. Reasoning test to create the item.
GEAR

For example, the GM might tell you that you


get a bad feeling about the plan you and the
other players are relying on if they don’t think
it will work, or that for some reason you don’t
MASTERY

feel like you can trust an NPC that has been


GAME

secretly planning to betray you.


You may use this Perk more than once per
game session, but each use after the first
costs a Fate Point. The GM need not offer any
DEVIATIONS

additional advice, but if they don’t, the FP isn’t


spent.

108
CONTENTS
 Inspire Greatness  Lightning Initiative
Prerequisites: Sway 3 Prerequisites: Reflexes 3
Your words and deeds inspire your allies to You have an amazing gift for instantly reading
greatness, motivating them to push past their a situation, and reacting to it with blinding
perceived limits. speed.
When you Refresh, or whenever you generate You are Favored on all tests to break ties or

THE BASICS
Surge on a Skill test, you gain an Inspiration interrupt (pg. 12) other characters.
Token. As an Instant Action, you may spend an Note: If you are using the Structured Initiative
Inspiration Token to grant an ally who can hear Deviation (pg. 210), you instead gain a +3
or see you a +2 bonus on a Skill test, which bonus on your Initiative test.
may be applied after the dice are rolled. If you are using the Card Deck Initiative

CHARACTERS
The maximum number of Inspiration Tokens Deviation (pg. 205), you instead redraw any
you can have at one time is equal to your card with a value less than 5, continuing to
Sway Skill rating, and you can carry them over redraw until you draw a 5 or higher.
between game sessions.
 Master of the Art

STRANDS
Prerequisites: The total of all your Physical
Skill ratings must be 12 or higher, Student of
the Art
You have trained extensively to channel your
chi, directing the body’s energies into deadly

GAMEPLAY
strikes that land like hammer blows.
You may spend a Fate Point to increase
your unarmed attack’s Damage Rating by an
additional +3 for a single attack.
Mythic: The DR increase provided by this Perk
is increased to +4.

PERKS
Legendary: The DR increase provided by this
Perk is increased to +5.

 Narrative Exploitation
Prerequisites: Your Strand must allow you to

POWERS
use Narrative Exploits (pg. 220).
You may use one additional Narrative Exploit
per game session.

 Plot Armor
Prerequisites: The GM’s express permission. GEAR
This Perk may not be fitting for all campaigns.
Bulky armor really just doesn’t fit what you’re
 Jack of All Trades going for style-wise. Thankfully, you’re always
Prerequisites: Common Sense just a little out of reach of the real danger.
MASTERY

It seems you know a little bit about everything.


GAME

You gain an Armor Rating equal to your


This Perk gives you 3 special tokens, called setting’s Tech-Level as long as you aren’t
Jacks. You may spend a Jack to gain a +1 bonus wearing any actual armor.
on any Skill test. Note that this isn’t real armor. If you can’t
Spent Jacks are replenished when you move or otherwise have no way of evading an
DEVIATIONS

Refresh. attack, your AR does not apply.


Mythic: The number of Jacks you gain is Mythic: The AR provided by this Perk is
increased to 4. increased to equal your TL +2.
Legendary: The number of Jacks you gain is Legendary: The AR provided by this Perk is
increased to 5. increased to equal your TL +4.

109
CONTENTS
 Poison Master type of weapon, then choose one of the
Prerequisites: Reasoning 3 or Master benefits listed below to apply to it:
Craftsman (Poisons) Damage Increase - Regardless of the type of
You are master of deadly substances, and weapon you choose, your signature weapon’s
sometimes coat your weapons in such things. Damage Rating changes to equal either your
You are Favored any tests made to work with setting’s Tech-Level +1, or is increased by +1,
THE BASICS

poisons, to produce them, to deliver them in your choice.


a non-combat situation, and to analyze them. Throwing Weapon - You are not Disfavored
In addition, whenever you force an opponent on your Attack when throwing your signature
to suffer a Wound with a melee or slow-moving weapon.
projectile weapon, you can spend a Fate Point Weight Compensation – When attacking with
CHARACTERS

to state that you have added poison to the a Heavy signature weapon, the weapon does
weapon, and place an Aspect on the target, not have the Heavy Aspect. If the weapon
which takes effect on your next turn. normally has Heavy(M), the Aspect becomes a
The Aspects you may place are Drowsy, standard Aspect instead of a Major one.
Nauseous, Dizzy or Blurred Vision. You choose In regards to certain Perks that only affect
which of these Aspects you place when you Heavy weapons; you may choose whether or
STRANDS

spend the Fate Point, and like a Maneuver, it not the weapon qualifies.
does not cost a Fate Point to Invoke or offer a Range Compensation – Your signature
Compel with the Aspect the first time. weapon’s range is increased by one catagory.
This Aspect lasts until the end of the scene, or
until your victim succeeds at overcoming the  Shadow Walker
GAMEPLAY

Aspect. They may attempt to overcome this Prerequisites: Cover of Darkness


Aspect as a Reflex action on their Turn. To do You are at home in the shadows, and move
this, they must succeed on a Might test with a like a ghost.
Difficulty equal to your Reasoning Skill rating. Once per turn, if no one can see you, you
Mythic: If you generate Spin on your attack may move into an adjacent zone as an Instant
test, you may choose to inflict Vomiting(M) or
PERKS

action.
Blind(M) on your opponent. Also, either the zone you are leaving, or the
Legendary: If you generate Spin on your attack zone you are entering, must have an Aspect
test, you may choose to inflict Paralyzed(M) related to shadow, darkness, fog, smoke or
and Unconscious(M) on your opponent. some other form of concealment.
POWERS

Note: Poison does not work on creatures with


the Lifeless Power (pg. 154).  Specialized Program
Prerequisites: Reasoning 3 or Master
 Shake it Off Engineer (Software)
Prerequisites: Might 3, Resolve 2 You’ve spent time honing and crafting specific
You ain’t got time to bleed! Your focus and/ computer programs; custom built by you for
GEAR

or determination allow you to push pain and specific purposes. You can create up to three
minor injuries aside. programs. If you wish, you may delete one
As a Major Action you may spend a Fate Point program and replace it with another. This takes
and make a Might test (Diff: 0). For each Shift about a week of full time work.
MASTERY

you generate, you may clear a point of stress. As long as you have access to the program in
GAME

question, you gain an Aspect that describes


 Signature Weapon what the program is used for.
Prerequisites: None Examples include: Structural Analysis of the
You have endlessly trained to use a specific Compound, Time Study of Denver Police Routes
DEVIATIONS

type of weapon, honing your skill to exploit or Monster Index.


the weapon’s strengths, and compensate for Mythic: You may create up to 4 specialized
its weaknesses. programs.
When you select this Perk, select a specific Legendary: You may create up to 5 specialized
programs.

110
CONTENTS
 Titan’s Grasp To determine how long the Aspect lasts,
Prerequisites: Might 3, Brute Strength refer to the Time table on pg. 91. The
Your grip is like a vise, and if you get your arms Aspect normally lasts a day, but each Shift you
around your foe, you can squeeze the life out generate on your test to create the Aspect
of them. pushes the duration of the Aspect one step
along the Time chart. So 2 Shifts means your
You are Favored on attempts to place a Block

THE BASICS
Aspect lasts a month.
(pg. 82) on someone by restraining them.
Examples of alchemically applied Aspects
In addition, the Damage Rating on attacks you
include:
make against a restrained foe is increased by
+3. Maneuver
Mythic: The DR of attacks against your Difficulty Example Aspect

CHARACTERS
restrained foe is increased to +4. 2 Extremely Flammable
Legendary: The DR of attacks against your 2 Super Slippery
restrained foe is increased to +5. 2 Super Sticky
3 Light Weight
 Thief’s Sight 3 Magnetic

STRANDS
Prerequisites: Perception 2, Burglar 4 Invigorating
You are a master of getting in, getting the 4 Reduced Need to Breathe
goods, and getting out clean. 5 Incredibly Sleepy
To use this Perk, you must spend at least one 5 Vomit Inducing
hour performing an Assessment (pg. 70) of 6 Enraged

GAMEPLAY
a target location. Casing requires you to learn 6 Catatonic
all you can about the location, researching Note: Alchemical treatments that depend on
its layout, noting who goes in and who goes functioning biology do not work on creatures
out, timing guard rotations, noting employee with the Lifeless Power (pg. 154).
behavior and quirks, etc.
You may Invoke any of the Aspects you  Universal Lubricant

PERKS
discover with your Assessment for free a Prerequisites: Rich
number of times equal to your Perception Skill You have a stash of liquid assets on hand to
rating. grease the wheels and smooth things over.
Once per session, you may use your Resources
 True Alchemist rating in place of the Sway or Guile Skill on any

POWERS
Prerequisites: Reasoning or Knowledge 3 or test to obtain goods or services when dealing
Master Craftsman (Alchemy) with someone who is susceptible to bribery.
Most alchemists are really just herbalists You may elect to use this Perk more than once
or amateur apothecaries. As far as you are per scene, but each use after the first costs a
concerned, they are frauds. Fate Point.
But, you’re the real thing. And with the right
 Untouchable
GEAR
herbs, minerals, metals and occult catalysts;
you are able to create poultices and potions Prerequisites: Acrobatic Exploit, Agile
that have very real effects. Defense
You can use the higher of your Reasoning Your combination of speed and grace makes
MASTERY

or Knowledge Skills to perform a special you very difficult to hit.


GAME

Maneuver. This Maneuver requires at least As long as you are unarmored, or wearing
an hour to perform, and access to alchemical only light armor, and not carrying a shield, you
tools and materials. may spend a Fate Point to instantly gain a +3
This is like any other Maneuver, but the bonus to defense against a single attack.
DEVIATIONS

Aspect is placed on an alchemically altered Mythic: The defense bonus provided by this
item and describes the effect of drinking, Perk is increased to +4.
eating or applying your alchemical concoction. Legendary: The defense bonus provided by
Only after the treated item has been used or this Perk is increased to +5.
consumed does the Aspect take effect.

111
CONTENTS
Mythic Perks
 Calculated Intuition
Prerequisites: Insight 4, Reasoning 4
In your mind, tiny clues, seemingly
THE BASICS

unrelated facts, and chains of


coincidence resolve into a clear picture
of events.
You are Favored on any tests to make
Assessments. In addition, once per
session, you can make a Declaration by
CHARACTERS

succeeding on a Skill Test, as described


in the Skill-Based Declarations
Deviation (pg. 204).
Note: If your Strand uses the Skill-
Based Declarations Deviation, you
STRANDS

can choose to become Favored on


one attempt to make a Skill-Based
Declaration per game session.
 Darkened Sky
 Criminal Mastermind Prerequisites: Precision 4, Expert Archer
GAMEPLAY

Prerequisites: Guile 4, Sway 4, An Aspect


that describes your position in the criminal You’ve mastered the technique of firing
underworld. multiple arrows at the same time, launching a
volley with each release of the string.
You sit at the heart of a criminal empire.
Nothing happens in the underworld that Once per scene, as a Major Action, you may
you’re not a part of, or at least, aware of. spend a Fate Point to make an attack with a
PERKS

bow against everyone within a single zone.


By spending a Fate Point, you gain one of the
following benefits:
• You may call a number of Street Thugs
 Giantbane
(pg. 199) to do your bidding or provide Prerequisites: Might 4 or Mobility 4
you with protection. You have to be You know how to handle the great beasts of
POWERS

able to get word to them, and it may legend. You don’t strike at their ankles; you
take a little while for them to arrive. To climb their colossal forms and plunge your
determine how many thugs arrive, roll blade into their heart.
the dice and add your Sway Skill rating. When fighting a creature larger than yourself,
• You may add a +3 bonus to your make a Might or Mobility test (your choice)
against a Difficulty of 2 + the difference
GEAR

Resources Rating for the purpose of


purchasing illicit goods or paying off between your Size and your target’s Size. So,
criminals. for example, if your Size is 1, and your target’s
is 3, the Difficulty would be 4 (2+2).
• You become Favored on all Skill tests to If you succeed, you mount the target, gain
avoid being captured by authorities for
MASTERY

the Mounted Aspect, and a +3 bonus on attack


GAME

the duration of the scene. tests against the mounted creature.


While mounted, you may not move, and
instead move wherever the creature moves.
On its turn, the creature may try to swat you
DEVIATIONS

off, drop and roll, or otherwise try to separate


itself from you. To avoid this, you must succeed
in a Might or Mobility (you both get to choose)
contest against the creature.

112
CONTENTS
 Hell Fire  Sight Beyond Light
Prerequisites: Precision 4, Combat Expertise Prerequisites: Perception 3
(Firearms) Your sense of hearing is so acute you can
Your spray of ammo isn’t just for show. You “see” the world around you by sound alone.
know how to fully take advantage of a full-auto You still cannot “see” color, or fine detail. But
or beam weapon, making each bullet or blast as long as you can hear, or produce, sound. You

THE BASICS
of energy count. can detect objects as small a marble or grape.
Once per scene, as a Major Action, you may You are also Favored on any Perception Skill
spend a Fate Point to make an attack with a tests to detect sounds.
full-auto or beam weapon against everyone
within a single zone, no more than three zones  Soulless

CHARACTERS
from you. Prerequisites: Cover of Darkness or
Everyman/Everywoman
 Mythic Versatility People’s eyes have a tendency to just slide off
You may select two Perks of Heroic or lesser of you in a way that borders on the supernatural.
Power Level. You must still meet the Perks’ They aren’t likely to notice you, even in a well-
prerequisites.

STRANDS
lit room. And even if you interact with them
directly, they have Difficulty remembering the
 Painless details of the interaction later.
Something is wrong with your nervous Your “Soulless” nature only affects normal
system. It could be disease, experimentation, humans. Whatever it is about you that makes

GAMEPLAY
some sort of mutation… In any case, you you hard to detect doesn’t fool animals or
cannot feel pain. other nonhuman creatures.
You can still be harmed. You can die. But you You gain a new Major Aspect called
are highly resistant to any sort of torture that Soulless(M) that represents your innate ability
depends on physical pain. to pass unnoticed.
You gain Painless (Resolve) as a Specialty Note: In settings where there are multiple

PERKS
Aspect (pg. 99). And like any Specialty sentient races, such as elves and dwarves, the
Aspect, it may be Invoked once per scene for GM may allow you to use this ability to pass
free when making Resolve Skill tests. undetected by them as well.

 Eidetic Memory  Wealth Beyond Measure

POWERS
You can recall, with perfect clarity, every detail Prerequisites: Resource Rating 7
of everything you have ever seen. This allows You have access to tremendous wealth. If it
you to perfectly remember events as you saw can be purchased, you can own it; and money
them, remember every word in a written work, is of no concern to you.
anything you’ve ever seen. Increase your Resource Rating by +2.
You gain a Major Aspect of Eidetic Memory In addition, if the Cost of the item is 7 or GEAR
(M). less, unless the GM says otherwise, you may
assume you already own it.
 Red Wind
Prerequisites: Might 4, Combat Expertise
MASTERY
GAME

(Natural Weapons, Unarmed or Any Melee)


You are a whirlwind of blood and fury.
Once per scene, as a Major Action, you may
spend a Fate Point to make an unarmed or
DEVIATIONS

melee attack against all enemies in the zone


you occupy.

113
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
PERKS
POWERS
GEAR

Legendary Perks
MASTERY
GAME

 Celebrity Icon In addition, by spending a Fate Point, you gain


Prerequisites: Sway 5, Fame one of the following benefits:
You are a mega-celebrity, worshiped the • You may add a +3 bonus to your
world over by legions of adoring fans. Resources Rating for the purpose of
DEVIATIONS

First, the Aspect you gained when taking the purchasing items and gaining favors
Fame Perk becomes a Major Aspect. from fans.
Second, your Resources is increased by +1. • You become Favored on all Skill tests to
avoid punishment for breaking the law.

114
CONTENTS
 Center of the Web  Goliath
Prerequisites: Networking 5, Criminal Prerequisites: Might 5
Mastermind You are truly massive, rating among the
You sit in the center of a global syndicate, a largest of your people. More than that, you are
web of contacts, informants, and henchmen incredibly strong, and can regularly perform
that are dedicated to doing your bidding. feats of strength well beyond what most

THE BASICS
Your Resources rating is increased by +2. people consider impossible.
In addition, by spending a Fate Point, you gain Your Size rating is effectively increased by +1.
one of the following benefits: This affects your Stress Track, how far you can
• You can Declare (pg. 64) that Run, your ability to lift and carry things, and
you know someone working at, or Push/Pull and Throw objects and opponents.

CHARACTERS
associated with a important person, at This is mostly beneficial, but you do suffer a
a location you need access to. penalty on attempts to hide equal to your Size.
• You can call on an elite bodyguard. This
maybe the same person each time, or a  Hyperkinetic
member of a specific group. This NPC is Prerequisites: Precision 5

STRANDS
an Elite Soldier (pg 200) and remains You have an innate understanding, and
for the duration of the scene. sense of, speed, distance, and trajectory. This
grants you nearly inhuman levels of hand-eye
 Child of Vulcan coordination and agility.
Prerequisites: Reasoning 4, Knowledge 4, You are Favored on all Precision Skill tests,

GAMEPLAY
Master Craftsman or Master Engineer including attacks with ranged or thrown
If it can be built, you can build it. Hardware, weapons.
software, chemistry, biology; you have
mastered all of sciences of your time to  Legendary Versatility
become one of the greatest craftsmen the You may select two Perks of Paragon or lesser
world has ever known. Power Level. You must still meet the Perks’

PERKS
You are Favored on all Skill Tests to craft items, prerequisites.
which stacks with any other instances of Favor
gained from other Perks.  Virtuoso of Violence
More importantly, given the necessary time Prerequisites: Might 4, Reflexes 4
and tools, you can build prototypes of items of You are a master combatant, an unstoppable

POWERS
a Tech-Level one higher than your own. warrior seemingly capable of knowing what
your opponent will do before they do.
 Perfect Recall You are Favored on all Skill tests to make, or
Prerequisites: Knowledge or Reasoning 5 defend against, melee attacks.
You never forget… anything. You have a
perfect memory of every moment of your life. GEAR
You can remember every tiny detail, every
word of every book you’ve read, every word
ever spoken to you, every dog bark, every
bird chirp, the smell of every morning cup of
MASTERY
GAME

coffee, everything.
You gain a Major Aspect of Perfect Recall (M).
DEVIATIONS

115
CONTENTS
Chapter 6
CHAPTER 2

Powers
THE BASICS

Power Name Min Power Lvl Description Page #


Affliction Heroic Directly attack a foe, causing the attack to manifest around 120
or from within the target
Animate Dead Paragon Create a corporeal undead creature or wraith 122
CHARACTERS

Armor Heroic Protect yourself with summoned armor. 123


Augmented Heroic You have an unnatural, or enhanced, method of movement, 124
Movement such as swinging, burrowing or climbing like a spider
Awe Heroic An unnatural ability to draw attention and affection 125
STRANDS

Banish Heroic Force creatures of a certain type away from you 126
Barrier Heroic Create barriers between zones, which may block or have 127
special effects on those who pass though
Beast Link Heroic Communicate with animals 128
GAMEPLAY

Binding Heroic You have a special ability to restrain foes 129


Blast Paragon The ability to cause an area of effect explosion of material 130
or energy
Body Weaponry Heroic Produce a deadly weapon from your body, such as claws, 132
fangs or hidden blades
PERKS

Bolt Heroic Produce a deadly projectile from your body 133


Cantrips Heroic An assortment of minor displays of power 135
Clairsentience Paragon See and hear far away locations 136
POWERS

Cloak Heroic Blend with your environment, making it easier to hide 138
Computer Mind Heroic A computer implanted in your brain 138
Control Paragon The ability to control some energy, substance or even reality 139
itself
Deflection Heroic Deflect attacks by manifesting an intervening wall of force 142
GEAR

Enhanced Reflexes Heroic Enhanced reflexes result in improved defenses against 142
attacks
Extra Limb Heroic You have one or more additional limbs 143
Flight Heroic You can slowly levitate, or with Enhancements, fly like a bird 143
MASTERY
GAME

or rocket
Grow Paragon Increase in size and strength 144
Heal Heroic Heal yourself or those you touch 145
DEVIATIONS

Illusion Heroic Create images, and with Enhancements, even sounds and 146
moving tangible objects
Imbue Creature Heroic Enhance, hinder or alter a creature in a number of different 147
ways

116
CONTENTS
Power Name Min Power Lvl Description Page #
Imbue Object Heroic Enhance, hinder or alter an object in a number of different 149
ways
Imbue Zone Heroic Add an aspect to a zone or, with Enhancements, create 150
Hazards

THE BASICS
Influence Thoughts Heroic Control others’ minds 151
Insubstantial Paragon Become ghostly and intangible, or a liquid or vapor 153
Invisibility Paragon Become invisible 154
Lifeless Heroic Your body has no metabolism. You don’t need to eat or 154

CHARACTERS
breathe, are immune to poison, etc
Locate Heroic You can sense the location of specific objects, and with 155
Enhancements, people; over great distances
Night Vision Heroic You are not hindered by darkness as much as others 155

STRANDS
Poison Heroic Augment your physical attacks with poison 156
Precognition Paragon You can see the future 156
Quicken Paragon You move very quickly, and can take extra actions each turn 157
Read Thoughts Heroic You can read others’ minds 157

GAMEPLAY
Sense Grounded Detect the presence of certain creatures, materials, or 158
energies
Sleep Heroic Force others to fall into an unnatural sleep 159
Summon Heroic Summon creatures to serve you 160
Super Speed Heroic Move with super-human swiftness, and with Enhance- 160

PERKS
ments, perform special actions related to your speed
Super Strength Heroic Lift more than any normal human should be able to, and 163
strike with truly crushing blows
Telekinesis Heroic Move and manipulate objects at a distance 164

POWERS
Teleportation Paragon Instantly travel between two locations 165
Terrify Heroic Instill an unnatural sense of terror in your foes 166
Thermal Vision Heroic You can see heat 166

GEAR
MASTERY
GAME
DEVIATIONS

117
CONTENTS
Acquiring Powers Unless otherwise stated, and you may not
select the same Limitation more than once.
Spells, Miracles, Mutations… it doesn’t matter
what you call them. They are all Powers. Powers may have their own specific
Limitations, or you may select a Universal
A character may not select a Power unless Limitation (pg. 168).
they have first selected a Perk that allows
Note that some Limitations are called Major
THE BASICS

them to. Perks that grant access to Powers


determine which Powers they may select, how Limitations. These Limitations place an
they are activated, and how they get more. extreme hindrance on the use of the Power.
When you place a Major Limitation on a Power,
Examples of these sort of Perks, such as you gain two Enhancements to apply to it or
Defender of the Streets (pg. 52), can be another Power.
CHARACTERS

found in the Strands chapter.


When a Perk grants a Power with a specified
Some Perks may also put restrictions on which Limitation, you do not gain an Enhancement for
Powers the character may acquire. If this is the that Limitation. For example, the Magic-User
case, the Perk will denote which Powers are Perk (pg. 36) grants access to a Power, which
available, and which aren’t. must have the Ritual Activation Limitation. This
Limitation does not grant an Enhancement.
STRANDS

Power Enhancements Removing Limitations


Each Power has a base Power Level. However,
you may select certain Perks that allow you to Enhancements can cancel out Limitations.
add Enhancements to your existing Powers. If you select a Perk that grants you the option
GAMEPLAY

Note that, unless otherwise specified by your to add an Enhancement to one of your Powers,
Strand or another Perk, you may not add an you may instead opt to remove an existing
Enhancement to a Power if the Enhancement’s Limitation.
Power Level is greater than your own. A You may only do this if the Perk allows you
character must be of the Mythic Power Level, to choose the Enhancement you would gain.
for example, to apply a Mythic Enhancement Perks that grant specific Enhancements require
PERKS

to one of their Powers. you to take the specified Enhancement.


A Power with an Enhancement of a higher
Power Level takes on that Power Level. For
example, a Heroic Power with a Paragon
Power Aspects
Enhancement is now considered to be a Many Powers can be used to represent
POWERS

Paragon Power. different effects. Blast, for example, can


be used to represent a magical fireball,
Powers have their own specific
an explosion of ice shards, a grenade-like
Enhancements. But you may also select a
projectile or a destructive rupture in time and
Universal Enhancement (pg. 167).
space. As such, when you select a Power, you
also gain a Power Aspect.
Power Limitations
GEAR

The Power Aspect describes the Power itself.


Many Powers may also be modified by It might describe what it looks like, what it’s
selecting Limitations. Limitations can affect a composed of, where it comes from, or its
Power in different ways, making them weaker, intended effects. It’s used to define how the
Power manifests in the game world, and
MASTERY

harder to activate, or otherwise more limited


GAME

in their use. can help determine how it interacts with


So why would you choose to limit your the environment, other Powers, and other
Powers? When you select a Limitation, you characters. When you activate the Power, its
also get to select an Enhancement; which can Aspect and works like any other.
DEVIATIONS

be applied to the same Power from which the While each Power entry is intended to
Limitation was taken, or a different Power. offer a generic expression of a certain type
For example, you could take the Diminished of supernatural or extraordinary ability, the
Limitation for the Armor Power, gaining an Power Aspect provides your character with
Enhancement which you could then spend to more specific information, another layer of
select the Ablative Armor Enhancement. detail and flavor.

118
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
PERKS
Clever use of Power Aspects can really liven Each Power also has a listed activation time
up a conflict. Fire bolts clash with walls of and duration. In some cases, the Power’s

POWERS
ice, force shields fail against clouds of gas, activation time may be altered by other factors.
and chemically engineered undead fall to a The Sorcerer, for example, may activate some
cybernetic soldier’s gun-arm. Powers by performing a ritual; which adds a
Each entry for each Power in this chapter lists significant amount of time and effort to the
a few example Power Aspects. These cover a Power’s activation.
few basic applications, but you are encouraged GEAR
to create your own. Power Range
Powers that can affect targets at a distance
Power Activation have a listed range. Unlike weapons, which still
have a chance of hitting targets beyond their
MASTERY

The Perk that grants you access to a Power


GAME

usually also determines how your Powers listed range, Powers cannot.
are activated. The Sorcerer from Strands of They simply fizzle, or you are unable to sense
Fantasy, for example, makes an Arcana Skill your target beyond that range.
test to activate their Powers (cast their spells).
Target Selection
DEVIATIONS

The Priest makes a Faith Skill test to request a


Miracle. Super heroes, as outlined in Strands Unless otherwise specified, you must be able
of Valor (pg. 50) have several options for to see or touch your intended target to affect
power activation. them with your Power.

119
CONTENTS
Sample Powers Limitations
ªªAmmo-Dependent: This Power manifests
as some sort of built-in weapon that re-
Affliction quires ammo. When you take this Power,
Power Level: Heroic you get 3 units of ammo for free.
Activation Time: Major Action to activate and ªªLimited Damage: Your Affliction’s Damage
THE BASICS

Attack at the same time Rating is reduced by 1.


Duration: Instant ªªSlow Build: It takes a full Major Action to
Range: Medium activate this Power. You’ll have to wait
Example Power Aspects: Rotting Disease, until your next turn to attack with it.
CHARACTERS

Psychic Assault, Devouring Nanomachines


You are able to directly affect a foe with some Heroic Enhancements
sort of affliction. This manifests directly on ªªRepetitive: Your Affliction manifests as
the target, or emerges from within them. It a fast acting disease, poison, or flesh
cannot be dodged or evaded. Armor does not dissolving attack. Targets who suffer a
provide any benefit, and neither does cover. Wound from your Affliction take addi-
STRANDS

The Affliction must be endured or resisted. tional stress on subsequent turns. At the
start of their next turn, your foe suffers
You may select this Power multiple times, each additional stress equal to the amount
time selecting a different type of Affliction. they suffered in the previous round, -2.
Regardless of the nature of your Affliction, the This continues each round, with the vic-
GAMEPLAY

mechanics remain largely the same. After you tim each time suffering an amount of
activate this Power, you must succeed on an stress equal to the turn before, -2, until
attack test against your target. the stress they suffer is reduced to 0. This
stress cannot be offset with a Complica-
Physical Afflictions that affect the target’s tion.
body are defended against with Might. Non-
physical Afflictions are defended against with ªªLong Range: Your Affliction’s range is in-
PERKS

Resolve. creased to Long.


Attacking the Target: After you activate this
Power, you must select a target within range. Paragon Enhancements
Once the target is selected, make an attack ªªLethal: Your Affliction’s base DR is in-
against them using your Affinity Skill. If you creased, and the new value is deter-
POWERS

do not have an Affinity Skill, use Reasoning mined as shown below:


instead.
Power Level Damage Rating
The attack is resolved as a contested Affinity Paragon Tech-Level + 3
Skill test against your foe’s Defending Skill. Mythic Tech-Level + 4
If you succeed, add your Affliction’s DR to
Legendary Tech-Level + 5
GEAR

determine how much stress is inflicted.


Your Affliction has a Damage Rating ªªSalvo: Your Affliction’s Damage Rating is
determined by your setting’s Tech-Level and reduced by 1. However, once activated
your character’s Power Level as shown below: you may use this Power as many times as
you desire for the duration of the scene.
MASTERY

Power Level Damage Rating


GAME

Activation is an Instant Action, but any


Heroic Tech-Level attacks are treated as a Major Action.
Paragon Tech-Level + 1
Mythic Tech-Level + 2
DEVIATIONS

Legendary Tech-Level + 3

120
CONTENTS
Mythic Enhancements
ªªSlaying: Your Affliction might manifest as
soul destroying death magic, a reality
twisting effect that dispels your target
from the universe, time manipulation
that results in your foe never having been

THE BASICS
born… Whatever the case, your Affliction
does not wound your opponent. It either
does nothing, or it kills them instantly.
When Attacking with a Slaying Affliction,
instead of resolving it as an Attack, you

CHARACTERS
instead make an Affinity Skill test, with a
penalty equal to your target’s Defending
Skill (Might or Resolve), plus a penalty
based on your target’s Power Level.
Grounded targets inflict no penalty.
Heroic inflicts a -1 penalty, Paragon

STRANDS
inflicts a -2 penalty, Mythic is -3, and
Legendary is -4.
Shifts Outcome
-3 or less (Stall) You fail to hit your target,
but may instead hit an

GAMEPLAY
innocent bystander,
an important relic, a
structural support, or the
like. You must either spend
a Fate Point or suffer a
Minor Complication.

PERKS
0 or less You miss. Your target was
able to somehow resist
the effect of your Power.
1+ Your target must spend 2

POWERS
Fate Points or be instantly
slain. When attacking
NPCs, the GM may pay
these Fate Points out of
their Threat Pool.
3+ (Spin!) As above, but our target GEAR
must spend 3 Fate Points
or be instantly slain.
5+ (Surge!!) As above, but your target
MASTERY

must spend 5 Fate Points


GAME

or be instantly slain!

Legendary Enhancements
DEVIATIONS

ªªAnnihilating: Requires Lethal. Your Afflic-


tion’s Damage Rating is increased by +1,
and can destroy just about any inanimate
substance with ease. It can disintegrate,
dissolve or otherwise obliterate about 2
cubic yards/meters of material per use.

121
CONTENTS
Animate Dead Mythic Enhancements
Power Level: Paragon ªªCreate Revenant: When you activate this
Activation Time: Major Action Power using this Enhancement, reduce
your Refresh Rating by 1. It remains re-
Duration: 1 day duced as long as your revenant lives.
Range: Medium The creature you raise retains its normal
THE BASICS

Example Power Aspects: Death Magic, Spray Skills, but also gains the Slave to the Mas-
of Alchemical Necro-Ooze, A Needle Full of ter Aspect. When a creature is raised as
the Z-Strain Compound a revenant, all of its Wounds are cleared.
You can infuse the body of a dead creature However, the GM may require the crea-
with some sort of animating energy, restoring ture to take some Consequences that it
suffered prior to death, (such as Severed
CHARACTERS

it to a mockery of life. The dead creature is a


mindless automaton directed by your will. All Arm) as Aspects. Extras raised as Reve-
of its Physical Skills remain unchanged, but its nants are no longer Extras.
Mental and Social Skills are reduced to -1. ªªDeath Golem: You may create a more
You can issue commands by voice as an powerful undead creature by combin-
Instant Action, or telepathically as a regular ing the bodies of multiple creatures. All
STRANDS

Action. The creature will obey your commands of the bodies must be in the same zone
to the best of its ability, but its limited mental when this Power is activated. The Death
capacities leave it very little capacity to adapt Golem you create is the same as the one
to changing circumstances. described on pg. 194.
When you activate this Power, the dead rise Legendary Enhancements
GAMEPLAY

as Skeletal Warriors (pg. 195) or Zombies (pg.


198) depending on how much flesh remains ªªLegion of the Dead: You transform a num-
on the body. ber of dead bodies within 3 zones of you
(or about 75yds/20m), in all directions,
These creatures are treated as Extras. into a small army of lifeless slaves. You
The total number of undead you can create need not be able to see the corpses to
PERKS

and maintain at once it is equal to your Affinity raise them (indeed they may well be bur-
Skill. You may slay any undead you control as ied), but you’ll need at least 12-20
an Instant Action. bodies to create your horde. Un-
dead summoned in this manner
Limitations issue forth as a mindless zombie
horde (pg. 198). The horde is
POWERS

ªªFreshly Dead: The dead creature you in- comprised of several individ-
tend to animate may not have been ual mindless zombies who
dead for more than an hour. have no thoughts beyond
Paragon Enhancements a limited capacity to obey
your commands.
ªªDeath Bringer: The DR of any attack
GEAR

made against an undead creature is in- ªªCreate Wraith: When


creased by +3. you activate this Power us-
ing this Enhancement, re-
ªªFortified: You may increase your un- duce your Refresh Rating
dead minion’s Armor Rating by 2. by 1. It remains reduced as
MASTERY

long as your Wraith lives.


GAME

ªªMaster of Death: The total num-


ber of undead creatures you The risen creature is like a
may have under your control is revenant, but gains the In-
increased by 2. substantial Special Ability.
Despite being insubstantial
DEVIATIONS

ªªThe Thinking Dead: Your undead’s however, its touch is dam-


mental Skills are reduced to 1 in- aging to living creatures. The
stead of -1. Wraith’s touch can function as
ªªImmortal Dead: The duration of this an Attack made with its Might. It
Power is permanent, and undead has a Damage Rating equal to the high-
you raise remain animated until er of Wraith’s Resolve or Persuasion.
destroyed.

122
CONTENTS
Armor When you suffer stress from a physical
attack, such as from a sword or gun, the
Power Level: Heroic stress is marked on this stress track first.
Activation Time: Major Action If your Armor Power’s stress track
Duration: Scene completely fills up with stress, it is
Example Power Aspects: Ghostly Armor of deactivated. Any stress that overflows is
marked as your own.

THE BASICS
Scarlett Energy, Invisible Psionic Force Sheath,
Mutant Carapace, Impenetrable Alien Skin Activating this Power again freshly
restores your Armor Power’s stress track.
You have the ability to bestow upon yourself
some form of protection. This may be hardened ªªExtended Duration (Day): Once activated,
skin, a shield of kinetic force, an hardened your Armor lasts the remainder of the

CHARACTERS
carapace, etc. day, or about 12 hours.
When activated, for the rest of the scene, ªªReflexive Activation: You may activate
this Power grants an Armor Rating based on this Power as a Reflex in response to an
your setting’s Tech-Level and your character’s attack. You must be aware of the attack
Power Level as shown below: however.

STRANDS
Power Level Armor Rating
Heroic Tech-Level + 1 Paragon Enhancements
Paragon Tech-Level + 2 ªªFortified: The AR provided by this Power
Mythic Tech-Level + 3 is increased, and the new value is deter-
Legendary Tech-Level + 4 mined below:

GAMEPLAY
Unlike most bonuses, the Armor Rating Power Level Armor Rating
provided by this Power does not stack with Paragon Tech-Level + 4
that provided by wearing actual armor. If you Mythic Tech-Level + 6
have this Power and also wear armor, use the Legendary Tech-Level + 8
greater of the two Armor Ratings provided.
Mythic Enhancements

PERKS
Limitations ªªAt-Will Activation: You may activate this
ªªDiminished: Decrease the Armor Rating Power at will, at no cost, or without the
provided by this Power by 2. need to make any sort of Skill test. Acti-
vation is an Instant Action.
ªªVulnerability: There is a certain type of

POWERS
weapon, possibly made from a certain ªªContingent Activation: You may activate
(relatively common) substance or one this Power as a Reflex in response to an
that has been exposed to a certain re- attack. You need not be aware of the at-
peatable event. Examples include cold tack before hand.
iron weapons or weapons dipped in pu-
rified water within the last 12 hours. Your Legendary Enhancements
armor does not protect you against these ªªAdamant: Requires Fortified. Your armor GEAR
weapons. is impenetrable. When you suffer an at-
tack, if your Armor Rating would reduce
Heroic Enhancements the amount of stress suffered, you in-
stead suffer 0 stress.
MASTERY

ªªAblative Armor: This Power does not pro-


GAME

vide an Armor Rating. Instead, it absorbs If the attack is made with a weapon
stress and weakens as it does so. or Power that has the Adamant or
The armor provided by this Power has Annihilating Enhancements, you
its own stress track. This stress track suffer damage normally. However,
this Enhancement cancels out the
DEVIATIONS

has a number of stress boxes equal to


the Armor Rating that this Power would attack’s Adamant and/or Annihilating
normally provide, +2. Enhancement. And the attack is resolved
as if their attack did not have those
For example, the Heroic version of this Enhancements.
Power, activated in a TL 3 setting, would
have 6 stress boxes (TL 3 + 1 +2).

123
CONTENTS
Augmented Movement Limitations
Power Level: Heroic ªªFleeting: Once Activated, your Augment-
Activation Time: Major Action ed Movement only lasts until the end of
your next turn.
Duration: Scene
Example Power Aspects: Bounding Leaps, ªªEnvironment Specific: You may only use
this Power in certain environments, such
THE BASICS

Flickering Teleportation, Swinging From Vines


and Limbs in the jungle or cities with tall buildings.
When you activate this Power, you gain the Heroic Enhancements
ability to move by swinging, bouncing or
sliding from location to location. You might ªªInstant Activation: You may activate this
CHARACTERS

swing from sticky webs, telekinetically pull on Power as an Instant Action.


and push off of surfaces, project sheets of ice ªªExtended Duration (Day): Once activated,
upon which you can slide, climb on walls or the your Augmented Movement lasts the re-
ceiling, etc. mainder of the day, or about 12 hours.
Select one of the following benefits:
Paragon Enhancements
STRANDS

Bounding: When using this Power you


bounce or swing between objects that can ªªExtended Duration (Permanent): Your
support your weight. You can Hustle (pg. 75) Augmented Movement is “always on”
one additional zone; and are Favored on Skill and need not be activated.
tests to Run. ªªImproved Speed: In addition to this Pow-
GAMEPLAY

Burrow: You can move by burrowing beneath er’s standard benefits, you may move an
the earth. You must be standing on exposed additional zone when you Hustle, and
soil to use this power. While burrowing, you gain a +1 bonus on Skill tests to Run.
cannot be seen by anyone who can’t see ªªShared: You can bestow this Power on
through the earth, and your AR is increased by one ally you can touch. It lasts for the rest
+8 against attacks that are able to strike at you of the scene.
PERKS

through the earth.


Feather Step: You move about like any normal Mythic Enhancements
person except that when you walk, it’s as if you ªªConfounding Mobility: Your strange
are almost weightless. You actually possess a method of moving about is confusing to
normal weight, but you can walk and climb of enemies, making it hard for them to land
POWERS

objects that should not be able to support your a blow on you. During any round in which
weight, such as walking on water, the surface you used this Power to move from one
of snow, or climbing along the leaves of a tree. zone to another, you are Favored on tests
You also do not leave footprints where you to defend against Attacks.
tread.
GEAR

Wall Walker: After activating this Power, you


may climb walls, and even climb on the ceiling,
as easily as you can move on level ground.
MASTERY
GAME
DEVIATIONS

124
CONTENTS
THE BASICS
CHARACTERS
Awe Paragon Enhancements

STRANDS
Power Level: Heroic ªªCrippling Awe: The Disposition of those
Activation Time: Instant Action affected by this Power is automatically
Duration: Scene increased by an additional +1.
Example Power Aspects: Psychic Sway, ªªUnshakable Feeling: Characters who at-

GAMEPLAY
Beguiling Enchantment, Enhanced Pheromone tempt to shake off your Awe with a Re-
Emission, Alien Allure solve Skill test suffer Disfavor.
There is something about you. Maybe it’s ªªVersatile Awe: Your Awe can affect any-
looks, maybe its attitude. Whatever it is, people one who can either see or hear you, re-
naturally feel drawn to you. Your words have a gardless of distance.
powerful effect on them, and they instinctively

PERKS
wish to please you. Mythic Enhancements
Anyone who can both see and hear you, and ªªPassive Awe: Your Awe Power is constant-
who understands your language, is subject to ly on, affecting everyone around you, all
the effects of this Power. the time.

POWERS
Awe doesn’t make others your slave. Its effects ªªPrimal Awe: Those affected by your Awe
are more subtle, yet undeniably powerful. need not be able to communicate with
After activating this Power, you draw the you. And it even works on animals.
attention of everyone within Short range
who can see you, their Disposition toward Legendary Enhancements
you improves by 1, and you become Favored
on all tests to impress, persuade, seduce or
ªªLingering Awe: Your Awe leaves a mark, GEAR
and those affected by it are unlikely to
manipulate others. forget you. But be careful. Sometimes
Characters who suspect that you are capable this can turn into obsession. Anyone who
of using Awe on them, or who otherwise might has ever been affected by your Awe suf-
fers the effects of this Power any time
MASTERY

sense that something is amiss, may make a


GAME

Resolve Skill test against a Difficulty of 2 or they think about you. To intentionally
your Affinity Skill rating (whichever is highest). betray you, or attempt to do you harm,
If they generate at least one Shift, they are they must test their Resolve, with Disfa-
immune to your Awe for the duration of the vor, against a Difficulty equal to your Af-
finity. If they succeed, they are no longer
DEVIATIONS

scene.
affected by your Awe (though you may
attempt to Awe them again). If attack a
Heroic Enhancements person affected by your Lingering Awe,
ªªExtended Duration (Day): Once activat- they gain Favor instead of suffering Disfa-
ed, your Awe lasts the rest of the day, or vor on their attempt to resist.
about 12 hours.

125
CONTENTS
Banish Heroic Enhancements
Power Level: Heroic ªªDestructive Repel: Each time, including
Activation Time: Major Action the first time, the creature tries and fails
to overcome your Block, it suffers an
Duration: A number of rounds equal to your amount of stress equal to the amount by
Affinity Skill rating. which it failed. This stress cannot be ab-
THE BASICS

Range: The Zone you occupy sorbed with armor.


Example Power Aspects: Holy Exorcism, For example, if your Block’s Potency is
Magical Repulsion, Psychic Warding 5, and the creature attempting to enter
You may use the force of your will, the power your zone only generated 3 effort on its
of your faith, or some other source of power Resolve test, it suffers 2 points of stress
CHARACTERS

in addition to being unable to overcome


to drive creatures of a certain type out of the the Block.
zone you occupy.
When you take this Power, select a type ªªZone of Exile: This Power’s duration is in-
of supernatural creature to repel. Common creased to 1 hour, and becomes centered
creatures repelled by this Power are undead, on the zone you occupied when you ac-
tivated this Power instead of on you, and
STRANDS

spirits, demons, elementals of a specific type, remains on that zone after you leave it.
etc. Living creatures with the ability to possess Affected creatures must overcome your
others, such as some magic users or psychics, Block to enter the affected zone.
are considered spirits when in possession of
another. ªªExtended Exile: Requires Zone of Exile.
When activated using the Zone of Exile
GAMEPLAY

To repel a creature, perform a Block (pg. Enhancement, the effect lasts the rest of
82) with your Affinity Skill. The creature may the day, or about 12 hours.
attempt to overcome the Block using their
Resolve, though they suffer Disfavor. Paragon Enhancements
If it fails, the affected creature must ªªPotent Banishment: You are Favored on
immediately retreat from the zone you occupy, your Affinity Skill test to determine your
PERKS

and may not enter thee zone you occupy again Banishment’s Block potency.
without overcoming the Block.
If it cannot leave the zone, the affected ªªVersatile Banishment: You do not need to
decide on the type of creature you can
creature must still move as far away from Banish when you select this Power. In-
you as possible, and may not take aggressive
POWERS

stead, you may make that decision when


actions against you. this Power is activated.
Note that in the case of a possession, you’ll
most likely need to somehow restrain the Mythic Enhancements
body. Otherwise, the possessing creature can ªªExile: If the creature you attempt to Ban-
just move away, taking the body with it. ish is from another dimension or plane
GEAR

of existence, and it fails to overcome the


Limitations Block you create with this Power, it is im-
ªªExile Only: Requires Zone of Exile. You mediately transported back to its home
may only activate this Power using the dimension or plane.
MASTERY

Zone of Exile Enhancement.


GAME
DEVIATIONS

126
CONTENTS
Barrier ªªDamaging: Creatures who manage to
penetrate your Barrier automatically suf-
Power Level: Heroic fer an amount of stress equal to your Bar-
Activation Time: Major Action rier’s Block Potency.
Duration: Scene ªªExtended Duration (Hour): Once activat-
Example Power Aspects: Telekinetic Shield, ed, your Barrier lasts up to about an hour.

THE BASICS
Force Field Generator, Wall of Stone
ªªObscuring: Neither light nor sound can
You are able to materialize a semi-permeable pass through your Barrier.
physical barrier between the zone you occupy
and an adjacent zone (or about 12 sq yards/ Paragon Enhancements
meters). You can see, hear and even smell

CHARACTERS
things beyond the barrier, but it’s very difficult ªªDome: Your Barrier can be made to com-
for a physical object or energy to pass through pletely surround the zone you occupy.
it. ªªExtended Duration (Day): Once activated,
When you activate this Power, make an your Barrier lasts the remainder of the
Affinity Skill test against a Difficulty of 0. This day, or about 12 hours.
Power essentially functions as a Block action

STRANDS
ªªHardened: You become Favored on your
(pg. 82) with a Potency rating equal to Affinity Skill test to set your Block’s Po-
the number of Shifts you generated on your tency.
Affinity Skill test.
ªªSpatial Lock: Requires Dome. Teleporta-
The Potency of this Block action applies to tion Powers cannot be used to pass in or

GAMEPLAY
attempts to penetrate the barrier by moving out of a zone surrounded by your Barrier.
through it. The Barrier also reduces the DR
of any attack that passes though the by an ªªScry Curtain: Requires Dome. Clairsen-
amount equal to its Potency. Attacks whose DR tience cannot be used inside a zone sur-
are reduced to 0 fail to pass through entirely. rounded by your Barrier, nor can they
perceive the area inside such a zone.
For example, if the Barrier’s Potency is 4, an

PERKS
attack from a Heavy Pistol (DR: 4) will fail to Mythic Enhancements
pass though, and bounce harmlessly off the
Barrier. ªªExpanded Coverage: Your Barrier runs
along the border of the zone you occupy
and a number of additional connected
Limitations

POWERS
zones equal to your Affinity, or about 2
ªªIntangible: Your Barrier does not prohib- yards/meter + an additional 2 yards/me-
it objects from passing through. This is ters per Affinity Skill rank.
useful when used in conjunction with the So a character with an Affinity of 3
Alarm Enhancement, or Conditional Acti- would be able to produce a Barrier about
vation (pg. 168) and Linked Power (pg. 8 yards/meters wide.
167). If you use the Dome Enhancement, the GEAR
dome has a radius of a number of zones
Heroic Enhancements equal to half your Affinity Skill rating
ªªAlarm: Whenever something crosses your (round up), or about 1 yard/meters per
barrier, you become instantly aware of Affinity Skill rank.
MASTERY
GAME

it. You may not know who crossed it,


but you know someone did. In addition,
you may make it so that only creatures
of a specific race or species trigger your
alarm. You may also specify yourself and
DEVIATIONS

a number of individuals equal to your Af-


finity as able to pass through your Barrier
without triggering the alarm.

127
CONTENTS
Beast Link ªªSense Link: While linked, you can see,
smell, touch, taste and hear from the an-
Power Level: Heroic imal’s perspective. While doing this, your
Activation Time: Major Action own senses are dampened, and you are
Duration: Scene Disfavored on any actions that rely on
Range: Short your natural senses. Shifting your senses
between the linked animal and yourself
THE BASICS

Example Power Aspects: Shamanic Bond,


is an Instant Action.
Empathic Mutation, Gift of Elk Totem
You are able to communicate with animals. ªªPrimal Telepathy: You do not need to
speak to the animal, and it does not need
They understand your speech, and you are to make any noise either. The communi-
able to understand their chirps, squeaks, barks cation happens purely telepathically, and
CHARACTERS

and body language as if they were speaking to the animals is able to send you clips of
you in your native tongue. memory, such as past sights and sounds,
However, animals do not see the world the to aid in communication. This Enhance-
same way humans do. Their priorities are ment also changes the range of this Pow-
survival and reproduction, so discussion of er to Medium.
STRANDS

other subjects can often prove frustrating.


For the purpose of using this power, “Animals” Paragon Enhancements
are any non-human natural creature. Humans ªªCall of the Wild: Requires Primal Telep-
and magical creatures, or seemingly natural athy. You may extend your telepathic
creatures created through magic, are not reach, allowing you to link with animals
GAMEPLAY

affected. as far away as a number of miles equal


to your Affinity Skill Rating, or 2, which-
ever is higher. When you use this Power,
Limitations you get a general sense about the num-
ªªOffering: Animals never deal with you ber of animals that received your call and
freely. You must barter with them to get where they are. You may then select a re-
them to share any sort of information. cipient to converse with, and may change
PERKS

Typically, the animal will require you to participants at will as long as this Power
offer it something that helps it acquire is active.
food, a mate, or protect its offspring.
ªªPassive Link: Once activated, you main-
ªªRestricted: You may only target a specif- tain your Link with the target animal in-
POWERS

ic type of animal, such as birds, fish, in- definitely. You may only share a Passive
sects, cats, or dogs with this Power. Al- Link with one animal at a time.
ternatively, you might select an animal
with a theme appropriate to your set- Mythic Enhancements
ting. An example might be “Creatures of
the Night”, which might allow you to link ªªBeast Lord: Requires Animal Affinity.
Whenever you try to persuade an animal,
GEAR

with rats, bats and wolves.


its Disposition (pg. 88) is automatically
increased by an additional +2.
Heroic Enhancements
ªªAnimal Affinity: Animals feel compelled to ªªPack Master: Requires Passive Link. You
obey you. This isn’t outright dominance can create a Passive Link with a number
MASTERY

of animals equal to your Affinity Skill rat-


GAME

or mind control, but whenever you try to


persuade an animal, its Disposition (pg. ing, or 3, whichever is higher.
88) is automatically increased by 2. ªªFar-Reaching Call: Requires Call of the
ªªExtended Duration (Day): Once activated, Wild. The range of your Call of the Wild
is tripled.
DEVIATIONS

your Beast Link lasts the rest of the day,


or about 12 hours.

128
CONTENTS
Binding 5+ (Surge!!) The Binding really took,
Power Level: Heroic and your target is stuck
Activation Time: Major Action fast. Your target is Disfa-
vored on all attempts to
Duration: Scene break free.
Range: Short

THE BASICS
Example Power Aspects: Synthetic Spider Web Breaking Free: At the end of your foe’s next
Blasters, Sticky Goo, Magical Energy Net turn, as a Minor Action, they may attempt to
You have a special attack that binds an enemy, free themselves. To do so, the target must
rendering them incapable of willingly moving succeed on a Might Skill test against a Difficulty
into another zone. equal to your Affinity Skill rating. If they don’t

CHARACTERS
generate at least 1 Effort, they are unable to
When you activate this Power, you must escape.
engage in a contest pitting your Affinity Skill
against your target’s Might (which suffers
Disfavor). If the target is larger than you, Limitations
it receives a bonus equal to the difference ªªUnraveling Bind: Your binding dissolves or
between its Size and yours. fades, and your foe is automatically able

STRANDS
In addition, Perks or Special Abilities that to escape at the end of their next turn.
represent enhanced strength may apply to
your target’s Might tests. Heroic Enhancements
The outcome of this test determines how ªªMystic Binding: Your binding isn’t a phys-

GAMEPLAY
effective your Binding is: ical restraint. It is an effect on the mind
itself. Instead of using Might to resist or
Shifts Outcome escape your Binding, your targets use Re-
solve.
-3 or less (Stall) You fail to bind your tar-
get. And worse, your tar- Paragon Enhancements
get wises up to how your

PERKS
Binding works, and you ªªCocoon: Targets you have bound can nei-
suffer Disfavor on addi- ther see nor hear anything while bound
tional attempts to bind by you.
the target for the duration ªªLock Down: Your target cannot move in
of the scene. any significant way. They cannot make

POWERS
-1 or less Perhaps they saw it coming, melee or physical ranged attacks while
perhaps they overcame bound, nor can they perform gestures
with their hands.
your Binding through
shear strength or force ªªResilient Bonds: Your binding takes real
of will. Or maybe you just effort to escape, requiring a Major Action
missed. In any case, you instead of an Minor Action. GEAR
fail to bind your target. ªªZone Coverage (Area of Effect): You may
0 You hit your target, but attempt to bind every target in a zone,
just barely. The target is but you suffer Disfavor on your initial Af-
Favored on its attempts to finity Skill test to place your Binding.
MASTERY
GAME

escape.
Mythic Enhancements
1+ You succeed. Your target
may not move into a dif- ªªImproved Zone Coverage (Area of Effect):
ferent zone until they Requires Zone Coverage. You do not suf-
DEVIATIONS

break free. fer Disfavor on your initial Affinity Skill


test to place your Binding.
3+ (Spin!) You succeed, and really
shut your target down.
Your target is Disfavored
on their first attempt to
break free.

129
CONTENTS
THE BASICS
CHARACTERS
STRANDS

Blast The attack is resolved as a contest that pits


GAMEPLAY

your Affinity Skill + your Blast’s ExR against


Power Level: Paragon your foe’s Reflexes + AR.
Activation Time: Major Action to activate and
Attack at the same time Blast is an “Area of Effect” attack, which has a
special effect on Units. See pg. 189 for special
Duration: Instant rules for using Area of Effect attacks against
Range: Medium (Area of Effect) Units.
PERKS

Example Power Aspects: Built-In Electro-


Cannon, Explosion of Magical Fire, Pyrokinetic Limitations
Eruption
ªªAmmo-Dependent: This Power manifests
You are able to cause widespread destruction, as some sort of built-in weapon that re-
blasting a zone with damaging energies, or
POWERS

quires ammo. When you take this Power,


hazardous materials, and potentially harming you get 3 units of ammo for free.
everyone and everything inside. This Power
might manifest as fiery explosions, blasts of ªªLimited Damage: Your Blast’s Explosive
shrapnel, deafening sound, an eruption of life Rating is reduced by 1.
draining darkness, etc. ªªSlow Build: It takes a full Major Action to
GEAR

Your Blast has a base Explosive Rating activate this Power. You’ll have to wait
determined by your setting’s Tech-Level and until your next turn to attack with it.
your character’s Power Level as shown below:
Power Level Explosive Rating
Paragon Enhancements
Heroic Tech-Level + 1 ªªArmor Penetrating: Your Blast gains the
MASTERY
GAME

Paragon Tech-Level + 2 Armor Penetrating Aspect.


Mythic Tech-Level + 3 ªªExpansive: Your Blast’s area of effect may
Legendary Tech-Level + 4 be increased to encompass the target
Attacking the Target Zone: After you activate zone, and every zone adjacent to it.
DEVIATIONS

this Power, you must select a target zone within ªªHazardous: Zones affected by your Blast
range. Once the target zone is selected, make become afflicted with a Hazard (pg.
an attack against each person in the zone. 84), and gain an Aspect that is repre-
sentative of it. This Hazard has an Inten-
sity equal to your Blast’s ExR.

130
CONTENTS
ªªImmaterial: You create a telepathic Legendary Enhancements
shockwave, spiritual eruption or some
other sort of intangible Blast. Your Blast ªªExcessive Force: Requires Forceful. Foes
ignores armor and cover, and is defended you move are moved one additional
against with Resolve. Your Blast cannot zone.
affect inanimate objects or any creatures ªªSlaying: Be it some sort of magic death
immune to mind affecting Powers. vortex, a disintegrating pulse, or some-

THE BASICS
ªªLong Range: Your Blast’s range is in- thing equally devastating, your attack
creased to Long. does not bash, cut or otherwise wound
your opponent. It either does nothing, or
ªªRepetitive: Your Blast manifests as an it kills them instantly.
eruption of acid, a blast of napalm, or When Attacking with a Slaying Blast,

CHARACTERS
some other sort of persistently damaging instead of resolving it as an Attack, you
material or energy. Targets who suffer a instead make an Affinity Skill test for each
Wound from your Blast take additional character in its area of effect. You suffer
stress on subsequent turns. At the start a penalty equal to your target’s Reflexes,
of their next turn, your foe suffers addi- plus an additional modifier based on
tional stress equal to the amount they your target’s Power Level.

STRANDS
suffered in the previous round, -2. This Grounded grants a +1 bonus. Heroic is
continues each round, with the victim +0, Paragon inflicts -3 penalty, Mythic is
each time suffering an amount of stress -4, and Legendary is -5.
equal to the turn before, -2, until the
stress they suffer is reduced to 0. This Shifts Outcome

GAMEPLAY
stress cannot be offset with a Complica- -3 or less (Stall) You fail to hit your target,
tion.
but may instead hit an
innocent bystander, an
Mythic Enhancements important relic, a struc-
ªªCompressed Detonation: Requires Ex- tural support, or the like.
pansive. If your Blast cannot affect more You must either spend

PERKS
than 3 zones due to walls or other barri- a Fate Point or suffer a
ers, you are Favored on your Affinity Skill Minor Complication.
test to affect targets inside the affected
zones. 0 or less You miss. Your target was
able to get out of the way
ªªDiscretionary: Your Blast does not harm in time and your Power

POWERS
creatures or objects that you do not in- has no effect.
tend for it to harm.
1+ Your target must spend 2
ªªForceful: Anyone who suffers a Wound Fate Points or be instantly
from your Blast is thrown clear of the tar- slain. When attacking
get zone. They are instantly moved into a NPCs, the GM must pay
random adjacent zone. And if they can’t, these Fate Points out of GEAR
due to walls or other obstacles, they suf-
fer 2 additional points of stress. their Threat Pool.
3+ (Spin!) As above, but your target
ªªLethal Blast: Your Blast’s base Explosive
Rating is increased, and the new value is must spend 3 Fate Points
MASTERY

or be instantly slain.
GAME

determined as shown below:


Power Level Explosive Rating 5+ (Surge!!) As above, but your target
Mythic Tech-Level + 5 must spend 4 Fate Points
Legendary Tech-Level + 6 or be instantly slain!
DEVIATIONS

ªªMassive Expansion: Requires Expansive.


By spending a Fate Point, your Blast’s
area of effect may be increased to en-
compass a much larger region. Your Blast
affects your target zone, all zones adja-
cent to the target zone, and all zones ad-
jacent to those zones.

131
CONTENTS
Body Weaponry ªªFlexible: Your weapon takes a form sim-
ilar to a whip or flail and has the Flexi-
Power Level: Heroic ble Aspect. This Aspect may be Invoked
Activation Time: Instant Action to help bypass an enemy’s defenses, but
Duration: Scene could also be Compelled to make your
Example Power Aspects: Beastly Claws, weapon harder to attack with in some
circumstances, such as when in an en-
THE BASICS

Hidden Arm Blade, Magical Energy Whip


closed space.
Whether a biological mutation, a cybernetic
augmentation, a magical enchantment, or a ªªLong: Your weapon has the Long Aspect.
gift of the spirits; you are somehow able to In addition, you may make melee attacks
produce a deadly weapon from your body against opponents in an adjacent zone.
CHARACTERS

itself. This weapon may take the form of a set


of razor sharp claws, fangs, bone mounted Paragon Enhancements
blades, dagger-tipped tentacles, or some other ªªTwo Hands: You manifest a weapon that
form of melee weapon. either requires two hands, or a weapon
You may select this Power multiple times, in/on each hand. When attacking with
each time selecting a different type of Body both hands at the same time, increase
STRANDS

your weapon’s Damage Rating by +2.


Weapon.
You may not use a shield or attack with
Regardless of the nature of the weapon another weapon in a turn when you used
you produce, it has a base Damage Rating both hands with your body weapon.
determined by your setting’s Tech-Level and
ªªLethal Weapon: Your weapon’s base DR
GAMEPLAY

your character’s Power Level as shown below:


is increased, and the new value is deter-
Power Level Damage Rating mined below:
Heroic Tech-Level + 2 Power Level Damage Rating
Paragon Tech-Level + 3 Paragon Tech-Level + 5
Mythic Tech-Level + 4 Mythic Tech-Level + 7
Legendary Tech-Level + 5 Legendary Tech-Level + 9
PERKS

Limitations ªªPoison: Enemies hit by your weapon are


exposed to a poison (pg. 89) with a Po-
ªªLimited Damage: Your weapon’s Damage tency of 2.
Rating is reduced by 1.
POWERS

ªªPrecise: You are Favored on attack tests


ªªSlow Emergence: It takes a Major Action with the weapon created by this Power.
to activate this Power.
Mythic Enhancements
Heroic Enhancements
ªªOnslaught: Once per scene, you may At-
ªªArmor Penetrating: Your Body Weaponry tack with your Body Weaponry as an In-
GEAR

gains the Armor Penetrating Aspect. stant Action. You may attack in this way
ªªAt-Will Activation: Reduce your Refresh more than once per scene, but each time
Rating by 1. You may activate this Power after the first costs a Fate Point.
at will, at no cost, or without the need to ªªDeadly Poison: Requires Poison. The Po-
make any sort of Skill test. Activation is
MASTERY

tency of your poison is increased by 2.


GAME

an Instant Action.
ªªExtended Duration (Day): Once activated, Legendary Enhancements
your Body Weaponry lasts the rest of the ªªAdamant: Requires Armor Penetrating.
day, or about 12 hours. Your weapon can cut through just about
DEVIATIONS

any substance with ease. Attacks with


this weapon ignore armor unless the ar-
mor also has the Adamant Enhancement.
Also, your weapon cannot be broken ex-
cept by another Adamant weapon.

132
CONTENTS
Bolt Heroic Enhancements
Power Level: Heroic ªªRepetitive: Your Bolt manifests as a spray
Activation Time: Major Action to activate and of acid, a stream of sticky necro-goo, or
some other sort of persistently damaging
Attack at the same time material or energy. Targets who suffer a
Duration: Instant Wound from your Bolt take additional

THE BASICS
Range: Medium stress on subsequent turns. At the start
Example Power Aspects: Blast of Psychic Fire, of their next turn, your foe suffers addi-
Stream of Magical Thorns, Lance of Pure tional stress equal to the amount they
Kinetic Force suffered in the previous round, -2. This
continues each round, with the victim
You are capable of projecting some form of each time suffering an amount of stress

CHARACTERS
dangerous energy or substance, or otherwise equal to the turn before, -2, until the
harming your foe at range. You might throw stress they suffer is reduced to 0. This
balls of fire, spit acid, crush your foe’s mind stress cannot be offset with a Complica-
with a psychic assault, shred the fabric of space tion.
around your foe, shoot laser beams from your
ªªArmor Penetrating: Your Bolt gains the
eyes, etc.

STRANDS
Armor Penetrating Aspect.
You may select this Power multiple times,
each time selecting a different type of Bolt. ªªBeam Sweep: Your Bolt functions like a
beam weapon, allowing you to sweep it
Regardless of the nature of your Bolt, the across multiple targets. Once per scene
mechanics remain largely the same. After you may use your Bolt to attack more

GAMEPLAY
you activate this Power, you must succeed on than one target, as described on pg.
attack test against your target. 82. You may use this ability more than
Attacking the Target: After you activate this once per scene, but each additional use
Power, you must select a target within range. requires the expenditure of a Fate Point.
Once the target is selected, make an attack ªªFull-Auto: Requires Ammo-Dependent.
against them using your Affinity Skill. If you do Your Bolt is a Full-Auto weapon that re-

PERKS
not have an Affinity Skill, use Precision instead. quires ammo. But you can use it to Burst
The attack is resolved as a contested Affinity Fire, Spray and Pray and lay down Sup-
Skill test against your foe’s Reflexes. If you pression Fire (pg. 85). You may use
succeed, add your Bolt’s DR to determine how your Affinity Skill to avoid running out of
much stress is inflicted. The amount of stress ammo.

POWERS
inflicted is reduced by your target’s AR. ªªLong Range: Your Bolt’s range is increased
Your Bolt has a Damage Rating determined by to Long.
your setting’s Tech-Level and your character’s ªªPull: When you generate Spin on an attack
Power Level as shown below: with your Bolt, you may pull your target
Power Level Damage Rating one zone closer to you, or into your zone
Heroic Tech-Level + 3 if they are in an adjacent zone. GEAR
Paragon Tech-Level + 4 ªªPush: When you generate Spin on an at-
Mythic Tech-Level + 5 tack with your Bolt, you may push your
Legendary Tech-Level + 6 target one zone away from you.
MASTERY

ªªPrecise: Your Bolt’s DR is reduced by 1,


GAME

Limitations but you are Favored on attack tests with


this Power.
ªªAmmo-Dependent: This Power manifests
as some sort of built-in weapon that re- ªªShot Spray: Your Bolt manifests as a shot-
quires ammo. When you take this Power, gun-like spray of projectiles. Your Bolt’s
DEVIATIONS

you get 3 units of ammo for free. DR is increased by +2 at Short range, but
ªªLimited Damage: Your Bolt’s Damage Rat- reduced by -3 at Long range.
ing is reduced by 1.
Continued on next page...
ªªSlow Build: It takes a full Major Action to
activate this Power. You’ll have to wait
until your next turn to attack with it.

133
CONTENTS
ªªUnerring: Your Bolt’s DR is reduced by 2, When Attacking with a Slaying Bolt,
but tracks your target and hits automati- instead of resolving it as an Attack, you
cally. As long as you can see your target, instead make an Affinity Skill test, with a
and there is a clear path between you penalty equal to your target’s Reflexes,
and the target, you do not have to make plus an additional penalty based on your
an attack test. Resolve the attack as if you target’s Power Level.
hit your target, but scored 0 Shifts. Grounded grants a +2 bonus. Heroic is
THE BASICS

+0, Paragon inflicts a -1 penalty, Mythic is


Paragon Enhancements -2, and Legendary is -3.
ªªForceful: If you generate Spin on your at- Shifts Outcome
tack test, you may choose to send your
opponent flying into an adjacent zone. -3 or less (Stall) You fail to hit your target,
CHARACTERS

When you purchase this Enhancement, but may instead hit an


you must decide whether you “Push” innocent bystander, an
the target into a zone directly away from important relic, a struc-
you, “Pull” the target into a zone closer tural support, or the like.
to you, or “Shift” the target laterally, to You must either spend
one side or the other. Once chosen you a Fate Point or suffer a
STRANDS

cannot change it. But you may select this Minor Complication.
Enhancement multiple times, each time
selecting a different direction. 0 or less You miss. Your target was
ªªImmaterial: Your Bolt manifests a tele- able to get out of the way
pathic or spiritual assault that ignores ar- in time and your Power
GAMEPLAY

mor and cover, and is Defended against has no effect.


with Resolve. It cannot affect inanimate 1+ Your target must spend 2
objects or any creatures immune to mind Fate Points or be instantly
affecting Powers. slain. When attacking
ªªLethal: Your Bolt’s base DR is increased, NPCs, the GM may pay
and the new value is determined as these Fate Points out of
PERKS

shown below: their Threat Pool.


Power Level Damage Rating 3+ (Spin!) As above, but our target
Paragon Tech-Level + 6 must spend 3 Fate Points
Mythic Tech-Level + 8 or be instantly slain.
POWERS

Legendary Tech-Level + 10
5+ (Surge!!) As above, but your target
ªªSalvo: Your Bolt’s Damage Rating is re- must spend 5 Fate Points
duced by 1. However, once activated you or be instantly slain!
may use this Power as many times as you
desire for the duration of the scene. Ac- Legendary Enhancements
tivation is an Instant Action, but any at-
GEAR

tacks are treated as a Major Action. ªªAnnihilating: Requires Lethal. Your Bolt
can cut through just about any substance
Mythic Enhancements with ease, and can destroy about 4 cubic
ªªExcessive Force: Requires Forceful. Foes feet of material each turn. Attacks with
you move are moved one additional this weapon also ignore armor unless it
MASTERY
GAME

zone. has the Adamant Enhancement.


ªªSlaying: May not be applied to Bolts with
the Unerring or Precise Enhancements.
Be it some sort of magic death ray, a dis-
DEVIATIONS

integration beam, or something similar,


your attack does not bash, cut or oth-
erwise wound your opponent. It either
does nothing, or it kills them instantly.
You may not use this Enhancement in
conjunction with Unerring or Multi-At-
tack.

134
CONTENTS
Cantrips Limitations
Power Level: Heroic ªªTaxing Potency: Requires Potent Cantrips.
Activation Time: Minor Action You must spend a Fate Point to use Po-
tent Cantrips.
Range: Close
Example Power Aspects: Minor Magical Spell, Heroic Enhancements

THE BASICS
Simple Psychic Trick
You have the capacity to use your Affinity ªªPotent Cantrips: Your cantrips can yield
Skill(s) or Power(s) to perform a number of more powerful and direct effects, allow-
ing you to attack or perform Maneuvers.
simple tricks. These tricks, while limited in Pick three new, potent, cantrips. Exam-
their usefulness, allow your character to use ples of potent cantrips include:

CHARACTERS
their supernatural talents to entertain and
impress others, or perform simple tasks. ªªLight a camp fire at a close distance
When you select this Power, pick three ªªCreate a sound loud enough to disori-
specific Cantrips. Whenever you activate this ent a person. (Maneuver: Affinity vs.
Power, you may choose to perform one of the Endurance to place Stunned(m) on
Cantrips you know. your target.)

STRANDS
Each trick must make sense for your Affinity ªªLevitate a small object weighing less
than 10 lbs (about 5kgs) and slowly
Skill and the general theme of your other move it about.
Powers. For example, a powerful shapeshifter
may be able to temporarily change their hair ªªCreate a small, seemingly real, illusion
color, but they probably shouldn’t be able to in your hand.

GAMEPLAY
make sparks dance between their fingers or ªªCreate a flash of light in front of some-
create illusory sounds. one’s face. (Maneuver: Affinity vs.
Reflex to place Blinded(m) on your
Below you will find a list of example Cantrips, target.)
which should give you an idea of the types of
tricks your character can perform. ªªNudge your opponent with a well
timed blast of air. (Maneuver: Affinity

PERKS
ªªCreate a flame, about the size of a candle vs. Mobility to place Off Balance(m)
flame, at a distance on your target.)
ªªLevitate and move a small object weighing ªªTeleport an object in your pocket to
less than 1 lb (about .5kg) your hand, or from a cup in one hand
ªªCreate a small, obviously immaterial, illu- into a cup in the other.

POWERS
sion in your hand ªªWhisper a message containing a num-
ªªCreate a sound at a distance no louder than ber of words equal to your Affinity
a person talking into the ear of a person within sight.
ªªMake minor repairs to a mundane item ªªMake your eyes glow, or your voice
ªªScribe on an object without chalk or a pen echo, creepily (Maneuver: Affinity
ªªClean or dry a soiled or wet item
vs. Resolve to place Unnerved(m) on GEAR
your target.)
ªªCreate soft music or chimes ªªMake a Short ranged attack (DR equals
ªªCreate a floating glowing ball that gives off TL) using your Affinity Skill vs. a de-
light like a candle. fensive Skill determined by the GM.
MASTERY
GAME

ªªHeal or kill small animals, insects or plants


ªªAnimate a broom to make it sweep Paragon Enhancements
ªªCreate a faint breeze ªªCantrip Mastery: Select three new Can-
ªªDeliver a mild ranged attack (DR: +0, Short trips. If you have the Potent Cantrip En-
DEVIATIONS

Range) using your Affinity Skill vs. a Defen- hancement, you may select Potent Can-
sive Skill chosen by the GM. trips.
You may select this Enhancement
multiple times, each time learning three
new Cantrips.

135
CONTENTS
Clairsentience 5+ The same as Spin, but you also
Power Level: Paragon (Surge!!) establish something of a sym-
Activation Time: 1 hour pathetic bond with the target.
You become Favored on your
Duration: Scene Affinity Skill test for future
Example Power Aspects: Psionic Awareness, uses of this Power on this tar-
THE BASICS

Divination Magic, Dimensional Gate get.


You have the power to remotely hear and see
some other person, place or thing. People, Sympathy Modifiers: When you make your
places or things well known to you are easier Affinity Skill test to activate your Power, apply
to peer in on, while the unfamiliar is much the single most appropriate familiarity and link
CHARACTERS

more difficult. modifier from the sympathy modifiers table.


The more you know about your target, the
If you succeed in locating your target, your easier the Skill test.
displaced senses last for the duration of the
scene, or until willingly returned to normal.
You may move your perspective around the
Limitations
target of this Power, but may not move it ªªDreamer: The Power may only be used
STRANDS

out of the same zone it occupies, nor do you while sleeping, and isn’t activated until
automatically know the location of your target you have been asleep for at least an hour.
relative to your own. Any Powers you have that ªªClairvoyance Only: You may only see the
enhance your senses may also be utilized, but target of your Clairsentience. You hear
otherwise you view and hear your target as nothing from the target’s location.
GAMEPLAY

if you were actually standing there with it, or


within the target location. Paragon Enhancements
While using Clairsentience, your normal ªªPower Conduit: After you locate your
senses are dampened and you are Disfavored target, you may spend a Fate Point to
on Skill tests that require them. use other Powers from the same Pow-
er Source as your Clairsentience Power
PERKS

To locate your target, after you activate this


through the Clairsentient link, targeting
Power, make an Affinity Skill test and apply those you can see. When using Powers
any Sympathetic Modifiers as described on the through a Clairsentient Power Conduit,
next page. The result of this test will determine you can target for as if you were actual-
whether or not you succeed. ly standing at the location you perceive
POWERS

your target from.


Effort Outcome
ªªTethered Senses: Your senses do not con-
-3 or less Your attempt to cast out your nect to a distant place, but instead be-
(Stall) senses fails in a spectacu- come disembodied from your physical
lar, and rather disorienting, self. Once activated, your senses detach
manner. You gain the Aspect from your body; like a dimly glowing ball
GEAR

Stunned until the end of the of light, or ripple in the air, from which
Scene. you can see, hear, and touch. The sensor
0 or less You fail. You are unable to can move through physical objects, and
locate your target, and don’t moves at a normal walking speed. It can
move up to a number of yards (or me-
MASTERY

hear or see anything.


GAME

ters) from your physical body equal to


1+ You succeed, and may see and your Affinity Skill rating +1 x 100.
hear as if you were standing a
few feet away from the target Mythic Enhancements
DEVIATIONS

person or object, or are stand- ªªWandering Senses: Requires Tethered


ing in the middle of the place Senses. After successfully locating your
you seek. target, your perspective may drift away
from the target as per the Tethered Sens-
3+ (Spin!) As above, but you may shift es Enhancement above with your target
your perspective by as much serving as the anchor for your senses in-
as about 5 yds/m (one zone). stead of you.

136
CONTENTS
Sympathy Modifiers
Person Thing
Modifier Familiarity Modifier Familiarity
+8 Heard a description of the per- +8 Heard a description of the

THE BASICS
son. thing.
+4 Seen a picture of the person. +4 Seen a picture of the thing.
+2 Met the person once. +2 Held or used the thing once.
+1 Person is an acquaintance. +1 Held or used the thing often.

CHARACTERS
+0 Person is a close friend. +0 You are the owner of the
object.
-1 Person is a blood relative.
-1 The object is some something
Link Modifiers:
of personal importance to
+6 You do not know the person’s you.

STRANDS
name.
Link Modifiers:
-1 You have something that
-2 You have a piece of the object
belongs to the person.
-4 You created the object or are
-3 You have an item the person

GAMEPLAY
currently holding it.
values highly.
-6 You have a physical piece of the
person (i.e. blood, fingernail
clippings) or can touch them.
Event

PERKS
Modifier Familiarity
+8 You heard about the event.
Place
+5 You’ve heard or read a descrip-
Modifier Familiarity tion of what happened at the

POWERS
+8 Heard a description of the event.
place. +2 Witnessed a very similar event.
+4 Seen the place on a map or +1 Frequently witness very similar
seen a picture of the place. events.
+2 Been to the place once. +0 The event happened to you.
GEAR
+1 You frequent the place often. -1 You triggered the event.
+0 Personal property, you can see Link Modifiers:
the place, or you know exactly
where it is in relation to your- -3 You are at the place where the
MASTERY
GAME

self (such as the other side of event happened.


a door) -5 You are with someone who wit-
-1 Your home. nessed the event or have an
item strongly associated with
Link Modifiers:
DEVIATIONS

the event
-2 You have an item from the
place.
-4 You have an item closely tied
to the place or are currently
there.

137
CONTENTS
ªª Cloak perform related tasks, but must be purchased
separately.
Power Level: Heroic
Activation Time: Major Action Your implant comes with a jack in the back
Duration: Scene of your head and a wireless interface, to allow
your implanted computer to interact with
Example Power Aspects: Psychometabolic other machines and networks.
THE BASICS

Transformation, Magical Illusion, Light-Screen


Projector Module
Heroic Enhancements
You may change color to match your
environment. This Power grants you Favor on ªªBuilt-In AI Assistant: Your implanted com-
rolls to remain unseen as long as you aren’t puter comes with an AI assistant trained
to perform computer-related tasks on
CHARACTERS

moving.
your behalf. The Activation Time for this
Power becomes Instant.
Limitations
ªªDigital Backup: Requires Tech-Level 6.
ªªSkin Changer: Only your skin changes col- Every few seconds a digital copy of your
or. So this Power only helps you hide if mind is backed up and stored in some
you are mostly nude.
STRANDS

part of the implant. With surgery, this de-


ªªSlow Transition: It takes a Major Action vice can be removed and a copy of your
to activate this Power, but it takes a full mind can be uploaded into a computer or
scene (or about 5 minutes) for it to slowly another body outfitted with an implant
take effect. So you won’t be able to gain featuring the necessary inputs.
GAMEPLAY

this Power’s effects until the next scene. ªªWireless Backup: Requires Digital Backup.
Every 72 hours, usually while you sleep,
Heroic Enhancements your implanted backup module wireless-
ªªNullifying Cloak: Your cloaking also hides ly streams a copy of your mind to a se-
you from detection from thermal imag- cure storage facility. If the company used
ing and motion sensors. to make the backup discovers that your
PERKS

current body has been killed, and your


ªªQuick Change: You may activate this Pow- backup module cannot be recovered,
er as an Instant Action. the most recent copy of your backup
will be brought online in a virtual reality
construct. There you can make arrange-
ments to purchase and be restored in a
POWERS

Computer Mind new body. While this data is encrypted


with state of the art encryption software,
Power Level: Heroic interceptions are not unheard of. Also,
Activation Time: Major Action if for some reason your backup module
Duration: Scene cannot get a wireless signal out to the
server, a backup will not be made.
GEAR

Example Power Aspects: Brain Augmentation,


Biomorphic Mutation
You have a computer, or computer-like
object, implanted in your brain; which you can
interface with using your thoughts. Sensory
MASTERY
GAME

data provided by the implant is received


directly over your normal senses, providing
an augmented or virtual reality interface. This
computer has an Equipment rating of 2, and its
Security Rating is equal to its Equipment rating.
DEVIATIONS

The computer’s rating determines both


the quality of the hardware and usefulness
of the non-specialized software that comes
with it. Specialized software dedicated to
a task provides an added bonus on tests to

138
CONTENTS
Control Ranged: Ranged attacks have a Damage
Rating equal to Control’s Base Damage Rating.
Power Level: Paragon or higher
Activation Time: Special Touch: Attacks that require Touch have a
Damage Rating +2 higher than Control’s Base
Range: Special Damage Rating.
Example Power Aspects: Magical Weather
Area of Effect: You may elect to attack

THE BASICS
Control, Psionic Manipulation of Magnetism,
Master of Earth Shaping everyone inside a zone instead of a single
target. When doing so, instead of adding a
Be it through magical training, psychic Damage Rating, you add an Explosive Rating.
ability, or divine will, you are able to control… Area of Effect attacks have a Damage Rating
something. It might be a specific type of equal to Control’s Base Damage Rating -2.

CHARACTERS
energy or matter (such as fire, gravity, light,
sound, earth or metal), slightly more abstract Ignore Armor: Certain types of attacks may
concepts like darkness or the weather, or render armor useless. Such attacks have a
broad ranging concepts like kinetic energy, the Damage Rating equal to Control’s Base Damage
mind, or even reality itself. Rating -4.
The Power Level of this Power depends on

STRANDS
how prevalent the thing that you control is, Defense
which is referred to as your “domain”. The table Often times your use of Control may allow
below provides some examples of domains. you to use your Affinity Skill to defend instead
of one of your mundane Abilities. For example,
Power Level Sample Domains you may be able to divert incoming projectiles

GAMEPLAY
Paragon Fire, Earth, Air, Metal, with a current of air (substitute your Affinity
Computers, Weather, etc. instead of Reflexes or Mobility), or disrupt a
Mythic Kinetic Energy, Matter, Mind, telepathic control spell with your own mastery
Space, etc. of mind magic (substitute Affinity for Resolve).
Legendary Reality To do this, activate Control as a Reflex action
in response to the attack. Once activated,

PERKS
The following sections describe how Control
can be used to perform some common actions: you may use your Affinity Skill instead of your
normal Skill to for a single defensive roll that
turn.
Attack
Depending on your domain and your Protection: You may, in some cases, be able to

POWERS
surroundings, you may be able to use your use your Domain to create a form of protection
control over your domain to make attacks. For that lasts for one round and provides an Armor
example, you might use your control over fire Rating based on your Tech-Level as shown
to turn a cigarette lighter into a flame thrower, below:
or control of the mind to unleash a devastating Power Level Armor Rating
psychic barrage. Paragon Tech-Level + 2
To resolve any attack using your domain, you Mythic Tech-Level + 3 GEAR
must first determine what type of attack you Legendary Tech-Level + 4
are performing (physical or mental). Then
determine the attack’s Base Damage Rating:
MASTERY

Power Level Base Damage Rating


GAME

Paragon Tech-Level + 2
Mythic Tech-Level + 3
Legendary Tech-Level + 4
DEVIATIONS

Once activated, roll your Affinity Skill


to perform the attack. Your target may
defend with whichever Ability seems most
appropriate, as decided by the GM. An attack
with this Power comes and goes in an instant,
requiring a Major Action to both activate
Control and make the attack.

139
CONTENTS
Block Shape
This is any attempt to hamper or stop another Depending on your chosen Domain, you may
action from happening with Control. It works cause energy or matter to shape itself into a
very much like a normal Block action (pg. new shape or configuration.
82), but uses your Affinity Skill. Create: You may shape raw substances into
To do this, you must activate your Control finished objects which maintain their new
THE BASICS

Power, and once activated, as a Major Action, shape for the duration of this use of Control.
make an Affinity Skill test to determine the Once activated, make an Affinity Skill test with
Potency of the Block. The Potency also gains a Difficulty is equal to the Size(x2) + TL of the
a bonus based on the Power Level of your object created or amount of material being
Control Power, as shown below: shaped, and you need to have enough of the
CHARACTERS

Power Level Block Bonus appropriate materials on hand to work with.


Paragon +1 Simple shapes are considered to have a Tech-
Level of 0.
Mythic +2
Legendary +3 So if you wanted to turn a pile of destroyed
cars into a new car, the Affinity Skill Difficulty
Once activated, you can hold a Block action would be 8 (TL 4 + Size 2(x2) = 8), and it would
STRANDS

as long as you concentrate on holding it. last until the end of the scene.
Concentrating on a Block is distracting, and
causes you to suffer Disfavor on any other You may make the created object last longer
action. by electing to suffer penalties on the Affinity
Skill test as shown below:
A Block will only last for a single round unless
GAMEPLAY

held with concentration. Increased Duration Affinity Penalty


Day -2
Extended Coverage: By electing to suffer a -1
penalty on your Affinity test to set the Potency Week -3
of your Block, you can extend your Block to Year -4
cover another person instead of yourself. For Permanent -5
PERKS

every additional -1 suffered, your Block covers Create Minion: You may use Control to
another person (which can include yourself). animate raw materials, causing them to take
Your Block may cover an entire zone by the form of a creature capable of performing
electing to suffer a -3 penalty. actions for you. You must have enough matter
on hand to create the minion, and the minion
Extended Duration: You may change the
POWERS

has an Aspect that describes its make-up and


duration of your Block or protection to last the
shape, such as Earthen Hound or Man of Fire.
duration of the scene by spending a Fate Point.
To create the minion, activate this Power and
Perform Maneuver make an Affinity Skill test against a Difficulty of
5. If you fail, the minion isn’t created. If you
After activating Control, you may use your generate Spin or Surge, the Minion may take
GEAR

control of your Domain to place an Aspect additional Wounds as described below.


on yourself, a target or a zone. Though for
especially difficult or complex Maneuvers, the The minion has the stats of a lesser spirit of a
GM may add more penalties. type based on the substance you can control. It
is not an actual spirit however, being instead a
These Aspects are generally temporary, and
MASTERY

mindless automaton fashioned from the base


GAME

last either for a single round or until the victim matter or energy you control. See pg. 196 for
can remove them. more on spirits.
When performing a Maneuver that requires The creature can may only take a single Mild
a contested roll, once Control has been Wound before being destroyed. However, if
DEVIATIONS

activated, roll your Affinity Skill contested you generated Spin on your test to create the
against their relevant Skill. Minion, it may take a Moderate Wound in
In all other ways, performing a Maneuver addition to the Mild Wound. If you Surged, it
with Control works the same as other attempts may also to a Severe Wound.
to use a Skill to perform a Maneuver. Minions may not take Complications.

140
CONTENTS
By increasing the Difficulty to 7, your minion ªªReality Sub-Domains (Major): Requires
instead uses the stats of a standard spirit. With Control of Reality. For you, reality is di-
a Difficulty of 9, it can use the stats of a greater vided up into different “sub-domains”,
spirit! over which you have different degrees of
control. Select a different Affinity Skill for
To create some other type of minion, use each sub-domain of reality. The sub-do-
Control to emulate the Summon Power (pg. mains you may pick from are determined

THE BASICS
160). See below for more on emulating other by your GM. Example Sub-Domains are
Powers. Mind, Body, Forces, Matter, Space and
Create Something From Nothing: If you Time. However, some GMs may break
have the capability to create something from them down into themes such as Animals
nothing, you suffer Disfavor on the Affinity Skill or Weather.

CHARACTERS
test when doing so. It is always easier to work
with existing material than to create it from Paragon Enhancements
nothing. ªªDeadly Control: When using Control,
the Damage Rating of your attacks is in-
Emulate Other Power creased by +2.

STRANDS
Depending on your chosen domain, you ªªPracticed Defense: When using Control,
may be able to perform acts that very closely you are Favored on Affinity Skill tests to
resemble another Power. For example, if you defend, and perform Blocks. When you
can control the fabric of reality itself, you may create protection, the AR it provides is
be able to grow claws (Body Weaponry) or see increased by +2.

GAMEPLAY
distant locations (Clairvoyance).
ªªFinesse: You are Favored on Affinity Skill
When emulating another Power, use the tests to perform Maneuvers, shape and
following guidelines: create objects (but not Minions).
Power Level: You may not emulate a Power ªªMinion Master: You are Favored on Affin-
with a Power Level equal to, or greater ity Skill tests to create Minions.
than, your Control Power Level.

PERKS
Limits of Emulation: You may not emulate Mythic Enhancements
a Power if doing so would provide a better ªªSummon From Nothing: You are able
result than if you simply used Control. For to summon the subject of your Control
example, you may not emulate Bolt instead from nothing, such as creating fire when

POWERS
of simply making an attack with Control. no fire was previously present. Notice
As a general rule, Control should never that some domains, such as control of
offer a more powerful or efficient result reality, allow you to do this already. And
than a dedicated use of a single Power. some domains, such as air or gravity, are
Affinity: Regardless of the Power that is almost always present anyway.
emulated, it uses the same Affinity Skill If you were already able to summon
that is associated with your Control. something from nothing, you no longer GEAR
suffer Disfavor when doing so.
Duration: The duration of an emulated
Power is the same as it normally is for that
Power.
MASTERY
GAME

Limitations
ªªDefenseless: You may not use Control to
defend or create protection.
DEVIATIONS

ªªInoffensive: You may not use Control to


attack.

141
CONTENTS
Deflection Mythic Enhancements
Power Level: Heroic ªªReflect Attack: One per scene, you may
Activation Time: Reflex or Instant angle your deflection shield such that you
are able to reflect bolt of energy, bullets
Duration: Instant or beam attacks back at your attackers,
Example Power Aspects: Magical Barrier, or other foes nearby. When you generate
THE BASICS

Telekinetic Parry, Force Field Generator a Surge on your defense test when using
You call up a wall of force to deflect incoming this Power, you may choose a different
attacks. This deflection field is incredibly useful target for your foe’s attack.
when defending against most all sorts of This attack functions exactly as if your
attacks, including those from swords, arrows, foe had directed their attack against the
CHARACTERS

bullets and bolts of magical fire. target of your choosing, and as if it had
came from your position.
When activated, this Power grants a bonus on You may elect to use this Enhancement
defense tests, but only against a single attack more than once per scene, but each use
that you are aware of. The size of this bonus is after the first costs a Fate Point.
determined by your character’s Power Level as
shown below:
STRANDS

Power Level Defense Bonus


Heroic +3 Enhanced Reflexes
Paragon +4 Power Level: Heroic
Mythic +5 Activation Time: Reflex
GAMEPLAY

Legendary +6 Duration: 1 Round


Example Power Aspects: Magical
Limitations Enchantment, Advantageous Mutation,
ªªDiminished: Decrease the defense bonus Adrenal and Neural Augmentation
provided by this Power by 1. When you activate this Power, your
PERKS

character’s reflexes get a much needed boost.


ªªFocus Item: You must be wielding a cer-
tain type of item, such as a shield or As your cognitive functions speed up, to you,
plasma sword, to use this Power. Declare the world seems to slow down.
what type of item is required when you When you activate this Power, you become
take this Limitation. Favored on all tests used to defend or Interrupt
POWERS

(pg. 12).
Paragon Enhancements You may also choose to use Mobility to defend
ªªFortified: The defense bonus provided by against fast moving projectiles, such as bullets
this Power is increased, and the new val- and arrows.
ue is determined below:
GEAR

Power Level Defense Bonus Paragon Enhancements


Paragon +6 ªªCombat Insight: Your Enhanced Reflexes
Mythic +7 help you better time and line up your
Legendary +8 own attacks. You may activate this Power
when making an attack to become Fa-
MASTERY
GAME

vored on the attack test.


ªªAt the Ready: While this Power is Active,
you do not suffer Disfavor on Actions tak-
en after Hustling or Running.
DEVIATIONS

Mythic Enhancements
ªªExtended Duration (Scene): Once activat-
ed, your Enhanced Reflexes lasts the rest
of the scene, or about 5 minutes.

142
CONTENTS
Flight
Power Level: Heroic
Activation Time: Major Action
Duration: Scene
Example Power Aspects: Mutant Wings,

THE BASICS
Magical Floating Disk, Telekinetic Levitation
You can levitate in place. When you
activate this Power, you can move up or
down at your normal movement rate, and
can achieve a maximum height of about 50

CHARACTERS
yards/meters.
You can also move horizontally, but slowly.
It takes a Major Action, or two regular
Minor Actions to cross a zone. And you may
not Hustle or Run.

STRANDS
Paragon Enhancements
ªªPropulsion: When you activate this
Power, you gain the ability to truly take
flight. The basic version of this Enhance-

GAMEPLAY
ment assumes you grow wings, activate
thrusters, or are otherwise able to fly
in much the same way a bird does. You
Extra Limb need air (so this Power doesn’t work in
Power Level: Heroic the vacuum of space), and you can’t hov-
Activation Time: Reflex er in place. When in flight, you can move
at roughly 30mph/50kph, and you are Fa-

PERKS
Duration: Scene vored on Skill tests to Run or Hustle.
Example Power Aspects: Mutant Monkey
Tail, Tertiary Arm Biomod, Arachnetauric ªªUnassisted Flight: Requires Propulsion.
Transformation You do not need wings, or any other
mundane means of propulsion of flight

POWERS
You can manifest one or more additional stabilization. Your body is acted on by
fully functional limbs, be they extra arms, some other force, be it magical or some
legs, tentacles, etc., as defined by this Power’s form of highly advanced technology. You
Aspect. can fly just fine in a vacuum.
You might invoke the Power Aspect associated ªªInstant Flight: You may Activate this Pow-
with this Power to grant a bonus on grappling, er as an Instant Action.
climbing, running, or complex work where an GEAR
extra hand might come in handy. Mythic Enhancements
You may Invoke this Power’s Aspect once per ªªExtended Duration (Day): Once activat-
scene for free. ed, your Flight lasts the remainder of the
MASTERY

day, or about 12 hours.


GAME

Heroic Enhancements
ªªEfficient: You are very adept at using your Legendary Enhancements
extra limb in conjunction with your oth- ªªAt-Will Activation: Reduce your Refresh
Rating by 1. You may activate this Power
DEVIATIONS

ers. This Power’s Aspect is a Major As-


pect. at will, at no cost, or without the need to
make any sort of Skill test. Activation is
ªªPermanent: Reduce your Refresh Rating an Instant Action.
by 1. Your extra limbs are either always
present, or you may manifest them at
will as a Reflex action.

143
CONTENTS
Grow Paragon Enhancements
Power Level: Paragon ªªEnlarge: When you activate this Pow-
Activation Time: Major Action er, instead of increasing your own Size,
you may cause another person or object
Duration: Scene within the same or an adjacent zone to
Example Power Aspects: Size Increasing increase in Size as per the parameters of
THE BASICS

Mutation, Transmogrification Magic, this Power.


Molecular Expansion Device You may select this Enhancement
You are capable of increasing your size and multiple times, and each time you may
mass. When you activate this Power you gain enlarge one additional person or object.
a +2 bonus to your Might Skill, and your Size Sentient targets who do not wish to
CHARACTERS

is increased by one category. See pg. 90 for be affected may resist with a Might test
more on Size. against a Difficulty equal to your Affinity
Skill rating.
When you activate this Power you also gain
a new Aspect to reflect your increased size Mythic Enhancements
when this Power is activated, such as Large as
a Grizzly Bear. ªªIncreased Size: You may increase your
STRANDS

target’s Size by one additional category


You might also consider the Linked Power and the bonus granted to your Might is
Universal Enhancement (pg. 167), Universal increased by an additional +2.
Limitations (pg. 168) or Weaknesses (pg.
169) to better define the effect of your ªªGiant: Reduce your Refresh Rating by 1.
You are always large and do not need to
GAMEPLAY

Growth; such as using Linked Power to gain


Super Strength, or a Weakness that lowers activate this Power. It is considered “al-
your Mobility as you suffer from the added ways on”.
bulk.
PERKS
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

144
CONTENTS
Heal Paragon Enhancements
Power Level: Heroic ªªSevere Healing: You may treat a Severe
Activation Time: Scene (Around 5 Minutes) Wound, downgrading it to a Moderate
Wound.
Range: Touch
Example Power Aspects: Curative Miracle, ªªRecoup: You may activate this Power as an
Instant Action. When you do so, you do

THE BASICS
Medi-Stimulant Injector, Healing Touch
Mutation not heal any Wounds, but may remove
all of the stress your target has received.
With a touch, you can heal the sick and close Alternatively, you may choose to remove
the most grievous of wounds. Your recipient a debilitating minor or standard Aspect,
must lay still for the duration required to such as Fatigued, Stunned, Blinded, etc.

CHARACTERS
Activate this Power, during which time you
gather energies, pray, perform a short ritual, Mythic Enhancements
psychically explore their injuries, or otherwise
work your magic. ªªCombat Restoration: You may activate
this Power as an Instant Action. When
When you activate this Power, you instantly you do so, you remove a Mild Wound.
remove a Moderate or Mild Wound from your

STRANDS
target. Alternatively, you may instead instantly ªªExtreme Healing: Requires Severe Heal-
allow the recipient to recover from Aspects like ing. You may treat an Extreme Wound,
Stunned, Sickened, Dazed, or other similarly downgrading it to a Severe Wound. Al-
ternatively, you may instantly remove a
debilitating Minor and standard Aspects. Severe Wound.

GAMEPLAY
Note: Unless you select the Heal Self
Enhancement, you may not use this Power on ªªRegeneration: Reduce your Refresh Rat-
yourself. ing by 1. Requires Heal Self. This Power
activates automatically at the beginning
Limitations of every round.
ªªExhausting: Your method of healing is Legendary Enhancements

PERKS
very draining. If the recipient’s Wound
is healed or downgraded, they gain an ªªResurrection: You may raise a living
Aspect called Fatigued for an amount of creature from the dead. This is no trivi-
time depending on the severity of the al matter, and it takes a lot out of both
Wound before it was healed. you and the recipient. When you activate
this Power to raise the dead, both you

POWERS
This Fatigued Aspect may not be
removed through additional use of this and the recipient’s Refresh Ratings are
Power. reduced by 1. Your Refresh ratings are
restored when you achieve a Milestone,
Wound Time Fatigued or play a minimum of two game sessions,
Mild(m) 1 scene (About 5 min) whichever takes longer. Regardless of
Moderate 1 hour any other Enhancements, it takes at least
Severe 1 day 1 hour to activate this Power to raise the GEAR
Extreme(M) 1 week dead.

ªªSelf Only: Requires Heal Self. You may


only use this Power to Heal yourself.
MASTERY
GAME

Heroic Enhancements
ªªCombat Healing: You are able to activate
this Power as a Major Action instead of
DEVIATIONS

the regular activation time.


ªªHeal Self: You may use this Power on
yourself.
ªªRanged Healing: Requires Combat Heal-
ing. You may use this Power on targets at
short range.

145
CONTENTS
Illusion You must be able to see the victim at all
times. If you lose sight of them, they are
Power Level: Heroic no longer affected by the phantasm.
Activation Time: Major Action
Range: Short Heroic Enhancements
Example Power Aspects: Illusory Spell, Psychic ªªMaster Illusionist: Your Affinity Skill is
THE BASICS

Phenomena, Hologram Projector considered 2 higher for the purposes of


You can create believable illusions within your using this Power.
line of sight. The basic version of this Power ªªAudible Illusions: Your illusions can make
allows you to create static images. These sounds, up to a max of about 130 deci-
images cannot move or make sound, but are bels. The illusion can make any sound
CHARACTERS

detailed enough to pass for real. you desire in a manner that is convinc-
After you activate this Power, roll your Affinity ing to witnesses. So the illusion of a man
Skill. The result of your roll sets the difficulty of could talk, speaking the words you wish
the Perception test needed to see the illusion him to speak. The illusion of a car could
for what it is. A low result might result in an honk or rev its engine. In addition, you
image that flickers or has colors that don’t look may create sound alone without a visible
STRANDS

component to your illusion.


quite right.
If you generate an Effort of at least 3, your ªªMobile Illusions: Your illusions can move
illusion is almost always believable, and around in a way that is convincing. It may
tests to pierce the illusion should only be move at any speed, but disappears if you
lose line of sight with your illusion.
GAMEPLAY

allowed if the observer has a reason to be


wary of illusions, such as an illusion that isn’t ªªPermanent: Your illusions last until dis-
registering to senses or sensors that it should, missed by you, and do not require line
or if the illusion is behaving in a strange way. of sight to maintain. If the illusion can be
For example, an illusion of a rock in a field made mobile, you may “program” them
full of rocks, and that was created with at least to perform some scripted action over
and over again in your absence.
PERKS

3 Effort, should not call for a test to notice


the illusion for what it is. On the other hand,
passing your hand through an illusion of an Paragon Enhancements
unmoving man would allow the observer to ªªTangible Illusions: You are able to create
pierce the illusion automatically. illusions that are seemingly tangible.
POWERS

Your illusion is under your direct control,


The most basic illusion is the same size as a like a puppet, and with a simple action
human adult (Size 0), or smaller. To make larger you can command it to take a simple
illusions, the character suffers a -1 penalty on action itself if the illusion is of an object
their Affinity test per Size category. So, if the that can move, such as a car or forklift. It
character wants to create the illusion of a car disappears if you lose line of sight with
(Size 2), they’d suffer a -2 penalty on their
GEAR

it. Your illusion has Physical Skills, each


Affinity test to determine how believable it is. equal to your Affinity Skill rating.
You may maintain a number of illusions at the Your Illusion has a number of Stress
same time equal to your Affinity Skill rank. boxes equal to your Affinity Skill rating
x 2, but disappears if forced to take a
MASTERY

Wound.
GAME

Limitations
In addition, if you spend a Fate Point,
ªªPhantasm: Your illusion only appears in you may grant your Illusion armor and
the mind of your victims, which can be a weapon with an Armor Rating and
a number of people equal to your Affini- Damage Rating equal to your Affinity
DEVIATIONS

ty Skill rating. If you have also purchased Skill.


Tangible Illusions, any stress the Phan-
tasm inflicts is suffered as Mental stress
instead of Physical, and may only be mit-
igated with Complications (or Breaks if
you are using the Sanity Deviation).

146
CONTENTS
Imbue Creature Imbue Aspect: You bestow an Aspect on
your target. Sample properties include:
Power Level: Heroic Heightened Senses, Increased Strength,
Activation Time: Major Action Nightvision, Sickened, Beneath Notice, etc.
Duration: Scene And like any newly created Aspect, it can be
Range: Touch Invoked for free the first time.

THE BASICS
Example Power Aspects: Faerie Blessing, You may select this Power multiple times,
Magical Enchantment, Transformation Ray each time selecting a new effect to Imbue.
You have the ability to imbue yourself or
another creature with a special property or Limitations
hindrance for the duration of the scene. You ªªLimited Application: Requires Enhance or

CHARACTERS
must be able to touch the recipient to activate Hinder Skill. A Skill is only Enhanced or
this Power. Hindered under certain specific circum-
If the recipient is willing, no Skill test is stances. Examples include only Hindering
required. Might when your foe attacks you, or only
Enhancing Sway when attempting to se-
If they are not willing, you must first touch duce a person or intimidate a foe.

STRANDS
the target. Once touched, make an Affinity Skill
test against a Difficulty equal to the target’s ªªSelf Only: You may only use this Power to
Resolve Skill rating. If you generate at least 1 place effects on yourself.
Effort, you succeed and the target is affected.
Heroic Enhancements
When you select this Power, select one of the

GAMEPLAY
following effects: ªªEnchanter: You learn how to Imbue two
additional effects. You select which one
Bestow Luck: The target gains a bonus Fate of these effects you wish to Imbue your
Point, which must be spent before the target with when you activate this Power.
duration of this Power ends. If not spent in You may take this Enhancement multiple
the time allotted, this Fate Point is lost. times.

PERKS
Bestow Weapon: The target manifests a ªªExtended Duration (Hour): Once activat-
weapon with a DR equal to your Tech-Level ed, your Imbued effect lasts for about an
+ your Affinity Skill rating. hour.
Bestow Armor: The target becomes protected ªªRanged Effect: You may target characters
by some form of armor, which provides an within Short range. In this case, you do

POWERS
AR equal to your Tech-Level + your Affinity not need to touch them. Instead, when
Skill rating. If the target currently has an AR using this Power on unwilling targets,
higher than that which would be provided make an Affinity Skill test with a penalty
by this Power, this Power instead simply equal to the target’s Resolve. If you gen-
increases the target’s existing AR by +2. erate at least 1 Shift, you succeed at Im-
buing the creature.
Curse: The target loses a Fate Point. If the GEAR
target is an NPC, the GM may not spend Paragon Enhancements
a Fate Point on behalf of the affected
character unless they first spend a Fate ªªAdditional Targets: When you activate
Point from their Threat Pool to satisfy the this Power, you may target an additional
MASTERY

curse. number of characters equal to your Affin-


GAME

ity Skill rating.


Enhance Skill: Select a Skill. You are Favored Continued on next page...
when using this Skill.
Hinder Skill: Select a Skill. Your foe suffers
DEVIATIONS

Disfavor when using this Skill.

147
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY

ªªBestow Heroic Power: Instead of the usu- Mythic Enhancements


PERKS

al choices for the different effects, select


a Heroic Power. You may Imbue the target ªªBestow Paragon Power: As Bestow Heroic
creature with Knowledge of this Power. If Power, but the bestowed Power may be a
using this Power requires an Affinity Skill Paragon Power and you may spend FPs to
the recipient does not have, their effec- add Paragon Enhancements.
POWERS

tive Affinity Skill is equal to your own, -2. ªªMythic Aspect Effect: Aspects created by
You may spend up to 2 Fate Points when this Power are Major.
bestowing this Power, adding a Heroic
Enhancement for each FP spent. ªªMythic Curse: When you Imbue a curse,
the target loses 2 Fate Points, or the
ªªExtended Duration (Day): Once activated, GM must spend 2 Fate Points from their
GEAR

your Imbued effect lasts the remainder Threat Pool to gain the ability to spend
of the day, or about 12 hours. FPs for the affected creature again.
ªªLong Ranged Effect: You may target char- ªªMythic Luck: You may grant up to 2 bonus
acters up to Long range. Otherwise, this Fate Points, both of which must be spent
Enhancement is the same as Ranged Ef- during the current scene or be lost.
MASTERY
GAME

fect.
ªªParagon Skill Effect: When using Enhance Legendary Enhancements
Skill or Hinder Skill, the target receives ªªBestow Mythic Power: As Bestow Heroic
and additional +1 bonus or -1 penalty. Power, but the bestowed Power may be a
DEVIATIONS

Mythic Power and you may spend FPs to


add Mythic Enhancements.
ªªLegendary Skill Effect: When using En-
hance Skill or Hinder Skill, the target
receives and additional +2 bonus or -2
penalty.

148
CONTENTS
Imbue Object You may select this Power multiple times,
each time selecting a new effect to Imbue.
Power Level: Heroic
Activation Time: Major Action
Limitations
Duration: Scene
Range: Touch ªªMundane Limited: You may not Imbue
magical items.

THE BASICS
Example Power Aspects: Elemental Enchant-
ment Magic, Alchemical Enchantment, An- Heroic Enhancements
cient Rune Magic
ªªArtificer: You may select up to three oth-
You have the ability to imbue an unattended er effects that you may apply when you
object you can touch with a certain property. activate this Power. You may take this En-

CHARACTERS
If the object is held, and the person holding it hancement multiple times.
is not cooperative (such as an enemy’s weapon ªªExtended Duration (Day): Once activated,
or armor), you must first make a Mobility Skill your Imbued effect lasts the remainder
test to touch the item. of the day, or about 12 hours.
When you select this Power, select one of the
ªªPermanent Harm: When you use this

STRANDS
following effects:
Power to apply a harmful Aspect, or to
Enhance Armor: When used on armor, the reduce the target’s Damage Rating, Ar-
armor’s Armor Rating is increased by +2. mor Rating or bonus to Defend, the ef-
Enhance Weapon: The object, if used as a fect is permanent. However, when tar-
Weapon, has its Damage Rating increased geting magical items, the duration of this

GAMEPLAY
by +2. Power is only an hour.
Enhance Defense: When used on a shield, the ªªRanged Effect: You may target items with-
bonus to Defend provided by the shield is in Short range. In this case, you do not
increased by +1. need to touch them. Instead, when using
this Power on items held by others, make
Enhance Precision: The object, if used as an Affinity Skill test against a Difficulty of

PERKS
a Weapon, aids its attacker. You gain a +1 2. If you generate at least 1 Effort, you
bonus on attack tests with the weapon. succeed at Imbuing the item.
Imbue Aspect: You bestow an Aspect that
defines the property you can apply. Sample Paragon Enhancements
properties include: Unreliable, Aged,

POWERS
ªªArmorer: The AR increase added to armor
Locked, Unlocked, Rotten, Heavy, Light, you imbue with Enhance Armor is in-
Like New, etc. This Aspect is applied to the creased to +4 instead of +2. If your char-
target object when this Power is activated. acter is of the Mythic Power Level the
And like any newly created Aspect, it can be bonus is increased to +4. At Legendary, it
Focused on for free the first time. is increased to +6.
Imbue Luck: You store a Fate Point in the ªªExquisite Defense: The defense bonus GEAR
object, which can be withdrawn by anyone added to a shield you imbue with En-
holding it. Once the FP is used, the item hance Defense is increased to +2 instead
is no longer “Lucky”. You may only Imbue of +1. If your character is of the Mythic
Luck on one object at a time. Power Level the bonus is increased to +3.
MASTERY
GAME

Curse Armor: When used on armor, the At Legendary, it is increased to +4.


armor’s Armor Rating is reduced by 2. ªªExquisite Precision: The attack bonus add-
Curse Weapon: The object, if used as a ed to a weapon you imbue with Enhanced
Weapon, has its Damage Rating reduced Precision is increased to +2 instead of +1.
DEVIATIONS

by 2. If your character is of the Mythic Power


Level the bonus is increased to +3. At
Reduce Shield: When used on a shield, the Legendary, it is increased to +4.
bonus to Defend provided by the shield is
reduced by 2. Continued on next page...

149
CONTENTS
ªªLong Ranged Effect: You may target items Heroic Enhancements
up to Long range. Otherwise, this En-
hancement is the same as Ranged Effect. ªªPersonal Zone: When you activate this
power, you may choose to bind the effect
ªªMaster Artificer: Aspects created by this to you. If you do so, when you move, the
Power are Major Aspects. effect moves with you. So if you imbue
the zone you occupy with Brightly Lit(M)
THE BASICS

ªªWeaponsmith: The DR increase added and then move into a dark zone, that
to a weapon you imbue with Enhance zone then becomes Brightly Lit(M) and
Weapon is increased to +4 instead of +2. your previous zone falls dark.
If your character is of the Mythic Power
Level the bonus is increased to +4. At ªªAdditional Properties: Select two ad-
Legendary, it is increased to +6. ditional Major Aspects that you may
CHARACTERS

choose from when you activate this Pow-


Legendary Enhancements er.
However, each activation of this Power
ªªPermanent Enhancement: When you use still only allows you to imbue one Aspect.
this Power on a non-magical item, you To imbue the same zone with multiple
may spend a Fate Point to make the ef- Aspects you must activate this Power
STRANDS

fect permanent and the item is now con- multiple times.


sidered a magical item (or whatever the
equivalent to a “magic item” is in your
setting). However, when targeting mag- Paragon Enhancements
ical items, the duration of this Power is ªªExpansive Effect: You may imbue a num-
only a scene unless you choose to both ber of additional zones equal to your Af-
GAMEPLAY

spend a Fate Point and reduce your Re- finity Skill. Each affected zone must be
fresh Rating by 1. adjacent to at least one other.
If you choose to spend the FP and reduce
your Refresh Rating, the effect lasts until ªªHazardous: Whether you fill the area with
you choose to dismiss it. Once dismissed, fire, radiation, acidic rain, or some other
your Refresh Rating is restored. dangerous effect, the zone you choose to
Imbue becomes in some way hazardous.
PERKS

See pg. 84 for more on Environmental


Hazards.
The hazard you create has an Intensity
Imbue Zone equal to your Affinity Skill rating + your
Power Level: Heroic Tech-Level.
POWERS

Activation Time: Major Action ªªLong Range: You may target zones up to
Example Power Aspects: Magical Area Long range (about 500 yrds/m) away.
Enchantment, Cloud of Nanites, Dragon’s
Breath Mythic Enhancements
You have the ability to imbue either the zone
GEAR

ªªExtremely Hazardous: Requires Hazard-


you occupy, or an adjacent zone, with an ous. The Intensity of the Environmental
ongoing effect. Hazard you create is increased by +2.
When you purchase this Power, select a ªªExtreme Range: You may target zones up
Major Aspect that defines the property to Extreme range (about 2500 yrds/m)
MASTERY

you can apply. Sample properties include:


GAME

away.
Fog(M), Silence(M), Heavy Rain(M), Lowered
Gravity(M), Darkness(M), etc. This Aspect is ªªRegional Effect: You may imbue a very
applied to your target zone when this Power large area. In addition to the normal cost
is activated. for activating this Power, you may spend
DEVIATIONS

a Fate Point and roll your Affinity Skill.


The result of this roll determines the Size
Limitations (pg. 90) of the area affected, to a max-
ªªIntermittent Effect: The Aspect you are imum of 8. This maximum is increased to
capable of imbuing a zone with is a Stan- 9 for Legendary Characters.
dard Aspect instead of a Major Aspect.

150
CONTENTS
Influence Thoughts 5+ (Surge!!) You may implant a command
Power Level: Heroic consisting of a few sentences.
Activation Time: Major Action The target will try to obey the
command for 24 hours, until
Duration: Special they succeed at their task, or
Range: Short until they successfully resist.

THE BASICS
Example Power Aspects: Telepathic Command,
Magical Enchantment, Mind Control Spores If you succeed in influencing your target’s
thoughts the target of this Power seeks to do
You are capable of telepathically influencing
as the attacker intends. That is, they may not
the thoughts of other living creatures.
attempt to exploit loop-holes in the command.
However, to use this Power, you must first

CHARACTERS
batter your way through your target’s mental Resistance: The target may attempt to resist
defenses. any time they are forced to take an action that
would itself cause them any direct physical,
When activated, make an Affinity Skill test
mental or social harm; or by spending a Fate
contested against your target’s Resolve, and
Point. For example, if you were to command
consult the potential outcomes below:
your target to shoot themselves, before pulling

STRANDS
Shifts Outcome the trigger, they’d get one chance to resist.
-3 or less Not only do you fail to influ- When a target tries to resist your influence,
(Stall) ence the mind of the target, they must make a Resolve Skill test with a
but you betray your inten- penalty equal to your Affinity. If they get at
least 1 Effort, they manage to resist your

GAMEPLAY
tions and plans. The target
becomes aware of what you influence.
just tried to do, why you tried Once the target has successfully resisted, the
to do it, and if you are hidden, mental hold is broken and the target need not
where you are. continue to resist. Also, depending on how
potentially damaging the command is, the
-1 or less You fail to influence your tar-

PERKS
target may be Favored on its attempt to resist.
get’s thoughts, and the target
becomes aware that some- For example, causing the victim to drop their
one (but not specifically who) weapon and run may not inflict Disfavor, but
attempted to get into their causing them to harm a loved one or forcing
head. them to attempt suicide most certainly would.

POWERS
0 You fail to influence your tar-
get’s thoughts, but the tar- Limitations
get remains unaware of the ªªEmission: There must be open air be-
attempt. tween yourself and your targets for them
1-2 You may implant a single word
to be affected by your Awe.
command, such as “Freeze” ªªHypnotic Words: When you activate GEAR
or “Kneel”. The target will try this Power, you must verbally speak the
to obey the command until command to your target, and they must
the end of the scene, or until clearly hear you. This also requires that
they successfully resist. they be able to understand you.
MASTERY
GAME

3+ (Spin!) You may implant a simple sen- ªªCommand Animal: You may only use this
tence command, such as “Go Power on animals. Humans, other crea-
stand in the corner,” or “Drop tures of human-level intelligence, or
the weapon.” The target will magical creatures cannot be influenced
DEVIATIONS

try to obey the command for by you.


at least an hour, until they
succeed at their task, or until Continued on next page...
they successfully resist.

151
CONTENTS
Paragon Enhancements
ªªMarionette: When you generate
Spin on your attempt to influence
your target’s mind, you may im-
plant a command consisting of
several sentences capable of re-
THE BASICS

lating a series of steps. The target


will try to obey the command for
up to a week, or until they suc-
cessfully resist.

Mythic Enhancements
CHARACTERS

ªªDominator: When using this Pow-


er, you are Favored on your Skill
test to implant your commands.
ªªEnthrall: Instead of forcing the tar-
get to obey your commands, you
STRANDS

force them to become loyal to


you, or possibly fall in love with
you if you are of a gender the
target finds attractive. The target
automatically gets a chance to re-
GAMEPLAY

sist. If you score at least 1 Effort


on your Affinity Skill test to sup-
press their resistance the target
gains a new Aspect called Loyal to
X, where “X” is your name. If you
Surge on this Skill test, the target
PERKS

instead gain a new Aspect called


“X is my Master, and I serve at
their pleasure.”
This effect is permanent until
you dismiss it, or until the target
POWERS

spends a number of Fate Points


equal to your Affinity Skill Rating.
If you successfully Enthrall your
target, reduce your Refresh Rating
by 1. Your Refresh Rating recovers
only after your Thrall has been
GEAR

released.
ªªIrresistible: Your foe suffers Dis-
favor on attempts to resist your
commands. In regards to especial-
ly harmful commands, this Disfa-
MASTERY
GAME

vor instead cancels out the Favor


they would normally receive.

Legendary Enhancements
DEVIATIONS

ªªPuppet Master: Once established,


Heroic or Grounded characters
may not resist your commands,
regardless of how harmful they
would be to carry out.

152
CONTENTS
Insubstantial ªªVapor: You take the form of a cloud of
mist or vapor. This is effectively the same
Power Level: Paragon as becoming wholly insubstantial, but
Activation Time: Major Action you cannot move through air tight or
Duration: Scene solid barriers, and you may not interact
Example Power Aspects: Ghostly Corpus, with wholly insubstantial entities or ob-
jects. This Limitation makes it impossible

THE BASICS
Magical Mist, Phase Matter Transitioner
to use a phase attack.
You may spend a Fate Point to somehow
transcend the physical, making your body and Paragon Enhancements
your equipment completely intangible for the
rest of the scene or until you decide to switch ªªExtended Duration (Day): Once activated,
you may remain Insubstantial for the re-

CHARACTERS
back.
mainder of the day, or about 12 hours.
When you activate this Power you may not
pick up or interact with material objects in any ªªImmune to Energy: Attacks from energies
way. You may walk through walls and travel such as electricity or fire cannot harm
through solid objects as if you could fly, but you.
you cannot see through such objects. You are

STRANDS
effectively “flying blind”. Mythic Enhancements
To others you appear ghostly and transparent, ªªResistant to Magic: You can still be
and you cannot be harmed by any physical harmed by magical weapons, but remain
force. However, you may interact with other resistant. Your AR is increased by +4
when attack by magical weapons.

GAMEPLAY
insubstantial entities or objects as if they were
solid. ªªImmaterialize Other: You may make a
You are not entirely invulnerable however, person or object you touch (with a Size
you can still be harmed by attacks from pure no greater than your Reasoning -1) in-
energy, such as electricity or fire. And you may tangible for as long as you yourself re-
be harmed by magical weapons. main so, or for the duration of the scene
(whichever is shortest). If an insubstan-

PERKS
While insubstantial, once per scene, you may tial object materializes inside of a materi-
make a special attack called a phase attack. By al object, both are heavily damaged with
placing a portion of your body into another a phase attack. Both targets suffer stress
person, and becoming solid again, you may equal to the other object’s Size rating (x2,
damage them significantly. This sort of attack min 1) + 5.

POWERS
is made with your Precision or Mobility (your
choice), and is defended against with Reflexes. Legendary Enhancements
The attack has a Damage Rating equal to your
Affinity + your setting’s Tech-Level, and cannot ªªPermanent Insubstantiation: The dura-
be reduced with armor. tion of this Power is permanent. Acti-
vating this Power in this way cost a Fate
You may use your phase attack more than Point in addition to any normal costs, GEAR
once per scene, but each additional use after and reduces your Refresh by 1. Once dis-
the first costs a Fate Point. missed, your Refresh Rating is restored.

Limitations
MASTERY
GAME

ªªInability to Materialize: Requires Perma-


nent Insubstantiation. You are perma-
nently trapped in an insubstantial state.
ªªLiquid: You take the form of a mobile pud-
DEVIATIONS

dle of liquid. This is effectively the same


as becoming wholly insubstantial, but
you cannot move through water tight or
solid barriers, and you may not interact
with wholly insubstantial entities or ob-
jects. This Limitation makes it impossible
to use a phase attack.

153
CONTENTS
Invisibility
Power Level: Paragon
Activation Time: Major Action
Duration: Scene
Example Power Aspects:
THE BASICS

Invisibility Cloak, Illusion Magic,


Light Bending Energy Field
You are able to wrap yourself
in some sort of cloaking field,
hiding you in the visible spectrum
CHARACTERS

of light for the rest of the scene,


or until deactivated. However,
you still make noise and may
still be noticed by heat sensing
equipment.
When activated, you gain a
STRANDS

+4 bonus to avoid detection or


defend against attacks aimed at
you by attackers who can’t see
you. Lifeless
Power Level: Heroic
GAMEPLAY

You immediately become visible if you make


a sudden move, such as making an attack; Activation Time: Major Action
or disrupt the field by channeling energy by Duration: Scene
casting a spell, a miracle, or similar Power Example Power Aspects: Earth Transformation
activations. Magic(M), Android(M), Animated Golem(M)
When you activate this Power, your body’s
PERKS

Paragon Enhancements substance changes, becoming non-living


ªªBestow Invisibility: When you activate matter.
this Power, you may to extend your invis- When in this form, you do not age, you do
ibility to a number of people in the same not need to eat or drink, nor do you need to
zone equal to your Affinity Skill rating,
POWERS

sleep. You are also immune to the effects of


or one object you can touch with a Size
rating no greater than your Affinity Skill vacuum, poisons, disease and drugs, and the
rating. Power Aspect that comes with this Power is
considered a Major Aspect.
ªªExtended Duration (Day): Once activated,
you may remain invisible for the remain- Paragon Enhancements
GEAR

der of the day, or about 12 hours, or until


you make an attack or do something else ªªExtended Duration (Hour): Once activat-
that normally cancels this Power. ed, you may remain Lifeless for about an
hour.
Mythic Enhancements
Mythic Enhancements
MASTERY
GAME

ªªAt-Will Activation: Reduce your Refresh


Rating by 1. You may activate this Power ªªPermanent: Reduce your Refresh Rating
at will, at no cost, or without the need to by 1. This Power is permanent, and can-
make any sort of Skill test. Activation is not be deactivated.
an Instant Action.
DEVIATIONS

154
CONTENTS
Locate Night Vision
Power Level: Heroic Power Level: Heroic
Activation Time: Major Action Activation Time: Minor Action
Duration: Scene Duration: Scene
Example Power Aspects: Magical Tracking Example Power Aspects: Evolved Mutation,

THE BASICS
Spell, Psychic Tether, Tracking Device Genetic Enhancement, Polymorphic Spell
You have the ability to lock onto and track a This Power, when activated, gives the ability
specific object, allowing you to determine your to see in all but absolute darkness. You can’t be
target’s distance and direction from you. Compelled by Aspects that relate to dim light,
After activating this Power, perform an but are still affected by pitch blackness.

CHARACTERS
Affinity Skill test. The Difficulty of this Skill This Power’s Power Aspect might be Invoked
test is determined by your familiarity with the to aid in navigating in darkened areas, or it may
object. The Difficulty to locate an object is 5 be Compelled if you are suddenly flashed with
+ any relevant Sympathy Modifiers (pg. 137). a blindingly bright light.
If you generate at least 1 Shift, you can
Heroic Enhancements

STRANDS
sense the direction the object is in, and have
a general idea of how far away the person is. ªªAdaptive: Your night vision automatically
With Spin you can tell if the object is moving, compensates for sudden flashes of light,
and if so, how fast and in what direction. making it impossible to Compel your As-
pect in this way. The Aspect granted by

GAMEPLAY
Limitations this Power becomes Adaptive Night Vi-
sion.
ªªTracker: You must place a tracker on the
target before you can Locate them. This
may be an electronic device, or perhaps Paragon Enhancements
a magical residue you can sense. In any ªªDark Vision: You do not gain the Night Vi-
case, when you place the tracker, the sion Aspect. Instead, you simply do not

PERKS
GM should secretly perform an Affinity need any light to see, and are capable
Skill test against a Difficulty of 0 on your of seeing fine detail in even pitch black
behalf. The tracker stays attached to the darkness. You are also no more sensitive
target for a number of days equal to the to bright light than a normal person.
number of Shifts generated.
ªªPermanent Night Vision: This Power is al-

POWERS
Note: If you have this Limitation, the ways active. When exposed to low light,
Locate Person Enhancement is a Heroic your eyes adjust to compensate naturally
Enhancement instead of a Paragon
Enhancement. as a Reflex action.

Heroic Enhancements
ªªReliable Tracker: Requires the Tracker
GEAR
Limitation. If you have placed a Tracker
on your target, you automatically suc-
ceed with Spin on your Affinity test to
Locate your target.
MASTERY
GAME

Paragon Enhancements
ªªLocate Person: You can locate people in-
stead of objects.
DEVIATIONS

Note: If you have the Tracker


Limitation, this Enhancement is a Heroic
Enhancement instead of Paragon.

155
CONTENTS
Poison Shifts Outcome
Power Level: Heroic -3 or less (Stall) The torrent of information is
Activation Time: Instant Action overwhelming. You fail to
Duration: Scene learn anything useful, and
Example Power Aspects: Snake’s Fangs, Kiss of gain the Dazed Aspect for
Death Spell
THE BASICS

the duration of the scene.


When you activate this power, you augment -1 or less You fail to learn anything
an attack, such as a bite or claw strike, with a meaningful about the
vicious poison. The next successful attack you future.
make with the affected weapon delivers the
0 You get a few quick glimpses
CHARACTERS

poison to your target.


of the future. It may pro-
The poison has a Subtlety of 3 and a Potency vide a little information,
of 3. (See more about poisons on pg. 89) but nothing substantial.
Heroic Enhancements 1-2 You get a good sense of
ªªLethal Dose: You may increase either your what is about to occur, and
STRANDS

poison’s Subtlety or Potency by 2. are even able to pick out a


few details.
ªªTaint: You may target a consumable, such
a piece of food or glass of water. Anyone 3+ (Spin!) You get a detailed view into
who partakes of the poisoned substance the most likely course of
becomes affected by your Poison. events. The GM should
GAMEPLAY

ªªRanged Poison: You may administer your inform you of any relevant
poison at range, as poison spittle or the Aspects that you’d be able
like. This attack is made with your Preci- to detect had you actually
sion Skill, and has a range of Close. witnessed the events to
come.
Paragon Enhancements
5+ (Surge!!) You get the same informa-
PERKS

ªªDeadly Dose: Requires Lethal Dose. You tion you’d get as if you
may increase either your poison’s Sub- generated Spin, but may
tlety or Potency by an additional 2 ranks. also Invoke or offer a Com-
pel with one of the Aspects
you discover one time for
POWERS

Precognition free.
Power Level: Paragon For example, the PCs (all policemen) are
Activation Time: Major Action standing outside the door of the criminal’s
lair. But before they burst in, the player of the
Example Power Aspects: Tarot Card Reading, Precognitive PC wants to get an impression of
GEAR

Psychic Premonitions, Divination Magic what will happen should they do so. They close
You have the ability to tap into the flow of their eyes, and open their mind to the flow of
time, casting your senses out to perceive time.
future events. They then make an Affinity Skill test and
When you activate this Power, ask the GM a
MASTERY

succeed with 1 Shift. This grants them a brief


GAME

question about upcoming events and make an glimpse of what would happen should they
Affinity Skill test against a Difficulty of 2. burst in, guns blazing.
The more specific the question, and the The GM already knows that the criminals
more Shifts generated, the more accurate the know the police are outside. They also know
DEVIATIONS

information the GM should relate back. The that they are heavily armed and have taken up
player should also keep in mind that this is the positions behind cover in the room. Checking
most likely future, but not the only possible the criminal’s stats, the GM also knows that
one. After all, the GM doesn’t know how the some of them are a pretty good shot. If the PCs
dice are going to land in future scenes, or what burst in, they are almost certainly dead meat.
choices the players will make. But they can
give it their best guess.

156
CONTENTS
So the GM tells the player that in their
moment of precognition they see they and
Read Thoughts
their friends burst in, only to die in a hail of Power Level: Heroic
gunfire. The player, now armed with this Activation Time: Major Action
knowledge, informs their teammates that Range: Close
they’d better sneak around and try the back Example Power Aspects: Mind Delving Magic,

THE BASICS
entrance. Psychic Telepathy
You have the ability to listen in on the current
Mythic Enhancements thoughts of another sentient creature.
ªªPredictive Sensitivity: Your Affinity Skill is To do this, contest your Affinity Skill against
considered 2 higher for the purposes of your target’s Resolve. The number of Shifts

CHARACTERS
using this Power. you generate determines how effective your
reading is.
Shifts Outcome
Quicken -3 or less In addition to failing to read

STRANDS
Power Level: Paragon (Stall) any of the target’s thoughts,
Activation Time: Instant you also alert them to your
Example Power Aspects: Magical Time Spell, attempt. They won’t know who
Cybernetic Neural Enhancement is attempting to enter their
mind, but may get a general
When you activate this Power, you become

GAMEPLAY
sense of direction.
capable of moving and thinking at a greatly
increased rate. -1 or less You fail to breach your target’s
mind, and can’t hear any of
You may take an additional Major Action their thoughts.
immediately upon activating this Power. You
may not activate this Power more than once 0 You are able to get a vague sense
per round. of what your target is thinking

PERKS
Using this Power is straining and confusing about, but can’t make out any-
however, and causes you to suffer Disfavor on thing specific.
any Skill tests made during the round preceding 1-2 You can hear the target’s next
the activation of this Power. few surface thoughts in your

POWERS
mind as if they were speaking
Mythic Enhancements them out loud.
ªªEfficient: You do not suffer Disfavor as a 3+ (Spin!) You may hear your target’s
result of activating this Power. thoughts for the duration for
the scene.
5+ (Surge!!) As Spin, but you are also able GEAR
to discover one of the target’s
Aspects if it is relevant to their
current thoughts. The user of
Read Thoughts who discovers
MASTERY
GAME

this Aspect may Invoke or Com-


pel it for free the first time.
This Aspect may be very fragile
however, and could go away
depending on the situations
DEVIATIONS

and how it changes.


You must also be able to speak the same
language as the target to understand what
they are thinking.
Continued on next page...

157
CONTENTS
Heroic Enhancements give you some hint at who cast the magic or
ªªLong Range: This Power’s range is in- created the item.
creased to Long. The ability to sense living creatures might tell
you what kind of creature it is with 1 Shift. Spin
Paragon Enhancements may tell you its gender, and/or how healthy it
ªªParagon Reader: Your Affinity Skill is con- is. With a Surge you may even get a sense of
THE BASICS

sidered 2 higher for the purposes of us- what its Physical Skill ratings are.
ing this Power.
The Power Level of this Power depends on
ªªSensory Link: When reading someone’s the rarity of the object you can sense. See the
thoughts, you can also perceive the table below for guidelines:
world through their senses. For a brief
CHARACTERS

moment you can see what they see and Rarity Power Level Examples
hear what they hear.
Common Paragon Water, Iron, etc.
ªªUniversal Reading: You may use this
Power on any thinking creature without Uncommon Heroic Living Creatures,
penalty and without the need to share a Weapons, etc.
common language. Rare Grounded Magic, Ghosts,
STRANDS

etc
Note that the GM may increase the Power
Sense Level of this Power if used to sense very
valuable objects, such as gold or diamonds.
Power Level: Varies (See Below)
GAMEPLAY

Also keep in mind that, depending on your


Activation Time: Major Action Strand and the nature of your Affinity Skill, your
Example Power Aspects: Magical Sensitivity, GM may already allow you to use your Affinity
Divination Spell, Tuned Olfactory Sensors Skill to do basic sensing of things related to
You have the ability to sense the presence your Power Source; even without this Power.
of specific objects, energies or substances at
PERKS

a distance of 4 + your Affinity Skill rating in Heroic Enhancements


zones away. (Or if exact distances are required, ªªLong Range: Multiply the distance at
4 + your Affinity Skill rating x 10 yards/meters which you can sense objects by 10.
away.) And not only do you sense the target’s
presence, but you may be able to discern facts Paragon Enhancements
POWERS

about it/them.
ªªImproved Sensitivity: Your Affinity Skill
Your sensitivity allows you to determine rating is considered 2 ranks higher for the
your target’s distance from you, and estimate purpose of using this Power.
how large the target is, or how much of the
substance there is. The GM may call for an Mythic Enhancements
GEAR

Affinity test, treating it much like a Perception


roll, to determine what kinds of details are ªªPassive: This Power is always on, and you
available. do not need to activate it.
For example, the ability to detect water can
allow you to determine how much there is (1
MASTERY
GAME

Shift) and with a good result (Spin), determine


if it is poisoned. A Surge may even allow you
to determine if any creatures are in the water,
and if so, approximately how many.
DEVIATIONS

The ability to sense magic may allow you to


sense objects cloaked in invisibility spells or
find hidden magic items. 1 Shift may allow you
to tell how powerful something is, Generating
Spin may give you an indication of what a
magical item does. And a Surge may even

158
CONTENTS
Sleep Special: If you are using the Sanity
Deviation (pg. 207), you instead
Power Level: Heroic make an attack with your Affinity Skill,
Activation Time: Major Action defended against by their Resolve. Your
Range: Touch attack has an Edge equal to your Affinity.
Duration: Scene This is a purely mental attack, and may
only be mitigated by a Break.

THE BASICS
Example Power Aspects: Psychometabolic
Shutdown, Sleeping Gas, Magical ªªRanged: You do not need to touch your
Enchantment target, but they must be within Medium
This Power can cause a person you touch to range, and you must be able to see them.
fall into a deep slumber. To do this, make
Mythic Enhancements

CHARACTERS
an opposed Affinity Skill test against
your opponent’s Resolve or Might ªªTorpor: By spending a Fate
(target’s choice). If you generate Point when you activate this Power,
at least 1 Shift, the target falls you may deny the target the
into a deep sleep. option to spend Fate Points
to rouse themselves. They
Once asleep, the victim may

STRANDS
may only wake up in reaction
spend a Fate Point each to outside stimuli, such as
round and make a Resolve being shaken, doused with
test (the Difficulty equals water, or falling. In addi-
your Affinity Skill) in tion, the victim stays asleep
an attempt to rouse for a duration equal to your

GAMEPLAY
themselves. If they Affinity Skill rating +2 unless
are attacked or shaken awakened. (See the Time
violently, they may make table on pg. 91) So if your
a Resolve test (Diff: 1), Affinity is 3, your victims will
without the need to sleep for a week unless awak-
spend a Fate Point, to ened.

PERKS
wake up. If you also have the
The target of this Power may Nightmares Enhancement,
extended torpor may have
automatically awaken at the end of the extremely adverse effects on the target’s
scene. mind. The exact nature and effect of

POWERS
this mental trauma is up to the GM to
Paragon Enhancements determine.
ªªDream Weaver: For the purpose of using ªªZone of Slumber: Requires the Ranged En-
this Power, your Affinity Skill is consid- hancement. When you activate this Pow-
ered 2 ranks higher. er, select a zone within Medium range.
ªªNightmares: While asleep, your target is You may attempt to affect anyone inside
accosted by horrible nightmares. When the chosen zone with a single activation GEAR
they finally wake, they must immediately of this Power.
make a Resolve Skill test with a Difficul-
ty equal to your Affinity. If they succeed,
they suffer the Disturbed Aspect until the
MASTERY
GAME

end of the scene.


If they Stall, they suffer the Panicked
and Confused(M) Aspect until the end
of the scene, after which it degrades to
Disturbed. This Disturbed Aspect lasts for
DEVIATIONS

a number of days equal to your Affinity.

159
CONTENTS
Summon Limitations
Power Level: Heroic ªªLesser Summons: The creature you can
Activation Time: Major Action summon is generally weaker than oth-
ers of its type. The Skill the summoned
Duration: Scene creatures uses to make its most effective
Example Power Aspects: Summoning attack, and its Affinity Skill (if it has one),
THE BASICS

Spell, Transdimensional Portal, Psychic is reduced by 1.


Manifestation
When you select this Power, choose a type Heroic Enhancements
of creature with a Power Level less than your ªªExtended Duration (Hour): Once activat-
own. When you activate this Power, you may ed, your summoned creature remains for
CHARACTERS

summon a creature of the chosen type into the about an hour.


zone you occupy, or an adjacent zone.
ªªPracticed Summoning: When you select
When the creature is summoned, you may this Power, select a specific type of crea-
make an Affinity Skill test contested by the ture you can summon. When you sum-
summoned creature’s Resolve. If you succeed, mon such a creature, you automatically
the creature may not willingly harm you or gain control of it and you can give it new
STRANDS

your allies, and you may give the summoned commands each turn as n Instant Action.
creature a single command which it must obey
to the best of its ability for a number of turns ªªSummon Ally: You summon the same
creature each time, and it is generally
equal to the number of Shifts you generated. willing to help you achieve your goals.
GAMEPLAY

If you generated Spin on this test, even after You do not need to perform a Skill test
the creature is free of your command, it still to make it obey you, and it will not at-
may not attack you or your allies directly tack you unless you attack it first. You will
during this scene. need to work with your GM before play
to determine the nature of this creature,
If you failed to control the summoned why you are able to summon it, and its
creature, the creature is free to act as it relationship with your character.
PERKS

chooses.
If your summoned ally is killed, the GM
The GM may allow the player to control the should work with the player to insure
summoned creature as if it were their own that this Power does not become useless,
character, but may take over when it fits the either by letting the character summon a
story, or to ensure the creature behaves different creature or swap out this Power
POWERS

according to its nature. for another.


At the end of the scene, or if it is killed, the
summoned creature vanishes. You may also Paragon Enhancements
banish the summoned creature at any time, so ªªExtended Duration (Day): Once activated,
long as it is not hostile toward you. your summoned creature remains for the
GEAR

If you desire, any creature you summon may remainder of the day, or about 12 hours.
use your Fate Points. If the creature becomes ªªMaster Summoner: For the purposes of
hostile however, it must use Fate Points from using this Power, your Affinity Ability is
the GM’s Threat Pool. considered 2 higher.
MASTERY

Unless the GM says otherwise, summoned ªªStable Master: You may summon one ad-
GAME

creatures are considered Major Extras. ditional type of creature. The cost of this
Power is always based on the most pow-
erful creature you can summon.
DEVIATIONS

160
CONTENTS
Super Speed ªªNegotiable Physics: You can move at in-
credible velocities; as long as there’s a
Power Level: Heroic surface to move along, you can do things
Activation Time: Major Action that seem frankly impossible. Running
Duration: Scene up walls, sprinting across the surface of
Example Power Aspects: Nanowire Muscle a lake, even traversing upside-down – as
long as you keep moving, you’re too fast

THE BASICS
Fibers, Seven-League Boots, Haste Spell
for gravity. You must be either Hustling or
There’s fast, insanely fast, and too fast. Past Running for this power to function; if you
that, there’s you. You possess speed in excess cease doing so, you lose the benefits of
of what should be physically possible, making this enhancement, and gravity would like
you capable of clearly supernatural feats. At a word with you.

CHARACTERS
higher Power Levels you become little more ªªSnap Reflexes: Your speed makes you dif-
than a blur to onlookers. ficult to land a hit on. While this Power
In a Conflict, you may move two zones as a is active, you may use Mobility to defend
Minor Action or two additional Zones when against Unarmed, Melee, or Ranged at-
you Hustle. When Running, determine the tacks, even when dealing with fast-mov-
number of zones you’d be able to move ing projectiles and beam weapons. Ad-

STRANDS
without this Power, then double it. ditionally, if you are ever surprised (pg.
12), you may make a Reflexes test to
Outside of a Conflict, with fewer distractions avoid being surprised as a Reflex Action.
and obstructions, you can reach some truly
incendiary speeds. If you need to know the Paragon Enhancements

GAMEPLAY
numbers, multiply your Affinity by 5, and add ªªBlur: You’re incredibly difficult to land a
20. This is the miles per hour/kilometers per solid hit on. When wearing light or no
hour you can achieve with a sprint. armor, and this Power is active, you gain
So if you have an Affinity of 3, you could sprint a bonus to your Armor Rating equal to
at a speed of 35 mph/kmph. your Affinity Skill rating.
However, if you suffer an impact at these ªªMobile Defense: You’re just too fast to get

PERKS
speeds, you suffer an amount of damage equal a bead on. In any round that you have
to 9 minus your Mobility Skill rating. And armor Hustled or Run, you may add your Mobil-
doesn’t help! ity as a bonus to defend against the first
attack made against you.
Limitations ªªParagon Sprinter: Outside of Conflict,

POWERS
ªªBurst Speed: You’re able to dash at in- multiply your Affinity by 5, and then mul-
credible velocities, but sustaining it is an- tiply that number by 10. This is the miles
other story. You do not gain the benefits per hour/kilometers per hour you can
of your Super Speed outside of a Conflict. achieve with a sprint.
ªªSprinter: Your brain can’t keep up to your If you suffer an impact, the damage is
body – you may not apply your Super equal to 12 minus your Mobility Skill
rating. GEAR
Speed in a Conflict.
ªªTime in a Bottle: You move so fast, you’ve
Heroic Enhancements got plenty of time to prepare. Once per
ªªExtended Sprint (Hour): Once activated, scene, you may make a Declaration relat-
MASTERY

you may use this Power to sprint outside ed to your Power Aspect for free.
GAME

of a Conflict for up to an hour.


ªªFlurry: Once per scene, while this Power is
Mythic Enhancements
active, you may make an melee or ranged ªªBlitz: It’s not just about the number of
attack as an Instant Action. You may not attacks – you use your speed to create
DEVIATIONS

use this Flurry with weapons that have openings, revealing the weak spots in
the Slow Firing Aspect. your targets’ defenses, and striking ac-
ªªInstant Activation: You may activate this cordingly. When making an unarmed at-
Power as an Instant Action. tack, add your Affinity Skill to your DR.
Continued on next page...

161
CONTENTS
THE BASICS
CHARACTERS
STRANDS

ªªHyper-Mobile Defense: Requires Mobile immense discomfort to anyone nearby.


GAMEPLAY

Defense. In any round that you have Hus- You may spend a Fate Point to make an
tled or Run, you may add your Mobility Area of Effect Attack as a Major Action
as a bonus to defend against all melee or against everyone in the zone you cur-
ranged attacks. rently occupy. This attack is made using
your Mobility Skill, and has an Explosive
ªªImpossible Physics: Requires Negotiable Rating equal to your Affinity.
Physics. At this point, your speed is quite
Victims defend with their Might, and
PERKS

literally the stuff of myths. Running up a


stream of bullets, leaping across falling the damage is mitigated by armor.
cherry blossoms – if there’s a surface,
you can traverse it, so long as you keep Legendary Enhancements
moving. ªªHypersonic: You’re damn-near impossi-
POWERS

ªªMythic Sprinter: Outside of Conflict, mul- ble to land a clean hit on. When wearing
tiply your Affinity by 5, and then multi- light or no armor, you gain a +3 bonus to
ply that number by 100. This is the miles Defend against all physical attacks you
are aware of.
per hour/kilometers per hour you can
achieve with a sprint. ªªLegendary Flurry: Requires Flurry. You
may unleash one additional flurry per
GEAR

If you suffer an impact, the damage is


equal to 15 minus your Mobility Skill scene.
rating! ªªLegendary Sprinter: Outside of Conflict,
ªªNewtonian Defiance: If you suffer a colli- multiply your Affinity by 5, and then mul-
sion while sprinting, the amount of dam- tiply that number by 1000. This is the
MASTERY

age you take is reduced by an amount miles per hour/kilometers per hour you
GAME

equal to your Affinity x2. can achieve with a sprint.


If you suffer an impact, the damage is
ªªPrecise Flurry: Requires Flurry. Rather equal to 18 minus your Mobility Skill
than just flailing at a high velocity, you’ve rating!!!
actually trained at these speeds. You are
DEVIATIONS

Favored whenever you attack as an In- ªªSonic Superiority: Requires Sonic Boom.
stant action. In any turn in which you Run, you may
ªªSonic Boom: Requires Mythic Sprinter. By also make a Sonic Boom attack against a
localizing your speed burst, you can stra- single zone you pass through. This is an
tegically break the sound barrier, causing Instant Action and does not cost the usu-
al Fate Point to activate.

162
CONTENTS
Super Strength Paragon Enhancements
Power Level: Heroic ªªParagon Leap: Requires Heroic Leap. You
Activation Time: Major Action can leap, flat footed, a height equal to
your Might +1, x2 in yards/meters.
Duration: Scene
When running and jumping, you can
Example Power Aspects: Hydraulic Cyber- clear a distance equal to your Might +10,

THE BASICS
Limbs, Belt of the Iron Gigas, Monstrous x2 in yards/meters.
Mutant Strength
ªªParagon Potency: Increase your effective
You possess strength beyond that of mortal Size Rating by an additional +1.
human beings, and are capable of obviously
supernatural feats of strength. Though you ªªExtended Duration (Permanent): Reduce

CHARACTERS
may not be physically larger, you gain +1 to your Refresh Rating by 1. Your Super
your Size rating (pg. 90), which affects Strength is “always on,” and need not be
several things, such as your lift capacity; a activated.
normal human with the Super Strength Power
could bench-press a large motorcycle with Mythic Enhancements
little effort, and someone with Might 3 could ªªMythic Leap: Requires Paragon Leap. You

STRANDS
lift a sports car over their head. can leap, flat footed, a height equal to
You may add your Size modifier to any Might your Might +1, x5 in yards/meters.
tests that benefit directly from your strength. When running and jumping, you can
In addition, you may apply your Size modifier clear a distance equal to your Might +10,
x5 in yards/meters.

GAMEPLAY
as a bonus to the Damage Rating of unarmed
or melee weapon attacks; though be careful - ªªMythic Potency: Increase your effective
many weapons are not designed to withstand Size Rating by an additional +1.
that kind of strain, and the GM may Compel ªªShockwave: Requires Mythic Potency.
your Power Aspect to declare that you’ve By clapping your hands or stomping the
shattered, warped, or otherwise damaged ground, you may spend a Fate Point to
such weapons.

PERKS
make an Area of Effect Attack as a Major
Note: This effective increase in Size does not Action against everyone in the zone you
affect the number of stress boxes you have. currently occupy. This attack is made us-
ing your Might Skill, and has an Explosive
Limitations Rating equal to your Affinity.
Victims defend with their Might, and

POWERS
ªªCombat Limited: You do not apply your
Size modifier to Damage Rating. the damage is mitigated by armor.
ªªPoor Lifter: You do not apply your Size Legendary Enhancements
modifier to lift capacity or Maneuvers
that require Might. ªªLegendary Leap: Requires Mythic Leap.
You can leap, flat footed, a height equal
Heroic Enhancements to your Might +1, x10 in yards/meters. GEAR
When running and jumping, you can
ªªHeroic Leap: You can leap, flat footed, a clear a distance equal to your Might +10,
height equal to your Might +1 in yards/ x10 in yards/meters.
meters.
MASTERY

When running and jumping, you can ªªLegendary Potency: Increase your effec-
GAME

clear a distance equal to your Might +10 tive Size Rating by an additional +1.
in yards/meters. ªªThunderstrike: Requires Shockwave. Your
ªªHeroic Potency: Your Size Rating is effec- blows land with explosive force. When-
tively increased by an additional +1. ever you Surge on an unarmed or melee
DEVIATIONS

attack, you may elect to perform a Shock-


ªªInstant Activation: You may activate this wave instead of creating an Aspect. This
Power as an Instant Action. does not cost the usual Fate Point re-
ªªExtended Duration (Day): Once activated, quired to use Shockwave.
your Super Strength lasts the remainder
of the day, or about 12 hours.

163
CONTENTS
Telekinesis Paragon Enhancements
Power Level: Heroic ªªExtended Duration (Scene): Once acti-
Activation Time: Major Action to activate and vated, you may utilize your telekinetic
affect object at the same time “hands” as a Major Action, for the du-
ration of the scene, without the need to
Duration: Turn or Instant activate this Power again.
THE BASICS

Range: Short
Example Power Aspects: Psionic Mind Over ªªExtended Range (Medium): Your Teleki-
Matter, Magical Force Spell nesis can target characters or objects at
Medium range.
You have the ability to control objects at a
distance, without physically touching them, ªªMultikinesis: Once per scene, while this
CHARACTERS

using an invisible force. Power is active, you may attack or ma-


nipulate an abject as an Instant Action.
Each activation allows you to manipulate
the object for one turn. Once activated, you ªªParagon Force: Requires Enhanced Might.
may move an object, attack by striking or Your telekinetic “hands” are considered
crushing your target with telekinetic force, to be Size 1 for the purpose of lifting ob-
jects, and their Might is increased by +2.
STRANDS

or performing a Maneuver as if you were


interacting with the target with a pair of giant
invisible “hands”. Mythic Enhancements
The Might and Precision of your telekinetic ªªAt-Will Activation: Reduce your Refresh
“hands” is equal to your Affinity Skill rating. Rating by 1. You may activate this Power
at will, at no cost, or without the need to
GAMEPLAY

For the purpose of lifting objects, they are


make any sort of Skill test. Activation is
considered to be Size 0. an Instant Action.
When striking with your telekinesis, your
targets are able to defend with their Mobility, ªªCrushing Will: Your Telekinesis manifests
but suffer Disfavor due to an inability to see as a crushing downward force, like a lo-
calized surge in gravity. Select a zone
the force that’s assaulting them. within Medium range. The zone gains
PERKS

the Crushing Force(M) Aspect and you


Limitations may use your Affinity to place a Block on
ªªVisible Force: Your telekinetic force is vis- everyone in the affected zone, as you at-
ible to others. It appears as a phantom tempt to prevent them from moving by
smashing them into the ground.
POWERS

hand, translucent tendrils of glowing


mist originating from you, or something ªªExtended Range (Long): Your Telekinesis
similar. Enemies you attack with your can target characters or objects at Long
Telekinesis do not suffer Disfavor on their range.
defense tests.
ªªMythic Force: Requires Paragon Force.
ªªLimited Direction: You may only move ob- Your telekinetic “hands” are considered
GEAR

jects in a fixed direction relative to your- to be Size 3 for the purpose of lifting ob-
self. When you purchase this Limitation, jects, and their Might is increased by an
you must decide whether you can “Push” additional +2.
the affected object away from you, “Pull”
the object closer to you, “Lift” the target Legendary Enhancements
MASTERY
GAME

straight up, or “Shift” the object laterally


to one side or the other. ªªLegendary Force: Requires Mythic Force.
Your telekinetic “hands” are considered
Heroic Enhancements to be Size 5 for the purpose of lifting ob-
jects, and their Might is increased by an
DEVIATIONS

ªªEnhanced Precision: Your Telekinetic additional +2.


“hands’” Precision is increased by +2.
ªªEnhanced Might: Your Telekinetic
“hands’” Might is increased by +2.

164
CONTENTS
Teleportation Mythic Enhancements
Power Level: Paragon ªªBlink: You may spend a Fate Point to ac-
Activation Time: Major Action tivate this Power as an Instant Action in-
stead of a Major Action.
Duration: Instant
Range: Long ªªPortal: Requires Unlimited Range. When
you activate this Power, you may instead

THE BASICS
Example Power Aspects: Psionic Teleportation,
Dimension warping Spell, Portal Generator elect to rip a hole in the fabric of space.
The portal connects two locations, and
You can instantly move from one location to stays open for a number of turns equal to
another that you can see, within range. You your Affinity Skill rating.
may carry with you any equipment on your The portal has a maximum diameter

CHARACTERS
body, a small object in each hand, or a larger equal to your Affinity Skill in yards/
object of a Size rating no larger than your own meters.
in both hands.
ªªPrecision Teleportation: Requires Unlim-
Teleported objects maintain the same ited Range. You are Favored on your Af-
velocity and direction of travel they had before finity Skill test to target your destination.

STRANDS
teleporting. So if you jump off a building
and teleport just before you hit the ground, ªªUnlimited Range: You may teleport over
you aren’t saved from the impact. You’ll just great distances, to locations you cannot
see. This can be dangerous, but the more
splatter elsewhere. Though teleporting over familiar you are with your target area,
water might be better than concrete! the easier it is to teleport there.

GAMEPLAY
Make an Affinity Skill test when you
Limitations activate this Power. The Difficulty is set
ªªLink: Requires Unlimited Range. Your by the single most appropriate modifier
method of teleportation requires that from the Sympathy Modifiers table on
you make some kind of connection to page 137.
your target location. The type of connec- If you generate at least 1 Shift, you

PERKS
tion could be a phone call to that loca- instantly disappear from where you are
tion, a beam of light or any other mun- currently standing and appear at your
dane connection between locations. chosen destination.
If you fail, you do not teleport.
ªªWarp: Your method of teleportation re-
quires that no barriers be between your- If you Stall, you teleport to a random

POWERS
self and your target location. So if you location, and suffer stress from the
could not walk or fly to the target loca- uncontrolled warping of space and/
tion without encountering any obstacles, or teleporting into another object. The
you cannot teleport there. amount of stress suffered is equal to the
amount by which you failed, x2.
Paragon Enhancements
Legendary Enhancements GEAR
ªªShared: You may bring some other person
or object you touch with you when you ªªLegendary Blink: Requires the Blink En-
Teleport. If using the Unlimited Range hancement. Instead of spending a Fate
Enhancement you suffer a penalty on Point, you may instead elect to make an
Affinity Skill test against a Difficulty of 3.
MASTERY

your Affinity test equal to the object or


GAME

person’s Size +2. If you generate at least 1 Shift, you may


activate this Power as an Instant Action.
ªªSpatial Swap: When you activate this Pow- If you fail, you must either spend a Fate
er, you and one other creature you can Point or this Power fails to activate.
see instantly swap places. When using
DEVIATIONS

your Teleport Power in this way, if your


target is unwilling, you must generate at
least one Shift in a contest between your
Affinity and your target’s Resolve.

165
CONTENTS
Terrify Paragon Enhancements
Power Level: Heroic ªªHorrific: You are Favored on your Affinity
Activation Time: Major Action Skill test to Terrify your target.
Duration: Scene ªªAura of Terror: You may attempt to terrify
Range: Medium every person in the zone you occupy or
an adjacent zone.
THE BASICS

Example Power Aspects: Magical Enchantment


Spell, Psychic Dread, Mutant Fear Pheromones ªªFear of the Unknown: The target need not
You have the ability to instill a sense of terror see you. You need only be able to see the
in your foes. You must be able to see your target yourself. In this case, the imposed
target, and they must be able to see you. Aspect relates to a more general sense
CHARACTERS

of fear instead of fearing you specifical-


To do this, contest your Affinity against your ly. However, if the defending opponent
target’s Resolve. The number of Shifts you generates Spin on their Resolve defense
generate, if any, determine the effectiveness test, they sense that their emotions are
of this Power. being artificially manipulated. And, with
Note, if your target’s Power Level exceeds a Surge, they may even sense the general
direction you are in.
STRANDS

your own, you suffer Disfavor on your Affinity


Skill test to Terrify them.
Shifts Outcome
-3 or less (Stall) In addition to failing to
Thermal Vision
GAMEPLAY

Terrify your target, you Power Level: Heroic


strengthen their Resolve. Activation Time: Minor Action
They become Favored Duration: Scene
on all other attempts to Example Power Aspects: Selective Mutation,
resist your Terrify Power Cybernetic Eyes, Dwarven Heritage
until you increase your
PERKS

Affinity Skill rating. This Power, when activated, gives the ability
to perceive in darkened or obscured areas by
-1 or less Your Power has no effect, sensing the comparative heat levels of different
and you fail to instill any objects and the ambient heat of the air.
Terror in your target. You gain the Thermal Vision Aspect.
POWERS

0 Your target gains the Anx-


ious of X(m) Aspect, Heroic Enhancements
where “X” is your charac-
ter’s name. ªªPermanent Thermal Vision: This Power
is always active. When exposed to low
1-2 Your target gains the light, your eyes adjust naturally to detect
GEAR

Scared of X Aspect, where heat as a Reflex action.


“X” is your character’s
name.
3+ (Spin!) Your target gains the Terri-
fied of X(M) Aspect where
MASTERY
GAME

“X” is your character’s


name.
5+ (Surge!!) As Spin, but your foe also
suffers Disfavor on all
DEVIATIONS

attempts to resist your


Terrify Power until they
increase their Resolve
Skill rating.

166
CONTENTS
Universal Enhancements In general, most of the parameters of
the linked power set are equal to the
The following Enhancements may be applied “worst“ parameter of each of the linked
to any Power. Powers.
Like all Enhancements, you may gain a Power Level: The Power Level of the
Universal Enhancement in exchange for taking Linked Powers is equal to the highest

THE BASICS
a Limitation of a Power Level equal to, or less Power Level featured among the Linked
than, your own. Or you may take a Universal Powers.
Enhancement any time a Perk grants you a free Activation: All of the Linked Powers
Enhancement. activate as a single Power. If, for example,
you have a Talent that requires you to
Heroic Enhancements

CHARACTERS
make an Affinity Skill test to activate
ªªDuplicate Power: You gain another ver- Powers, you only need to perform one
sion of the Power you apply this En- test to activate the whole linked set.
hancement to. The new version is of the If any of the Linked Powers require
same Power Level as the original Power, additional costs or special Skill tests, all
but has a different Power Aspect, and its of the costs must be paid or Skill tests

STRANDS
own Enhancements and Limitations. made before any Power is activated.
For example, you might learn the Bolt If any Power in the Linked Power set
Power, and give it a Power Aspect of Ray fails to activate, the whole set fails.
of Magical Flame. You may then take this Activation Time: All of the Powers in the
Enhancement, and gain a second Bolt bundle have the same Activation time,

GAMEPLAY
Power with a Power Aspect of Frozen Ball which is the same as the Linked Power
of Magical Ice. with the longest Activation Time.
Each Enhancement or Limitation you For example, if one has an Activation
take after this only applies to one version time of Instant Action, and the other has
of your Power; you’ll need to choose an Activation Time of Major Action, the
which at the time the Enhancement or Activation Time for the entire bundle

PERKS
Limitation is selected. becomes a Major Action.
You may take Duplicate Power multiple Duration: The Duration for all Linked
times, each time gaining another version Powers is equal to the Duration of the
of the associated Power. Linked Power with the shortest Duration.
For example, if one has Duration of 1
Paragon Enhancements

POWERS
hour, and the other has a Duration of
ªªLinked Power: When you add this En- Scene, the Duration for the entire bundle
hancement to a Power, select one other becomes Scene.
Power you already know. Range: The Range for all Linked Powers
These two Powers become Linked, and is equal to the Range of the Linked Power
activate at the same time, on the same with the shortest Range.
target(s), as part of the same action. GEAR
For example, if one has Range of Short,
For example, you may add Linked Power and the other has a Range of Self, the
to Affliction and select Imbue Creature. Range for the entire bundle becomes
These two Powers become linked, are Self.
activated as a single Power, and both
MASTERY

You may take Linked Power multiple


GAME

effect the target at the same time.


Linked Power is especially useful times, each time either creating a new set
when you want to use Powers to create of Linked Powers, or adding an additional
complex effects, or model elaborate Power to an existing set.
transformations. A werewolf character,
DEVIATIONS

for example, might link Body Weaponry,


Super Strength and Heal, which all
activate when he transforms.
Universal Limitations may be applied
to the entire “bundle” of Linked Powers,
treating them all as a single Power.

167
CONTENTS
Universal Limitations
The following Limitations may be applied
to any Power that meets the Limitation’s
prerequisites (if it has any).
Like all Limitations, by taking one, you gain
THE BASICS

the option to select an Enhancement of a


Power Level equal to, or less than, your own.
The Enhancement provided by a Universal
Limitation may be applied to any Power you
know. This may be the Power to which the
CHARACTERS

Universal Limitation is applied, or a different


Power you know.
ªªConditional Activation (Standard or Ma-
jor): You may only activate the associated
Power under specific circumstances. Ex-
amples include:
STRANDS

• You have suffered a Wound


• You are drunk or some other special item. If the item is
• You have tasted another’s blood in especially hard to obtain, retain, or hard
the last 12 hours to transport, the GM may allow you to
GAMEPLAY

• Must drink a cup of holy water take this as a Major Limitation.


• Must have had sex with another ªªRitual Activation: Activating a Power with
person in the last 12 hours this Limitation takes much longer than
More exotic, or infrequently occurring normal. If the Power Level of the affected
conditions may result in a Major Power is equal to your own, the activa-
Limitation. Examples include tion time of the Power is increased by an
PERKS

additional hour.
• Must see a full moon
If the Power has a Power Level less
• Must swallow a wedding ring than your own, the activation time is
• Must eat a pound of uncooked, only increased by one Scene, or about 5
recently dead, flesh minutes.
POWERS

• Must draw an ace from a deck of You may not apply this Limitation to a
cards (may only draw once per Power with a permanent duration, or
turn, and may only be applied to a with the At-Will Activation Enhancement.
Power with a duration of Scene or ªªTaxing Activation: You must spend a Fate
shorter) Point in addition to the normal activation
GEAR

ªªCrippling (Major): Select a Skill in which requirements as determined by your At-


you have a rating of 3 or higher. While tainment.
the associated Power is active, or until You may not apply this Limitation to
the end of the Scene (whichever is lon- a Power with a duration greater than
ger), your rating in the selected Skill is one day, or with the At-Will Activation
MASTERY

effectively 0. Enhancement.
GAME

ªªDiminishing: Select two Skills. While the ªªWounding (Standard or Major): When
associated Power is active, or until the you activate the Power associated
end of the Scene (whichever is longer), with this Limitation, you suffer a Minor
you suffer a -2 penalty on all tests with Wound.
DEVIATIONS

the selected Skills. You may not apply this Limitation to a


ªªFocus Item (Standard or Major): You can- Power with a duration greater than one
not use your Power unless you are able hour.
to wield a focus item, such as a magic This Limitation may be taken as a Major
wand, a crystal ball, a bag of pixie dust, Limitation, but deals a Major Wound
instead of a Minor one.

168
CONTENTS
Weaknesses • Holy water burns you like acid (+4 Weapon
Rating) every round you are exposed.
You have some sort of weakness, be it an • If you do not act in accordance with the
allergy to a type of material, vulnerability to will of your patron, you lose access to your
a certain type of attack, some condition that Powers until you make amends.
makes you lose your Powers, etc.
• Permanently reduce a Skill with a rating of

THE BASICS
Weaknesses are like Limitations in that they 0 to -1.
you typically elect to take them in exchange for
some benefit. Major Weaknesses
The benefit gained from taking a Weakness When you take a Major Weakness, you may
depends on how frequent it is likely to be a select one of the following benefits.

CHARACTERS
problem for you, how damaging it can be, or • You may add two Enhancements to your
how much of an inconvenience it is. Powers. You may add them both to the
Weaknesses fall into three separate categories same Power, or you may add one to two
based on how much they are likely to cause different Powers.
you problems, and the benefits they provide. • You may increase a single Skill with a
See below for what types of benefits you may rating less than 5 by 1.

STRANDS
gain from taking Weaknesses, and examples of • You may gain a free Grounded or Heroic
different Weaknesses for each category. Perk.
You may select multiple Weaknesses, but no • You may gain one new Heroic Power.
more than one of each type (Minor, Major or
Severe). Sample Major Weaknesses

GAMEPLAY
• You suffer double damage when harmed
Minor Weaknesses by a silver weapon or bullet.
When you take a Minor Weakness, you may • You must perform dangerous rituals or
select one of the following benefits. consume some rare substance each day
• You may add an Enhancement to one of or temporarily lose your Powers until you
your Powers. are able to do so.

PERKS
• You may increase a single Skill with a • You are blind and do not possess some
rating less than 4 by 1. other sense to compensate.
• You do not cast a reflection. • You suffer a -3 penalty on all Skill tests
• Animals are naturally terrified of you. made during the day time.

POWERS
Sample Minor Weaknesses Severe Weaknesses
• The smell of garlic results in a physical When you take a Severe Weakness, you may
attack (+2 Damage Rating) resisted by select one of the following benefits.
Might. • You may add three Enhancements to your
• You cannot harm an innocent. Doing so Powers in any combination you choose.
costs you a FP and you suffer Disfavor on • You may increase a single Skill with a GEAR
all tests related to activating or using your rating less than 6 by 1.
Powers until you atone for your crime. • You may gain a free Grounded, Heroic or
• You must perform elaborate rituals Paragon Perk.
that take at least an hour, or consume
MASTERY

• You may gain one new Paragon, or lesser,


GAME

some mundane substance, each day or Power.


temporarily lose your Powers until you are
able to do so. Sample Severe Weaknesses
• A Wound from an attack with a wooden • You suffer double the physical stress when
DEVIATIONS

weapon robs you of all of your Powers successfully attacked with a weapon made
until the sun goes down. of iron or steel.
• You cannot tell a lie, or willingly allow • Exposure to water robs you of all of your
another to be deceived by you. If you do, Powers until dawn.
your Affinity Skill is reduced by -3 for 24 • Sun light burns you (+6 Damage Rating)
hours. every round you are exposed.

169
CONTENTS
DEVIATIONS GAME GEAR POWERS PERKS GAMEPLAY STRANDS CHARACTERS THE BASICS
MASTERY

CONTENTS
170
Chapter 7
CHAPTER 2

Gear

THE BASICS
Purchasing Items and Services The Costs for items listed in the tables later
in this chapter are based on the Cost of the
All items have a Cost rating, which determines item during the Tech-Level in which it was
how rare or valuable it is. If something is introduced. For example, a Light Pistol was
ranked with a Cost of 1 or more, it requires a introduced in TL 4, so the Cost listed is based on

CHARACTERS
Resources test to purchase. The Difficulty on a TL 4 campaign. In later TL campaigns, it might
this test is equal to the Cost of the item. be cheaper since more advanced weapons are
If you succeed, you purchase the item and commonplace or maybe even more expensive
may continue to make purchases in this if it is viewed as an antique. Get with your GM
manner until you fail a test. to determine exact pricing.
If you fail, you are unable to scrape together

STRANDS
the resources at the moment. In addition, you
may not attempt another purchase of that
item, or an item of equal or greater Cost, this Item Statistics
session. The GM may, however, allow you to This section deals with defining pieces of
attempt another purchase if your character equipment in game terms. Pieces of equipment

GAMEPLAY
comes into some money during the session. not given stats in this chapter are either too
insignificant to need stats, or have been left
If you Stall, your Resources rating is up to the GM to create themselves, using the
temporarily reduced by 1 until you come into existing items as guidelines.
a new windfall of cash, or until you Refresh.
When you Refresh, your rating is restored by Most all items will have one or more of the
following statistics:

PERKS
1 rank.
You may spend Fate Points to Invoke relevant Damage Rating (DR)
Aspects to help purchase equipment. A weapon’s Damage Rating (DR) is added to
the amount of stress inflicted on a successful
attack. If the attack misses, the Damage Rating

POWERS
has no effect.
Cost Ratings
An item’s Cost is the measure of the average Armor Rating (AR)
value of an item. Generally the Cost is about A suit of armor’s Armor Rating (AR) indicates
4x more expensive than an item of the next the amount of stress it negates from a
lowest Cost. So with that in mind, in a modern
setting Costs would work out something like
successful hit. For example, if you have an AR GEAR
of 2 and you are hit for 3 points of physical
this: stress, you would only check one stress box.
Cost Rating Estimated Value in US Dollars Explosive Rating (ExR)
0 Around $6
MASTERY

Explosives allow you to make an attack


GAME

1 Around $25 against everyone in the target zone, and the


2 Around $100 explosive’s Explosive Rating (ExR) is added as a
3 Around $400 bonus to the attack test.
4 Around $1,600 Explosive weapons have an Area rating, which
DEVIATIONS

etc… etc… determines the number of zones affected.


Note that GMs may decide to adjust the Cost
of an item depending on the setting Tech- Equipment Rating (ER)
Level, how much demand there is for the item, The Equipment Rating (ER) for tools indicates
whether or not its legal to own, how hard it is the bonus gained on a Skill test when that tool
to purchase or transport, etc. is used in a relevant way.

171
CONTENTS
Range Rating Other Notes
A weapon’s Range is the maximum number Beam Weapon – These weapons fire a
of zones away the target can be without the constant stream of focused energy. You may
attacker suffering penalties. use beam weapon special attacks (pg. 82).
See pg. 75 for more on Range. Ranges Full Auto – These weapons feature extremely
marked with “TH” indicate that the item may high rates of fire. You may use full-auto weapon
THE BASICS

be thrown, in which case it has a Short range. special attacks (pg. 85).
You suffer Disfavor on attacks when throwing Pulse – These powered melee weapons utilize
a weapon not designed to be thrown. a power supply to emit a blast of kinetic force,
delivering it to the target when struck.
Minimum Might
CHARACTERS

Mono-Edged – These bladed melee weapons


Weapons: To wield a weapon effectively, your are created with an almost infinitely sharp
character’s Might rating (plus their Size rating) edge. At the very tip of the edge, a single
must equal or exceed the weapon’s Minimum carbon nanotube runs the length of the blade.
Might rating. Such weapons never need to be sharpened,
You may wield a weapon with a Minimum but over time may need to have their leading
STRANDS

Might Rating 1 greater than your effective edge (the nanotube “wire”) replaced. Despite
Might, but when doing so, you must either use the advanced technology required to build
two hands or suffer Disfavor. them, mono-edged weapons do not require
power to function.
So a Halfling (Size -1) with a Might rating of
Shotgun – Weapons with this trait fire a
2, could use a weapon with a Minimum Might
GAMEPLAY

blast of projectiles in a cone-shaped pattern.


Rating of 1 in one hand, or a weapon with a
Because of this, their DR is higher at short
Minimum Might Rating of 2 in two hands.
range, and decreases at longer ranges.
If the same Halfling tried to wield a weapon High Capacity – Weapons with this trait tend
with a Minimum Might Rating of 2 with one to hold a lot of ammo. Any time you need to
hand, or a Minimum Might of 3 with two make a Skill test to see if you’ve ran out of
PERKS

hands, they’d suffer Disfavor on their attack ammo, you do so with Favor.
tests.
Shields: When wielding a shield, your Might
must meet or exceed the shield’s Minimum
Might to gain the Defense bonus it provides. If Ammunition and Ammo Checks
POWERS

it does not, the shield provides no bonus. When you purchase a ranged weapon, you get
3 units of ammunition for free. A unit of ammo
Armor: If your Might does not meet or exceed represents an abstract amount of individual
your armor’s Minimum Might Rating, you bullets, shells, arrows, etc. A single unit might
suffer Disfavor on all Reflexes and Mobility be 6 rounds in a revolver, a magazine worth of
tests. bullets for an assault rifle, 5 arrows, etc. The
GEAR

amount of ammo in a Unit is left intentionally


vague since Strands of Fate isn’t about tracking
Equipment Modifications every bullet or beam fired.
So when do you run out of ammo? The GM
Accessories and modifications may be added can call for an ammo check whenever they feel
MASTERY
GAME

or made into various weapons, armor, or other like you’ve been expending ammo at a high
equipment. These provide the items with enough rate to justify it - usually after 3-4 turns
Aspects. For example, adding a scope to a rifle spent attacking with a ranged weapon. This is a
may add the Scoped Aspect. Reasoning test, usually against a Difficulty of 2.
DEVIATIONS

Adding an Aspect to an item increases its Cost Also note that certain special Full-Auto (pg.
by +1 for every Aspect added, and you may not 85) attacks may require you to make an
add more than 2 Aspects this way. ammo check immediately.
The GM may also allow you to add primarily Should you fail to generate any Shifts on
negative Aspects, such as Poorly Maintained, the ammo check, you run out of ammo. Your
to an item to decrease its Cost by -1. current Unit is spent and you’ll need to reload.

172
CONTENTS
Reloading is typically a Major Action. Huge(M) – These weapons are massive in
Additional units of ammo have a Cost of 1. size, very heavy, and next to impossible to
You may purchase 4 units of ammo for a Cost hide. They deal tremendous damage, but do
of 2, or 16 for a Cost of 3. not work well in confined areas. You might
A character may typically carry a total number Invoke this Aspect for intimidation, or it may
of ammo units equal to 3 + their Might Skill be Compelled to indicate collateral damage

THE BASICS
rating. This assumes that the character is when fighting in close quarters or striking
wearing an ammo belt, a quiver, a hip pouch, at targets very close to you. This Aspect can
or whatever you would normally carry your also be Compelled by others to give them an
weapon’s extra ammo in. advantage in initiative or to force a penalty any
time a weapon this large is used one-handed.

CHARACTERS
Item Aspects Large – These weapons are awkward and
heavy. While they offer substantial damage
Aspects of items such as weapons or armor potential, they are cumbersome. Typically,
can be Invoked just like normal Aspects. this Aspect is Compelled by others to get
You have the Aspect just by wielding the an advantage to interrupt you, or it can be
weapon, wearing the armor, or holding Compelled when you try to hide such

STRANDS
the item. Item Aspects are ways to inject weapons. This Aspect could also
some realistic-feeling tactical detail into be Compelled any time you use a
combat. For example, if you‘re using a weapon this big with one
dagger and you get into close combat hand.
with a halberd wielder, you might Invoke
Long – These melee

GAMEPLAY
their halberd’s Huge(M) Aspect to get a
bonus to attack or defend against them weapons are very long
in tight quarters. and allow you to attack
enemies at a greater
Aspects are listed in italics distance than most. The GM
in tables to separate may allow you to Invoke this
them from other notes. Aspect to Declare that you can

PERKS
Common weapon and attack enemies in an adjacent
armor Aspects are as zone or even to gain a bonus to
follows, with some advice on interrupt an opponent who must
how to use them: get by your weapon to get to you.
Anti-Vehicular – These weapons are On Fire! – See page 84 for information

POWERS
specifically designed to deal damage to on burning targets and zones. If you
vehicles and hardened equipment. Hand-held have this Aspect placed on you, you are
weapons typically aren’t powerful enough effectively exposed to an Intensity 6 Fire
to deal significant damage to most types of and will continue to take damage until it is
vehicles. And in those cases, this Aspect might removed.
be Invoked to allow you to potentially damage
a vehicle that you might otherwise not be able
Slow Firing – These weapons take a little while GEAR
to prepare to fire, or take a few seconds to
to.
acquire a target. This Aspect can be Compelled
Armor Penetrating – Rounds fired from these on a turn after the weapon has been fired to
weapons move very quickly and fragment declare that the weapon is not yet ready to be
MASTERY
GAME

little, packing enough focused kinetic energy to fired again.


penetrate the toughest armor. However, since
Small – These weapons are small enough to
these rounds tend to fragment less and usually
be hidden on the body, and work well in close
pass cleanly through the body, they are often
quarters combat. You might Invoke this Aspect
less damaging to soft targets than rounds that
DEVIATIONS

for a bonus on tests to break ties or interrupt


break up and/or get stuck on impact.
actions, or attempts to hide the weapon.
Bulky – This item is heavy, cumbersome, and/ However, their small size and light weight
or unbalanced. It can often be Compelled to mean they don’t fare well when defending
hinder movement or balance, and is tiresome against larger weapons.
to carry or wear for long periods of time.

173
CONTENTS
Firearms
Pistols DR/ExR Range TL Cost Notes and Aspects
Matchlock Pistol 3 Short 3 3 Slow Firing(M), Unreliable, Small
Light Revolver 3 Short 3 3 Reliable, Limited Ammo, Small
THE BASICS

Heavy Revolver 4 Short 3 4 Reliable, Limited Ammo, Small


Light Pistol 3 Short 4 3 Small
Heavy Pistol 4 Short 4 4 Small
Light Gauss Pistol 5 Short 5 3 Armor Penetrating, Small
CHARACTERS

Heavy Gauss Pistol 6 Short 5 4 Armor Penetrating, Small


Light Laser Pistol 6 Short 6 3 Beam Weapon, Small
Heavy Laser Pistol 7 Short 6 4 Beam Weapon, Small
STRANDS

Submachine Guns (SMGs) DR/ExR Range TL Cost Notes and Aspects


Light SMG 3 Short 4 4 Full Auto
Heavy SMG 4 Medium 4 5 Full Auto
Light Coil SMG 5 Medium 5 4 Full Auto
GAMEPLAY

Heavy Coil SMG 6 Medium 5 5 Full Auto


Light Laser SMG 7 Medium 6 4 Beam Weapon
Heavy Laser SMG 8 Medium 6 5 Beam Weapon
PERKS

Assault Rifles DR/ExR Range TL Cost Notes and Aspects


Carbine 5 Medium 4 4 Full Auto, Armor Penetrating, Large
Heavy Assault Rifle 6 Long 4 5 Full Auto, Armor Penetrating, Huge(M)
Coil Carbine 7 Long 5 4 Full Auto, Armor Penetrating, Large
POWERS

Heavy Coil Assault Rifle 8 Long 5 5 Full Auto, Armor Penetrating, Huge(M)
Gauss Carbine 8 Long 5 4 Armor Penetrating, Large
Heavy Gauss Assault Rifle 9 Long 5 5 Armor Penetrating, Huge(M)
Laser Carbine 10 Long 6 4 Beam Weapon, Large
GEAR

Heavy Laser Assault Rifle 11 Long 6 5 Beam Weapon, Huge(M)

Shotguns DR/ExR Range TL Cost Notes and Aspects


MASTERY

Light Shotgun +4/+3/+2 S/M/L 3 3 Large, Shotgun


GAME

Heavy Shotgun +5/+4/+3 S/M/L 3 4 Large, Shotgun


Light Gauss Array +6/+5/+4 S/M/L 5 4 Armor Penetrating, Large, Shotgun
Heavy Gauss Array +7/+6/+5 S/M/L 5 5 Armor Penetrating, Large, Shotgun
DEVIATIONS

174
CONTENTS
Rifles DR/ExR Range TL Cost Notes and Aspects
Musket 4 Medium 3 4 Huge(M), Slow Firing(M), Unreliable
Light Sniper Rifle 6 Long 4 4 Huge(M), Scope
Heavy Sniper Rifle 7 Extreme 4 5 Anti-Vehicular, Huge(M), Scope

THE BASICS
Anti-Vehicular, Armor Penetrating, Day/Night
Gauss Light Sniper Rifle 9 Extreme 5 4
Scope, Huge(M)
Anti-Vehicular, Armor Penetrating, Day/Night
Gauss Heavy Sniper Rifle 10 Extreme 5 5
Scope, Huge(M)
Light Laser Sniper Rifle 11 Extreme 6 4 Anti-Vehicular, D/N Scope, Huge(M)

CHARACTERS
Heavy Laser Sniper Rifle 12 Extreme 6 5 Anti-Vehicular, D/N Scope, Huge(M)

Heavy Weapons DR/ExR Range TL Cost Notes and Aspects


Full Auto, High Capacity, Armor Penetrating,
Light Machine Gun 5 Long 4 5

STRANDS
Huge(M)
Full Auto, High Capacity, Armor Penetrating,
Coil Light Automatic Rifle 6 Long 5 5
Huge(M)
Full Auto, High Capacity, Armor Penetrating,
Portable Minigun 6 Long 4 6

GAMEPLAY
Huge(M)
Full Auto, High Capacity, Armor Penetrating,
Portable Gauss Minigun 7 Long 5 6
Huge(M)
Beam Weapon, Anti-Vehicular, Huge(M), Slow
Heavy Laser Cannon 14 Extreme 6 7
Firing(M)

PERKS
Targets who suffer stress, and the zone attacked,
Light Plasma Flamer 4 Short 5 4
are On Fire; Huge(M)
Targets who suffer stress, and the zone attacked,
Heavy Plasma Flamer 5 Medium 5 5
are On Fire; Huge(M)
Grenade Launcher Varies Medium 4 3 See grenades in “Explosives” below for DR

POWERS
Rocket Launcher (RPG) +9 (ExR) Long 4 5 Explosive, Anti-Vehicular, Huge(M)
Gauss Rocket Launcher +11 (ExR) Long 5 5 Explosive, Anti-Vehicular, Huge(M)
Firearms & Minimum Might: The Minimum Might Rating of the different types of firearms are as follows: Pistols 1,
SMGs 2, Carbines 2, Heavy Assault Rifles 3, Shotguns 2, Rifles 2, Hvy Weapons 4
GEAR
Explosives
Explosives ExR Area TL Cost Notes
Fragmentation Grenade 8 1 3 3
MASTERY
GAME

Incendiary Grenade 4 1 4 3 Places On Fire on target and target’s zone.


Targets in the zone, who suffer stress, are Stunned until
Stun Grenade 1 1 4 2
they succeed on a Resolve test (Diff: 2) as an Instant Action.
DEVIATIONS

See
EMP Grenade 1 5 3 ExR is +10 vs. machines, but only +1 vs. organic beings.
Notes
Plasma Grenade 10 1 6 3
Smoke Grenade None 1 3 2 Fills zone with smoke, granting the Smokey Aspect.
High Explosive Charge 10+TL 3 4 5 Attack roll uses Reasoning.

175
CONTENTS
Slow Moving Projectiles
Min.
Projectile Weapons DR Range Might TL Cost Notes and Aspects
Sling 1 Short 0 1 1 Slow Firing(M)
Short Bow 3 Short 1 2 2 Large
THE BASICS

Long Bow 4 Medium 2 2 2 Armor Penetrating, Huge (M)


Compound Bow 5 Medium 2 2 3 Armor Penetrating, Huge(M)
Pistol Crossbow 3 Medium 0 2 2 Slow Firing, Small
CHARACTERS

Crossbow 4 Medium 1 2 3 Armor Penetrating, Large, Slow Firing


Heavy Crossbow 5 Long 2 2 4 Armor Penetrating, Huge(M), Slow Firing(M)

Melee Weapons
STRANDS

Min.
Bladed Weapons DR Range Might TL Cost Notes and Aspects
Knife / Dagger 2 Melee/TH 0 1 1 Small
GAMEPLAY

Short Sword 3 Melee 1 2 2 Small


Machete 3 Melee 1 2 1 Large
Shuriken 1 Melee/TH 0 2 1 Small
Rapier 3 Melee 2 2 3 Quick
PERKS

Longsword 4 Melee 3 2 3 Large


Great Sword 5 Melee 4 2 4 Huge(M)
Dagger, Mono-Edged 3 Melee/TH 0 5 2 Small
Short Sword, Mono-Edged 4 Melee 1 5 3 Small
POWERS

Longsword, Mono-Edged 5 Melee 3 5 4 Large


Plasma Sword 8 Melee 2 6 6 Energy Blade

Min.
Axes DR Range Might TL Cost Notes and Aspects
GEAR

Hatchet 3 Melee/TH 2 1 1 Small


Wood Axe 4 Melee 3 2 1 Large
Battle Axe 5 Melee 4 2 2 Large
MASTERY
GAME
DEVIATIONS

176
CONTENTS
Min.
Blunt DR Range Might TL Cost Notes and Aspects
Punch/Kick 0 Melee N 0 0 Unarmed
Small Club/Baton 2 Melee 1 1 0 Small

THE BASICS
Quarterstaff 2 Melee 2 1 0 Large
Tonfa (Police Nightstick) 2 Melee 1 2 1 Quick
Hammer 1 Melee 2 2 0 Small
Club/Baseball Bat 2 Melee 2 2 0 Large

CHARACTERS
Mace 3 Melee 3 2 2 Large
Flail 3 Melee 3 2 3 Flexible
War Hammer 4 Melee 4 2 1 Large
Large Club 4 Melee 4 1 0 Huge(M)

STRANDS
Maul 5 Melee 5 2 2 Huge(M)
Pulse Baton 4 Melee 1 6 3 Small
Pulse Hammer 7 Melee 2 6 4 Huge(M)

GAMEPLAY
Min.
Reach Weapons DR Range Might TL Cost Notes and Aspects
Short Spear 3 Melee/TH 2 1 2 Large
Long Spear 4 Melee 3 1 2 Long, Huge(M)

PERKS
Halberd 5 Melee 4 2 3 Long, Huge(M)
Spear, Mono-Edged 4 Melee/TH 2 5 4 Large
Halberd, Mono-Edged 6 Melee 3 5 5 Long, Huge(M)

POWERS
Min.
Misc. Weapons DR Range Might TL Cost Notes and Aspects
Chainsaw 5 Melee 3 4 2 Huge(M)
Adds to standard unarmed
Brass Knuckles 1 Melee 0 2 1
punching damage.
GEAR

Shields
MASTERY

Bonus on Min.
GAME

Shields DR Defense Tests Might Range TL Cost Notes and Aspects

Buckler/Light Shield 1 2 1 Melee 2 2 Small


DEVIATIONS

Heavy Shield 2 3 3 Melee 2 3 Large


Tower Shield 2 4 4 Melee 2 3 Huge(M)
Riot Shield 2 2 2 Melee 4 3 Large

177
CONTENTS
Armor
Min.
Historical Armor AR TL Cost Might Type Notes/Built in Accessories
Leather or Hide 1 1 2 1 Light None
THE BASICS

Chain Mail or Breast


2 2 3 2 Medium None
Plate
Ring/Scale Mail or
3 2 4 3 Medium Heavy
Lamellar
Plate Mail 4 2 5 4 Heavy Heavy(M)
CHARACTERS

Min.
Modern Armor AR TL Cost Might Type Built in Accessories
Chronometer, biomonitor, radiation
STRANDS

Flight Suit 0 4 2 0 Light


patch
Reinforced Clothing
1 4 3 1 Light None
or Protective Vest
Heavy(M), Vacuum support,
GAMEPLAY

temperature control, radiation


Vacuum Suit 2 4 4 2 Heavy
detection and protection, air pack,
biomonitor
Heavy(M), Vacuum support,
temperature control, radiation
Reinforced Vacuum Suit 3 4 5 3 Heavy
detection and protection, air pack,
PERKS

biomonitor
Heavy, Chronometer, biomonitor,
Battle Armor 4 4 4 2 Medium
radiation patch
Heavy(M), Chronometer, biomonitor,
POWERS

Heavy Battle Armor 5 4 5 3 Heavy


radiation patch

Min.
Powered Armor AR TL Cost Might Type Built in Accessories
GEAR

Vacuum support, temperature control,


Powered Recon Armor 5 5 5 1 Light radiation detection and protection, air
pack, biomonitor
Heavy, Vacuum support, temperature
Powered Assault Armor 6 5 6 2 Medium control, radiation detection and
MASTERY
GAME

protection, air pack, biomonitor


Heavy(M), Vacuum support,
Powered Heavy Assault temperature control, radiation
7 5 7 3 Heavy
Armor detection and protection, air pack,
DEVIATIONS

biomonitor,

178
CONTENTS
Equipment
Equipment ER TL Cost Equipment ER TL Cost

Torch N 1 0 Cell Phone N 4 2

Flint and Steel 1 1 0 GPS Receiver 2 4 2

THE BASICS
Trail Rations N 1 0 Computer +V 4 1+

Backpack N 1 1 Camera (Photo or Video) N 4 2

Caltrops N 1 2 Fiberscope N 4 4

CHARACTERS
Tent (2 man) 1 1 2 Portable P. Computer +V 4 2+

Meal, Simple N 1 1 AR Identification (ARID) N 5 0

Horse +V 1 4+ Credit Disk (“Credisk”) N 5 0

STRANDS
Lodging, Inn, Common Room
N 2 1 Ration Lozenge N 5 1
(1 night)
Oil, 1 pint N 2 0 Box Tent 1 5 2

Rope, Hemp 50’ 2 2 1 Plasti-Rope Dispenser 1 5 1

GAMEPLAY
Lantern N 2 2 AR Display Device N 5 2
Lodging, Inn, Private Room
N 2 2 Aerial Condensator N 5 2
(1 night)
Lock Picks N 2 2 Network Extender N 5 2

PERKS
Flashlight N 3 0 Spider Gear Kit 3 5 2

Chronometer (Watch/Clock) N 3 0 4D Spatial Camera N 5 3

Clothes, Daywear N 3 2 Portable Plasma Torch 2 5 3

POWERS
First Aid Kit N 3 1 Bio-metric Cloner 3 5 4

Tank of Gas N 3 1 Computer Network Uplink N 5 4

Clothes, Eveningwear N 3 3 Broadcast Power Generator N 5 4

Lodging, Hotel (1 night) N 3 2 Molecular Glue w/ Solvent 2 6 1 GEAR


Radio Hand/Headset N 3 2 Medi-stimulant Injection (MSI) 2 6 3

Hospital Care N 3 V Simulated Memory +V 6 2+


MASTERY
GAME

Motorcycle +V 3 5+ Virtual Reality Interface N 6 3

Car or Truck +V 3 6+ Broadcast Screen N 6 4

Software (Specialized) V 4 1+ Trauma Pod (hour/day/week) 4 6 4/5/6


DEVIATIONS

179
CONTENTS
Aerial Condensator: Popular among explorers Objects designed to run on broadcast power
and outdoorsmen, this small device is capable never need batteries or power cables.
of removing moisture from the nearby air and
condensing it into drinkable water. In most Broadcast Screen: By activating this device,
locations it can create a gallon of water in usually worn on the wrist, as a belt buckle,
about three hours. or even a piece of jewelry; you create a
field roughly 2 yards (2 meters) around
THE BASICS

Augmented Reality (AR) Display Device: you in all directions. This field blocks or
Though the casual observer may notice the dampens incoming and outgoing electronic
occasional flash of light across their surface, transmissions.
these glasses look like any other set of head- This is a popular item among people who
worn spectacles. To the wearer however, they dislike being bombarded with information
CHARACTERS

are a gateway to a wealth of information. AR from advertisers and the like.


display devices allow the wearer to see AR Attempts to wirelessly manipulate a computer
objects and data. through a broadcast screen suffer a -4 penalty.
This same technology can also be found in
contact lenses, though the Cost for contacts is Cell Phone: A cell phone allows you to make
increased by +1. phone calls anywhere within a area covered
STRANDS

by your cellular network. The price covers the


Augmented Reality Identification Tag (ARID): phone and the startup charge of the contract.
Depending on the amount of data they hold,
ARIDs range in size from that of a small coin Caltrops: Tiny metal, usually triangular,
up to about the size of one’s thumb. They are shapes with sharpened edges. When thrown
into a zone, they present a danger to anyone
GAMEPLAY

programmed with (typically) read-only data


that is displayed and accessible in augmented who might step on them. When placing
reality. Caltrops in a zone, the zone gains the Scattered
Caltrops Aspect, which may be invoked to slow
ARIDs are attached to most retail items,
a pursuer, discourage them or whatever else
people, information booths, or anything else
the GM may feel is appropriate.
used to relate information. Usually an ARID
PERKS

carried by a person will be worn as jewelry or Camera (Photo or Video): A standard high-
as a sub-dermal implant. resolution camera. It may take still pictures or
video, possibly both.
Bio-metric Cloner: This small device can copy
and reproduce the information necessary to Car or Truck: This is the cost of a standard car,
bypass a bio-metric scanner. However, you truck or SUV.
POWERS

must first touch the person whose bio-metric


Chronometer (Watch/Clock): This is a simple
data you wish to copy with the device.
wall clock, pocket watch, or wrist watch.
Box Tent: When not in active use, the box Clothes, Daywear: A change of clothes for
tent is about as big as a few books stacked day-to-day wear. Consists of a basic shirt,
together, and weighs about half that. When
GEAR

pants, shoes and undergarments.


activated, it transforms into a rigid tent capable
of comfortably sleeping two in about five Clothes, Eveningwear: A change of clothes
minutes. Once activated, it uses solar power to for a formal occasion. Consists of an evening
cool or heat the inside of the tent as needed. gown and shoes, or a nice tuxedo or suit, and
undergarments.
MASTERY
GAME

Backpack: A simple pack made of leather,


nylon or other material depending on tech
level.
Broadcast Power Generator: These
DEVIATIONS

generators are essentially compact reactors,


usually ranging from about the size of a car
to that of a large building. Smaller models
broadcast at a range of about a mile (two
kilometers), while larger generators can power
an entire city.

180
CONTENTS
Computer: This is a standard desktop to provide medical attention to yourself
computer or workstation. The price of a or another, but you will likely suffer major
computer depends on its rating, and its rating penalties on your attempt to do so without
is determined by its Tech-Level. one.
Its rating determines both the quality of the
Flashlight: The typical flashlight will provide
hardware and usefulness of the software that
good illumination for several hours.

THE BASICS
comes with it, and provides a bonus on most
rolls when using the computer or network it is Flint and Steel: A primitive fire making kit
connected to. This includes programming and consisting of a piece of flint and steel struck
hacking. together to produce sparks. The listed bonus
Rating Cost may be used on Craft checks to make fire.

CHARACTERS
TL -5 1 4D Spatial Camera: Utilizing over a dozen
TL -4 2 forms of imaging techniques, this camera can
TL -3 3 create fully three dimensional representations
TL -2 4 of an area, with audio, in still frame or full
TL -1 5 motion “video”. These captured spatial maps
TL -0 6 are often displayed in augmented and virtual

STRANDS
reality.
Computer Network Uplink: These systems
connect computer systems together through GPS Receiver: A GPS receiver allows you to
wireless data transmission. The hub itself triangulate your position anywhere in the
connects to a major relay through a satellite world using Global Positioning Satellites. It

GAMEPLAY
uplink. A small hub can provide network access grants a +2 bonus on all navigation related
to every computer within a mile. Larger hubs rolls.
cover entire cities. Horse: This is a simple riding horse. You may
Credit Disk (“Credisk”): These small purchase a trained horse for a cost of 4. When
electronic devices, usually about the size of a riding a trained horse, you gain a +1 bonus
coin, are designed to hold the necessary data on riding related rolls. See pg. 190 for horse

PERKS
required to perform a one time monetary statistics.
transaction. In an economy built around credit, Hospital Care: The price of hospital care
this is usually the closest thing people see to a depends on the quality of the facility and the
physical representation of money. amount of time spent there. See below for

POWERS
Programming a credit disk is usually average costs:
performed with a PPC, and
the amount of credit it is set Hospital Care Costs
to transfer and who it can be Facility Rating Time Spent: 1 Night 1 Week 1 Month
transferred to is visible on a 1 2 3 5
small screen on both sides of
the “coin”. Once the transaction 3 3 4 6
GEAR
is complete, the credit disk can 4 4 5 7
be reprogrammed for a different 5 5 6 8
transaction.
Lantern: When filled with oil and lit, a lantern
MASTERY

Fiberscope: This is a small fiber optic cable


GAME

attached to a small monitor. It can be snaked will provide light in all directions for about six
under doors, through vents, or similar hours. A TL 4 or better lamp can be adjusted
obstacles. Attached to the end of the cable is for brighter or dimmer light, and can last for up
a high resolution camera capable of seeing in to 12 hours providing dim light.
DEVIATIONS

multiple light spectrums as well as a directional Lock Picks: This small roll of tools comes with
audio amplification system. a series of probes, tweezers, a magnifying glass
First Aid Kit: A small box of bandages, and other small devices used to pick locks.
antibiotics, pain killers, needle and thread, Lock picks provide no bonus to pick a lock, but
etc. A first aid kit does not provide a bonus you will likely suffer major penalties on your
attempt to pick a lock without them.

181
CONTENTS
Lodging, Inn, Common Room (1 night): This have a Cost rating that’s +1 higher than the
is a night’s stay in the common room of an inn civilian version, but have more than double
and a simple meal. A common room is usually the range. And a chain of extenders can extend
a wide open room where several people can the network out for dozens or hundreds
place their bedrolls. It offers little to no privacy, of kilometers with less risk of the enemy
but at least it gets you out of the rain. detecting the signal.
THE BASICS

Lodging, Inn, Private Room (1 night): You get Oil, 1 pint: A small bottle or canister of oil. It
a night’s stay in a private room, and a simple can be used to set and spread fires, or it can
meal. be used to keep an oil lamp burning for about
six hours.
Lodging, Hotel (1 night): This is a one night
Plasti-Rope Dispenser: Not much bigger than
CHARACTERS

stay in a standard hotel, meal not included.


a closed fist, the dispenser can be activated to
Meal, Simple: This is a basic meal of meat, dispense about 100 yards/meters of rope. The
vegetables, and maybe fruit served with a material leaves the dispenser as a liquid, but
glass of water, milk, ale or soft drink that you hardens almost instantly into a flexible rope
might find in any inn or restaurant. capable of supporting about four tons of static
STRANDS

weight.
Medi-Stimulant Injection (MSI): This is a
protected syringe within which is housed a Portable Personal Computer (PPC): PPCs
cocktail of nanites, painkillers and various range in size from laptops to wrist worn
chemicals specifically designed to regenerate systems. For TL 4, most such systems are small
tissue while keeping the mind focused. An laptops, netbooks or tablets. PPCs integrated
GAMEPLAY

hour after you take an MSI you can roll to with cellular phones are also common, though
downgrade every Wound you have suffered, not exceptionally powerful or versatile. The
rolling once per Wound, but at a -2 penalty. If need for a screen and interface, such as a
the character spends this hour at rest, they do small keyboard, keeps it from being further
not suffer the -2 penalty on the roll. miniaturized.
As always, you may only have one of each type By TL 5, computer systems can be worn on the
PERKS

of Wound, so with a success you may cause body, such as hanging off the belt or strapped
others to automatically downgrade as well. to the forearm. They are interacted with by
See page 77 for more on healing Wounds. voice command or through augmented reality
display and interface devices.
Motorcycle: This is the cost of a standard
By TL 6, such systems may produce interactive
POWERS

motorcycle.
holograms.
Molecular Glue & Solvent: This hardened The Cost of a PCC is the same as a regular
bottle dispenses a small amount of glue. The computer, +1.
glue bonds to anything and is nearly impossible Computer ratings are limited by size. At most,
to remove without a solvent. M-Glue is often a laptop sized computer can feature a rating
used in place of welding or soldering. Each equal to the setting’s TL -1. A forearm or belt
GEAR

pack contains both a bottle of glue and solvent. worn system can have a rating of TL -2. A smart
phone maxes out at a rating of TL -3, and a
Network Extender: This small device wrist or clothing mounted micro-computer
amplifies the strength of a wireless network cannot normally exceed a rating of TL -4.
signal from a hub and extends it out to another
MASTERY
GAME

half kilometer or so in all directions. Portable Plasma Torch: About the size of a
For a Cost of +1 greater you can also purchase can of soup, this small device burns hot enough
a directional extender. Like a normal network to cut through most any material, including
extender, this device extends the area of diamonds with sufficient time.
DEVIATIONS

coverage for a hub’s network signal. However,


instead of spreading the signal in all directions, Radio (Hand/Headset): Whether sitting
it focuses the signal in a specific direction with on your head or held in your hand, a radio
a range of about 2 miles (1 km). generally allows two-way communication
Directional extenders see a lot of use in between another radio set on the same
military applications. Military grade extenders frequency within about 10 miles (5km). For
every TL increase above 4, double the range.

182
CONTENTS
Ration Lozenge: This small lozenge, about the Spider Gear Kit: These gloves, boots, and
size of a large bean, contains all the vitamins knee pads can adhere to almost any solid
and nutrients a person needs for half a day. surface, allowing the wearer to climb sheer
By itself it is not very filling, but with a glass walls or even hang suspended upside down.
of water, the lozenge expands and a moment Their adhesiveness is triggered by an electronic
later the imbiber will feel quiet satisfied. These signal, so it can be effectively switched on and

THE BASICS
are very popular among survivalists. off.
Simulated Memory: These are the recorded Tank of Gas: This is the cost to fill up your
memories of another person, captured by average vehicle at the gas station.
a brain implanted computer and uploaded.
Many celebrities give away “simms” for free, Torch: A length of wood or metal wrapped

CHARACTERS
while others can be very expensive depending tightly in cloth. When lit, it will burn and
on what they depict. Simms of recorded sex, produce light for about an hour.
crimes and even suicide are very popular Tent (2 Man): This tent, designed to sleep
underground items many of which are illegal. two people comfortably may grant its bonus
Rope, Hemp, 50’: A coil of hemp rope to Reasoning or Might rolls made to determine
the effects of extended outdoor exposure.

STRANDS
measuring 50’, grants a +2 bonus on rolls to
climb. Trail Rations: A wrapped bundle of dried
Software (Specialized): Computer software is meat, bread, and cheese, with a bladder or
designed to act as a tool for some specific need. flask of water to provide nourishment on the
A computer comes with all the basic software road.

GAMEPLAY
tools required for your basic computing needs. Trauma Pod: This coffin-like device closes
Purchasing additional software assumes you down over a wounded patient and covers
are in the market for something special and them with a medi-stimulant gel specifically
of a much better quality than what the basic designed to promote healing. The gel consist of
computer package offers. When you purchase a number of different chemicals, all delivered
a piece of software, first determine what it through nanite carriers. While in the trauma

PERKS
helps you do. After that, decide what rating pod, the character is placed into a coma, and
the software has. This rating replaces the the time to heal any Wound is reduced by two
bonus the computer grants you. However, the steps (minimum 10 minutes).
computer you are using must be able to run The pod can heal any physical damage, up to
the software. A computer cannot run a piece

POWERS
an including replacing lost limbs with cloned
of software with a rating more than twice the replacements. Given time, it can heal anything
computer’s rating. short of death.
Typically a piece of software cannot aid
you in the use of a Skill that requires a very Virtual Reality Interface: A “VRI” is usually a
small amount of time. It can help craft items, small computer, often a specialized PPC, capable
research, program your own software, hack, of running a VR interface program. With a VRI,
etc. It cannot help you shoot better or jump the user can cast their consciousness into the GEAR
higher. computer’s virtual environment and interact
Rating Cost with it as if it were a real place.
TL -3 1 The interface usually consists of a series
MASTERY

TL -2 2 of electrodes attached to the skull. These


GAME

TL -1 3 transfer the data, both ways, between user


TL 4 and computer system.
TL +1 5
TL +2 6
DEVIATIONS

183
CONTENTS
Chapter 8
CHAPTER 2

Game Mastery
THE BASICS

The Heroes The Villains


What sort of characters best fit the campaign? The best villains are the heroes of their own
Are they heroic souls, battling the forces of evil stories. They don’t see themselves as evil. Or
to the bitter end? Or are they tragic figures, if they do, they find ways to justify it. They are
doing what must be done in the face of greater just doing what must be done, for the good of
CHARACTERS

evils. Or are they the evil themselves, paving others, or as payback for the wrongs that have
the road to hell with their good intentions? been done to them. The villain does what they
The GM should make an effort to ensure that do because they believe it is the right, best, or
all of the players are on the same page, and are only solution to their problems.
creating characters that are logically capable And the heroes are in their way.
STRANDS

of working together. A righteous paladin might The amount of attention the GM should give
tolerate the presence of a thief if they can be the villain(s) in a campaign depends largely on
made to serve the greater good. But a demon the type of story you’re telling. If your story
worshiper? A necromancer? calls for faceless, nameless Extras, then go
The old saying goes: “The enemy of my with it. Nobody is going to miss Thug #2.
GAMEPLAY

enemy is my friend.” But there are limits, and But Thug #2 has a boss, and he’s probably
the players should find ways to weave their worth investing a little more thought into. And
characters’ motivations and personalities it’s their motivations and capabilities that we
together in a way that promotes interesting want to explore.
play. They don’t have to like each other. In fact,
they may hate each other. But they need a In a typical action fantasy game, the PCs
might set out to explore a dungeon, slaying
PERKS

reason to work together if the GM and player


are going to have any hope of telling a cohesive nameless Extras until they get to their boss. In
and fun story. a campaign focused on politics or intrigue, the
characters they interact with are the dungeon.
That doesn’t mean a player can’t play the They are an intricate complex, with a facade,
lone wolf anti-hero, or that the wise old wizard different rooms for different purposes, hidden
POWERS

can’t secretly be a half-mad necromancer. But rooms, some monsters, some treasures, and
you need an excuse to tie them into the rest of some demons dwelling below.
the party.
Every good story has at least one good villain.
As the GM, when a player wants to play And to help flesh them out, we need to ask
a character that you feel might present a ourselves some questions:
GEAR

challenge in keeping the party together, you


should put the responsibility of maintaining Who is/are the villain(s)? Are they related to
that cohesion back on them. Ask the player to anyone else of note? Are they important in
provide you with reasons why their character their community? Are they famous? Are they
would stick with the rest of the party, and then what they seem or do they harbor secrets?
MASTERY

you, as the GM, should try to create plot hooks What do the villain(s) want? Money?
GAME

that stem from their answers. Power? Fame? Respect? Love? Acceptance?
Redemption? Change?
Why do they want what they want? What is
their motivation? What drives them to do the
DEVIATIONS

things they do? Ideology? Greed? Vengeance?


Attention? Self-Fulfillment?
How does the villain plan to achieve their
goals? Do they have the resources they need?
Do they have support from others? Do they

184
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
have the conviction to do what needs to be up the total CRs of all the combatants on each
done? How far will they go? Will they kill for side. And if their totals are about even, and no

PERKS
it? Will they kill dozens for it? Hundreds? CR is more than 5 higher than any other, the
Thousands? fight should be relatively fair.
When will the villain act? Are they ready So an armored knight, with a CR 30, should
to put their plans in motion, or are they still be able to hold his own against three goblin
scheming and gathering resources? hunters being used as Extras (CR 10 each).

POWERS
Where does the villain call home? Where If the knight’s mage buddy (CR 26), had tagged
will they hatch their scheme? Where will the along. They’d need to fight five or six goblin
strike? Where have they already struck? hunters to yield about the same challenge.
The numbers won’t tell you everything
however. For example, if most of your PCs
attack with fire-based Powers and weapons, GEAR
Preparing Combat Scenes and you pit them against a foe that’s immune
When you are planning a combat scene, to fire, they’re going to have a very difficult
you’re going to want to get an idea of how time no matter what the Combat Ratings say.
MASTERY

“fair” the fight is going to be for the PCs. That’s But again, you don’t want all the fights to be
GAME

not to say that the fight always has to be fair, fair. Sometimes you may want to let the PCs
but you should have a good sense of what flex their muscles a bit. Other times you may
you’re throwing against your players. want them to have to really give it their all.
The first thing you’re going to want to do In general, an easy fight would be one where
DEVIATIONS

is determine the Combat Rating (“CR”) of the total CR of the PCs foe(s) is 20-30% less
all combatants. See pg. 187 for how to than their own. Likewise, if they are fighting
determine CRs. an enemy with a CR 20-30% higher than their
As a general rule, if you want to make sure own, they’re going to be in for a tough time.
both sides are relatively even, you need to add

185
CONTENTS
Non-Player Characters Named NPCs
These characters are the most important
Extras characters in the game that aren’t your PCs. A
Extras are the nameless masses of people named NPC typically fills the role of one of the
your characters will encounter on a day-to- big bad guys, or maybe a beloved mentor.
day basis. For the vast majority of them, these Named NPCs should be approached with the
THE BASICS

characters don’t even need a name, much less same level of care as a new PC. They should
a full write-up with stats. have the full assortment of Aspects, Skills,
When you need to introduce a new NPC, Perks, Consequences, equipment, and so on.
simply start with a blank character sheet and As the GM, however, it is especially important
fill in a few critical pieces of data—their best to treat your Named NPCs and PCs fairly. It’s
CHARACTERS

Abilities, their most important Aspects—while not uncommon to develop a Named NPC that
leaving the rest blank. When a situation arises you find especially interesting, but be careful
where the Extra needs to test a Skill or use an not to go overboard in protecting them, and
Aspect you haven’t written down, go ahead be especially careful about overshadowing
and write it down, then roll appropriately. This your PCs.
results in Extras getting fleshed out over time
STRANDS

Strands of Fate is a game about the adventures


without needing to invest a lot of time up- of your players’ characters, and their stories.
front. And while your NPCs will serve a critical role,
The number of stress boxes for each of an be very careful that they do not overshadow
Extra’s Stress Tracks is calculated the same as it the PCs.
GAMEPLAY

is for PCs. However, Extras cannot take the full


complement of Consequences. They are not NPC Power Levels
an important part of the story, and in a conflict NPCs, like PC, are given Power Levels to
they will be quickly Taken Out. describe how powerful they are. In general, a
The two types of Extras, the Consequences character of the same Power Level as the PC is
they can take, and the number of Fate Points a credible threat, either in combat or indirectly.
PERKS

they get are described below: Characters of a Power Level lower than your
own are suitable to be fought in groups of 2-3,
Minor Extras while characters of more than one Power Level
Minor Extras are nameless guards, bartenders, lower than your own are just cannon fodder or
back-alley thugs, and so on. Minor Extras may a distraction to keep the opposition occupied.
POWERS

only elect to take a Mild Wound to reduce Characters of a Power Level higher than your
stress. own is a serious threat. You’re going to want to
prepare, or try to gather allies to help.
Major Extras Threats of two or more Power Levels higher
Major Extras are equally nameless individuals, than your own likely means certain death if
GEAR

but serve greater roles in obstructing the your plan is direct engagement. You’re going
PCs and challenging them. They can take two to need to stack the deck in your favor by
Wounds, Mild and Moderate, before being gathering several allies, researching your foe’s
Taken Out. weaknesses, and undermining their strengths
wherever possible.
MASTERY
GAME
DEVIATIONS

186
CONTENTS
Combat Ratings (CR) CR Calculation Example
The Combat Rating is an abstract measurement The following is an example of how you would
of the character’s general effectiveness in a determine the Combat Rating of the Skeletal
combat situation. Warrior, found on page 195.
To determine a character’s Combat Rating, Attack Skill: The Skeletal Warrior primarily
add up the following: attacks with its longsword, which depends

THE BASICS
on the creature’s Might Skill. The Skeletal
Attack Skill + DR + Defense + Special + Power Warrior’s Might is 2.
Level + Type = Combat Rating Damage Rating: The Skeletal Warrior’s most
powerful attack is with its longsword, which
Attack Skill: Add the rank of the character’s has a Damage Rating of 4.

CHARACTERS
primary attack Skill. If they use melee weapons, Defense: The Skeletal Warrior’s Reflexes is 2,
claws, bites, etc. use Might. Ranged attacks its Armor Rating is 3, and it has 6 stress boxes.
use Precision. Certain special attack Powers Add these together to get 11, and divide by 2
may use an Affinity Skill. (round up). So, in this case, the total is 6.
Damage Rating: Add the DR of the character’s Special: The only notable special benefit the

STRANDS
most Powerful attack. If the character is limited Skeletal Warrior has is that it is Undead. This
to using their attack roughly no more than once adds +1 to the calculation.
every other round, or if it requires some special
activation action or has an activation cost, Power Level: The Skeletal Warrior is meant
reduce their DR for the purpose of calculating to be a moderate challenge for normal people,
or inexperienced heroes. Thus, it has a Power

GAMEPLAY
the character’s CR by 1. If they may only use it
once per scene, reduce the weapon’s DR by 2. Level of Grounded, which adds +2 to the
calculation.
Defense: Add up the character’s Reflexes Skill
rating, their Armor Rating, and the number of Type: By default, the Skeletal Warrior’s Type is
stress boxes they have. Divide the total by 2 that of a Minor Extra. This could be adjusted by
(round up). the GM depending on the needs of the scene,

PERKS
but in the case, it remains a Minor Extra. This
Special (Perks, Powers and Racial Benefits): adds 0 to the calculation.
Add +1 to the character’s CR for every Perk
or Power that provides a benefit in combat, Unit: The Skeletal Warrior is a single creature,
offensively or defensively. and thus, isn’t a Unit. So there is no adjustment
Note that the Multi-Attack Perk counts as 2 made.

POWERS
Perks. Adding all of this together you get a total
Power Level: Grounded characters add +2. Combat Rating of 15 for the Skeletal Warrior.
Heroic characters add +4, Paragon characters
add +6, Mythic characters add +8, Legendary Attack Sill: Might 2
characters add +10.
Type: Minor Extras add +0. Major Extras add
Damage Rating: Longsword 4 GEAR
+5. PCs or Named PCs add +10. Defense: Ref 2, AR 3, Stress 6 (6)
Units: If the NPC is a Unit (pg. 189), increase Special: Undead 1
its CR by 5. Power Level: Grounded 2
MASTERY
GAME

Type: Minor Extra 0


DEVIATIONS

187
CONTENTS
NPC Proficiencies Fated Foe (Minor or Major)
The GM typically does not need detailed This Perks comes in Minor and Major.
statistics for the NPCs in play. You don’t need When an NPC bearing the Minor version of this
to know every Perk or Power. You just need to Perk first appears in a scene, the GM’s Threat
know what the NPC is capable of in the context Pool gains a bonus Fate Point. If unspent, this
of when your PCs meet them. bonus Fate Point disappears at the end of the
THE BASICS

scene in which the NPC appeared.


The NPCs written up in this chapter feature a
NPCs with the Major version of this Perk
section called “Proficiencies”. Proficiencies are
increase the GM’s Threat Pool by 2.
shortcuts that provide the total Modifiers for
certain actions.
Monstrous Resilience (Minor or Major)
CHARACTERS

For example, the Goblin Hunter has “Stab with This Perks comes in two forms, Minor and
Spear” and “Defend Against Melee Attacks”. Major.
These are very common sort of Proficiencies Perhaps it has a tough hide, or maybe it just
that provide the Modifiers and other factors ignores pain. Whatever the case, an NPC with
that come into play when the Goblin takes the Minor version of this Perk is very resistant
these actions. to injury, and gains a +4 bonus to its Armor
STRANDS

So when the goblin makes an attack with their Rating.


spear, you don’t need to worry about what NPCs with the Major version of this Perk are
their Might is, what Perks they might have that even more resilient, and gain +6 to their AR.
grant bonuses to attacks with spears. You just
roll the dice and add the listed attack bonus. Multi-Attack
GAMEPLAY

And if they hit, use the listed Damage Rating. Maybe its because the creature has multiple
When the NPC needs to take an action that limbs, or maybe it just moves really fast.
isn’t covered with a Proficiency, that’s when Whatever the case, NPCs with this Perk may
you’ll need to start looking at their Skills, Perks, attack, once per turn, as a Minor action.
etc. Note: This Perks counts as two Perks when
PERKS

calculating a NPC’s Combat Rating.


Savage
NPC Perks Animals and other savage creatures attack by
NPCs have access to Perks that PCs do not. grabbing or pouncing on their prey, and then
POWERS

Many of these Perks are designed to simplify biting and clawing them while holding on.
otherwise complex tactics or combat options. This requires the attacker to generate at least
one Shift in a Contest, pitting the attacker’s
Might against their target’s Might or Mobility
Overrun (their choice).
Prerequisites: Savage If the attacker fails, nothing happens. If they
GEAR

Packs of wolves, hordes of zombies or similar win, they place the Grabbed Aspect on their
groups of savage creatures benefit from foe, and as an Instant Action, may attempt to
attacking in numbers, overwhelming their claw and/or bite them.
prey. This is a Favored attack with Might, and has a
When attempting to grab a foe as part of a Damage Rating equal to the attacker’s Might
MASTERY
GAME

Savage attack, creatures with this Perk are + Size + 2.


Favored as long as they have an ally with Drag Their foe may defend with Might, and Armor
Down in the same zone. helps absorb any stress suffered.
The attacker may then attempt to attack a
DEVIATIONS

Grabbed opponent on subsequent turns as a


Major Action.
The Grabbed victim may escape by succeeding
on Might contest with the attacker. Attempting
to escape is a Major Action, but if you succeed
with Spin, it’s treated as an Instant Action.

188
CONTENTS
Swarm effective. As such, when a Unit takes stress on
The NPC is actually a mass of small creatures, its Moderate stress track, it begins to suffer a
or a dangerous substance. The swarm may -1 penalty on all Skill tests. And once it takes
only attack foes in the same zone it occupies. stress on its Severe stress track, this penalty is
The swarm attack is an area-of-effect attack, increased to -2.
attacking everyone n the zone with hundreds The Unit may not take any Consequences.

THE BASICS
of tiny bites, exposing them to dissolving slime, Each row represents, roughly, 1/3 of its
a burning gas, etc. members. And when a row is filled, that third
While not necessarily “explosive”, this attack is Taken Out. Once all of its stress boxes are
functions much like one, and effectively has an filled, the whole Unit has been destroyed.
Explosive Rating instead of a Damage Rating. Area of Effect Attacks: Powers or weapons

CHARACTERS
that attack everyone ins a zone are considered
Unit Area of Effect (“AoE”) attacks. These attacks
are especially effective on Units.
A Unit is not a single creature, it is a pack or
swarm of similar creatures that act as one. When a Unit suffers stress from an AoE attack,
All of the creatures that make up a Unit act instead of marking stress from left to right on
at the make time, attack and defend as one, the uppermost track, you instead mark the

STRANDS
and occupy the same zone. For the most part, first clear stress box on each row, starting from
they are exactly the same as a single creature, top to bottom. If enough stress is dealt to
except when it comes to taking stress. mark a stress box in every row, go back to the
uppermost row and continue marking down.
A typical Unit consists of a swarm of a For example, if the Unit’s stress track looks like
hundred or so rats or spiders, 6-9 imps, or 3

GAMEPLAY
this:
human-sized opponents.
Unit Stress: A Unit’s stress track is divided Example Unit Stress:
into 3 separate tracks labeled Mild, Moderate, Mild 
and Severe. Any remainder is attributed to the Moderate -1 
Mild track. For example, a Unit with 13 stress
Severe -2 

PERKS
boxes would have a stress track that looks like
this:
And it takes 8 points of stress from an AoE
Example Unit Stress: attack, it would now look like this:
Mild 
Example Unit Stress:

POWERS
Moderate -1 
Mild 
Severe -2 
Moderate -1 
And it takes 7 points of stress, it would now Severe -2 
look like this:
Example Unit Stress:
Undead GEAR
Undead creatures do not age, do not need to
Mild  eat or drink normal food, nor sleep. They are
Moderate -1  also immune to the effects of vacuum, poisons,
disease and drugs.
MASTERY

Severe -2 
GAME

Some special attack or Powers, such as a Bolt


When a Unit suffers stress, it’s marked off with the Holy Enhancement, may be more
the Mild stress track from left to right, just effective against Undead.
like a normal stress track. However, when the
DEVIATIONS

Unit’s Mild stress track is filled, any is taken on


the Moderate track. And once that’s filled, it
overflows onto the Severe stress track.
As the Unit suffers stress, members of the
Unit begin to die or are otherwise Taken Out.
And as the Unit is diminished, it becomes less

189
CONTENTS
Animals Rat Swarm
Power Level: Grounded CR: 17 (Minor Extra)
Bear Aspects: Size: 1
Power Level: Grounded CR: 27 (Minor Extra)
• Massive Swarm of Little Rodents
Aspects: Size: 1 Skills:
THE BASICS

• Big Bear Might 3 Know 0 Guile 0


Skills:
Mob 2 Per 2 Sway 0
Might 6 Know 0 Guile 0
Prec 0 Reas 0 Insight 0
Mob 3 Per 6 Sway 0
Ref 2 Res 1 Net 0
CHARACTERS

Prec 0 Reas 0 Insight 1


Proficiencies:
Ref 1 Res 4 Net 0
Swarm: Atk +3, ExR: +2
Proficiencies:
Defend Against Attack: +2 Def
Bite: Atk +3, DR: 5
Detect Hidden Creatures: +2
Swipe: Atk: +4, DR: 3
STRANDS

Unit Stress:
Savage: +2 to grab, Atk: +6 (Favored), DR: 8
Mild 
Defend Against Attack: +1 Def, +4 AR
Moderate -1 
Detect Hidden Creatures: +6
Severe -2 
GAMEPLAY

Stress:   


Notable Benefits/Perks:
Notable Benefits/Perks:
Swarm
Overrun (pg. 188), Monstrous Resilience,
Savage (pg. 188)

Wolf
PERKS

Power Level: Grounded CR: 15 (Minor Extra)


Horse Aspects: Size: 0
Power Level: Grounded CR: 6 (Minor Extra) • Powerful Canine
POWERS

Aspects: Size: 1 Skills:


• Docile and Trusting Riding Horse Might 4 Know 0 Guile 0
Skills: Mob 3 Per 6 Sway 0
Might 5 Know 0 Guile 0 Prec 0 Reas 0 Insight 1
Mob 3 Per 4 Sway 0 Ref 2 Res 2 Net 0
GEAR

Prec 0 Reas 0 Insight 2 Proficiencies:


Ref 2 Res 3 Net 0 Bite: Atk +4, DR: 1
Proficiencies: Savage: +2 to grab, Atk: +4 (Favored), DR: 6
Defend Against Attack: +2 Def
MASTERY

Bite: Atk +2, DR: 1


GAME

Kick: Atk: +3, DR: 2 Detect Hidden Creatures: +6


Defend Against Attack: +2 Def Stress:  
Detect Hidden Creatures: +4 Notable Benefits/Perks:
DEVIATIONS

Stress:   Overrun (pg. 188), Savage (pg. 188)


Notable Benefits/Perks:
Specialty Aspect: Trained Mount (Might)

190
CONTENTS
Fantasy Antagonists
Notable Benefits/Perks:
Dragon
Fated Foe (pg. 188), Monstrous Resilience
Power Level: Mythic CR: 48 (Major Extra) (Major, pg. 188), Combat Expertise (Unarmed),
Aspects: Size: +2 Tough as Nails, Absolutely Stunning, All-Seeing
Eye, Brute Strength, Unstoppable, Body of

THE BASICS
• Primordial Beast
Stone, Titan’s Grasp, Red Wind, Sight Beyond
• Greedy, Clever and Patient Sight
• Scales Like Plates of Steel
Draconic Claws: Body Weaponry, Two Hands,
Skills: At-Will Activation, Onslaught

CHARACTERS
Might 4 Know 4 Guile 4 Stream of Fiery Breath: Bolt, Long, Atk: +5,
Mob 4 Per 5 Sway 4 DR: TL+5, Rng: Long
Prec 2 Reas 5 Insight 3 Blast of Fiery Breath: Blast, Expansive, Lethal,
Slow Build, Atk: +5, DR: TL+5, Rng: Medium
Ref 3 Res 5 Net 2
Massive Wings: Flight, Propulsion, At-Will
Proficiencies:

STRANDS
Activation
Slash with Claws: Atk +4, DR: TL+4 (Favored) Color Changing Scales: Cloak
Bite: Atk +4, DR: 6 (Favored) The Dragon uses its Resolve as its Affinity Skill
Slap with Tail: Atk +1, DR: 4 (Favored) for its Powers, and are activated by spending a
Defend Against Attack: +3 Def, AR: 9 Fate Point.

GAMEPLAY
Hide in Ambush: +2 Notes: Dragons are true terrors to confront.
They are smart, wise, patient, cunning, savage
Detect Hidden Creatures: +5 (Favored when and astonishingly violent when angered.
Cloaked) They can come in many forms, but the one
Stress:    described here has gray-green scales than can
change color to match their surrounds. And

PERKS
* The Unstoppable Perks means each Wound level
when pressed, the dragon can unleash either a
mitigated two additional stress.
focused stream of fire, or build up and unleash
a tremendous explosive blast.

POWERS
GEAR
MASTERY
GAME
DEVIATIONS

191
CONTENTS
Goblin Hunter Goblin Mutant
Power Level: Grounded CR: 10 (Minor Extra) Power Level: Grounded CR: 10 (Minor Extra)
Aspects: Size: -1 Aspects: Size: -1
• Savage Hunter • Four armed Abomination
• “Cowardly little thieves and killers” • “Did that thing used to be a goblin?!”
THE BASICS

• Goblins are a blight on civilization!” • Insane with Rage


Skills: Skills:
Might 2 Know 0 Guile 2 Might 4 Know 0 Guile 0
Mob 3 Per 3 Sway 0 Mob 3 Per 4 Sway 0
CHARACTERS

Prec 2 Reas 1 Insight 1 Prec 1 Reas 0 Insight 0


Ref 2 Res 1 Net 0 Ref 3 Res 3 Net 0
Proficiencies: Proficiencies:
Stab with Spear: Atk +2, DR: 3 Flailing Daggers and Axes: Atk +4, DR: 4
STRANDS

Shoot Short Bow: Atk +2, DR: 3, Rng: Short, Defend Against Attack: +3 Def, AR: 2
Large Hide in Ambush: +3
Defend Against Attack: +2 Def, AR: 1 Detect Hidden Creatures: +4
Hide in Ambush: +4 Stress:  
GAMEPLAY

Detect Hidden Creatures: +3 Notable Benefits/Perks:


Stress:  Tough as Nails, Dead Inside,
Notable Benefits/Perks: Notes: The goblin mutant is a horrible
Ambush Tactics – Goblins are Favored on abomination created from foul magic. The
all tests to set traps, track prey, and remain creature looks like a slightly larger, much
PERKS

unnoticed. tougher and more muscular, hairless goblin.


Notes: The goblin hunter ranges out from But the similarities end there. The creature
their tribes lair, usually in groups of 4-6. They has a second set of eyes above their original
will usually lie in wait along game trails, but set, and a second set of arms emerge from
when in need of food or other supplies from their original arm pits. The creatures usually
POWERS

other civilized races, will employ the same attack with a weapon in each of their four
tactics along trade roads. hands, flailing wildly and savagely.
Goblin mutants are completely insane,
their already fragile minds broken by their
transformation.
GEAR
MASTERY
GAME
DEVIATIONS

192
CONTENTS
Goblin Pack Goblin Shaman
Power Level: Heroic CR: 16 (Minor Extra) Power Level: Grounded CR: 13 (Minor Extra)
Aspects: Size: 1 Aspects: Size: -1
• A Small Pack of Savage Hunters • The Tribe’s Spirit Talker
• “Cowardly little thieves and killers” • A Voice of Reason Among Savages

THE BASICS
• Goblins are a blight on civilization!” • Goblins are a blight on civilization!”
Skills: Skills:
Might 4 Know 0 Guile 2 Might 1 Know 1 Guile 2
Mob 3 Per 5 Sway 0 Mob 2 Per 2 Sway 3

CHARACTERS
Prec 4 Reas 1 Insight 1 Prec 2 Reas 2 Insight 2
Ref 2 Res 1 Net 0 Ref 2 Res 3 Net 0
Proficiencies: Spirit (Affinity) 2
Stab with Spears: Atk +4, DR: 3 Proficiencies:

STRANDS
Shoot Short Bow: Atk +4, DR: 3, Rng: Short, Smash with Staff: Atk +1, DR: 2
Large Defend Against Attack: +2 Def, AR: 1
Defend Against Attack: +2 Def, AR: 1 Hide in Ambush: +3
Hide in Ambush: +3 Detect Hidden Creatures: +3

GAMEPLAY
Detect Hidden Creatures: +5 Stress: 
Unit Stress: Notable Benefits/Perks:
Mild o Magic-User (Talent, Shaman)
Moderate -1  Spirit Tokens: 
Severe -2  Bolt of Frigid Air: Bolt, Atk: +2, DR: TL+3

PERKS
Notable Benefits/Perks: Summon Forest Wolf: Summon, Lesser Spirit
Unit of the Forest
Ambush Tactics – Goblins are Favored on Ritual Magic – The Shaman knows 2-3
all tests to set traps, track prey, and remain additional Powers that may be activated as

POWERS
unnoticed. Rituals.
Notes: The goblin pack is a small group of Notes: The goblin shaman is uses spirit
goblins, about 3 to 4, that ranges out from magic to aid his tribe and enforce his will. In
the rest of the tribe to hunt or lay in ambush a society where only the strong survive, the
to rob passing travelers. Goblins tend to be physically weak survive through cunning or
cowards, and will likely flee if the pack suffers
Moderate stress.
magic. GEAR
MASTERY
GAME
DEVIATIONS

193
CONTENTS
Voices of the Damned: Terrify - The Death
Golem can emit a chorus of tortured moans
that strikes fear into even the bravest of hearts.
It uses it’s Resolve as its Affinity Skill.
The Death Golem has an Affinity Skill rating
of 4.
THE BASICS

Notes: The Death Golem is a true horror, a


fused together mass of dead flesh, shaped into
a huge, vaguely humanoid form.
The creature is massive, usually standing over
16ft tall, and crushes its foes with “arms” that
CHARACTERS

bristle with sharp edged bones.

Man-at-Arms
STRANDS

Power Level: Grounded CR: 15 (Minor Extra)


Aspects: Size: 0
• Armored Warrior
Skills:
GAMEPLAY

Might 3 Know 1 Guile 1


Mob 2 Per 2 Sway 1
Prec 3 Reas 1 Insight 1
Ref 3 Res 1 Net 1
Proficiencies:
PERKS

Stab with Short Spear: Atk: +3, +3 DR, Large


Death Golem
Longsword Slash: Atk: +3, +4 DR, Large
Power Level: Paragon CR: 32 (Minor Extra)
Bash with Flail: Atk: +3, +3 DR, Flexible
Aspects: Size: +2
POWERS

Shoot Crossbow: Atk +3, DR: +4, Rng: Med,


• Animate Mass of Skeletal Undead(M) Armor Penetrating, Large, Slow Firing
• Unholy Abomination Born of Foul Defend Against Attack: +3 Def, AR: +3,
Sorcerery Heavy
Skills:
Detect Hidden Creatures: +2
Might 6 Know 0 Guile 0
GEAR

Spot Trap or Ambush: +2


Mob 1 Per 4 Sway 0
Stress: 
Prec 2 Reas 0 Insight 0
Notes: The Man-At-Arms is a human town
Ref 2 Res 5 Net 0 guardsman, a mercenary, or a low ranking
MASTERY

Proficiencies: soldier.
GAME

Slam with Spurred Appendage Atk +6, DR: 5


Defend Against Attack: +2 Def, AR: 6
Detect Hidden Creatures: +4
DEVIATIONS

Stress:   


Notable Benefits/Perks
Undead (pg. XX), Tough as Nails, Brute
Strength

194
CONTENTS
Ogre Skeletal Warrior
Power Level: Paragon CR: 30 (Minor Extra) Power Level: Grounded CR: 15 (Minor Extra)
Aspects: Size: +1 Aspects: Size: 0
• Savage Beast • Skeletal Undead(M)
• A Mountain of Muscle and Fury • Unholy Abomination Born of Foul

THE BASICS
• Dumb as a Dung Bucket Sorcery
Skills: Skills:
Might 4 Know 1 Guile 0 Might 2 Know 0 Guile 0
Mob 2 Per 2 Sway 1 Mob 2 Per 2 Sway 0

CHARACTERS
Prec 1 Reas 1 Insight 1 Prec 2 Reas 0 Insight 0
Ref 1 Res 2 Net 0 Ref 2 Res 3 Net 0
Proficiencies: Proficiencies:
Pound with Fist: Atk +4, DR: 1 Stab with Longsword: Atk +2, DR: 4
Shoot Short Bow: Atk +2, DR: 3, Rng: Short,

STRANDS
Smash with Massive Club: Atk +4, DR: 6,
Huge Large
Throw Rock: Atk +1, DR: 4, Rng: Short Defend Against Attack: +2 Def, AR: 3
Defend Against Attack: +1 Def, AR: 4 Detect Hidden Creatures: +2
Stress:  

GAMEPLAY
Hide in Ambush: +1
Detect Hidden Creatures: +2 Notable Benefits/Perks:
Stress:   Undead (pg. 189)
Notable Benefits/Perks Notes: The Skeletal Warrior is a long
dead reanimated soldier, infused with
Monstrous Resilience (Minor, pg. dark magic. Skeletal Warriors retain

PERKS
188), Tough as Nails, Brute Strength, the ability to use weapons and armor,
Sweeping Blow, Crushing Blows, and are typically raised to serve as
Titan’s Grasp guards or soldiers for powerful
Notes: The ogre is a savage necromancers.
humanoid who lives on the In some rare places, those

POWERS
edges of society. They prey on tainted by dark magic, enough
the weak and isolated, often foul magic may infuse the bones
ambushing caravans and lone of the fallen to cause Skeletal
travelers. Warriors to rise on their own.
Ogres are huge, standing twice The skeletal nature of
as tall as the average man. And these creatures make them GEAR
what they lack in brains, they more particularly susceptible to
than make up for a in bashing and crushing weapons,
brawn. but more resistant to slashing and
piercing ones. Similarly, they are
MASTERY
GAME

somewhat resistant to magical


attacks that burn or freeze. Their
Skeletal Undead(M) Aspect
should be Invoked or used to
offer Compels to represent
DEVIATIONS

these inherent strengths and


weaknesses.

195
CONTENTS
Spirit of Fire, Lesser
Power Level: Grounded CR: 12 (Minor Extra)
Aspects: Size: -1
• Small Creature Composed of Fire
• Exists Only to Burn
THE BASICS

Skills:
Might 1 Know -2 Guile 0
Mob 3 Per 3 Sway 0
Prec 1 Reas 1 Insight 2
CHARACTERS

Ref 3 Res 2 Net N


Burn (Affinity): 3
Proficiencies:
Fiery Touch: Atk +3, DR: 3
STRANDS

Stream of Fire: Atk +3, DR: 3, Rng: Short


Defend Against Attack: +3 Def
Detect Hidden Creatures: +3
Stress: 
GAMEPLAY

Notable Benefits/Perks:
Body of Fire (Insubstantial, Permanent,
Vapor, Immune to Energy, Inability to Spirit of the Forrest, Lesser
Materialize) – May only be harmed by Power Level: Grounded CR: 12 (Minor Extra)
magic weapons or weapons made of ice. Aspects: Size: 0
PERKS

Notes: The spirit of fire is a small creature, • Magical Creature Composed of Leaves
about the size and shape of a child, comprised and Sticks
entirely of elemental fire. The creature is • Protects the Forest From Encroaching
capable of limited speech, but really only Civilization
cares about sating its hunger; which it does by
Skills:
POWERS

burning objects to ash.


Might 3 Know -2 Guile 0
Mob 2 Per 3 Sway 0
Prec 1 Reas 1 Insight 1
Ref 2 Res 3 Net N
GEAR

Proficiencies:
Smash/Claw: Atk +3, DR: 3
Savage: +3 to grab, Atk: +3 (Favored), DR: 4
Defend Against Attack: +2 Def, AR: 4
MASTERY
GAME

Detect Hidden Creatures: +3


Stress:  
Notable Benefits/Perks:
DEVIATIONS

Tough as Nails
Notes: The spirit of forest is made of leaves,
sticks and forest vegetation, magically bound
together in the shape of a humanoid, wolf,
large cat, or some other predatory animal of
similar size.

196
CONTENTS
Spirit of Fire, Greater Spirit of the Forest, Greater
Power Level: Heroic CR: 25 (Minor Extra) Power Level: Heroic CR: 25 (Minor Extra)
Aspects: Size: 0 Aspects: Size: +1
• Humanoid Creature Composed of Fire • Large Magical Creature Composed of
• Exists Only to Burn Leaves and Sticks

THE BASICS
Skills: • Protects the Forest From Encroaching
Might 2 Know -2 Guile 1 Civilization
Mob 4 Per 3 Sway 0 Skills:
Prec 2 Reas 2 Insight 2 Might 5 Know -2 Guile 0

CHARACTERS
Ref 4 Res 3 Net N Mob 2 Per 3 Sway 0
Burn (Affinity): 3 Prec 1 Reas 1 Insight 1
Ref 2 Res 4 Net N
Proficiencies:
Fiery Touch: Atk +4, DR: 4 Proficiencies:
Stream of Fire: Atk +5, DR: 6, Rng: Medium Smash/Claw: Atk +5, DR: 5

STRANDS
Defend Against Attack: +4 Def, AR: 2 Savage: +5 to grab, Atk: +5 (Favored), DR: 8
Detect Hidden Creatures: +3 Defend Against Attack: +2 Def, AR: 4
Stress:   Detect Hidden Creatures: +3
Notable Benefits/Perks: Stress:   

GAMEPLAY
Body of Fire (Insubstantial, Permanent, Notable Benefits/Perks:
Vapor, Immune to Energy, Inability to Tough as Nails
Materialize) – May only be harmed by
magic weapons or weapons made of ice. Notes: The spirit of forest is made of leaves,
sticks and forest vegetation, magically bound
Notes: The spirit of fire is a humanoid together into the shape of a large creature

PERKS
creature, comprised entirely of elemental comprised of a mixture of traits from several
fire. This larger version of the Spirit of Fire is natural predators.
a bit more clever, and hostile, than the Lesser
version.

POWERS
GEAR
MASTERY
GAME
DEVIATIONS

197
CONTENTS
Zombie Zombie Horde
Power Level: Grounded CR: 13 (Minor Extra) Power Level: Grounded CR: 35 (Minor Extra)
Aspects: Size: 0 Aspects: Size: 2
• Shambling Undead(M) • Pack of Shambling Undead(M)
• “You have to destroy the head!” • “You have to destroy the head!”
THE BASICS

• Unholy Abomination Born of Foul • Unholy Abominations Born of Foul


Sorcerery Sorcerery
Skills: Skills:
Might 2 Know 0 Guile 0 Might 6 Know 0 Guile 0
CHARACTERS

Mob 0 Per 1 Sway 0 Mob 0 Per 3 Sway 0


Prec 0 Reas 0 Insight 0 Prec 0 Reas 0 Insight 0
Ref 0 Res 5 Net 0 Ref 0 Res 5 Net 0
Proficiencies: Proficiencies:
Savage: +2 to grab, Atk: +2 (Favored), DR: 4 Savage: +6 to grab, Atk: +4 (Favored), DR: 10
STRANDS

Defend Against Attack: +0 Def, +4 AR Defend Against Attack: +0 Def, +4 AR


Detect Hidden Creatures: +1 Detect Hidden Creatures: +3
Stress:   Unit Stress:
GAMEPLAY

Notable Benefits/Perks: Mild 


Overrun (pg. 188), Savage (pg. 188), Moderate -2  -1 Per
Undead (pg. 189), Monstrous Resilience (pg. Severe -4  -2 Per
188)
Notable Benefits/Perks:
Weakness (Head): When you
Surge on an attack against a Unit (pg. 189), Undead (pg.
PERKS

zombie, you may forego any 189), Monstrous Resilience (pg.


other benefits from Surge to 188)
declare that you’ve struck the Weakness (Heads): When you
zombie’s head. This ignores Surge on an attack against a
the zombie’s Armor Rating. zombie horde, you may forego
POWERS

Notes: The zombie is slow any other benefits from Surge to


moving, but relentless. It’s declare that you’ve struck one of
a mindless undead monster, the zombies’ heads. This ignores
driven only by a burning the horde’s Armor Rating.
desire to consume living flesh. Notes: The zombie horde is a
GEAR

The zombie’s body is pack of about 10 zombies, all


dead, and has no need for shambling mindlessly in an effort
functional organs, blood, to overrun and consume the
or a beating heart. The sole living, ripping them apart and
exception is their brain, consuming them.
MASTERY
GAME

which, if destroyed, slays the


zombie.
DEVIATIONS

198
CONTENTS
Modern/Sci-Fi Antagonists Street Cop/Security Guard
Power Level: Grounded CR: 12 (Minor Extra)
Street Thug Aspects: Size: 0
Power Level: Grounded CR: 11 (Minor Extra)
• “I’ve walked this beat a thousand times.”
Aspects: Size: 0 Skills:

THE BASICS
• Born and Raised on the Streets Might 2 Know 2 Guile 1
Skills:
Mob 2 Per 3 Sway 2
Might 3 Know 1 Guile 2
Prec 3 Reas 2 Insight 3
Mob 2 Per 2 Sway 1
Ref 2 Res 2 Net 1

CHARACTERS
Prec 2 Reas 1 Insight 2
Proficiencies:
Ref 2 Res 1 Net 1
Hit with Baton: Atk: +2, +2 DR
Proficiencies:
Shoot Pistol: Atk: +3, +3 DR, Rng: Short,
Hit with Bat/Stab with Knife: Atk: +3, +2 DR Small
Shoot Pistol: Atk: +2, +3 DR, Rng: Short,

STRANDS
Defend Against Attack: +2 Def, AR: +1
Small
Detect Hidden Creatures: +3
Defend Against Attack: +2 Def
Stress: 
Detect Hidden Creatures: +2
Stress: 

GAMEPLAY
PERKS
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

199
CONTENTS
Soldier Combat Drone
Power Level: Grounded CR: 14 (Minor Extra) Power Level: Heroic CR: 23 (Minor Extra)
Aspects: Size: 0 Aspects: Size: 0
• Trained Soldier • Android Soldier
Skills: Skills:
THE BASICS

Might 5 Know 1 Guile 0


Might 3 Know 2 Guile 1
Mob 3 Per 3 Sway 1
Mob 2 Per 3 Sway 2
Prec 4 Reas 2 Insight 2
Prec 3 Reas 3 Insight 3
Ref 3 Res 3 Net 0
Ref 3 Res 3 Net 1
Proficiencies:
CHARACTERS

Proficiencies:
Stab with Arm-Mounted Mono-Edged
Stab with Knife: Atk: +2, +2 DR Blade: Atk: +5, +4 DR
Shoot Pistol: Atk: +3, +3 DR, Rng: Short, Shoot Coil Carbine: Atk: +4, +7 DR, Rng:
Small Long, Full Auto, Armor Penetrating, Large
Shoot Carbine: Atk: +3, +5 DR, Rng: Med, Defend Against Attack: +3 Def, AR: +4
STRANDS

Full Auto, Armor Penetrating, Large Detect Hidden Creatures: +3


Defend Against Attack: +3 Def, AR: +1 Stress:  oo
Detect Hidden Creatures: +3 Notable Benefits/Perks:
Spot Trap or Ambush: +4
GAMEPLAY

Notable Benefits/Perks
Stress:   Monstrous Resilience (Minor, pg. 188)
Advanced Sensors: Thermal Vision,
Permanent
Soldier, Elite
Power Level: Heroic CR: 21 (Minor Extra)
PERKS

Aspects: Size: 0 Hunter-Killer Drone


• Special Forces Training Power Level: Paragon CR: 29 (Minor Extra)
• Veteran of War Aspects: Size: +1
Skills: • Autonomous Attack Platform
POWERS

Might 3 Know 2 Guile 2 Skills:


Mob 3 Per 4 Sway 3 Might 5 Know 0 Guile 0
Prec 4 Reas 3 Insight 3 Mob 2 Per 4 Sway 0
Ref 3 Res 4 Net 1 Prec 4 Reas 2 Insight 1
GEAR

Proficiencies: Ref 2 Res 5 Net 0


Stab with Knife: Atk: +3, +2 DR Proficiencies:
Shoot Pistol: Atk: +4, +3 DR, Rng: Short, Shoot Mounted Coil Guns: Atk: +4, +7 DR,
Small Rng: Long, Full Auto, Armor Penetrating, Large
MASTERY

Defend Against Attack: +2 Def, AR: +6


GAME

Shoot Carbine: Atk: +4, +5 DR, Rng: Med, Full


Auto, Armor Penetrating, Large Detect Hidden Creatures: +4
Defend Against Attack: +3 Def, AR: +2 Stress:   o
Detect Hidden Creatures: +4 Notable Benefits/Perks:
DEVIATIONS

Spot Trap or Ambush: +4 Monstrous Resilience (Major, pg. 188),


Stress:  oo Multi-Attack (pg. 188)
Advanced Sensors: Thermal Vision,
Notable Benefits/Perks:
Permanent
Specialty Aspect (Expert Marksman Gravitic Thrusters: Flight, Propulsion
(Precision)) Rapid Fire, Firing Discipline

200
CONTENTS
Chapter 9
CHAPTER 2

Deviations

THE BASICS
Dice mechanics Zeroing Out
When using this module, a player (or the GM)
Alternate Dice (d6-d6) may choose to forgo rolling dice when making
Whether you don’t have any Fate dice, or you a test, and assume an outcome of zero on the

CHARACTERS
just prefer slightly less predictable results, you roll. This has two major effects on gameplay;
may use two six sided dice. it emphasizes the Fate Point economy, and
it makes results much more consistently
There are two ways to do this. The first predictable.
method is to use four of them just like Fate
Dice, counting 1-2 as “0”, 3-4 as “-“, and 5-6 On the Table
as “+”.

STRANDS
Players and the GM have the option to zero
The other option is to take two different out, instead of rolling dice. You simply state
colored six sided dice and decide which will that you are going to Zero Out before rolling
be the “negative” die before you roll. Roll the the dice, and add up your Effort as if you had
dice and subtract the “negative” dice from the rolled 0.
other dice to get the result.

GAMEPLAY
Note that using this method of randomization NPCs are Zeros
will have a tendency to create much more Extras always Zero Out, which makes most
varied results. In fact, unlike when using 4 Fate rolls player-facing and speeds things up for the
Dice, this method produces results ranging GM; allowing them to focus on other aspects
from -5 to +5. of the game.

PERKS
The GM may opt to roll for Named NPCs if
Favor & Disfavor they choose.
When using this Deviation, when you have
Favor, you roll your positive die twice and take Favor and Disfavor
the highest value. If dice are out of the equation, then the role

POWERS
When you suffer Disfavor, you roll the negative of Favor and Disfavor must likewise change.
die twice and take the highest result. Simply grant a +1 bonus for Favor, or a -1
penalty for Disfavor.
Diceless Play
Completely removing randomness from the
equation, this can be useful for circumstances GEAR
when dice are unavailable - such as a LARP - or
simply as a matter of preference.
When playing Diceless, use the Zeroing Out
Deviation, with the following change:
MASTERY
GAME

Because of the increased emphasis this


change places on Aspects and Fate Points,
every character’s Refresh Rating is increased
by 3.
DEVIATIONS

201
CONTENTS
Skill Modes After character creation, you’re done with
Skill Modes; when you achieve a Milestone
A Skill mode is a package of several different
that grants a Skill, increase your individual
Skills, representing a broad area of capability.
Skills just as you would normally.
Instead of distributing Skill points at character
creation, players choose and rate three Modes,
each containing an assortment of different Skill Mode Experience Levels
THE BASICS

skills. Starting Character Skill Point


Skill Modes are great for streamlining Experience Level (CEL) Adjustment
character creation, reinforcing archetypes Novice -3
within the world, and encouraging players
to take particular skills. This Deviation also Adept 0
CHARACTERS

provides an additional layer of communication Expert +3


about the kind of character and game that
players are interested in. Veteran +6
When using this Deviation, you’ll want to Master +9
identify some archetypes and themes you’d
STRANDS

like to see in your campaign. For each of these, Special Modes


select four relevant skills; these grouped In some games, it might be appropriate to
Skills comprise a Mode. It’s perfectly fine for include one or more Special Modes, consisting
the same Skill to show up in multiple Modes, of two Skills -- usually, but not always, including
just be aware; that Skill is likely to take on an Affinity Skill -- and associated Perks, all
GAMEPLAY

additional prominence in your game, and can scaling with rating. This offers additional
lead to all the PCs being proficient in that area. flexibility at a cost, essentially swapping
When building your list, it’s a good idea to start versatility for specialization.
with the basics. Skills are already grouped into The addition of Perks to a Mode can be
three categories -- Action, Wits, and Influence handled one of two ways; either Structured or
-- and unless you have a specific reason not Freeform. A Structured Special Mode grants its
PERKS

to, it’s a good idea to include those as Modes, Perks in a specific order, starting with a core
adding additional Modes to reinforce the Perk, and adding others as rank increases.
themes of your Strand. For most games, the Conversely, a Freeform Special Mode presents
sweet spot is between four and ten different a curated list of options, from which you select
Modes; enough to provide options, but not so a number of Perks equal to the Mode’s rating.
POWERS

many that it bogs down the selection process. Regardless of how you handle it, the rules
Mode Ratings for Perks still apply; unless otherwise stated,
you many not take a Perk with a Power Level
In step 3 of character creation, rather than greater than your own, nor take the same Perk
assign Skill Points as normal, you select three more than once.
Modes and rate them; one at Good (+3), one at
GEAR

Fair (+2), and one at Average (+1). Each Mode’s


rating becomes the default rank for Skills in the
mode.

Adjustments
MASTERY
GAME

If a Skill shows up in more than one mode,


that Skill is reinforced: take the highest-rated
Mode it appears in, and add +1 to the Skill’s
rank for each duplicate entry. When finished,
no Skill should appear more than once on your
DEVIATIONS

character sheet. After adjusting for reinforced


Skills, add (or in the case of Novice characters,
subtract) additional Skill Points according to
your starting CEL, as shown on the Skill Mode
Experience Levels table.

202
CONTENTS
Strands of Cthulhu Sample Skill Modes
ACTION WITS INFLUENCE ACADEMIC ATHLETE BUSINESS DETECTIVE SOLDIER SCOUNDREL
Might Knowledge Guile Insight Might Guile Insight Might Guile
Mobility Perception Sway Networking Mobility Networking Perception Networking Mobility

THE BASICS
Precision Reasoning Insight Knowledge Reflexes Reasoning Reasoning Precision Perception
Reflexes Resolve Networking Reasoning Resolve Sway Resolve Resolve Reflexes

Example Skill Modes Looking at your Modes, you have a lot


Using the Strands of Cthulhu Strand (pg. 30), of overlapping Skills; Insight, Knowledge,

CHARACTERS
we start with the core Modes of Action, Wits, Perception, and Resolve each show up twice,
and Influence, and then add groups based on raising each by one rank, and Reasoning
profession or background. Academic, Athlete, appears in all three Modes, raising it by two.
Business, Detective, Soldier, and Scoundrel Making adjustments, your Skills now look like
round out our choices, giving us a spread of this:
nine modes to choose from. +5 Reasoning

STRANDS
Looking at the options, the Reasoning and +4 Insight, Knowledge
Resolve Skills both show up in four different +3 Networking, Perception, Resolve
groups; for a campaign focused on themes of
Given the starting CEL of Novice for the
mystery, and sanity-shattering horror, that’s
campaign, you need to subtract three Skill

GAMEPLAY
probably fine. Since we have room for one last
ranks. If you were beginning at Expert or
Mode before things start looking too cluttered,
higher, you would be adding ranks right now;
let’s add a Special Mode with the Strand’s
but your investigators are simply not that
Affinity Skill:
experienced yet. Looking over your skills, you
Mode: Occultist (Structured) opt to reduce your Insight by two ranks, and
Skills: Knowledge, Mythos Lore Networking by one. You’re now ready to move

PERKS
+1 Mild Madness Aspect, Mythos on to step 4 of character creation; and your
Familiarity Perk final Skill distribution looks like this:
+2 Moderate Madness Aspect, Occult +5 Reasoning
Studies Perk +4 Knowledge
+3 Severe Madness Aspect, Mythos

POWERS
+3 Perception, Resolve
Sorcery Perk +2 Insight, Networking
The Occultist Mode may not work for every
campaign in this Strand, but it’s there if we
need it.
So let’s say that you want to play a disgraced
Professor, investigating rumors of strange GEAR
behavior in their city. You select the Academic
Mode at +3, the Wits Mode at +2, and the
Detective Mode at +1. So far, your Skills look
like this:
MASTERY
GAME

Good (+3) Fair (+2) Average (+1)


Academic Wits Detective
Insight, Networking,
DEVIATIONS

3
Knowledge, Reasoning
Knowledge, Perception,
2
Reasoning, Resolve
Insight, Perception,
1
Reasoning, Resolve

203
CONTENTS
Aspects Suffer a Block: The Compel levies a Block
against a certain action. The Potency of the
Aspect Scopes Block depends on the type of Aspect used to
offer the Compel. Minor Aspects result in a
When using this rule, PCs are a bit more Block with a Potency of 2, standard Aspects
limited in which Aspects a character may result in a Block with a Potency of 3, and Major
Invoke or use to offer Compels.
THE BASICS

Aspects result in a Block with a Potency of 4.


A character may only Invoke (or use to offer
a Compel) one Aspect per Scope, per test. No Declarations
For example, the character could Invoke a This Deviation simply removes the option to
Character Aspect and an Aspect created by offer Declarations. This means that, when using
a Maneuver for a single test, but not two
CHARACTERS

this Deviation, the amount of direct narrative


Character Aspects. control available to the players is reduced.
The types of scopes that Aspects fall into are: Declarations are most often used to represent
Your Character’s Aspects Consequences
good fortune, or to nudge coincidence in a PC’s
favor. As such, this Deviation may be useful for
Wound Aspects Scene Aspects campaigns in which the PCs are more likely
STRANDS

Perk Aspects Zone Aspects to be unlucky, downtrodden, or struggling to


keep hope alive against all odds.
Temporary Aspects Equipment Aspects
This Deviation may be a good fit for stories
Another Character’s Aspects focused on survival; or in any campaign where
the focus is on the PCs’ struggle against a harsh
GAMEPLAY

Note that Major Aspects can always be used,


environment or against hard times.
and do not count against scope limits.

Explicit Compels Skill-based Declarations


When using this optional rule, the GM may
By default, using an Aspect to Compel another
allow you to make tests using Skills that
character is a narrative tool to inflict some sort
PERKS

represent knowledge of certain topics to


of story-based punishment. As a rule, Compels
perform a Declaration.
(and Declarations) are used to side-step the
rules, eschewing the use of dice in favor of For example, you might use Knowledge
getting directly to the heart of the matter. to place an Aspect of Undiscovered Tribal
Matriarchy on the people of the island the PCs
When using this Deviation, the amount
POWERS

are about to visit.


of narrative control available to the person
offering the Compel is reduced. Instead of This works the same as invoking an Aspect to
describing a story effect, accepting a Compel make a Declaration, but relies on a test instead.
results in one of the following effects, picked The GM is encouraged to use creativity
by the player offering the Compel. as their guide when determining the test
GEAR

-2 Penalty: The character accepting the Difficulty to make a Declaration.


Compel reduces the Effort they generate on a The default Difficulty is 2, but attempts to
test by 2. Declare creative and entertaining Aspects
Re-Roll: The character accepting the Compel or facts should be more likely to succeed
than boring Aspects or facts. Ideas that
MASTERY

is forced to reroll their dice when performing a


GAME

test. If they have Favor or Disfavor, the victim would disrupt the game, or are just plain
of the Compel must reroll their dice, and then unreasonable, should simply be vetoed.
apply Favor (or Disfavor) again.
So, for example, your foe has Favor on a Skill
DEVIATIONS

test. They roll a total of 2 Effort, and then apply


Favor and re-roll all “-“ results to get a total of
3. If they then accept a Compel to re-roll, they
must start over, rolling the dice and applying
Favor again.

204
CONTENTS
Conflict Card Deck Initiative
This is a variant of the Structured Initiative
Called Shots Deviation. But instead of relying on die rolls,
Sometimes a character wants to attack their you instead use a deck of cards.
opponent in a specific way, targeting a precise At the start of each turn, the GM deals a card
area, and doing structural damage. This can

THE BASICS
to each player, and takes one for himself for
be particularly useful when trying to blow the each NPC (or small group of like NPCs).
head off a zombie, take out your opponent’s
sword arm, or otherwise directly debilitate The character with the highest card goes first
your target. (Aces are high), and then other characters take
their turns after them, in order of highest card
When using this Deviation, any time a player

CHARACTERS
to lowest.
causes their target to take a Wound, the
attacker can spend a Fate Point to describe the In the event of a tie, the character with the
Consequence instead of the defender. highest Reflexes goes first.
If the attacker Surges, a Fate Point need not If a character draws a Joker, they get a Fate
be spent. Point! If the GM draws a Joker, they get to add

STRANDS
a Fate Point to their Threat Pool.
As with all Consequences, the Aspect needs
to make sense; it should be consistent with the The deck is shuffled after any turn in which a
type of attack performed and the severity of character drew a Joker.
the Consequence, and the GM still has final
say on what is appropriate. In addition, the Costly Complications

GAMEPLAY
defender has the option to spend a Fate Point Complications allow character to differ stress
of their own to veto the description, and come onto certain elements in their environment.
up with their own as normal. And while this may at first seem like an
“escape” from the stress they would otherwise
Called Shots for Complications endure, Complications can (and should!) come
By default, Called Shots only apply to Wounds; back to haunt you later.

PERKS
if the character opts to take a Complication But sometimes there is no “later”. Short
instead, the attacker has no avenue to lived campaigns, or campaigns where the GM
determine the nature of the Consequence doesn’t expect the PCs to interact with a lot of
beyond a helpful suggestion. If this optional NPCs, can mean that Complications may never
rule is in play, the attacker may spend a Fate get a chance to come back around and have a

POWERS
Point to define the Consequence, even if the significant effect on the PC.
affected character opts to take a Complication
In this case, it’s recommended that the GM
require PCs to pay a Fate Point for the option
to take a Complication instead of a Wound in
response to physical stress.
GEAR
MASTERY
GAME
DEVIATIONS

205
CONTENTS
Facing Likewise for purposes of determining distance;
if a character can make a ranged attack against
In Action Time, characters are usually
a target beyond the zone they occupy, they
considered to be in constant motion; which
can make that attack against anyone within
direction they are facing is abstracted away.
5 Units, adding 1 additional Unit per rank of
When using this optional rule, at the end of a
Precision (or Affinity for ranged Powers).
character’s turn, make note of what direction
THE BASICS

they are facing; this determines their field of A character can only make an unarmed or
vision, roughly 180 degrees in front of them. melee weapon attack against a target in an
adjacent Unit, however, they can move an
Attacking a character from behind grants
additional 2 Units as part of a melee weapon
Favor on the attack test. Perception tests to
or unarmed attack, but only before the attack
detect a sneaking character suffer Disfavor if
CHARACTERS

is made.
the sneaking character is behind the character.
When interacting with a target from behind, Ganging Up
they are considered unaware of you for the
purposes of certain Perks (such as Backstab). Characters can outnumber their targets to
gain an advantage. If a character ever has more
While the Miniatures and Battle Mats adversaries than allies in adjacent Units, they
STRANDS

Deviation is not required to use Facing, it is suffer Disfavor on all Defense tests.
highly recommended.
Zone-Affecting Powers and Effects
Miniatures and Battle Mats When abilities state that they affect all
For a more tactical gameplay experience, targets in a Zone, select an origin point for
GAMEPLAY

and one that benefits strongly from props like your Power’s effected area. The origin must be
miniatures, battle mats, and 3D terrain, this within range for your Power or effect.
Deviation eschews abstract movement and It then affects everything within 2 Units of the
positioning in favor of something a little more origin, effectively covering a 5 Unit by 5 Unit
concrete. square on the map, centered on your chosen
When this Deviation is in effect, zones origin point.
PERKS

function normally in regards to Aspects, and as


descriptive devices. However, more concrete No Complications
information - such as distance, or relative In some settings, the threat of physical
positioning - will be described in Units. violence is very real, very deadly, and should
One Unit is equivalent to one inch on the play be entered into very carefully.
POWERS

surface. We assume you are using a 1” square When using this Deviation, characters cannot
grid, but you could instead use a hex overlay or divert their stress into Complications, and
a measuring tape or ruler. In any case, the scale must more often deal with the cuts, bruises
remains the same. and bullet wounds that come from physical
In game terms, most maps and miniatures combat.
GEAR

assume a 1/28 scale, which means each unit


is somewhere around 5 feet or 1.5 meters,
give or take. Consistency is more important
than specificity - if you want to use a different
scale, go for it - just understand the effect that
MASTERY
GAME

moving significantly more or less has on the


genre of your game.
When the rules refer to zones for purposes of
distance, assume that one zone is equivalent
DEVIATIONS

to 5 Units. So if a character makes a Standard


Move they would be able to move 5 units; or
10 when hustling. Additionally, characters can
travel an additional unit per rank of Mobility:
so a character with Mobility 3 could cover 8
units in a Standard Move.

206
CONTENTS
Persistent Stress Sanity (Mental Stress)
By default, stress is ephemeral—the When using this Deviation, the catch-all
scrapes, bruises, and moments of doubt that system of Stress is split into two distinct types
occur—and is cleared at the end of a scene, of tracks: Health and Sanity.
keeping lasting harm squarely in the realm By default, “stress” is the abstract measure
of Consequences. When using this Deviation, of your character’s ability to withstand

THE BASICS
stress leaves a much more lasting impact, physical and mental abuse. But when using
leading to a game that has a more gritty, this Deviation, the line between physical and
grounded, and perilous feel. mental stress is more clearly defined.
Instead of clearing at the conclusion of a What would normally be called your Stress
scene, Persistent stress accumulates over time, Track now becomes your Health Track. You

CHARACTERS
only being cleared when actions are taken to determine how many boxes you have on your
directly address the situation. Health Track the same way you would your
Stress Track, and any Perks that normally affect
Clearing Persistent Stress your Stress Track instead affect your Health
Much like when recovering from Track.
Complications, specific action needs to be

STRANDS
When you are attacked with a weapon, a blast
taken in order to clear stress tracks; just of magic or suffer any sort of physical stress,
as going to bed when stressed out doesn’t instead of marking it on a “Stress” track, you
necessarily mean waking up calm, the passage mark it down on your Health track. And as with
of time alone won’t rid a character of their regular stress, you can reduce the amount of
accumulated stress—they need to take action,

GAMEPLAY
stress suffered by taking a Wound.
and they need the time and space to do it in
relative safety. However, stress suffered from a mental
attack, or from exposure to some emotionally
Characters can attempt to clear their own or mentally scarring event, is tracked on your
stress, or someone else’s; though which Skills Sanity stress track.
are used will depend heavily on context, such
as using Precision to massage out the knots This track has a number of stress boxes equal

PERKS
in someone’s muscles, Reasoning to calm to your Resolve + Reasoning.
yourself down, or even Guile to assure your As with physical attacks, when you suffer
followers that the danger has passed. mental stress attack, you can absorb that
After deciding on an appropriate Skill, make stress by taking a Consequence. In this case,
the Consequence is called a Break.

POWERS
a Skill Test, Diff: 1. For every Shift generated,
clear one box of stress. In a given scene, a A Break, like a Wound or Complication,
character may attempt to either clear stress reduces the amount of stress suffered
or downgrade a Consequence, but not both depending on the severity of the Break. By
unless the scene takes place at a recovery default, the amount of stress reduced is the
facility). same as with Wounds or Complications:
Mild(m) -2 GEAR
Moderate -4
Severe -6
Extreme(M) -8
MASTERY
GAME
DEVIATIONS

207
CONTENTS
Breaks Instead of Complications Edge and Familiarity
When you are not using this Deviation, Edge is the “Skill” used in a mental attack.
characters suffers mental instability in the form It’s an abstract measurement of just how
of Complications, which can also represent disturbing, horrific or downright alien a thing
changes to your environment, relationships, or event might be.
reputation, and other more abstract challenges The amount of Edge granted to a mental
THE BASICS

and difficulties. attack is determined by the GM. Usually the


But when using this Deviation, amount ranges from 0 to
a clear line is drawn between
damage to your mental health S ample reaksB 10, with 0 being something
disturbing but not
and more external Complications. immediately threatening, 5
Mild(m)
CHARACTERS

So while Breaks represent being something that flies


• Flushed in the face of everything
post-traumatic stress, paranoia,
schizophrenia, or other symptoms • Shamed the character thought they
of mental and emotional trauma; • Withdrawn knew, and that poses a very
Complications reflect external real and immediate threat
concerns, such as being wanted Moderate of a horrific death, and 10
STRANDS

by the police or becoming • Uncontrollable Trembling being some elder god from
denounced from your noble • Unwilling to Speak outside of time and space.
heritage. • Desire to Lash Out The GM is free to adjust
these numbers based
Mental Attacks Severe on other circumstances,
GAMEPLAY

When using this Deviation, • Flashbacks usually determined by how


certain attacks are defined as vulnerable the character is
“mental attacks”. A mental attack • Paranoia during the encounter.
is any sort of overt assault on the • Psychotic Tendencies For example, stumbling
target’s sanity. This may come in Extreme(M) upon a dead body in the
the form of witnessing a traumatic woods while on a camping
PERKS

event, the loss of a loved one, • Mute trip might have an Edge
exposure to certain Powers (see • Severe Hallucinations rating of 0. If it’s at night, it
below) or encountering mind- • Suicidal might instead be 1. If its at
warping abominations from night, and you’re by yourself,
beyond the stars. Taken Out it might 2 or even 3.
POWERS

• Dead Likewise, encountering a


Mental Attacks and Defenses
• Catatonic shuffling zombie in the dead
Mental attacks can come in
many forms, but as far as the • Crippling Dementia of night might result in a
conflict rules are concerned, they mental attack with an Edge
all basically work the same. rating of 4. The creature is
GEAR

terrifying to behold, and an affront to all that is


During a mental attack, attack and defense good and holy. But it’s slow, and if there is only
tests are made in much the same way as with one of them, not a great threat.
a physical attack, with the main difference
being that the “attacker”, since it is a situation On the other hand, if it’s a roaring werewolf
MASTERY

instead of a deliberate act of another person charging at you instead, the GM might up the
GAME

or thing, doesn’t have a Skill to add to the dice. Edge rating of the attack to 7.
Instead, the GM attributes the sanity Circumstances will dictate what the Edge
damaging event an Edge rating. And the rating should be, and the GM should use
victim defends with Resolve. Under certain their best judgment. That said, here are some
DEVIATIONS

circumstances, more worldly victims may guidelines that can help:


benefit from Familiarity.

208
CONTENTS
Assume the base Edge rating is 0, and add to Furthermore, those who have been around
it based on the following circumstances: the block a few times gain a bonus based on
their Experience Level.
+1 A dead body (no signs of violence)
Novice +0
+3 A dead body (mutilated)
Adept +1
+2 A loved one killed in an accident Expert +2

THE BASICS
+2 You adventuring buddy is killed in Veteran +3
combat
Master +4
+5 A loved one murdered in front of you
Eventually, characters may become
+2 A loved one died because of you
accustomed to specific threats that they
+2 The victim was a child

CHARACTERS
encounter regularly. As a general rule, each
+1 It’s night time a character succeeds on a mental attack,
+1 You are alone they gain a +1 bonus on their defense test
+1 You are already hurt, tired, hungry, etc. to defend against mental attacks from the
same source. And once they can’t fail, even if
+2 The creature is unnatural, but not a
they roll -4 on the dice, the GM can assume
deadly threat (a single zombie, a small

STRANDS
they have become accustomed enough to
gremlin, etc)
that particular threat that they have become
+4 The creature is unnatural, and an immune to mental attacks from that source.
obvious threat (ghost, werewolf,
vampire, etc.) Characters witnessing the first days of the
zombie apocalypse, for example, are going

GAMEPLAY
+6 The creature is an alien whose very to have a hard time coming to grips with the
nature claws at the mind (elder gods, walking dead. But those who survive the first
Lovecraftian horrors, etc.) few months eventually come to think of the
Familiarity is the opposite of Edge, and roaming hordes of undead as a normal, if
functions like a sort of armor used to mitigate unpleasant, part of life.
the effects of a mental attack.

PERKS
Recommendations
Character’s who regularly stand in the face
This Deviation is especially useful for horror
of evil eventually become desensitized to it to
themed games, where characters become
some degree. Those character build Familiarity.
deeply affected, and slowly unravel, the more
Familiarity isn’t something that helps with they deal with the supernatural.

POWERS
very personal loss, such as the death of
Consider using the No Complications or Costly
loved ones. But it does help deal with death
Complications Deviation when using this these
on the battlefield, and encounters with the
rules for Sanity. Otherwise, you’re going to
supernatural.
end up having to keep track of three different
Heroes don’t shrink from evil. So a character types of Consequences (Wounds, Breaks and
gains a base Familiarity rating based on their Complications) for each character. GEAR
Power Level, as shown below:
Grounded 0 Recovering from a Break
Heroic 1 Character who suffer a Break will find that it,
Paragon 2 like physical Wounds, get better with time.
MASTERY
GAME

Mythic 3 Breaks are downgraded and replaced the


Legendary 4 same way Wounds are.
DEVIATIONS

209
CONTENTS
Structured Initiative role of Aspects in character creation and play,
adhering to the Aspect Alphabet isn’t critical.
The default initiative system is designed to be
very free-flowing, with the action being driven When using this Strand, more experienced
by the narrative fiction woven by the GM and players can fore-go the structure provided
players at the table. by the Aspect Alphabet, and instead simply
create whatever Aspects they feel best fit their
But to introduce a little bit more chaos into
THE BASICS

character concept.
the narrative, the GM can implement a system
for initiative that more definitively governs As always however, the character’s Aspects
when characters may act. should be interesting, and should be expected
to contribute to the narrative somewhat
When using this Deviation, as soon as the
regularly. Be mindful of overly specific or
game transitions into Action Time, the GM
CHARACTERS

situational Aspects, as these will likely see very


has the players make a test to determine their
little use in play. Likewise, you should watch
Initiative rating. This is a 4dF dice roll with a
out for overly broad Aspects, which tend to be
bonus equal to double your Reflexes.
rather generic.
The GM then records each PC’s result, and
makes the same test for each NPC. To help Character Creation During Play
STRANDS

things move along a little faster, they might


When using this Deviation, simply pick a
instead roll for a group of NPCs, who would
name and write down your Defining Character
share the same result.
Aspect and maybe some basic equipment.
The characters then all act in order of Effort Seriously—that’s it. Don’t worry. You can add
scored, from highest to lowest. And once more Character Aspects, fill out Skill ratings,
GAMEPLAY

everyone has had a turn, the next round starts and select Perks as you go. Each player is
and everyone acts again, in the same order. given a Fate Point for each Aspect they come
Surprise: In some cases, Action Time may up with, to a maximum number set by their
start before some characters are aware of the Refresh. Every time a player thinks of another
threat. In that case, a surprised character does cool Aspect to add to their character, give them
not get to act in the first round. But, unless another Fate Point (up to a maximum equal to
PERKS

they have somehow managed to remain their FP max).


oblivious through the first round, They’d get to Did you read about a great Perk in the rulebook
roll Initiative and act in the second. or have an idea for one that’s not listed? Great;
Delayed Actions: A character may choose to as long as you meet the Perk’s prerequisites,
POWERS

delay their Action until after a character that just add it to your character sheet.
is lower in the Initiative order has acted, or Just keep an eye on the total number of
until a stated event occurs after their turn. A Skill ranks and starting Perks a character of
character could, for example, state that they’re your Power and Experience Level should
delaying their turn to fire their weapon until have, and make sure you don’t surpass those
after their ally opens the door. On their ally’s limits. Characters created using this Strand
GEAR

turn, they’d open the door, and the first PC are no more powerful than characters created
could then fire at whatever is on the other without it, they are just created in a different
side, immediately after. way.
In this way you can build characters as you
MASTERY

This Deviation help players jump directly into


GAME

play, with minimal delay. It’s especially good


Character Creation for people who’ve not played a game like this
before who don’t yet understand what Aspects
No Aspect Alphabet or Skills do or what Perks would be cool for
DEVIATIONS

The Aspect Alphabet is a convenient tool to their characters.


help players round out their characters with
Aspects that cover important facets of their
character’s personality and backstory. But in
truth, so long as the players understand the

210
CONTENTS
THE BASICS
CHARACTERS
STRANDS
Gear and Wealth Encumbrance

GAMEPLAY
Your character can carry a total Bulk rating
Bulk & Encumbrance equal to their Might x3.
Strands of Fate doesn’t normally put much If you exceed this, you gain the Encumbered(M)
emphasis on things like carry weight or how Aspect, and suffer Disfavor on all Might,
cumbersome a character’s equipment might Mobility, Precision and Reflex tests.
be.

PERKS
You may not carry more than your Might x4 in
But when using the Survival Deviation (pg. Bulk (min 2).
224), it naturally benefits characters to load
themselves down with all the gear they think Sample Bulk Ratings:
they might need.
Item Bulk

POWERS
But that may not always be practical. When
you find yourself in the midst of brutal battle, One day Rations 1
or decide that the smart move it to simply run Waterskin 1
for your life, the last thing you need to worry
about is a big bulky backpack or sloshing water Dagger 1
jugs. Pistol 1 GEAR
Bulk Shortsword 2
Undiscovered caves and creepy old dungeons Shortbow 3
rarely feature all the amenities of home, and
Assault /Sniper Rifle 4
MASTERY

it’s difficult to fight off a slobbering ogre if you


GAME

are weighed down by a backpack full of gold. Longbow 4


However, instead of tediously tracking the Long Sword 3
weight of each item the character carries,
items are instead assigned a Bulk rating, which Spear 3
DEVIATIONS

is an abstract measurement of the combined Leather Armor 2


size and weight of an object.
Plate Mail Armor 4
An object’s Bulk rating will determine how
it can be carried, and containers can store a Quiver of Arrows (3 Ammo Units) 2
certain amount of Bulk depending on the type.

211
CONTENTS
Dynamic Resources For example, if your track looks like this…
The core rules assume that your Resources
rating rarely, if ever, changes. Increasing
your Resources requires you to increases its
dependent Skills, or take certain Perks.
When using this Deviation, your Resources
THE BASICS

rating can rise and fall over the course of play.


As you accumulate wealth, your Resource
rating increases. As you spend it, it decreases.
This Strand is used to track the rise and fall of
your characters’ fortunes. It is not as complex
CHARACTERS

as tracking each and every penny spent, but …and you get an increase with a Value of 5,
this is a game and it doesn’t need to be. your track should now look like this…
Tracking Resources
Your Resources is recorded on a track like the
STRANDS

one shown below, which shows a Resources


Track in which the character has a Resources
rating of 4 and has gained 6 boxes worth of
wealth.
The boxes represent incremental changes in
GAMEPLAY

your character’s Resources.

If you purchase something, erase a number


of ticks equal to the Value of the expenditure,
working counter clockwise, starting with the
PERKS

marked box farthest along the track.


For example, if your track looks like this…
POWERS

When you receive an increase in wealth,


either as payment for a job well done,
discovering a hidden treasure, or the like,
place a number of marks equal to the Value
of the increase, starting in the box designated
as the starting point, continuing around in a
GEAR

clockwise fashion.
Additional increases are ticked off starting in
the next free space. …and you suffer a loss with a Value of 3, your
If you fill the wheel with ticks, increase your track should now look like this…
MASTERY
GAME

Resource Rating by 1, erase all your marks, and


start over with the overflowing remainder.
DEVIATIONS

212
CONTENTS
If a loss causes you to erase all of your ticks, Invoked to gain a bonus on your defense test
reduce your Resources Rating by 1. Then refill against an attack from a short sword, but offers
your Resource Track, leaving only enough little protection against the crushing blows of
boxes unchecked to account for your hits. a mace.
So, if your track looks like this… This Deviation can be used alone, but also
works well when used in conjunction with the

THE BASICS
Simplified Weapons and Armor Deviation.

Simplified Weapons and Armor


When using this Deviation, weapons and
armor still have Range, Damage and Armor

CHARACTERS
ratings, but no other statistics matter.
Instead of using the item statistics in the Gear
chapter, weapons, armor and other equipment
instead fall into the following broad categories:
…and you suffer a hit of 5, your track should
now look like this… Small Blades DR: +1

STRANDS
Medium Blades DR: +2
Heavy Blades DR: +3
Spears DR: +2

GAMEPLAY
Clubs DR: +1
Bow/Crossbow DR: +2
Pistols DR: +1 Range: Short
SMGs & Assault Rifles DR: +2 Range: Med
Shotguns DR: +3/2 Range: Sht/Med

PERKS
Gear Aspects Rifles DR: 3 Range: Long
This Deviation greatly downplays the degree
of impact weapons, armor and other gear has Light Armor AR: +1
on the rules of the game. When using this

POWERS
Deviation, players do not have to worry about Medium Armor AR: +2
gear stats or ammo units. Heavy Armor AR: +3
Instead, notable pieces of equipment are
represented with Aspects. Most regular Shield +1 Defense Bonus
weapons, armor and pieces of equipment are
standard Aspects. More powerful weapons This Deviation can be used alone, or in
and armor, any that would normally have a DR GEAR
conjunction with the Gear Aspects Deviation.
or AR bonus of +3 or higher, are Major Aspects.
These Aspects can be Invoked for a bonus
when making tests that use the equipment
MASTERY

your Gear Aspects represent.


GAME

For example, when making an attack, you may


invoke your Long Sword Aspect to gain a bonus
on the attack test. Likewise, you might invoke
your Chainmail Armor Aspect to gain a bonus
DEVIATIONS

on your defense test.


However, because of the situational nature
of Aspects, some Gear Aspects may be more
appropriate for invocation than others. For
example, your Chainmail Armor Aspect may be

213
CONTENTS
Specialties Direction Sense – You almost always know
which direction is north. You are Favored on
This Deviation offers an alternative to the
Skill tests to navigate, or avoid getting lost.
Specialty Aspect (pg. 99) Perk. Instead of
adding a new Aspect, you instead gain the Doctorate – You are an authority in a specific
ability to become Favored when performing scientific field, be it physics, chemistry,
specific tasks. medicine, etc. You are Favored on tests
THE BASICS

When using this Deviation, you may select the to recall knowledge, or reason out truths,
following Grounded Perk. related to your specified field.
Engineer – You are an authority in a specific
 Specialized engineering field, be it computer hardware
You have had some specialized training, which or software, explosives, vehicles, etc. You are
CHARACTERS

grants you Favor when using Skills in a certain Favored on tests to analyze, build, or repair
way. items related to your specified field.
Select two Specialties. Eye for Crime – You are Favored on tests to
Some example specialties are listed below, notice someone performing a criminal act.
but this is not an exhaustive list, and you are Fast Talker – Whether the truth or a lie, you
STRANDS

encouraged to use them as examples to create are Favored on any test to convince another
your own. person to believe what you say.
You may select this Perk more than once, Fearless – You are Favored on tests to resist
each time selecting two additional specialties. fear.
GAMEPLAY

You may never take this Perk more than two


Grappler – You are Favored on test to push,
times (for a total of 4 specialties).
pull, throw, restrain, pin or trip another.
Acrobatic – You are Favored on tests related
Grease the Wheels – You are Favored on tests
to surviving falls and negotiating your
made when attempting to bribe someone.
environment.
Hunter of the Wild – You are Favored on
PERKS

Alertness – You are Favored on any tests to


tests to set ambushes and lay traps in the
detect a foe before they attack you from
wilderness.
surprise.
Hide In Plain Sight – You are Favored on rolls
Animal Insight – You are Favored on tests to
to blend into a crowd, or avoid notice while
discern the motives of animals, and to make
POWERS

stationary.
Assessments related to animals.
In the Name of God – You are Favored on all
Architect of Death – You are Favored on tests
tests to convince another to do as you say, in
to create or repair implements of war, such
the interests of your religion.
as weapons or combat vehicles.
In the Name of Science – You are Favored on
Artist – You are an authority in a specific
GEAR

all tests to convince another to do as you say,


artistic field, be it painting, sculpting, singing,
in the interests of academic research.
dancing, etc. You are Favored all tests related
to your specified field of artistic creation or Locksplitter – You are Favored on tests to pick
performance. locks or crack safes.
MASTERY

Black Hat – You are Favored on tests to hack Master of Disguise – You are Favored on tests
GAME

into a secure computer system. to disguise yourself, or remain disguised.


Book Worm – You are Favored on all tests to Scary – You are Favored on tests to frighten or
research information about a specific person, menace (pg. 80) others.
DEVIATIONS

place, or thing using a library. Scene of the Crime – You are Favored on tests
Digital Spider – You are Favored on all tests to to notice clues at a crime scene.
research information about a specific person, Sense Deception – You are Favored on tests
place, or thing using the Internet. to detect a lie.

214
CONTENTS
THE BASICS
CHARACTERS
STRANDS
GAMEPLAY
PERKS
POWERS
Shadow – You are Favored on tests to follow, Survivalist – You are Favored on rolls to find
or sneak up on another person unseen. food and water in the wilderness.
Smooth Over – You are Favored on tests to Tracker – You are Favored on tests to track
calm others. someone (or something) on the move.
Sniper – You are Favored on tests to perform Trap Sense – You are Favored on tests to
the “Aim” Maneuver (pg. 82). detect traps and alarms. GEAR
Scavenger – You are Favored on tests to locate
valuable or useful items.
Sticky Fingers – You are Favored on tests to
MASTERY
GAME

filch (pg. 84) items.


DEVIATIONS

215
CONTENTS
Character Development Acquisition
An acquisition Milestone is very simple - You
Achievements want something. You achieve the Milestone
Like real people, your character needs when you get it. Examples include:
motivation to do the things they do. One of the • The Glass Staff of Malkoth
character’s suggested Aspects might be tied to • Claim the Dragon’s Horde
THE BASICS

their ambition, which sets a long term goal, • Access to the Silver Mines of Sazar’vos
and provides direction for many game sessions
to come. Discovery
But that’s a long-term goal; something that is Discovery Milestones generally hinge on
difficult, if not impossible, to achieve. finding out some sort of information important
CHARACTERS

When you use this Deviation, in addition to to you; be it a foe’s dirty secret, or some
your character’s long term goal(s) as defined arcane lore that further reveals the secrets of
by their Aspects, your character will want to the universe. Examples include:
pursue certain short-term goals; which are • Learn the Identity of the Bandit Chief
called Personal Achievements. • Find out why the Orc Tribes are
STRANDS

Your character should always have three Migrating


Personal Achievements in mind, which fall into • Determine the Identity of the Spy
one of the categories listed below.
If a single act would achieve more than one Glory
Achievement, you only get 1 XP for the second Some things you do for love, some you do for
GAMEPLAY

one. And the GM should allow you to replace riches. And some you do to ensure your name
both of the Achievements you met. is spoken in revered tones for generations.
Strand Achievements are Achievements that Glory Milestones, when achieved, do not
can be accomplished by any character, at any necessarily yield immediate tangible results.
time. They are meant to enforce a genre, the But they help build your legacy. They make
themes of the campaign, or simple challenges people talk about you, respect you, and maybe
PERKS

to add more spice to the campaign. even worship you. Examples include:
• Defeat Captain Donnal in Single Combat
Personal Achievements • Slay the Dragon Terrorizing the Village
Personal Achievements are determined by
• Perform a Legendary Feat of Strength
the player, and fall into the sub-categories
POWERS

of Acquisition, Discovery, Glory, Protection, Protection


Redemption or Relationship. When an
Protection Milestones represent a desire to
Achievement is met, the character gets a Fate
protect a person, place or thing from a specific
Point, 2 Experience Points, and must replace it
danger. The Milestone should clearly state the
with a new Achievement.
person in need of protection (which can be
GEAR

GMs should strive to insure that the PCs get yourself), and what they need to be protected
an opportunity to meet at least one Personal from. This Milestone is only completed when
Achievement every 2-3 game sessions. the subject is clearly no longer in any danger.
The players should be sure they select Examples include:
Achievements that are achievable in the short
MASTERY

• Find my way off the Deserted Island.


GAME

term, but difficult enough to represent real


character growth or progress. The GM has • Free the Village from the Curse of
final say over the suitability of a character’s Winter
Personal Achievements. • Give Elisa the Antidote
DEVIATIONS

Personal Achievements are meant to add Redemption


variety to your character, and their story.
So while there is a lot of overlap in the You’ve wronged someone in some significant
Achievement categories, when possible, try way. Perhaps you betrayed a friend. Perhaps
to insure that your Achievements are written you betrayed your own convictions. In any
such that only one can be achieved at a time. case, the Milestone should clearly state who
you wronged, and how. The Milestone can

216
CONTENTS
only be achieved once you have been forgiven Achievements should be listed in the Strand,
by the subject of the Milestone, or you’ve but not every Achievement needs to be in
achieved (or sacrificed) enough to forgive there. The GM is encouraged to create a few
yourself. Examples include: secret Achievements that are only revealed
• Prove to Jason that I’m not a Traitor when they are accomplished.
• Save the Villagers that I Betrayed. That said, the GM should provide enough

THE BASICS
• Return the Jewels that I Stole to the Achievements, up front, to inspire the players
Museum and get them thinking about how they might
accomplish some of them early on.
Relationship
Example Strand Achievements
These Milestones should focus on forming,

CHARACTERS
or repairing, a relationship with another I Am the Night (2XP): Progress through an
character. The character may be a PC, or NPC, area (start to finish) without being detected.
or a group of characters. The Milestone should
Shadow Warrior (3XP): Frame someone or
name the person in question, and describe
get them to take the fall for something they
what needs to occur to meet the Milestone.
didn’t do.
Examples include:

STRANDS
• Get Dixie to go out with me. I Love The Way You Lie (2XP): Bluff your way
through an encounter. (This can be several
• Earn Raniel’s Respect as a Warrior
levels - a verbal lie, faking a skill you don’t
• Get Promoted to Captain in the Red Gua have, etc.)

GAMEPLAY
Strand Achievements Let Me Handle This (2XP): Successfully turn
Strand Achievements are specific actions or a violent conflict into a conversation using
events that, when they happen, are particularly only words.
genre-supporting. Why Did You Let Me Handle This (2XP):
For example, in a game about vampires, there Successfully turn a conversation into a
might be an Achievement that grants extra violent conflict using only words.

PERKS
XPs the first time you make a new vampire, or
the first time you are burned by the sun. On the House (3XP): Persuade your superior
or patron to cover up a failure or liability on
In a zombie apocalypse-themed campaign, your part.
you might get an Achievement the first time
you kill an infected (but still living) character One For the Team (3XP): Step forward to

POWERS
before they turn. Or maybe you get an take the fall for someone else because it’s
Achievement the first time you betray another politically advantageous.
person, condemning them to death to save Knife in the Back (2XP): A character sells out
yourself or a loved one. another character.
Achievements should be used as a way to
reward players for having their characters GEAR
behave in ways that aren’t necessarily optimal,
or even smart, but support the genre or
campaign’s style/themes.
Like Personal Achievements, Strand
MASTERY
GAME

Achievements grant XP. Their XP value


should range from 1-2 for relatively easily
accomplished Achievements.
Achievements that are more difficult to
DEVIATIONS

accomplish, or that come at great sacrifice,


might grant as many as 6XPs.
Generally, a character may only complete the
same Achievement one time.

217
CONTENTS
Open Milestones The Heroes’ Journey
In this variant, characters advance Power Skill
as normally, with one distinction – Experience Level Level Points Perks*
when gaining a new Milestone, you Novice Grounded 18 1G
may choose whether it grants a
Skill or a Perk. Every 4th Milestone Adept Heroic 21 2G, 1H
THE BASICS

still grants a Promotion, Perk, and Expert Paragon 24 2G, 2H, 1P


Skill as normal.
Veteran Mythic 27 2G, 2H, 2P, 1M
Open Tiers Master Legendary 30 2G, 2H, 2P, 2M, 1L
In this variant, character Rise of Heroes
CHARACTERS

advancement is decoupled from


Milestones – characters may Adept Heroic 21 2G, 1H
purchase improvements at any Expert Paragon 24 2G, 2H, 1P
point, so long as they have enough Veteran Paragon 27 2G, 2H, 2P, 1M
banked XPs to do so. In Open Tiers
advancement, it costs 5 XPs to Master Mythic 30 2G, 2H, 2P, 3M
STRANDS

increase a Skill rated less than 4 by Heroes Emergent


one rank, or to acquire a new Perk.
Once the character has accrued 25 Adept Grounded 21 3G
XPs, they are promoted to a new Expert Grounded 24 6G
Experience Level, but gain no other
GAMEPLAY

Veteran Heroic 27 6G, 1H


benefits.
Open Tiers advancement is much Master Heroic 30 6G, 3H
more free-form, and presents a Street Level Super Heroes
trade-off: characters advance to Adept Paragon 21 2H, 1P
individual bonuses more quickly,
but lags ever-so-slightly behind Expert Paragon 24 2G, 2H, 1P
PERKS

in overall advancement. While Veteran Mythic 27 2G, 2H, 2P, 1M


this isn’t a massive difference—
at 150 total XPs, or Milestone Master Mythic 30 2G, 2H, 2P, 3M
20, characters using traditional World Class Super Heroes
Milestone advancement will have
POWERS

Adept Mythic 21 2P, 1M


one more Skill or Perk than their
Open Tier counterparts. Expert Mythic 24 2P, 3M
Additionally, using Open Tiers Veteran Legendary 27 2P, 4M, 1L
requires tracking your total XPs Master Legendary 30 2P, 4M, 3L
and you current XPs separately.
GEAR

Cosmic Super Heroes


Power from Experience Veteran Legendary 27 6M, 1L
Your campaign may allow your Master Legendary 30 6M, 3L
character’s Power Level to increase
when they increase in Experience. * G=Grounded, H=Heroic, P=Paragon, M=Mythic,
MASTERY
GAME

This is how farm boys rise to L=Legendary


become archmages.
If the Strand uses this Deviation, each time enough XPs to get Promoted to the Expert
your character gains a Promotion, depending Experience Level, you also become a Paragon
DEVIATIONS

on the variant of this Deviation used, they may character. This means, as a Paragon Expert,
also increase in Power Level. you may select Perks and Powers normally
only available to Paragon or lower characters.
For example, when using the Heroes’ Journey
variant, if you started as an Adept character Also, many Perks or Powers automatically
of the Heroic tier (a “Heroic Adept”), and gain become more powerful as the character’s
Power Level increases.

218
CONTENTS
This Deviation offers multiple different Cosmic Super Heroes
advancement schemes, and your Strand These characters travel between worlds and
should clearly define which is used. explore other dimensions. They battle threats
The different advancement options are listed to the world and even the galaxy.
below, and on the table on the previous page. They begin at Veteran Experience Level, and
The table shows the path of advancement, Legendary Power Level.

THE BASICS
along with the projected Skill Point and Perks
available as they progress. Variant Advancement Speeds
Note, however, that you can always take The normal advancement rules state the a
a lower level Perk than the one listed. If, for character gets a Milestone after accumulating
example, the table says you can take 4 Mythic 6 XPs.

CHARACTERS
Perks (“4M”), you could instead take 1 Mythic However, some groups prefer slower
and 3 Heroic, 4 Grounded, 2 Paragon and 2 advancement, while others prefer faster.
Grounded, etc.
Below are a few options to modify the PCs’
The Heroes’ Journey advancement speeds:
This is the sort of story where the down-on-

STRANDS
his-luck orphan rises to challenge the gods Fast-Track Advancement
themselves. Character’s begin as Grounded With this option, character achieve a new
Novices, and each time they gain an Experience Milestone after every 4 XPs. This increases the
Level, they also increase in Power Level, rate of advancement by roughly 1/3, and gets
eventually becoming Legendary Masters. characters to higher experience levels much

GAMEPLAY
faster.
Rise of Heroes
Character begin as competent Heroes, and Slow and Steady
over time, can rise to Mythic levels. Character’s Using this option, characters need 9 XPs to
begin as Heroic Adepts, and increase to achieve a Milestone. This gives the players
Paragon at Expert and Mythic at Master. more time to explore their character’s

PERKS
capabilities before offering them new options
Heroes Emergent to play with.
Characters begin as Grounded Adepts,
struggling with the problems of the real world. Flat Milestone
Upon becoming Veterans, they rise to Heroic This option can be used with either of the

POWERS
Power Level. two above it. Instead of getting a Promotion
with every 4th Milestone, the PCs instead get
Street Level Super Heroes Promoted with every 5th. However, every 3rd
These characters wield incredible Powers, Milestone of a level (Milestones 3, 8, 13, 18,
and use them to fight crime and super-villains etc.) offers neither a Perk or Skill increase.
who might be a threat to their city. Instead, this “Flat Milestone” only allows the GEAR
They begin at Adept Experience Level, and player to change an Aspect and perform a “Skill
Paragon Power Level. Upon achieving Veteran Swap”. A Skill Swap allows you to increase one
level, they rise to Mythic Power Level. Skill rank by 1 (to a max of 4), at the expense
or reducing another Skill of the same rank by 1.
MASTERY

World Class Super Heroes


GAME

So if you had two Skills at rank 2, you could


These characters can shake the foundations increase one to 3, and reduce the other to 1.
of the Earth with their powers, and even hold
their own against some cosmic threats.
They begin at Adept Experience Level, and
DEVIATIONS

Mythic Power Level. Upon achieving Veteran


level, they rise to Legendary Power Level.

219
CONTENTS
Gameplay Love at First Sight
Prerequisites: You generate Spin while
Narrative Exploits attempting to persuade someone of something
Narrative Exploits are like Perks in that they The person you are trying to persuade falls
offer some special ability. But unlike Perks, in love with you. Or, if they aren’t necessarily
they are not selected during character creation attracted to you, they still become infatuated
THE BASICS

or when achieving a Milestone. or even somewhat obsessed with you for some
reason.
Instead, anyone can use a single Narrative
Exploit, once per game session, provided they One Left in the Chamber/Quiver
meet the prerequisites. Prerequisites: You must have at least one
ammo unit left, and you may not be out of
CHARACTERS

Narrative Exploits are only available to


characters of Heroic or higher Power Level, ammo when stating that you intend to use this
and only if they are allowed by your Strand. Exploit.
You may declare that you have one bullet
He Was Just Here or arrow left. After doing so, check off all
Prerequisites: Mobility 2+, Guile 3+ remaining ammo units.
STRANDS

You disappear when no one is watching, On your next Attack, using your one remaining
mysteriously vanishing without a trace. bullet or arrow, you gain a +3 bonus on your
Whenever you are not being directly observed, Attack Skill test.
you may make a Guile Skill test. If you generate You are then out of ammo.
any Effort, you slip away unnoticed.
GAMEPLAY

Right Place, Right Time


Note that if you were being chased or hunted,
the GM may apply a penalty equal to the Prerequisites: You are not in a scene, but it is
highest Perception Skill Rating among your possible for you to have been there.
pursuers. You always seem to show up when it matters
The GM may also deny the use of this Exploit, most, or at least when it’s most convenient for
or Disfavor the Skill test, if you were somehow you.
PERKS

detained or otherwise have Difficulty leaving You may appear in any scene in which you
the area. were not previously present.
People hate when you do this. You may not use this Exploit if you are clearly
detained or have no reasonable way of getting
I’ve Got Just the Thing to the scene.
POWERS

Prerequisites: Reasoning 3+ Ultimate Sacrifice


You have a tendency to carry a number of Prerequisites: An Ally in the same, or an
gadgets and tools with you, some mundane, adjacent, zone is Taken Out.
some a bit more specialized. And if you don’t You may use this Narrative Exploit retroactively
have it on you, you can probably piece one sacrifice yourself, placing yourself between
GEAR

together on the fly. your ally and the oncoming danger.


With the expenditure of a Fate Point, you You are then Taken Out.
can declare that you have just the tool for
any particular job. And not just any tool, but
a quality tool well suited for the task at hand.
MASTERY
GAME

The tool grants Favor on the first Skill test


made when using it.
Last Stand
Prerequisites: Resolve 3+, You are Taken Out
DEVIATIONS

If you are Taken Out, you may use this


Narrative Exploit to take a single Action as a
Reflex Action, and you are Favored on any Skill
test required to perform that Action.

220
CONTENTS
Sequences Running the Sequence
The rules for Sequences are used when the Each turn, each participating PC names the
PCs need to perform a series of actions to Skill they want to use and explains how that
achieve a goal. Using a Sequence is similar to Skill will help achieve the Sequence goal. If the
a running a conflict, and it can even involve GM agrees that the Skill is relevant, the acting
conflicts. But Sequences offer many different PC performs a Skill test against the Sequence

THE BASICS
ways to achieve a specific goal, usually through Difficulty. If a PC uses the same Skill two rounds
using a variety of Skills. in a row, they suffer a -1 penalty.
Sequences are useful for showcasing the PCs’ If the PC succeeds, they check off boxes on
skills in a quick series of mini-scenes. They are the Success Track equal to the amount their
also useful any time the party needs to split up Effort exceeds the Sequence Difficulty. Once

CHARACTERS
to achieve a task. the Success Track is full, the PCs attain their
goal.
Most regular scenes take place in “real time”
or a little slower. The speed of conversations In addition, each successful test allows
between PCs often match the time elapsed in the acting player to make a Declaration or
game, and conflicts generally only take up a Assessment (depending on the Skill and how
it was used).

STRANDS
few seconds of in-character game time.
Sequences, in contrast, move the story along While the PCs cannot change the Difficulty
at a faster pace. They can turn an entire scene, of a Sequence, their chance of success can
or even a conflict, into a single Skill roll. depend on the Aspects they use. Also, the GM
can raise the Difficulty of tests where the Skill
Using the Sequence rules can be useful

GAMEPLAY
being used doesn’t seem particularly helpful
when the PCs need to sneak into a secured or the task described by the player would be
warehouse, pull off a complex heist, engage in exceptionally difficult.
a high-speed chase, repair a ship full of undead
pirates, or perform other long, complex Players can use Declarations to add Aspects
operations. to the Sequence or to state specific facts, such
as “The front door is now unlocked.” Also, a

PERKS
Setup PC can use an Assessment to learn a hidden
Aspect of the Sequence.
ªª Set the goal.
Each failure allows the GM to add a Sequence
ªª Set the time between rounds. Consequence. The GM may immediately
ªª Set the Difficulty. initiate a scene and may also state a fact based

POWERS
on the Consequence. (For example, Moderate
ªª Set the number of check boxes on the Consequence: Silent Alarm; “Your failed
Success Track. This number should equal Mobility test means the guard heard you on
the Sequence Difficulty times the num-
ber of participating players. the roof. He turns, spots you, and triggers the
alarm.”)
ªª Name a number of Aspects equal to the
Sequence Difficulty + 2. New Aspects can If the PCs cannot fill the Success Track before GEAR
be added via Declarations. the Sequence suffers four Consequences,
they are Taken Out and cannot achieve the
Sequence goal.
MASTERY
GAME
DEVIATIONS

221
CONTENTS
Sequenced Conflicts Sequences and Stress
As stated before, gameplay during a Sequence As described above, using some Skills in
shifts to a slightly larger scale. When a PC uses particular ways can cause characters to suffer
a Skill like Precision or Might in a Sequence, stress. Stress and Consequences gained from
this might replace the events that would nor- Sequences are recovered at the usual rate. This
mally take an entire conflict. For example, on a means the amount of time elapsed between
THE BASICS

single successful Precision test, you might use each round can be very important.
your pistols to bring down an entire hallway of If the time between each round is more than
bad guys. 5 minutes or so, any stress suffered will clear
Succeeding on a Skill test is the same as suc- between rounds.
ceeding with any other Skill: check off success
CHARACTERS

boxes as usual, and you can make a Declara- Mixing Sequences and Full Conflicts
tion or Assessment. If the GM prefers, a failed Skill test can lead
Failure also works normally: don’t check to a full-fledged conflict instead. This is usually
off any success boxes, and the GM adds a best when more than one PC wants to take
Sequence Consequence. part in the fight.
However, even if you succeed on a Skill test in Even if the PCs “win” the conflict, the
STRANDS

a Sequenced conflict, you may become injured. Sequence may or may not suffer a Consequence
When you use a Skill to work toward your depending on what happened during the
Sequence goal by attacking others, you also conflict. For example, if PCs are trying to be
suffer an attack. The rating of the Sequence’s sneaky to work toward their Sequence goal,
attacking Skill is equal to the Sequence Diffi- discharging many weapons would almost
GAMEPLAY

culty. If you fail the Skill test, this attack has a certainly cause a Sequence Consequence,
Damage Rating equal to the amount you failed. even if they “win” the conflict. In the end, they
If you use a weapon on your Skill test, add would still hurt their chances of achieving the
half of its DR (rounded down) as a bonus. If Sequence goal.
you have armor, add half of its AR (rounded If they “fail” the conflict, then they get killed,
down) on rolls to defend against attacks from must retreat, or otherwise botched things. In
PERKS

a Sequence. any case, they almost certainly don’t get closer


For example, in a Sequence where the goal to their goal.
is to board and take over an enemy ship, you Because of how you can mix conflicts into
might make a Might test. This might encom- Sequences, Sequences are a good way to
POWERS

pass trying to enter a room and bring down structure an entire game session packed with
a batch of security drones with a mono-edge action. Because Sequences are free form, you
longsword. Making a Might test against the won’t often need to create elaborate maps of
Sequence Difficulty (let’s say 4), you’d get a buildings, starships, alien planets, or the like.
+3 bonus because the DR of your mono-edge
blade is 5, and half of that rounded down is 3. Sequences and Affinity Skills
GEAR

If you succeeded, you’d destroy the drones, Affinity Skills alone aren’t often useful in
check boxes on the Success Track equal to the a Sequence. However, they can be used to
amount you succeeded, and could make a Dec- activate Powers to help reach your goal.
laration like “The Hangar Is Clear”. You would What you can use your Affinity Skill to do
then suffer a physical attack from the Sequence
MASTERY

depends on which Powers you have. For


GAME

with a Skill rating of equal to the Sequence Dif- example, Imbue Zone can be really handy when
ficulty. Wearing light battle armor, you’d get a making Declarations about the environment,
+2 bonus (half of AR +4) on your defense test. Clairsentience can help you make Assessments,
If you failed, the Sequence would gain a Con- and so on.
DEVIATIONS

sequence, such as Killer Drones Have Secured Perform an Affinity test like you would with
the Hangar! You would then suffer a physi- any Skill. If you succeed, check boxes on the
cal attack with a Damage Rating equal to the Success Track as normal, and you can make
amount you failed. But remember, armor Declarations as well as Assessments depending
would reduce this. on which Powers you have.

222
CONTENTS
If you fail, the Sequence gains a Consequence Escape the Collapsing Tunnels (Assumes 5 PCs)
as usual, and you will suffer an amount of Success Track: o|o|o
system stress equal to the amount you failed. o|o
Sample Sequences Goal: Reach one of the tunnel system’s exits.
Infiltrating the Smuggler’s Lair (Assumes 5 PCs) Time Between Rounds: 10 sec

THE BASICS
Success Track: |||| Difficulty: Hard (4)
Goal: Reach target in the secured facility. Aspects:
Time Between Rounds: 5 min ªª A Complex Maze of Worked and Natural
Tunnels
Difficulty: Tough (3) ªª Formerly Occupied by a Variety of Sub-

CHARACTERS
Aspects: terranean Monsters
ªª Warehouse Is a Front for Ego Trafficking ªª The Air is Thin and Dust Filled
ªª Patrolled by Local Thugs Hired for Secu- ªª Surviving Residents Are Also Trying to
rity Escape
ªª High-End Physical Anti-Intrusion Tech ªª “Some of the tunnels are flooding!”

STRANDS
ªª Standard Density Mesh ªª Intersection Checkpoints are Locked and
ªª Known to Have Purchased Three Cerbe- Barred
rus Drones Consequences:
Consequences:  Mild,  Moderate,  Severe,  Extreme

GAMEPLAY
 Mild,  Moderate,  Severe,  Extreme

PERKS
POWERS
GEAR
MASTERY
GAME
DEVIATIONS

223
CONTENTS
Survival If the answer is no, and they cannot (or
choose not to) eat, drink or rest, they may
Most Strands of Fate games gloss over minutia suffer Attrition, which is a special kind of stress.
and “bookkeeping” whenever possible. The
focus is on the action; the story, struggles, When suffering Attrition, make a Diff: 1 Might
and personalities in play. We assume that Skill test. For each additional element (food,
the characters eat when they’re hungry, find drink or rest) the PCs have gone without since
THE BASICS

shelter when they’re tired, or otherwise take the last Interval, increase the Difficulty by 1.
care of their needs between scenes. Note, however, that you always suffer Disfavor
if Thirst is a factor in the test—it’s important
But there are other stories to tell. When to stay hydrated! Difficulty increases are
using the Survival Deviation, those struggles cumulative; repeatedly deny your needs and
step to the forefront; rather than fade into the
CHARACTERS

things will start to go downhill quickly.


background, they become the story.
So, for example, if the PC ate, but didn’t
Characters still have goals and ambitions, drink or rest, they’d make a test at Diff: 2,
grand quests and epic victories, but those with Disfavor; one rank of difficulty for each
peaks thrust ever higher in contrast to the type, and Disfavor for the inclusion of Thirst.
valleys. When using this Deviation, the If they rested and drank, but didn’t eat, they’d
characters will have to keep track of their
STRANDS

only have to manage Diff: 1 for Hunger. If, at


supplies. They’ll need to make sure they have the next interval, they again rest and drink—
food and water, a chance to rest, and a safe but still haven’t acquired any food—they’ll be
place to sleep. And as time marches on, they facing a Diff: 2 test, Diff: 3 for the next instance,
get thirsty, hungry and tired. Torches go out. and so on.
Batteries die. Appointments are missed, and
GAMEPLAY

finite resources are spent. In the Survival Regardless of the difficulty, if the PC succeeds
Deviation, the world doesn’t sit idly by, waiting with 0 or more Shifts, nothing happens.
for the heroes to take notice; it moves on, with If the PC fails to generate any Shifts, they
unrelenting, uncaring certainty. immediately suffer an amount of Attrition
equal to their margin of failure. So if their
Intervals Effort was -2 (against a Diff of 1), they’d suffer
PERKS

Time is constantly pressing forward, but 3 points of Attrition.


keeping track of its passage can quickly devolve Eating, drinking, and taking a moment of
into tedium. Rather than tracking every minute reflection is a common practice for everyone,
that goes by, we instead note when an Interval not just adventurers. All of the requirements
has occurred. to stave off Attrition can be performed at the
POWERS

An Interval is basically a way of denoting same time, with the exception of sleeping.
that some time has passed, and things like Sleep is a little different than the other Attrition
hunger, thirst, and fatigue might be setting in. factors. Once per day, characters should sleep
Typically, an Interval occurs in one of two ways; for about eight hours. Failure to do so results
at the conclusion of a scene, or as a Compel— in suffering Attrition: make a Might Skill test,
although common sense should prevail here,
GEAR

Diff: 2. if the character managed at least four


and if a given scene takes place over hours hours of sleep, they are favored on this test;
or days, intervals should occur as they make if they slept for two or fewer hours, they are
sense within the story. The exact duration disfavored. Like other factors, missing sleep
between Intervals can vary widely based on is cumulative. Add an additional +1 to the
MASTERY

circumstance, but an approximation of roughly difficulty for every consecutive night that the
GAME

four hours will do in a pinch. character receives less than a full night’s sleep.
Attrition Tracking Attrition
When an Interval occurs, the GM checks If using this Deviation in conjunction with
DEVIATIONS

to see if the PCs have rested, eaten and the Persistent Stress Deviation (pg. 207),
drank in the intervening time. If the answer no further actions are necessary—just treat
is yes—or no, but they are in a position to Attrition like any other form of stress—but
do so immediately—they can do so. Nothing if not, Attrition needs to be handled a little
happens, and they can continue on without differently.
issue.

224
CONTENTS
When you suffer Attrition, mark the number Any time the character would suffer Attrition,
of points suffered off on your stress track, they can instead opt to swap their current
starting from left to right, and covering over Condition for the next worse option. So, after
any stress you might already have. However, missing a full night’s sleep, a character could
be sure to mark the boxes in a way that’s choose to change their Drowsy Condition to
different from how you normally mark stress, Exhausted(M), rather than suffer Attrition.

THE BASICS
because unlike normal stress, Attrition doesn’t
go away at the end of the scene. Survival Conditions
When you take additional stress, any boxes Fatigue Hunger Thirst
filled in by Attrition are considered full, so Rested Fed Hydrated
you’ll have to start tracking stress after them.
Tired(m) Peckish(m) Thirsty(m)

CHARACTERS
For example; if you have five stress boxes, and
the first two are filled with Attrition, the next Drowsy Hungry Parched
point of stress you take would go in your 3rd
stress box. Exhausted(M) Ravenous(M) Dehydrated(M)
Whether you succeed or fail on your Attrition Crashing(M) Starving(M) Delirious(M)
test, unless you stop to eat, drink and rest, the Dying(M) Dying(M) Dying(M)

STRANDS
Difficulty of your next Attrition test increases
by 1. Recovering Conditions
As their Conditions worsen, PCs will invariably
Clearing Attrition
look for ways to halt, and reverse, the process.
As in the Persistent Stress Deviation (pg. The act of recovery is slightly different for each

GAMEPLAY
207), clearing Attrition requires time, safety, type of Condition.
and the means to recover. That means food,
drink, and the ability to rest. If—and only if— Fatigue - Fatigue can only be reversed by
these are in place, the character can make a resting; refraining from physical activity in
Diff: 1 Might Skill test; for every shift generated, relative peace, or at least quiet. The amount
clear one box of Attrition. If even one of these of rest required to clear the Condition
escalates, depending on severity. Tired(m)

PERKS
three elements is missing, you cannot attempt
to clear Attrition, though you can forestall an takes 15 minutes, Drowsy takes half an hour,
increase in your next Attrition test. Exhausted(M) takes two hours, Crashing(M)
takes eight hours, and Dying(M) requires 16
So, if you stop at an oasis while traveling
hours of rest. If a character’s rest is significantly
the desert, and take a moment to catch your
interrupted—meaning they cannot simply

POWERS
breath, as well as some food and drink, you
resume—if they have rested for at least
can attempt to clear your Attrition. Conversely,
half the listed time, they may downgrade
if you merely stop to sit for a moment, taking
their Condition by one step. If not, then the
long swigs of water from your canteen but
condition remains the same, though the rest
otherwise skipping lunch, you cannot clear
still counts for purposes of avoiding future
your Attrition, but will not factor in fatigue or
thirst when the next interval passes.
Fatigue Attrition. GEAR
Hunger - Eating a meal reduces the severity
Optional Rule: Conditions of a character’s Hunger Condition by one
When suffering stress, you can always step. So, if a character is Ravenous(M) and
mitigate the amount taken by electing to has lunch, they would downgrade to merely
MASTERY
GAME

take Consequences; this is no different when Hungry. They’d need another meal’s worth of
tracking Attrition. But in some games, a sharper food to downgrade to Peckish(m), and another
focus on the act of survival is warranted; this is still to feel truly Fed.
where survival Conditions come in. Thirst - Drinking 8oz of water allows a
In this sub-Deviation, characters gain three
DEVIATIONS

character to reduce the severity of their Thirst


new types of Consequences, one each for by one step. A Dehydrated(M) character can
Thirst, Hunger, and Fatigue. Unlike normal drink 8oz of water to become merely Parched,
Consequences, you can only have one type of and another 16oz to become Hydrated once
Condition at a time; so when things get worse more.
(or better), you simply change the type of
Condition to reflect the new situation.

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CONTENTS
Open Gaming License creation and/or You have sufficient rights to grant the
rights conveyed by this License.
OPEN GAME LICENSE Version 1.0a The following text is 6. Notice of License Copyright: You must update the
the property of Wizards of the Coast, Inc. and is Copyright COPYRIGHT NOTICE portion of this License to include
2000 Wizards of the Coast, Inc (“Wizards”). All Rights the exact text of the COPYRIGHT NOTICE of any Open
Reserved. Game Content You are copying, modifying or distributing,
1. Definitions: (a)”Contributors” means the copyright and You must add the title, the copyright date, and the
and/or trademark owners who have contributed copyright holder’s name to the COPYRIGHT NOTICE of any
Open Game Content; (b)”Derivative Material” means original Open Game Content you Distribute.
copyrighted material including derivative works and 7. Use of Product Identity: You agree not to Use
translations (including into other computer languages), any Product Identity, including as an indication as to
potation, modification, correction, addition, extension, compatibility, except as expressly licensed in another,
upgrade, improvement, compilation, abridgment or other independent Agreement with the owner of each element
form in which an existing work may be recast, transformed of that Product Identity. You agree not to indicate
or adapted; (c) “Distribute” means to reproduce, license, compatibility or co-adaptability with any Trademark
rent, lease, sell, broadcast, publicly display, transmit or or Registered Trademark in conjunction with a work
otherwise distribute; (d)”Open Game Content” means the containing Open Game Content except as expressly
game mechanic and includes the methods, procedures, licensed in another, independent Agreement with the
processes and routines to the extent such content does owner of such Trademark or Registered Trademark. The
not embody the Product Identity and is an enhancement use of any Product Identity in Open Game Content does
over the prior art and any additional content clearly not constitute a challenge to the ownership of that Product
identified as Open Game Content by the Contributor, Identity. The owner of any Product Identity used in Open
and means any work covered by this License, including Game Content shall retain all rights, title and interest in
translations and derivative works under copyright law, and to that Product Identity.
but specifically excludes Product Identity. (e) “Product 8. Identification: If you distribute Open Game Content
Identity” means product and product line names, logos You must clearly indicate which portions of the work that
and identifying marks including trade dress; artifacts; you are distributing are Open Game Content.
creatures characters; stories, storylines, plots, thematic
9. Updating the License: Wizards or its designated Agents
elements, dialogue, incidents, language, artwork,
may publish updated versions of this License. You may use
symbols, designs, depictions, likenesses, formats, poses,
any authorized version of this License to copy, modify and
concepts, themes and graphic, photographic and other
distribute any Open Game Content originally distributed
visual or audio representations; names and descriptions
under any version of this License.
of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, 10 Copy of this License: You MUST include a copy of this
locations, environments, creatures, equipment, magical or License with every copy of the Open Game Content You
supernatural abilities or effects, logos, symbols, or graphic Distribute.
designs; and any other trademark or registered trademark 11. Use of Contributor Credits: You may not market or
clearly identified as Product identity by the owner of the advertise the Open Game Content using the name of any
Product Identity, and which specifically excludes the Open Contributor unless You have written permission from the
Game Content; (f ) “Trademark” means the logos, names, Contributor to do so.
mark, sign, motto, designs that are used by a Contributor 12 Inability to Comply: If it is impossible for You to comply
to identify itself or its products or the associated products with any of the terms of this License with respect to some
contributed to the Open Game License by the Contributor or all of the Open Game Content due to statute, judicial
(g) “Use”, “Used” or “Using” means to use, Distribute, order, or governmental regulation then You may not Use
copy, edit, format, modify, translate and otherwise create any Open Game Material so affected.
Derivative Material of Open Game Content. (h) “You” or
13 Termination: This License will terminate automatically
“Your” means the licensee in terms of this agreement.
if You fail to comply with all terms herein and fail to cure
2. The License: This License applies to any Open Game such breach within 30 days of becoming aware of the
Content that contains a notice indicating that the Open breach. All sublicenses shall survive the termination of this
Game Content may only be Used under and in terms of License.
this License. You must affix such a notice to any Open
14 Reformation: If any provision of this License is held to
Game Content that you Use. No terms may be added to
be unenforceable, such provision shall be reformed only to
or subtracted from this License except as described by the
the extent necessary to make it enforceable.
License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License. 15 COPYRIGHT NOTICE Open Game License v 1.0 © 2000,
Wizards of the Coast, Inc.
3. Offer and Acceptance: By Using the Open Game
Content You indicate Your acceptance of the terms of this FATE (Fantastic Adventures in Tabletop Entertainment)
License. © 2003 by Evil Hat Productions LLC; Authors Robert
Donoghue and Fred Hicks.
4. Grant and Consideration: In consideration for agreeing
to use this License, the Contributors grant You a perpetual, Strands of Fate © 2018, Void Star Studios
worldwide, royalty-free, nonexclusive license with the None of the material found in this book is deemed to be
exact terms of this License to Use, the Open Game Content. product identity.
5. Representation of Authority to Contribute: If You are First Printing
contributing original material as Open Game Content,
You represent that Your Contributions are Your original

226
CONTENTS
NAME: ________________________________________

Race: ______________________________ Size: ______


Refresh: ________ ( ______ Max) Milestone: ________
CEL: _____________ CPL: _____________ TL: _____

ASPECTS PERKS
Defining: ___________________________________________________ __________________________________
Ambition: __________________________________________________ __________________________________
Belief: _____________________________________________________ __________________________________
Connection: ________________________________________________ __________________________________
Disadvantage: ______________________________________________ __________________________________
Experience: ________________________________________________ __________________________________
___________________________________________________________ __________________________________
___________________________________________________________ __________________________________
___________________________________________________________ __________________________________

SKILLS
Might  Knowledge  Guile 
Mobility  Perception  Sway 
Precision  Reasoning  Insight 
Reflexes  Resolve  Networking 

HEALTH:  


WOUNDS COMPLICATIONS
-2 Mild(m): __________________________________ __________________________________
-4 Moderate: __________________________________ __________________________________
-6 Severe: __________________________________ __________________________________
-8 Extreme(M): __________________________________ __________________________________

RESOURCES: ______ GEAR: ___________________________________________________________


_____________________________________________________________________________________

ATTACK DEFENSE
___________________________ ATK: ______ WR: _____ ______________________ AR: _____
NOTES: _________________________________________ MISC. NOTES
___________________________ ATK: ______ WR: _____ _________________________________
NOTES: _________________________________________ _________________________________
ADDITIONAL GEAR / NOTES:
_______________________________________________________________________________________________
_______________________________________________________________________________________________
_______________________________________________________________________________________________
_______________________________________________________________________________________________
_______________________________________________________________________________________________

POWERS
Power Power Aspect PL

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________
ADDITIONAL GEAR / NOTES
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________
______________________________________________________________________

POWERS
Power Power Aspect PL

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

______________________________ ________________________________________________________________ ______

Effect: ___________________________________________________________________________________________________

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