Wheel Of Fate edited

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Wheel of Fate

A Role-Playing Game System


by Robert & Deborah Donoghue

The Wheel of Fate is a highly streamlined RPG that makes a few assumptions, most notably
that the reader has had at least some exposure to RPGs, and has a sense of what players do
and what the role of the GM is. Additionally, this game draws from a number of sources, no-
tably Fate, so familiarity with that system, specifically with its Aspects, will be very useful.

1. Dice and Gameplay


Rolling Dice Example: I'm rolling 3d6 against a difficulty of
5. I roll 3 dice and I get a 5, a 3 and a 4. They
total up to 12, which succeeds by more than
To do something you roll 5, so I get one whammy!
some 6 sided dice. The
number of dice is usually Extra Dice
based on a relevant attrib-
ute of the character, like Sometimes you will get extra dice on a roll.
physical or mental strength. Extra dice are added to whatever you roll is,
You add the dice up and try to match or beat so if you receive one extra die on a 3d6 roll,
a number, usually 5, 10, 15 or 20, called the you will roll 4 dice, and add them all up.
difficulty.
Notation: +xd6, so rolling 3 dice with 2 extra
Notation: Rolling x dice is written as xd6, or dice is 3d6+2d6 (though it might be written
as 5d6)
sometimes just xd (since we only use d6.)

Example: I'm rolling 3d6 against a difficulty of Bonus Dice


10. I roll 3 dice and I get a 5, a 3 and a 4.
They total up to 12, which is greater than 10, Sometimes you will get
so I succeed. If I had rolled a 2, a 3 and a 4, some “Bonus Dice” on
they would total up to 9, and I would fail. your roll. Bonus dice
aren't as potent as extra
Whammies dice, but they're easy to
get. When you add a bo-
Sometimes a character rolls exceptionally nus die to a roll, you increase the number of
well, and beats the difficulty by 5 or more. dice you roll, but you don't change the
Every 5 points by which a roll beats the dif- number of dice you count. This means that if
ficulty is called a “whammy”. Having one or you're rolling three dice with two bonus
more whammys means the roll exceeded ex- dice, you roll 5 dice, but only add up the
ceptionally well. best three.
Wheel Of Fate

Example: If you roll 4d6 with 2 bonus dice, Tom is now rolling 3d6++.
you roll 6 dice. If you roll 2,2,4,3,5,2 then you
count the four highest values (2,3,4,5) so the
total is 14. Rolling Against Characters
Notation: Bonus dice are denoted as pluses, Sometimes, as in fights and contests, you'll
so 3d6++ means 3d6 with 2 bonus dice.
be rolling against a character rather than a
Players receive bonus dice when they have difficulty. In that case, you both roll, and
things working in their favor, like having high roll wins.
tools, useful knowledge or help from other
characters. If the contest is a fight, argument, or some-
thing else that creates problems for the op-
Penalty Dice position, the loser takes a stress die. If the
winner gets any whammies, each whammy
Penalty Dice are the inflicts an extra stress die on the loser.
inverse of bonus dice.
When they're added to Stress Dice
a roll, you count the
lowest dice. Stress dice act like penalty dice on all of a
character’s rolls until they go away. If a
Example: If you roll 4d6 with 2 penalty dice, character ever has more stress dice than one
you roll 6 dice. If you roll 2,2,4,3,5,2 then you of their attributes, they can no longer roll
count the four lowest values (2,2,2,3) so the that attribute, and automatically lose con-
total is 9. flicts of that type.
Notation: Penalty dice are denoted as mi-
In general, if you have more stress than
nuses, so 3d6–– means 3d6 with 2 penalty
dice. physical, you’re unconscious, if you have
more stress than mental, you’re insensible,
If the number of penalty dice ever exceeds and if you have more stress than social,
the base number of dice, the character you’re incoherent.
automatically loses.
At the end of the scene, all stress goes away,
Characters receive penalty dice when but sometimes you may get an aspect to re-
they’re substantially impaired, such as when flect what has happened.
they’re working blind.
Order Of Action
Bonus dies and penalty dice cancel out, so a
roll with two bonus dice and one penalty die If there is no pressing consideration, actions
will effectively have one bonus die. should be declared and resolved starting
with the player to the GM’s left, and work-
ing clockwise around the table until every-
Helping one has acted, then beginning again. If there
is ever a question, the character with the
Many hands make light work. When one higher total number of dice goes first. Ties
character helps another with a problem, the go at the same time, which mostly means
helping character adds her dice as bonus that neither side gains any stress until both
dice to the character she’s helping. have acted.
Example: Tom (physical 3d) is trying to break It’s possible for a character to act faster by
down a door. Dave (physical 2d) decides to adding penalty dice to his roll, effectively
help out, so he gives Tom two bonus dice.

October 2, 2009 —2—


Wheel Of Fate

acting hastily and less precisely than ideal. social of 3d, Anne has a 2d while Sheila has a
These penalty dice are considered to be part 4d.
of the character’s dice for purposes of de- Since it matters, Sheila’s going to go first.
termining who goes first. Anne could take a penalty die to act at the
same time, but she decides not to. Sheila
A character who helps another character in begins by ripping into Anne and her terrible
a fight can do so at any time, effectively haircut, rolling 4d6 dice against Anne’s 3d6.
foregoing his action to do so. Helping can be Sheila rolls a 14 against Anne’s 12, and wins.
applied to determining who goes first, so one She inflicts one stress on Anne.
character helping another may allow her to On Anne’s turn, she’s rolling 3d6– (one pen-
take more penalty dice than she normally alty die from the stress). Against Sheila’s 4d6,
could. that doesn’t look promising. Thankfully, she
has help: Jackie has only 2d6, but she de-
Bigger Fights cides to help Anne (complimenting her shoes
and deriding Sheila’s taste) rather than act
When there are more than two people in a when her turn comes, so Anne’s 3d6– be-
contest, all participants are assumed to be comes 3d6+. What’s more, she gets very
defending against all other participants, but lucky and rolls a 17, while Sheila only rolls a
12. Not only does Anne win, but she gets a
may only inflict stress on a single target. whammy! That means she inflicts 2 stress on
Sheila, so Sheila is now rolling 4d6––.
Example Fight
Jackie would normally go next, but she
Sheila is having an argument against Jackie helped Anne, so the action cycles back to
and Anne (acting as a team). Jackie has a Sheila…

2. Characters
Attributes What’s Normal

0d:
The character is entirely incapable in
Most often, a character will be rolling dice
this regard: paralyzed, in a coma or the
based on one of three attributes, Physical,
like.
Mental or Social.
1d:
The character is challenged by even the
Example: A character comes to a locked door. most basic (Difficulty 5) tasks. Usually
She could try to break it down (Physical) or indicative of some sort of impediment.
perhaps figure out the combination on the
keypad (Mental) but she probably couldn’t 2d:
Normal. The character is pretty normal,
talk her way past it (Social). The door may but not exceptional. This is a person who
have a difficulty of 15 to break down, or 20 to is healthy, but not in great shape; edu-
guess the combination, so the player looks at
cated, but maybe not exceptionally
her character’s attributes:
Physical: 4d sharp; or socially functional, but not par-
Mental: 3d ticularly charming.
Social: 3d 3d:
Talented. The character is on the good
She tries to bust down the door. She rolls
four dice and gets 2,4,3 and 6 — 15 exactly! side of normal. Healthy, smart and/or
She succeeds. charming, they can coast by on most

October 2, 2009 —3—


Wheel Of Fate

normal tasks; but if they push them- The Bowl


selves, they’re capable of more.
When a game begins, the GM puts FP total-
4d:
Exceptional. The character is capable of ing five for each player in a bowl in the mid-
standing out in a competitive field. This dle of the table. When players want to rec-
is the middle tier where all the geniuses ognize a cool thing someone else did, they
and AA ball players operate. give them an FP from the bowl.
5d:
Awesome. In the top 1% of all people.
6d:
Paragon. It is theoretically possible to
have 6d in a pool, but such individuals
Aspects
are very nearly legendary. Bruce Lee Aspects are things that are important to
may have had a 6d physical, and Ein- your character, and can be anything from
stein a 6d mental, but even that is just descriptions (”Strong as an ox”) to ideals
supposition. (”Never give up!”) to interests (”Techni-
cian”) to fears (”Aieee! Spiders!”) to any-
Fate Points thing else. A character has a number of as-
pects that help paint a complete picture of
Characters begin each session with five fate who he or she is.
points (FP), which are usually represented
Invoking An Aspect
as physical tokens like poker chips or beads.
These can be spent to do a number of differ- When you invoke an aspect, you spend a
ent things: fate point and say which aspect you're using.
• Add a bonus die to any roll The aspect must be appropriate to the situa-
• Declare a fact, like “I have a flashlight in tion (Strong As An Ox might be useful for
my bag”, or a coincidence, like “I want to breaking down a door, but it might be hard
show up at the restaurant as the argument to use in convincing your history prof that a
begins” dog ate your homework) though players are
• Invoke an aspect (see below) encouraged to come up with creative ways
to apply their aspect (Strong As An Ox
Gaining Fate Points
might be handy in impressing a member of
You can gain fate points under the following the opposite sex if, for example, you can ar-
circumstances: range an opportunity to show off your phy-
sique).
• Other players may reward you with them
when you do something cool (see “The
When you do this, it is like spending a Fate
Bowl” below).
point on steroids. It does the same things,
• The GM may offer you an FP to do some- but does them more powerfully. Specifically,
thing based on one of your aspects (see be-
when you invoke an aspect you may:
low). You can either accept that FP, or spend
one of your own to counter the offer. • Add an extra die to a roll
• Declare a fact or coincidence related to
Example: You're Strong As An Ox, and you your aspect. You'll have a lot more leeway
have to catch a falling Fabergé egg. You catch when there's an aspect than just an FP.
it, but the GM goes, “You might break it…”
and offers a FP. You can either take the
point, and break the egg, or spend a point,
and not break it.
Pools, or, Special Powers
Sometimes a game requires a few extra abili-
ties that are important to the characters and
October 2, 2009 —4—
Wheel Of Fate

the setting. In a game of a magical school, their name.


magical aptitude may matter; in a game of
police investigators, various police skills and Step 2: Connections
specialities (finding clues, interrogation, fo-
Write down a list of the names of the other
rensics) may be appropriate. These abilities
characters in the game. Provide a quick ex-
are represented as pools.
planation of how you know them and how
The GM should outline what the available you feel about them.
pools are during character creation. The list
Step 3: Assign attributes
will be fairly small, perhaps not more than
two or three items. Divide 8d among the character’s three at-
tributes (physical, mental, social). More
Using Pools
heroic games may decide to split 9d or 10d,
Most pools describe types of actions or ac- but 8d is a nice baseline. While players may
tivities, like fighting, finding clues, shopping, choose to take an attribute at 1d, this is
politics or virtually anything else. These are strongly discouraged. Any such character is
normal pools, and they all use the same going to be at a virtually overwhelming dis-
rules: when the character is doing something advantage in play.
that one or more of her pools might help
Step 4: Questions & Aspects
with, she rolls the pool’s value as bonus dice.
Answer 5 questions, and based upon those
Mike has the Kung Fu pool at 2 and a
answers, choose your five aspects. The GM
physical of 3. When he gets in a fistfight, he
may have her own set of 5 questions, but
rolls 3++: three for his physical, and two bo-
when in doubt, answer the following:
nus dice for his kung fu.
1. What is your greatest strength?
Some games have special pools, which 2. What is your greatest weakness?
might cover things like magical powers, 3. What do you want?
weird gadgets or even peculiar talents. The 4. What is keeping you from getting it?
rules for special pools are specific to the in- 5. What are you doing about it?
dividual pool, and will be handled by your
GM. Step 5: Pools

The GM will tell you what pools are avail-


Character Creation able, and you can distribute three dice
among them, according to whatever limita-
For character creation, make sure that all of tions the GM provides.
the players are present. Character creation
works much better if everyone is there to Step 6: One Last Question
talk and provide feedback.
One more question to answer:
Step 1: Summary
What just went wrong?
Write up a description of your character in
under 50 words. Don’t forget to include

October 2, 2009 —5—


Wheel Of Fate

3. Notes for the Game Master


Difficulties Bonuses & Penalties
When assigning difficulties, keep two things Feel free to be very free with bonus dice and
in mind – your assessment of the difficulty of stingy with extra dice. In general, if the
the task, and how capable your players are character is doing something that would
of actually rolling that. If no one in your logically help them out (taking extra time,
group has a Social higher than 3d6 and you using tools, calling in favors) just handle it
set a difficulty at 20, remember that you are by granting them a bonus die, no need to
effectively demanding that players use one worry. Similarly, if there seems to be some-
or more aspects. With that in mind, the basic thing getting in the way of getting the task
yardstick for setting difficulties breaks down done, just giving them a penalty die is a
as follows: quick, easy way to handle it.

5:
Basic. A 2d6 character will succeed at
these most of the time, but not always, so Success and Failure
these are fairly regular tasks which you’d
want to make sure you have the time, Only call for a die roll under two situations:
tools or resources to do. 1. When you have something clear and in-
teresting in mind for both success and
10: Hard. This is the high end of what a failure. If you call for a roll and you don’t
normal (2d6) person can do, and is still have an interesting failure option, then
challenging for a talented (3d6) person, you’ll be stumped if the roll fails.
who has only a 50% chance of success 2. When you know the character will suc-
without bonus dice; so this is something ceed, but you need to know how well
genuinely challenging, or usually ap- they succeed. In these situations, when a
proached with lots of tools. roll would otherwise be a “failure”, just
have something else go wrong, or toss
15:
Very hard. This is the best that a tal- them a stress die because they hurt, em-
ented (3d6) person can do with the best barrassed or distracted themselves doing
tools, time and resources, and is still it. Alternately, turn whammies into extra
facts or bits of good luck.
pretty challenging for an above average
(4d6) character. Totally outside the pale
for a normal (2d6) person without as-
pects.
Other Tips
Only roll once – Even if the player is doing
20:
Experts Only. Even a 4d6 character will
something long, like sneaking over long dis-
need help to pull this off, and a 5d6
tance, have them roll once, and let the result
character will still need to roll pretty
stand. If you have them keep rolling until
well.
they fail, that’s just unfair to the player. The
25:
Legendary. Requires 5d6 to even have a one time to violate this rule is when players
chance of success. get creative in the face of failure. If players
fail on an initial roll, you can allow them a

October 2, 2009 —6—


Wheel Of Fate

chance to roll again if they’re clever in their might just say that aspects provide all the
new approach. distinction they need, and leave it at that.

Tools – Tools are the most common source Of course, even in that sort of situation, you
of bonus dice. Bear in mind that tools are could probably find some differences. Is one
not limited to the physical attribute. A killer of them a homemaker? A soccer mom? A
outfit might be a social tool, a search engine professional? A trophy wife? Right there,
might be a mental tool, and of course, get- you have a fascinating list of possible pools,
ting other people to help can be the best tool and the fact that a player may split their
of all. pool between two or more of them makes
them all the more interesting. One wife is
Perception – Your goal, as the GM, is not to professional 2d and trophy wife 1d? What
hide information. Sometimes it may seem does that suggest to you? I admit, to me it
like you should make it hard for players to suggests a husband getting very surprised
find something out, such as when they’re that his trophy wife was not as decorative as
looking for a hidden object. The things to he’d expected.
beat in mind is that the rules of success and
failure apply, and it is very hard to come up This leads to one of the secrets of Pools.
with an interesting outcome where the play- Come in with a strong idea of your list of
ers fail to get information at all. Instead, options, and then be willing to be flexible
when you’re giving out information, concen- about it if someone comes up with a better
trate on what the roll means about how they idea, or even one that just excites them
get the information. more.

Pool Values
Pools
The more dice a player puts into a pool, the
Picking the pools for your game takes a little more important that idea is to the character.
bit of work. The good news is that you really A character with a 3d pool is remarkable in
don’t need to pick more than a handful of their field and much of who they think they
possible pools, but picking that handful can are is probably tied to that pool. Some
call for some serious thought. games may allow pool values to get higher
than 3d over time, but that’s a flavor deci-
To really decide on pools, stop and think sion.
about what sort of game you want to run,
and what sort of characters you see in that Special Pools
game. If this was a television show or movie,
what would be the things that would really If you’re including special pools, you should
distinguish these characters from one an- be doing so because you already have a
other? Not in terms of personality and his- strong idea of what these pools can do.
tory, but in terms of the things they do. Whatever that may be, you need to ask
Does anything distinguish them? yourself a few questions:

Now, the answer might be “no”. There are 1. What does it mean if a character has it at
ideas where the distinction is purely in terms 1d? 2d? 3d?
of personality, and for games like that you Whether you ever call for a dice roll, the
might want to consider simply including no level of the pool should still mean some-
pools, or offering only one pool. Suppose, thing, and you need to make sure that 3d in
for example, you want a game about the in-
trigues of four suburban housewives. You
October 2, 2009 —7—
Wheel Of Fate

a special pool is more something (usually but it means you should be paying extra
powerful or flexible) than a 1d pool. careful attention to questions 4 & 5.

2. Can the pool get more powerful than 3d? 4. Do your players have the same clear idea
of what the pool means that you do?
If so, figure out what 4d, 5d and beyond
mean. Will you let players reach this point? If you’re basing a game off a specific book or
other media, if your players are all on the
3. Is this pool a danger sign? same page about the genre of the source ma-
terial, you can allow a little more leeway in
Some pool possibilities are red flags because what pools can do, trusting that players will
they can cause practical problem sin play. stick to the spirit of the original material.
These include: However, even if you think this is the case,
Travel – travel powers that allow players to stop and talk about it a little — even if eve-
circumvent obstacles (especially flying or ryone is a fan of the source material, there
teleportation) make it easy to scatter players may be different expectations about what
too far afield, and can be very hard for the people want to try out. After all, one of the
GM to plan for. big appeals of playing in a familiar setting is
trying out ideas that might shake up the set-
Information – Pools that give the player ting.
information, like ESP, precognition and
clairvoyance, make it very easy for players 5. Do you trust the player with the pool?
to end-run around anything the GM is try- Look, there are very few powers or abilities
ing to do, and take the fun out of mysteries. that can’t be playable; so as long as you can
Isolation – Pools which isolate the character trust the player to limit herself, you can let
from the group (some travel powers do this, your foot off the brake. Not sure? Talk to
as do some sneaky powers) can really suck your player. Players are more likely to end
the fun away. up at cross purposes with you if you don’t
communicate what you expect. If you’re
Now, the fact that a pool is a danger sign clear, you’d be surprised how far you can
doesn’t mean you should refuse it outright, trust your players.

Reformatted and copy-edited by Jens Alfke <jens@mooseyard.com>, September 2009


Based on the authors’ original draft document, dated 11/27/06.

October 2, 2009 —8—

You might also like