Lands of Fate

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System Basics

Approaches

Approaches are descriptions of how you accomplish tasks. Everyone has the same six approaches:

  • Strength (STR) — Measures a character's muscle, endurance, and stamina.
  • Dexterity (DEX) — Encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance.
  • Constitution (CON) — Covers a character's physique, fitness, health, and physical resistance to hardship, injury, and disease.
  • Intelligence (INT) — Represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word.
  • Wisdom (WIS) — Describes a composite of the character's enlightenment, judgement, guile, willpower, common sense, and intuition.
  • Charisma (CHA) — Measures a character's persuasiveness, personal magnetism, and ability to lead.

All approaches must be somewhere on the ladder, as seen here:

+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
0 Mediocre
-1 Poor
-2 Terrible

A player character's approaches are determined through the character creation process.

How Characters Receive Damage

Harm

A successful attack causes harm, measured in shifts, which are the difference between the attacking and defending rolls. For instance, if a character gets +4 on their attack, and their opponent gets +2 on their defence, the attack causes two shifts of harm (4 - 2 = 2).

Hit Boxes

Characters can use their hit boxes to absorb harm. Each hit box can be checked off to absorb 1 shift of harm. These boxes can only be unchecked through healing, or after spending time recovering, uninterrupted and undisturbed. After a short rest (at least five minutes) you can uncheck one hit box. After an extended rest (at least six hours) you can uncheck all hit boxes.

For example, a character absorbing 3 shifts of harm would go from this:

To this:

The number of hit boxes a character has can vary, but they will always have at least one.

Wounds

If a character takes harm, check the lowest unchecked box of the wound track. For example, a character would go from this:

Wounded Bloodied

To this:

Wounded Bloodied

If there are no available boxes to check when the character takes harm, then that character is dead.

After an extended rest, and only an extended rest, a character may clear the highest checked box. The only other way to clear a box on the wound track is through healing.

Combat and Turn Order

Initiative

When combat starts, initiative determines the turn order. Each side of the combat makes a roll, with the highest result going first, followed by the second-highest, and so on if necessary. The individual characters all make their actions simultaneously, but only when it is their side's turn. Certain character abilities may affect an initiative roll, but there are also environmental factors:

Wading in deep water -2
Dim lighting or obscured vision -2
Total darkness or blindness -4
Entangled or restrained -3

Some of these factors can be negated by innate abilities, such as aquatic creatures not being bothered by deep water. If an initiative penalty does not apply to at least one character on a side, it does not apply to that side at all.

If one side has the element of surprise, that side will automatically win the initiative, regardless of all other conditions.

Actions

When a character makes their actions in combat, they can choose three options:

  • Move from one zone to another;
  • Make an attack, create an advantage, or overcome an obstacle;
  • Both of the above.

If a character chooses to only move, because their path is unimpeded they get a +1 boost to their action next turn. Traversing a blocked route or difficult terrain counts as overcoming an obstacle.

Zones

In a combat situation, the area is divided into zones. A zone can be of any size or shape, and can even exist entirely within another zone. For example, a hut within a clearing would be a zone (the interior of the hut) within a zone (the clearing itself).

Zones are usually defined by some limiting factor that prevents easy movement between them. That can be a physical barrier, such as a wall or a pit, but it can also be sheer distance.

A zone may also have an aspect, such as a pool having the aspect Waist-Deep Water. Aspects can also be created on zones, like using fire to turn a room into a Blazing Inferno. A zone's aspect will always affect anything within the zone, for better or for worse.

Weapons & Armour

Weapons are treated as aspects, being always true. A character may use weapons to create the appropriate advantages, such as entangling a target within a net, or disarming them with a cunning bit of swordplay.

Masterwork and magical weapons will provide a bonus to the attacking roll. You will see them described as Magic Sword [+1] or Excalibur [sword, +3] if they are a named artifact.

Armour comes with protection that will reduce incoming harm by that many shifts. For example, Chain Mail [1] will absorb one shift of harm. However, armour is also treated as an aspect, and can be used for compels against characters for its heaviness and loudness. Masterwork and magical armour will have a higher protection than their mundane counterparts.

Fate Points

Every player can use fate points, which allow them to invoke aspects, either gain a +2 bonus on their roll, or reroll entirely. Make sure that the player can justify invoking the aspect with their action.

A fate point is spent to invoke the aspect Vulnerable to Fire as an attack is made with a flaming torch, providing a +2 bonus to the roll.

Players can also use a fate point to clear a checked box, including one of their hit boxes.

After an extended rest, a character returns to two fate points, unless they had more before resting. Therefore, after an extended rest a character with no fate points will have two, and a character with three will have three.

Fate points are also granted when a character's aspects are compelled, meaning when the GM uses a character's aspect to cause a complication in the situation at hand. A compel has to be accepted by the player to have effect.

A character has the aspect Beholden to the Temple, and during a discussion with the grand priest, the GM compels the aspect to remind that character of their duty. The player accepts the compel and receives a fate point for doing so.

Character Creation

When creating a character, follow this guide.

Fortés and Flaw

Pick two approaches to be your fortés, areas where your character excels. Your forté approaches are Average (+1). Pick one approaches to be your flaw, an area where your character is lacking. Your flaw approach is Poor (-1). All other approaches are Mediocre (+0).

Your character's approaches should look something like this:

STR DEX CON INT WIS CHA
+1 0 +1 -1 0 0

After you have chosen your fortés and flaws, continue on to the next section to pick your kin.

Kin

A character's kin is their people and culture. It is part of what defines them. Each kin will have special abilities, sometimes even powers, that are unique to them. Also, the kin you choose for your character will alter your approaches further.

Every setting of Lands of Fate will have its own list of kin to choose from. Each kin will provide two bonuses and one penalty to your approaches, like this:

Dwarf CON +1 CHA -1
WIS +1

Apply those modifiers to your approaches and it will look something like this:

STR DEX CON INT WIS CHA
+1 0 +2 -1 +1 -1

After you have chosen your kin, continue on to the next section to pick your class.

Class

A character's class is their profession or career. It is what they have worked and trained for some time. It defines their knowledge, abilities, and fighting style.

Every setting of Lands of Fate will have its own list of classes to choose from. Each class will provide two bonuses, always a +2 and a +1, like this:

Fighter STR +2 CON +1

Apply those modifiers to your approaches and it will look something like this:

STR DEX CON INT WIS CHA
+3 0 +3 -1 +1 -1

After you have chosen your class, your approaches have been finalised, but your character is not finished yet. Continue on to the next section.

Aspects

A character's aspects help to define the narrative of your character. They are a word or phrase that highlights a fundamental part of who your character is. During play they will inevitably be invoked or compelled.

There are two aspects you will always need to write in during character. Some kin, classes, and even settings may require an additional aspect for your character.

Your character may gain more aspects over time. Heroic deeds can bestow titles such as Dragon Slayer or Hero of the Battle of Whitecliff. However, your character could also end up with less appealing ones, like Oathbreaker or Most Wanted Thief in Parsus. It all depends on what actions you take.

Temperament

The temperament aspect of a character is their disposition towards others, the laws of the land, and sometimes even themselves. Some might call it an "alignment" but it is on a more personal level.

Some example temperament aspects:

  • Friend to All Animals
  • Mannerless Oaf
  • While I Breathe I Hope

Origin

The origin aspect of a character is where they are from, either by the environment that produced them, their personal history, or any strong familial relations.

Some example origin aspects:

  • Born an Orphan
  • One of the Woodland Folk
  • Trained in the Temple

Equipment

A character's class will provide the basic equipment that they may need, such as a whetstone to sharpen blades, a prayer book for a specific patron deity, or a haversack to keep things in. Weapons and armour are included within this starting gear, often out of a choice of several options. The exact types of weapons and armour available are down to the particulars of the setting.

Replacing equipment that is lost or destroyed usually requires a purchase (see below) to afford it. Sometimes equipment can be crafted or foraged instead, which may be the best course of action if the character is too far from civilisation. Weapons and armour especially can be taken as part of plunder.

Character Progression

Experience

Each player character will have an experience track made up of ten boxes. It will look something like this:

After each combat, and when directed to by the GM, check one box on the experience track. Once all boxes are checked, clear them all and advance your character's level (see below).

Levels

A player character begins at level 1. When your character attains a new level, they will develop new abilities or strengths. Check the following table to see what you should do when you reach the given level:

Level 1 : This is the starting level for new characters.
Level 2 : Pick a new stunt from your class or kin.
Level 3 : Pick a new stunt from your class or kin.
Level 4 : Raise your lowest forté by +1.
Level 5 : Pick a new stunt from your class or kin.
Level 6 : Pick a new stunt from your class or kin.
Level 7 : Raise your lowest forté by +1.
Level 8 : Pick a new stunt from your class or kin.
Level 9 : Pick a new stunt from your class or kin.
Level 10 : Raise all your approaches by +1.

Level 10 is the highest any character can attain. Once you have reached that level, you no longer need to check experience.

Group Resources

The player characters in a game of Lands of Fate are always considered a group, working together towards some common goal. The group has its own rules for determining resources and other shared assets, not including the equipment of individual characters.

Wealth

The group's collected wealth is the sum total of their monetary assets. Every coin, precious gem, piece of jewellery, and other valuable is pooled together, and can be spent by any of the characters within the group.

Wealth is rated on its own ladder:

+8 100,000 gold coins
+7 10,000 gold coins
+6 5,000 gold coins
+5 1,000 gold coins
+4 100 gold coins
+3 10 gold coins
+2 1 gold coin
+1 10 silver coins
0 1 silver coin
-1 10 copper coins
-2 1 copper coin

When making a purchase, the price is matched to the minimum closest value. For instance, an item costing 13 silver coins would be considered a 10 silver coins (+1) purchase, and an item costing 800 gold coins would be considered a 100 gold coins (+4) purchase.

A group's wealth is represented by its rank on the ladder, and by four check boxes, like so:

1 gold coin (+2)

If the purchase is lower than the current total, then it is considered a trivial purchase and not counted.

The group has 1,000 gold coins (+5) in wealth. A purchase of 1 gold coin (+2) in value can be made without consequence.

If the purchase is equal in price to the group's current total wealth, then one of the boxes must be checked. If a box cannot be checked, then the total wealth decreases by one.

The group has 1,000 gold coins (+5) in wealth. A purchase of 1,000 gold coins (+5) is made with no unchecked boxes. The group's wealth decreases to 100 gold coins (+4).

Purchases in excess of the group's current wealth cannot be made.

When the group recovers treasure or earns wealth in some other way, that new additional wealth is also ranked on the ladder. If the income is in excess of the current total, the current total rises by one rank and all check boxes are cleared.

The group has 100 gold coins (+4) in wealth. They liberate a dragon's hoard worth 1,000 gold coins (+5). The group's wealth increases to 1,000 gold coins (+5), and all checked boxes are cleared.

Income that is equal to or one rank lower than the group's current wealth will clear a checkbox. Anything below that has no consequence.

The group has 100 gold coins (+4) in wealth. They find a ruby worth 100 gold coins (+4). The group's wealth stays at 100 gold coins (+4), but one checked box is cleared.

It is recommended that groups begin with shared wealth of 1 gold coin (+2). A single gold coin's worth of resources may not seem like a lot, but gold coins have significant value, with most equipment costing 10 silver coins at the most.

Typical Prices

Use these example prices to determine the cost of other purchases that might be made. Remember that the exact price does not matter, just the rank on the wealth ladder.

  • Fifty feet of sturdy rope – 1 silver coin (0)
  • A single candle – 1 copper coin (-2)
  • A night's lodgings and a hot meal for a single person – 30 copper coins (-1)
  • Hiring a courier to deliver a message – 1 silver coin (0)
  • A strong riding horse – 12 silver coins (+1)
  • A large wagon – 3 gold coins (+2)

Property

In addition to wealth, a group can also own property such as taverns, manors, sailing ships, caravans, castles, and more besides. Though a single individual might be the owner of the property, being part of the group makes that property available to the group. The characters in the group will be able to rest within its walls, or whatever use it might otherwise have.

A property is usually a very large purchase of at least 100 gold coins (+4) or more, depending on what it is. A tavern may cost less than a sailing ship, which in turn may cost less than a castle.

Generally the upkeep of a property is negligible on the group's wealth. However, sometimes the group may need to make purchases to repair, renovate, or otherwise maintain their property. For example, a sailing ship that has been through a storm might require new sails and patching work done on the hull.