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The ten-minute rulebook

Learn Aspects and Fate Points by playing with it.

Every game on Elrune has its own short guide: the core roll, a turn, health and harm, and how characters grow. Every roll here runs the same rules code as the table.

The dice of every game, in 3D, and how to type a roll

Game system: Aspects and Fate PointsBased on Fate Core System

CHAPTER 1

The core roll

Roll four Fate dice. Each shows plus, minus or blank, so together they give −4 to +4. Add your skill rating and read the total on the ladder: Mediocre (+0), Average (+1), Fair (+2), Good (+3), Great (+4), up to Legendary (+8).

Compare it with the opposition, a ladder value the GM sets or another character’s roll. Below it you fail, equal is a tie, one or two higher you succeed, and three or more higher you succeed with style. Each step above is a shift.

You roll for one of four actions: overcome an obstacle, create an advantage, attack or defend. After a roll you can spend a fate point to invoke an aspect that fits, for +2 or a reroll.

Try it · Overcome an obstacle

Set it up, then roll.

A demo: rolled in your browser. At a table every roll is made on the server.

CHAPTER 2

A turn

Outside a conflict there are no turns: you say what your character does and roll when the outcome is in doubt.

In a conflict the turn order comes from Notice for a physical fight or Empathy for a mental one, with no roll. On your turn you take one action and may move one zone; Fight reaches your own zone and Shoot up to two zones away. Defending is a roll the target makes against your attack.

CHAPTER 3

Health and harm

There are no hit points. An attack’s shifts are absorbed by stress boxes, which come from Physique and Will, and by consequences: mild, moderate and severe. A consequence becomes an aspect on your character that your foe can invoke once without paying.

If you cannot absorb a hit you are taken out. Concede before the dice are rolled and you choose how you leave the conflict, gaining a fate point plus one for each consequence you took. Stress clears when the conflict ends; consequences take time to recover.

CHAPTER 4

How characters grow

Characters change at milestones. A minor milestone lets you make one change: swap two skills, swap or buy a stunt, or rename an aspect. A significant milestone adds a skill point. A major milestone also raises the skill cap, gives a point of refresh and lets you rename your high concept.

Ready for a table?

Elrune keeps the bookkeeping of Aspects and Fate Points: every roll on the server, the sheet worked out, the turn order and the harm tracked, so your table can tell the story.