Rules
Rules are of secondary importance. This is a roleplaying experience, rather than a simulation. Rules and die rolling are there to support the fun, not to control it.
As you read these rules, you might want to consult Indiana Jones's profile. Some stories about his adventures are used as examples here. Seeing how his characteristics are applied in various situations might make things a bit more clear.
The Ladder
Everything is relative. The ladder is used to describe how good or bad something is. It's read both ways: a Good ability gives a +3 bonus when rolling the dice. A die roll of -1 gives a Poor result. Let's be honest here: it's a lot more fun to say, "I'm Great at Academics" than it is to say "My Academics score is a fifteen."
Legendary | +8 |
Epic | +7 |
Fantastic | +6 |
Superb | +5 |
Great | +4 |
Good | +3 |
Fair | +2 |
Average | +1 |
Mediocre | 0 |
Poor | -1 |
Terrible | -2 |
Catastrophic | -3 |
Horrific | -4 |
Traits
Traits are the most important features of the character and describes who they are, how they fit into the world, and what is important to them. They can be physical or mental, relationships, training or education, past events, or beliefs. They might be how the character describes themselves or how someone else might describe them. Traits are always true. You never need to roll the dice for a Trait. That means that if you say that your character is a professor of archeology who served in both the Belgian and French armies in the Great War, then your character is a professor of archeology who's a veteran of the Great War. Invoking a Trait allows the player to change the story in a variety of interesting and useful ways, including changing the results of die rolls or altering a situation.
Abilities
Abilities define how well the character can do many common, everyday activities. Well, at least they're the activities that a pulp hero is called upon to do every day. The most frequent use for an ability score is to modify an action roll, as described above.
Athletics — Running, climbing, speed, and agility.
Driving — The ability to operate vehicles (special cases may depend upon the character's aspects).
Engineering — Building and maintaining machinery and structures.
Fighting — Violent conflict resolution with and without hand weapons.
Investigation — Active information gathering.
Might — Physical strength and toughness.
Mysteries — Knowledge of and/or attunement towards the arcane.
Notice — Passive observation skills.
Rapport — Interpersonal skills.
Resolve — Mental toughness.
Science — The physical and biological sciences.
Shooting — Reaching out and touching someone with guns, bows, and the like.
Sneaking — Moving around without being detected.
Wilderness — Hunting, bush craft, and horseback riding.
Your Might will determine the number of Stress boxes on your Health track and your Resolve will determine the number on your Composure track. (This will make more sense in a bit.)
Stunts
The characters are heroes in a story. A pulpy story. They're larger than life and so they each have cool special skills called Stunts. Stunts offer bonuses or allow the character to bend the rules in certain ways.
Fate Points
The main characters are pulp heroes and villains. They are larger than life individuals for whom reality itself seems to bend, at least just a bit. Despite that, they're not superheroes. Characters have limitations and repeatedly trusting yourself to the Fates will inevitably result in them leaving you hanging, just when you need them most. This cosmic bank account is tracked using Fate Points. A Fate Point can be spent to add +2 to the roll for an action. This must be announced before the roll is made. Only one point may be spent in this manner on any roll. A Fate Point can also be spent after a roll, in order to roll again. There is no additional modifier on the reroll, it is exactly the same as the original roll. If a Fate Point was used to get a +2 bonus, that bonus does not apply to the reroll. On the other hand, whether a Point was used to get the bonus for the first roll or not, an additional point can be spent to get a +2 on the reroll. Conversely, the GM can award Fate Points to characters by invoking their traits. These are almost always complications. When the GM offers a Fate Point, but before the player knows which trait is being invoked (or how), the player has the option to pay a Fate Point to nullify the invocation.
Action Resolution
When a character takes an action, the result is determined by a die roll. This is performed using Fate Dice. These are six-sided dice with two sides showing each of these:
The + and - sides are added up to give a number between -4 and +4. Any appropriate abilities, bonuses, or penalties are applied to generate a final value. (Don't worry about all of this, the die rolling bot will handle it.) When the action isn't actively opposed, there will usually be a target result that the character is trying to achieve with their roll. This will depend upon the difficult and the stakes. If the roll exactly matches the target, the result is a success with a complication. A result one level above the target is a simple success — the character accomplished their goal. A result two levels above the target means that the character has earned a shift and can alter the situation in one way, presumably to their own benefit. Every two levels of success beyond that generates another shift. Results two levels below the target means that the situation has shifted against the character. Multiple negative shifts are possible with a sufficiently bad roll.On occasion, there is no specific target and the purpose of the roll is to determine how well or poorly the character accomplished a task.
If the action is being opposed by another character, but the situation falls short of an actual conflict, both characters roll and the opposing character's roll is subtracted from the acting character's result. A result of zero means that action didn't succeed, but the situation is unchanged. Shifts are determined as in the case of a target number.
Conflict
As a pulp hero, there are times when the whole world seems out to kill you. That's an overreaction. Most of the time it's just the villains, creatures, and mysterious phenomena that are trying to kill you. Everything else is just getting in your way.
Physical Combat
When all a character has in the fight is their two fists, or their two feet, or the barstool that they just picked up, it's physical combat. If both parties are aware of what's going on, both roll using their Fighting ability. If one side is not aware, the attacker rolls using their Fighting ability against a Poor defense. Appropriate modifiers may be used to account for armor and circumstances.
Ranged Combat
If one character is trying to put holes in another character using some form of firearm, bow, sling, or related device outside of arm's reach, it's ranged combat. This is an opposed action, with the shooter rolling using their Shooting ability, while the target uses their Athletics ability. When shooting at inanimate targets, the size and movement of the target will determine the defense roll. Modifiers will be applied as appropriate.
Mental and Social Conflict
When a character needs to wear down an opponent mentally, socially, or emotionally, the most common pairing is the attacker's Rapport versus the defender's Resolve.
Stress
Stress isn't exactly damage, it reflects the gradual erosion of a character's ability to remain functional. Conflict can result in Stress, but it can also be caused by environmental factors.
Health
Stress caused by physical and ranged combat, as well as the general wear and tear that the characters experience during their adventures gets applied to the Health track. In the case of physical combat and weapons other than guns, the amount of Stress is the difference between the attacker's and defender's rolls. If guns are used, the resulting damage is doubled.Composure
For mental and social conflict, as well as the psychic damage caused by seeing what no one should have seen, the Stress is applied to the Composure track. Again, the amount of Stress caused by the conflict is the difference between the two rolls.Consequences
A quick glance at the number of boxes on a stress track should inspire concern. There are only a few boxes and it's not hard to imagine a conflict going wrong in a hurry. What's the point of being a pulp hero if you can be taken out by a single punch? Heroes can get up, brush themselves off, and continue onward. That's where Consequences come in. Each character can take one Minor, one Moderate, and one Severe Consequence. These soak up two, four, and six points of damage, respectively. Taking a Consequence means adding a new trait to the character that reflects the damage that had been done. Because traits are things that are always true, taking a consequence also means having to live with the effects of that consequence.
Getting Taken Out
When a Stress track and all Consquences have been used up, a character is "taken out". The effects of being taken out depend upon the circumstances. When Composure is the target, getting taken out is normally a matter of being worn down to the point where the character is no longer able or willing to resist. Taking someone out through their Health usually leaves more bruises, scars, and holes. If you're engaged in fisticuffs with an opponent and they run out of Heath, they may have fallen unconscious or become so badly battered as to be unable to continue. Of course, it is possible to permanently take someone out. Firearms, knives, and large angry animals are particularly good at this. It's worth noting that not all characters are willing to continue a fight until the bitter end. Even the most obnoxious ticket agent is unlikely to continue the debate to the point of suffering lasting mental harm. Similarly, most minor league villains are probably going to flee, concede, or pretend to be dead, rather than suffer permanent maiming.
Recovery
Pulp heroes are nothing if not resiliant and stress tracks are cleared after each scene. Consequences, on the other hand, take longer to recover from. The recovery process begins when someone is able to provide the appropriate medical treatment. For physical injuries, this means that a Science roll is needed. Mental damage is handled by talking it out with someone using their Rapport Ability. The target number is the same as the number of points of damage soaked, so the difficuty for a Minor Consequence is Fair (+2), a Moderate is Great (+4), and a Severe is Fantastic (+6). Once the healing begins, a Minor Consequence is cleared after the next scene, a Moderate Consequence takes a matter of weeks to be cleared, and a Severe Consequence takes months (or longer). The effects of a treated Consequence are likely to be different than an untreated one. For example, the character is less likely to be dripping a trail of blood behind them.