Dungeon
of Fate

This is the Dungeon of Fate!

I'm going to be using Fate to run a sword-and-sorcery dungeon crawl. These are my rules and notes.

Setting

The Sundered Realm

It is said that long, long ago there was just one world, floating in the eternal Aether. It was a paradise. Some force had shaped it with such perfection that it was actually a sphere, a perfect globe. It was a blue world, with large portions of its surface covered in life-giving water. Now that world lives on only in the memories of a few scattered Spirits who saw it while it existed. The Old World was shattered so long ago that no mortal creature can remember. Now the world is called the Sundered Realm.

Mortals know little or nothing about the nature of the event that tore the Old World apart and created the Realm as it is today. Those Spirits that know what happened aren't talking. Surely a powerful God or Spirit must have been involved. Whoever was responible, the world was broken forever.

Imagine islands of rock and earth of varying size floating through the Aether. These are the Fragments. Some are huge, filled with life. Others are tiny, unknown, and dark. The Fragments are the only solid ground in the Sundered Realm, and they are where all the Realm's inhabitants live and die, save those who travel by Aethership from Fragment to Fragment.

The largest of these Fragments is Segird. Segird is a huge shield of rock covered in a crust of earth. On its surface are mountains, rivers, forests, even seas. And springing from the very center of the shield is the fabled Tower of Morn. The Firmament, a shifting, multicolored sheet of unknown composition, springs out of the Tower of Morn far out into the Aether, before curving around to fall down past the sides of Segird. Because of its shape sages speculate that the Firmament is actually composed of a liquid. It is as if the Tower of Morn were a fountain which shoots the liquid into the Aether, and then the Firmament falls evenly on all sides in a sheet like a fountain may.

Beneath the surface of Segird is the Delve, unimaginably complex and deep-ranging caverns and constructed passageways that penetrate the rocky core of Sigurd to an unknown depth. Those Aetherships that go sailing past the edge of Segird and head downward in an attempt to find the bottom of the great Fragment seldom return. Strange creatures never seen on the surface abound in the Delve. Indeed, entire civilizations rise and fall in the lightless caverns deep in Segird's core.

Tennets

These tennets of the campaign may be used as Campaign Aspects.

Core Rules

The Ladder

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

Aspects

Use an Aspect

Gaining Fate Points

You start with as many Fate points as you have Aspects.

Resolution

There are three resolution mechanics:

Simple Actions

Contests

Shifts

Skill Interactions

Conflict

Each conflict:

Each turn:

Attack

Spin

Stress

Alternate Rule: Stress-less Conflict
Taken Out

If you take a hit past your stress track which you cannot mitigate, you are taken out.

Consequences

Maneuver

Other Actions

Characters

Phases

We'll probably use something like these:

The possible phases, then, are Origins, Profession, Goals, People, Beliefs, Possessions, and Adventure. Pick five in any combination. It's possible to take one more than once, if you really want to emphasize some portion of your character that much more. It doesn’t have a mechanical effect, the way it would in FATE 2.0, but it helps to focus your character.

Origins: Where are you from? What's your race and/or culture? How were you raised, and with what values?

Profession: Do you (or did you) have a "day job"? What trade(s) do you know, and where did you learn it/them? Are you a mercenary? A pickpocket? A sorcerer's apprentice (or the sorcerer himself)? A Jack-of-all-trades?

Goals: What do you hope to accomplish in life? Where do you see yourself going? Do you want to rid the world of evil, or merely rule it? This can be as specific or as general as you'd like.

People: Who are the important people in your life, if any? Friends, enemies, superiors, lackeys, secret admirers, the secretly admired... who and where are they?

Beliefs: Does your character have any important beliefs that drive him as a person? Note that they don't actually have to be true.

Possessions: Does your character own something that helps define who he is? Or maybe he used to own something like this, but lost it -- and wants to get it back.

Adventure: Briefly recount an adventure you've already had. Did you ransack some ancient ruins? Escape from the city guard with a purloined loaf of bread? Conduct a magical experiment gone awry? Engage in a public debate? It doesn't have to be life-threatening, but it does have to be exciting.

from: http://spiritoftheblank.blogspot.com/2009/02/fantasy-phases-redux.html

Aspects

Choose 10 Aspects. They should draw on the phases you chose.

Boons

Choose 5 Boons. Each Boon must be tied to a specific Aspect.

Skills

Here's a list I might use for characters in Segird generally. It's a general fantasy setting skill list.

On Knowledge

The Knowledge skill can be used to indicate practice and learning in a field that is not already represented in the skill list. It does not necessarily mean "book knowledge." Practical skills can be included. For instance, several of the skills on the skill list are clearly specific applications of Knowledge: Art, Delve Lore, and Larceny are easily defined as such. They include not only learning, but also practical (and practiced) skills, just as sleight-of-hand, or the physical skills of art (painting, playing musical instruments, etc). Of course, almost any skill (with the exception of Gold) could be defined as a sub-skill of Knowledge. Basically, Knowledge is a catch-all skill for those who wish to be particularly proficient in a field which doesn't seem to fit under an already listed skill.

Boons

Boon System from http://spiritoftheblank.blogspot.com/2009/02/fantasy-boons.html by Mike Olson

Magic

Mechanics

To be able to use magic to effect the world, simply select a magic-related Aspect (why you have it, how you learned it, what type it is) and then select an appropriate boon. Substitution is probably the most popular (using Gnosis for Archery/Firearms, or Physik, or Perception, etc).

You can also use a Dramatic Invocation (see the SotC stuntless rules) and spend a Fate point to use Gnosis in place of any other skill in any circumstances that you can justify.

More formal or developed rules for magic may follow (take a look at Mike Olson's Spirit of the Sword).

Notes on Flavor

The skill used for magical effects is Gnosis. It represents fundamental, conscious or unconscious knowledge of the "un-reality" of the physical world, and therefore an ability to manipulate said world. Some wizards are aware of the reality of what they are doing. Others explain their powers in different ways.

Resources