The Guildof Adventuring Heroes

Field Manual · Revised 1931

Rules of Adventure

The card for the table, and the book for everything else.

If you read one thing

Say what your character does. If the outcome is uncertain, roll four Fate dice and add one skill. Beat the difficulty and it works.

01 How to Play

  1. RollEach die shows +, −, or nothing. Add all four for −4 to +4.
  2. AddAdd the skill you are using. The GM tells you the number to beat before you roll.
  3. ResolveBeat it and it works. Tie and it works with a small complication.
  4. SpendAdd +1 before a roll, or reroll a check afterward. The reroll’s second result stands, even if it is lower.

You do not need to memorize this card. Ask, and someone will tell you.

02 Your Chips

The GM gives you five to start and may hand out more during play. Keep them visible; they are meant to be spent.

Spend one
Use a Knack marked spend 1.
Spend one
Reroll a check. Use the second result, even if it is lower.
Spend one
Add +1 before you make a roll.

Only the GM gives out chips. You decide when and how to spend yours.

03 Your Knacks

Every character has three. The label tells you how to use one.

Always
You can just do this. No cost, roll, or permission.
Spend 1
Hand over a chip and it happens.
Once
One enormous moment per session. Free.

Knacks are all upside. Nothing on your sheet will be used against you.

04 What You Can Do

Overcome

Get past something: climb it, pick it, read it, or talk through it. Most rolls are this.

Setup

Do something clever that helps. On a success, someone gets +2 on their next relevant roll.

Attack

Hurt someone. Damage is how much you beat their defense by, to a maximum of 3.

Defend

Free and automatic whenever you are attacked. It never uses your turn.

Setup is the fun one: cut the lights, kick over the crates, get behind him, shout his wife’s name.

05 Getting Hurt

Grit
Bruises, cuts, exhaustion. At zero, you are out of the scene.
Resolve
Fear, horror, pressure. At zero, you make a bad choice—but stay in the scene.

Recover half of what is missing between scenes, and all of it between acts.

Some things cannot be punched, and some cannot be reasoned with. You will need each other.

06 Reading a Roll

Below
Fail, or succeed at a serious cost—your choice.
Equal
Succeed at a minor cost. A tie is a success.
Above
Succeed cleanly.
+3 above
Succeed with style and gain something extra.

07 The Sixteen Skills

  • Athleticsrun, climb, leap, dodge
  • Fisticuffsfists, brawls, grappling
  • Shootguns and thrown objects
  • Physiquelift, endure, break, loom
  • Prowlsneak, tail, locks, pockets
  • Pilotanything with a throttle
  • Science!build, fix, patch up
  • Lorehistory, archives, antiquities
  • Occultrecognize, resist, bargain
  • Investigatenotice, search, deduce
  • Empathyread a person, spot a lie
  • Contactswho you know
  • Charmbe liked, believed, heard
  • Deceitlie, con, disguise, bluff
  • Nervehold together, stare down
  • Resourcesmoney and what it opens

Investigate reads the room. Empathy reads the person. There is no Intimidate—describe how you frighten them and choose the skill that fits.

08 Blank Does Not Mean Forbidden

Six skills on your sheet are blank. They roll at +0. You can still try—you are simply no good at it, which is why there are seven other people in the room.