The-Fate-of-Remnant (RWBY) PDF
The-Fate-of-Remnant (RWBY) PDF
The-Fate-of-Remnant (RWBY) PDF
FATE of Remnant
A TTRPG set in the world of Remnant from Rooster Teeth’s show RWBY
cb
The FATE of Remnant, written by /u/innrautha with contributions from /u/shewpbert, is licensed under the
Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.
0/).
This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.
com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian
Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and
Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license
(http://creativecommons.org/licenses/by/3.0/).
The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The Four Actions icons
were designed by Jeremy Keller.
Images taken (with minor modifications) from the RWBY wiki (http://rwby.wikia.com/wiki/RWBY_Wiki).
RWBY, Remnant, Grimm, etc. are the intellectual property of Rooster Teeth® , whom have not given
permission for this work.
LEGALESE
Contents
Legalese i
3 Dust 7
4 The Economy 9
4.1 Currency, Lien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.2 Consumerism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.3 Companies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.3.1 Monoplies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.4 Travel and Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.5 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.6 Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.6.1 Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.6.2 Cross Continental Transmit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
4.7 Politics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
6 Animals in Remnant 13
ii
7 The Grimm 15
7.1 Professor Port’s lecture notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.1 Beowolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.2 Boarbatusk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.3 Creep . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.4 Death Stalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.5 Goliath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.6 King Taijitu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.7 Nevermore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
7.1.8 Ursa . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
9 Aura 21
9.1 Force Field . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
9.2 Heal-self . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
10 Semblances 23
11 Aspects 25
12 Skills 27
12.1 Athletics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.2 Focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.3 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.4 Craft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.5 Dust use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.6 Empathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.7 Lore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.8 Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.9 Investigate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.10 Operate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.11 Shoot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.12 Social . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
12.13 Tech Use . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
12.14 Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
13 Stunts 29
13.1 Fate Core Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.2 Adding a New Action to a Skill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.3 Adding a Bonus to an Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.4 Creating a Rules Exception . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.5 Example Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.6 Stunt Templates . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.6.1 Because I Am Awesome At... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.6.2 Once Per Session I May... . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.6.3 Because I am Extra Good . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
13.6.4 Skill Switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
14 Fate Points 31
14.1 Refresh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
14.2 Spending Fate Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
14.3 Earning Fate Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
14.4 Invoking Troubles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
14.5 Economy of Fate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
15 Dust 33
15.1 Dust ”Points” . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
15.2 Types of Dust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
15.3 Munitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
15.4 Ebbed into Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
15.5 Fused into a Body . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
15.6 Mixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
17 Combat 37
17.1 Simple Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
17.2 Gridded Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
18 Lenses 39
18.1 Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
18.1.1 Relevant Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
18.1.2 Landcraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
18.1.3 Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
18.1.4 Watercraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
18.1.5 Mechas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
III Appendices 41
A Fate Dice 43
A.1 Alternatives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
A.2 Results of rolling Fate dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
A.3 Tips for Quick Counting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
B Lore Tracks 45
Glossary 47
Preface, on Fate Core
The Fate RPG system is a medium crunch RPG sys- The limit of the Willing Suspension of Dis-
tem developed by Evil Hat Productions. Groups belief for a given element is directly propor-
wishing to play this game may find it beneficial to tional to the element’s awesomeness.
also have the Fate Core rules. The may be down- —The Rule of Cool, tvtropes.org
loaded as a Pay-What-You-Want PDF from Evil
Hat Productions (http://www.evilhat.com/store/
index.php). Purchased in book form from Evil Hat Decide what you want to do, then consult
Productions or resellers. The System Reference Docu- the rules to help you do it.
ment (SRD) may viewed online at http://fate-srd. —Fate’s Golden Rule
com/fate-core/
If there are doubts about the interpretation of the Never let the rules get in the way of what
Rules feel free to check the SRD at the url above, makes narrative sense.
and remember, the Game Managers(GMs) word is
—Fate’s Silver Rule
the final word. GMs should feel free to just fudge1
the system to make it work.
In Fate, you can treat anything in the game
world like it’s a character. Anything can
have aspects, skills, stunts, stress tracks, and
consequences if you need it to.
—Fate’s Bronze Rule
1
2
Chapter 1
Geography
Geographically, Remnant is made up of four King- 1.3 Atlas
doms and four Continents. The continent Vytal is
home to two of the Kingdoms; Vale and Vacuo. The The continent of Mantle lies to the north. The King-
continent of Mantle is home to Atlas. The conti- dom of Atlas occupies only the snowy north-eastern
nent Core is home to Mistral. The fourth continent mass. The scattered islands and barren wasteland to
Menagerie is not home to any of the Kingdoms. the south-west are connected to Atlas with small and
occasionally submerged landbridges, but while they
1.1 Vale are technically part of the continent of Mantle they
remain unclaimed by any nation.
Vale is a generally temperate area rich in lumber,
mineral deposits, and other resources—especially air The capitol of Atlas is the sprawling megacity Atlas
and lightning dust. Geographically, it consists of (noticing a pattern here?), and it almost completely
massive forests, vast plains, and a small mountain occupies the small moderate zone that exists on the
range. The idea of using ’Hunters’ alongside a more southern coast below the permafrost and tundra that
traditional military originated in Vale with Beacon makes up the rest of the nation. Atlas is a highly
Academy, which is located a short distance up the technological and militarized society. Political stand-
mountain from the capitol city, also called Vale. Sig- ing and military rank go hand in hand, but in recent
nal Academy, a Combat ’pre-school’, was recently es- years much of their standing army has been replaced
tablished on the island of Patch, just off the north by robotic shock-troopers. Fortunately, they have
coast. Culturally, Vale is very ’rural’ compared to not been shy with their tech, and Atlas-made trains,
the other Kingdoms. Much of their ’safe’ territory is ships, planes, and communication networks now con-
dedicated to farmland. nect much of the rest of the world. It is also the home
of the Schnee Dust Company (which got its start ex-
tracting the plentiful ice dust in the region), though
1.2 Vacuo the business has since spread all over the world, har-
vesting and selling dust and dust accessories. Sentinel
Vacuo occupies the much harsher terrain on the west-
Academy sits upon several artificial islands hovering
ern half of Vytal. The capitol city, also called Vacuo,
above The Deep, the large lake in the center of the
is located at the northern edge of the enormous desert
nation.
that fills most of its territory. The rest of the King-
dom is fairly mountainous, with plenty of mines for
valuable ore and fire dust. Towards the northern 1.4 Mistral
coast, the mountains recede, giving way to tropical
forests and estuaries before meeting the sea. The Mistral is the final of the Four Kingdoms, occupying
Hunter Academy of Oasis sits in the middle of the the continent of Core. Run by a ruling council of no-
desert. Vacuo is very isolationist compared to its fel- ble families, it has a history even more steeped in con-
low Kingdoms, and is also the least populous. The flict than its sister nations, predominantly through
most recent inter-nation war was between Vale and civil war between the various noble families and oc-
Vacuo, nearly 300 years ago. What had started as casionally the non-nobles. It is also the most geo-
disputed territory rights for a unbelievably rich dust graphically varied of the four, with deserts, tundra,
mine in the mountains at the border quickly grew volcanoes, and forests all coexisting in an inexplica-
into war, before increasing Grimm population in the ble jumble. Because of this, it has a very large variety
area lead to a tense cease-fire. With no nation willing of resources (including all known natural variants of
to attract further Grimm, there has been no conflict Dust), if a limited amount of habitable space. Mis-
since, and the mine remains in Vacuo to this day. tral is home to two ’competing’ Hunter Academies
3
4
(Haven and Sanctum), and the two annual interna-
tional tournaments that each school hosts. In fact,
the main export of this Kingdom is Hunters. Vale’s
Beacon Academy may be the first and most pres-
tigious, but Haven and Sanctum combined produce
more than half of the world’s Hunters. While not as
militarized as Atlas, Mistral has a deep tradition of
martial prowess. Mistral is also the home to the few
great libraries and academic universities left in the
world.
1.5 Menagerie
Menagerie is the small southern continent where the
Faunus were confined before the Revolution. While
few live there now, it still maintains a small number
of towns and cities. A great many abandoned caves
and smuggler dens still exist, left over from the years
where traveling to the mainland was a difficult and
highly illegal task.
1.6 Moon
At one point, Remnant may have had a complete
Moon, but this has been lost to the ages. For all
of recorded history, the Moon has been mostly shat-
tered. Currently, all that remains is a single mas-
sive and misshapen chunk, with a handful of slivers
trapped in the pull of its gravity. Presumably, the
rest of the mass has spread into the ring that circles
Remnant.
Chapter 2
The Scars of War
• a color
• mean a color
• sound like a color
• or envoke or make you think of a color
5
6
Chapter 3
Dust
Dust is a naturally occurring energy propellant.
Found in the earth in a mineral form in one of four
colors; Red (fire), Blue (ice), Yellow (lightning) and
Green (air). The mined powder is wildly reactive in
almost all its forms, but with careful refining and pro-
cessing it can be carefully used for a variety of appli-
cations.
7
8
Chapter 4
The Economy
9
10
Chapter 5
Humans and Faunus
11
12
as the Schnee Dust Company. The Whitefang are
not above murdering those they consider enemies of
Faunus, nor those who betray them.
Chapter 6
Animals in Remnant
13
14
Chapter 7
The Grimm
The Creatures of Grimm have been a menace to all the most devastating moment. While many efforts
Souled life for the entirety of history. This is (again) have been made to study Grimm, their rapid weak-
not saying much - recorded history only extends back ening and death upon capture and even more rapid
roughly 1200 years, largely because the Grimm keep decomposition upon death make it a frustrating and
killing everyone. Grimm come in a variety of forms re- dangerous task.
sembling horribly twisted animals, but they all share
some traits: Legends exist of truly gigantic Grimm roaming the
lost corners of the world. But they’re just stories...
• Predominantly pitch black in color, with white Right?
spines/bones/claws/fangs.
• Hollow-looking eyes, with a reddish glowing 7.1 Professor Port’s lecture
’pupil’.
• A bone-white mask covering the face, head or notes
muzzle.
• The ability to sense and the compulsion to seek 7.1.1 Beowolf
negative emotion and strife .
• They lack a Soul, and consequently have no 7.1.2 Boarbatusk
Aura.
• Upon death, their bodies will slowly evaporate 7.1.3 Creep
over minutes or hours, leaving nothing behind.
• They do not seem to NEED to feed, but have 7.1.4 Death Stalker
been known to feed on humans and faunus.
• They will quarrel with other animals or Grimm 7.1.5 Goliath
over territory, but are only openly hostile to hu-
mans and faunus. 7.1.6 King Taijitu
• They frequently exhibit behaviors of the animals
they mimic. E.g. the canine Beowolves will form 7.1.7 Nevermore
packs, the avian Nevermore will nest and mi-
grate, and the serpentine King Taitju will bask 7.1.8 Ursa
in the sun.
15
16
Volume II
17
17
18
Chapter 8
Character Creation
It is strongly reccomended that you read the chap- newspaper headline.
ter on Character Creation in the Fate SRD http:
//fate-srd.com/fate-core/character-creation. 8.5 Trouble
19
20
pect that only Humans and Faunus get. Semblances
vary greatly in type, from the mundane to the nearly
magical. GM’s should consider each player’s desired
Aspect, and if it is on par with Magic (i.e. Weiss’s
glyphs, and Pyrrha’s Polarity), that player must de-
crease their Refresh by 1.
8.10 Stunts
In The FATE of Remnant characters get three stunts.
Some possible stunts are listed in Chapter 13
Chapter 9
Aura
In Remnant all Humans, Faunus, and Animals have
an Aura; but the Grimm do not. This feature of the
Species Aspect may be invoke to a variety of effects.
A character may wish to utilize their Aura as either
a force field, shielding them from harm. Or they may
wish to invoke it to quickly heal minor injuries, or to
help other’s heal their injuries.
21
22
Chapter 10
Semblances
23
24
Chapter 11
Aspects
25
26
Chapter 12
Skills
The skills used in The FATE of Remnant are slightly 12.7 Lore
modified from the default skills presented in the Fate
SRD. Lore refers to a character’s knowledge. When char-
acters make Lore checks, the GM should contextual-
GMs should feel free to expand or constrict this list, ize the result using the character’s aspects and back
but should tell the Players in advance so they select story. I.e. A character from Vale is given a bonus
proper skills to focus on. During game play GMs when trying to know stuff about Vale, a professor at
should pick the most applicable skill whenever a check Beacon knows more about Grimm than a student, etc.
is warranted.
For a more complicated Lore system please see Ap-
12.1 Athletics pendix B.
27
28
better a character’s social skills the better they can
interact with others.
12.14 Stealth
Sneaky sneaky.
Chapter 13
Stunts
Many lists of stunts have been compiled such as http: 13.6.2 Once Per Session I May...
//evilhat.wikidot.com/fate-core-stunts which
is a listing of the stunts found in the Fate Core Because I [describe some way that you are ex-
ceptional, have a cool bit of gear, or are otherwise
System, Fate Core Toolkit, and Spirit of the Cen-
awesome], once per session I may [describe a
tury. http://www.killershrike.com/Fate/Fae/
something cool you can do]
Pathfinder/StuntOptions.aspx which lists stunts
templates and examples for a Pathfinder Fate Hack.
Examples
Players should not fell constrained to just these
stunts. Whirlwind Attack: Because I am a po-
tent warrior once per session when I at-
13.2 Adding a New Action to a tack with a suitable weapon, I may affect all
enemy targets in my zone without having to
Skill split my shifts between them.
29
30
Chapter 14
Fate Points
Fate Points are what makes the game system Fate
work. They provide act as currency between the GM
and Player Characters(PCs) allowing both to influ-
ence the narrative direction.
14.1 Refresh
Each Character has a Refresh which is the minimum
number of Fate Points they may start a gaming ses-
sion with.
31
32
Chapter 15
Dust
15.1 Dust ”Points” may be invoked by the wearer or anyone else capable
of touching the Dust and expanding their Aura over
The implementation of Dust in this game, is to treat it. Once activated the effect that the preparer desired
it as applying an aspect to whatever invokes it; be occurs.
that a PC’s Semblance or weapon. But unlike normal
Aspects, invoking Dust does not normally cost Fate 15.5 Fused into a Body
Points. Instead each invocation consumes a unit of
Dust. A truly archaic form of using Dust. By fusing Dust
directly into themselves a user gains the Aspect of
Units of Dust may be rounds, vials, or raw crystals, that Dust, and all actions they take become influ-
and are treated as equipment. enced by that Aspect. A character’s Semblance be-
comes greatly amplified by such use, even the most
15.2 Types of Dust mundane Semblance becomes magic level under such
conditions.
This is a list of Dust types that have been seen or
mentioned on the show. Using Dust in this manner requires a high check on
a Dust Use skill check. With failures resulting in the
• Fire user taking a moderate or severe consequence.
• Water
• Earth 15.6 Mixtures
• Air
• Lightning
• Ice
• Time
15.3 Munitions
The most common way for people to interact with
dust in a combat situation. Dust in this form has
very simple functions. Usually Fire Dust is used to
form gun cartridges and explosives.
33
34
Chapter 16
Actions and Outcomes
35
36
Chapter 17
Combat
37
38
Chapter 18
Lenses
Lenses are anything that a player is able to use their Shoot use a vehicle’s weapons
skills through. For example a gun does not shoot Notice use a vehicle’s sensors
itself, so it is a lens that the wielder uses their Shoot
skill through. 18.1.2 Landcraft
This chapter deals with more complex lenses. The use of Land vehicles in Remnant is somewhat
limited due to the vast distances that are controlled
18.1 Vehicles by Grimm. But within major cities Dust powered
vehicles are used to move people and goods.
Vehicles make extensive use of Fate’s Bronze rule:
Cars and Trucks
GMs should decide what licenses or legal structure ex- Concept Two Wheeled Land Vehicle
ists to control the use of vehicles. For help in defining Aspect Vroom vroom
new vehicles consider the following possible Aspects Nice and speedy
Trouble No seat belts
• Fast
Zero safety features, better wear a helmet
• Nimble
• Well-Armed Trains
• Superior Sensors
18.1.3 Aircraft
and the following possible Troubles
Airship, Passenger
• Fuel Hog
• Horrible Circuit Breakers Defining Aspects
• Slow
• Bad Carburetor Concept Aerial, VTOL
A Vertical Take-Off and Landing, can hover.
GMs should of course feel free to pick any Aspect or Aspect Graceful
Trouble they want that makes narrative sense. Passenger airships are designed for maximum
maneuverability so they may safely dock
18.1.1 Relevant Skills Trouble Turtle Slow
When you design a propulsion system after tur-
Lenses can focus any skill, here is a short list of skills
tles, don’t expect speed.
useful for vehicles
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Bullhead
Defining Aspects
Atlesian Dropship
Defining Aspects
Atlesian Airship
Defining Aspects
18.1.4 Watercraft
18.1.5 Mechas
As some of you might have heard, this right
here is Atlas’ newest line of defense against
all the scary things in the world.
—Roman Torchwick, referring to the
Atlesian Paladin-290
Volume III
Appendices
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Appendix A
Fate Dice
The FATE of Remnant is based on Fate, as such it uses and one die negative. Rolls are performed as
Fate dice1 . Fate dice are six sided dice marked with
two ”pluses”, two ”minuses”, and two blank sides. 1d6 − 1d6 (A.1)
Fate dice come in sets of four (4). In this document
these possible results will be typeset using the glyphs: this gives a result ranging from −5 to +5, but results
+-0. of ±5 are read as a 0. The result curve from this is
similar to 4dF, but not exact. So GMs should feel free
Fate dice may be purchased from friendly local gam- to adjust the difficulty of tasks to match the player’s
ing stores (FLGS) or online. They can be found under rolls.
the names Fate Dice or Fudge Dice in a variety of col-
ors. It is recommended that groups have at least one A.2 Results of rolling Fate dice
set of four Fate dice, but it is better that each player
have their own set. Rolling 4dF returns a set combinations of pluses, mi-
nuses, and blanks. The pluses are read as +1, the
A.1 Alternatives minuses as −1, and the blanks as 0. The result of the
roll is just a simple sum of those numbers.
An alternative to buying Fate dice is to create
some using some d6s and a permanent marker. See
Table A.1: The Result of Fate Dice rolls
Fig. A.1. Roll Meaning Result
---- −1 −1 −1 −1 −4
0--- 0 −1 −1 −1 −3
+--- +1 −1 −1 −1 −2
00-- 0 0 −1 −1 −2
+0-- +1 0 −1 −1 −1
000- 0 0 0 −1 −1
++-- +1 +1 −1 −1 0
+00- +1 0 0 −1 0
0000 0 0 0 0 0
+000 +1 0 0 0 +1
Figure A.1: Three different ways to create a Fate die ++0- +1 +1 0 −1 +1
using a pipped six sided die ++00 +1 +1 0 0 +2
+++- +1 +1 +1 −1 +2
+++0 +1 +1 +1 0 +3
Another alternative is to use a computer or smart- ++++ +1 +1 +1 +1 +4
phone program that can simulate dice rolls. Such
programs can be found online as websites or as apps
in the Android or iPhone stores. A.3 Tips for Quick Counting
A final alternative to purchasing Fate dice is to use Fate Dice are convenient because they are very easy
two different colored d6s. Declare one die positive, to count. Simply remove any 0 or +- pairs and
count the remaining + or -.
1 Fate Dice are also called FATE dice, FUDGE dice, or Fudge
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Appendix B
Lore Tracks
Lore Tracks is an optional rule that provides for more
granularity in character knowledge. This rule works Table B.1: Lore Track for Professor Port
by giving characters individual Lore Tracks (ranked Track +1 +2 +3 +4 +5
0 to 5) within several knowledge domains: Aura, Aura X X X X
Dust, General, Grimm, History, Technology, Atlas, Dust X X X X
Menagerie, Mistral, Vacuo, Vale. General X X
Grimm X X X X X
Mechanically Lore Tracks work identically to skills. History X X X X
The major change is that they do not take up slots Technology
on the Skill Pyramid. The only other change is in Atlas X
Character Creation and advancement. During Char- Menagerie
acter Creation each Character is automatically given Mistral
up to a +2 in the Lore relating to their home location; Vacuo X
Characters raised in two locations may choose to split Vale X X X X X
the +2 between the locations for a +1 in each.
Additionally Characters pass the schooling age can Table B.2: Lore Track for Ruby Rose (Vol. 2)
pick a set of Lores that they have and distribute up Track +1 +2 +3 +4 +5
to +24, though no Lore Track may rise above +5.
Aura X
Players should consider applying Lore Track points Dust X
as if their Character was going through life. At the General
GM’s discretion a +1 may be added for each decade Grimm X
of life pass schooling age. History X
Technology X
During Character advancement for school aged Char- Atlas
acters; for each in game year that passes, Characters Menagerie
receive a +1 in Aura, Dust, Grimm, History, and the Mistral
location Lore of where they live. They may addition- Vacuo
ally gain a +1 in a Lore Track of their choosing. Vale X X X
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Glossary
Aspect Features of characters, settings, items, etc.
that provide a mechanical effect. 19, 31, 33
Aura The projection of a beings will power to influ-
ence the world. 9, 19, 33
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