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The

FATE of Remnant
A TTRPG set in the world of Remnant from Rooster Teeth’s show RWBY

Innrautha’s Version 0.0.a

PDF compiled on 2015-05-21 using XƎLATEX


This game is dedicated to Monty Oum
for bringing his creative world to life for all to enjoy.
Legalese

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.

The RWBY Style font was created by DemonResurrect427 (http://demonresurrect427.deviantart.com/)


based on work by lightning-in-my-hand (http://lightning-in-my-hand.deviantart.com/). The font can
be downloaded at https://sta.sh/01zufn648if5.

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

I The Fate of Remnant Setting 1


1 Geography 3
1.1 Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 Vacuo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.3 Atlas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.4 Mistral . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.5 Menagerie . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.6 Moon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2 The Scars of War 5


2.1 The Faunus Revolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.2 The Great War . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.3 An era of peace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.4 Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

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

5 Humans and Faunus 11


5.1 Humans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5.2 Faunus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5.3 Hunters and huntresses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5.4 Faunus rights movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
5.4.1 The Whitefang . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

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

II Playing The Fate of Remnant 17


8 Character Creation 19
8.1 Character Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.2 Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.3 Starting Refresh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.4 High Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.5 Trouble . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.6 Species Aspect: Human or Faunus? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.7 Semblance Aspect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
8.8 Other Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
8.9 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
8.10 Stunts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

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

16 Actions and Outcomes 35

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 GMs wishing to gain some ideas on running games might

want to take a look at the FUDGE RPG system. Fate started


as a derivation of FUDGE.
Volume I

The Fate of Remnant Setting

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

2.1 The Faunus Revolution


2.2 The Great War
2.3 An era of peace
2.4 Names
The greatest war in Remnant’s recorded history was
fought over the very concept of individualism. Those
who fought for freedom succeeded and made it a part
of their legacy to name their children after the fun-
damental aspects of art. As such names in Remnant
are either

• a color
• mean a color
• sound like a color
• or envoke or make you think of a color

Players should keep this in mind when naming their


character.

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.

Dust is perhaps the single largest reason that life con-


tinues to exist on Remnant—it provides the power for
transportation, housing, industry, and communica-
tion. It empowers the weapons that keep cities clear
of monsters. When properly mixed together, many
new ’elements’ can be created. It can also be chan-
neled through an awoken Aura for a variety of effects
depending on the user.

The Schnee Dust Company controls a monopoly


of the Dust industry at all levels of production—
extraction, processing, and sales. While expensive
and frequently dangerous to work with, in the hands
of an clever individual, Dust is a powerful asset.

7
8
Chapter 4
The Economy

4.1 Currency, Lien 4.6.2 Cross Continental Transmit


The Cross Continental Transmit (CCT) is a commu-
4.2 Consumerism nication network in Remnant. Terminals for this net-
work are located in the Four Kingdoms.
Despite the relatively confined nature of the Four
Kingdoms. Much of Remnant has a thriving con- The system was first developed and employed by the
sumer based economy. General goods stores in the kingdom of Atlas, as a gift to the world after the Great
form of Dust Shops exist on many street corners. Pri- War. Its purpose is to allow the kingdoms to remain
marily Dust Shops peddle Dust, but they also carry in communication.
magazines, music, and other durable goods for cus-
tomers to purchase. The terminal locations of the network are in large
towers. The CCT Towers is able to place video
4.3 Companies calls over great distances; though calls may be routed
from off-site locations (such as Libraries) through the
tower, making trips to the tower unnecessary.
4.3.1 Monoplies
The CCT Towers are managed by holographic AIs
4.4 Travel and Transport and are largely filled with user terminals.

4.5 Weapons 4.7 Politics


4.6 Communication
4.6.1 Scrolls
Scrolls are Dust powered electronic devices used
as personal communication devices, information dis-
plays, and Aura measurement devices. They take the
form of a hand help collapsing glass pane.

Their function as communication devices is depen-


dent on being in near proximity to signal towers.
Meaning their effectiveness outside the major cities
and in underground locations is greatly diminished.

In addition to calling others, it is possible to use


Scrolls to monitor the Aura level of the user and peo-
ple that the user has attuned it to. Normally team
mates will attune their scrolls to all members of their
team to aid in group effectiveness.

9
10
Chapter 5
Humans and Faunus

5.1 Humans Training at the Combat Schools is rigorous no mat-


ter where you go, and few manage to graduate and
Humans are the majority species in much of Remnant. officially claim the title. However, those that do are
In each of the four Kingdoms, Humans occupy the up- given a great deal of recognition. Having learned from
per echelons of society, control the major industries, the best Hunters and other trainers around, and fre-
the military, and the Schools. quently supported by a top-notch PR team, Hunter
trainees are selected from only the best and made to
be better.
5.2 Faunus
The specifics vary from school to school, but in gen-
The Faunus are a race of humanoids possessing an- eral students are accepted in their late teens and grad-
imalistic traits. Generally, these traits mimic mam- uate several years later. Each country has at least
malian animals - most commonly alterations to the one School, though recently some kingdoms have in-
ears, eyes, or presence of a tail. Almost all Faunus stituted smaller schools to begin training at an even
have exceptional night-vision, and many benefit from earlier age. Being a Hunter is a life-long job, and
other above-human abilities depending on their own in order to make that life as long as possible, the
non-human traits. These differences, whether due Academies seek out every possible advantage. It is be-
to their similarities to the monstrous Grimm or just coming increasingly common for Hunting to become
plain old human xenophobia, have caused a great deal a family tradition, passed from parent to child.
of strife.

5.4 Faunus rights movement


5.3 Hunters and huntresses
For most of recorded history (which isn’t say-
While the four Kingdoms of Remnant have standing ing much), Faunus were confined to the Island of
militaries, each Kingdom is also home to a number of Menagerie. A war roughly a century ago, known
Combat Schools that train more specialized troops. as the Faunus Rights Revolution, gained them the
Hunters and Huntresses operate independently or in freedom to spread throughout the rest of Rem-
small squads, simultaneously above and outside the nant. While—legally speaking—in all four Kingdoms,
normal chain of command. They are given sweeping Faunus are said to have equal rights, in many places
authority to carry out their mission—hunting Grimm. they are still treated like animals or second-class cit-
Equal parts soldier, survivalist, and folk hero, they izens (god damn furries).
are not only a military asset but also a social one. In
a world with shadowy monsters that can sense fear, 5.4.1 The Whitefang
public morale is of the utmost importance. As such,
Hunters and Huntresses are supposed to protect the Early in the post revolution Faunus rights movement
population, but also inspire them. They do not just the Whitefang formed to champion Faunus equality.
fight Grimm, they fight Grimm with style. Hunters Originally dedicated to peaceful protesting, once a
are encouraged to be a little over the top and larger- new set of leaders took over it morphed into a violent
than-life, with distinctive appearances, personalities, group dedicated to tearing down human dominated
and fighting styles. The Combat School program, social structures.
which started in the nation of Vale, has seen immense
success and been adopted on an international level. The Whitefang blames all Humans for the terrible
Becoming a Hunter or Huntress is seen as an incred- treatment Faunus receive. They have been known
ibly noble profession worldwide. to attack business that exploit Faunus labor—such

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.

Slang terms such as those in the above statement have


become common for describing different ’variants’ of
Grimm. These names come and go - old ones are
discarded as catchier ones are thought up.

Though no one knows precisely where Grimm come


from, they do seem to grow and age. Larger Grimm
are usually more powerful, mutated, and intelligent,
and these traits are believed to correlate with age.
While ’younger’ Grimm are aggressive beyond reason
and will frequently throw themselves at their targets
without consideration for tactics, ’older’ Grimm have
been seen to actively avoid settlements, scouting out
borders and gaining in strength before attacking at

15
16
Volume II

Playing The Fate of Remnant

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

To begin with the GM should tell the group what sort


Characters also need a Trouble. Troubles describe the
of game they are playing. Are they Hunters, students,
main source of drama in a character’s life. They are
soldiers, civilians, ne’er–do–wells?
what holds a character back, or causes them to get
into adverse situations.
8.1 Character Concept
A good Trouble should make a character seem more
To begin creating your character you should start of ”real”. A good Trouble will provide the most reliable
with some idea of the type of character you want to source of Fate Points during play. Because characters
play. This can be archetypes like ”Hunter”, ”Soldier”, gain Fate Points whenever their Trouble is invoked,
or anything really. a irrelevant or boring Trouble will actually make a
character weaker due to a lack of Fate Points.
You will use this to guide you during character cre-
ation. Don’t worry the character concept does not
need to be refined yet, a broad idea is fine.
8.6 Species Aspect: Human or
Faunus?
8.2 Name
In The FATE of Remnant Characters have an extra
In remnant people are named for colors. Their names Aspect for their species. This may either be Human
are either colors, mean a color, sound like a color, or or Faunus. Both Aspects confer the ability to use
make you think of a color. With that in mind players Aura. Faunus must also describe their animal trait
should select a name that other players are likely to and receive the Darkvision Stunt for free.
be able to pronounce during play.
The Aura benefits from the Species Aspect are listed
separately in Chapter 9.
8.3 Starting Refresh
By default all characters start with 3 Refresh. Refresh
8.7 Semblance Aspect
is the default Fate Point threshold for a character. At
A further manifestation of the Soul in which the
the beginning of game sessions characters start with
wielder uses the light of their Soul to impress their will
their base Refresh, unless they had a greater number
upon reality. Unlike the abilities conferred through
of Fate Points left over from the previous session—in
Aura, which all users share to some degree, the Sem-
which case they start with what they had. For play-
blance is unique. While many may have similar ef-
ers, a higher refresh means they may invoke Aspects
fects, no two individuals have ever been observed to
more often, helping to steer the story.
have the exact same Semblance. A great philosopher
once described the Aura as a light source, your Self as
8.4 High Concept a lens, and the Semblance as the focused light created
by the former—every person is different, and there-
A High Concept conveys the essence of a character. fore they each create a unique Semblance.
They are usually pithy, and ideally interesting words
or prases. Think of them as an elevator pitch or a In this game, Semblances are treated as a special As-

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.

8.8 Other Aspects


8.9 Skills
In The FATE of Remnant characters get

• One Great (+4) skills


• Two Good (+3) skills
• Three Fair (+2) skills
• Four Average (+1) skills

A listing of skills in available in Chapter 12

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.

9.1 Force Field


9.2 Heal-self
All Stresses and minor consequences are removed. All
other consequences are reduced in severity by 1.

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.

Balancing, tumbling, landing, running, jumping, 12.8 Notice


climbing
Notice characterizes the situational awareness a char-
12.2 Focus acter possess. The ability to passively notice what is
around them.
The ability to perform tasks under adverse conditions
12.9 Investigate
12.3 Combat
Examining crime scenes for evidence. Searching a
A combat related skill. zone for information/items/loot.

12.4 Craft 12.10 Operate


A category of skills. Possible Craft Skills Operate is a category of skills for vehicle use. See
Chapter 18 for how vehicle operation is done. There
Craft Ammo Refilling of spent cartridges are four skills of this type

Operate Aircraft Airships, ramjets, bullheads, ...


12.5 Dust use Operate Landcraft Cars, trucks, motorcycles, ...
Operate Mecha Most non-military characters
Dust use is a skill related to using dust for anything
probably do not have this skill
more complicated than as ammo/fuel.
Operate Watercraft Boats, ships, jetskis

12.6 Empathy 12.11 Shoot


Empathy determines how well a character able to de-
duce another’s feelings and motive. It provides the A combat related skill.
counter to Social checks made to bluff. It aids a char-
acter in understanding other’s motives. 12.12 Social
Guile, deceive, charm, bluff, socialize. Navigating so-
cial situations is an important part of society. The

27
28
better a character’s social skills the better they can
interact with others.

12.13 Tech Use


Tech use covers the use of any electronic or mechan-
ical system. Fixing/hacking Computers, modifying
vehicles, etc.

12.14 Stealth
Sneaky sneaky.
Chapter 13
Stunts

13.1 Fate Core Stunts Examples

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.

13.3 Adding a Bonus to an Ac-


13.6.3 Because I am Extra Good
tion
Because I [describe some way that you are extra
13.4 Creating a Rules Excep- good a specific Skill], I get a +1 when I use [that
skill] to [pick one: attack, defend, create advantage,
tion or overcome] for [specific task].

13.5 Example Stunts


Examples
MacGyver You get a +2 when using Craft or Tech
Use to Overcome passive opposition. 13.6.4 Skill Switch
Because I [describe some way that you are able
13.6 Stunt Templates to leverage a Skill to do something that is usu-
ally accomplished with a different Skill], I may
The following sections outline some possible stunts
use [Skill] instead of [different Skill] for [describe
templates.
the function of the other Skill that you can accom-
plish] when I [describe the circumstances where
13.6.1 Because I Am Awesome At... this Stunt applies].

This stunt gives a +2 under certain circumstances


Examples
Because I [describe some way that you are ex-
ceptional, have a cool bit of gear, or are otherwise
awesome], I get a +2 when I use [Skill] to [pick
one: attack, defend, create advantage, or overcome]
when [describe a circumstance]

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.

14.2 Spending Fate Points


Characters spend Fate Points to invoke Aspects—
either their own or another’s.

14.3 Earning Fate Points


The easiest way to gain Fate Points is to allow them
to refresh at the beginning of each session. But this
leads to a rather small number of them being available
for use. Instead

14.4 Invoking Troubles


Whenever the GM wishes to complicate a PC’s life
or make the story more interesting they may invoke
that PC’s Trouble.

14.5 Economy of Fate


During game play the flow of Fate Points should be
frequent and in all directions between Players and
GMs.

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.

Preparing or refilling Dust Munitions requires a Dust


Use check.

15.4 Ebbed into Clothing


An archaic method of using Dust. Dust used in such
a fashion is sewn into an article of clothing and the
user activates the Dust directly through their Aura.

Using Dust in this manner requires prep work on the


part of the user. An Aspect describing the exact effect
desired from the Dust is applied to the clothing, which

33
34
Chapter 16
Actions and Outcomes

35
36
Chapter 17
Combat

17.1 Simple Combat


Simple combat uses the system presented in the Fate
Core SRD.

17.2 Gridded Combat


For combat using a grid please see the Fate Hack:
Combat on a Grid.

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

In Fate, you can treat anything in the game Defining Aspects


world like it’s a character. Anything can
have aspects, skills, stunts, stress tracks, and Concept Four Wheeled Land Vehicle
consequences if you need it to. Aspect GMs should select relevant troubles
Trouble GMs should select relevant troubles
Generic vehicles are normally defined with One Con-
Motorcycles
cept, One Aspect, and One Trouble. Additional as-
pects can provide individuality to important vehicles. Defining Aspects

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

Operate make the vehicle move where you want

39
40
Bullhead

Defining Aspects

Concept Aerial, VTOL


A Vertical Take-Off and Landing tiltjet, can
hover.
Aspect Bullheaded
Bullheads can take a pounding without being
knocked out of the air
Trouble Fuel hog
Keeping a heavily armored airship floating takes
a lot of Dust.

Atlesian Dropship

Defining Aspects

Concept Aerial, VTOL


A Vertical Take-Off and Landing, can hover.
Aspect Armed to the Teeth
A military vessel that spared nothing in order to
jam as many Dust rounds as possible into it.
Trouble Military Brutalist Design
Designed primarily to carry androids, not much
thought was given to comfort.

Atlesian Airship

Defining Aspects

Concept Aerial, VTOL


A Vertical Take-Off and Landing, can hover.
Aspect Armed to the Teeth
A military vessel that spared nothing in an effort
to jam as many Dust rounds as possible into it.
Trouble Boondoggle
Totally not compensation.

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

41

41
42
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

dice, but will always be referred to as Fate Dice in this docu-


ment.

43
44
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

An alternate development path for school aged Char-


acters not in Huntsmen Academies is to receive +1 in
General, History, Technology, and the location that Table B.3: Lore Track for Sun Wukong (Vol. 2)
they live in. Choose one of Dust or Aura and gain a Track +1 +2 +3 +4 +5
+1 in it. And a +1 in a Lore of their choosing. Aura X
Dust X
No Lore Track may never rise above +5, any Lore General X
Track points from advancement that would make one Grimm X
go above this limit are converted into the player’s History X
choice. Some example Lore Tracks are provided in Technology
Tables B.1 to B.3. Atlas
Menagerie
Mistral
Vacuo X X
Vale X

45
46
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

Dust A naturally occurring energy propellant. 7, 9,


33

Fate Point Points which agents can expend to in-


voke aspects. 19, 31, 33
Faunus A species of humanoids possessing animalis-
tic traits. 11, 19

GM Game Manager. v, 31, 43, 45

High Concept The Aspect which defines a charac-


ter. 19
Human The majority species in the Four Kingdoms.
11, 19

PC Player Character. 31, 33

Refresh The rate at which characters generate Fate


Points. 19

Schnee Dust Company A closely held mega-


corporation with a near monopoly on Remnant-
wide Dust production and distribution. 12
Semblance A special Aspect of Humans and Faunus
that provides a unique ability to everyone. 33
SRD System Reference Document. v

Trouble The Aspect which provides a complication


to a character’s life. 19, 31

Whitefang A Faunus rights group that has turned


to violence and terrorism. 11

47

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