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Page 1: Fantasy Adventure Roleplaying

Fantasy Adventure

Roleplaying

(F.A.R.)

Rules Compendium

Page 2: Fantasy Adventure Roleplaying

Table des matières Action Resolution ............................................................ 4

Assets .............................................................................. 4

Attributes ........................................................................ 5

Big Damn Hero Dice ........................................................ 5

Using Big Damn Hero Dice .......................................... 5

Big Damn Jinx .............................................................. 5

Loosing Big Damn Hero Dice ....................................... 5

Botches............................................................................ 6

Callbacks.......................................................................... 6

Character Advancement ................................................. 6

Character Creation .......................................................... 7

Complications.................................................................. 8

Dice Pool ......................................................................... 8

Dice Rating ...................................................................... 9

Attributes .................................................................... 9

Mental ..................................................................... 9

Physical.................................................................... 9

Social ....................................................................... 9

Skill Ratings ............................................................... 10

Distinctions ................................................................... 10

Flashbacks ..................................................................... 10

Page 3: Fantasy Adventure Roleplaying

Jinx ................................................................................ 10

Lending a Skill Die ......................................................... 11

Limited Actions ............................................................. 11

Opportunities ................................................................ 11

Plot Points ..................................................................... 12

Recovery Roll................................................................. 12

Scale Die ........................................................................ 13

Skills .............................................................................. 13

List of skills ................................................................ 13

Specialties ..................................................................... 14

Taken Out ...................................................................... 15

Avoid being taken out ............................................... 15

Coming back .............................................................. 15

Timed Actions ............................................................... 15

Triggers.......................................................................... 15

Trigger Creation ........................................................ 16

Common Trigger Benefits: .................................... 16

Uncommon Trigger Benefits: ................................ 16

Common Trigger Drawbacks: ................................ 17

Uncommon Trigger Drawbacks: ............................ 17

Page 4: Fantasy Adventure Roleplaying

Action Resolution Here’s how an action resolution goes:

• The Opposition of the action sets the stakes by

rolling their Dice Pool.

• The Initiator of the action assemble and rolls

her Dice Pool.

• If the Initiator beats the Opposition the

intended Action succeed. If the result is a tie or

lower than the action failed.

If the difference between the two result is more than

five than the player could win/loose a Big Damn Hero

Die.

Based on the action, someone could be Taken Out, a

Complication can be weaken/remove, an Asset created

or simply the action succeeded/failed.

Assets Assets represents important items, locations,

relationships, etc.

By spending a Plot Point, a player can creates a D6

Asset.

Some Triggers can allows to create D8 Assets for

different cots.

An Asset last for the scene, but his lifespan can be

extended to last for an entire Quest by spending

another Plot Point.

Page 5: Fantasy Adventure Roleplaying

Attributes Attributes represents the basic abilities of characters to

perform any act. Each character as the same three

attributes, Mental, Physical and Social.

One of them is always included in the player’s Dice

Pool.

Big Damn Hero Dice When you perform an Action and your result beats the

opposition by 5 or more, that’s an extraordinary

success.

In addition of getting what you want, you receives a Big

Damn Hero Dice equals to the highest rolling dice in

your opposition dice pool.

Using Big Damn Hero Dice

Unlike other traits, Big Damn Hero Dice, can be added

after you finished rolling your normal Dice Pool.

To use a Big Damn Hero Dice, you must spend a Plot

Point then you roll it and add its value to your result.

Big Damn Jinx

If your Big Damn Hero Dice result in a Jinx, you can

remove it from your pool instead of suffering the Jinx.

Loosing Big Damn Hero Dice

You can lose a Big Damn Hero Dice if you fail by 5 or

more an action. But the GM can remove only Big Damn

Hero Dice that are smaller or equal to the highest

rolling die from the opposition pool.

Page 6: Fantasy Adventure Roleplaying

Botches When all your dice come up Jinxes you got a botch.

Your total is 0. Not only will your opponent beat you in

your Action. The GM will give you a free Complication

that starts a d6 and step up once for every additional

jinx. You don’t even get a Plot Point.

Callbacks If you have some Adventures on your Adventure Log,

you can make an in character reference to them you

can use that callback as a Plot Point.

You cannot reference an Adventure you used for

character advancement.

Use can reference as many past Adventure as you can,

but only once each during the current Adventure.

Character Advancement To improve your character you must spend past

Adventures to do so.

For 1 Adventure you can:

• Turn an Asset from that Adventure into a

Signature Asset

• Switch out a Distinction for a new Distinction

• Add a Signature Asset Trigger

• Add a new skill Specialty

For 2 Adventure you can:

• Step up a D6 Signature Asset to a D8

Page 7: Fantasy Adventure Roleplaying

• Unlock a new Distinction Trigger

• Step up a Skill from D4 to D6

For 3 Adventures you can:

• Step up a Skill from a D6 or higher

• Step up one Attribute and step back another

But you must respect these limits:

• Signature Assets at D6 can have only 1 trigger

• Signature Assets at D8 and Distinctions can

have up to 2 triggers

• Signature Assets cannot be stepped up beyond

D8

• Attributes and Skills cannot be stepped up

beyond D12

Character Creation 1. Use one of the following Attributes Array

a. D8, D8, D8

b. D6, D8, D10

2. Choose three Distinction

a. One representing your Class

b. One representing your Background

c. One representing you Personality

3. Choose 2 Distinction Triggers

4. Step Up Skills

a. Choose three skills at d10

b. Choose three skills at d8

c. Choose three skills at d6

d. Let the 11 other skills at d4

Page 8: Fantasy Adventure Roleplaying

5. Choose Signatures Assets and Specialties

a. You have five point for Signatures

Assets and Specialties

b. A Specialty and a D6 Signature Asset

cost one point

c. For two points you can pick a D8

Signature Asset

Complications Complications represent troubles character encounters

during and Adventure.

Complication are used by the character opposition in

their dice pool.

You can receives a Complication when you roll a Jinx,

when you avoid being Taken Out, when activating

Triggers, etc.

Complication disappear when they don’t make sense

anymore in the narrative, if you succeed a Recovery

Roll or if they are Step down past D6.

Dice Pool Dice pool are made of the dice of each applicable Trait’s

ratings.

Player Dice Pool will always have:

• One Attribute die

• One Skill die

And may have:

Page 9: Fantasy Adventure Roleplaying

• One Specialty die (always D6)

• One Distinction die (always D8)

• Any Assets or Signature Assets die in their favor

• Any Complication die in their favor

• Any helping character Skill die

Dice present in a Pool can me modified by Triggers.

After you rolled the dice, remove any Jinx and add up

the two highest rolled dice together.

Dice Rating

Attributes

Mental

d6: Average reasoning, logic, and awareness.

d8: Better than average capacity for reason and comprehension.

d10: Higher-level logic and quickness of thought.

Physical

d6: Strictly routine level of fitness, agility, and health. d8: Athletic levels of strength, speed, or endurance.

d10: Potentially record-setting levels of physical prowess.

Social

d6: Nothing remarkable when it comes to interpersonal interaction.

d8: Outgoing, expressive, or otherwise socially adept.

d10: Highly magnetic, personable, or gifted with a forceful personality.

Page 10: Fantasy Adventure Roleplaying

Skill Ratings

d4: Untrained. You have no idea what you’re doing, but you’ll try anyway.

d6: Competent. You’ve had sufficient training to get by.

d8: Expert. Your talents are second nature to you.

d10: Master. You’re one of the best in your field, and those who share your passion know it, too.

d12: Grandmaster. You’re so good at what you do, you’ve got a reputation as the best in the world.

Distinctions Distinctions are Traits that define you Character’s

personality, role and background.

Whenever a Distinction applies positively to a roll, you

add a D8 to your Dice Pool.

Distinction can have up to three Triggers, one of them is

always the following:

“If this Distinction works against you, add a D4 to your

Dice Pool and gain 1 Plot Point.”

Flashbacks Whenever you create an Asset that implies previous

experiences (Ex: Creating an I Know a guy Asset) the

GM can ask you to narrate how it came to be.

The GM might give you a Plot Point by doing so.

Jinx Whenever you roll a die and it end up a one, you jinxed.

That die is set aside and doesn’t count toward your total.

Page 11: Fantasy Adventure Roleplaying

The GM can use that Jinx to create or step up a

Complication by one step per Jinx in your roll, but you’ll

receive a Plot Point, unless all your dice are jinx, in that

case you have a Botch.

Lending a Skill Die If a character wants to help out another one’s Action he

can do so by lending a Skill die.

You can only lend Skill die, not other traits, and you

must explain how that skills will help in the general task

resolution.

The aided Character add the lend Skill die to her Dice

Pool.

If the aided Character suffers any Complications from

her Action, the lending Character suffers them too.

Limited Actions If you are Taken Out, but still in the scene. You can still

perform Actions, but they cost you a Plot Point just to

pick up the dice.

Opportunities If the GM roll Jinxes, you can take that Opportunity to

Step Back any Complication.

You must spend a Plot Point and provide some

narrative to explain why the Complication Step back

though.

Page 12: Fantasy Adventure Roleplaying

Plot Points Plot Points are an in game currency that give Players

some narrative power.

Players can use a Plot Point to:

• Keep an additional die from your dice pool in a

total after your roll

• Activate a Distinction trigger (when required)

• Create an Asset at a D6 that lasts until the end

of the scene

• Make an existing Asset last until the end of the

Episode

• Roll a Big Damn Hero Die and add it to your

total after you roll

• Stay in the fight when a high stakes roll results

in you being Taken Out

Players begin the Episode with one Plot Point but gain

more of them when:

• You activate a Distinction trigger, such as rolling

a Distinction as a D4 instead of a D8

• The GM buys a Complication after you’ve rolled

a jinx

• The GM decides you deserve one for great play,

a snappy one-liner, interesting Flashback, or a

scene description that impresses your party.

Recovery Roll To get rid of a Complication, you can attempt to make a

Recovery Roll.

Page 13: Fantasy Adventure Roleplaying

Explain how your action will lessen/remove the

Complication and roll against the Complication and a

Difficulty Die.

If you succeed, the Complication is gone, if not the

Complication Step back.

If you roll Jinxes, on a successful roll, the GM may

introduce a new one as usual.

If you roll Jinxes on a failed roll, the Complication Step

Up by one step per Jinx and the GM doesn’t have to pay

you any Plot Point.

Scale Die If one side of a conflict clearly outweigh the other one,

they add a Scale Die D8 to their Dice Pool and get to

add a third die to their Total.

Skills Skills are Traits that represent a Character ability to

perform certain actions. The bigger the Die Rating the

better the Character is to perform the task. Characters

has at least a D4 in every Skills.

List of skills

Craft: Build, create, and assemble items from scratch.

Drive: Operate vehicles, including wagons, boats and

flying ship.

Fight: Attack with your weapons or fists in close

combat.

Fix: Patch up and repair objects with working,

replaceable parts.

Page 14: Fantasy Adventure Roleplaying

Focus: Concentrate on a subject to steel your will,

intimidate, or find a new solution.

Influence: Persuade others to do, think, act, or feel the

way you want them to.

Know (Specialty): Represents general knowledge about

the world. When you train it you receive a free

Specialty.

Labor: Lift, push, dig, pull, and haul in tasks that require

manual labor.

Move: Run, sprint, jump, climb trees.

Notice: Spot someone or something out of the ordinary.

Operate: Use mechanical and magical devices.

Perform: Act or put on a big show to impress or

entertain.

Ride: Riding mounts (flying, land and nautical ones).

Shoot: Fire guns, bow, and ballista.

Sneak: Camouflage yourself and sneak past opponents.

Sneakily.

Survive: Endure less-than-ideal conditions and live to

tell the tale.

Throw: Toss things like a grenade or throw opponents

across the room.

Treat: Heal folks by treating injuries or counseling them.

Trick: Spin a yarn or con an opponent. Also covers

sleight of hand.

Specialties Specialties represents an aspect of a Skill that a

character is particularly good at.

When a specialty comes up you add a D6 to your Dice

Pool.

Page 15: Fantasy Adventure Roleplaying

Taken Out When a Character is Taken Out, she is out of the scene.

A Character can be Taken Out by Stepping Up a

complication past D12 or as a result of a High Stakes

action.

A Taken out Character can still perform Limited Actions.

Avoid being taken out

A Character can avoid being taken out by a High Stake

Action by spending a Plot Point and taking a

Complication equals to the highest rolled dice for her

opponent.

Coming back

A Character that was taken out by a High Stakes conflict

returns at the beginning of the next scene.

If you were taken out by a complication, you must

recover from it before you can recover.

Timed Actions In Time Actions, time is measured and counted down in

beats. Each roll takes a beat. The GM specify up front

how may beats are available.

Triggers Triggers are special abilities that allow a character to

bend the rules.

Only Distinctions and Signature Assets can have

triggers. Distinctions can have up to three triggers, but

Page 16: Fantasy Adventure Roleplaying

they all have the default “use this as a d4 and gain a

Plot Point” trigger. D6 Signature Assets can one trigger

and D8 Signature Assets two.

Trigger Creation

A trigger always have a drawback and a benefit in

addition to a catchy name.

Common Trigger Benefits:

• Earn a Plot Point

• Step up beneficial die

• Double beneficial die

• Step back a non-beneficial die

• Introduce a non-dice related story detail

• Rename a Complication

• Re-roll a single die after a failed roll

• Create a D8 Asset

Uncommon Trigger Benefits:

• Use a skill instead of an other

• Remove a die from the opposition pool (Asset,

Signature Asset, Complication)

• Give a Plop Point to another character

• Add a beat in a Time Action

• Avoid being Taken Out

• Re-roll any 1s

• Gain a Big Damn Hero Die equal to a Skill

• Pass off Complication

• Take out an additional Minor Character

• Give a die to another character

• Change a Complication into an Asset

• Create a D6 Asset that last until the end of the

session.

Page 17: Fantasy Adventure Roleplaying

• Create a Specialty

Common Trigger Drawbacks:

• Spend a Plot Point

• Step back a beneficial Die

• Choose to do something risky or complicated

• Take or step up a broad Complication

• Take a specific d8 Complication.

Uncommon Trigger Drawbacks:

• Remove a die from your pool (Asset, Signature

Asset, Complication)

• Replace a skill die with d4

• Both 1s and 2s count as jinxes on the roll

• Specific circumstance (Takeout Minor Character,

Someone fail a roll, Take a complication, create an

asset, roll exactly 3 jinxes)

• Start every Episode with a D6 complication

• Change an Asset into a Complication