House Rules


Dice rolls can be made in one of two ways, both of which give results of -5 to +5 with the same probability curve.

  • Roll 2d6 – 7
  • Roll 1d6 – 1d6

Rolls may be made online at Invisible Castle.


All standard character generation rules described in Free FATE v.0.4 apply, except as noted below.


Compelling Aspects

  • A player who refuses a compel is not required to spend a fate point in order to do so.
  • The optional “Escalating Compels” rules will be used.

Item Aspects

Aspects on items such as weapons or armor can be Invoked or Compelled just like normal Aspects; you have the Aspect just by wielding the weapon, wearing the armor, or holding the item. They‘re a way to inject some realistic‐feeling tactical detail into combat. So if you‘re using a knife, and you get into close combat with a great sword wielder, you might Invoke their sword’s Huge(P) Aspect to get a bonus to attack or defend against them.

Common weapon and armor Aspects are as follows, with some advice on how to use them:

  • Bulky – This item is heavy, cumbersome, and unbalanced. It can often be Compelled to hinder movement or balance and is tiresome to carry or wear for long periods of time.
  • Flexible – Flexible weapons such as whips or flails. While a bit more difficult to control, they are better able to get around the enemies defenses. They may be Compelled to make them harder to attack with, but they may also be Invoked to better bypass an enemy’s defenses.
  • High Capacity – Weapons with this Aspect tend to hold a lot of ammo. You can Invoke this Aspect to help avoid running out of ammo.
  • Huge – These weapons are massive in size, are very heavy, and next to impossible to hide. They deal tremendous damage, but do not work well for precision work. You might Invoke this Aspect for intimidation, or it may be Compelled when trying to avoid collateral damage when fighting in close quarters or striking at targets very close to you. This Aspect can also be Compelled by others to give them an advantage in initiative or to force a penalty any time a weapon this big is used with one hand.
  • Large – These weapons are awkward and heavy. While they offer substantial damage potential, they are cumbersome. Typically this Aspect is Compelled by others to get an initiative advantage against you, or it can be Compelled when you try to hide such weapons. This Aspect could also be Compelled any time you use a weapon this big with one hand.
  • Limited Ammo – These weapons have small capacity magazines and need to be reloaded more frequently. Compels on this Aspect usually require the character to roll to see if he is out of ammo, or to make such a roll more difficult.
  • Long – These melee weapons are very long and allow you to attack enemies at a greater distance than most. The GM may allow you to Invoke this Aspect to attack enemies in an adjacent zone or even to gain a bonus on initiative against an opponent who must get by your weapon to get to you.
  • Reliable – These weapons feature simple mechanisms that almost always work properly. When subjected to an attack or situation in which most such weapons would fail, weapons with this Aspect usually keep working if the Aspect is Invoked.
  • Restricting – Armor with this Aspect tends to be so heavy and/or cumbersome that mobility is pretty much constantly hampered.
  • Shotgun – Weapons with the Shotgun Aspect fire a blast of pellets, or some other projectiles, in a cone shaped pattern. This Aspect may be Invoked at close range a more damaging attack, or Compelled a range of a few zones for a lessened effect.
  • Slow Firing – For whatever reason, this weapon takes a while to fire. Invoking or Compelling this Aspect may mean the weapon is unable to be used two consecutive rounds in a row, or it may cause them to act at a lower initiative.
  • Small – These weapons are small enough to be hidden on the body and work well in close quarters combat. You might Invoke this Aspect for a bonus on initiative rolls or attempts to hide the item. However, their small size and light weight mean they don’t fare well when defending against larger weapons.
  • Unreliable – These weapons tend to jam of misfire. Accepting a Compel on this Aspect means you have to spend the next round clearing the weapon and making it ready to fire again.



The Piloting skill will not be used in this campaign.


PCs will not need to use the Resolve skill in this campaign.


As stated in the rules, the Resources skill is a measure of available wealth. The specific form this takes,can vary from character to character and may be indicated and enhanced by their Aspects. The GM will assign starting characters a sum of money based on their Resources skill, modified by any pertinent background, occupation, Aspect, or Stunt. In some cases, this may include a regular income. The exact amounts will be handled on a case-by-case basis until such time as a more rigid system is required.

Instead of using the Resources skill to make purchases, individual expenditures will be subtracted from the character’s available wealth. This includes a character’s starting equipment and property, although the GM may elect to give specific items to characters based on their background, occupation, Aspects, or Stunt.


A price list will eventually be posted in the campaign wiki. Players who join the campaign before this list is posted will receive a general price list from the GM. Bear in mind that prices can vary based on location, the laws of supply and demand, and current events. a gold rush, for example, can cause drastic and often temporary inflation.


Social Conflicts

PCs will not be the recipients of Social Attacks in this campaign. Any attempts to persuade, deceive, frighten, or otherwise coerce PCs into a specific course of action will be handled through roleplaying alone. Social attacks may only be made against NPCs, and the results of these attacks will be heavily influenced through roleplaying.


Instead of acting in order of Alertness (for physical conflicts) or Empathy (for social conflicts), an initiative roll will be made at the beginning of a conflict by each PC. This is a standard roll modified by Alertness (for physical conflicts) or Empathy (for social conflicts). the GM may assign modifiers depending on the situation. Characters then act in order of their initiative results (for PCs) or Alertness/Empathy (for NPCs). If there are any ties, they are decided in favor of the character with the highest Alertness/Empathy. If there is still a tie, further rolls can be made to determine who acts first.

Once the initiative order has been determined, it is used for the entire combat. A character can, however, choose to hold his action, as described on page 22 of the Free FATE v0.4 rules, thus changing his place in the initiative order.


PCs will not be using Composure Stress Tracks in this campaign. The GM may use Composure Stress Tracks for NPCs as he sees fit.

House Rules

FATE Old West Adapt