[PF2e Rule] Fate Variant Rule
Integrating FATE's Aspects and Fate Points into PF2e, A Hero Points Variant
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This is a follow-up to Hero Points Variants, going beyond those simple options and defining a heavier variant
Recently one of my players told me that a lot of “mainstream” tabletop systems lack any kind of character growth beyond just “being better at fighting”, and I had to agree.
Obviously, it would be silly to consider this a true “failure” of those systems, they are simply built that way in their very bones. Systems like DnD and Pathfinder are, at the end of the day, structured around the concept of the dungeon crawl, with deep roots in wargaming, and they revolve around violence, power fantasy, fighting and being able to face stronger foes.
Someone who wants to play with a focus on character growth, collaborative narrative control and drama will enjoy other systems built for this purpose, the most well-known one and with the biggest influence (at least in my knowledge) being FATE.
FATE is a very versatile system built for storytelling, you get a lot of narrative control over what happens and how your character deals with a situation, and it focuses on proactive, dramatic stories. Compared to something like Pathfinder, FATE is not very “crunchy” and much more about roleplay and drama.
But one of the interesting elements of the FATE system is that a lot of what it does is versatile and light enough to be integrated or adapted into other things. This is my goal here, to adapt and condense some of the most useful subsystems of FATE into Pathfinder 2e, as gracefully and simply as possible.
I should say, in general any homebrewing of subsystems and variants like these can quickly become clunky or counter-productive. The objective is to integrate something seamlessly, in a way that doesn’t get in the way and doesn’t require heavy changes to the way the system is already played. You also can’t make a system do something it’s not built for, and Pathfinder can never entirely do what FATE does.
With that said, let’s try to understand and adapt two specific concepts that I feel would fit PF2e very well if you merge them into Hero Points : Aspects and Fate Points.
The rules for this variant can be found in this [PDF], which also contains the (updated) variants and options detailed in Hero Points Variants.
Understanding FATE’s Aspects and Fate Points
(for reference, I’m using the rules from FATE Condensed, available as an SRD here)
In FATE, an Aspect is a very broad concept that basically describes something unique about a person, place, thing, situation or group. For characters, their aspects will be their high concept, their background, their flaws, their relationships, important details, goals, such as “Rogue with a Heart of Gold” or “Rivalry with my Brother”. For a situation, an aspect could represent specific attributes of the scene, such as “On Fire” or “Crowd of Angry People”. Aspects can also represent particular actions, consequences or conditions either to characters or NPCs, such as “Terrified” or “Bleeding Arm”.
In FATE, Fate Points can be gained and spent in various ways. Each character has a minimum amount of Fate Points they have at the start of each session (their “Refresh”), they can gain more points through “Compels” (the GM or another player offering a Fate Point to the player in exchange for a negative complication), and they can spend their points to modify a dice roll, gain an advantage or change story details (these are “Invokes”).
A lot more could be said about FATE and how to transfer its concepts into PF2e, but I’ll try to keep this short. I recommend reading the FATE Condensed rules!
Fate Variant
Now that we’ve seen how FATE’s aspects and points work and how we might adapt them into Pathfinder 2e, let’s condense this into clear rules.
This is a rule variant on Hero Points, replacing the original Hero Points completely with “Fate Points”.
Fate Traits
In this variant rule, Fate Traits are any of the existing traits described in the normal rules (on creatures, items, hazards, effects, etc.), as well as two additional types : Character Traits and Situation Traits.
Character Traits are special traits unique to a PC. Each character begins with 5 Character Traits at character creation and can gain more as they level up.
The types of Character Traits and their examples can be found below in “Character Growth”.
Situation Traits are broad and describe any particular element of a situation or scene that isn’t already described by a trait but can be Invoked in a positive or negative way. These traits are almost always implicit, they tend to be temporary or unique to the scene, and can be mapped on existing rules such as Conditions, Environmental effects, Terrain, Circumstantial bonuses or penalties, etc.
Examples: FRIGHTENED; ON FIRE; HUGE STORM; STRONG WINDS; ENRAGED; IN THE DARK; SLIPPERY; DESPERATE
Fate Points
Any player gains 1 Fate Point at the beginning of each session, keeping points from session to session, to a maximum of 3. Any Fate Point earned during a session beyond the maximum of 3 is lost at the end of that session and the total amount of Fate Points resets to 3.
Normally, players should still spend an average of 1 FP per session as per the normal rules, with opportunities to earn more during a session. If you think this will affect the difficulty too much (by players “hoarding” points to spend a lot of them at once), you might not give the automatic FP each session and only have them earn FP through compels and hostile invokes.
The GM only keeps track of Fate Points that have been given to NPCs or creatures (through a Hostile Invoke), which they can use to Invoke when playing the creature, otherwise they have an unlimited amount they can give through Compels.
Fate Points can be earned during a session through a Compel or when on the receiving end of a Hostile Invoke.
Fate Points can be spent by a player to influence their own dice rolls by Invoking a Fate Trait (often their Character Traits or a Situation Trait to their advantage), to influence another creature or player’s dice rolls with a Hostile Invoke on a Fate Trait (often a player’s Character Traits, the other creature’s regular traits, or a Situation Trait to their disadvantage), or to add an important or unlikely to the story by Stretching a Fate Trait (any trait that is currently in play whether a Character Trait, Situation Trait or regular trait)
Compels
Traits can be Compelled to complicate a situation and earn Fate Points. The GM or other player offers a Fate Point to the player whose character is being compelled and explains why a particular trait is making things more difficult (negatively changing the situation or influencing a dice roll). A player can refuse the Compel by spending a Fate Point from their own supply and describing how they avoid the complication.
Any trait can be Compelled provided it makes sense and is something that affects the character being compelled, anyone can offer them (although the GM decides the consequence if the Compel is taken), and they can be retroactive: if a player realizes they are in a complication related to one of their own Character Traits or another trait that concerns them, they can ask the GM for a Self-Compel and gain a Fate Point.
At any point, if a Compel seems inappropriate or is making anyone uncomfortable and if the group agrees, it should be withdrawn at not cost.
Invokes
Traits can be Invoked during dice rolls. At any point, a player can decide to Invoke an available trait (regular trait, a Situation Trait or one of their own Character Traits) that is helping them to either gain a +2 bonus to their dice roll, or re-roll it and take the new result. The player describes how the specific trait is helping them and the GM decides if this makes sense.
Anyone can also Invoke traits against others in a Hostile Invoke. This works like a normal Invoke and can force the target’s dice roll to take a -2 penalty or to be re-rolled, but when you make a Hostile Invoke you must give the Fate Point you spend to the target.
Once a Situation Trait has been used by an Invoke it cannot be used again (unless the situation has sufficiently changed according to the GM). A Character Trait can be used by an Invoke once per day, this is reset during your daily preparations.
Stretches
Traits can be Stretched to add an important or unlikely detail to the story that isn’t already described by the trait. A Stretch is always relative to a scene or situation, and it’s always something that expands on what is already established. The player spends a Fate Point and describes how they are Stretching the existing trait, the GM decides if this makes sense (and if it doesn’t interfere with existing facts that might be unknown to the players) and if they agree, the scene changes accordingly.
For example, a player might Stretch the “Frightened” Situation Trait to declare that this actually enrages the target and makes them want to attack them, they might Stretch the “Fire” trait of a creature to declare that this is making the surrounding air hot and sets the building on fire, or they could Stretch their own History Character Trait to declare that a particular NPC they just met is actually an old friend!
Once a Situation Trait has been used by a Stretch it cannot be used again (unless the situation has sufficiently changed according to the GM). A Character Trait can be used by a Stretch once per day, this is reset during your daily preparations.
Character Growth
At character creation, a PC has a total of 5 specific Character Traits. Each player is free to choose the exact wording of the trait, but some of them have to be based on existing character creation choices, all should reflect the character’s attributes and abilities, and they should stay consistent.
Starting at level 2 and each level thereafter, a character “grows” and gains a new Character Trait of any type (except High Concept, and some can only be taken once total).
Additionally, whenever a character levels up they can ask the GM for permission to rewrite 1 existing Character Trait into a new one.
The rules for Deep Background (Gamemastery Guide pg. 186) provide examples for a more customized Background as well as inspiration for the History, Relationship and Contact Character Traits.
The types of Character Traits chosen at character creation are as follows :
High Concept (taken once, 1 at creation), which describes the broad pitch of the character when you describe it to others, and should be a combination of a character’s Ancestry, Heritage, Class, class choices and Archetypes.
Examples: EX-ASSASSIN LIZARDFOLK WITH A METHODICAL MIND; ILLUSIONIST ELF FULL OF LAUGHTER AND TRICKS; PRECISE MAGICIAN GNOME AND LOVER OF BOOKS; CLUMSY HUMAN WITH PASSION FOR THE NATURAL WORLD; SAVAGE CHANGELING LINKED TO THE WILD
History (can be taken again, 1 at creation),
which describes where your character is from or an important event that made them who they are, and should customize or build on the character’s chosen Background.
Examples: BROUGHT UP BY ASSASSINS; ESCAPED A BRAINWASHING CAMP; LEFT BY CLAN INTO A CRUEL FOSTER FAMILY; RAN AWAY FROM THE INDUSTRIALIZING EMPIRE; FOUND IN THE DARK FOREST
Personality (can be taken again, 1 at creation),
which describes an important non-negative element of the character that brings them to life, such as an attitude, an approach or a quirk.
Examples: TRUE BELIEVER OF THE MANTIS GOD; ALWAYS WITH A JOKE AND A SONG; DISTANT BUT CARING UNDERNEATH; NAIVE AND FULL OF WONDER; THE CARAVAN IS MY TRUE FAMILY
Trouble (can be taken again, 1 at creation),
which describes an important negative element of the character that makes their life more complicated, such as a personal weakness, a flaw, a difficult entanglement or an obligation.
Examples: STRUGGLES WITH PEOPLE AND EMOTIONS; DRINKS TO NUMB THE PAIN; TERRIFIED OF BEING ABANDONED; PARENTS RELY ON HIM FOR MONEY; DISTRUSTS ANYTHING OCCULT OR SPIRITUAL
Goal (can be taken again, 1 at creation),
which describes any particular objective a character gives themselves or has been given, strongly influencing their decisions and actions. This should be a long-term goal or something that does not prevent the character from being in a group of adventurers at early levels.
Examples: ESCAPE HIS FORMER ASSOCIATES; FOLLOWING THE CLUES OF THE SPIDER GODDESS; KNOWLEDGE MUST BE RECORDED; FINDING THE DISAPPEARED AUTHOR OF HIS FAVOURITE BOOKS; UNDERSTANDING THE CALL IN HER DREAMS
And the other types of Character Traits available for growth :
Dilemma (taken once but can be changed)
which describes the overarching theme, question, angle or arc of the character, usually one word or a very short sentence, a point of tension which the character revolves around and which will be explored over time.
Examples: FAMILY; OVERCOMING ABUSE; KEEPING KNOWLEDGE; NATURAL & UNNATURAL; WILD
Relationship (can be taken again),
which describes a particular connection with another PC in an interesting way, an inspiring or challenging relationship with some sort of imbalance that gives it momentum.
Examples: NEVER UNDERSTANDS HIS EUPHEMISMS; THOUGHT HE'D NEVER SEE HIM AGAIN; ACTS LIKE A TEACHER WITH HIM; THINKS SHE’S HIDING SOMETHING TO US; FOLLOWS HIM EVERYWHERE
Story (can be taken again),
which describes a unique moment, event, achievement or favour a character has seen or done and which can be told around the campfire. Stories can be recalled to help a character recognize similarities, to learn from, can give them confidence, can represent favours done for a Contact or a faction and can influence their Reputation.
Examples: FACED DOWN A HAG’S EVIL EYE WITHOUT FLINCHING; EXORCIZED THE GRIEVING CAPTAIN; WITNESSED THE DANCE OF SPHERES; SEARCHED ACROSS THE LAND FOR THE CARAVAN; SAW THE LIVING CLOUD
Prayer (can be taken again),
which describes a particular act, prayer, ritual or sacred words that connect the character to the world and to a practiced faith or belief. This should connect to a faith with myths, names, words, phrases, etc. It gives a character a concrete and useful link to the world’s cultural and religious practices and might open access to unique powers, spells, items, actions, people, groups or places.
Examples: RITUALISTIC BLOODLETTING; TAROT FORTUNE-TELLING; SACRED RECORD-KEEPING; MASKS OF THE GREEN FAITH; RAGE OF THE CALL
Contact (can be taken again),
which describes someone the character met that has some amount of influence, advantage, a link to a particular faction or is an associate of some kind. They can be from the character’s past or NPCs met during play that the player wishes to have as a Contact. The rules for the Infiltration subsystem (Gamemastery Guide pg. 160) provide some useful examples of downtime activities with Contacts.
Examples
: OLD CLIENT; SMUG FORTUNE-TELLER; KIND LIBRARIAN; RETURNED ECCENTRIC MYTHOLOGIST; A SPEAKING-ONE OF THE DARK FOREST
Anchor (taken once but can be changed),
which describes a very important place of personal or spiritual significance to the character. It can be somewhere where they can always go back to, somewhere they always know the direction to no matter how far, somewhere that’s always safe and peaceful, maybe an ominous prison to an evil they once vanquished, or a place where they know is hidden an important item.
Examples: THE BLOOD TEMPLE AT THE HEART OF THE JUNGLE; THE SHORE WHERE HE SAW HIS BROTHER FOR THE LAST TIME; THEIR LIBRARY-ON-WHEELS WITH THE CARAVAN; THE JETTY WHERE HE FIRST ARRIVED HERE; THE RUINED ABBEY WHERE SHE WAS FOUND
Of course, this list is expandable to any kind of element that might represent character growth. Ask your players what they want and they might have suggestions for other types of Character Traits.
You might also reward character growth with minor mechanical upgrades such as a new Lore skill, a Skill Feat (existing or modified), special items and equipment (the Relic rules are a particularly good fit for this variant, Gamemastery Guide pg. 94), and unique options for spells and rituals.
You can also integrate downtime with options for permanent changes or traces on the world, such as allowing the players to build their own buildings, constructing or finding vehicles, getting involved in local affairs or maintaining their own organization.
Summary
Replace the existing earning rules, PCs still earn one FP each session, but they also keep their points from session to session to a maximum of 3.
There are two types of traits, Situation Traits which map on existing traits as well as any specific element of an encounter (such as conditions, terrain, weather, persistent damage, enemy disposition/behaviour, etc..), and Character Traits which are unique features of your character.
You start your character with 5 Character Traits (High Concept, History, Personality, Trouble, Goal) and gain 1 more each level (from the available types or discussed with the GM).
Traits can be triggered to compel a PC into a complication (earning 1 FP or avoiding the complication by spending 1 FP instead), or used by spending 1 FP to either Invoke or Stretch.
Invokes can be used on a dice roll to give your roll +2 or reroll, or in a Hostile Invoke to give someone else’s roll -2 or reroll.
Stretches can be used to “stretch” a trait, usually to add a detail in the story or change the situation of an encounter.
Character Traits gained by leveling up should open new opportunities with the world such as contacts, factions, reputation, crafting, downtime activities, etc.
Additionally, the benefits of spending FP can be tweaked, such as shifting the degree of success of your roll (Crit Failure -> Failure -> Success -> Crit Success) by one when Invoking (a very strong power), or a higher static bonuss since some people don’t like how random the “reroll and take better result” can be, where you might spend a point and roll even worse.
You might also implement a type of "Partial Success" rule on the reroll, where even if the rerolled check is still a failure, the PC's goal is partially achieved at a cost.
You can also ignore the rules on Compels, Invokes and Stretches and simply use the “Character Growth” rules as a way to build characters. Those Character Traits are a very convenient framework to imagine a character and quickly remember how to roleplay them, as well as encouraging cooperative world-building and character stories between players and the GM over time.
Huge thank you to all the makers and tinkerers of the FATE roleplaying game and to the various people on the internet who had similar ideas about fate points.
The rules for this variant can be found in this
[PDF]
, which also contains the (updated) variants and options detailed in
Hero Points Variants
.