Dice Whims
A Tabletop that makes you feel
Game Master Tools
Fate Difficulty System
The Fate System establishes action and encounter difficulty through set thresholds. The GM selects a difficulty level - Easy, Medium, Hard, or Legendary - each with a predefined success range. Before players roll, the GM must declare the Difficulty Number, a specific value within that range.
Players roll 1d10 + Magic Bonus (1-10) + Mastery Bonus (1-10) + Bonuses (of their choice) to determine their result. If the roll meets the difficulty threshold, they succeed. Rolls below the threshold result in failure. Rolls exceeding the threshold, result in a Critical Success. Legendary tasks have the narrowest success window, making them the most challenging.
Difficulties
Difficulty | Success Range | Min Roll | Average Roll | Max Roll |
---|---|---|---|---|
Easy | 11-25 | 3 (Below) | 28.5 (Above) | 70 (Above) |
Medium | 26-40 | 3 (Below) | 28.5 (Within) | 70 (Above) |
Hard | 41-55 | 3 (Below) | 28.5 (Below) | 70 (Above) |
Legendary | 56-65 | 3 (Below) | 28.5 (Below) | 70 (Within) |

Everyday Person
Magic
Mastery
Attack Die
Health
Defence
1
1
1d10
1 + 1d10
11-25
Abilities
Simple Fists (A) (Mastery) (∞): Choose 1 target in Melee. Deals 1 damage.
Muffled Shouting (R) (Magic) (3): Choose 2 targets within 3 hexes. Deal 1 damage.
Immunity:
Disarmed.
Humanoid
Easy

Bird of Pray
Magic
Mastery
Attack Die
Health
Defence
2
1
1d10
1 + 1d10
11-25
Abilities
Birdly Prayer (Magic) (A) (2): Choose an ally. Increase its Magic by +5.
Scratchings (Mastery) (A) (∞): Choose 1 target in Melee. Deals 1 damage. On Crit: Target is Bleeding.
Immunity:
Disarmed.
Creature
Easy

Witch Wench
Magic
Mastery
Attack Die
Health
Defence
5
2
1d10
2 + 1d10
11-25
Abilities
Curse of Happiness (A) (Magic) (2): Choose 2 enemies. They become Affected (can use only Happiness). Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (3): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Disarmed.
Creature
Easy

Humpel
Magic
Mastery
Attack Die
Health
Defence
1
3
1d10
3 + 1d10
11-25
Abilities
Humpel Hum (A) (Magic) (2): Choose all adjacent enemies. They become Weak. Lasts 3 turns.
Sword Slash (A) (Mastery) (∞): Deals 2 damage.
Immunity:
None.
Humanoid
Easy

Bowess
Magic
Mastery
Attack Die
Health
Defence
1
6
1d10
6 + 1d10
11-25
Abilities
Bow Shot (A) (Mastery) (∞): Ranged. Deals 2 damage.
Bow Volley (A) (Mastery) (3): Ranged. Choose 3 enemies. Deals 2 damage.
Immunity:
None.
Humanoid
Easy

Bird Cavalry
Magic
Mastery
Attack Die
Health
Defence
4
3
1d10
3 + 1d10
11-25
Abilities
Tickle March (A) (Mastery) (∞): Choose an enemy. Climb on them and deal 1 damage.
Summon Swarm (R) (Magic) (3): Increase Defence Score by +5.
Immunity:
None.
Creature
Easy

Amber Vestige
Magic
Mastery
Attack Die
Health
Defence
5
8
2d10
8 + 2d10
26-40
Abilities
Pokey-Pokey (A) (Mastery): Deals 2 damage.
Nullify (R) (Magic) (2): When a successful Spell hits, ignore it.
Immunity:
Disarmed.
Humanoid
Medium

Witch Totem
Magic
Mastery
Attack Die
Health
Defence
6
4
2d10
4 + 2d10
26-40
Abilities
Call Coven (R) (Magic) (1): Summon 3 Witch enemies. They enter combat in the next round.
Curse of Apathy (A) (Magic) (2): Choose 2 enemies. They become Apathetic. Lasts 2 turns.
Bites (A) (Mastery) (∞): Choose 3 adjacent targets. Deals 1 damage. On Crit: Target is Poisoned.
Cannot Move.
Immunity:
Disarmed.
Creature
Medium

Witch Mister
Magic
Mastery
Attack Die
Health
Defence
7
4
2d10
4 + 2d10
26-40
Abilities
Curse of Triggers (A) (Magic) (2): Choose 2 enemies. They become Triggered. Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (2): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Disarmed.
Creature
Medium

Unfriendly Sack
Magic
Mastery
Attack Die
Health
Defence
6
0
2d10
0 + 2d10
26-40
Abilities
Stabby (A) (Magic) (∞): Choose an enemy. Deal 2 damage. Crits on 8 and above.
Immunity:
None.
Inanimate
Medium

Queen Of Webs
Magic
Mastery
Attack Die
Health
Defence
10
5
3d10
5 + 3d10
41-55
Abilities
Weaver (A) (Magic) (2): Cast Entrapping on Enemies within 5 hexes.
Claws (A) (Mastery): Cleave enemies in 3 adjacent hexes. Deals 3 damage.
Immunity:
Overwhelmed.
Humanoid
Hard

The Huemungi
Magic
Mastery
Attack Die
Health
Defence
8
6
3d10
6 + 3d10
41-55
Abilities
No Spectrum (A) (Magic) (2): Choose 3 targets and an Emotion. They become Affected for 1 turn.
Saturate (A) (Mastery): Deals 4 damage.
Mythical: Never dies, but instead dissipates.
Immunity:
Overwhelmed.
Humanoid
Hard

Witch Matron
Magic
Mastery
Attack Die
Health
Defence
8
6
3d10
6 + 3d10
41-55
Abilities
Curse of Hysteria (A) (Magic) (2): Choose 2 enemies. They become Hysterical. Lasts 2 turns. Deals 2 damage.
Slither Away (R) (Mastery) (3): Dodge an Attack or Cast. Move to an adjacent hex.
Immunity:
Overwhelmed, Disarmed.
Creature
Hard

Veiled Veal of the Vale
Magic
Mastery
Attack Die
Health
Defence
10
10
4d10
10 + 4d10
56-65
Abilities
Hauntings (A) (Magic) (∞): Distant. Affects all targets. Enemies are Traumatised. Deals 5 damage.
Horn Charge (A) (Mastery) (∞): Distant. Choose 5 targets. Deals 5 damage.
Mythical: Never dies, but instead dissipates.
Immunity:
Overwhelmed, Stressed, Exhausted.
Creature
Legendary

Ancient Smell
Magic
Mastery
Attack Die
Health
Defence
10
8
4d10
8 + 4d10
56-65
Abilities
Smellace (A) (Magic) (∞): Choose all adjacent enemies. Deals 3 damage.
Overwhelming (A) (Magic) (5): Choose an enemy. Move to an adjacent hex. They become Overwhelmed.
Exhausting (R) (Magic) (5): Move to an adjacent hex of an enemy. They become Exhausted.
Immunity:
Overwhelmed, Exhausted.
Inanimate
Legendary
Rewards
Reward players often and well. Whether through looting enemies or discovering hidden treasure. Rewards can include items, spells, and, of course, currency. When players reach their maximum allowed equipment or spells and acquire a new asset, they must discard the excess (selling, throwing away, passing to another player).
Shop
When players want to change or buy a new spell, weapon or item in their arsenal they need to visit a shop. Shops are found all over the place but its up to the GM to add them to a location that fits. The GM determines the exact price of each item, using the ranges provided below as reference.
Item | Price |
---|---|
Eminence Scroll (3-use Spell) | 30-40 |
Eminence Scroll (2-use Spell) | 40-50 |
Eminence Scroll (1-use Spell) | 50-60 |
Weapon (3 or less damage) | 30-50 |
Weapon (4+ damage) | 50-70 |
Consumable | 5-50 |
Items | 5-50 |
Challenges
Challenges are narrative-driven, GM-initiated events designed to test the players in various ways. These scenarios are quick to resolve and focus on creating engaging moments during the story.
For each challenge, the GM sets the difficulty (Easy, Medium, Hard, Legendary) and describes the scenario. Each player then rolls once, with their result determining failure or success. The effect gained lasts for the current and the next scene, unless the GM chooses differently. Here are a few example challenges:
Challenge | Description | Failure | Success |
---|---|---|---|
Street Collapse | A building partially collapses onto the street, blocking passage and causing chaos. | Lose 5 Health. | Become Prepared. |
Market Riot | A sudden riot in the marketplace disrupts commerce and endangers bystanders. | Lose 8 Health. | Become Brave. |
Smell Leak | A mysterious smell leak creates an explosive hazard in a busy district. | Lose 5 Defence. | Become Lucky. |
Nuisance | A stranger is being rude to you and your party. | Become Affected (Anger). | You gain +5 Mental Mastery. |
Magical Disturbance | Uncontrolled magic sparks bizarre phenomena in the heart of the city. | Become Hysterical. | Reset all Emotion uses to 0. |
Pickpocket Ambush | Skilled pickpockets target unsuspecting citizens in crowded alleys. | Lose 1 item. | Become Confident. |
Slippery Sidewalk | Heavy rain turns pavements into treacherous, slick surfaces. | Lose 5 Defence. | Become Brave. |
Fire Outbreak | A sudden fire in a residential block sends residents into panic. | Lose 10 Health. | Become Invincible. |
Surprise Help | A stranger offers guidance. | Lose 1 Empathy. | Regain 1 Empathy. |
Sewer Flood | Manhole covers give way, flooding streets with contaminated water. | Roll on the Trauma Table. | Become Invincible. |
Parade Disruption | A noble parade is unexpectedly derailed, sparking public unrest. | Become Fallen. | Become Hidden. |
Unruly Crowd | A spontaneous demonstration escalates into an unpredictable melee. | Reduce your Physical Score by 5. | Become Enraged. |
Magical Protest | Local mages stage a protest that quickly spirals into chaotic magic. | Reduce your Mental Score by 5. | Become Overpowered. |
Accidental Duel | A misunderstanding on the street ignites a public duel between rivals. | Roll on the Injury Table. | Become Invincible. |
Mystic Fog | A strange, dense fog blankets the city, obscuring vision and sowing confusion. | Roll on the Trauma Table. | Regain 1 equipment effect use. |
Sudden Rain | Intense rain pours. | Become Affected (Surpise). | Become Hidden. |
Festival Mishap | A local festival goes awry, resulting in unforeseen chaos and disorder. | Lose 5 Health. | Become Confident. |
Cursed Statue | An iconic statue exudes a malevolent aura that unnerves citizens. | Become Affected (Happiness). | Become Overpowered. |
Shadow Intrigue | Suspicious figures in dark alleys plot clandestine schemes. | Your Health becomes 1. | Become Brave. |
Sudden Flux | A brief anomaly warps time, disorienting the city's inhabitants. | Become Exhausted. | Become Attuned. |
Challenge | Description | Failure | Success |
---|---|---|---|
Rockslide | A sudden rockslide blocks the mountain pass, threatening the journey. | Lose 8 Health. | Become Lucky. |
River Crossing | A raging river challenges the travelers with its powerful current. | Lose 5 Health. | Become Prepared. |
Wilderness Lost | Dense fog and tangled woods disorient the party far from civilization. | Become Triggered. | Become Attuned. |
Bandit Ambush | Hidden bandits lie in wait on a lonely road, ready to attack. | Lose 5 Health. | Become Brave. |
Wild Animal Attack | A pack of feral creatures ambushes the caravan on a rugged trail. | Lose 8 Defence. | Become Overpowered. |
Broken Wagon | A critical wagon component fails, slowing the progress of the group. | Lose 1 equipment effect. | Gain +2 Mastery. |
Sudden Storm | A violent storm forces the travelers to seek immediate shelter. | Lose 8 Health. | Become Brave. |
Quicksand Pit | An unexpected patch of quicksand threatens to trap the unwary. | Become Stuck. | Increase your Physical Score by +5. |
Mysterious Ruins | Ancient ruins beckon with both wonder and hidden dangers. | Become Apathetic. | Become Attuned. |
Magical Bridge | The party passes over a magical bridge. | Become Hysterical. | Remove a Negative Condition. |
Mirage | A deceptive mirage misleads the travelers about their true path. | Roll on the Trauma Table. | Become Lucky. |
Fog of War | A magical fog distorts sound and sight, complicating navigation. | Lose 5 Mental Mastery. | Become Prepared. |
Thorny Underbrush | Dense, prickly vegetation forces the caravan to slow down. | Become Bleeding. | Become Brave. |
Frostbite Risk | Extreme cold threatens the travelers with the risk of frostbite. | Lose 8 Health. | Become Invincible for 1 turn. |
Cursed Ground | A stretch of land radiates an unsettling, ominous energy. | Lose 2 Mastery. | Become Overpowered. |
Lost Map | The party's map is misplaced or stolen, leaving them directionless. | Become Affected (Sadness). | Become Attuned. |
River Rapids | Raging rapids challenge the party's skill at crossing turbulent waters. | Lose 1 Empathy. | Gain +2 Mastery. |
Desert Heat | Scorching heat in barren lands tests the endurance of the group. | Lose 8 Health. | Become Lucky. |
Fallen Tree | A massive tree has fallen, blocking a narrow trail. | Roll on the Trauma Table. | Become Prepared. |
Temporal Anomaly | A time distortion warps perceptions, altering the journey's pace. | Become Stressed. | Become Overpowered. |
Challenge | Description | Failure | Success |
---|---|---|---|
Rowdy Brawl | A sudden brawl among patrons erupts, threatening to disrupt the tavern. | Roll on the Injury Table. | Become Brave. |
Secret Plot | Whispers of conspiracy circulate, hinting at hidden agendas. | Roll on the Trauma Table. | Become Confident. |
Stolen Valuables | Valuables vanish in the chaos, leaving patrons on high alert. | Lose 1 item. | Become Lucky. |
Mysterious Stranger | A cloaked figure hints at impending danger with cryptic messages. | Lose 5 Health. | Become Attuned. |
Spiked Drink | A tampered drink causes unexpected and bizarre effects. | Roll on the Injury Table. | Become Invincible for 1 turn. |
Unruly Crowd | An unruly group disrupts the order, challenging the tavern staff. | Lose 1 Empathy. | Become Confident. |
Bard's Tale | A bard's stirring tale incites strong emotions among the listeners. | Become Affected (Disgust). | Become Brave. |
Hidden Passage | A secret door reveals a mysterious room within the tavern. | Lose 1 item. | Gain 1 item. |
Ghostly Apparition | A spectral figure appears, sending chills down the spines of patrons. | Become Affected (Fear). | Become immune to a Negative Condition of your choice. |
Another Brawl | A minor dispute quickly escalates into a full-blown tavern brawl. | Lose 5 Health. | Become Brave. |
Food Poisoning | A batch of tainted food causes widespread illness among customers. | Lose 8 Health. | Become Lucky. |
Drunken Revelry | Excessive drinking leads to chaotic and unpredictable behavior. | Lose 5 Mental Mastery. | Become immune to a Negative Condition of your choice. |
Dice Game Deception | A local cheats in a high-stakes dice game, sparking conflict. | Become Triggered. | Gain +2 Mastery. |
Suspicious Bartender | The bartender seems to be hiding something beneath the counter. | Lose 5 Defence. | Gain 1 item. |
Fire Breaks Out | A kitchen fire threatens to consume the tavern if not quickly stopped. | Lose 8 Health. | Become Brave. |
Old Rival Appears | A figure from your past arrives with a grudge and bad intentions. | Become Affected (Anger). | Become Overpowered. |
Tavern Cursed | Arcane energies pulse beneath the floorboards, unsettling all inside. | Lose 2 Mastery. | Become Prepared. |
Hallucinogenic Brew | An experimental ale induces vivid hallucinations. | Roll on the Trauma Table. | Become Hidden. |
Overheard Secret | You accidentally overhear a deadly secret while passing by a booth. | Roll on the Trauma Table. | Become Attuned. |
Tavern Games Champion | You’re challenged to beat the reigning champion in a tavern game. | Lose 1 equipment effect. | Gain +2 Mastery. |