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How to Play Doing Things - Fighting Things - Quick Guide
Character Creation Character Advancement - Example Character Sheets - Quick Start
System Stuff Skill List - Class List - Permissions List - Stunts List
GM Information Bestiary - Random Injury Table - Worldbuilding
Classes
Battle Cunning Thought Charm
Fighter Rogue Scholar Diplomat
Barbarian Assassin Sage Spy
Knight Gleeman Tactician Chevalier
Sorcerer Druid Summoner Namer
Monster Enchanter Abjurer Priest
Warrior Monk Ranger Wizard Skald
Specialist Classes
Soldier Thief Mage Leader
Martial Artist Wanderer Loremaster Performer

How to Play

"If you’ve never played a roleplaying game before, here’s the basic idea: you and a bunch of friends get together to tell an interactive story about a group of characters you make up. You get to say what challenges and obstacles those characters face, how they respond, what they say and do, and what happens to them." - FATE Core SRD on the Basics
"The default format for a tabletop RPG is for one player to be selected as the Game Master while the others each create Player Characters who will collectively act as the heroes of the game's plot. Individual sessions or "episodes" of the game are commonly called "adventures", and the ongoing game story itself is usually called a "campaign," a holdover from these games' own heritage from tabletop wargames." - TV Tropes article on Tabletop RPG
Players should begin by creating a character, and reading the Doing Things and Fighting Things pages.

Game Masters (GM's) act as the directors of the world. They create the world and make it react to player decisions. As such, they will need to be familiar with most, if not all, of the content on this website.

General Rules

1. It's for fun. Enjoy yourself and don't be an ass.

2. GM has the final word. The GM is the person leading the campaign. If you think something is unfair or imbalanced, you should say so. The group can discuss it and the GM may make a change. But, if the GM says it stays, it stays.

3. Roleplay a little. You don't have to speak Old English, but play your character. If they're a self-centered thief, they might not save the burning orphanage. Or maybe they will, if they used to be an orphan. Justify your actions for your character.

4. Conflict is okay.  Your character can attack other players and vice versa. Just because you can, though, doesn't mean you should. Try to approach this option with some restraint and remember the previous rules.

5. Relax. Things will go bad at some point. Your character might die. Other players might be the cause. You might have a long streak of bad rolls, or the GM might be a little overwhelmed. Remember that it's just a game, and use problems to create new opportunities.