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Game Aspects

As a pulp adventure, you’ll be traveling all over the world. There really aren’t any setting aspects that would apply to Jamestown, Edo, M’banza-Kongo, London, Istanbul, and the Black Forest. Instead, places have aspects which you can use while you’re there. There are also multiple worlds, like the Algonquian World, the English World, and the Islamic World, each of which may have their own aspects.

There is one aspect on the game itself, though:


Terra Pericolosa differs from real history in that it’s a pulp adventure. This game aspect gives you something to invoke to add pulpy details or make it a little more likely that you’re able to do something that would be slightly crazy in the real world.

Example Invoke: Leaping between ropes on a ship, high above the deck.

Example Compel: Yes, it’s dangerous, but you can do it!

Player’s Guide

Terra Pericolosa is a Fate Core game with a few major adjustments.

Aspects as Skills

From the Fate Core Toolkit

There are no skills. Instead, your aspect gives you a passive +1 bonus to any roll that it applies to. You can invoke your aspect as normal, which would add another +2 on top of that, for +3 total.

The GM needs to be fairly strict in ruling when an aspect is relevant, though, or maneuvers lose their value.

Adversaries need to have a slight mechanical advantage compared to PC’s, or conflicts become too easy, so adversaries also have a rating on the ladder. Most adversaries are Average (+1) or even Mediocre (+2). The significant villains of an adventure might be Fair (+2) or even Good (+3). The campaign’s most powerful villains are even higher, but facing them will usually involve more than one entire adventure focused on gathering powers, allies, and advantages to bring to bear.

GM Fate Points

At the start of each scene, the NPC’s reset to one fate point per PC in the scene. NPC’s might gain fate points from conceding conflicts or accepting compels. These don’t go into the pool for the next scene; rather, they’re added to the pool in the next scene which that NPC appears in. NPC’s can accept compels “off-screen,” making mistakes that allow the PC’s to follow them and so forth, either offered by the GM as part of building the story, or offered by the players to get them to make a mistake or leave a clue. That NPC then has access to that fate point the next time he appears. If not used in that scene, it carries over.

Limitations on Invoking

From Diaspora

You can only invoke one aspect on any one thing, e.g., only one of your own aspects, only one of the campaign aspects, only one of the scene aspects, etc. Situation aspects are exempt; you can invoke as many situation aspects as are available and relevant.

No Stress

You don’t have stress, just consequences, but you have six of them: mild, moderate, and severe, broken out into physical and spiritual.

Minor NPC’s don’t have consequences. Supporting NPC’s only have mild, moderate, and severe. Main NPC’s have the same six slots as a PC.


Attacks only deal damage when you invoke an aspect of the person you’re attacking, the zone you’re in, or the scene.


From Marvel Heroic

Each character in a conflict has a card. The GM determines who goes first based on the narrative. When you act, flip your card over and choose who will go next. When all cards have been flipped over, the round ends. Everyone flips their cards back to the active side, and the last player to go chooses who goes next in the new round (yes, she can pick herself).


You have a Languages sheet on which you can record your fluency in up to 24 different languages. Your fluency in each of these languages is rated on the ladder. Good (+3) indicates full fluency, meaning that you can communicate and interact in that language normally. For each step below Good (+3), your attempts to communicate or interact in that language suffer a -1 penalty. For example, if you’ve just begun to learn Japanese, you’re Terrible (-2) at it. That’s five steps below Good (+3), so you suffer a -5 penalty to your social rolls when speaking Japanese.

A new character is Good (+3) at his native language, tied to his High Concept. For each other character aspect, you may be Good (+3) at an additional language if the aspect implies it, either by naming the circumstances under which you would have used that language, or generally implying that you are a scholar, linguist, explorer, adventurer, or would otherwise have had reason to learn other languages. In each case, you can choose to break these levels out among multiple languages. For example, instead of being Good (+3) at French, you could choose to instead be Fair (+2) at French and Average (+1) at Spanish, or Average (+) at French, Spanish, and Italian.

When you spend several days immersed in a language that you don’t know, you can try to make a roll to add it to your list. This roll is usually against Good (+3) opposition, but more difficult languages, or languages more alien to those you already know, could increase this opposition.

  • Fail: You can’t figure out this language at all.
  • Tie: You can add the language to your list at Terrible (-2), but only if you take a spiritual consequence from the effort.
  • Success: You can add the language to your list at Terrible (-2).
  • Success with style: You can add the language to your list at Terrible (-2), and you can immediately make another roll to improve at it (see below).

When you spend several days immersed in a language that you’re still learning, you can try to make a roll to improve at it. This roll is against your current fluency in the language, so improvement is easy at first, but becomes more difficult as you get closer to fluency.

  • Fail: You don’t make any progress.
  • Tie: You can increase your fluency by one level, but only if you take a spiritual consequence from the effort.
  • Success: You increase your fluency by one level.
  • Success with style: You increase your fluency by one level, and you can immediately make another roll to improve it again.


See Journeying

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