- When reading through the Fray Rulebook, there are a few things that may not be clear at first glance. So please keep in mind:
- If you are instructed to divide by an amount (usually half), round up unless otherwise indicated.
- Fray characters have four key components: Stats, Skills, Backgrounds, and Perks. These are rated on a Tier system and are written out with the name first followed by the Tier, such as Finesse 4 (Stat), Burglary 2 (Skill), Followers 3 (Background) and Battlefield Medic 2 (Perk).
- When a Stat is referenced in the document by itself, it refers to the Tier of that Stat that the character possesses. For example, if you have Brawn 4 and an ability indicates that you heal Brawn in Vitality, it means that you heal 4 Vitality.
- Stats are almost always rolled in conjunction with a Skill. These are written in this form within the rules: Stat + Skill, such as Finesse + Stealth. If a Stat is to be rolled without a Skill, it will be noted specifically.
Key System Terms
Below are some words and phrases that are used throughout the Fray rules. They have specific meanings and are always indicated as system terms by being capitalized and written in small caps.
- Tier is used to represent levels of a Stat, Skill, Perk, or another attribute that a character has.
- Aces to Successes allows you to count an Ace as a Success on Challenges.
- Advantage adds one additional Stat Die on Challenges.
- Anima Defense (AD) is a character’s defense against Attacks that target their mind or spirit and damage them.
- Attribute is a quick reference that refers to Defense, Initiative, Hardness, Resistance, Regeneration, Movement, Speed, Essence and Vitality ratings.
- Cantrips are magical abilities that can be used without spending Essence.
- Clumsy is used to describe a type of Movement. If the Clumsy descriptor is next to a movement it means that moving in that mode costs 2 Movement instead of 1 per hex.
- Coin and Wealth are a representation of how much money, land or other resources a character has acquired.
- Combat refers to any passing of time in which characters in engaged in fighting.
- Combat Actions are different actions that characters can take within a combat Round. There are four types: Primary Actions, Secondary Actions, Free Actions, and Reactions.
- Deadliness refers to the difficulty of a creature to best. It scales from 1 to 8 with 1 being something easy to best in combat and 8 being something nearly impossible to beat in combat.
- Disadvantage forces players to roll one less Stat Die on Challenges.
- Essence is spent when casting Spells or using other Perks that require it.
- Hardness is a character’s ability to ignore physical damage. Unless you are hit with mental, necrotic, or energy damage subtract Hardness from the damage received.
- Health is how bulky or tough a character is and how much damage their body can take. After Tenacity reaches 0 characters will start to take damage from their Health. On an Aced Attack
- Tenacity is bypassed and damage goes straight to Health.
Initiative is rolled by all combatants to decide turn order in combat. Everyone rolls a d8 and adds this bonus to it, with the highest total going first in combat.
- Maneuvers are special combat abilities gained by taking Perks that allow characters to use Combat Actions in different ways.
- Mastery of a Skill allows players to sacrifice one Stat Dice and receive an automatic Success.
- Mental Defense (MD) is a character’s defense against Attacks that target their mind or spirit and affect their actions.
- Movement is a mode of moving such as Walking, Climbing, Swimming, Flying or Burrowing. It is also used to measure how many hexes characters can pass through on their turn. Moving through one hex costs one Movement.
- Perks are special abilities and bonuses that a character has such as fighting styles, stronger defenses, and magic.
- Physical Defense (PD) is a character’s defense against Attacks that target their physical body.
- Regeneration is an ability that heals its rating in Vitality at the beginning of every turn of combat.
- Resistance is the ability to ignore energy damage, such as fire or electricity. When hit with energy damage types, this number is subtracted from the damage received.
- Round is one segment of a combat in which all characters can take actions.
- Scenes are a way of measuring time that passes in game.
Skills represent the training and education of a character and provide a flat bonus to Successes when making Challenges.
- Speed is the maximum number of hexes a character can normally move through.
- Spells are abilities gained from Spell Knowledge Perks that require Essence and a Magic Skill to cast.
- Spike is used when calculating magical effects and is the higher of your Charisma or Intellect.
- Stats represent the natural abilities of a character and give Stat Dice to roll when making Challenges. Each Stat provides bonuses to other areas of a character as well.
- Strike is used when rolling Magic Skills and is the higher of your Persuasion or Wits.
- Tenacity is how good a character is at avoiding actual damage. This represents their luck or reflexes as it is not damage taken to the character’s physical body. Damage is taken from Tenacity first, then from Health.
- Turn is when a player can control their character’s actions during a combat.
- Vitality is a reference to both Tenacity and Health. When damage is done to Vitality it always comes from Tenacity first. When Tenacity reaches 0 any further damage done comes from Health. When Vitality is healed it always heals Health first, up to the maximum Health and then any remaining healing goes into Tenacity. If a Spell or Perk specifically targets only Health or Tenacity it will specify this within the power’s description.