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Player Guide
This page is for players: how to make a character, read the character sheet, and play the game with FaDe. For the GM-side tools and the rule systems you can configure, see the GM Guide. For a full list of every setting, see the System Settings page.
- Create the actor. Open the Actors directory, create a new actor, and set its type to Character.
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Set ability scores. Open the sheet. On the Abilities tab, click the little pencil in the corner of the ability score block to switch into edit mode. Each score has three editable fields:
- Base — the rolled/generated score.
- Temp Mod — a temporary modifier (spells, curses, level drain).
- Minimum — a floor for the score, usually set from your class's requirements. The big number shown is the total (base + temp), and if the world uses a modifier table, the modifier appears beside it. Click the score's name to roll an ability check against it.
- Add a class. Drag a Character Class item onto the sheet. FaDe fills in your class name, level, hit dice, THAC0/attack values, saving throws, next-level XP, and your XP bonus from prime requisites. (With the Advanced class system, dragging a class instead adds it as an actor class item, and you can add several for multi-classing.)
- Add an ancestry. Drag an Ancestry (species) item onto the sheet, or type the name in the header. Click the Ancestry label to open the ancestry definition (height/weight rolls, allowed classes, requirements). You can use the ancestry's height and weight formulas to roll starting size.
- Pick up gear. Drag weapons, armor, ammunition, light, and other gear onto the sheet from compendiums or the GM's world items. Your world's encumbrance system totals everything up and shows the result at the bottom of the Items tab.
- Name and portrait (click the portrait to change it).
- Ancestry — text field; the label opens the ancestry definition.
- Level — pulses when you have enough XP to level up (see Leveling Up). Locked under the Advanced class system, where each class item has its own level.
- Class — the label opens the class definition.
- Hit Dice — click the dice formula to roll your hit dice.
- XP / Next Level / XP Bonus — current XP, the threshold for the next level, and your prime-requisite XP bonus.
- Alignment and Attacks (attacks per round).
- Ability scores — see above; click a score to make an ability check.
- Saving throws — one per save; click the icon to roll, or edit the target number. When the class system updates you, these are created automatically from your class's save table.
- Hit Points & Armor Class — current/max HP, total AC, naked AC, shield bonus, and ranged AC where it differs. With Armor Value enabled, the AC block also shows your AV.
- Movement — per-turn, per-round, per-day, and run rates, derived from your load.
- Exploration — exploration abilities from your class, ready to roll.
- Equipped weapons — the weapons you have equipped, grouped by attack group, with damage and attacks used/max per round. Click one to attack.
Your inventory, split into weapons, ammunition, armor, gear, and treasure, with a search box at the top. Containers hold other items and show their combined weight. Equip or unequip gear with the equip toggle — armor swaps out automatically, and items that only work when worn (magic armor, rings, and so on) only apply their effects while equipped. The bottom bar shows your encumbrance total and, if the world tracks weight, how that affects your movement. Dropping an item onto another actor's sheet moves it (hand it off or split stacks).
- Class abilities — abilities granted by your class, with use counters where applicable.
- General skills — your skills, each tied to an ability; click to roll.
- Weapon masteries — your mastery level, to-hit and damage bonuses per weapon type.
- Special abilities — anything else, with roll formulas where defined.
Spellcasters get a spells tab listing each spellcasting class. Spells are grouped by spell level with slots used/max, and each spell has its own cast count (memorized/∞) if your game tracks individual memorization. The reset button restores all slots, e.g. after a night's rest.
The Effects tab shows the active effects on the actor (yours plus those from your items). Description is your biography. The GM tab is only visible to the GM and holds encounter-type GM-only information.
XP is usually awarded through the GM's Party Tracker (see the GM Guide). When your current XP reaches your next-level threshold, the level field in the header starts pulsing. Raise the level (or, in the Advanced system, raise the level of the actor's class item) and FaDe applies everything your new level grants:
- New hit dice, THAC0/attack value, and title.
- Updated saving throws.
- New class abilities and class-granted items — depending on the world setting, it asks first or adds them automatically.
- Your XP bonus is recalculated from your prime requisites as scores change.
- Ability checks — click a score's name. FaDe asks for a difficulty level and optional modifier (Ctrl-click to roll without the dialog). A natural 1 always succeeds and a natural 20 always fails. With the tiered system, the chat card grades how well you did instead of a simple pass/fail.
- Saving throws — click the save's icon. The result card tells you whether you made it.
- Attacks — click an equipped weapon (or drag one to your hotbar). The attack dialog lets you choose melee/missile, the range for missile fire (short/medium/long, with their modifiers), and whether to roll with advantage or disadvantage. The chat card shows the result against your target.
- Damage — roll damage from the chat card or apply it to the target's token. Editing a token's HP bar with a negative delta asks what damage type it is; a positive delta heals. The chat card also offers apply damage/heal buttons so you don't have to touch the bar.
- Light — light items can be lit and snuffed from their chat card, and they burn down as world time passes. See the Light and Vision guide.
- Conditions — applied from the chat prompt, with a matching button to remove them. Conditions carry their own active effects and can expire on their own.
- Use the items search box to find gear fast in a long inventory.
- Items with a uses or charges counter are tracked right on the sheet — click the marks to spend or restore.
- If your GM enabled toasts, you'll get a small on-screen notification whenever a light is lit or a condition is applied, on top of the chat message.