1. Notes

Sixth World Assets Library

Fate is a very flexible system, that and building a character can often involve getting creative with the rules. So while Sixth World Fate Rules provides the general guidelines for designing Stunts, it can be convenient to have a menu of options to choose from.

Feel free to take any of the Assets below for your character, or tweak them into something that better could fit them.

Archetype Assets

Some character archetypes require you to take a specific Asset or an Asset of a certain type in order to grant your character access to that archetype's narrative abilities.  These are called Archetype Assets, and once you have an Archetype Asset, you are then free to take other Assets belonging to that archetype. You can take multiple Archetype Assets if you want, purchasing each one individually.

The Archetype Assets and the permissions they grant you are as follows:

  • Adepts must take the Adept's Physique Stunt, which grants access to other Adept Powers
  • Deckers must take a Cyberdeck Gear, which grants access to Programs
  • Mages must take both the Awakened Stunt and one of Sorcerer's Versatility or Conjurer's Summons, which grant access to Spells and Spirits
  • Riggers must take the Control Rig Gear, which grants access to Drones
  • Technomancers must take the Technomaner Stunt, which grants access to Sprites

Notes