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What this game is and how to start tonight
This is Warriors of the Covenant—your complete game in a lean package. You can play with just this document. Other titles (like the Advanced Player’s Guide or Covenant Quests) add options, but nothing here depends on them.
What this is. Warriors of the Covenant is a story-forward tabletop roleplaying game about faithfulness under pressure. You play capable men and women whose lives are tied to the Covenant—diplomats, healers, scouts, warriors, and more—making hard choices, shouldering consequences, and seeking truth. It runs on a lean Fate-style chassis reshaped for canon-safe biblical play: Grace Points instead of Fate Points, Conscience Stress, prewritten Conditions, and Roles with Gift Skills that model callings.
Who it’s for. Tables that want strong character drama, clear moral stakes, and collaborative problem-solving. Fate veterans will recognize the bones; newcomers can learn quickly. This game welcomes groups who value honorable play: families, youth groups, home tables, and any crew that wants rules which reward truth-telling and covenant faithfulness.
When it takes place. Your table chooses the season of the story—any era within the biblical record your campaign will explore. You play in the spaces around the text (before, between, and alongside recorded events), never contradicting what Scripture fixes. Sessions frame themselves against known moments without rewriting them.
Where it takes place. The lands of the Covenant and their neighbors: villages, caravan routes, deserts and wadis, fortified towns, palaces, and ports—wherever the people of God contend with famine and flood, tyrants and idols, fear and folly. The game supports travel across regions and cultures; each arc anchors to a place, a people, and a pressure.
Why this game exists. To tell honest, human-sized stories beside the great ones—stories where integrity costs, repentance matters, and hope changes outcomes. We built mechanics that make those choices count: Grace for leaning on truth, Conscience for the weight of compromise, Roles that embody service, and a Platinum Rule that keeps play faithful to the record while leaving plenty of room for drama.
How a session feels. You arrive at a fixed point in canon, discover who’s in need and what’s at stake, and decide how to serve—parley or protect, expose deceit or endure hardship, build what’s missing or hold the line—shaped by your Role and Gifts. You’ll leave the moment as you found it historically, but changed by how you met it.
Pick a season. Choose a calling. Step into the spaces beside the text—where small choices matter and faithfulness changes people. You won’t rewrite Scripture here; you’ll decide how you meet it: tell the truth when it costs, stand fast when fear is loud, repent when you miss the mark, and serve those who cannot repay you.
Bring curiosity. Share the spotlight. Let the Platinum Rule keep the world steady while your characters grow. New to Fate? You’ll be fine. Veteran? The edges will still test you.
Gather your friends and a handful of dice. Here’s what you need to play.
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You’ll need two to six people (one as the GM), dice, some tokens, pencils, paper, and a few small cards or sticky notes for scene and character notes.
Fudge Dice. We use 4dF (four six-sided dice marked with two :plus-:, two :blank:, and two :minus-:). One set per player is ideal. No Fudge dice? Use regular d6 (1–2 = :minus-:, 3–4 = :blank:, 5–6 = :plus-:). A card deck with the same :plus-: / :blank: / :minus-: distribution also works. We’ll say “roll” throughout for simplicity.
Tokens. Have a few tokens for Grace Points and for tracking scene boosts and similar table cues.
Biblical Foundation. Because this game touches matters of conscience and faith, the Witness should have a firm biblical foundation—the ability to guide play in line with Scripture and the covenant themes of the game. If the Witness does not feel confident in this, the group should ensure there is a pastor or elder available to consult when questions arise. See the Faith-Aligned Mediation workflow described in the Witness section.
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If you’re fluent in Fate, you’ll feel at home—just expect the play loop to lean into truth, repentance, and covenant faithfulness, with mechanics that make those choices matter.
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The Platinum Rule (Canon-Safe Play)
This game honors the biblical record. Players and Witnesses may explore, interpret, and dramatize the spaces around the text, but may not contradict what the text states. You can meet figures, feel the pressure of their choices, and be changed by God’s work—without rewriting it.
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Every game starts by agreeing on the setting you’re playing in. Most tables will use the default setting described later in A World of Covenant; if you’re customizing, align on place, period, tone, and what’s possible.
If you’re using the default setting, you can keep this discussion brief and move straight to character creation.
Once the setting is locked in, the players create Player Characters (PCs)—the protagonists of your story. Warriors of the Covenant heroes are capable, tested, and willing to be refined through trials.
Your character consists of:
Aspects are true. Use them to shape outcomes (spend Grace), establish facts, and invite trouble (compels). Accepting certain compels may add Conscience Stress—see Stress & Conditions.
Starting Aspects:
Personal Belief and Bond/Relationship are not prewritten—you author them at the table.
A crisp, front-of-book description of your calling, posture, or place in the story.
A flaw, obligation, or entanglement that reliably complicates your path.
Your vow, lineage, sacred duty, or communal bond—how you are tied to the Covenant.
Name the conviction you won’t surrender—the principle you act from when it costs you. Aim for language that can both help and press you.
Examples: “Truth Before Gain,” “Mercy Over Pride,” “The Lord Provides in the Wilderness.”
Use in play: Invoke to stay the course when tempted; accept a compel to test that belief (often risking Conscience Stress if you compromise).
Define a living tie to someone at the table—preferably another PC. Good Bonds contain tension or asymmetry so they can swing for or against you.
Examples: “I Owe Sered My Life,” “Milkah’s Charge Upon My Shoulders,” “Unfinished Business with Jorim.”
Timing: You can draft this after everyone else’s concepts are on the table. If it links to an NPC, make sure the Witness signs off and plans to feature that tie.
Aspects say who you are; skills show what you can do. Each skill covers a broad sphere of capability shaped by training, practice, or hard-won experience.
Descriptions for these skills appear in the Attributes & Skills chapter.
Heart (Emotional & Social Resilience)