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Actions & Outcomes Quick Reference

Four Actions

Tie
Success
Success
with Style

Four Outcomes

Fail

Overcome

Create Advantage

You fail to achieve your


goal (with narrative
consequences).
or
You succeed with a
serious cost.

You succeed with a


minor cost.

You achieve your goal.

You achieve your goal


and gain a boost.

Overcome
Create Advantage

Attack
Defend
Success with style:
Situation aspects:
Boosts:
Full Defense:
Minor cost:
Serious cost:

For a new aspect:


You fail to create an aspect (with
narrative consequences)
or
You create the aspect, but someone
else gets a free invoke such that they
benefit to your detriment.
On an existing aspect:
You give a free invoke on the aspect
to someone else to your detriment.
For a new aspect:
You get a boost a single use of your
aspect, though it may need tweaking
to reflect that its temporary.
On an existing aspect:
You get a free invoke on the aspect.
For a new aspect:
You create the aspect with a free
invoke.
On an existing aspect:
You get a free invoke on the aspect
(as per a tie).
For a new aspect:
You create the aspect with 2 free
invokes.
On an existing aspect:
You get 2 free invokes on the aspect.

Attack

Defend

You dont cause any damage, and


may have a boost against you as a
result of your targets Defend
action.

Your opponent
succeeds in their
objective: attacking or
creating an advantage
against you.

You dont cause any damage, but


gain a boost.

You grant your


opponent a boost. This
is the same boost as
the outcome of their
action, not an
additional one.

You hit with the number of shifts


you got over your opponent, with
your target taking
stress/consequences or being taken
out.

You avoid the attack or


the attempt to gain an
advantage on you.

You hit with the number of shifts


you got over your opponent, with
your target taking
stress/consequences or being taken
out. You may reduce your shifts by
one to gain a boost.

You avoid the attack or


the attempt to gain an
advantage on you, and
you gain a boost
against your
opponent.

Action to generally achieve something, or to remove an


opposing aspect from play.
Action to create a new, ongoing situation aspect (on the scene
or an opponent) or gain additional benefit from any existing
aspect you have access to.
Action to attempt to inflict stress/consequences on, or take
out, an opponent. May be physical or mental.
Action to avoid an attack or prevent someone creating an
advantage against you.

+8
+7
+6
+5
-1

Legendary +4 Great
Epic
+3 Good
Fantastic
+2 Fair
Superb
+1 Average
0 Mediocre
Poor
-2 Terrible

You roll higher than your opposition/target by 3 or more shifts.


Remain in play until they are overcome, become irrelevant or the scene ends.
Single use, temporary aspect.
Forgo an action this exchange, and gain a +2 bonus to all Defend rolls for this round.
Adds a narrative detail that is problematic/negative for the PC, but doesnt hinder progress. The
character may take some stress or an opponent may gain a boost against them.
Something that makes the current situation worse, creating new problems or another source of
opposition, or actively worsening the current situation. The GM may ask the character to take an
appropriate consequence in their lowest available slot or create an advantage for an opponent with a
free invoke against them.

Milestones
Minor
Choose one
Significant
All
Major
All

Swap 2 skills
Purchase a new stunt with refresh
+1 skill point to spend or save
Rename a severe consequence, starting recovery
Rename an extreme consequence (slot freed up)
Increase skill cap, if increasing a skill requires it
A significant (and therefore minor) milestone

Change a stunt for another stunt


Rename an aspect (not High Concept)
A minor milestone
+1 refresh to spend or save
Rename your High Concept, if desired

Skill List
Athletics
Lore

Burglary
Notice

Contacts
Physique

Crafts
Provoke

Deceive
Rapport

Drive
Resources

Empathy
Shoot

Fight
Stealth

Investigate
Will

Aspects and FATE Points Quick Reference


Aspects are short descriptive phrases which offer bonuses or complications to characters.
Game Aspects
Character Aspects
Situation Aspects
Consequences

Boosts

Permanent. Defined before a game starts, and may evolve between or during sessions.
Anyone can invoke, compel or create advantage on game aspects at any time.
Permanent. Defined at character generation, and may change at milestones.
You can invoke your aspects at any time.
Temporary. Attached to a scene or a character. Defined by GM or a player creating an advantage.
Lasts for a scene or until no longer relevant (no longer than a session).
Usually Temporary. Attached to a character to avoid being taken out in a conflict, usually phrased
negatively. Lasts for a variable period of time measured in scenes or sessions.
An extreme consequence may be used once between major milestones, and permanently replaces
a character aspect, excluding the High Concept aspect.
Temporary. Usually created from ties on rolls or succeeding with style. Single use aspect that goes
away as soon as you invoke it. You may allow another character to use it.

FATE points can be spent in the following ways:


Invoke an Aspect

Refuse a Compel
Power a Stunt
Declare a Story Detail
Suggest a Compel
Borrow a New Stunt

Reroll, introduce +2 to passive opposition or add +2 to the result of a roll. The +2 may be applied
to another characters roll. Must be appropriate to aspect.
Aspect bonuses may stack, but may not spend FATE points to invoke the same aspect more than
once per roll.
Avoids a complication that would come from accepting the compel. GM driven.
Dependent on the stunt; more potent stunts may cost a FATE point.
Introduce a plausible detail to the story, such as remembering to bring along certain equipment or
a dramatic entrance for your character, ideally related to your aspects.
Suggest a compel on another character, which the GM opts to offer to that character. The point is
spent regardless of the target characters decision to refuse or accept the compel.
If a player wants to push the limit of what a skill should do, but it would be allowable with a stunt,
they can use it once but will must spend a Refresh to buy the Stunt to do it again.

Free invocations obviously do not cost FATE points. They can be stacked on a roll with a paid invocations from the same
aspect, and from each other if more than one free invocation is available.
Boosts do not cost FATE points, but may only be used once before they are no longer available.

FATE points can be gained in the following ways:


Accept a Compel
Your Aspect invoked
against you
Concede a conflict
Refresh

Accept the complication associate with a compel. May be awarded retroactively. GM driven.
When someone else pays a FATE point to invoke an aspect attached to your character, including
aspects from Create Advantage actions or consequences. You gain the point at the end of the
scene.
Receive one point for conceding, plus one for each consequence received in the conflict. Usable
after the conflict is over.
At the start of each session, regain FATE points up to your Refresh (assuming you have less FATE
points than your Refresh carried over).

Compels
Compels can be offered by the GM or requested by a player at any time in reaction to a characters situation to complicate
matters in a manner relevant to an aspect (usually, but not always, a character aspect or consequence).
Event-based: You have ___ aspect and are in ___ situation so it make sense that ___ would happen.
Decision-based: You have ___ aspect in ___ situation; it make sense youd decide to ___. This goes wrong when ___ happens.
Players can suggest compels for any other character at a cost of 1 FATE point. Final decision on whether a compel occurs lies
with GM. Complications related to an aspect that occur naturally through roleplay may, at GM discretion, award a FATE point
retroactively as if a compel had occurred.
When a situation aspect is compelled, all affected characters gain a FATE point.
Content developed by Andy Harsent and Richard Bellingham

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