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Four Actions
Tie
Success
Success
with Style
Four Outcomes
Fail
Overcome
Create Advantage
Overcome
Create Advantage
Attack
Defend
Success with style:
Situation aspects:
Boosts:
Full Defense:
Minor cost:
Serious cost:
Attack
Defend
Your opponent
succeeds in their
objective: attacking or
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
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
Skill List
Athletics
Lore
Burglary
Notice
Contacts
Physique
Crafts
Provoke
Deceive
Rapport
Drive
Resources
Empathy
Shoot
Fight
Stealth
Investigate
Will
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.
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.
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