FATE Actions and Aspects Quick Reference

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  • Actions & Outcomes Quick Reference

    Four Actions

    Overcome Create Advantage Attack Defend

    Fou

    r O

    utc

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    Fail

    You fail to achieve your goal (with narrative consequences). or You succeed with a 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.

    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.

    Tie You succeed with a

    minor cost.

    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.

    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.

    Succ

    ess

    You achieve your goal.

    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).

    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.

    Succ

    ess

    wit

    h S

    tyle

    You achieve your goal and gain a boost.

    For a new aspect: You create the aspect with 2 free invokes. On an existing aspect: You get 2 free invokes on the aspect.

    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.

    Overcome Action to generally achieve something, or to remove an opposing aspect from play.

    Create Advantage 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.

    Attack Action to attempt to inflict stress/consequences on, or take out, an opponent. May be physical or mental.

    Defend Action to avoid an attack or prevent someone creating an advantage against you.

    +8 Legendary +4 Great +7 Epic +3 Good +6 Fantastic +2 Fair +5 Superb +1 Average

    0 Mediocre -1 Poor -2 Terrible

    Success with style: You roll higher than your opposition/target by 3 or more shifts. Situation aspects: Remain in play until they are overcome, become irrelevant or the scene ends. Boosts: Single use, temporary aspect. Full Defense: Forgo an action this exchange, and gain a +2 bonus to all Defend rolls for this round. Minor cost: 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. Serious cost: 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

    Swap 2 skills Change a stunt for another stunt Purchase a new stunt with refresh Rename an aspect (not High Concept)

    Significant All

    +1 skill point to spend or save A minor milestone Rename a severe consequence, starting recovery

    Major All

    Rename an extreme consequence (slot freed up) +1 refresh to spend or save Increase skill cap, if increasing a skill requires it Rename your High Concept, if desired A significant (and therefore minor) milestone

    Skill List

    Athletics Burglary Contacts Crafts Deceive Drive Empathy Fight Investigate Lore Notice Physique Provoke Rapport Resources Shoot Stealth Will

  • Aspects and FATE Points Quick Reference

    Aspects are short descriptive phrases which offer bonuses or complications to characters.

    Game Aspects 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.

    Character Aspects Permanent. Defined at character generation, and may change at milestones. You can invoke your aspects at any time.

    Situation Aspects 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).

    Consequences 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.

    Boosts 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 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.

    Refuse a Compel Avoids a complication that would come from accepting the compel. GM driven.

    Power a Stunt Dependent on the stunt; more potent stunts may cost a FATE point.

    Declare a Story Detail 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 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.

    Borrow a New Stunt 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 Accept the complication associate with a compel. May be awarded retroactively. GM driven.

    Your Aspect invoked against you

    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.

    Concede a conflict Receive one point for conceding, plus one for each consequence received in the conflict. Usable after the conflict is over.

    Refresh 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