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Success with
Style
Success
Tie
Four Outcomes
Fail
Overcome
Attack
Defend
Overcome
Create Advantage
Attack
Defend
Four Actions
Create Advantage
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.
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
Legendary
Epic
Fantastic
Superb
Great
Good
Fair
Average
Mediocre
Poor
Terrible
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 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),
usually suggesting a decision for your character to take or that an event to occur.
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