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Actions & Outcomes Quick Reference

Success with
Style

Success

Tie

Four Outcomes

Fail

Overcome

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 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.

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.

You fail to achieve your goal


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

You succeed with a minor


cost.

Overcome
Create Advantage

Attack
Defend

Success with style:


Situation aspects:
Boosts:
Full Defense:
Minor cost:
Serious cost:

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.

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
+4
+3
+2
+1
0
-1
-2

Legendary
Epic
Fantastic
Superb
Great
Good
Fair
Average
Mediocre
Poor
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.

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 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

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