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Fate Condensed Summary Handout

This document provides a summary of the key rules and mechanics for a roleplaying game. It discusses how to describe actions and roll dice to resolve tasks and challenges. Depending on the roll and skills involved, players can succeed, fail, or face consequences like stress or injuries. The rules cover creating advantages, defending against attacks, and resolving contests and conflicts between characters. Aspects represent important facts about characters and the game world that can provide bonuses or complications. Players can invoke aspects to gain benefits or compel other characters.

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José Borges
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0% found this document useful (0 votes)
306 views1 page

Fate Condensed Summary Handout

This document provides a summary of the key rules and mechanics for a roleplaying game. It discusses how to describe actions and roll dice to resolve tasks and challenges. Depending on the roll and skills involved, players can succeed, fail, or face consequences like stress or injuries. The rules cover creating advantages, defending against attacks, and resolving contests and conflicts between characters. Aspects represent important facts about characters and the game world that can provide bonuses or complications. Players can invoke aspects to gain benefits or compel other characters.

Uploaded by

José Borges
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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FICTION FIRST (P.13) ADJECTIVE LADDER TURN ORDER (P.31) CHALLENGES (P.

32)
Describe what you’re trying to do, then choose the skill and action that fits. +8 Legendary
At the start, GM & players decide who goes first. GM picks a number of skills representing the set of tasks
ROLL DICE (P.13) +7 Epic After acting, active player picks who goes next. needed to beat the challenge. Number of tasks is roughly
Effort = [4dF dice roll, p.13] + [skill, p.6] + [invoked aspects, p.15] + [stunt bonuses, p.15] +6 Fantastic GM’s characters are in the turn order just like the PCs. equal to the number of players. Each player picks a task
+5 Superb After everyone goes, last player picks who starts next. and rolls skill to overcome. GM considers mix of successes
OUTCOMES (P.15) +4 Great
and failures to determine outcome.
Shifts = [Your effort] – [opposing effort or target difficulty] +3 Good TEAMWORK OPTIONS (P.32)
$ Fail: Your effort is less than the target difficulty or opposing effort.
+2 Fair Combine skills: Character with highest skill rolls. CONTESTS (P.33)
+1 Average
Each other participant with at least an Average (+1) Contests take place over a series of exchanges (p.31).
DTie: Your effort is equal to the target. +0 Mediocre
in that skill may give up their action to add a +1 to Each side takes an overcome action for their goals.
# Success: Your effort is one or two shifts more than the target. -1 Poor
-2 Terrible that roll. Maximum allowed bonus equals the rating Only one character from each side makes the roll.
JSuccess with style (SWS): Your effort is three or more shifts more than the target. -3 Catastrophic of the highest skill. Supporters face same costs and Each participant may try to create an advantage in
ACTIONS (P.18-21) -4 Horrifying
consequences as the person making the roll. addition to rolling or combining skills (p.32).
AAttack (p.20): Attack to harm your target. OOvercome (p.18): Clear obstacles. On your turn: You can create an advantage and let your If creating an advantage fails, that side either forfeits

$Fail: You fail to connect.
$Fail: Failure or success at a major cost (p.16). allies use the free invokes on their subsequent turns. its roll, or keeps it but gives other side a free invoke.
DTie: Get a boost (p.23). DTie: Success at a minor cost (p.17), or fail but Outside your turn: You may invoke an aspect to add a At the end of each exchange the side with the highest

#Success: Deal a hit equal to your effort minus gain a boost. bonus to someone else’s roll. effort marks a victory; with style, two victories.
the defense’s effort. # Success: You meet your goal.
MAJOR & MINOR COSTS (P.16-17) If harm is on the table, margin of failure inflicts stress.

J
SWS: Same as success, but you may reduce the J SWS: You meet your goal and you also gain
Major costs: The situation gets significantly worse or On a tie there’s an unexpected twist, GM describes.
hit by one to get a boost. a boost.
more complicated. Major costs include introducing new First side to three victories (as determined by GM) wins.
DDefend (p.21): Defend to survive an attack or CCreate Advantage (p.19): Create a situation problems, bringing in new foes, putting the players on CONFLICTS (P.34)
interfere with a foe’s action. aspect or gain a benefit from an existing aspect. an imminent deadline, inflicting a mild or moderate Use conflicts when violence or coercion is available to
$ Fail: Foe succeeds. If it’s an attack, you take a When creating a new situation aspect: consequence, and giving the enemy a new situation the PCs and each side has a chance to harm the other.
hit; absorb as described below. $ Fail: Either don’t create it, or do it but the aspect with a free invoke or two, among other notions. Conflict takes place over a series of exchanges (p.31).
D Tie: Opposed action’s tie result applies. enemy gets the free invoke (success at a cost). Minor costs: Story details about difficulty or complication Each character acts in turn order (p.31), describing
# Succeed: You deny the enemy’s action or hit. D Tie: Don’t create it, but get a boost (p.23). but aren’t hindrances themselves, a few points of stress, what they’re trying to do, then rolling the skill action
J SWS: As with success; also gain a boost. # Success: Create it with one free invoke on it. or a boost (p.23) to the enemy. that fits. Defenders roll to oppose when appropriate.
J SWS: Create it with two free invokes on it. RECOVERY PROCESS (P.38) When all from one side have conceded (p.37) or are
STRESS & CONSEQUENCES (P.35)
When you’re hit you must absorb its shifts or be taken out.
When working with an existing aspect: Roll to begin recovery: Academics (medicine) for physical, taken out (p.36), the conflict ends. Any players who
Stress: You may check off as many stress boxes as you $ Fail: Enemy gets a free invoke on the aspect. Empathy for mental. Difficulty is Fair (+2) for mild, Great conceded collect their fate point payout, and GM also
have available, absorbing 1 shift per box checked. D Tie or # Success: Add one free invoke to (+4) for moderate, Fantastic (+6) for severe. Add two if pays players hostile invoke fate points (p.24).
Consequences: These are aspects that grant one free the aspect. treating yourself rather than someone else. On success, TYPES OF ASPECTS (P.23 AND P.27)
invoke to the attacker once marked. They absorb shifts J SWS: Add two free invokes to the aspect. rewrite consequence to indicate healing. Boost: Temporary, sometimes unnamed aspect. A boost
as indicated: Mild = 2, Moderate = 4, Severe = 6. ASPECTS (P.22) After treatment: Mild take one full scene to clear. provides a free invoke and vanishes once used. Can’t be
Taken Out: If you don’t absorb the entire hit, you’re taken Aspects are true (p.22). They can grant or withdraw Moderate take a full session to clear. Severe only clear compelled. Can’t be invoked with a fate point.
out; your opponent controls what happens to you that permission for what can happen in the story. when you reach a major milestone (p.39). Character: Aspect on a character sheet.
removes you from the scene (p.36). Invoke (p.24) an aspect to get a +2 on a roll, a reroll, SETTING DIFFICULTIES (P.42) Consequence: Character aspect; represents lasting harm.
Concede: Before a roll you may choose to concede, which or to increase foe’s difficulty by 2. Invoking costs a fate Low = below relevant PC skill; Medium = close to PC skill; Situation: Aspect located in the scene. Lasts only long
grants you a fate point payout and the ability to control point or uses a free invoke (p.19). High = much higher than relevant PC skill. as the circumstances represented by the aspect persist.
how your character exits the scene (p.37). Compel (p.25) an aspect to add complications to a Mediocre if not tough (or don’t roll), +2 for tough, +2 for Organization, Scenario, Setting, Zone: Situation aspects
Recovery: Stress clears at end of scene. Times to recover character’s circumstances. Player either receives a fate each extra factor against them. Consult aspects to adjust. which are located on a group, scene or storyline,
from consequences vary by severity (p.38). point, or spends a fate point to deny the complications. You may look at adjective ladder to guide starting point. campaign, or map area, respectively.

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