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Four

 Outcomes  (p.  132):     • Severe: overcome Fantastic (+6), one whole


scenario.
• Fail: Fail your action or succeed at a major cost.
The  Ladder  (p.  9)   • Tie (0 Shifts): Succeed at minor cost.
+8 Legendary • Succeed (1—2 shifts): Succeed with no cost.
Aspect  Types  (p.  57)  
• Succeed with style (3+ shifts): succeed with
+7 Epic additional benefit. • Game aspects: permanent, made during game
creation
+6 Fantastic • Character aspects: permanent, made during
+5 Superb Four  Actions  (p.  134)   character creation
• Situation aspects: last for a scene, until
+4 Great
+3 Good
o Overcome: get past an obstacle. •
overcome, or until irrelevant
Boosts: last until invoked one time
• Consequences: last until recovered
+2 Fair
+1 Average
C Create an Advantage: Invoke an aspect for free.
+0 Mediocre Invoking  Aspects  (p.  68)  
-1 Poor
A Attack: Harm another character. Spend a fate point or free invoke. Choose one:
• +2 to your skill roll
-2 Terrible D Defend: prevent attacks or advantages on you. • Reroll all our dice
• Teamwork: +2 to another character’s roll versus
relevant passive opposition
• Obstacle: +2 to the passive opposition
Game  Time  (p.  194)   Free invokes stack with a paid one and each other.
• Exchange: time for everyone to get a turn
Mitigating  Damage  (p.  160)  
• Scene: Time to resolve a situation Fill in one stress box greater than or equal to the value of
an attach, take one or more consequence, or fill in one
• Session: a single sitting
stress box and take consequences—if you can’t do one of Compelling  Aspects  (p.  71):    
• Scenario: An Episode Accept a complication for a fate point.
these three things, you’re taken out.
• Arc: A Season • Event-based: You have _____ aspect and are in
• Campaign: The entire game in a particular _____ situation, so it makes sense that,
setting unfortunately, _____ would happen to you.
Consequences  (p.  162)   Damn your luck.
• Mild: -2 to attack value • Decision-based: You have _____ aspect in
Skill  Roll  (p.  130)   • Moderate: -4 to attack value _____ situation, so it makes sense that you’d
Roll four Fate dice and add to skill rating. Compare to • Severe: -6 to attack value decide to _____. This goes wrong when _____
opposition. For each step on the ladder greater than your • Extreme: -8 to attack and permanent character happens.
aspect
opposition, you earn a shift.

Refresh  (p.  80)  


Opposition  types  (p.131)   Recovery  (p.  164)   At the start of a new session, you reset your fate points to
• Mild: overcome Fair (+2), one whole scene your refresh rate. If you ended the last session with more
• Active: another character rolls against you.
• Moderate: overcome Great (+4), one whole points, you keep the extra. At the end of a scenario, you
• Passive: A static rating on the ladder.
session. reset to your refresh rate no matter what.
Spending  Fate  Points  (p.  80):   Earning  Fate  Points  (p.  81)   • Succeed with Style: Create or discover the
Spend fate points to: aspect, get two free invocations on it.
• Earn fate points when you:
• Invoke an aspect • Create an advantage on an aspect you already
• Accept a compel
know about (FAE, p. 15):
• Power a stunt • Have your aspects invoked against you
• Fail: No additional benefit.
• Refuse a compel • Concede a conflict.
• Tie: Generate one free invocation on the
• Declare a story detail
aspect.
• Succeed: Generate one free invocation on
Dice  Results  (FAE,  Page  18)   the aspect.
Challenges  (p.147)   Result = Dice Roll + Approach bonus + • Succeed with Style: Generate two free
• Each obstacle or goal that requires a different Bonuses from stunts + Bonuses from invocations on the aspect.
skill gets an overcome roll. Invoked Aspects • Overcome (FAE, p. 16):
• Interpret failure, costs, and success of each roll to • Fail: Fail, or succeed at a serious cost.
determine final outcome. • Tie: Succeed at minor cost.
Outcomes  (FAE,  Page  13)   • Succeed: You accomplish your goal.
• Fail: Your Result is lower • Succeed with Style: You accomplish your
Contests  (p.  150)   • Tie: Your Result is equal goal and generate a boost.
• Contesting characters roll appropriate skills. • Success: Your Result is higher by 1 or 2 • Attack (FAE, p. 17):
• If you got the highest result, you score a victory. • Success with Style: Your Result is higher by 3 • Fail: No effect.
• If you succeed with style and no one else does, or more. • Tie: Attack doesn’t harm the target, but you
then you get two victories. gain a boost.
• If there’s a tie for the highest result, no one gets a • Succeed: Attack hits and causes damage.
• Succeed with Style: Attack hits and causes
victory, and an unexpected twist occurs. Setting  Target  numbers  (FAE,  p.  37)   damage. May reduce damage by one to
• The first participant to achieve three victories
• Easy Task: Mediocre (+0) – or success without a generate a boost.
wins the contest.
roll • Defend (FAE, p. 17):
• Moderately Difficult: Fair (+2) • Fail: You suffer the consequences of your
• Extremely Difficult: Great (+4) opponent’s success.
Conflicts  (p.  154)   • Impossibly Difficult: Go as high as you think • Tie: Look at your opponent’s action to see
• Set the scene, describing the environment the makes sense. The PC will need to drop some fate what happens.
conflict takes place in, creating situation aspects points and get lots of help to succeed, but that’s • Succeed: Your opponent doesn’t get what
and zones, and establishing who’s participating fine. they want.
and what side they’re on. • Succeed with Style: Your opponent doesn’t
• Determine the turn order. get what they want, and you get a boost.
• Start the first exchange: Actions  (FAE,  p.  14)   • Getting Help (FAE, p. 17):
• On your turn, take an action and then resolve • An ally can help you perform your action.
• Create an advantage when creating or
it. • When an ally helps you, they give up their
discovering aspects (FAE, p. 14)
• On other people’s turns, defend or respond action for the exchange and describe how
• Fail: Don’t create or discover, or you do but
to their actions as necessary. they help.
your opponent (not you) gets a free
• At the end of everyone’s turn, start again invocation. • You get a +1 for each ally that helps in this
with a new exchange. way. GM may place limits on how many
• Tie: Get a boost if creating new, or treat as
• Conflict is over when everyone on one side has success if looking for existing may help.
conceded or been taken out.
• Succeed: Create or discover the aspect, get a
free invocation on it.
Turn  Order  (FAE,  p.  21)     more fate points for giving in (page 24). • May be invoked once (for free), then they
vanish. May be eliminated by an opponent
• Physical Conflict: Compare Quick
using an overcome action.
approaches—the one with the fastest reflexes
goes first. Approaches  (FAE,  p.  18)   • Unused boosts vanish at the end of the scene.
Mental Conflict: Compare Careful • Consequences (page 23)
• • Careful: When you pay close attention to detail
approaches—the one with the most attention to and take your time to do the job right. • Used to absorb shifts from successful attacks.
detail senses danger. • Clever: When you think fast, solve problems, or • May be invoked by your opponents as if they
• Everyone else goes in descending order. Break account for complex variables. were situation aspects.
ties in whatever manner makes sense, with the • Flashy: When you act with style and panache.
GM having the last word. • Forceful: When you use brute strength.
• The GM may choose to have all NPCs go on • Quick: When you move quickly and with Fate Core and Fate Accelerated Edition © 2013
the turn of the most advantageous NPC. by Evil Hat Productions, LLC. This is a fan-
dexterity.
created, not-for-profit GM Screen.
• Sneaky: When you use misdirection, stealth, or
deceit.
Stress  &  Consequences  (FAE,  p.  22)  
• Severity of hit (in shifts) = Attack Roll –
Defense Roll Aspects  (FAE,  p.  25)  
• Stress Boxes: You can check one stress box • Invoke (FAE, p. 27):
to handle some or all of the shifts of a single • Spend a fate point to get a +2 or a reroll for
hit. You can absorb a number of shifts equal yourself, or to increase difficulty for a foe by
to the number of the box you check: one for 2.
Box 1, two for Box 2, three for Box 3. • Compel (FAE, p. 28):
• Consequences: You many take one or more • Receive a fate point when an aspect
consequences to deal with the hit, by complicates your life.
marking off one or more available • Establish facts (FAE, p. 29):
consequence slots and writing a new aspect • Aspects are true. Use them to affirm details
for each one marked. about you and the world.
• Mild = 2 shifts
• Moderate = 4 shifts
• Severe = 6 shifts
• Recovering from Consequences: Types  of  Aspects  
• Mild consequence: Clear it at end of • Character Aspects (page 25)
the scene. • Written when you create your character.
• Moderate consequence: Clear it at the • May be changed when you reach a milestone
end of the next session. (page 33).
• Severe consequence: Clear it at the end • Situation Aspects (page 26)
of the scenario. • Established at the beginning of a scene.
• Taken Out: If you can’t (or decide not • May be created by using the “create an
to) handle the entire hit, you’re taken advantage” action.
out and your opponent decides what • May be eliminated by using the overcome
happens to you. action.
• Giving In: Give in before your • Vanish when the situation ends.
opponent’s roll and you can control how • Boosts (page 26)
you exit the scene. You earn one or

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