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A Big Cheat Sheet!

Action 1: Overcome!
You tackle some kind of challenge, engaging task, or hindrance related to your skill. If this roll is against another character, or even the intellectual or social product of another character,
then you will face active opposition and will roll with your skill against their defending skill. If this roll is against an inanimate object such as a wall, a safe, or a broken car, then the roll will
be against passive opposition. This means the GM will simply propose a difficulty level and you will hope to roll above it. When setting the difficulty of a skill, the general guideline is that a
+2 is a difficulty level that a skilled expert would find easy; a +4 would be difficult for even an expert. If the tension of a scene would have an effect on the difficulty of an overcome, such
as a bomb’s imminent detonation, then the difficulty of the overcome roll will be increased accordingly. Remember that FATE is collaborative and players can often work together in
clever ways to increase the chances of succeeding.

Examples of Overcome

ATHLETICS BURGLARY CONTACTS CRAFTS

 Jumping from building to building,  Stealing something, infiltrating a  Finding someone you need to find.  Fixing something, building something
running through crowds, climbing building, cracking safes, picking locks  Utilizing a network of people you know with available materials.
walls, racing to get somewhere. and pockets. of or handy phone numbers you have  Breaking something that is mechanical
 Moving between multiple zones in  Covering your own tracks after a crime. access to. in nature (you know what screws to
while in Physical Conflicts. unscrew).

DECEIVE DRIVE INVESTIGATE KNOWLEDGE

 Bluffing your way past someone.  Movement through/over obstacles  Analyzing a crime scene.  Answering difficult questions with the
 Flat out lying through your freaking while driving an automobile or other  Searching a cluttered room. power of information.
teeth. vehicle that you have the ability,  Looking through journals, emails,  Recalling facts you researched a while
 Determining the effect of a constructed means, and training to operate. refrigerators, etc. for information that ago.
disguise on an opponent. might be helpful (“this milk expired a  Figuring out mental games, puzzles,
 Opponents roll Empathy against your month ago… he’s been gone for a riddles.
PHYSIQUE while”).
Deceive attempts.
 NOTE: For Nameless PCs this is 1 WILL
 Applying brute force or strength in order
overcome roll because they’re fairly RAPPORT
to accomplish something.
insignificant. For Named PCs, you  Getting past obstacles that require
 Contests or challenges of endurance.
handle this in a Contest.  Charm or inspire people, possibly into mental effort.
 doing what you want.  Use Will when “time” is the main factor
RESOURCES PROVOKE  Establishing good (positive) you have to deal with (use Knowledge if
connections. mental “skill” is the main factor).
 Bribes, acquiring expensive things,  Intimidate information out of targets.  Getting people to trust you or respect
haggling.  Piss off someone.
 Withstanding the sight of someone
you.
 Basically this can get you through  Scare someone into running away.  NOTE: Like Deceive and Provoke, this is being tortured.
situations where “throwing money at it”  NOTE: Like Deceive, against Named PCs handled with a Contest for Named PCs.  Dealing with disturbing obstacles, like
is a viable solution. this will be handled in a Contest. willingly getting splattered in blood or
STEALTH sticking your hand in a box of worms.
EMPATHY & NOTICE FIGHT & SHOOT
 Getting past any situation that primarily
 Not really used for Overcome.  Also barely used in Overcome. depends on you not being seen, heard,
 Could possibly be used reactively when  You could possibly use it in passive or otherwise detected.
both noticing something and not displays of skills to prove capability.  Avoiding doing things that draw
noticing something would both be  Punching or shooting an obstacle down. attention to your whereabouts, be it as
immediately interesting. your hiding or if you’re trying to blend
into a crowd.
Action 2: Create an Advantage!
This action is the meat of proactivity of FATE. One neat thing you can use Create an Advantage for is to uncover the hidden aspects of people you meet throughout the game. You can
also use Create an Advantage to create situation aspects or take advantage of aspects that already exist in a situation. When you successfully Create an Advantage, you get to implant
the aspect you created into the story and you get a free invocation on it (gain 2 when you succeed with style. If you fail, someone else gains the free invoke. And if you tie, then the
aspect is created only in the form of a temporary boost. When multiples of the Create an Advantage action are taken, you can build up free invocations, transfer them all to a single
PC’s (applicable) Overcome, Attack, or Defend action, and get some pretty awesome results. Keep in mind that you can create aspects AND take advantage of (or even change)
existing aspects with this awesome action.

Examples of Creating an Advantage


ATHLETICS BURGLARY CONTACTS CRAFTS

 Jumping or climbing to High Ground to  Casing a joint before hitting it up.  Create story details, even it means  Pointing out strengths or weaknesses in
get a better position.  Examining the work of other burglars or inventing someone just so you can find the design of a piece of machinery,
 Showing off your Impressive Acrobatics burglaries so that you’re Familiar with The Best Saxophone Player in Harlem. such as Reinforced Titanium or A Shoddy
Skills to look more intimidating in a fight. the Job.  Discovering aspects based on Repair Job.
reputations and “the word on the  Quickly sabotage or construct
street” about a target PC or location. something, with resources available,
DECEIVE DRIVE that aids in your objective or escape,
EMPATHY such as a Makeshift Pulley.
 Faking someone out in a conflict, such  Finding a Nifty Shortcut.
rendering them Caught Off Guard  Doing some fancy maneuver that puts  Getting a better read on a target’s FIGHT
 Distracting someone while someone you in a better position. emotional state.
else makes an escape by shouting Hey  Getting a feel for who someone is and  Assess an opponent’s Elegant Fighting
Your Socks are Tied! what kind of person they are. Style.
 Establishing a Solid Cover Story prior to KNOWLEDGE  Discover existing aspects of an NPC,  Perform a stunning or disarming
putting on a disguise. and possibly discover (create) new maneuver.
ones, enhancing the depth of  Spot Weaknesses in Form or technique.
 Add details to a setting based on
INVESTIGATE subject matter you have studied. understanding you have about that
 Utilize knowledge you “already have”. NPC.
 NOTE: Like with Investigate, there’s a  Sensing internal changes in a target. SHOOT
 Research a cover story, making it a
more Believable Cover Story. huge range of possibility here, provided  Discovering opportunities to make
you have the time and means to justify mental attacks—finding sore subjects  Suppressing Fire, disarming shots.
 Eavesdropping on a conversation,
the ability to do some research. and other breaking points.  Jamming an opponent’s gun, if you get
looking for helpful clues, verifying truth
access to it.
of information, discovering details about
a location or an object of interest. PHYSIQUE RAPPORT
 NOTE: Huge range of possibility here, STEALTH
provided there is time within the story to  Grappling or holding someone down.  Put positive aspects on targets, which
justify being able to conduct the  Discovering physical weaknesses or will hopefully make them more open to  Put yourself in ideal position for attack or
investigation. impairments that a target possesses. divulging helpful information to you. ambush, such as being Well-Hidden
 Place an aspect of Trusts You Deeply on  Turning out the lights, creating
NOTICE someone. diversions, and making the most of
shadows.
PROVOKE
 Finding escape routes, details that are RESOURCES
useful to your situation, subtle  Create momentary emotion states, such WILL
weaknesses in a target’s defense. as Enraged, Scared, Shocked, etc.  Bribe someone for the means to ask a
 Noticing handy aspects about a  NOTE: Opponents will defend against favor later.  Deep Concentration, perhaps through
location. this with Will.  Declare that you have purchased the meditation or focus.
 Spotting external changes in an NPC. useful item you need to complete an
objective, or that you have a solid way
to find out where it’s kept.
Action 3: Attack!
Whenever you’re looking to take a physical or mental bite out of another character in a Physical or Mental Conflict, you’re going to refer to the Attack action. This action is fairly
straightforward. You will roll your attacking skill against your opponent’s defending skill, and for every point above their defense you’ll inflict one point of damage. If you succeed with
style, you can reduce the damage by one and gain a boost against your opponent, such as they’re Momentarily Confused because of a confusing argument you just hit them with, or
they’ve Got the Wind Knocked Out of Them from your elbow to their stomach. If you tie, you just gain a momentary boost but do no damage. If you fail, you don’t do any damage, and
the opponent might have an opportunity to place a boost against you in the event that they succeed with style in defending.

Examples of Attack
CRAFTS DRIVE FIGHT PROVOKE

 Only rarely used in conflicts, but if your  Can be used in ramming attacks  This is the go-to skill for close combat.  This is the skill you’ll use to make mental
attack relied directly on the operation against other vehicles, but your own  You must be in the same zone as your attacks.
of machinery, this could possibly justified vehicle would suffer the same damage opponent.  NOTE: You must be able to reasonably
as a viable attack skill. that you inflict on the target vehicle  Not used for ranged attacks. justify your ability to engage in such a
conflict with the target.
SHOOT EVERYTHING ELSE

 Similar to Fight, but used when you and  Not really used for attacks.
your opponent are two or more zones  NOTE: A stunt or extra can be
away. incorporated to all just about anything
to be used as an attack.
Action 4: Defend!
Defend is your ability to resist physical and mental attacks against you by opponents using the Attack action. It is ALSO your ability to resist other characters creating advantages against
you. Your success in defending will most likely come in the form of your rolled skill exceeding the roll of the attacking opponent, but in environments that are generally hazardous, your
defense might be against passive opposition (such as in a Room on Fire). If you succeed with style in defending, you will be able to create a boost against your foe, such as Tripped on
Their Own Feet, which you’ll be able to exploit on your turn.

Examples of Defend
ATHLETICS CONTACTS DECEIVE DRIVE

 The go-to defense in physical conflict.  Defense against people trying to create  Throw off Investigation attempts to  Defend against damage and
social advantages against you, identify you or find you. advantages against a vehicle you’re
FIGHT provided you have a network that can  Defend the nature of your true motives driving.
provide such a defense. or identity from Empathy efforts of other
 Block other Fight attacks or advantages  Prevent opponents from using Deceive characters. WILL
being made against you. or Contacts to escape from you by
 Block actions in which violent “going off the grid”. PHYSIQUE  This is your main skill in defending
intervening might make sense, such as  Interfere with Investigate attempts to against mental attacks from Provoke.
punching someone out of the way. find you by asking around about your  You might use Physique to block
whereabouts. someone’s effort to create an BURGLARY, CRAFTS, INVESTIGATE,
NOTICE advantage, such as to barricade a door
EMPATHY shut against you. KNOWLEDGE, PROVOKE,
 Defense against uses of Stealth or RESOURCES, & SHOOT
covert observation against you.  Defense against Deceive actions or RAPPORT
 If you’re being followed, you could many social advantages against you in
general.  Not used in defense.
defend with Notice to pick out the  Defend against skills used to damage
person behind you that’s on your tail. your reputation or make you seem like a
STEALTH bad person.

 Resist attempts to Notice your presence.


Special Stuff!
Empathy Bonus
Empathy is the only means of treating Mental Consequences. You have to take some time and have the hurting character talk things out with a friend and begin the healing
process.

Physique Bonus Will Bonus


+1 more +3 or more +5 or more +1 more +3 or more +5 or more
“3” stress box on “4” stress box on Extra mild physical “3” stress box on “4” stress box on Extra mild mental
physical stress track physical stress track consequence mental stress track mental stress track consequence

Consequences
The character who inflicts a consequence gets a free invocation on it, just as they would if they had

Consequences must be treated before they can begin to heal. This may mean talking things out, visiting a hospital, or consulting a healing wizard. A Mild Consequence will
recover in the duration of one scene. A Moderate Consequence will take the length of a full session to heal. A Severe Consequence should take a character at least 2 or 3
sessions to recover from, once the healing process has begun. Extreme Consequences, if you survive beyond receiving them, replace one of your character’s aspects at the
end of the session.

Ladders and Probabilities


SKILL LADDER GAME TIME ROLL PROBABILITY (A) ROLL PROBABILITY (B)

The adjectives attributed to the Units of time used in FATE. Odds of roll result N or higher. Odds of roll result N precisely.
results of a roll added to skill level.
Unit Description N P(Roll ≥ N) N P(Roll = N)
You can use these adjective to get a
Time for +4 1.2 +4 1.2
feel for how difficult an action should
Exchange everyone to +3 6.1 +3 4.9
be, and they can even help describe
get a turn +2 18.5 +2 12.3
the effect of the action you took.
Time to resolve +1 38.3 +1 19.8
Scene
+8 Legendary a situation 0 61.7 0 23.5
+7 Epic Session A single sitting -1 81.5 -1 19.8
+6 Fantastic Scenario An episode -2 93.8 -2 12.3
+5 Superb Arc A season -3 98.8 -3 4.9
+4 Great The entire -4 100.0 -4 1.2
+3 Good game in a
Campaign Golden Rule: Decide what you’re trying to accomplish first,
+2 Fair particular
+1 Average setting then consult the rules to help you do it.
0 Mediocre
-1 Poor Silver Rule: Never let the rules get in the way of what makes narrative sense.
-2 Terrible
Bronze Rule: You can treat ANYTHING in the game world like it’s a character. Anything can
-3 Horrible
-4 Disastrous have aspects, skills, stunts, stress tracks, and consequences if you need it to.

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