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CONTENTS GET STARTED!

An Evil Hat Productions Publication


Remember those books where the teenage wizards struggle against the Dark
www.evilhat.com • feedback@evilhat.com Get Started! ...................................... 5 Aspects and Fate Points ............... 25 Lord of Evil? That movie where the dwarves fight to recapture their moun-
@EvilHatOfficial on Twitter What Kinds of tain home from a dragon? That animated TV show about mystical knights
facebook.com/EvilHatProductions Aspects Are There?................... 25
Telling Stories Together ................. 6 and their army of clones righting wrongs across the galaxy?
What Do You Do With Aspects? ... 27
What Do You Mean, Aren’t those awesome?
Fate Accelerated Edition “Tell Stories”? .................................6 Composing Good Aspects ..............30
Here’s your chance to put yourself in the heroes’ shoes in stories like
Copyright © 2013 Evil Hat Productions, LLC. So How Do We Do It? ..........................6 those.
All rights reserved. Telling Stories “Together”? Stunts ...............................................31 Fate Accelerated Edition is a tabletop roleplaying game, where you and
What Do You Mean? ....................7
your friends gather around and tell stories full of danger, excitement, and
The text of Fate Accelerated Edition will be available under the Getting Better at Doing Stuff: adventure. You might have played games similar to this before—Dungeons
Open Gaming License and a Creative Commons Attribution license. Who Do You Want To Be? .............. 8 Character Advancement ........ 33 & Dragons is a very popular one—but don’t worry if you haven’t; this book-
For more details about the terms and requirements of these licenses, What Kind of Characters Milestones .............................................. 33 let will guide you through it.
please visit www.evilhat.com or www.faterpg.com. Can I Play? .......................................8
Here’s what you’ll need to play:
How Do I Make the Character? .........8
Being the GM.................................. 35
First published in 2013 by Evil Hat Productions, LLC. Help Build Campaigns....................... 35 • Three to five people. One of you will be the gamemaster, the others
10125 Colesville Rd #318, Silver Spring, MD 20901. How To Do Stuff: Outcomes, Build Scenarios and Run Game players. We’ll talk about what those mean later.
Actions, and Approaches .......12 Sessions ......................................... 36
• Fate Dice™, at least four, preferably four per
Evil Hat Productions and the Evil Hat and Fate Accelerated Dice or Cards ......................................... 13 Setting Difficulty Levels ................... 37
person. These are a special kind of six-sided If you don’t want to use Fudge
logos are trademarks owned by Evil Hat Productions, LLC. Outcomes................................................ 13 Bad Guys ................................................ 38
Actions ..................................................... 14
dice that are marked on two sides with a dice, you don’t have to—any set
All rights reserved.
Choose Your Approach ..................... 18 plus symbol ( +), two sides with a minus of regular six-sided dice will
Example Characters ......................40
Roll the Dice, Add Your Bonus........ 18 symbol ( -), and two sides are blank ( 0). work. If you’re using regular
Softcover ISBN: 978-1-61317-047-2 Reth of the Andrali Resistance ......40
Decide Whether Voltaire ..................................................... 41
You can get these dice from many hobby dice, you read 5 or 6 as , 1 or
Kindle ISBN: 978-1-61317-055-7
to Modify the Roll ....................... 18 Abigail Zhao.......................................... 42 and game stores, often under their original 2 as , and 3 or 4 as .
ePub ISBN: 978-1-61317-054-0
Bethesda Flushing, PhD ................... 43 name—Fudge dice. We call them Fate Dice
Challenges, Contests, in this book, but you can call them whatever
Printed in the USA
and Conflicts ............................19 Quick Reference ............................44 you like. Evil Hat will offer Fate Dice for sale at www.evilhat.com later
Challenges .............................................. 19 in 2013.
No part of this publication may be reproduced, stored in a retrieval system, or
Contests..................................................20
transmitted in any form or by any means, electronic, mechanical, photocopying, Conflicts..................................................20
• The Deck of Fate is an alternative to Fate Dice. It’s a deck of cards that
recording, or otherwise, without the prior express permission of the publisher. mimics the probability of Fate Dice, and it’s designed to be used in the
same way Fate Dice are. The Deck of Fate will be available from Evil
Ouch! Damage, Stress,
That said, if you’re doing it for personal use, knock yourself out. Hat in 2013 or 2014.
and Consequences ................. 22
That’s not only allowed, we encourage you to do it. What Is Stress? .................................... 23 • Character sheets, one for each player. You can download these from
What Are Consequences? ............... 23 www.evilhat.com.
For those working at a copy shop and not at all sure if this means What Happens
the person standing at your counter can make copies of this When I Get Taken Out? ........... 23 • Index cards or sticky notes or similar slips of paper.
thing, they can. This is “express permission.” Carry on. Giving In ................................................. 24
• Tokens for fate points. These can be poker chips, beads, pennies, or
Getting Better—Recovering from
anything similar. Get a handful—about 30 or 40.
This is a game where people make up stories about wonderful, terrible, impossible, Stress and Consequences ...... 24
glorious things. All the characters and events portrayed in this work are fictional. Next, let’s talk about how to use Fate Accelerated to tell stories together.
Any resemblance to real people, magical martial artists, schoolgirl witches,
pulp scientists, or piratical cats is purely coincidental, but kinda hilarious.

GET STARTED! 5

Fate accelerated 8 7 TEllinG STORiES TOGETHER Fate accelerated 6

Andral Desert; Chief Field Agent of IGEMA


Examples: Feline Captain of Cirrus Skimmer; Suncaller of the p. 8
want to be?
things harder for you. Good high concept aspects do both. that’s in the next chapter. Who do you
ROB DONOGHUE AND FRED HICKS think of two things: how this aspect could help you, and how it might make work of the story will be, it’s time for the players to make their characters—
do, what your “deal” is. When you think about your high concept, try to Once you decide who the GM will be, and what the genre and frame-
FATE WAS ORIGINALLY CREATED BY sentence that neatly sums up your character, saying who you are, what you p. 35 characters or NPCs).
COVER ART • INTERIOR ART First, decide on your character’s high concept. This is a single phrase or the GM’s job: portray all the characters that aren’t controlled by the players (non-player
CLAUDIA CANGINI p. 25 hIGh CONCEPT More on the master or GM. The GM’s job is to present challenges to the players and to
Fate Points: that their character would make. The remaining person is called the game-
Aspects and Fate Points—but for now, this should help you get the idea. Aspects and story, and puts themselves in their character’s shoes to make the decisions
CLARITY • EDITING
including a high concept and a trouble. We discuss aspects in detail in players. Each player takes on the role of one player character or PC in the
AMANDA VALENTINE Your character will have a handful of aspects (between three and five), gamemaster. Of the people around the table, all but one are referred to as
p. 29 ally, dangerous enemy, or secret organization. Next, it’s time to choose who will be the players, and who will be the
SYSTEM EDITING setting facts: about the setting, such as the presence of magic or the existence of a useful Core, available for free at www.evilhat.com.
MIKE OLSON Establishing ter’s tendencies, skills, or problems. You can also use them to establish facts about how to design the framework of your game, see Game Creation in Fate
Aspects allow you to change the story in ways that tie in with your charac- that you love, or will you create your own world? For some great advice
CONCEPT • WRITING • LAYOUT or any other part of your character that is vitally important. adventure? Will you play in the world of a TV show or comic book or movie
FRED HICKS character, an important possession or bit of equipment your character has, What genre are you interested in? Fantasy? Science fiction? Modern-day
personality quirk, a description of a relationship you have with another Well, first you need to figure out what kind of story you’re going to tell.
CORE SYSTEM DEVELOPMENT
important to your character. It can be a motto your character lives by, a SO HOW DO WE DO iT?
An aspect is a word, phrase, or sentence that describes something centrally
LEONARD BALSERA ASPECTS IN A NUTShELL out the way you want them to.
happens next. The higher you roll, the better the chance that things work
WRITING • REFINEMENT lets you erase and change. know for sure how it would turn out; that’s when you roll dice to see what
CLARK VALENTINE more interesting for everyone at the table—not just you.
tablet computer. Any of that’s fine, but you definitely want something that Sometimes someone makes a decision to try something and you don’t
character to make mistakes, and by making choices that make the story
character sheet. Some people like to use form-fillable PDFs on a laptop or and the story changes as you make those decisions.
That’s how you tell great stories together—by not being afraid for your
Now it’s time to start writing stuff down. Grab a pencil and a copy of the table make the decisions for the characters as they move through the story,
choice.
HOW DO i MAKE THE CHARACTER? player’s character a chance to be awesome? Strongly consider making that
Now imagine a similar sort of story, where you and your friends around the
or The Avengers or the Zelda games or Doctor Who or The Lord of the Rings.
interesting, more exciting, funnier. Would a certain choice give another
the characters the other players are making. acters go on adventures—something like The Legend of Korra or Star Wars
told. Think about the choice that would make that story even better: more
pilot! Make sure your character has a reason to interact and cooperate with Think about a movie, video game, or TV show you like where the char-
Second—and this is really important—think about the story that’s being
sorcerer! Are you playing space pilots fighting an evil empire? Play a space parts of.
sion for them on purpose.
main guide. Are you playing in a school for young sorcerers? Play a young them through some imaginary adventure that you all take turns telling little
that sometimes makes poor decisions, don’t be afraid to make a poor deci-
Think about the setting that you’ve decided to play in and make that your FAE is all about telling stories. You create a group of characters and follow
they would do—even if it’s not the best idea. If you’re playing a character
WHAT KinD OF CHARACTERS CAn i PlAY? First, put yourself in your character’s shoes and think hard about what
WHAT DO YOu MEAn, “TEll STORiES”?
NPCs, if you’re the GM), think about two things.
and what they believe. to tell some stories!
the story. When you make a decision for your character (or for one of the
decide who your character is—what they look like, what they’re good at, ready to play Fate Accelerated Edition (we’ll call it FAE from now on). Time
All the people at the table, GM and players alike, are responsible for telling
Once you’ve decided what kind of story you’ll be telling in your game, you So you’ve gathered your friends, your dice, and your index cards, and you’re
WHAT DO YOu MEAn?
WHO DO YOU WANT TO BE? TEllinG STORiES “TOGETHER”? TELLING STORIES TOGETHER
ACTiOnS If you’re trying to take advantage of an aspect you already know about: OVERCOME TROUBLE
So you’ve narrated what your PC is trying to do, and you’ve established that Setting You use the overcome action when you have to get Next, decide on the thing that always gets you into trouble. It could be a
• If you fail: You don’t get any additional benefit from the aspect. You
there’s a chance you could fail. Next, figure out what action best describes difficulties: past something that’s between you and a particular personal weakness, or a recurring enemy, or an important obligation—any-
can still invoke it in the future if you’d like, at the cost of a fate point.
what you’re trying to do. There are four basic actions that cover anything p. 37 goal—picking a lock, escaping from handcuffs, leap- thing that makes your life complicated.
you do in the game. • If you tie or succeed: You get one free invocation on the aspect for you ing across a chasm, flying a spaceship through an aster-
or an ally to use later. You might want to draw a circle or a box on the oid field. Taking some action to eliminate or change Examples: Steel Assassins Want Me Dead; Cast Now, Ask
CREATE AN ADVANTAGE aspect’s note card, and check it off when that invocation is used. Removing an inconvenient situation aspect is usually an overcome Questions Later; Gotta Look Out for My Little Brother
Creating an advantage is anything you do to try to a situation action; we’ll talk more about that in Aspects and Fate Points. The target of
• If you succeed with style: You get two free invocations on the aspect,
help yourself or one of your friends. Taking a moment aspect: p. 26 your action may get a chance to use the defend action to stop you.
which you can let an ally use, if you wish. ANOThER ASPECT
to very carefully aim your proton blaster, spending
• If you fail: You have a tough choice to make. You can simply fail—the Now compose another aspect. Think of something really important or
several hours doing research in the school library, or
door is still locked, the thug still stands between you and the exit, the interesting about your character. Are they the strongest person in their
tripping the thug who’s trying to rob you—these all
ACTIONS & OUTCOMES: THE 30-SECOND VERSION enemy spaceship is still On Your Tail. Or you can succeed, but at hometown? Do they carry a mighty sword known through history? Do they
count as creating an advantage. The target of your action
Create an Advantage when creating or discovering aspects: a serious cost—maybe you drop something vital you were carrying, talk too much? Are they filthy rich?
may get a chance to use the defend action to stop you. The
• Fail: Don’t create or discover, or you do but your opponent (not you) maybe you suffer harm. The GM helps you figure out an appropriate
advantage you create lets you do one of the following three things:
gets a free invocation. cost. OPTIONAL: ONE OR TWO ADDITIONAL ASPECTS
More on • Create a new situation aspect. • Tie: Get a boost if creating new, or treat as success if looking for existing. If you wish, you may create one or two more aspects. These aspects might
• If you tie: You attain your goal, but at some minor cost. The GM could
aspects: • Succeed: Create or discover the aspect, get a free invocation on it. describe your character’s relationship with other player characters or with
• Discover an existing situation aspect or another character’s aspect that introduce a complication, or present you with a tough choice (you can
p. 25 • Succeed with Style: Create or discover the aspect, get two free an NPC. Or, like the third aspect you composed above, it might describe
you didn’t know about. rescue one of your friends, but not the other), or some other twist. See
invocations on it. something especially interesting about your character.
“Succeed at a Cost” in Running the Game in Fate Core for more ideas.
• Take advantage of an existing aspect. If you prefer, you can leave one or both of these aspects blank right now
Create an Advantage on an aspect you already know about:
• If you succeed: You accomplish what you were trying to do. The and fill them in later, after the game has started.
• Fail: No additional benefit.
If you’re creating a new aspect or discovering an existing one: lock springs open, you duck around the thug blocking the door, you
• Tie: Generate one free invocation on the aspect.
manage to lose the alien spaceship on your tail. NAME AND APPEARANCE
• If you fail: Either you don’t create or discover the aspect at all, or • Succeed: Generate one free invocation on the aspect.
Describe your character’s appearance and give them a name.
you create or discover it but an opponent gets to invoke the aspect for • Succeed with Style: Generate two free invocations on the aspect. • If you succeed with style: As success (above), but you also gain a boost.
free. The second option works best if the aspect you create or discover
Overcome:
is something that other people could take advantage of (like Rough
• Fail: Fail, or succeed at a serious cost. CREATING CHARACTERS:
Terrain). You may have to reword the aspect to show that it benefits
• Tie: Succeed at minor cost. THE 30-SECOND VERSION
the other character instead of you—work it out in whatever way makes
• Succeed: You accomplish your goal.
the most sense with the player who gets the free invocation. You can 1. Write two aspects (page 25):
• Succeed with Style: You accomplish your goal and generate a boost.
still invoke the aspect if you’d like, but it’ll cost you a fate point. a high concept and a trouble.
Attack:
Boosts: • If you tie: If you’re creating a new aspect, you get a boost. Name it and 2. Write another aspect.
• Fail: No effect.
p. 26 invoke it once for free—after that, the boost goes away. If you’re trying
• Tie: Attack doesn’t harm the target, but you gain a boost. 3. Give your character a name and
to discover an existing aspect, treat this as a success (see below).
• Succeed: Attack hits and causes damage. describe their appearance.
• If you succeed: You create or discover the aspect, and you or an ally • Succeed with Style: Attack hits and causes damage. May reduce damage
4. Choose approaches (page 18).
may invoke it once for free. Write the aspect on an index card or sticky by one to generate a boost.
note and place it on the table. 5. Set your refresh to 3.
Defend:
• If you succeed with style: You create or discover the aspect, and you or • Fail: You suffer the consequences of your opponent’s success. 6. You may write up to two more
an ally may invoke it twice for free. Usually you can’t invoke the same • Tie: Look at your opponent’s action to see what happens. aspects and choose a stunt
aspect twice on the same roll, but this is an exception; success with style • Succeed: Your opponent doesn’t get what they want. (page 31) if you wish, or you
gives you a BIG advantage! • Succeed with Style: Your opponent doesn’t get what they want, and you may do that during play.
get a boost.
14 Fate accelerated OuTCOMES, ACTiOnS, AnD APPROACHES 15 16 Fate accelerated WHO DO YOu WAnT TO BE? 9
13 OuTCOMES, ACTiOnS, AnD APPROACHES FATE ACCElERATED 12 11 WHO DO YOu WAnT TO BE? Fate accelerated 10
Flashy +3, Quick and Clever +2, Forceful and Sneaky +1, Careful +0
• The Swashbuckler:
outcomes work with them.
Now that we’ve covered outcomes, we can talk about actions and how the Sneaky +3, Careful and Quick +2, Clever and Flashy +1, Forceful +0
• The Thief:
opponent’s total.
• You succeed with style if your total is at least three greater than your Careful +3, Forceful and Clever +2, Sneaky and Quick +1, Flashy +0
• The Guardian:
• You succeed if your total is greater than your opponent’s total.
Clever +3, Sneaky and Flashy +2, Forceful and Quick +1, Careful +0
• It’s a tie if your total is equal to your opponent’s total.
• The Trickster:
all three to start and off you go.
• You fail if your total is less than your opponent’s total.
with more powerful characters, just take Quick +3, Forceful and Flashy +2, Clever and Careful +1, Sneaky +0
for an NPC. Based on that comparison, your outcome is: p. 37 6. Figure out your outcome. happen, you need to break out the dice. all experienced, and you want to start • The All-Star:
target number, which is either a fixed difficulty or the result of the GM’s roll difficulties: the story, or if something unpredictable could that’s what everyone should do. If you’re
roll with aspects. Forceful +3, Careful and Flashy +2, Sneaky and Quick +1, Clever +0
a moment) and any bonuses from aspects or stunts. Compare the total to a Setting But if failure provides an interesting twist in game and only takes one to start with,
5. Decide whether to modify your • The Brute:
Once you roll your dice, add your approach bonus (we’ll talk about that in isn’t hard and nobody’s trying to stop you. be your guide; if someone is new to the
-2 Terrible
OuTCOMES approach’s bonus. Often, you just succeed, because the action rienced member of your game group examples:
4. Roll dice and add your How do you know if you’re successful? refresh. In that case, let the least expe- Poor -1 about who you are. Here are some
is bonus enough! free stunts before it starts costing you Your approaches can say a lot
means you can draw from the Deck of Fate instead. 3. Decide on your approach. Mediocre 0 p. 18
an aspect to make something true in the story Core, your character is entitled to three Outcomes, Approaches, and Actions.
group prefers. Anytime you’re told to roll dice, that also means:
overcome, attack, or defend. aspect (page  27). Often, the ability to use Your refresh may never go below one. ahead and discover that, just like in Fate Average +1 you use them in How to Do Stuff:
you’re rolling Fate Dice, but use whichever one your approach
taking: create an advantage, spend a fate point to invoke an appropriate get opportunities to add to your refresh. perienced Fate gamer, you might look what each approach means and how
These rules are written with the assumption that Fair +2 What each
2. Decide what action you’re magic or your sword, unless you choose to free! As your character advances, you’ll On the other hand, if you’re an ex- improve these later. We talk about
cal impact. You don’t get a bonus from your essentially, your first three stunts are session. Good +3 and one at Mediocre (+0). You can
works great. one or something can stop you.
story details don’t have additional mechani- stunt after the first three you choose— your stunt during or after your first game two at Fair (+2), two at Average (+1),
spread of Fate Dice. You can choose to use them instead of dice—either one character to do. See if some- Great +4
man, draw that blade and have at it. These three and is reduced by one for each of what a good stunt might be. Just add bonus. Choose one at Good  (+3),
Deck of Fate: The Deck of Fate is a deck of cards that copies the statistical 1. Describe what you want your
spell. If your aspects describe you as a swords- time. By default, your refresh starts at chance to play a bit, to give you an idea Superb +5 Each approach is rated with a
THE 30-SECOND VERSION gests you can perform magic, then cast that start with the number you had left last to pick your first stunt after you’ve had a
Fantastic +6 Sneaky •
TAKING ACTION: you can do. If you have an aspect that sug- than your refresh, in which case you ing a Fate game, you might find it easier
+++- = +2 -000 = −1
Quick •
own aspects provide a good guide for what session with more unspent fate points however, if this is your first time play- Epic +7
Forceful •
First you narrate what your character is trying to do. Your character’s with—unless you ended the previous stunt to start with.
+-00 = 0 -+0+ = +1
Legendary +8 Flashy •
How do you figure out what happens? points you begin each game session By default, FAE suggests choosing one
add them together to get the total of the roll. For example: Clever •
really need. You need to distract the guard so you can sneak into the fortress. Your refresh is the number of fate HOW MANY STUNTS?
Fate Dice in a set of four. Each die will come up as -, 0, or +, and you here’s the ladder: Careful •
train car to another. You need to search the entire library for that spell you you can choose more.
originally designed for) are one way to determine outcomes. You always roll etc.
Now it’s time to start doing something. You need to leap from one moving wait and add a stunt during the game. Later, when your character advances, approaches:
Fate Dice: Fate Dice (sometimes called Fudge dice, after the game they were difficulty ratings for simple checks,
We’ll talk more about stunts in Stunts. Choose one stunt to start, or you can Stunts: p. 31 Everyone has the same six
ter’s approaches, the result of a roll,
from a Deck of Fate. approach when used with a particular action under specific circumstances. of how you accomplish tasks.
tives and numbers to rate a charac-
AND AppROACHES
usually done in one of two ways: rolling four Fate Dice, or drawing a card character. Generally, stunts give you a bonus (almost always +2) to a certain Approaches are descriptions
In Fate, we use a ladder of adjec-
Part of determining your outcome is generating a random number, which is A stunt is a special trait that changes the way an approach works for your Choose your approaches.
OUTCOMES, ACTIONS,
THE LADDER
DiCE OR CARDS HOW TO DO STUFF: STUNTS AND REFRESh APPROAChES
CHOOSE YOuR APPROACH CHALLENGES, CONTESTS, COnTESTS You can move one zone for free. An action is required to move if there’s
Who Do You
Want to Be?
As we mentioned in Who Do You Want to Be?, there are six approaches that
describe how you perform actions.
AND CONFLICTS When two or more characters are competing against one another for the
same goal, but not directly trying to hurt each other, you have a contest.
an obstacle along the way, such as someone trying to stop you, or if you
want to move two or more zones. It sometimes helps to sketch a quick map
p. 8 Examples include a car chase, a public debate, or an archery tournament. to illustrate zones.
• Careful: A Careful action is when you pay close attention to detail and We’ve talked about the four actions (create an advantage, overcome, attack,
A contest proceeds in a series of exchanges. In an exchange, every partici-
take your time to do the job right. Lining up a long-range arrow shot. and defend) and the four outcomes (fail, tie, succeed, and succeed with
pant takes one overcome action to determine how well they do in that leg Thugs are attacking the characters in a house. The living room is
Attentively standing watch. Disarming a bank’s alarm system. style). But in what framework do those happen?
of the contest. Compare your result to everyone else’s. one zone, the kitchen another, the front porch another, and the
• Clever: A Clever action requires that you think fast, solve problems, Usually, when you want to do something straightforward—swim across
If you got the highest result, you win the exchange—you score a victory yard a fourth. Anyone in the same zone can easily throw punches
or account for complex variables. Finding the weakness in an enemy a raging river, hack someone’s cell phone—all you need to do is make one Setting
(which you can represent with a tally or check mark on scratch paper) and at each other. From the living room, you can throw things at
swordsman’s style. Finding the weak point in a fortress wall. Fixing a overcome action against a difficulty level that the GM sets. You look at your difficulties:
describe how you take the lead. If you succeed with style, you mark two people in the kitchen or move into the kitchen as a free action,
computer. outcome and go from there. p. 37
victories. unless the doorway is blocked. To get from the living room to the
• Flashy: A Flashy action draws attention to you; it’s full of style and But sometimes things are a little more complex.
If there’s a tie, no one gets a victory, and an unexpected twist occurs. front porch or yard requires an action.
panache. Delivering an inspiring speech to your army. Embarrassing
This could mean several things, depending on the situation—the terrain or
your opponent in a duel. Producing a magical fireworks display.
environment shifts somehow, the parameters of the contest change, or an
• Forceful: A Forceful action isn’t subtle—it’s brute strength. Wrestling a DETERMINE TURN ORDER
unanticipated variable shows up and affects all the participants. The GM
bear. Staring down a thug. Casting a big, powerful magic spell. Your turn order in a conflict is based on your approaches. In a physical
Situation creates a new situation aspect reflecting this change and puts it into play.
• Quick: A Quick action requires that you move quickly and with dex- conflict, compare your Quick approach to the other participants’—the
aspects: The first participant to achieve three victories wins the contest.
terity. Dodging an arrow. Getting in the first punch. Disarming a one with the fastest reflexes goes first. In a mental conflict, compare your
p. 26
bomb as it ticks 3… 2… 1… Careful approach—attention to detail will warn you of danger. Whoever
COnFliCTS
• Sneaky: A Sneaky action is done with an emphasis on misdirection, has the highest approach gets to go first, and then everyone else goes in
Conflicts are used to resolve situations where characters are trying to harm
stealth, or deceit. Talking your way out of getting arrested. Picking a descending order. Break ties in whatever manner makes sense, with the GM
one another. It could be physical harm (a sword fight, a wizard’s duel, a
pocket. Feinting in a sword fight. having the last word.
battle with laser blasters), but it could also be mental harm (a shouting
GMs, it’s simplest if you pick your most advantageous NPC to determine
Each character has each approach rated with a bonus from +0 to +3. Add match, a tough interrogation, a magical psychic assault).
your place in the turn order, and let all your NPCs go at that time. But if
the bonus to your dice roll to determine how well your PC performs the
you have a good reason to determine turn order individually for all your
action you described. SETTING ThE SCENE
NPCs, go right ahead.
So your first instinct is probably to pick the action that gives you the Establish what’s going on, where everyone is, and what the environment
greatest bonus, right? But it doesn’t work like that. You have to base your is like. Who is the opposition? The GM should write a couple of situation
CHAllEnGES ExChANGES
choice of approach on the description of your action, and you can’t describe Situation aspects on sticky notes or index cards and place them on the table. Players
A challenge is a series of overcome and create an advantage actions that you Next, each character takes a turn in order. On their turn, a character can Four actions:
an action that doesn’t make any sense. Would you Forcefully creep through aspects: can suggest situation aspects,
use to resolve an especially complicated situation. Each overcome action take one of the four actions. Resolve the action to determine the outcome. p. 14
a dark room, hiding from the guards? No, that’s being Sneaky. Would you p. 26 too. CONFLICTS:
deals with one task or part of the situation, and you take the individual The conflict is over when only one side has characters still in the fight.
Quickly push that big rock out of the way of the wagon? No, that’s being The GM also establishes THE 30-SECOND VERSION
results together to figure out how the situation resolves.
Forceful. Circumstances constrain what approach you can use, so some- zones, loosely defined areas
To set up a challenge, decide what individual tasks or goals make up the 1. Set the scene.
times you have to go with an approach that might not play directly to your that tell you where characters
situation, and treat each one as a separate overcome roll.
strengths. are. You determine zones based 2. Determine turn order.
Depending on the situation, one character may be required to make sev-
on the scene and the following
eral rolls, or multiple characters may be able to participate. GMs, you aren’t 3. Start the first exchange.
ROll THE DiCE, ADD YOuR BOnuS guidelines:
obligated to announce all the stages in the challenge ahead of time—adjust
Time to take up dice and roll. Take the bonus associated with the approach Generally, you can inter- • On your turn, take an action.
the steps as the challenge unfolds to keep things exciting.
you’ve chosen and add it to the result on the dice. If you have a stunt that act with other characters in
• On other people’s turns,
applies, add that too. That’s your total. Compare it to what your opponent the same zone—or in nearby
The PCs are the crew of a ship caught in a storm. They decide to defend against or respond
(usually the GM) has. zones if you can justify acting
press on and try to get to their destination despite the weather, to their actions as necessary.
at a distance (for example, if
and the GM suggests this sounds like a challenge. Steps in resolv-
Invoking DECiDE WHETHER TO MODiFY THE ROll you have a ranged weapon or • At the end of everyone’s
ing this challenge could be calming panicky passengers, repair-
aspects: Finally, decide whether you want to alter your roll by invoking aspects— magic spell). turn, start a new exchange
ing damaged rigging, and keeping the ship on the right heading.
p. 27 we’ll talk about this a lot in Aspects and Fate Points. or end the conflict.

18 Fate accelerated CHAllEnGES, COnTESTS, AnD COnFliCTS 19 20 Fate accelerated CHAllEnGES, COnTESTS, AnD COnFliCTS 21

17 OUTCOMES, ACTIONS, AND APPROACHES Fate accelerated 24 23 DAMAGE, STRESS, AnD COnSEQuEnCES FATE ACCElERATED 22

way; the GM decides how many people can help at once. Crutches.
one or two people can help this way before they start getting in each other’s you change it to Hobbling on to rest. Other consequences take longer.
help; you get a +1 to your roll for each ally that helps this way. Usually only might make more sense if end of the scene, provided you get a chance
knocked unconscious.
give up their action for the exchange and describe how they’re providing the cal help, Painful Broken Leg • Stress and mild consequences vanish at the
got taken out—maybe you run from the room in shame, or maybe you get
An ally can help you perform your action. When an ally helps you, they after you get some medi-
out narrates what happens to you. It should make sense based on how you doing this!
GettinG Help in the story. For instance,
If you get taken out, you can no longer act in the scene. Whoever takes you You also get one or more fate points for
better fit what’s going on
plus you gain a boost. the name of the aspect to
WHAT HAPPEnS WHEn i GET TAKEn OuT? you to control how you exit the scene.
• Giving in before your opponent’s roll allows
• If you succeed with style: Your opponent doesn’t get what they want, point you may want to change
taking consequences, or both—you’re taken out.
a while. Therefore, at some decides what happens to you.
the description of your opponent’s action to see what happens. If you’re unable to absorb all of a hit’s shifts—by checking a stress box,
sequences stick around for entire hit, you’re taken out. Your opponent
• If you tie or succeed: Things don’t work out too badly for you; look at
Moderate and severe con- • If you can’t (or decide not to) handle the
are taken care of and you can keep fighting!
success gives them. CONSEqUENCES
quence slot labeled 2—say, Sprained Ankle. Those final 2 shifts shifts; moderate = 4 shifts; severe = 6 shifts.
• If you fail: You’re on the receiving end of whatever your opponent’s AND SEVERE
sequence. You can choose to write a new aspect in the conse- aspect for each one. Mild consequence = 2
RENAMING MODERATE
justify it. When you do, you become the target for any bad results. to deal with. If you can’t, you’re taken out, so it’s time for a con- more consequence slots and writing a new
that it’s reasonable, but you can also point to a relevant situation aspect to check Box 2 on your stress track, which leaves you with 2 shifts to deal with the hit, by marking off one or
can explain why you can. Usually it’s fine if most people at the table agree makes sense within the story. p. 36 Let’s say that you get hit really hard and take a 4-shift hit. You • You may also take one or more consequences
actions, or to defend against an attack on someone else, if you • Severe consequence: Clear it at the end of the scenario, provided it Scenarios:
one for Box 1, two for Box 2, three for Box 3.
an advantage. You may also roll to oppose some non-attack invocation.
vided it makes sense within the story. equal to the number of the box you check:
turn, reacting to their attempt to attack, overcome, or create on that consequence. They can choose to let one of their allies use the free
• Moderate consequence: Clear it at the end of the next session, pro- a single hit. You can absorb a number of shifts
the like. Usually this action is performed on someone else’s creates it (in this case, the character that hit you) gets one free invocation
check one stress box to handle some or all of
strike, trying to stay on your feet, blocking a doorway, and a chance to rest. more vulnerable you are. And just like situation aspects, the character that
absorb the damage is to take stress; you can
doing any of the other three actions—you’re parrying a sword • Mild consequence: Clear it at the end of the scene, provided you get aspect that your opponents can invoke against you. The more you take, the
for how that hit damages you. One way to
Use defend when you’re actively trying to stop someone from A major downside of consequences is that each consequence is a new
ate length of time. • When you take a hit, you need to account
DefenD take another one until you do something to make the first one go away!
ever makes sense with the consequence. You also need to wait an appropri-
with. If you already have a moderate consequence written down, you can’t = Attack Roll – Defense Roll
from it—whether that’s an ER visit, taking a walk to calm down, or what-
option to reduce the damage your hit causes by one and gain a boost. p. 23 these as you like to handle a single hit, but only if that slot was blank to start • Severity of hit (in shifts)
sequence is a bit more complicated; you need to explain how you recover
• If you succeed with style: You hit and do damage, plus you have the Doing damage: of shifts of the hit the consequence absorbs. You can mark off as many of
At the end of each scene, clear all of your stress boxes. Recovery from a con- • Each character starts with three stress boxes.
erate consequence), or 6 (severe consequence). This represents the number
Damage, Stress, and Consequences. STRESS AnD COnSEQuEnCES quences. Each one is labeled with a number: 2 (mild consequence), 4 (mod- THE 30-SECOND VERSION
• If you succeed: Your attack hits and you do damage. See Ouch!
GETTinG BETTER—RECOvERinG FROM in some way. Your character sheet has three slots where you can write conse- STRESS & CONSEqUENCES:
harm, but you gain a boost. Consequences are new aspects that you take to reflect being seriously hurt
• If you tie: Your attack doesn’t connect strongly enough to cause any points to back it up. WHAT ARE COnSEQuEnCES?
• You get taken out, which means you’re out of the action for a while.
“You win this round, but I’ll get you next time!” and get a tall stack of fate
your shot misses, your target laughs off your insult. p. 22
for each consequence you took in this conflict. This is your chance to say, check a stress box that already has a check mark in it! • You suffer stress and/or consequences, but you stay in the fight.
• If you fail: Your attack doesn’t connect. The target parries your sword, consequences:
Additionally, you get one fate point for conceding, and one fate point a stress box and take one or more consequences at the same time. You can’t
Stress, and Then, one of two things happens:
attack gets a chance to use the defend action to stop you. and having no say at all. You can only check one stress box for any single hit, but you can check
Damage, the attack deals a two shift hit (5 – 3 = 2).
too badly, they’re knocked out of the scene.) The target of your about what makes sense in your situation—but it beats getting taken out its number: one shift for Box 1, two for Box 2, or three for Box 3.
if your opponent gets +5 on their attack and you get a +3 on your defense,
Consequences, but the important thing is: If someone gets hurt pens to you. Your opponent gets some major concession from you—talk take a hit and check a stress box, the box absorbs a number of shifts equal to
the attack roll and your defense roll; we measure that in shifts. For instance,
target. (We’ll talk about this in Ouch! Damage, Stress, and This is different than being taken out, because you get a say in what hap- Your character sheet has a stress track, a row of three boxes. When you
When you’re hit by an attack, the severity of the hit is the difference between
or yelling a blistering insult with the intent to hurt your their dice. or some other condition that goes away quickly.
cally or mentally—swinging a sword, shooting a blaster rifle, you have to say that’s what you’re going to do before your opponent rolls Stress represents you getting tired or annoyed, taking a superficial wound,
Use an attack when you try to hurt someone, whether physi- If things look grim for you, you can give in (or concede the fight)—but If you get hit and don’t want to be taken out, you can choose to take stress.
AND CONSEqUENCES
AttAck GivinG in WHAT iS STRESS? OUCH! DAMAGE, STRESS,
WHAT DO YOu DO WiTH ASPECTS? What does invoking the aspect get you? Choose one of the following effects: Event compels: Other times a compel How Many Fate Points
There are three big things you can do with aspects: invoke aspects, compel reflects something happening that makes Does tHe GM Get?
• Add a +2 bonus to your total. This costs a fate point.
aspects, and use aspects to establish facts. life more complicated for you. If you have as gM, you don’t need to track
• Reroll the dice. This option is best if you rolled really lousy (usually a Strange Luck, of course that spell you’re fate points for each nPc, but that
INVOkING ASPECTS −3 or −4 showing on the dice). This costs a fate point. working on in class accidentally turns the doesn’t mean you get an unlimited
You invoke an aspect to give yourself a bonus or make things a bit harder for dour Potions Master’s hair orange. If you number. start each scene with a
• Confront an opponent with the aspect. You use this option when your
your opponent. You can invoke any aspect that you a) know about, and b) Owe Don Valdeon a Favor, then Don pool of one fate point per Pc that’s
opponent is trying something and you think an existing aspect would
can explain how you use it to your advantage—including aspects on other Valdeon shows up and demands that you in the scene. spend fate points from
make it harder for them. For instance, an alien thug wants to draw
characters or on the situation. Normally, invoking an aspect costs you a fate perform a service for him just when it’s least this pool to invoke aspects (and
his blaster pistol, but he’s Buried in Debris; you spend a fate point
point—hand one of your fate points to the GM. convenient. consequences) against the Pcs.
to invoke that aspect, and now your opponent’s level of difficulty is
To invoke an aspect, you need to describe how that pVp In any case, when an aspect is compelled When it’s empty, you can’t invoke
increased by +2.
aspect helps you in your current situation. The only time that fate point against you, the person compelling it offers aspects against them.
might not go to the GM is • Help an ally with the aspect. Use this option when a friend could use you a fate point and suggests that the aspect how can you increase the size
Situation Aspects: These aspects describe the surroundings that the action
• I attack the zombie with my sword. I when you’re in conflict with some help and you think an existing aspect would make it easier for has a certain effect—that you’ll make a cer- of your pool? When a player com-
is taking place in. This includes aspects you create or discover using the
know zombies are Sluggish, so that another player. If you are, and them. You spend a fate point to invoke the aspect, and now your friend tain decision or that a particular event will pels one of an nPc’s aspects, add
create an advantage action. A situation aspect usually vanishes at the end
should help me. you invoke one of that player’s gets a +2 on their roll. occur. You can discuss it back and forth, pro- the fate point to your pool. if that
of the scene it was part of, or when someone takes some action that would
• I really want to scare this guy. I’ve heard character aspects to help you posing tweaks or changes to the suggested compel ends the scene, or when an
change or get rid of it. Essentially, they last only as long as the situational Important: You can only invoke any aspect once on a given dice roll; you
he’s Scared of Mice, so I’ll release a out against them, they will get compel. After a moment or two, you need to nPc gives in, instead add those fate
element they represent lasts. can’t spend a stack of fate points on one aspect and get a huge bonus from
mouse in his bedroom. the fate point instead of the decide whether to accept the compel. If you points to your pool at the start of
it. However, you can invoke several different aspects on the same roll.
• Now that the guard’s Distracted, I should GM once the scene is over. agree, you take the fate point and your char- the next scene.
Examples: On Fire; Bright Sunlight; Crowd of Angry People; If you’re invoking an aspect to add a bonus or reroll your dice, wait until
be able to sneak right by him. acter makes the suggested decision or the Fate points you award for com-
Knocked to the Ground after you’ve rolled to do it. No sense spending a fate point if you don’t need to!
• This spell needs to be really powerful—I’m an Archwizard of event happens. If you refuse, you must pay pels do nOt come from this pool.
the Ancient Order, and powerful spells are my bread and Free invocations: Sometimes you can invoke an aspect for free, without a fate point from your own supply. Yes, this You never have to worry about run-
To get rid of a situation aspect, you can attempt an overcome action to
butter. Succeed with paying a fate point. If you create or discover an aspect through the create means that if you don’t have any fate points, ning out of fate points to award for
eliminate it, provided you can think of a way your character could accom-
style: p. 13an advantage action, the first invocation on it (by you or an ally) is free (if you can’t refuse a compel! compels.
plish it—dump a bucket of water on the Raging Fire, use evasive maneu-
you succeeded with style, you get two freebies). If you cause a consequence
vers to escape the enemy fighter that’s On Your Tail. An opponent may use
Boosts: through an attack, you or an ally can invoke it once for free. A boost is a Establishing Facts
a Defend action to try to preserve the aspect, if they can describe how they
p. 26 special kind of aspect that grants one free invocation, then it vanishes. The final thing that aspects can do is establish facts in the game. You don’t
do it.
have to spend any fate points, roll dice, or anything to make this happen—
Recovery from Consequences: These aspects represent injuries or other lasting trauma that COMPELLING ASPECTS just by virtue of having the aspect Ruddy Duck’s Pilot, you’ve established
consequences: happen when you get hit by attacks. They go away slowly, as described in If you’re in a situation where having or being around a certain aspect means that your character is a pilot and that you fly a plane named the Ruddy Duck.
p. 24 Ouch! Damage, Stress, and Consequences. your character’s life is more dramatic or complicated, anyone can compel Having the aspect Mortal Enemy: The Red Ninjas establishes that the set-
the aspect. You can even compel it on yourself—that’s called a self-compel. ting has an organization called the Red Ninjas and that they’re after you
Examples: Sprained Ankle; Fear of Spiders; Concussion; Compels are the most common way for players to earn more fate points. for some reason. If you take the aspect Sorcerer of the Mysterious Circle,
Debilitating Self-Doubt There are two types of compels. you not only establish that there’s a group of sorcerers called the Mysterious
Circle, but that magic exists in the setting and that you can perform it.
Decision compels: This sort of compel suggests the answer to a decision
When you establish facts of the setting this way, make sure you do it in
Boosts: A boost is a temporary aspect that you get to use once (see “What your character has to make. If your character is Princess of Alaria, for
cooperation with other players. If most people want to play in a setting
Do You Do With Aspects?” next), then it vanishes. Unused boosts vanish example, you may need to stay to lead the defense of the Royal Alarian
without magic, you shouldn’t unilaterally bring magic into it through an
when the scene they were created in is over or when the advantage they Castle rather than fleeing to safety. Or if you have a Defiant Streak a Mile
aspect. Make sure that the facts you establish through your aspects make
represent no longer exists. These represent very brief and fleeting advantages Wide, maybe you can’t help but mouth off to the Dean of Discipline when
the game fun for everyone.
you get in conflicts with others. he questions you.

Examples: In My Sights; Distracted; Unstable Footing; Rock in


His Boot

26 Fate accelerated ASPECTS AnD FATE POinTS 27 28 Fate accelerated ASPECTS AND FATE POINTS 29

25 ASPECTS AnD FATE POinTS Fate accelerated 32 31 STunTS Fate accelerated 30

and situation aspects should be double-edged.


so it’s okay if that one’s a little more one-dimensional, but other character
thereby make your character’s life more interesting and get you fate points—
Obviously, your trouble aspect is supposed to cause problems—and

distracted by threats that aren’t really there.


Brother
Get a fate point when this causes you to be jumpy and be •
the Knights of the Circle; Attention to Detail; I Must Protect My
you.
Examples: Captain of the Skyship Nimbus; On the Run From
• Invoke this when being extra vigilant and careful would help
Hair Trigger Nerves
under very unusual circumstances; most never will.
p. 9 toward, or reputations and obligations you carry. These aspects only change
you do something foolish to try to get him.
Trouble: titles you possess, problems you’re dealing with or goals you’re working
• Get a fate point when your dislike for von Stendahl makes
about your past, relationships you have with others, important items or
your chances.
p. 8 high concept and trouble. They describe personality traits, important details
stunt to both the create an advantage action and the overcome action. • Invoke this when acting against von Stendahl to improve
high concept: Character Aspects: These aspects are on your character sheet, such as your
Sometimes, if the circumstance is especially restrictive, you can apply the I’ll Get You, von Stendahl!
stick around before going away.
all work pretty much the same way. The main difference is how long they defend when i use my shield in close combat. For example:
There’s an endless variety of aspects, but no matter what they’re called they Because I have a Big Kite Shield, I get a +2 when I Forcefully •
• How it might hurt you—when it would be compelled against you.
WHAT KinDS OF ASPECTS ARE THERE? Flashily attack when engaged in a one-on-one swordfight.
Because I am a World-Class Duelist, I get a +2 when I • • How the aspect might help you—when you’d invoke it.
riddle, or similar conundrum.
acter and situation aspects here), think about two things:
left over. overcome obstacles when i am presented with a puzzle,
When you need to think of a good aspect (we’re mainly talking about char-
begin the next session with 3 fate points, not just the one he had Because I am a lover of Puzzles, I get a +2 when I Cleverly •
COMPOSinG GOOD ASPECTS
the same session with just one fate point. His refresh is 3, so he’ll create advantages when i’m in conversation with someone.
five fate points the next time you play. But another player ends Because I am a Smooth Talker, I get a +2 when I Sneakily •
the day with five fate points. Your refresh is 2, so you’ll start with Skills and Stunts in Fate Core.
You earned a lot of fate points during your game session, ending good idea. If you’d like to read more about the construction of stunts, see For example:
structed, but don’t feel constrained to follow them exactly if you have a defend, create advantages, overcome] when [describe a circumstance].
with the fate points you ended this session with. p. 11 These templates exist to give you an idea of how stunts should be con- Cleverly, Flashily, Forcefully, Quickly, Sneakily] [pick one: attack,
the session—if you have more than your refresh, you start the next session Refresh: of gear, or are otherwise awesome], I get a +2 when I [pick one: Carefully,
harder. Be sure to keep track of the fate points you have left at the end of could run there, no matter where i started. Because I [describe some way that you are exceptional, have a cool bit
be compelled against you to complicate the situation or make your life game session I can show up anywhere i want to, provided i approach in a certain situation. Use this template:
and make them help you. You earn fate points by letting a character aspect Because I can Run Circles Around a leopard, once per • The first type of stunt gives you a +2 bonus when you use a certain
beads or poker chips or some other tokens—to unlock the power of aspects can choose to go first in a physical conflict. you in composing your stunts, so you do have something to work from.
You spend fate points—which you keep track of with pennies or glass Because I am Quick on the Draw, once per game session I • everyone composes their own stunts. There are two basic templates to guide
tendencies, skills, or problems. find a helpful ally in just the right place. There’s no definitive list of stunts that you pick from; much like aspects,
Aspects let you change the story in ways that go along with your character’s Because I am Well Connected, once per game session I can • over other characters.
After a time-travel encounter with a dinosaur, you might be Terrified. equipment that your character has access to that gives them a frequent edge
Cloud Sea. A room might be On Fire after you knock over an oil lamp. For example: or characteristic. A stunt can also reflect specialized, high-quality, or exotic
of can have aspects. A person might be the Greatest Swordswoman on the something cool you can do]. bonus in certain situations, but sometimes it gives you some other ability p. 18
person, place, thing, situation, or group. Almost anything you can think of gear, or are otherwise awesome], once per game session I can [describe how an approach works for your character. Generally this means you get a Approaches:
An aspect is a word or phrase that describes something special about a Because I [describe some way that you are exceptional, have a cool bit Stunts are tricks, maneuvers, or techniques your character has that change
cool, or otherwise ignore the usual rules in some way. Use this template:
ASpECTS AND FATE pOINTS The second type of stunt lets you make something true, do something STUNTS
BEING THE GM BuilD SCEnARiOS AnD Run GAME SESSiOnS
A scenario is one short story arc, the sort of thing you might see wrapped
The GM has many responsibilities, such as presenting the conflict to the up in one or two episodes of an adventure television show, even if it’s a
players, controlling NPCs, and helping everyone apply the rules to the situ- smaller part of a bigger story. Usually you can wrap up a scenario in one to
ation in the game. three game sessions, assuming you play for three or four hours at a time. But
Let’s talk about the GM’s jobs. what is a scenario, and how do you build one?

HElP BuilD CAMPAiGnS SCENARIOS


A campaign is a series of games you play with the same characters, where A scenario needs two things: A bad guy with a goal, and a reason the PCs
the story builds on what happened in earlier sessions. All the players should can’t ignore it.
collaborate with the GM to plan how the campaign will work. Usually this
Bad guy with a goal: You’ve probably figured this out already. The cam-
is a conversation among all of you to decide what sort of heroes you want to
paign’s main opposition, or one of his allies, is probably your bad guy.
play, what sort of world you live in, and what sorts of bad guys you’ll have.
Talk about how serious you want the game to be and how long you want Something the PCs can’t ignore: Now you have to give the PCs a reason to
SIGNIFICANT MILESTONES
it to last. care. Make sure the bad guy’s goal is up in the PCs’ faces, where they need
Scenarios: A significant milestone usually occurs at the end of a scenario or the con-
to do something about it or bad things will happen to them, or to people
p. 36 clusion of a big plot event (or, when in doubt, at the end of every two or
• Cat-people sky pirates in LEARNING HOW or things they value.
three sessions). Unlike minor milestones, which are primarily about change,
flying ships, always on the run TO BE A GM
significant milestones are about learning new things—dealing with prob-
from the Royal Navy trying to Being a GM and running games RUNNING GAME SESSIONS
lems and challenges has made your character generally more capable at what
catch them. can seem intimidating and dif- Now that your bad guy is doing something the PCs will pay attention to,
they do.
• Magic-wielding desert towns- ficult at first. It’s a skill that takes it’s time to start them off. Sometimes the best way to do that, especially for
In addition to the benefit of a minor milestone, you also gain both of the SETTinG DiFFiCulTY lEvElS
folk stand against the invad- some practice to master, so don’t the first session of a new story arc, is to put them right in the action. Once
following: When another character is opposing a PC, their rolls provide the opposition
ing soldiers of the evil Steel worry—you’ll get better the more the PCs know why they should care about what’s going on, you just get out
in a conflict, contest, or challenge. But if there’s no active opposition, you
• If you have a severe consequence that’s been around for at least two Empire. you do it. If you’d like to read more of the way and let them take care of it.
have to decide how hard the task is.
sessions, you can clear it. • Students at a boarding school about the art of GMing Fate, there That said, there are a bunch of tasks the GM needs to perform to run
Low difficulties are best when you want to give the PCs a chance to
for magical youth solve mys- are several chapters in the Fate the session:
• Raise the bonus of one approach by one. show off and be awesome. Difficulties near their approach ratings are
teries and uncover secrets of Core rules that you should check
• Run scenes: A session is made up of individual scenes. Decide where best when you want to provide tension but not overwhelm them. High
their ancient school. out: Running the Game, Scenes,
MAJOR MILESTONES the scene begins, who’s there, and what’s going on. Decide when all the difficulties are best when you want to emphasize how dire or unusual the
Sessions, and Scenarios, and The
RAISING Major milestones should only occur when something interesting things have played out and the scene’s over. circumstances are and make them pull out all the stops.
Long Game are particularly help-
AppROACH happens in the campaign that shakes it up a lot—the
ful. Fate Core is available for free • Adjudicate the rules: When some question comes up about how to
BONUSES end of a big story arc, the final defeat of a main NPC RULES OF ThUMB:
at www.evilhat.com. apply the rules, you get final say. OpTIONAL RULE:
When you raise the bonus villain, or any other large-scale change that reverberates
• If the task isn’t very tough at all, give it a AppROACH-RELATED
of an approach, there’s around your game world. Difficulties: • Set difficulties: You decide how difficult tasks should be.
Mediocre (+0)—or just tell the player they TARGET NUMBERS
only one rule you need These milestones are about gaining more power. p. 37
• Play the NPCs: Each player controls their own character, but you con- succeed without a roll. Sometimes being Careful makes
to remember: you can’t The challenges of yesterday simply aren’t sufficient to
trol all the rest, including the bad guys. things a lot easier; sometimes it
raise an approach bonus threaten these characters anymore, and the threats of • If you can think of at least one reason why
just takes too long. The GM may
above Superb (+5). tomorrow will need to be more adept, organized, and • Keep things moving: If the players don’t know what to do next, it’s the task is tough, pick Fair (+2).
wish to adjust the target number
determined to stand against them. your job to give them a nudge. Never let things get too bogged down in
• If the task is extremely difficult, pick up or down by 1 or 2 depending
Achieving a major milestone confers the benefits of a significant mile- indecision or because they don’t have enough information—do some-
Great (+4). on whether you choose a fitting
stone and a minor milestone. In addition, you may do all of the following: thing to shake things up.
or a problematic approach. This
• If the task is impossibly difficult, go as
• Take an additional point of refresh, which you may immediately use to • Make sure everyone has a chance to be awesome: Your goal isn’t to makes things a bit more complex,
high as you think makes sense. The PC will
purchase a stunt if you wish. defeat the players, but to challenge them. Make sure every PC gets a but for some groups it’s worth it.
need to drop some fate points and get lots
chance to be the star once in a while, from the big bad warrior to the
• Rename your character’s high concept (optional). of help to succeed, but that’s fine.
little sneaky thief.

34 Fate accelerated BEinG THE GM 35 36 Fate accelerated BEinG THE GM 37

33 CHARACTER ADvAnCEMEnT Fate accelerated 40 39 BEinG THE GM Fate accelerated 38

REFRESh: 3
a serious challenge, that could be one way to do it. Stress: 2
for two sessions. If so, you can clear it. unless you start with extremely weak mooks—if you want to give your PCs Bad (-2) at: Anything that isn’t flying or biting
Severe (6):
Also, if you have a moderate consequence, check to see if it’s been around to use that option if you prefer. Note that it may lead to very strong mobs, Skilled (+2) at: Flying, biting
Moderate (4):
Opposition” section of the Running the Game chapter in Fate Core). Feel free I’m a Shark, Vulnerable Belly
stunts). Mild (2):
Fate Core has a way of handling this, called mobs (see the “Creating the SkY ShARk
• Choose a new stunt (and adjust your refresh, if you already have three CONSEqUENCES
• Exchange one stunt for a different stunt. Stress: 2 (4 thugs) Stress: 1
STRESS 3
Bad (-2) at: Thinking ahead, fighting when outnumbered Bad (-2) at: Standing up to determined opposition
• Rename one aspect that isn’t your high concept.
Skilled (+2) at: Ganging up, scaring innocent people Skilled (+2) at: Sneaking, ambushing
without reducing refresh!)
• Switch the ratings of any two approaches. Axe Handles & Crowbars Steel Assassin, The Night Is Ours
(May take two more stunts
GANG OF ThUGS STEEL ASSASSIN
following: hand combat.
After a minor milestone, you can choose to do one (and only one) of the gain a +2 to Forcefully defend in hand-to-
Stress: None (first hit takes them out)
milestone, but you always have the opportunity in case you need to. perfected the Stance of the Defiant Sun, I 4. Give them one stress box for every two individuals in the group. 
Bad (-2) at: Planning, studying
need to. Sometimes it won’t really make sense to take advantage of a minor Stance of the Defiant Sun: Because I have
3. Give them an aspect.  trouble, breaking things
acter, about adjusting in response to whatever’s going on in the story if you STUNTS
Skilled (+2) at: Frightening other students, weaseling out of
more powerful, this kind of milestone is more about changing your char- 2. Choose a couple of things they’re not so good at.
Cyclops House Bully, Cowardly Without Backup
one piece of a story has been resolved. Rather than making your character Sneaky: Average (+1)
ing up” as one of the things the group is good at. CYCLOPS hOUSE BULLY
A minor milestone usually occurs at the end of a session of play, or when Quick: Fair (+2)
1. Choose a couple of things they’re skilled at. You might designate “gang-
MINOR MILESTONES Forceful: Good (+3)
Flashy: Mediocre (+0) of stats just like a single mook would:  have any), the next hit takes them down.
your character in certain ways. Clever: Average (+1) bad guys each. Each of these groups acts like a single character and has a set 6. Mooks can’t take consequences. If they run out of stress boxes (or don’t
recognizes three types of milestones, and each one allows you to change Careful: Fair (+2) groups. Instead of tracking a dozen bad guys, you track three groups of four
how tough you imagine them to be.
for short stories, or really big ones at the end of many sessions of play. FAE APPROAChES you can make your job easier by treating them as a group—or maybe a few
5. Mooks have zero, one, or two boxes in their stress track, depending on
In FAE, we call those wrap-ups milestones—whether they’re small ones Groups of Mooks: If you have a lot of low-level bad guys facing the PCs,
can do that too, even within a longer campaign. Experience mook’s aspects are really simple.
single issues of a comic, where shorter stories are told and wrapped up. FAE Crush On Avasa; I Can Learn from Serio’s at, or if they have a particular strength or vulnerability. It’s okay if a
long stories, there are shorter story arcs, like single episodes of a TV show or Other Aspects: My Kung Fu Is The Strongest; 4. Give the mook an aspect or two to reinforce what they’re good and bad
often called a campaign—and the story builds on itself. But within these Trouble: Steel Assassins Want Me Dead
3. Everything else gets a +0 when rolled.
you play many game sessions in a row using the same characters—this is Suncaller of the Andral Desert
defeat the Fire Lord. You get the idea. FAE can tell those kinds of stories; High Concept: with these things.
books to take the Ring to the fiery mountain. It took Aang three seasons to RETh 2. Make a list of what this mook is bad at. They get a −2 to all rolls dealing
been living on the run since.
continue from episode to episode, season to season. It took Frodo three big
the invading Steel Empire and have dealing with these things.
Stories in TV shows, comic books, movies, and even video games usually
a town in the vast Andral Desert, he and his friends took a stand against 1. Make a list of what this mook is skilled at. They get a +2 to all rolls
MilESTOnES generations; he can magically call forth the power of fire. Originally from
Here’s how you create their stats:
he’s a skilled martial artist. He’s the most powerful Suncaller to be born in
when your character reaches a milestone. designed to be more or less easily swept aside, especially by powerful PCs.
in thick dreadlocks. He wears light, loose-fitting clothing and sandals, and
aspects, add or change stunts, and raise your approach bonuses. You do this goons that are there to make the PCs’ day a little more difficult, but they’re
Reth is 14 years of age. He has dark brown skin and dark hair that he wears
reflects that with character advancement, which allows you to change your Mooks: Other bad guys are mooks—unnamed thugs or monsters or
RETH OF THE AnDRAli RESiSTAnCE
riences accumulate and shape your personality. Fate Accelerated Edition
ficulties, but you shouldn’t need more than one or two of these in a scenario.
People change. Your skills sharpen as you practice them. Your life expe-
for your own characters. tant or recurring bad guys who are intended to give the PCs some real dif-
Here are four sample characters that you can use as-is or use as inspiration approaches, aspects, stress, and consequences. You should do this for impor-
CHARACTER ADVANCEMENT When you make a bad guy, you can stat them out exactly like the PCs, with
GETTING BETTER AT DOING STUFF: ExAMpLE CHARACTERS BAD GuYS
FATE ACCELERATED: qUICK REFERENCE 1 FATE ACCELERATED: qUICK REFERENCE 2
ABiGAil ZHAO BETHESDA FluSHinG, PHD THE lADDER
Abigail is a student at the School of Sorcery, and a member of Hippogriff Dr. Flushing is a fellow at the Institute for Gravitical and Electro-Mechanical
DiCE RESulTS (PAGE 18)
TuRn ORDER (PAGE 21) APPROACHES (PAGE 18)
Result = Dice Roll + Approach Bonus
House. She has light skin and long black hair with a pink streak. She pushes Advancement (IGEMA), and is one of IGEMA’s lead test engineers and + Bonuses from Stunts
+8 Legendary • Physical Conflict: Compare Quick • Careful: When you pay close attention
her luck with her school uniform, adding jewelry, studded belts, and dyed field agents. IGEMA is frequently in conflict with agents of various interna- approaches—the one with the fastest to detail and take your time to do the
+ Bonuses from Invoked Aspects +7 Epic reflexes goes first. job right.
designs to the regulation blouse, trousers, and tie. She’s especially adept at tional organizations who seek to steal their technology, take over the world, • Mental Conflict: Compare Careful • Clever: When you think fast, solve
+6 Fantastic
enchantments. While she loves showing up those goons in Cyclops House, or both. Gustaf von Stendahl, leader of a shadowy spy agency of uncertain OuTCOMES (PAGE 13) approaches—the one with the most problems, or account for complex
she does have a tendency to act before thinking. affiliation, is frequently a thorn in her side. Dr. Flushing has bright red hair versus Opponent’s Result or Target number: +5 Superb attention to detail senses danger. variables.
and is never without several gadgets, including her helicopter pack. • Fail: Your Result is lower • Everyone else goes in descending • Flashy: When you act with style and
• Tie: Your Result is equal +4 Great
order. Break ties in whatever manner panache.
• Success: Your Result is higher by 1 or 2 +3 Good makes sense, with the GM having the • Forceful: When you use brute
ABIGAIL ZhAO BEThESDA FLUShING • Success with Style: Your result is higher by 3 or more last word. strength.
High Concept: Enchantment Specialist of High Concept: Chief Field Agent of IGEMA +2 Fair • The GM may choose to have all • Quick: When you move quickly and
Hippogriff House Trouble: I’ll Get You, von Stendahl! SETTING TARGET NUMBERS (PAGE 37) nPCs go on the turn of the most with dexterity.
+1 Average
• Easy Task: Mediocre (+0)—or success without a roll. advantageous nPC. • Sneaky: When you use misdirection,
Trouble: Cast Now, Ask Questions Later Other Aspects: My Inventions Almost Always Work.
• Moderately Difficult: Fair (+2). 0 Mediocre stealth, or deceit.
Other Aspects: I Hate Those Guys in Almost.; My Grad Students Come Through, Just Not • Extremely Difficult: Great (+4).
Cyclops House; Sarah Has My Back; How I Expect Them To; I Trust Dr. Alemieda’s Genius • impossibly Difficult: Go as high as you think makes sense. -1 Poor STRESS
Dexter Fitzwilliam Is Going Down The PC will need to drop some fate points and get lots of & COnSEQuEnCES ASPECTS (PAGE 25)
-2 Terrible • invoke (page 27):
APPROAChES help to succeed, but that’s fine. (PAGE 22)
Spend a fate point to get a +2 or
APPROAChES Careful: Fair (+2) • Severity of hit (in shifts)
ACTiOnS (PAGE 14) = Attack Roll – Defense Roll
a reroll for yourself, or to increase
Careful: Mediocre (+0) Clever: Good (+3) difficulty for a foe by 2.
Clever: Fair (+2) Flashy: Average (+1) CCreate an advantage when
creating or discovering aspects A Attack
(page 17):
• Stress Boxes: You can check one
stress box to handle some or all of the
• Compel (page 28):
Receive a fate point when an aspect
Flashy: Average (+1) Forceful: Fair (+2) (page 14): • Fail: No effect. shifts of a single hit. You can absorb a
• Fail: Don’t create or discover, or you • Tie: Attack doesn’t harm the target, complicates your life.
Forceful: Fair (+2) Quick: Average (+1) number of shifts equal to the number
• Establish facts (page 29):
Quick: Average (+1) Sneaky: Mediocre (+0) do but your opponent (not you) gets but you gain a boost. of the box you check: one for Box 1,
a free invocation. • Succeed: Attack hits and causes Aspects are true. Use them to affirm
two for Box 2, three for Box 3.
Sneaky: Good (+3) • Tie: Get a boost if creating new, or damage. details about you and the world.
• Consequences: You many take one or
STUNTS treat as success if looking for existing. • Succeed with Style: Attack hits and more consequences to deal with the
STUNTS Experimental Helo Pack: When I use my • Succeed: Create or discover the causes damage. May reduce damage
TYPES OF ASPECTS
hit, by marking off one or more avail-
Character Aspects (page 25)
Teacher’s Favorite: Because I am a Teacher’s Experimental Helo Pack, I gain a +2 aspect, get a free invocation on it. by one to generate a boost. able consequence slots and writing a
• Written when you create your
Favorite, once per session I may declare that bonus to Quickly create an advantage or • Succeed with Style: Create or dis- new aspect for each one marked.
character.
cover the aspect, get two free invoca- Defend • Mild = 2 shifts
a helpful teacher arrives in the scene. overcome an obstacle if flying would be tions on it. D (page 17): • Moderate = 4 shifts
• May be changed when you reach a
milestone (page 33).
(May take two more stunts both possible and helpful. • Fail: You suffer the consequences of • Severe = 6 shifts
Situation Aspects (page 26)
without reducing refresh!) Gadgeteer: Because I am a Gadgeteer, once
per session I may declare that I have an CCreate an advantage on an
aspect you already know about •
your opponent’s success.
Tie: Look at your opponent’s action to
• Recovering from Consequences:
• Mild consequence: Clear it at end
• Established at the beginning of a
scene.
STRESS 3 especially useful device that lets me eliminate (page 15): see what happens. of the scene.
• May be created by using the create
• Fail: No additional benefit. • Succeed: Your opponent doesn’t get • Moderate consequence: Clear it at
one situation aspect. • Tie: Generate one free invocation on what they want.
an advantage action.
the end of the next session.
CONSEqUENCES (May take one more stunt • May be eliminated by using the
the aspect. • Succeed with Style: Your opponent • Severe consequence: Clear it at the
overcome action.
Mild (2): without reducing refresh!) • Succeed: Generate one free invoca- doesn’t get what they want, and you end of the scenario.
• Vanish when the situation ends.
Moderate (4): tion on the aspect. get a boost. • Taken Out: If you can’t (or decide not
Boosts (page 26)
Severe (6): STRESS 3 • Succeed with Style: Generate two to) handle the entire hit, you’re taken
• May be invoked once (for free), then
free invocations on the aspect. Getting Help (page 17): out and your opponent decides what
they vanish.
• An ally can help you perform your happens to you.
REFRESh: 3 CONSEqUENCES • May be eliminated by an opponent
Mild (2): OOvercome
(page 16):
action.
• When an ally helps you, they give
• Giving in: Give in before your oppo-
nent’s roll and you can control how
using an overcome action.
• Unused boosts vanish at the end of
Moderate (4): • Fail: Fail, or succeed at a serious cost. up their action for the exchange and you exit the scene. You earn one
the scene.
Severe (6): • Tie: Succeed at minor cost. describe how they help. or more fate points for giving in
Consequences (page 23)
• Succeed: You accomplish your goal. • You get a +1 for each ally that helps in (page 24).
• Used to absorb shifts from successful
• Succeed with Style: You accomplish this way.
REFRESh: 3 attacks.
your goal and generate a boost. • GM may place limits on how many
• May be invoked by your opponents as
may help.
if they were situation aspects.
42 Fate accelerated EXAMPlE CHARACTERS 43

41 EXAMPlE CHARACTERS
6 May be printed and photocopied for personal use.
FAE Character Sheet ©2013 Evil Hat Productions, LLC.
Martín Van Houtte, Mitch A. Williams, Ron Blessing, Wojciech Gebczyk
High difficulties, 37
High concept, 8, 25
Decision compel, 28
Damage, 17, 22
Severe
3 2 1 Jonathon Hodges, Lisa Padol, Lucian, Mark Gizmo, Mark Watson, Marko Wenzel, Markus Wagner, Help, 17, 44 Cyclops House Bully, 38
4 Fenikso, Jack Gulick, Jan Stals, Jared Nuzzolillo, Javier Gaspoz, Jay Elmore, John Donoghue, Contest, 20
Moderate Ruthenbeck, Craig Hargraves, Daniel Paarmann, Dataweaver, David Hoberman, Devon Apple, Guardian (approach), 10 recovery from 24, 26
2 Andrew Shore, Brian Hoffmann, Carrie Ulrich, Christopher Allen -- RPGnet, Christopher Give in, 22, 24 Consequence(s), 22, 23, 45
Mild Thanks to our feedback heroes, Fate Accelerated Edition is the best it can possibly be: Gang of thugs, 39 Conflict, 20
turn order determination by, 21 Concede, 24
REFRESh: 3 CONSEqUENCES STRESS situation aspects and, 20 on yourself, 28
scenarios and, 36 aspect, 27, 28-29
Severe (6): running game sessions, 36 Compel(s), 28, 44
moving from, 21 running, 36 roll for non-player character, 13 Clever action, 18
Moderate (4): Zones, 20 setting, 20 learning how to be, 35 Characters, 40-43
Mild (2): Zhao, Abigail (example character), 42 Scene(s) job of, 6 type to play, 8
CONSEqUENCES Scenario(s), 24, 34, 36 introducing complications, 16 sheets, 5
Voltaire (example character), 41 fate points and, 29 name, appearance of, 9
Running the Game in Fate Core, 16 difficulty levels, setting of, 19, 36, 37 creating, 8, 9
STRESS 3
Turn order, 21, 45 Rules, final say and, 36 campaign building by, 35 aspects, 25, 45
Trouble, 8, 9, 25 Rough terrain, 14 bad guys and, 38-39 advancement, 33
without reducing refresh!) Trickster (approach), 10 Reth (example character), 40 allies and, 17 Character(s), 40-4
(May take two more stunts Tokens, 5 Refresh, 11, 25 Gamemaster (GM), 5 Challenging players, 36
single opponent. overcome, 15, 16, 44 Game framework, 6 Challenge, 19
defend, 15, 17, 44 Quick action, 18 Careful action, 18
to Flashy attacks when crossing blades with a attack, 15, 17, 44 Fudge dice, 5, 13 Cards, deck of, 5, 13
a Swashbuckling Swordswoman, I gain a +2 aspect, 14, 15, 44 PvP, 27 Forceful action, 18 Campaign, 33, 35
Swashbuckling Swordswoman: Because I am Tie, 13 selection of, 6 Flushing, Dr. Bethesda (example character), 43
STUNTS Thief (approach), 10 Player character (PC), 5, 6, 7 Flashy action, 18 Brute (approach), 10
Target numbers, 37, 43 spending, 25 unused, 26, 28
Taken out, 22, 23 stunts, 31 protection, 27 Boost(s), 14, 15, 16, 17, 45
Sneaky: Fair (+2) Overcome, 15, 16, 44 invoking aspect, 12 raising, 34
Quick: Fair (+2) Swashbuckler (approach), 10 Outcomes, 13, 44 gamemaster and, 29 Bonus(es), 13
Forceful: Mediocre (+0) Succeed, 13 Fate point(s), 23, 24 with goal, 36
STUNTS overcome, 15, 16, 44 Nudging, 36 Fate Dice, 5, 13 Bad guy(s), 38
Flashy: Good (+3)
defend, 15, 17, 44 turn order and, 21 Fate Core, 35, 39
Clever: Average (+1) attack, 15, 17, 44 playing, 36 overcome, 15, 16, 44 Attack, 15, 17, 44
SNEAKY
Careful: Average (+1) aspect, 14, 15, 44 Non-player characters (NPCs), 6, 13 defend, 15, 17, 44 writing, 9, 23, 30
APPROAChES: Succeed with style, 13 attack, 15, 17, 44 using, 27
qUICK
overcome, 15, 16, 44 groups of, 39 aspect, 14, 15, 44 renaming, 24
defend, 15, 17, 44 Mooks, 38 Fail, 13 kinds of, 25-26
First Mate a Ship Could Have FORCEFUL attack, 15, 17, 44 Moderate consequence, 24 Fact(s) establishment, 8, 27, 29, 45 invoking, 12, 18, 27
Martin Is a Big Cheat; Sanchez Is the Best aspect, 14, 15, 44 Mobs, 39 discovering existing, 14
Other Aspects: That? Oh, That’s a Decoy; FLASHY Succeed, 13 Minor milestone, 33 Exchange, 20, 21 creating new, 14
Trouble: *Yawn* Stunts, 11, 31-32 Milestones, 33-34 Event compel, 29 compelling, 27, 28-29
CLEVER Trouble track, 23 Mild consequence, 24 setting and, 29 Aspect(s), 8, 9, 25, 45
Feline Captain of Cirrus Skimmer recovery from, 24 Major milestone, 34 Establish facts, 8, 27, 45 Approach-related target numbers, 37
High Concept: CAREFUL Stress, 22, 45 raising bonus for, 34
High Concept
VOLTAIRE Storytelling, 6, 7 Low difficulties, 37 setting, 13, 16, 37 bonus, 13
AppROACHES ASpECTS Story genre, 6 Ladder of adjectives and numbers, 10, 44 near approach rating, 37 Approach(es), 10, 18, 31, 45
Sticky notes, 5 levels of, 36, 37 Ally, 17
moments…
Steel Assassin, 38 aspect, 27-28 Difficulty(ies), 19 All-Star (approach), 10
cutlass. Being a cat person, she does have the tendency to nod off at odd Sneaky action, 18 against another player, 27 roll, modifying, 18 creating, 26, 28, 31
long brown jacket, knee-high boots, a feathered cap, and a basket-hilted Sky Shark, 38 Invoke, 27, 45 roll, 18 Advantage, 14, 15, 44
tures. She wears an ostentatious assortment of piratey clothes including a Fate Points
removal of, 16, 26 Invocations, 15 results, 18, 44 taking, 12
of clouds. She’s a cat person, her body a blend of human and feline fea- Current Refresh aspect(s), 20, 26, 45 free, 28 Dice, 5, 13 creating advantage by, 14, 15
Description Situation Invocation(s), 15, 23
Voltaire is captain of the Cirrus Skimmer, a skyship that roams a vast sea Defend, 15, 17, 44 approaches to, 18
Significant milestone, 34 Index cards, 5 Deck of Fate, 5, 13 Action(s), 14, 21, 44
vOlTAiRE Name Shifts, 22, 23 shifts and, 23
ID
Severe consequence, 24 severity of, 23 INDEx
Self-compels, 28 Hit

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