Академический Документы
Профессиональный Документы
Культура Документы
GET STARTED! 5
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.
26 Fate accelerated ASPECTS AnD FATE POinTS 27 28 Fate accelerated ASPECTS AND FATE POINTS 29
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