FATE Actions and Aspects Quick Reference

March 19, 2017 | Author: Herzog | Category: N/A
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Actions & Outcomes Quick Reference Four Actions

Tie Success Success with Style

Four Outcomes

Fail

Overcome

Create Advantage

You fail to achieve your goal (with narrative consequences). or You succeed with a serious cost.

You succeed with a minor cost.

You achieve your goal.

You achieve your goal and gain a boost.

Overcome Create Advantage

Attack Defend Success with style: Situation aspects: Boosts: Full Defense: Minor cost: Serious cost:

For a new aspect: You fail to create an aspect (with narrative consequences) or You create the aspect, but someone else gets a free invoke such that they benefit to your detriment. On an existing aspect: You give a free invoke on the aspect to someone else to your detriment. For a new aspect: You get a boost – a single use of your aspect, though it may need tweaking to reflect that it’s temporary. On an existing aspect: You get a free invoke on the aspect. For a new aspect: You create the aspect with a free invoke. On an existing aspect: You get a free invoke on the aspect (as per a tie). For a new aspect: You create the aspect with 2 free invokes. On an existing aspect: You get 2 free invokes on the aspect.

Attack

Defend

You don’t cause any damage, and may have a boost against you as a result of your target’s Defend action.

Your opponent succeeds in their objective: attacking or creating an advantage against you.

You don’t cause any damage, but gain a boost.

You grant your opponent a boost. This is the same boost as the outcome of their action, not an additional one.

You hit with the number of shifts you got over your opponent, with your target taking stress/consequences or being taken out.

You avoid the attack or the attempt to gain an advantage on you.

You hit with the number of shifts you got over your opponent, with your target taking stress/consequences or being taken out. You may reduce your shifts by one to gain a boost.

You avoid the attack or the attempt to gain an advantage on you, and you gain a boost against your opponent.

Action to generally achieve something, or to remove an opposing aspect from play. Action to create a new, ongoing situation aspect (on the scene or an opponent) or gain additional benefit from any existing aspect you have access to. Action to attempt to inflict stress/consequences on, or take out, an opponent. May be physical or mental. Action to avoid an attack or prevent someone creating an advantage against you.

+8 +7 +6 +5 -1

Legendary +4 Great Epic +3 Good Fantastic +2 Fair Superb +1 Average 0 Mediocre Poor -2 Terrible

You roll higher than your opposition/target by 3 or more shifts. Remain in play until they are overcome, become irrelevant or the scene ends. Single use, temporary aspect. Forgo an action this exchange, and gain a +2 bonus to all Defend rolls for this round. Adds a narrative detail that is problematic/negative for the PC, but doesn’t hinder progress. The character may take some stress or an opponent may gain a boost against them. Something that makes the current situation worse, creating new problems or another source of opposition, or actively worsening the current situation. The GM may ask the character to take an appropriate consequence in their lowest available slot or create an advantage for an opponent with a free invoke against them.

Milestones Minor Choose one Significant All Major All

Swap 2 skills Purchase a new stunt with refresh +1 skill point to spend or save Rename a severe consequence, starting recovery Rename an extreme consequence (slot freed up) Increase skill cap, if increasing a skill requires it A significant (and therefore minor) milestone

Change a stunt for another stunt Rename an aspect (not High Concept) A minor milestone +1 refresh to spend or save Rename your High Concept, if desired

Skill List Athletics Lore

Burglary Notice

Contacts Physique

Crafts Provoke

Deceive Rapport

Drive Resources

Empathy Shoot

Fight Stealth

Investigate Will

Aspects and FATE Points Quick Reference Aspects are short descriptive phrases which offer bonuses or complications to characters. Game Aspects Character Aspects Situation Aspects Consequences

Boosts

Permanent. Defined before a game starts, and may evolve between or during sessions. Anyone can invoke, compel or create advantage on game aspects at any time. Permanent. Defined at character generation, and may change at milestones. You can invoke your aspects at any time. Temporary. Attached to a scene or a character. Defined by GM or a player creating an advantage. Lasts for a scene or until no longer relevant (no longer than a session). Usually Temporary. Attached to a character to avoid being taken out in a conflict, usually phrased negatively. Lasts for a variable period of time measured in scenes or sessions. An extreme consequence may be used once between major milestones, and permanently replaces a character aspect, excluding the High Concept aspect. Temporary. Usually created from ties on rolls or succeeding with style. Single use aspect that goes away as soon as you invoke it. You may allow another character to use it.

FATE points can be spent in the following ways: Invoke an Aspect

Refuse a Compel Power a Stunt Declare a Story Detail Suggest a Compel ‘Borrow’ a New Stunt

Reroll, introduce +2 to passive opposition or add +2 to the result of a roll. The +2 may be applied to another character’s roll. Must be appropriate to aspect. Aspect bonuses may stack, but may not spend FATE points to invoke the same aspect more than once per roll. Avoids a complication that would come from accepting the compel. GM driven. Dependent on the stunt; more potent stunts may cost a FATE point. Introduce a plausible detail to the story, such as remembering to bring along certain equipment or a dramatic entrance for your character, ideally related to your aspects. Suggest a compel on another character, which the GM opts to offer to that character. The point is spent regardless of the target character’s decision to refuse or accept the compel. If a player wants to push the limit of what a skill should do, but it would be allowable with a stunt, they can use it once but will must spend a Refresh to buy the Stunt to do it again.

Free invocations obviously do not cost FATE points. They can be stacked on a roll with a paid invocations from the same aspect, and from each other if more than one free invocation is available. Boosts do not cost FATE points, but may only be used once before they are no longer available.

FATE points can be gained in the following ways: Accept a Compel Your Aspect invoked against you Concede a conflict Refresh

Accept the complication associate with a compel. May be awarded retroactively. GM driven. When someone else pays a FATE point to invoke an aspect attached to your character, including aspects from Create Advantage actions or consequences. You gain the point at the end of the scene. Receive one point for conceding, plus one for each consequence received in the conflict. Usable after the conflict is over. At the start of each session, regain FATE points up to your Refresh (assuming you have less FATE points than your Refresh carried over).

Compels Compels can be offered by the GM or requested by a player at any time in reaction to a character’s situation to complicate matters in a manner relevant to an aspect (usually, but not always, a character aspect or consequence). Event-based: You have ___ aspect and are in ___ situation so it make sense that ___ would happen. Decision-based: You have ___ aspect in ___ situation; it make sense you’d decide to ___. This goes wrong when ___ happens. Players can suggest compels for any other character at a cost of 1 FATE point. Final decision on whether a compel occurs lies with GM. Complications related to an aspect that occur naturally through roleplay may, at GM discretion, award a FATE point retroactively as if a compel had occurred. When a situation aspect is compelled, all affected characters gain a FATE point. Content developed by Andy Harsent and Richard Bellingham

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