Fate Condensed - Summary Handout.pdf
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Describe what you’re trying to do,
then
choose the skill and action that fits.
Effort = [4dF dice roll, p.13] + [skill, p.6] + [invoked aspects, p.15] + [stunt bonuses, p.15]
Shifts = [Your effort] – [opposing effort or target difficulty]
Fail:
Your effort is less than the target difficulty or opposing effort.
Tie:
Your effort is equal to the target.
Success:
Your effort is one or two shifts more than the target.
Success
with style (SWS):
Your effort is three or more shifts more than the target.
FICTION FIRST (P.13)
ROLL DICE (P.13)
ADJECTIVE LADDER
+8
+7
+6
+5
+4
+3
+2
+1
+0
-1
-2
-3
-4
Legendary
Epic
Fantastic
Superb
Great
Good
Fair
Average
Mediocre
Poor
Terrible
Catastrophic
Horrifying
TURN ORDER (P.31)
OUTCOMES (P.15)
At the start, GM & players decide who goes first.
After acting, active player picks who goes next.
GM’s characters are in the turn order just like the PCs.
After everyone goes, last player picks who starts next.
Combine skills:
Character with highest skill rolls.
Each other participant with at least an Average (+1)
in that skill may give up their action to add a +1 to
that roll. Maximum allowed bonus equals the rating
of the highest skill. Supporters face same costs and
consequences as the person making the roll.
On your turn:
You can create an advantage and let your
allies use the free invokes on their subsequent turns.
Outside your turn:
You may invoke an aspect to add a
bonus to someone else’s roll.
TEAMWORK OPTIONS (P.32)
GM picks a number of skills representing the set of tasks
needed to beat the challenge. Number of tasks is roughly
equal to the number of players. Each player picks a task
and rolls skill to overcome. GM considers mix of successes
and failures to determine outcome.
CHALLENGES (P.32)
ACTIONS (P.18-21)
A
Attack (p.20):
Attack to harm your target.
Fail:
You fail to connect.
Tie:
Get a boost (p.23).
Success:
Deal a hit equal to your effort minus
the defense’s effort.
SWS:
Same as success, but you may reduce the
hit by one to get a boost.
D
Defend (p.21):
Defend to survive an attack or
interfere with a foe’s action.
Fail:
Foe succeeds. If it’s an attack, you take a
hit; absorb as described below.
Tie:
Opposed action’s tie result applies.
Succeed:
You deny the enemy’s action or hit.
SWS:
As with success; also gain a boost.
When you’re hit you must absorb its shifts or be taken out.
Stress:
You may check off as many stress boxes as you
have available, absorbing 1 shift per box checked.
Consequences:
These are aspects that grant one free
invoke to the attacker once marked. They absorb shifts
as indicated: Mild = 2, Moderate = 4, Severe = 6.
Taken Out:
If you don’t absorb the entire hit, you’re taken
out; your opponent controls what happens to you that
removes you from the scene (p.36).
Concede:
Before
a roll you may choose to concede, which
grants you a fate point payout and the ability to control
how your character exits the scene (p.37).
Recovery:
Stress clears at end of scene. Times to recover
from consequences vary by severity (p.38).
STRESS & CONSEQUENCES (P.35)
Contests take place over a series of exchanges.
Each side takes an overcome action for their goals.
Only one character from each side makes the roll.
Each participant may try to create an advantage in
addition to rolling or combining skills (p.32).
O
Overcome (p.18):
Clear obstacles.
If creating an advantage fails, that side either forfeits
Fail:
Failure or success at a major cost (p.16).
its roll, or keeps it but gives other side a free invoke.
Tie:
Success at a minor cost (p.17), fail but
At the end of each exchange the side with the highest
gain a boost, or partially succeed.
effort marks a victory; with style, two victories.
Success:
You meet your goal.
If harm is on the table, margin of failure inflicts stress.
MAJOR & MINOR COSTS (P.16-17)
SWS:
You meet your goal and gain a boost.
Major costs:
The situation gets significantly worse or On a tie there’s an unexpected twist, GM describes.
C
Create Advantage (p.19):
Leverage aspects.
more complicated. Major costs include introducing new First side to three victories (as determined by GM) wins.
When creating a
new situation aspect:
problems, bringing in new foes, putting the players on
CONFLICTS (P.34)
an imminent deadline, inflicting a mild or moderate Use conflicts when violence or coercion is available to
Fail:
Either don’t create it, or do it but the
consequence, and giving the enemy a new situation the PCs and each side has a chance to harm the other.
enemy gets the free invoke (success at a cost).
aspect with a free invoke or two, among other notions. Conflict takes place over a series of exchanges (p.31).
Tie:
Don’t create it, but get a boost (p.23).
Minor costs:
Story details about difficulty or complication Each character acts in turn order (p.31), describing
Success:
Create it with one free invoke on it.
but aren’t hindrances themselves, a few points of stress, what they’re trying to do, then rolling the skill action
SWS:
Create it with two free invokes on it.
that fits. Defenders roll to oppose when appropriate.
When targeting an
existing known or unknown aspect:
or a boost (p.23) to the enemy.
When all from one side have conceded (p.37) or are
Fail:
Enemy gets a free invoke on the aspect. If
RECOVERY PROCESS (P.38)
unknown, enemy may instead keep it unknown.
Roll to begin recovery:
Academics (medicine) for physical, taken out (p.36), the conflict ends. Any players who
Tie:
Gain a free invoke if the aspect is known.
Empathy for mental. Difficulty is Fair (+2) for mild, Great conceded collect their fate point payout, and GM also
Gain a boost instead if the aspect is unknown.
(+4) for moderate, Fantastic (+6) for severe. Add two if pays players hostile invoke fate points (p.24).
Success:
Gain a free invoke on the aspect.
treating yourself rather than someone else. On success,
TYPES OF ASPECTS (P.23 AND P.27)
SWS:
Gain two free invokes on the aspect.
rewrite consequence to indicate healing.
Boost:
Temporary, sometimes unnamed aspect. A boost
After treatment:
Mild take one full scene to clear. provides a free invoke and vanishes once used. Can’t be
ASPECTS (P.22)
Aspects are true (p.22).
They can grant or withdraw Moderate take a full session to clear. Severe only clear compelled. Can’t be invoked with a fate point.
when you reach a breakthrough (p.39).
Character:
Aspect on a character sheet.
permission for what can happen in the story.
Consequence:
Character aspect; represents lasting harm.
Invoke (p.24)
an aspect to get a +2 on a roll, a reroll,
SETTING DIFFICULTIES (P.42)
or to increase foe’s difficulty by 2. Invoking costs a fate Low = below relevant PC skill; Medium = close to PC skill;
Situation:
Aspect located in the scene. Lasts only long
as the circumstances represented by the aspect persist.
point or uses a free invoke (p.19).
High = much higher than relevant PC skill.
Compel (p.25)
an aspect to add complications to a Mediocre if not tough (or don’t roll), +2 for tough, +2 for
Organization, Scenario, Setting, Zone:
Situation aspects
character’s circumstances. Player either receives a fate each extra factor against them. Consult aspects to adjust. which are located on a group, scene or storyline,
point, or spends a fate point to deny the complications. You may look at adjective ladder to guide starting point. campaign, or map area, respectively.
CONTESTS (P.33)
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