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FATE Rules Intro

The document provides an overview of the rules for conflicts or combat in Fate roleplaying games. It discusses situation aspects, zones, turn order, actions during an exchange like moving, attacking, creating advantages, and defending. It also covers fate dice rolls, modifiers like invoking aspects or using stunts, stress and consequences, and recovering from injuries over time. Players can discover hidden aspects through skill checks and add drama through compelling aspects of characters and the scenario.

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Jon Gilliam
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0% found this document useful (0 votes)
59 views18 pages

FATE Rules Intro

The document provides an overview of the rules for conflicts or combat in Fate roleplaying games. It discusses situation aspects, zones, turn order, actions during an exchange like moving, attacking, creating advantages, and defending. It also covers fate dice rolls, modifiers like invoking aspects or using stunts, stress and consequences, and recovering from injuries over time. Players can discover hidden aspects through skill checks and add drama through compelling aspects of characters and the scenario.

Uploaded by

Jon Gilliam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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FATE

Rules Introduction
“Conflicts” : aka Combat
• Situation Aspects : 3 to 5 evocative things about the conflict location
• Examples : Mood, weather, lighting, movement obstacles, things to hide
behind, things you can knock over or wreck or use as improvised weapons,
things that are flammable
• Zones : 2 to 4 is good for a conflict
• A zone should be no bigger than a house
• If an area is separated by stairs, a ladder, fence, or wall, it could be divided
into zone
• Situation aspects might make moving between zones more difficult
On Your Turn in an “Exchange” (a battle round)
• Move one zone (either before or after your action)
• To move more than 1 zone, you could use your action to take an “Overcome” action
to use Athletics to move
• Take an Action
• Overcome : Use a skill to achieve a goal (skill-check)
• Create an Advantage : Make a durable buff or de-buff
• Attack
• Full Defense : (forego other actions that round) All defend actions for the exchange
at a +2 bonus for the round
• Reactions
• Defend
• To avoid an attack (either by an NPC or the environment)
• To defend against someone creating an advantage against you
• Active opposition to someone else’s “Overcome” (skill-check) action
Turn Order (Initiative)
• Based on Skills
• Physical conflict : Notice skill first, then Athletics, then Physique
• Mental conflict: Empathy skill first, then Rapport, then Will
Notice Athletics Physique Tie-breaker
Claud Notice +3
Roberta Notice +2 Athletics +2 Physique +3 Investigate +1
Lapis Zule Notice +2 Athletics +2 Physique +3 Investigate +0
Archimedes Notice +2 Athletics +0 Physique +0 Investigate +3
Calema Notice +2 Athletics +0 Physique +0 Investigate +1
Fate Dice Rolls
“The Ladder”
• Roll 4d6, Each d4 is either +1, 0, or -1. Find the total
• 5-6 = Success +1
• 3-4 = Neutral 0
• 1-2 = Fail -1
• Some examples
• 1 (-1), 6 (+1), 4 (0), 5 (+1) = +1
• 5 (+1), 2 (-1), 3 (0), 4 (0) = 0
• 5 (+1), 6 (+1), 5 (+1), 1 (-1) = +2
• 2 (-1), 3 (0), 4 (0), 4 (0) = -1
• When rolling, you want to match or beat your opposition
• Active Opposition : someone is rolling against you
• Passive Opposition : from an obstacle that has a set “Ladder” rating (DC)
Attack!
• Physical Attack
• Melee : Fight Skill (Target opposes with Athletics)
• Ranged : Shoot Skill (Target still opposes with Athletics)
• Mental Attack : Provoke Skill (Target opposes with Empathy)
• In both cases, Defend is a reaction
• Outcomes (as the Attacker)
• Fail : You roll lower than your opposition – your target is unharmed
• Tie : You roll the same as your opposition – target is unharmed but you gain a boost
• Succeed : You roll higher than you opposition by a total of 1 or 2 – you hit and the target has to
take stress or consequences equal to the total (the “shift” amount)
• Succeed with Style (Crit) : You roll higher than your opposition by 3 or more – you get the option to
reduce your hit by 1 to gain a boost as well
• Boost : A transient aspect with one free invocation during the current scene
(after which it goes away)
Attack Modifiers
• Invoke an Aspect – either after you have rolled or someone else has
• Come up with a reason an aspect aids your attack (the “Justification”)
• Spend a FATE Point
• you get {Refresh} of these per session, where {Refresh} is normally 3
• Your Refresh could be lower if you spent Refresh point at character creation or advancement to get
more stunts
• You and then either
• get a +2 bonus on your current roll
• reroll all your dice
• Pass a +2 bonus on to another character’s roll
• Add +2 to any source of passive opposition, such as environmental effects
• Use a Stunt (or an “Extra” or a “Burn Shift Extra”)
• For example, Lapis Zule has the “Dirty Fighter” stunt that gives a +2 bonus when using
dirty tactics (like biting, gouging or throwing sand in eyes)
• Use Gear/Weapons (which are also “Extras”)
• Like Lapis Zule’s Spiked War Maul giving a +2 bonus
Stress, Consequences, Conceding
• Concede a fight
• You get a Fate point for choosing to concede
• An additional Fate point for each consequence taken
• Your opponent gets anything they wanted from you
• You are removed as a concern for the opposing side – out of the conflict
• Stress : use up Physical or Mental stress boxes to absorb a hit
• You can only check off 1 stress box per hit (depending on the size of the boxes you have left,
you might have to over-spend)
• If you haven’t absorbed all the shifts with a stress box, then you need to take a consequence
• Consequences : 4 slots - mild, moderate, severe, extreme. You can only use 1 per hit
• Mild : absorbs 2 shifts
• Moderate : absorbs 4 shifts
• Severe : absorbs 6 shifts
• Extreme : 8 shifts, but you must replace on of your aspects with the extreme consequence
Recovering from Stress & Consequences (healing)
• Stress: All stress boxes are recovered at the end of a conflict
• Consequences : Regain use of a Consequence slot
(mild/moderate/severe/extreme) in 2 steps
• Begin Recovery
• With an Overcome action (must be done at a low-tension, distraction-free time)
• This represents first aid or medical treatment for Physical injuries, therapy or counseling
or some other self-care activity for Mental ones.
• If you succeed, rename the consequence to reflect it’s in recovery (Broken Leg could
become Stuck with a Cast), but this doesn’t free up the consequence slot
• Wait the required amount of time
• Mild consequence : requires one scene after the recover action
• Moderate consequence : requires one whole session after the recover action
• Severe consequence : requires one whole scenario (at a significant milestone)
• Extreme consequence : permanent, but you can make it milder at then end of a Major
milestone to indicate you’ve moved past most of the debilitating effects
Discovering Aspects
• During a Conflict, players know most all Aspects – of monsters, NPCs, the
game, the situation, and the other PC’s
• The GM might keep some aspects secret if not knowing something is important to the
narrative of the story, say in a murder mystery whodunnit
• But, the player’s characters do not know all the aspects!
• They only know what would be apparent or obvious or already known
• Players take Overcome (skill check) actions for the characters to discover other
attributes so that they can Invoke them
• That could be a Lore check to apply your knowledge you’ve gained in the past to figure out the
aspects of a creature or item
• It could be an Investigate check to do a computer search or analyze a crime scene for clues or
looking up something in a book or library
• It could be a Notice check to observe something and deduce an aspect
• Outside of a conflict, it would be a Contacts check to find someone who knows something about
what you’re investigating
Your Turn Anytime Roleplay
Move 1 Zone
• Before or after your action
• Overcome action using Athletics to Dash
(move 2 zones)
Invoke an Aspect after
someone has rolled to
gain a bonus to a roll, Pay
a fate point
Compel an Aspect on a PC or
Take one Action NPC to add drama to the scene
as a new fact – a complication
• Attack!
(Physical/Mental) Do a Hostile Invocation
• Fight/Provoke : same zone on a PC or NPC aspect
• Shoot : 1 zone away that works against them
• Full Defense (like
Dodge) Declare a Story Detail
• Create an Advantage
• Establish a new Aspect with free Invoke Defend (a reaction)
• Invoke an existing Aspect for free against an Attack
• Overcome (skill check)
• Remove an aspect you’ve been tagged
with, for example a consequence
Aspects – Compels versus Hostile Invocations
• Compelling Aspects – Adding drama to roleplay
• Add Drama & Complications – But not Hostile, not against their interests. Expect to negotiate
the terms of a compel with the DM or target player.
• Who can you compel? - A PC or NPC (but seldom a nameless NPC or monster)
• Who can compel you? - Any player, including yourself and the GM!
• What Aspects can you use? - Any including your own, another PC’s or NPC’s, the scene,
location, game, or anywhere that’s currently in play
• What does it cost? - Nothing to propose a compel, but you can pay a fate point to keep the
complication from happening.
• What do you get for accepting the compel? – A fate point
• Why would you compel another PC? - It’s a way to give them fate points
• When should you compel? - Usually during role-play, and probably not during conflicts
• Hostile Aspect Invocations
• Invoking a PC’s or NPC’s aspects against them (especially Consequences aspects)
• A targeted PC’s player gets a fate point, but it’s only available at the end of the scene
• You pay a fate point to do the Invoke as usual
• Invoking never gives a minus to a roll, only a bonus to some other roll or DC
• That could be a bonus to passive opposition in an Overcome action
• It could be a bonus to a defend check
FATE Points
• What you can do with them – spend FATE points to:
• Invoke Aspects to get or give a bonus on dice rolls
• Prevent a complication from happening after a Compel of one of your aspects
• Use a Compel on another player’s aspect to propose a complication for them
• Certain powerful Stunts (or Extras) may require spending a FATE point to activate them
• Declare a Story Detail (that works to your advantage) – but you have to justify it by
relating it to your aspects (and the GM can veto or ask for a revision)
• How to get additional FATE points
• Accept a complication as a result of a Compel on one of your aspects
• Be the target of a Hostile Aspect Invocation
• Concede in a conflict
• Wait until the start of the next session, when you get your Refresh value as FATE points
(your Refresh is normally 3 unless you spent Refresh points to get more Stunts during
character creation or advancement)
Create an Advantage Action
• Create a new Situation Aspect
• Gives your character a benefit by:
• Doing something to change the environment (like by setting something on fire)
• Discovering new information that helps you (like learning a weakness of a monster by doing research)
• Taking advantage of something you’re previously observed (like an opponent’s bad temper, or a tell)
• The new aspect can be “tagged” to a character or the environment
• For example, an NPC is “on fire” versus there’s fire all around the NPC
• A player/GM can do an Overcome check to get rid of an aspect tagged to the PC/NPC
• If you succeed, you get a free Invocation of the aspect (no fate point needed)
• Succeed with style : 2 free Invocations
• Fail : you don’t create the aspect or you create it but someone else gets the free Invoke
• Tie : you get a boost instead of the situation aspect
• Invoke a new Situation Aspect
• Succeed or Tie : Get a free Invoke of the aspect (instead of needing to pay a fate point)
• Fail : You give a free invoke on that aspect to someone else instead
• Succeed with Style : 2 free Invocations on that aspect
How to Hide and use Cover in FATE
• Use “Create an Advantage” with the Stealth skill to create an aspect on
yourself like “Well-Hidden” if guards are passing by, or “Hard to Pin Down” if
you’re fighting in the dark
• If you hide during a conflict, you can then use your free Invoke against a future Shoot
or Fight attack to gain a bonus for your Defend against it
• An opponent can take an Overcome action to Notice you and dismiss the aspect
(defend with Stealth)
• If you have a Stealth Stunt like “Slippery Target”, that lets you defend against Shoot
with Stealth
• If there’s an aspect in the zone that would let you take cover, you can use
Create an Advantage to duck behind it, or Invoke the attribute with a fate
point. In either case, you get a bonus on your defense roll against an attack.
You can also use Create an Advantage to make an aspect as something to
take cover behind
Obstacles: Hazards, Blocks (e.g. traps, locks), Distractions

• A Hazard (trap) works like an NPC and has a turn in the turn order
• Each turn it attacks and if it succeeds, adds its Weapon rating to its shifts
• Hazards can’t be attacked
• Hazards can create advantages, but they can’t overcome obstacles
• A PC can create an advantage against a hazard, and it defends with passive opposition
• Hazards can hidden, just like any NPC, with an appropriate aspect
• A Block prevents you from doing something you want to do
• Use Overcome with an appropriate skill to get past it
• For example, use Burglary against a locked door
• A Distraction prevents you from taking certain actions
• It can be an attribute and represents a choice
• Each choice represents a decision for the PCs, and each option comes with
repercussions
Gear : Weapons & Armor Ratings
• Anytime you want to use the Shoot skill, it’s presumed you have something to
shoot with. But, you might also have special gear weapons that have a weapon
rating. You might also have special gear armor. Gear is normally represented as
an Aspect (but in Burn Shift, it also could be a combination of an Aspect and a
Stunt).
• Weapon Rating : Minimum number of shifts you generate on a hit. For example,
if a Weapon has Rating 3:
• Tie : Shifts = Weapon Rating
• If you Rolled 1 or 2 shifts on your attack : that becomes 3 shifts
• Armor Ratings : Maximum number of shifts of stress you will take from an attack
• Armor ratings trump Weapon ratings
Character Advancement : Milestones
• Minor Milestone : end of a play session or one piece of a story resolved
• Switch ranks of 2 skills, or replace one Average (+1) skill with one that’s not on your sheet
• Change any single stunt for another stunt
• Purchase a new stunt (by spending a Refresh point, but you can’t go below 1)
• Rename one character aspect (other than your high concept)
• Significant Milestone : end of a scenario or conclusion of a big plot event (approx. every
2 or 3 sessions)
• Gain 1 additional skill point to either buy a new skill at Average (+1) or increase an existing skill by 1
rank
• Rename any severe consequences to begin the recovery process
• Major Milestone : end of a story arc (approx. 3 scenarios), death of a main NPC villain,
or other large-scale change
• Rename any extreme consequences to reflect you’ve moved past its most debilitating effects
• Gain an addition point of Refresh (which you can spend immediately on a stunt or keep to give you
an additional fate point at the beginning of sessions)
• Advance one skill beyond the campaign’s current skill cap, if you’re able to
• Rename your character’s high concept if you want to

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