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FATE Cheat Sheet

The Ladder
+8

Legendary

+7

Epic

+6

Fantastic

+5

Superb

+4

Great

+3

Good

+2

Fair

+1

Average

+0

Mediocre

-1

Poor

-2

Terrible

Skill Roll

Four Outcomes

Conflicts

--Fail: fail your action or succeed --Set the scene, describing the
at major cost.
environ- ment the conflict
--Tie (0 shifts): succeed at minor takes place in, cre- ating
cost.
situation aspects and zones, and
--Succeed (12 shifts): succeed establishing whos participating
with no cost.
and what side theyre on.
--Succeed with style (3+ shifts): --Determine the turn order.
succeed with additional benefit. --Start the first exchange:
--On your turn, take an action
and then resolve it.
Four Actions
--If you do nothing proactive,
--Overcome: get past an obstacle.
+2 to all defend rolls.
Style: gain a boost as well.
--On other peoples turns,
--Create an Advantage: invoke an
defend or respond to their
aspect for free; create a situation
actions as necessary.
aspect with a free invoke.
--At the end of everyones
Fail: major cost is someone
turn, start again with a new

else getting a free invoke.
exchange.
Tie: get a boost instead.
--Conflict is over when everyone
Style: a second free invoke.
--Attack: harm another character. on one side has conceded or
Tie: no harm, but gain a been taken out.

Roll four Fate dice and add skill


rating. Compare to opposition.
For each step on the ladder greater
than your opposition, you earn a
shift.

boost.
Succeed: inflict a hit equal Concede a Conflict
Teamwork

to the shifts you got.
If you concede you are out of the
--+1 for each helper with at least
Style: you can reduce your hit conlift, period. The opponent
an Average (+1) in the relevant
by 1, to gain a boost.
narrates how the conflict resolves.
skill.
--Defend: prevent attacks or
--Most skilled player rolls.
advantages on you.
Gain 1 fate point, plus one
Tie: opponent gains a boost. point for every consequence you
Style: gain a boost as well.
sustained during the conflict.

End of Conflict
--Gain fate points for consession.
--Gain a fate point for each time
your aspects were invoked
against you.
--Recover all stress boxes.

Challenges
--Each obstacle or goal that
requires a different skill gets an
overcome roll.
--Interpret failure, costs, and
success of each roll together to
determine final outcome.

Contests
An exchange between two active
opponents.
--Contesting characters roll
appropriate skills.
--If you got the highest result, you
score a victory.
--If you succeed with style and no
one else does, then you get two
victories.
--If theres a tie for the highest
result, no one gets a victory, and
an unexpected twist occurs.
--The first participant to achieve
three victories wins the contest.

Game Time

Mitigating damage

--Exchange: time for everyone to


get a turn.
--Scene: time to resolve a
situation.
--Session: a single sitting.
--Arc: a season.
--Campaign: the entire game in a
particular setting.

Fill in one stress box greater than


or equal to the value of an attack,
take one or more consequence,
or fill in one stress box and take
consequencesif you cant do one
of these three things, youre taken
out.

Aspect Types
--Game aspects: permanent,
made during game creation.
--Character aspects: permanent,
made during character creation.
--Situation aspects: last for a
scene, until overcome, or until
irrelevant.
--Boosts: last until invoked one
time.
--Consequences:
last
until
recovered.

Opposition Types

Invoking Aspects

Spend a fate point or free invoke.


Choose one:
--+2 to your skill roll.
--Reroll all your dice.
--Teamwork: +2 to another
characters roll versus relevant
passive opposition.
--Obstacle: +2 to the passive
opposition.
Consequences
Opponent who caused the Free invokes stack with a paid one
and each other.
consequence gets a free invoke.
--Mild: 2 to hit value.
Compelling Aspects
--Moderate: 4 to hit value.
--Severe: 6 to hit value.
Accept a complication for a fate
--Extreme: 8 to hit value, and point.
permanently change a character --Event-based: You have ____
aspect, to reflect the event.
aspect and are in ____
situation, so it makes sense
that, unfortunately, ____ would
Recovery
Roll to overcome, on success happen to you. Damn your
rewrite the consequence, and wait luck.
--Decision-based: You have ____
the time for full recovery.
--Mild: overcome Fair (+2), wait aspect in ____ situation, so it
makes sense that youd decide
one whole scene.
--Moderate: overcome Great (+4), to ____. This goes wrong when
____ happens.
wait one whole session.

--Active: another character rolls


against you.
--Passive: a static rating on the
ladder.
--Severe: overcome Fantastic (+6),
wait one whole scenario.
Increase difficulty by 2 if you are
trying to treat yourself.

Refresh
At the start of a new session, you
reset your fate points to your
refresh rate. If you ended the last
session with more points, you keep
the extra. At the end of a scenario,
you reset to your refresh rate no
matter what.

Spending Fate
Points
Spend fate points to:
--Invoke an aspect.
--Power a stunt.
--Refuse a compel.
--Declare a story detail.

Earning Fate Points


Earn fate points when you:
--Accept a compel.
--Have your aspects invoked
against you.
--Concede a conflict.

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