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Aspects [See Fate Core: 22-26, 57-58, 170]

Setting Current Issues Problems/threats that exist in the world already, possibly for a long time [22-25, 57] Total
Setting Impending Issues Emerging things that will make the world worse if they come to pass [22-25, 57] of 2
Faces & Places Locations/Organizations where multiple scenes occur & their representatives/exemplars [26]
Situation Aspects Last 1 scene or until no longer sensible (up to a session); environment, obstacles, context [58]
Advantages Last until made irrelevant or undone by an Overcome action (e.g., blocks, cover) [170-171]
Consequences Mild (overcome +2, wait a scene), Moderate (+4, session), Severe (+6, scenario) [58, 164-5]
Boosts Succeed well at an action or barely succeed at creating an advantage; 1 free invoke [58]

Example Consequences [See Fate Core: 163-166]


Mild Black eye, Bruised hand, Winded, Flustered, Cranky, Addled, Bruised, Flustered, Embarrassed, Stumped
Moderate Deep cut, First-degree burn, Exhausted, Drunk, Terrified, Confused, Lame, Mauled, Mortified, Twisted Ankle
Severe Second-degree burn, Compound fracture, Nearly Gutted, Crippling shame, Trauma-induced phobia, Forlorn
Extreme Loss of a limb, Soul-burned, Enslaved, Brainwashed, Shellshocked, Price on My Head, Addiction, Delusional
Turn Order
Approach Create Advantage (Create/Discover Aspects): Attack: for Physical Quick
Careful Fail: Dont create or discover, or you do but your Fail: No effect.
Conflicts
attention to opponent (not you) gets a free invocation. Tie: Attack doesnt harm the target, but you gain a
detail, take time, Tie: Get a boost if creating new, or treat as success if boost. Turn Order
looking for existing. Succeed: Attack hits and causes damage.
to do job right Succeed: Create or discover the aspect, get a free Succeed with Style: Attack hits and causes
for Mental Careful
Clever invocation on it. damage. May reduce damage by one to generate a Conflicts
Succeed with Style: Create or discover the aspect, boost.
Think fast, get two free invocations on it.
problem-solve,
account for Heal Consequences
complex Create Advantage (on known Aspect): Defend:
at the end of each:
variables Fail: No additional benefit. Fail: You suffer the consequences of your
Tie: Generate one free invocation on the aspect. opponents success.
Flashy Succeed: Generate one free invocation on the Tie: Look at your opponents action to see what Mild = Scene
Style, panache aspect. happens.

Forceful Succeed with Style: Generate two free invocations Succeed: Your opponent doesnt get what they
want.
Moderate = session
on the aspect.
Brute strength Succeed with Style: Your opponent doesnt get
what they want, and you get a boost.
Severe = Scenario
Quick
Move quickly Overcome: Getting Help:
Fail: Fail, or succeed at a serious cost.
and dextriously
Tie: Succeed at minor cost.
An ally can help you perform your action. Time Increments [Core: 197]
When an ally helps you, they give up their action
Sneaky Succeed: You accomplish your goal. for the exchange and describe how they help. Two half / one / few / several
Succeed with Style: You accomplish
misdirection,
your goal and generate a boost.
You get a +1 for each ally that helps in this way. Parts: minutes / hours / days /
stealth or deceit GM may place limits on how many may help.
weeks / months / years
Important / Recurring NPCs Minor Milestones
Occur at end of a session or piece of a story; more about change than advancement
Intended to give the PCs some real Choose 1:
difficulty; usually no more than one or Switch rank values of any two approaches
two of these per scenario. Change any single Stunt for another Stunt
Purchase a new Stunt provided you have the refresh to do so
Approaches Rename 1 Character Aspect that isnt the High Concept
Significant Milestones
Aspects Occur at end of a scenario or big plot event (or every 2-3 sessions)
Choose a Minor Milestone and both of the following:
Stunts Clear any Severe Consequence provided its been around for at least 2 sessions
Raise the bonus of one approach by 1
Stress
Major Milestones
When something shakes up the campaign a lot (such as end of a story arc)
Consequences Gain benefits of Minor & Significant Milestones and all of the following:
Take an additional point of Refresh (you may buy a new Stunt with it)
Rename your High Concept if you desire
Mooks
Unnamed thugs/monsters that make Group of Mooks
the PCs day a little more difficult, but
Three to four mooks per group.
designed to be swept aside.
Aspect: Usually just one to reinforce what theyre
Aspects: One or two to reinforce
good/ bad at, strength/vulnerability.
what theyre good/ bad at,
strength/vulnerability. Skilled: +2 to all rolls regarding things theyre good
at (may include ganging up)
Skilled: +2 to all rolls regarding
things theyre good at Bad at: -2 to all rolls dealing with these things
Bad at: -2 to all rolls dealing with - Everything else gets a +0
these things
Stress: One stress box for every two members; no
- Everything else gets a +0 consequences
Stress: 0, 1 or 2; no consequences

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