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+6 Fantastic
SETTING TARGET NUMBERS (PAGE 37)
+5 Superb Easy Task: Mediocre (+0)or success without a roll.
Moderately Difficult: Fair (+2).
Spending Fate
+4 Great Extremely Difficult: Great (+4).
Impossibly Difficult: Go as high as you think makes sense.
Points (page 25):
Spend fate points to:
The PC will need to drop some fate points and get lots of
+3 Good help to succeed, but thats fine.
Invoke an aspect
Power a stunt
Refuse a compel
+2 Fair Declare a story
APPROACHES (PAGE 18) detail
+1 Average C areful: When you pay close attention to detail and take
Earning Fate Points
your time to do the job right.
(page 25):
0 Mediocre Clever: When you think fast, solve problems, or account for Earn fate points
complex variables. when you:
-1 Poor Flashy: When you act with style and panache.
Forceful: When you use brute strength.
Accept a compel
Have your aspects
Quick: When you move quickly and with dexterity.
-2 Terrible Sneaky: When you use misdirection, stealth, or deceit.
invoked
Concede a confict.
Fate Core and Fate Accelerated Edition 2014 by Evil Hat Productions, LLC. This is a fancreated, not-for- profit Fate Accelerated GM Screen.
FATE ACCELERATED GM SCREEN
ACTIONS (PAGE 14) NOTES
Create an advantage when creating or discovering aspects (page 14):
C Fail: Dont create or discover, or you do but your opponent (not you) gets a free
invocation.
Tie: Get a boost if creating new, or treat as success if looking for existing.
Succeed: Create or discover the aspect, get a free invocation on it.
Succeed with Style: Create or discover the aspect, get two free invocations on it.
A Fail: No effect.
Tie: Attack doesnt harm the target, but you gain a boost.
Succeed: Attack hits and causes damage.
Succeed with Style: Attack hits and causes damage. May reduce damage by one to
give up their
action for the
exchange and
describe how
generate a boost. they help.
You get a +1 for
Defend (page 17): each ally that
Fate Core and Fate Accelerated Edition 2014 by Evil Hat Productions, LLC. This is a fancreated, not-for- profit Fate Accelerated GM Screen.
FATE ACCELERATED GM SCREEN
TURN ORDER (PAGE 21) APPROACHES (PAGE 18)
P hysical Conflict: Compare Quick approachesthe one with C areful: When you pay close attention to detail and take your
the fastest reflexes goes first. time to do the job right.
Mental Conflict: Compare Careful approachesthe one with Clever: When you think fast, solve problems, or account for
the most attention to detail senses danger. complex variables.
Everyone else goes in descending order. Break ties in Flashy: When you act with style and panache.
whatever manner makes sense, with the GM having the last Forceful: When you use brute strength.
word. Quick: When you move quickly and with dexterity.
The GM may choose to have all NPCs go on the turn of the Sneaky: When you use misdirection, stealth, or deceit.
most advantageous NPC.
ASPECTS (PAGE 25)
STRESS & CONSEQUENCES (PAGE 22) I nvoke (page 27): Spend a fate point to get a +2 or a reroll
S everity of hit (in shifts) = Attack Roll Defense Roll for yourself, or to increase difficulty for a foe by 2.
Stress Boxes: You can check one stress box to handle some Compel (page 28): Receive a fate point when an aspect
or all of the shifts of a single hit. You can absorb a number of complicates your life.
shifts equal to the number of the box you check: one for Box Establish facts (page 29): Aspects are true. Use them to
1, two for Box 2, three for Box 3. affirm details about you and the world.
Consequences: You many take one or more consequences
to deal with the hit, by marking off one or more available
consequence slots and writing a new aspect for each one
TYPES OF ASPECTS
Character Aspects (page 25)
marked.
Written when you create your character.
Mild = 2 shifts
May be changed when you reach a milestone (page 33).
Moderate = 4 shifts
Situation Aspects (page 26)
Severe = 6 shifts
Established at the beginning of a scene.
Recovering from Consequences:
May be created by using the create an advantage action.
Mild consequence: Clear it at end of the scene.
May be eliminated by using the overcome action.
Moderate consequence: Clear it at the end of the next
Vanish when the situation ends.
session.
Boosts (page 26)
Severe consequence: Clear it at the end of the scenario.
May be invoked once (for free), then they vanish.
Taken Out: If you cant (or decide not to) handle the entire
May be eliminated by an opponent using an overcome action.
hit, youre taken out and your opponent decides what
Unused boosts vanish at the end of the scene.
happens to you.
Consequences (page 23)
Giving In: Give in before your opponents roll and you can
Used to absorb shifts from successful attacks.
control how you exit the scene. You earn one or more fate
May be invoked by your opponents as if they were situation
points for giving in (page 24).
aspects.
Fate Core and Fate Accelerated Edition 2014 by Evil Hat Productions, LLC. This is a fancreated, not-for- profit Fate Accelerated GM Screen.