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Name

Star
Wars
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Aspects Approaches

Careful

Clever

Flashy

Forceful

quick

Sneaky

Stunts

Stress Consequences

Mild (-2)

1 2 3 Moderate (-4)

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC
and is used with permission. Severe (-6)
FATE ACCELERATED: qUICK REFERENCE 1 FATE ACCELERATED: qUICK REFERENCE 2
DiCE RESulTS (PAGE 18) THE lADDER
Result = Dice Roll + Approach Bonus
TuRn ORDER (PAGE 21) APPROACHES (PAGE 18)
+ Bonuses from Stunts
+8 Legendary • Physical Conflict: Compare Quick • Careful: When you pay close attention
approaches—the one with the fastest to detail and take your time to do the
+ Bonuses from Invoked Aspects +7 Epic reflexes goes first. job right.
+6 Fantastic • Mental Conflict: Compare Careful • Clever: When you think fast, solve
OuTCOMES (PAGE 13) approaches—the one with the most problems, or account for complex
versus Opponent’s Result or Target number: +5 Superb attention to detail senses danger. variables.
• Fail: Your Result is lower • Everyone else goes in descending • Flashy: When you act with style and
• Tie: Your Result is equal +4 Great
order. Break ties in whatever manner panache.
• Success: Your Result is higher by 1 or 2 +3 Good makes sense, with the GM having the • Forceful: When you use brute
• Success with Style: Your result is higher by 3 or more last word. strength.
+2 Fair • The GM may choose to have all • Quick: When you move quickly and
SETTING TARGET NUMBERS (PAGE 37) nPCs go on the turn of the most with dexterity.
+1 Average
• Easy Task: Mediocre (+0)—or success without a roll. advantageous nPC. • Sneaky: When you use misdirection,
• Moderately Difficult: Fair (+2). 0 Mediocre stealth, or deceit.
• Extremely Difficult: Great (+4).
• impossibly Difficult: Go as high as you think makes sense. -1 Poor STRESS
The PC will need to drop some fate points and get lots of & COnSEQuEnCES ASPECTS (PAGE 25)
-2 Terrible • invoke (page 27):
help to succeed, but that’s fine. (PAGE 22)
Spend a fate point to get a +2 or
• Severity of hit (in shifts)
a reroll for yourself, or to increase
ACTiOnS (PAGE 14) = Attack Roll – Defense Roll
difficulty for a foe by 2.
an advantage when • Stress Boxes: You can check one
CCreate AAttack • Compel (page 28):
creating or discovering aspects (page 17): stress box to handle some or all of the
Receive a fate point when an aspect
(page 14): • Fail: No effect. shifts of a single hit. You can absorb a
complicates your life.
• Fail: Don’t create or discover, or you • Tie: Attack doesn’t harm the target, number of shifts equal to the number
• Establish facts (page 29):
do but your opponent (not you) gets but you gain a boost. of the box you check: one for Box 1,
Aspects are true. Use them to affirm
a free invocation. • Succeed: Attack hits and causes two for Box 2, three for Box 3.
details about you and the world.
• Tie: Get a boost if creating new, or damage. • Consequences: You many take one or
treat as success if looking for existing. • Succeed with Style: Attack hits and more consequences to deal with the
• Succeed: Create or discover the causes damage. May reduce damage
TYPES OF ASPECTS
hit, by marking off one or more avail-
Character Aspects (page 25)
aspect, get a free invocation on it. by one to generate a boost. able consequence slots and writing a
• Written when you create your
• Succeed with Style: Create or dis- new aspect for each one marked.
character.
cover the aspect, get two free invoca- • Mild = 2 shifts
DDefend • May be changed when you reach a
tions on it. (page 17): • Moderate = 4 shifts
milestone (page 33).
• Fail: You suffer the consequences of • Severe = 6 shifts
Situation Aspects (page 26)
Create an advantage on an your opponent’s success. • Recovering from Consequences:
C • Established at the beginning of a
aspect you already know about • Tie: Look at your opponent’s action to • Mild consequence: Clear it at end
scene.
(page 15): see what happens. of the scene.
• May be created by using the create
• Fail: No additional benefit. • Succeed: Your opponent doesn’t get • Moderate consequence: Clear it at
an advantage action.
• Tie: Generate one free invocation on what they want. the end of the next session.
• May be eliminated by using the
the aspect. • Succeed with Style: Your opponent • Severe consequence: Clear it at the
overcome action.
• Succeed: Generate one free invoca- doesn’t get what they want, and you end of the scenario.
• Vanish when the situation ends.
tion on the aspect. get a boost. • Taken Out: If you can’t (or decide not
Boosts (page 26)
• Succeed with Style: Generate two to) handle the entire hit, you’re taken
• May be invoked once (for free), then
free invocations on the aspect. Getting Help (page 17): out and your opponent decides what
they vanish.
• An ally can help you perform your happens to you.
• May be eliminated by an opponent
action. • Giving in: Give in before your oppo-
using an overcome action.
(page 16):
OOvercome • When an ally helps you, they give nent’s roll and you can control how
• Unused boosts vanish at the end of
• Fail: Fail, or succeed at a serious cost. up their action for the exchange and you exit the scene. You earn one
the scene.
• Tie: Succeed at minor cost. describe how they help. or more fate points for giving in
Consequences (page 23)
• Succeed: You accomplish your goal. • You get a +1 for each ally that helps in (page 24).
• Used to absorb shifts from successful
• Succeed with Style: You accomplish this way.
attacks.
your goal and generate a boost. • GM may place limits on how many
• May be invoked by your opponents as
may help.
if they were situation aspects.

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