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They Can Be Even More
They Can Be Even More
flexible than they initially appear. If you take a look at the skill list, you can
see that every single skill has the overcome and create an advantage actions
checked. This opens a lot of possibilities, even for skills that don’t seem to have
If a character has a high rank in a skill, Good (+3) or higher, this means
that they are an expert in that particular area of endeavor. They possess deep
knowledge within the narrow range covered by the skill. This knowledge
covers the tools and trappings used by the skill and knowledge of other people
The three attack skills—Fight, Shoot, and Provoke—are most often used in
combat. That doesn’t mean combat is the only situation where these skills are
useful. A character with the Shoot skill can identify ranged weapons, knows
details about their care and maintenance, and knows where to obtain them.
SKILLS28
actions. A Shoot expert could use their skill in an overcome action to find
a gun seller in a new place, for example. Shoot could be used to create an
advantage by identifying the type of gun by the sound of its shot and filling in
has not been properly cared for and could possibly malfunction.
You can use other skills in a similar way. Burglary experts can find tools or
other burglars they know by the traces they leave behind. Drive experts can
identify vehicles and use create an advantage to talk about the subtle edges or
and in the right circumstances might be used to attack or defend. In the right
rity precautions. These should be very specific and very limited applications,
but it can be quite rewarding to allow players to use these skills in a way that
Creativity is the order of the day. In almost any skill, a high level of ability
logic to guide you, as your players are sure to surprise you. They should get the
When a player tries something new with a skill, consider the option carefully,
and be open to a creative interpretation of the skill. As a player, let yourself try
new things with your skills. If a situation arises where you think you would
be able to use your skill in an unusual way, give it a shot! Fate is more inter-
esting when the unexpected arises and players use an unexpected method to
29CHAPTER 3
SKILLS29
SKILL MODES
A skill mode is a bundle of several skills that represents a broad area of compe-
tence. Modes are great for speeding up character creation even more than Fate
Core already does. Instead of picking and rating 10 individual skills, players
pick and rate three modes, and the skills come along for the ride.
Take a look at your game’s skill list and think about archetypes you’d like
to see in your setting. For each of these archetypes, choose five or six relevant
skills. Each of these skill groups is a mode. It’s okay if some skills show up in
more than one mode, but if any are so common that they’re in nearly every
mode, be aware that it’s going to lead to a certain sameness between characters.
Ideally, you want between four and eight modes—enough for variety, but
Ben notices that Athletics shows up in three of the four, but it’s
modes doing without it, either. Besides, the tomb-robber PCs are
Ratings
The usual Fate Core skill pyramid doesn’t apply to skills in modes. Instead,
each player picks three modes and rates them—one at Good (+3), one at
Fair (+2), and one at Average (+1)—and the mode’s rating becomes the default
rating for all of its skills. Skills at this rating are trained. Skills one step above
their mode’s level are focused, and skills two steps above are specialized.
SKILLS30
Reinforced Skills
If two or three of a character’s modes contain the same skill, it’s reinforced.
When this happens, write it down under its highest-rated mode, but not
under any other. No skill should appear more than once on a character sheet.
In addition to his Good (+3) Thievery, Will’s also picked Fair (+2) Talk
and Average (+1) Battle. Both Battle and Thievery have Athletics,
skill’s also focused under Thievery. So far, Will’s modes look like this:
GOOD (+3)
THIEVERY
FAIR (+2)
TALK
AVERAGE (+1)
BATTLE
+5
+4 Athletics, Deceit
+3 Burglary, Notice,
Stealth
+2 Contacts, Empathy,
Rapport, Will
+1 Intimidation, Melee,
Missile, Physique
.
Improving Skills
IMPROVEMENT COST
31CHAPTER 3
SKILLS31
cialize Stealth, from Good (+3) to Superb (+5). He’d also like to be
well, from Average (+1) to Good (+3). With his last point, he focuses
connected.
GOOD (+3)
THIEVERY
FAIR (+2)
TALK
AVERAGE (+1)
BATTLE
+5 Stealth
+4 Athletics, Deceit
+2 Empathy,
Rapport, Will
+1 Intimidation,
Missile, Physique
.
because it unlocks an aspect extra. For each such extra associated with a mode,
the mode has one fewer skill than normal. For example, if standard modes
in your game have five skills, a mode with a skill extra would have only four.
Aspect extras are in addition to the usual number of aspects for your game.
Ben adds four modes to his list: Arcana and The Gods, for two dif-
ferent kinds of magic, and Dwarf and Elf, for…dwarves and elves.
The first two have two extras each—a skill and an aspect, both
4STUNTS
STUNTS34
character, adding fun mechanical tweaks to the game. You get a little more out
of each skill when you pick up stunts, and this can be a lot of fun. If you want
Flexible Stunts
This is the easiest option to implement, as it’s merely a shift in how you think
about stunts. In Fate Core, stunts are tied explicitly to skills. What if you
want your stunts to be skill-agnostic, or tied to multiple skills, or tied to some-
thing else entirely different, like an aspect or piece of gear or a stress track?
Some examples:
Ally’s Shield: You can invoke Dwarven Shield-Maiden when a nearby ally
suffers an attack. When you do, redirect that attack to yourself. Your defense
Berserk Rage: When you suffer a physical consequence, you can invoke that
consequence for free on your next attack. If you suffer multiple physical con-
Useful Little Things: Your pockets are full of useful little things. Whenever
you need something, you have it, provided it’s not something too unusual
(like a map to Jimmy Hoffa’s body) or too large to fit in a pocket, belt pouch,
or backpack. When you say you have something, the GM should be likely to
agree.
This isn’t really a mechanical change, just a shift in how you approach stunt
Fighting, or Resources, for instance—but not thinking about which skill to tie
your stunt to frees you up to be a bit more creative with your design, moving
Aspected Stunts
For stunts which are tied to aspects, you might view some of their effects as
invocation, as Ally’s Shield (above) does, but give something extra or particu-
larly unusual when the aspect is invoked. Such effects should be more potent
than a “vanilla” invocation. You could even design a stunt that triggers under
Charge Like Ox: Because you are Strong Like Ox, once per scene, as a single
action, you may move two zones in a straight line then make a physical attack.
Teflon Troublemaker: When your Can’t Keep His Big Mouth Shut aspect is
compelled to make you the target of an attack, you may immediately clear any