FATE Flashcards
Remember the core mechanics of the FATE RPG system.
What can you spend a fate point on?
Invoking an aspect, declaring a story detail, or resisting a compel.
What does invoking an aspect do?
For a skill roll: you invoke aspects after a skill roll, and can either reroll or get +2 on it.
For teamwork: +2 to another character’s roll against passive opposition.
For obstructing other characters: +2 to the passive opposition.
What is a compel?
When the GM (or another player) creates drama using the aspects of a player (usually because either the character would decide to do some unfortunate thing, or because it’s natural for some unfortunate thing to happen to the character). The compelled player gets a fate point from the compelling player.
How many fate points do players start off with?
Each session, a player starts off with max(refresh, last session) fate points.
How does a player get more fate points?
By accepting a compel.
When someone invokes one of their aspects against them (once the scene is over).
By conceding a conflict (1 point + 1 per consequence).
When a new session starts, a player sets their fate points to max(old fate points, refresh).
How many fate points does the GM have?
NPCs share a fate pool, which starts at ${number of players in the scene}. GMs have infinite points for compelling players or rewarding concessions.
If players compel an NPC and the scene ends, or an NPC concedes, what happens?
The NPC pool keeps the bonus points at the start of the next scene with NPCs.
What are the actions a character can take with skills?
Overcome, Create an advantage, Attack, or Defend. Don’t forget that players should describe how they’re using the skill to achieve the action.
What happens when you fail at an Overcome action?
You fail to achieve your goal, or it succeeds at a serious cost.
What happens when you tie on an Overcome action?
You achieve your goal, but at a minor cost.
What happens when you succeed on an Overcome action?
You achieve your goal at no extra cost.
What happens when you succeed with style on an Overcome action?
You achieve your goal, and get a Boost.
What is a Boost?
An aspect with one free invocation on it, but which disappears after that one use. Can be used by other characters if that makes sense in context.
How do you “succeed with style”?
By exceeding your opposition by 3 or more shifts (for example, rolling a 6 against opposition of 3).
What is a serious cost?
Something that makes the current situation worse, either by creating a new problem or exacerbating an existing one (like bringing in additional opposing NPCs or obstacles in this scene or the next one, or taking a consequence on your lowest free level, or giving an opposing character an advantage with a free invocation.).
What is a minor cost?
A new story detail that’s problematic for the players, but doesn’t necessarily endanger progress (like taking stress, or giving an opposing character a Boost, or simply adding a narrative detail which shows you barely succeeded).
If you want a task to be hard but possible for a player, emphasising dire or unusual circumstances, what difficulty should you choose?
Something two or more levels higher than their skill level (for example, a Fair (+2) skill against Great (+4) opposition).
If you want a task to induce tension but not overwhelm a player, what difficulty should you choose?
Something between {two levels lower than their skill level} and {two levels higher than their skill level}.
If you want a task to be easy enough for a player to “show off” (and probably succeed with style), what difficulty should you choose?
Something two or more levels lower than their skill level (for example, a Fair (+2) skill against Mediocre (+0) opposition).
What are some good rules of thumb when choosing difficulties?
If the opposition is average, make it Average (+1).
If the opposition sticks out, but you can’t really figure out the difficulty beyond that, make it Fair (+2).
What are some tricks for justifying your choice of difficulty?
It’s fine to make up the reasons on the fly, but you should aim to always justify the level for the players.
Try using situation aspects (for example, if a cave is Pitch Black and Cramped as Hell, it’s easy to justify anything up to +4 opposition for something like Stealth).
In rare cases, you can use an abnormal difficulty as part of the narrative (why is this lock at +7? Why is this entrance exam at +2?).
What happens when you fail at creating an aspect by Creating an Advantage?
Either you don’t create the aspect, or you do but someone else gets the free invocation (either an opponent, or someone who would benefit to your detriment). You might need to reword the aspect to show how it benefits the opposing character benefits instead.
What happens when you tie at creating an aspect by Creating an Advantage?
You get a Boost instead of the situational aspect you were aiming for. You might need to reword the aspect to reflect its temporary nature.
What happens when you succeed at creating an aspect by Creating an Advantage?
You create the intended situational aspect, and get one free invocation of it.
What happens when you succeed with style at creating an aspect by Creating an Advantage?
You create the intended situational aspect, and get two free invocations of it.
What happens when you fail at Creating an Advantage by using an aspect?
You give a free invocation of that aspect to someone else (either an opponent, or someone who would benefit to your detriment).
What happens when you tie at Creating an Advantage by using an aspect?
You gain a free invocation of that aspect.
What happens when you succeed at Creating an Advantage by using an aspect?
You gain a free invocation of that aspect.