TEXT:  
  The	
    Ladder	
    (p.	
    9)	
    
  +8 
  Legendary 
  +7 
  Epic 
  +6 
  Fantastic 
  +5 
  Superb 
  +4 
  Great 
  +3 
  Good 
  +2 
  Fair 
  +1 
  Average 
  +0 
  Mediocre 
  -1 
  Poor 
  -2 
  Terrible 
  Game	
    Time	
    (p.	
    194)	
    
  • 
  Exchange: time for everyone to get a turn 
  • 
  Scene: Time to resolve a situation 
  • 
  Session: a single sitting 
  • 
  Scenario: An Episode 
  • 
  Arc: A Season 
  • 
  Campaign: The entire game in a particular 
  setting 
  Skill	
    Roll	
    (p.	
    130)	
    
  Roll four Fate dice and add to skill rating. Compare to 
  opposition. For each step on the ladder greater than your 
  opposition, you earn a shift. 
  Opposition	
    types	
    (p.131)	
    
  • 
  Active: another character rolls against you.  
  • 
  Passive: A static rating on the ladder.   
  Four	
    Outcomes	
    (p.	
    132):	
    	
    
  • 
  Fail: Fail your action or succeed at a major cost. 
  • 
  Tie (0 Shifts): Succeed at minor cost. 
  • 
  Succeed (1—2 shifts): Succeed with no cost. 
  • 
  Succeed with style (3+ shifts): succeed with 
  additional benefit. 
  Four	
    Actions	
    (p.	
    134)	
    
   o Overcome: get past an obstacle. 
   
   C Create an Advantage: Invoke an aspect for free. 
   
   A Attack: Harm another character. 
   
   D Defend: prevent attacks or advantages on you.  
  Mitigating	
    Damage	
    (p.	
    160)	
    
  Fill in one stress box greater than or equal to the value of 
  an attach, take one or more consequence, or fill in one 
  stress box and take consequences—if you can’t do one of 
  these three things, you’re taken out.  
  Consequences	
    (p.	
    162)	
    
  • 
  Mild: -2 to attack value 
  • 
  Moderate: -4 to attack value 
  • 
  Severe: -6 to attack value 
  • 
  Extreme: -8 to attack and permanent character 
  aspect 
  Recovery	
    (p.	
    164)	
    
  • 
  Mild: overcome Fair (+2), one whole scene 
  • 
  Moderate: overcome Great (+4), one whole 
  session. 
  • 
  Severe: overcome Fantastic (+6), one whole 
  scenario. 
  Aspect	
    Types	
    (p.	
    57)	
    
  • 
  Game aspects: permanent, made during game 
  creation 
  • 
  Character aspects: permanent, made during 
  character creation 
  • 
  Situation aspects: last for a scene, until 
  overcome, or until irrelevant 
  • 
  Boosts: last until invoked one time 
  • 
  Consequences: last until recovered 
  Invoking	
    Aspects	
    (p.	
    68)	
    
  Spend a fate point or free invoke. Choose one: 
  • 
  +2 to your skill roll 
  • 
  Reroll all our dice 
  • 
  Teamwork: +2 to another character’s roll versus 
  relevant passive opposition 
  • 
  Obstacle: +2 to the passive opposition 
  Free invokes stack with a paid one and each other. 
  Compelling	
    Aspects	
    (p.	
    71):	
    	
    
  Accept a complication for a fate point. 
  • 
  Event-based: You have _____ aspect and are in 
  _____ situation, so it makes sense that, 
  unfortunately, _____ would happen to you. 
  Damn your luck. 
  • 
  Decision-based: You have _____ aspect in 
  _____ situation, so it makes sense that you’d 
  decide to _____. This goes wrong when _____ 
  happens. 
  Refresh	
    (p.	
    80)	
    
  At the start of a new session, you reset your fate points to 
  your refresh rate. If you ended the last session with more 
  points, you keep the extra. At the end of a scenario, you 
  reset to your refresh rate no matter what.  
  
   
  Spending	
    Fate	
    Points	
    (p.	
    80):	
    
  Spend fate points to: 
  • 
  Invoke an aspect 
  • 
  Power a stunt 
  • 
  Refuse a compel 
  • 
  Declare a story detail 
  Challenges	
    (p.147)	
    
  • 
  Each obstacle or goal that requires a different 
  skill gets an overcome roll.  
  • 
  Interpret failure, costs, and success of each roll to 
  determine final outcome. 
  Contests	
    (p.	
    150)	
    
  • 
  Contesting characters roll appropriate skills. 
  • 
  If you got the highest result, you score a victory. 
  • 
  If you succeed with style and no one else does, 
  then you get two victories. 
  • 
  If there’s a tie for the highest result, no one gets a 
  victory, and an unexpected twist occurs. 
  • 
  The first participant to achieve three victories 
  wins the contest. 
  Conflicts	
    (p.	
    154)	
    
  • 
  Set the scene, describing the environment the 
  conflict takes place in, creating situation aspects 
  and zones, and establishing who’s participating 
  and what side they’re on. 
  • 
  Determine the turn order. 
  • 
  Start the first exchange: 
  • 
  On your turn, take an action and then resolve 
  it.  
  • 
  On other people’s turns, defend or respond 
  to their actions as necessary. 
  • 
  At the end of everyone’s turn, start again 
  with a new exchange. 
  • 
  Conflict is over when everyone on one side has 
  conceded or been taken out.  
  Earning	
    Fate	
    Points	
    (p.	
    81)	
    
  • 
  Earn fate points when you: 
  • 
  Accept a compel 
  • 
  Have your aspects invoked against you 
  • 
  Concede a conflict. 
  Dice	
    Results	
    (FAE,	
    Page	
    18)	
    
  Result 
  = 
  Dice Roll + Approach bonus + 
  Bonuses from stunts + Bonuses from 
  Invoked Aspects 
  Outcomes	
    (FAE,	
    Page	
    13)	
    
  • 
  Fail: Your Result is lower 
  • 
  Tie: Your Result is equal 
  • 
  Success: Your Result is higher by 1 or 2 
  • 
  Success with Style: Your Result is higher by 3 
  or more. 
  Setting	
    Target	
    numbers	
    (FAE,	
    p.	
    37)	
    
  • 
  Easy Task: Mediocre (+0) – or success without a 
  roll 
  • 
  Moderately Difficult: Fair (+2) 
  • 
  Extremely Difficult: Great (+4) 
  • 
  Impossibly Difficult: Go as high as you think 
  makes sense. The PC will need to drop some fate 
  points and get lots of help to succeed, but that’s 
  fine. 
  Actions	
    (FAE,	
    p.	
    14)	
    
  • 
  Create an advantage when creating or 
  discovering aspects (FAE, p. 14) 
  • 
  Fail: Don’t 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. 
  • 
  Create an advantage on an aspect you already 
  know about (FAE, p. 15): 
  • 
  Fail: No additional benefit. 
  • 
  Tie: Generate one free invocation on the 
  aspect. 
  • 
  Succeed: Generate one free invocation on 
  the aspect. 
  • 
  Succeed with Style: Generate two free 
  invocations on the aspect. 
  • 
  Overcome (FAE, p. 16): 
  • 
  Fail: Fail, or succeed at a serious cost. 
  • 
  Tie: Succeed at minor cost. 
  • 
  Succeed: You accomplish your goal. 
  • 
  Succeed with Style: You accomplish your 
  goal and generate a boost. 
  • 
  Attack (FAE, p. 17): 
  • 
  Fail: No effect. 
  • 
  Tie: Attack doesn’t 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 
  generate a boost. 
  • 
  Defend (FAE, p. 17): 
  • 
  Fail: You suffer the consequences of your 
  opponent’s success. 
  • 
  Tie: Look at your opponent’s action to see 
  what happens. 
  • 
  Succeed: Your opponent doesn’t get what 
  they want. 
  • 
  Succeed with Style: Your opponent doesn’t 
  get what they want, and you get a boost. 
  • 
  Getting Help (FAE, p. 17):  
  • 
  An ally can help you perform your action. 
  • 
  When an ally helps you, they give up their 
  action for the exchange and describe how 
  they help. 
  • 
  You get a +1 for each ally that helps in this 
  way. GM may place limits on how many 
  may help. 
  
   
  Turn	
    Order	
    (FAE,	
    p.	
    21)	
    	
    
  • 
  Physical Conflict: Compare Quick 
  approaches—the one with the fastest reflexes 
  goes first. 
  • 
  Mental Conflict: Compare Careful 
  approaches—the one with the most attention to 
  detail senses danger. 
  • 
  Everyone else goes in descending order. Break 
  ties in whatever manner makes sense, with the 
  GM having the last word. 
  • 
   The GM may choose to have all NPCs go on 
  the turn of the most advantageous NPC. 
  Stress	
    &	
    Consequences	
    (FAE,	
    p.	
    22)	
    
  • 
  Severity of hit (in shifts) = Attack Roll – 
  Defense Roll 
  • 
  Stress Boxes: You can check one stress box 
  to handle some or all of the shifts of a single 
  hit. You can absorb a number of shifts equal 
  to the number of the box you check: one for 
  Box 1, two for Box 2, three for Box 3. 
  • 
  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 marked. 
  • 
  Mild = 2 shifts 
  • 
  Moderate = 4 shifts 
  • 
  Severe = 6 shifts 
  • 
  Recovering from Consequences: 
  • 
  Mild consequence: Clear it at end of 
  the scene. 
  • 
  Moderate consequence: Clear it at the 
  end of the next session.  
  • 
  Severe consequence: Clear it at the end 
  of the scenario. 
  • 
  Taken Out: If you can’t (or decide not 
  to) handle the entire hit, you’re taken 
  out and your opponent decides what 
  happens to you. 
  • 
  Giving In: Give in before your 
  opponent’s roll and you can control how 
  you exit the scene. You earn one or 
  more fate points for giving in (page 24). 
  Approaches	
    (FAE,	
    p.	
    18)	
    
  • 
  Careful: When you pay close attention to detail 
  and take your time to do the job right. 
  • 
  Clever: When you think fast, solve problems, or 
  account for complex variables.  
  • 
  Flashy: When you act with style and panache. 
  • 
  Forceful: When you use brute strength. 
  • 
  Quick: When you move quickly and with 
  dexterity. 
  • 
  Sneaky: When you use misdirection, stealth, or 
  deceit. 
  Aspects	
    (FAE,	
    p.	
    25)	
    
  • 
  Invoke (FAE, p. 27): 
  • 
  Spend a fate point to get a +2 or a reroll for 
  yourself, or to increase difficulty for a foe by 
  2. 
  • 
  Compel (FAE, p. 28): 
  • 
  Receive a fate point when an aspect 
  complicates your life. 
  • 
  Establish facts (FAE, p. 29): 
  • 
  Aspects are true. Use them to affirm details 
  about you and the world. 
  Types	
    of	
    Aspects	
    
  • 
  Character Aspects (page 25) 
  • 
  Written when you create your character. 
  • 
  May be changed when you reach a milestone 
  (page 33). 
  • 
  Situation Aspects (page 26) 
  • 
  Established at the beginning of a scene. 
  • 
  May be created by using the “create an 
  advantage” action. 
  • 
  May be eliminated by using the overcome 
  action. 
  • 
  Vanish when the situation ends. 
  • 
  Boosts (page 26) 
  • 
  May be invoked once (for free), then they 
  vanish. May be eliminated by an opponent 
  using an overcome action.  
  • 
  Unused boosts vanish at the end of the scene. 
  • 
  Consequences (page 23) 
  • 
  Used to absorb shifts from successful attacks. 
  • 
  May be invoked by your opponents as if they 
  were situation aspects. 
   
   
  Fate Core and Fate Accelerated Edition © 2013 
  by Evil Hat Productions, LLC. This is a fan-
  created, not-for-profit GM Screen. 
   
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/1 Fate System Rules/Fate-Core-GM-Screen.pdf