TEXT: USING FATE POINTS
  Get a bonus to a roll without using an aspect
  Cost: 	
  1	Fate	Point.
  Effect: 	 +1	bonus	to	the	roll.
  Invoke your own aspects 
  Cost: 	
  1	Fate	Point;	the	Aspect	must	be	relevant	to	the	situation.
  Effect:		 +2	bonus	to	the	roll,	or	reroll.
  Invoke others’ aspects
  Cost:	
  1	Fate	Point;	the	Aspect	must	be	relevant	to	the	situation.
  Effect:	 +2	bonus.
  Tag a discovered aspect
  Cost:		
  Free	the	first	time,	1	Fate	point	afterwards;	the	Aspect	must	
  be	relevant	to	the	situation.
  Effect:		 +2	bonus.
  Invoke an aspect for effect
  Cost: 	
  1	Fate	Point;	the	Aspect	must	be	relevant	to	the	situation.
  Effect: 	 Create	 a	 setting	 detail	 based	 on	 one	 of	 your	 Aspects	 OR	
  Effect:	Add	a	trapping	or	Extra	to	a	custom	or	Strange	skill	
  for	one	roll	based	on	one	of	your	Aspects.
  Have an aspect compelled
  Cost:		
  Gain	a	Fate	Point	(two	points	if	the	Aspect	is	Major);	the	
  Aspect	must	be	relevant	to	the	situation.
  Effect: 	 Have	one	of	your	Aspects	work	against	you	in	a	dramatic	
  fashion.
  Make a declaration
  Cost:		
  Skill	roll	or	a	Fate	Point;	roll	difficulty	=	+0;	+2	for	each	of	the	
  following	that’s	“no”:
  •	
  Is	the	aspect	interesting?
  •	
  Would	 it	 be	 even	 more	 interesting	 if	 the	 aspect	 were	
  misleading?
  •	
  Does	the	aspect	provide	a	story	hook	or	clear	course	of	
  action?
  Effect: 	 “Discover”	something	of	note	(create	an	Aspect)	in	the	scene.
  Make an assessment
  Cost: 	
  Skill	roll	using	the	Insight	Trapping.
  Effect: 	 Discover	one	of	the	target’s	Aspects.	That	Aspect	can	now	be	
  Tagged.
  Perform a maneuver
  Cost: 	
  Resisted	skill	roll.
  Effects: Add	a	negative	Aspect	to	a	target	or	create	a	beneficial	Aspect	
  on	yourself	or	remove	an	Aspect	that	was	maneuvered	onto	
  you.	Aspects	created	through	Maneuvers	can	be	Tagged.
  THINGS YOU CAN DO ON YOUR TURN
  You	may	perform	one	action	per	turn.	Additional	actions	impose	a	–1	
  penalty	per	action;	roll	whichever	skill	is	most	relevant/interesting.
  Attack — Attempt	to	inflict	Stress	on	a	target.
  Block — Make	a	specific	action	more	difficult	for	an	enemy	(Roll	vs.	
  +0;	result	becomes	a	penalty	on	the	targeted	action).
  Move — Go	to	a	different	Zone	(roll	Move	trapping;	result	=	number	
  of	zones	you	can	move).	A	character	can	move	1	Zone	as	a	supple-
  mental	action	(-1	to	the	main	skill	roll).
  Maneuver — Attempt	to	add	an	Aspect	to	a	target	or	remove	one	
  from	yourself.
  Full Defense — Go	into	a	defensive	posture,	+2	to	all	defenses.
  STRESS TRACKS
  Each	stress	track	can	be	attacked	by	different	trappings.
  Health (Physical)	—	Attacked	by	Shoot,	Strike;	Defend	with	Parry	
  (non-ranged	only),	Dodge.
  Composure (Mental)	 —	 Attacked	 by	 Menace;	 Defend	 with	
  Willpower.
  Reputation (Social)  — Attacked	by	Influence;	Defend	with	Esteem.
  PERSONAL CONSEQUENCES
  Each	 character	 may	 take	 one	 of	 each	 of	 the	 following	 levels	 of	
  Consequences	to	reduce	Stress	taken	in	an	attack.
  Trifling	—	Reduces	incoming	Stress	by	2,	lasts	until	the	end	of	the	
  scene.
  Middling	—	Reduces	incoming	Stress	by	4,	lasts	until	cured	by	a	
  Great	(+4)	Treatment	roll;	success	turns	it	into	a	Trifling	conse-
  quence,	spin	removes	it.
  Grievous	—	Reduces	incoming	Stress	by	6,	lasts	until	the	end	of	the	
  story;	replaces	an	Aspect	if	not	treated	before	then.
  COLLATERAL CONSEQUENCES
  The	group	shares	three	Middling,	two	Grievous,	and	one	Dire	Collateral	
  Consequence	between	them.	Once	Collateral	Consequences	are	taken,	
  they	become	permanent	setting	Aspects	and	cannot	be	removed	or	cleared	
  (except	for	Middling	when	created;	see	below).
  Middling	—	Reduces	incoming	Stress	by	4.	Can	be	cleared	during	
  the	scene	it	was	created	in	by	“attacking”	it;	the	Consequence	has	
  two	stress	boxes	and	an	effective	defensive	skill	of	Great	(+4),	
  which	is	not	rolled.	If	not	cleared	by	the	end	of	the	conflict,	it	
  changes	to	a	permanent	setting	Aspect.
  Grievous	—	Reduces	incoming	Stress	by	6.	At	the	end	of	the	story	it	
  remakes	an	existing	campaign	Aspect	in	its	image.
  Dire	—	Reduces	incoming	Stress	by	8.	At	the	end	of	the	story	it	
  remakes	an	existing	campaign	Aspect	in	its	image,	and	forces	
  each	character	to	replace	an	existing	Aspect	with	one	tied	to	the	
  Consequence.
  The Kerberos Club: FATE Reference Sheet
  Compiled by Sean Dunstan from rules by Mike Olson.
  Order The	Kerberos	Club	(FATE	Edition)	at www.arcdream.com.
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Kerberos Club/Kerberos Club-FATE-Reference.pdf