Quick Reference 2
Turn Order ( )
- Physical Conflict: Compare Quick approachesthe one with the fastest reflexes goes first.
- Mental Conflict: Compare Careful approachesthe 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 ( )
- 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 cant (or decide not to) handle the entire hit, youre taken out and your opponent decides what happens to you.
- Giving In: Give in before your opponents roll and you can control how you exit the scene. You earn one or more fate points for giving in ().
Approaches ( )
- 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 ( )
- Invoke ( ):
Spend a fate point to get a +2 or a reroll for yourself, or to increase difficulty for a foe by 2. - Compel ( ):
Receive a fate point when an aspect complicates your life. - Establish facts ( ):
Aspects are true. Use them to affirm details about you and the world.
Types of Aspects
Character Aspects ( )
- Written when you create your character.
- May be changed when you reach a milestone ().
Situation Aspects ( )
- 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 ( )
- 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 ( )
- Used to absorb shifts from successful attacks.
- May be invoked by your opponents as if they were situation aspects.
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Fate Accelerated Edition
Copyright 2013 Evil Hat Productions, LLC.
All rights reserved.
The text of Fate Accelerated Edition will be available under the
Open Gaming License and a Creative Commons Attribution license.
For more details about the terms and requirements of these licenses, please visit www.evilhat.com or www.faterpg.com.
First published in 2013 by Evil Hat Productions, LLC.
10125 Colesville Rd #318, Silver Spring, MD 20901.
Evil Hat Productions and the Evil Hat and Fate Accelerated
logos are trademarks owned by Evil H a t Productions, LLC.
All rights reserved.
Softcover ISBN: 978-1-61317-047-2
Kindle ISBN: 978-1-61317-055-7
ePub ISBN: 978-1-61317-054-0
Printed in the USA
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher.
That said, if youre doing it for personal use, knock yourself out.
Thats not only allowed, we encourage you to do it.
For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this thing, they can. This is express permission. Carry on.
This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the characters and events portrayed in this work are fictional. Any resemblance to real people, magical martial artists, schoolgirl witches, pulp scientists, or piratical cats is purely coincidental, but kinda hilarious.
Get Started!
Remember those books where the teenage wizards struggle against the Dark Lord of Evil? That movie where the dwarves fight to recapture their mountain home from a dragon? That animated TV show about mystical knights and their army of clones righting wrongs across the galaxy?
Arent those awesome ?
Heres your chance to put yourself in the heroes shoes in stories like those.
Fate Accelerated Edition is a tabletop roleplaying game, where you and your friends gather around and tell stories full of danger, excitement, and adventure. You might have played games similar to this before Dungeons & Dragons is a very popular onebut dont worry if you havent; this booklet will guide you through it.
Heres what youll need to play:
- Three to five people. One of you will be the gamemaster , the others players . Well talk about what those mean later.
- Fate Dice , at least four, preferably four per person. These are a special kind of six-sided dice that are marked on two sides with a plus symbol ( + ), two sides with a minus symbol ( - ), and two sides are blank ( ). You can get these dice from many hobby and game stores, often under their original nameFudge dice. We call them Fate Dice in this book, but you can call them whatever you like. Evil Hat will offer Fate Dice for sale at www.evilhat.com later in 2013.
If you don't want to use Fudge dice, you don't have toany set of regular six-sided dice will work. If you're using regular dice, you read 5 or 6 as , 1 or 2 as , and 3 or 4 as .
- The Deck of Fate is an alternative to Fate Dice. Its a deck of cards that mimics the probability of Fate Dice, and its designed to be used in the same way Fate Dice are. The Deck of Fate will be available from Evil Hat in 2013 or 2014.