Fate Core & Fate Accelerated
Player Quick Reference
Cheat SheetFate Dice & The Ladder
Roll 4 Fate dice (4dF). Each die shows +, −, or blank. Sum them for −4 to +4, then add your skill or approach rating.
The Four Actions
| Roll | Outcome | What happens |
|---|---|---|
| Fail | Fail | You don't do it, or you do it at a serious cost (GM's choice). On defend, opponent succeeds. |
| Tie | Tie | You succeed at a minor cost, or get a reduced benefit. On Create Advantage: aspect placed but opponent gets free invoke. |
| Beat by 1–2 | Succeed | You do what you set out to do with no complications. On Create Advantage: 1 free invoke on the aspect. |
| Beat by 3+ | Succeed with Style | You do it with extra impact. On attack: deal shifts + boost. On Create Advantage: 2 free invokes. On overcome: gain a boost. |
Aspects
Aspects are true phrases about characters, scenes, or the world. They are always narratively true and can be invoked or compelled.
- High Concept — your character's core identity in a phrase.
- Trouble — what complicates your life or makes things interesting.
- Other Aspects — relationships, backstory, defining traits (3 total on sheet).
- Situation Aspects — temporary aspects on scenes, zones, or objects.
- Boosts — very short-lived aspects with one free invoke.
- Spend 1 Fate Point to invoke one of your aspects (or a scene aspect).
- Get +2 to your roll OR reroll all 4 dice (choose before seeing result).
- You must explain how the aspect is relevant — even briefly.
- Free invokes (from Create Advantage) cost no Fate Points.
- You can invoke multiple aspects on the same roll — each costs 1 FP (or a free invoke).
- The GM offers you a Fate Point to have an aspect complicate your situation.
- If you accept: take the FP, accept the complication.
- If you refuse: spend 1 Fate Point to buy out of the compel.
- You can suggest a compel on your own aspects — GM decides if it works.
- Compels should create interesting drama, not just punishment.
Fate Points
- Your Refresh rate in Fate Points (default 3).
- If you ended last session with more than Refresh, you keep the higher amount.
- Invoke an aspect for +2 or a reroll.
- Refuse a compel — pay 1 FP to avoid the complication.
- Declare a story detail — with GM approval, spend a FP to add a true detail to the scene.
- Use a special stunt that requires a FP.
- The GM compels one of your aspects and you accept.
- You concede a conflict (1 FP + 1 per consequence taken).
- Your aspect is invoked against you by an opponent (they pay you).
- Certain stunts or story moments grant FP.
Your Refresh is the minimum FP you start each session with. Each stunt beyond 3 reduces Refresh by 1 (minimum Refresh of 1).
Stress & Consequences
When you take hits in a conflict, you must absorb the shifts of damage using stress boxes, consequences, or by conceding.
- Physical stress tracks bodily harm (governed by Physique skill).
- Mental stress tracks emotional/psychological hits (governed by Will skill).
- Default: 2 boxes each. Average/Fair Physique or Will → 3 boxes. Good+ → 4 boxes.
- Check one box of equal or higher value to absorb that many shifts.
- Stress clears at the end of a scene (after a short breather).
Conflicts
- Set the scene: establish zones (abstract areas) and any relevant situation aspects.
- Determine turn order: highest relevant skill (Notice, Empathy, or GM choice) goes first.
- On your turn: take one action (attack, create advantage, overcome, or defend).
- You may also move one zone as part of your turn; crossing obstacles requires an overcome roll.
- You can defend on behalf of an ally in the same zone (use your roll in place of theirs).
- When hit, check how many shifts got through your defense roll.
- Check a single stress box ≥ the shifts, OR take a consequence to reduce shifts (by its value), OR both.
- You can split absorption between a consequence and remaining stress.
- If you can't absorb all shifts → you are Taken Out.
- Declare a concession before your opponent rolls to attack.
- You narrate how you exit — your character escapes, surrenders, or withdraws on your terms.
- Gain 1 Fate Point, plus 1 FP per consequence you took during the conflict.
- The opponent achieves their goal, but you don't get Taken Out.
- Zones are abstract areas — Behind the Bar, In the Street, On the Rooftop.
- Attacks generally can't cross zones without the right skill or equipment.
- Situation aspects (e.g. On Fire, Slippery Floor) can be invoked or compelled by anyone.
Stunts
Stunts are special rules exceptions tied to your character. Every character gets 3 stunts free. Each additional stunt costs 1 Refresh.
- +2 bonus: "When I [action] using [skill] in [specific circumstance], I get +2."
- Substitution: "I may use [skill A] instead of [skill B] when [circumstance]."
- Special rule: "Once per session I can [do something special]."
- "Lie detector" — +2 to Empathy to detect lies in conversation.
- "Quick draw" — once per conflict, act first in the first exchange using Shoot.
- "Indomitable" — use Will instead of Physique to resist physical intimidation.
- "Eye for detail" — use Investigate instead of Notice to spot scene details.
Fate Core — Skills
Default skill pyramid: 1 at +4, 2 at +3, 3 at +2, 4 at +1. Untrained skills default to +0 (Mediocre).
Fate Accelerated — Approaches
FAE replaces skills with six approaches describing how you act, not what you do. Starting spread: one at +3, two at +2, two at +1, one at +0.
Creating an Advantage — In Detail
Creating an Advantage is the most versatile action. It lets you set up your team, shape the battlefield, and fuel future rolls with free invokes.
- Create a new aspect on the scene, a zone, or an opponent (e.g. Blinded by the Sun).
- Discover an existing hidden aspect — making it available to invoke.
- Strengthen an aspect that already exists by adding another free invoke to it.
- Fail: Aspect isn't placed, or opponent can use it against you (GM decides).
- Tie: You create a boost instead — temporary, disappears after one use.
- Succeed: Aspect placed with 1 free invoke.
- Succeed with Style: Aspect placed with 2 free invokes.
- Free invokes work exactly like paid invokes (+2 or reroll) but cost no Fate Points.
- You can pass a free invoke to an ally so they can use it on their roll.
- Multiple free invokes on the same aspect can stack — use one per roll.
- Free invokes from opponents creating advantages against you can be used by them.