Fate Core & Fate Accelerated

Player Quick Reference

Cheat Sheet

Fate 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.

+
+
 
= +1 + skill
The Ladder
+8Legendary
+7Epic
+6Fantastic
+5Superb
+4Great
+3Good
+2Fair
+1Average
0Mediocre
−1Poor
−2Terrible

The Four Actions

Overcome
Clear an obstacle standing between you and a goal. Roll vs. passive difficulty or active opposition. Succeed to get past it; fail to be blocked or face consequences.
Create an Advantage
Create a new aspect or discover/invoke an existing one. Success gives a free invoke; Succeed with Style gives two. Used to set up your team or hamper an enemy.
Attack
Harm someone in a conflict. Roll vs. their defense roll. Difference (shifts) is dealt as stress. If they can't absorb all shifts, they take consequences or are taken out.
Defend
Protect yourself or someone else. Usually a reaction to an attack or someone creating an advantage against you. You can also defend on behalf of an ally in the same zone.
Outcomes
RollOutcomeWhat 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.
Boost: A temporary aspect with one free invoke that disappears after it is used. You gain a boost when you Succeed with Style on Overcome, or tie on Create Advantage.

Aspects

Aspects are true phrases about characters, scenes, or the world. They are always narratively true and can be invoked or compelled.

Ace Pilot with a Death Wish The City Never Sleeps On Fire!
Aspect Types
  • 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.
Invoking
  • 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).
Compelling
  • 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

FP
FP
FP
Default Refresh = 3
You Start Each Session With
  • Your Refresh rate in Fate Points (default 3).
  • If you ended last session with more than Refresh, you keep the higher amount.
Spend a Fate Point to
  • 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.
Gain a Fate Point when
  • 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.
Refresh & Stunts

Your Refresh is the minimum FP you start each session with. Each stunt beyond 3 reduces Refresh by 1 (minimum Refresh of 1).

Tip: The economy of Fate Points flows from compels. If you never accept compels, you'll always be short on FP to invoke aspects.

Stress & Consequences

When you take hits in a conflict, you must absorb the shifts of damage using stress boxes, consequences, or by conceding.

Stress Boxes
  • 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).
Physical
1
2
3
4
Mental
1
2
3
4
Consequences
2
Mild
Absorbs 2 shifts. Clears after the scene ends (with narrative justification).
4
Moderate
Absorbs 4 shifts. Clears at the end of the scenario.
6
Severe
Absorbs 6 shifts. Takes several scenarios to clear.
8
Extreme
Absorbs 8 shifts. Permanently replaces one of your aspects — it changes your character forever.
Taken Out: If you can't absorb all shifts, you're taken out — the opponent decides what happens to you. To avoid this, concede before the dice are rolled: you control how you exit, and gain 1 FP + 1 per consequence taken in the conflict.

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).
Absorbing Hits
  • 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.
Conceding
  • 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 & the Scene
  • 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.

Stunt Patterns
  • +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]."
Examples
  • "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.
Extras: Special gear, powers, or abilities beyond standard stunts — unusual weapons, magic, cybernetics. Defined by your game's setting. May cost Refresh or have other requirements.

Fate Core — Skills

Default skill pyramid: 1 at +4, 2 at +3, 3 at +2, 4 at +1. Untrained skills default to +0 (Mediocre).

Athletics — Acrobatics, running, dodging.
Burglary — Breaking in, security, pickpocketing.
Contacts — Knowing people; social networks.
Crafts — Making, repairing, sabotaging things.
Deceive — Lying, bluffing, disguise.
Drive — Vehicles, chases, stunts.
Empathy — Reading emotions; sensing lies.
Fight — Close-quarters physical combat.
Investigate — Active searching; deduction.
Lore — Knowledge, history, the occult.
Notice — Passive awareness; initiative.
Physique — Strength, endurance, physical stress.
Provoke — Intimidation; goading enemies.
Rapport — Honest social connection; inspiring.
Resources — Wealth, material assets.
Shoot — Ranged combat.
Stealth — Hiding, sneaking, surveillance.
Will — Mental fortitude; mental stress.

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.

Careful
Slow and methodical. Paying close attention to avoid mistakes.
Clever
Thinking quickly, using wit, tricking or outwitting others.
Flashy
With style, flair, and panache — drawing attention.
Forceful
With raw power, directness, or brute strength.
Quick
With speed and agility, acting before others can react.
Sneaky
Deceptively, under cover, or by misdirection.
Using Approaches: Roll 4dF + your approach rating. The approach describes how you perform the action — the GM sets difficulty as usual. Any approach can attempt any action if you can justify it narratively.

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.

What you can do
  • 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.
Outcomes
  • 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.
Using 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.
Golden rule: Create an Advantage early, then your whole team can pile on free invokes for the big attack. A single well-placed aspect can swing an entire conflict.