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CONTENTS
The Basics .......................................................................................... 5
Welcome to Fate! ....................................................................................6
What You Need to Play ........................................................................7
Players and Gamemasters ...................................................................8The Character Sheet ............................................................................10
Taking Action .......................................................................................... 12
Fate Points ............................................................................................... 16
Start Playing! .........................................................................................20
Game Creation ................................................................................23
What Makes a Good Fate Game? .................................................. 24
Setting Up Your Game ....................................................................... 26
Making the Setting Work in Fate ................................................... 26
A Games Scale ..................................................................................... 27
The Settings Big Issues ..................................................................... 28
Faces and Places .................................................................................. 32
Make Protagonists ............................................................................... 33
Character Creation .........................................................................35
Character Creation Is Play ................................................................36
Your Character Idea ............................................................................ 37
The Phase Trio .......................................................................................44
Skills .......................................................................................................... 52
Stunts and Reresh .............................................................................. 53
Stress and Consequences .................................................................54Youre All Set! ........................................................................................56
Quick Character Creation .................................................................56
Aspects and Fate Points ................................................................59
Dening Aspects ..................................................................................60
Dening Fate Points ...........................................................................60
Types o Aspects...................................................................................61
What Aspects Do ................................................................................. 63
Making a Good Aspect ......................................................................65
I You Get Stuck ....................................................................................68
Invoking Aspects .................................................................................. 72
Compelling Aspects ............................................................................ 75
Using Aspects or Roleplaying .......................................................80
Removing or Changing an Aspect ................................................ 82
Creating and Discovering New Aspects in Play ....................... 82
The Fate Point Economy ...................................................................84
Skills and Stunts .............................................................................89
Dening Skills ........................................................................................90
Dening Stunts ...................................................................................... 91
Building Stunts ...................................................................................... 92The Deault Skill List ......................................................................... 100
Actions and Outcomes .................................................................135
Its Time or Action! ............................................................................136
The Four Outcomes ...........................................................................138
The Four Actions ................................................................................ 140
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Challenges, Contests, and Conicts ........................................... 151
Zooming In on the Action................................................................152
Challenges .............................................................................................153
Contests ................................................................................................156Conficts ................................................................................................. 160
Teamwork ...............................................................................................178
Running the Game ......................................................................... 181
What You Do ........................................................................................182
What to Do During Game Creation ............................................ 186
What to Do During Play .................................................................. 190
Creating the Opposition...................................................................219
Playing the Opposition ....................................................................228
Scenes, Sessions, and Scenarios .................................................231So, Now What? ...................................................................................232
Dening Scenarios .............................................................................232
Find Problems .....................................................................................233
Ask Story Questions .........................................................................243
Establish the Opposition ................................................................ 246
Set Up the First Scene .....................................................................248
Dening Scenes ................................................................................. 250
The Scenario in Play ..........................................................................256
Resolving the Scenario ....................................................................258
The Long Game ............................................................................. 261Dening Arcs .......................................................................................262
Dening Campaigns..........................................................................262
Building an Arc ...................................................................................263
Building a Campaign ....................................................................... 264
Advancement and Change .............................................................265
Dening Milestones .......................................................................... 266
World Advancement .........................................................................273
Extras..............................................................................................279
The Bronze Rule ................................................................................ 280Dening Extras .................................................................................. 280
Do You Need Extras? .........................................................................281
Why Use Extras? ................................................................................282
How to Make Extras ..........................................................................283
Permissions and Costs .....................................................................297
Landons Character Sheet .......................................................... 300
Cyneres Character Sheet ............................................................ 301
Zird the Arcanes Character Sheet .............................................302
Character Sheet ............................................................................303
Character Creation Worksheet .................................................. 304
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1THE BASICS
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THE
BASIC
S
6 FATE CORE
NEWT
OFATE
I youre a new player, all you
really need to know is in this
chapter and on your character
sheetthe GM will help yougure out the rest. You may
want to check out the cheat
sheet or conicts on page
XX just to save your GM some
eort, but otherwise, you
should be good to go.
I youre a new GM, this is
just the tip o the iceberg or
you. You should read and getamiliar with the whole book.
WELCOME TO FATE!
I youve never played a roleplaying game beore, heres the basic idea: youand a bunch o riends get together to tell an interactive story about a group
o characters you make up. You get to say what challenges and obstaclesthose characters ace, how theyrespond, what they say and do, andwhat happens to them.
Its not all just conversation,thoughsometimes youll use diceand the rules in this book to bringuncertainty into the story and makethings more exciting.
Fate doesnt come with a deaultsetting, but it works best with anypremise where the characters areproactive, capable people leadingdramatic lives. We give more advice onhow to bring that avor to your gamesin the next chapter.
FO
RVETERANS
You might be reading this be-
cause youre amiliar with Fate
rom our other games,Spirit o
the Century and The Dresden
Files Roleplaying Game. Several
other popular RPGs, like Galileo
Games Bulldogs! and Cubicle
Sevens Legends o Anglerre,
also use the Fate system.
This is a new version o Fate,
which we developed to update
and streamline the system.
Youll recognize some o whats
in here, but weve also changed
some rules and some terminol-
ogy. You can nd a master list
o all the changes weve made
later on in the book.
For
Veterans
p. XX
What Makes
a Good Fate
Game
p. 24
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T
HE
BASICS
7CHAPTER 1
WHAT YOU NEED TO PLAY
Getting into a game o Fate is very simple. You need:
Between three and ve people. One o you is going to be the gamemas-ter (or GM or short), and everyone else is going to be aplayer. Wellexplain what that means in a moment.
Acharacter sheet, one per player, and some extra paper or note-tak-ing. Well talk about whats on the character sheet below. (GMs, anyimportant characters you play might have a character sheet also.)
Fudge dice, at least our, but pre-erably our per participant. Fudge
dice are a special kind o six-sideddice that are marked on two sideswith a plus symbol ( ), on twosides with a minus symbol ( ),and has two blank sides ( ).
okens to represent ate points.Poker chips, glass beads, or anything similar will work. Youll want tohave at least thirty or more o these on hand, just to make sure you haveenough or any given game. You can use pencil marks on your character
sheet in lieu o tokens, but physical tokens add a little more un.
Index cards. Tese are optional, but we nd theyre very handy orrecordingaspects during play. Well talk about aspects here in a bit aswell.
I you dont want to use Fudge
dice, you dont have toany set
o regular six-sided dice will
work. I youre using regular
dice, you read 5 or 6 as , 1 or
2 as , and 3 or 4 as .
Character
Sheet
p. 303
Aspects
p. 16
Fate Points
p. 16
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THE
BASIC
S
8 FATE CORE
PLAYERS AND GAMEMASTERS
In any game o Fate, youre either aplayer or agamemaster.I youre a player, your primary job is to take responsibility or portray-
ing one o the protagonists o the game, which we call a player character(or PC or short). You make decisions or your character and describeto everyone else what your character says and does. Youll also take care othe mechanical side o your characterrolling dice when its appropriate,choosing what abilities to use in a certain situation, and keeping track o
ate points.I youre a gamemaster, your primary job is to take responsibility or the
world the PCs inhabit. You make decisions and roll dice or every char-acter in the game world who isnt portrayed by a playerwe call thosenon-player characters (or NPCs). You describe the environments andplaces that the PCs go to during the game, and you create the scenariosand situations they interact with. You also act as a nal arbiter o the rules,determining the outcome o the PCs decisions and how that impacts thestory as it unolds.
Both players and gamemasters also have a secondary job: make everyonearound you look awesome. Fate is best as a collaborative endeavor, witheveryone sharing ideas and looking or opportunities to make the events asentertaining as possible.
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T
HE
BASICS
9CHAPTER 1
THE EXAMPLE GAME
All o our rules examples in this book reer to the same example
game and setting. The name is Hearts o Steel, a tongue-in-cheek
antasy romp about a group o troubleshooters or hire. They traipseabout the countryside and get into trouble at the behest o the vari-
ous petty kings and e lords who hire them.
The participants are Lenny, Lily, Ryan, and Amanda. Amanda is
the GM. Lenny plays a thuggish swordsman named Landon. Lily
plays the nimble, dashing, and dangerous Cynere, who also hap-
pens to love swords. Ryan plays Zird the Arcane, a wizard who, by
contrast, has absolutely no love or swords.
Check out Game Creation to see how this game came about. We
included character sheets or the example PCs at the end o thebook.
Game Creation
p. 23
Example PCs
p. 300
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THE
BASIC
S
10 FATE CORE
CONSEQUENCES
Mild2
Moderate4
Severe6
High Concept
Trouble
ASPECTS SKILLS
Superb (+5)
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
EXTRAS
PHYSICAL STRESS (Physique)
1 2 3 4
MENTAL STRESS (Will)
1 2 3 4
ID
Name
Description
THE CHARACTER SHEET
Players, your character sheet contains everything you need to know aboutyour PCabilities, personality, signicant background elements, and any
other resources that character has to use in the game. Heres an example o aFate character sheet, so we can show you all the components.
Aspects (page 60)Aspects are phrases that describe some sig-nicant detail about a character. Tey arethe reasons why your character matters, whywere interested in seeing your character inthe game. Aspects can cover a wide range o
elements, such as personality or descriptivetraits, belies, relationships, issues and prob-lems, or anything else that helps us invest inthe character as a person, rather than just acollection o stats.
Aspects come into play in conjunctionwith ate points. When your aspects benetyou, you can spend ate points to invokethat aspect or a bonus. When your aspects
complicate your characters lie, you can gainate points backthis is called accepting acompel. See the section below on page 19or more inormation about that.
Lilys character, Cynere, has the
aspect Tempted by Shiny Things
on her sheet, which describes her
general tendency to overvalue
material goods and make baddecisions when gems and coin are
involved. This adds an interesting,
un element to the character that
gets her into a great deal o trou-
ble, bringing a lot o personality to
the game.
Aspects can describe things that are ben-
ecial or detrimentalin act, the bestaspects are both.
And aspects dont just belong to charac-ters; the scene youre playing in can haveaspects attached to it as well.
Stress (page 166)Stress is one o the two options you
have to avoid losing a conictit repre-sents temporary atigue, getting winded,supercial injuries, and so on. You havea number o stress levels you can burn oto help keep you in a ght, and they resetat the end o a conict, once youve hada moment to rest and catch your breath.
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T
HE
BASICS
11CHAPTER 1
Mild2
STUNTS
C O R E S Y S T E M
Refresh
Skills (page 90)Skills are what you use during the game todo complicated or interesting actions withthe dice. Each character has a number oskills that represent his or her basic capa-bilities, including things like perceptiveness,
physical prowess, proessional training, edu-cation, and other measures o ability.
At the beginning o the game, the playercharacters have skills rated in steps romAverage (+1) to Great (+4). Higher is better,meaning that the character is more capableor succeeds more oten when using that skill.
I or some reason you need to make a rollusing a skill your character doesnt have, you
can always roll it at Mediocre (+0). Tere area couple exceptions to this, like magic skillsthat most people dont have at all. Well talkabout skills in greater detail in their ownchapter.
Zird the Arcane has the Lore skill
at Great (+4), which makes him
ideally suited to knowing a con-
venient, obscure act and doing
research. He does not have the
Stealth skill, however, so when the
game calls upon him to sneak up
on someone (and Amanda will
make sure it will), hell have to roll
that at Mediocre (+0). Bad news
or him.Stunts (page 91)
Stunts are special tricks that your charac-
ter knows that allow you to get an extrabenet out o a skill or alter some othergame rule to work in your avor. Stuntsare like special moves in a video game,letting you do something unique or dis-tinctive compare to other characters. wocharacters can have the same rating in askill, but their stunts might give themvastly dierent benets.
Landon has a stunt called
Another Round?, which gives
him a bonus to get inormation
rom someone with his Rapport
skill, provided that he is drink-
ing with his target in a tavern.
Reresh (page 84)Reresh is the number o ate points youget to spend or your character at thebeginning o every game session. Yourtotal always resets back to this number,no matter what you were at last session.
Consequences (page 167)Consequences are the other option youhave to stay in a conict, but they have amore lasting impact. Every time you take aconsequence, it puts a new aspect on yoursheet describing your injuries. Unlike stress,you have to take time to recover rom aconsequence, and its stuck on your char-
acter sheet in the meantime, which leavesyour character vulnerable to complicationsor others wishing to take advantage o yournew weakness.
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THE
BASIC
S
12 FATE CORE
TAKING ACTION
Players, some o the things youlldo in a Fate game require you to
roll dice to see i your charactersucceeds or not. You will alwaysroll the dice when youre oppos-ing another character with youreorts, or when theres a signi-cant obstacle in the way o youreort. Otherwise, just say whatyour character does and assume ithappens.
Rolling the DiceWhen you need to roll dice inFate, pick up our Fudge dice androll them. When you read thedice, read every as +1, every
as 0, and every as -1. Youllget a result rom -4 to +4, mostoten between -2 and +2.
Here are some sample dice totals:
= 0
= +1
= +3 = -2Te result on the dice isnt your nal total, however. I your character has
a skill thats appropriate to the action, you get to add your characters ratingin that skill to whatever you rolled.
So, once youve rolled the dice, how do you determine what a particular
result means? Glad you asked.
The most common reasons to use the
dice in Fate are:
To overcome an obstacle
(see page 140)
To create or unlock an ad-
vantage or your character,
in the orm o an aspect you
can use (see page 142)
To attack someone in a
conict (see page 146)
To deend yoursel in a
conict (see page 148)
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T
HE
BASICS
13CHAPTER 1
The LadderIn Fate, we use aladder o adjectives and numbers to rate the dice results, acharacters skills and the result o a roll.
Heres the ladder:
+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
0 Mediocre
-1 Poor
-2 Terrible
It doesnt really matter which side o the ladder you usesome peopleremember the words better, some people remember the numbers better, andsome people like using both. So you could say, I got a Great, or I got a+4, and it means the same thing. As long as everyone understands whatyouve communicating, youre ne.
Results can go below and above the ladder. We encourage you to come upwith your own names or results above Legendary, such as Zounds! andRidiculously Awesome. We do.
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THE
BASIC
S
14 FATE CORE
Interpreting ResultsWhen you roll the dice, youre trying to get a high enough roll to matchor beat your opposition. Tat opposition is going to come in one o twoorms: active opposition, rom someone rolling dice against you, or pas-
sive opposition, rom an obstacle that just has a set rating on the ladder oryou to overcome. (GMs, you can also just decide your NPCs give passiveopposition when you dont want to roll dice or them.)
Generally speaking, i you beat your opposition on the ladder, you suc-ceed at your action. A tie creates some eect, but not to the extent yourcharacter was intending. I you win by a lot, something extra happens (likedoing more harm to your opponent in a ght).
I you dont beat the opposition, either you dont succeed at your action,you succeed at a cost, or something else happens to complicate the outcome.
As beore, some game actions have special results when you ail at the roll.When you beat a roll or a set obstacle, the dierence between your oppo-
sition and your result is what we call shits. When you roll equal to theopposition, you have zero shits. Roll one over your opposition, and youhave one shit. wo over means two shits, and so on. Later in the book,well talk about dierent instances where getting shits on a roll benetsyou.
Landon is trying to escape an ancient mechanical death trap he
accidentally set o during a routine exploration o the Anthari
Catacombs. Dozens o tiny (and some not-so-tiny) spears are
shooting out o the walls in a certain hallway, and he needs to get
past them to the other side.
Amanda, the GM, says, This is passive opposition, because its
just a trap in your way. Its opposing you at Great (+4). The Anthari
really didnt want anyone getting to their temple treasure.
Lenny sighs and says, Well, Ive got Athletics at Good (+3),
so Ill try dodging and weaving through them to cross the hall.
He takes up the dice and rolls, getting , or a result
o +2. This steps up his result on the ladder by two, rom Good
(+3) to Superb (+5). Thats enough to beat the opposition by one
shit and succeed.
Amanda says, Well, it takes equal parts acrobatics and rantic
stumbling, but you manage to make it through to the other side
with only some cosmetic tears in your tunic to show or it. The
mechanism shows no sign o stopping, thoughyoull still have
to deal with it on your way out.
Lenny replies, Just another day at the oce, and Landon
continues his trek through the catacombs.
The Four
Actions
p. 140
The Four
Outcomes
p. 138
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T
HE
BASICS
15CHAPTER 1
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THE
BASIC
S
16 FATE CORE
FATE POINTS
You use tokens to represent how many ate points you have at any giventime during play. Fate points are one o your most important resources in
Fatetheyre a measure o how much inuence you have to make the storygo in your characters avor.
You can spend ate points to invoke an aspect, to create a scene aspect, todeclare a story detail, or to activate certain powerul stunts.
You earn ate points by accepting acompel on one o your aspects.A word o warning: dont use edible things as tokens, especially i the ood
hasnt arrived yet.
Invoking an AspectWhenever youre making a skill roll, and youre in a situation where anaspect might be able to help you, you can spend a ate point to invoke it inorder to change the dice result. Tis allows you to either reroll the dice oradd +2 to your roll, whichever is more helpul. (ypically, +2 is a goodchoice i you rolled -2 or higher, but sometimes you want to risk a reroll toget that +4.) You do this ater youve rolled the dice and arent happy withyour total.
You also have to explain or justiy how the aspect is helpul in order to getthe bonussometimes itll be sel-evident, and sometimes it might require
some creative narrating.You can spend more than one ate point on a single roll, gaining another
reroll or an additional +2, as long as each point you spend invokes a dier-ent aspect.
Cynere is trying to covertly goad a merchant into describing the
security eatures o his personal vault by posing as a visiting dig-
nitary. The merchant is giving her passive opposition at Good
(+3), and her Deceit skill is Fair (+2).
Lily rolls. She breaks even, getting a 0. That leaves her result at
Fair, not enough to get the inormation she wants.
She looks at her character sheet, then to Amanda, and says,
You know, long years o being Tempted by Shiny Things has
taught me a thing or two about whats really valuable in a trea-
sure hoarde and whats not. Im going to impress this merchant by
talking about the rarest, most prized elements o his collection.
Amanda grins and nods. Lily hands over a ate point to invoke
the aspect, and gets to add +2 to her standing roll. This brings
her result to a Great (+4), which exceeds the opposition. The
duly impressed merchant starts to brag about his vault, and
Cynere listens intently...
Aspects
p. 60
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T
HE
BASICS
17CHAPTER 1
Creating a Scene AspectYou can spend a ate point to create a scene aspect at any time. Tis alsocounts as an invocation as long as you explain how the new aspect is ben-
ecial to you when you make a skill roll. Use this i you need a bonus roman invocation on a roll, but dont see a good candidate rom the aspectscurrently in play.
Zird the Arcane is in ull-on magical battle with Gornak the
Terrible, a sorcerer who has called upon the most unholy powers
to aid a mission o conquest. Theyre in Gornaks sanctum,
exchanging spells in the unriendly way.
In the ght, Ryan decides to do the most uncharacteristic
thing imaginablehe has Zird run up and body check Gornak,
hoping to turn this into a physical grapple. His Fighting attack is
only an Average (+1), though, which Gornak could easily oppose.
Ryan looks over his aspects, but doesnt really see a good way
to justiy invoking any o them. So he spends a ate point and
says, Yeah, Zirds not a great ghter, but he notices that Gornak
is standing on a Throw Rug, which he telekinetically pulls rom
under Gornaks eet as he charges.
Because he worked the aspect into his action, he gets an invo-
cation also, which bumps his roll up to a Good (+3). Also, that
Throw Rug is now an aspect on the scene, which might come
up again later.
Scene
Aspects
p. 62
*ThrowRug
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THE
BASIC
S
18 FATE CORE
Declaring a Story DetailSometimes, you want to add a detail that works to your characters advan-tage, but it doesnt seem right to represent that as an aspect. For example,you might use this to narrate a convenient coincidence, like retroactively
having the right supplies or a certain job (O course I brought thatalong!), showing up at a dramatically appropriate moment, or suggestingthat you and the NPC you just met have mutual clients in common.
You should try to justiy your story details by relating them to youraspects. GMs, you have the right to veto any suggestions that seem out oscope or ask the player to revise them, especially i the rest o the group isntbuying into it.
Zird the Arcane gets captured with his riends by some tribesolk
rom the Sagroth Wilds. The three heroes are unceremoniously
dumped beore the chietain, and Amanda describes the chie-
tain addressing them in a strange, gutteral tongue.
Ryan looks at his sheet and says, Hey, I have I I Havent Been
There, Ive Read About Iton my sheet. Can I declare that Ive
studied this language at some point, so we can communicate?
Amanda thinks thats perectly reasonable to assume. Ryan
tosses over a ate point and describes Zird answering in the
chietains own speech, which turns all eyes in the village (includ-
ing those o his riends) on him in a moment o surprise.
Ryan has Zird look at his riends and say, Books. Theyre good
or you.
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T
HE
BASICS
19CHAPTER 1
CompelsSometimes (in act, probably oten), youll nd yoursel in a situation wherean aspect complicates your characters lie and creates unexpected drama.When that happens, the GM will suggest a potential complication that
might arise. Tis is called a compel.Sometimes, a compel means your character automatically ails at some
goal, or your characters choices are restricted, or simply that unintendedconsequences cloud whatever your character does. You might negotiateback and orth on the details a little, to arrive at what would be most appro-priate and dramatic in the moment.
Once youve agreed to accept the complication, you get a ate point oryour troubles. I you want, you can pay a ate point to prevent the compli-cation rom happening, but we dont recommend you do that very oten
youll probably need that ate point later, and getting compelled bringsdrama (and hence, un) into your games story.
Players, youre going to call or a compel when you want there to be acomplication in a decision youve just made, i its related to one o youraspects. GMs, youre going to call or a compel when you make the worldrespond to the characters in a complicated or dramatic way.
Anyone at the table is ree to suggest when a compel might be appropri-ate, or any character (including your own). GMs, you have the nal wordon whether or not a compel is valid. And speak up i you see that a compel
happened naturally as a result o play, but no ate points were awarded.
Landon has the aspect The Manners o a Goat. He is attending
the annual Grand Ball in Ictherya with his riends, courtesy o the
royal court.
Amanda tells the players, As youre milling about, a sharply
dressed young lady catches Landon sticking out o the crowd.
She observes him or a while, then goes to engage him in conver-
sation, obviously intrigued by how dierent he looks among all
the stuy nobles. She turns to Lenny. What do you do?
Lenny says, Uh... well, I guess Ill ask her to dance and play
along, see what I can nd out about her.
Amanda holds up a ate point and says, And is that going to go
wrong, given Landons excellent command o courtly etiquette?
Lenny chuckles and replies, Yeah, I presume Landon will
oend her pretty quickly, and thatll get complicated. Ill take the
ate point.
Amanda and Lenny play a bit to gure out just how Landon
puts his oot in his mouth, and then Amanda describes some o
the royal guard showing up. One o them says, You might want to
watch how you speak to the High Duchess o Ictherya, outlander.
Lenny shakes his head. Amanda grins the grin o the devil.
Compels
p. 75
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THE
BASIC
S
20 FATE CORE
WHERE TO GO
FROM HERE
The Game Creation chap-
ter takes you through the
process o setting up your
game, so that should prob-ably be your next stop. Then
Character Creation will show
you how to make the char-
acters youll play.
Players, youll eventually
want to readActions and
Outcomes and The Long
Game, to help you get a
better handle on the nuts
and bolts o doing stu and
developing your character
during play.
GMs, youre going to want
to amiliarize yourselves
with the whole book, but
Running the Game and
Scenes, Sessions, andScenarios are o particular
importance to you.
Game Creation
p. 23
Character
Creation
p. 35
Actions and
Outcomes
p. 135
The Long Game
p. 261
Running the
Game
p. 181
Scenes,Sessions, and
Scenarios
p. 231
START PLAYING!
Tese are the basic things you need to know to play Fate. Te ollowingchapters go into greater detail on everything weve covered above, and will
show you how to get your game o the ground.
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T
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21CHAPTER 1
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2GAME CREATION
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G
AME
CRE
ATION
24 FATE CORE
WHAT MAKES A GOOD FATE GAME?
You can use Fate to tell stories in many dierent genres, with a variety opremises. Tere is no deault setting; you and your group will make that
up yourselves. Te very best Fate games, however, have certain ideas incommon with one another, which we think best showcase what the gameis designed to do.
Whether youre talking about antasy, science ction, superheroes, orgritty cop shows, Fate works best when you use it to tell stories about peoplewho areproactive, competent, and dramatic.
ProactivityCharacters in a game o Fate should be proactive. Tey have a variety o
abilities that lend themselves to active problem solving, and they arenttimid about using them. Tey dont sit around waiting or the solution to acrisis to come to themthey go out and apply their energies, taking risksand overcoming obstacles to achieve their goals.
Tis doesnt mean that they dont ever plan or strategize, or that theyre allcareless to a ault. It just means that even the most patient among them willeventually rise and take action in a tangible, demonstrable way.
Any Fate game you play should give a clear opportunity or the charactersto be proactive in solving their problems, and have a variety o ways they
might go about it. A game about librarians spending all their time amongdusty tomes and learning things isnt Fate. A game about librarians usingorgotten knowledge to save the worldis.
CompetenceCharacters in a game o Fate are good at things. Tey arent bumbling oolswho routinely look ridiculous when theyre trying to get things donetheyre highly skilled, talented, or trained individuals who are capable omaking visible change in the world they inhabit. Tey are the right people
or the job, and they get involved in a crisis because they have a good chanceo being able to resolve it or the better.
Tis doesnt mean they always succeed, or that their actions are withoutunintended consequence. It just means that when they ail, it isnt becausethey made dumb mistakes or werent prepared or the risks.
Any Fate game that you play should treat the characters like competentpeople, worthy o the risks and challenges that come their way. A gameabout garbage men who are orced to ght supervillains and get their assesconstantly handed to them isnt Fate. A game about garbage men who
become an awesome anti-supervillain hit squadis.
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DramaCharacters in a game o Fate lead dra-matic lives. Te stakes are always high
or them, both in terms o what theyhave to deal with in their world, andwhat theyre dealing with in the sixinches o space between their ears. Likeus, they have interpersonal troubles andstruggle with their issues, and thoughthe external circumstances o their livesmight be a lot bigger in scope than whatwe go through, we can still relate to and
sympathize with them.Tis doesnt mean they spend all their
time wallowing in misery and pain, orthat everything in their lives is alwaysa world-shaking crisis. It just meansthat their lives require them to makehard choices and live with the conse-quencesin other words, that theyreessentiallyhuman.
Any Fate game that you play shouldprovide the potential and opportunityor drama among and between the char-acters, and give you a chance to relate tothem as people. A game about adven-turers mindlessly punching increasing numbers o bigger, badder bad guysis not Fate. A game about adventurers struggling to lead normal lives despitebeing destined to ght ultimate evilis.
WHEN CREATING
YOUR GAME:
Setting: Decide what the
world that surrounds the
protagonists is like.
Scale: Decide how epic or
personal your story will be.
Issues: Decide what threats
and pressures inherent to
the setting will spur the pro-
tagonists to action.
NPCs: Decide who the im-
portant people and locations
are in the setting.
Skills and Stunts: Decide
what sorts o things charac-
ters in the setting are likely
to want to do.
Character Creation: Make
the protagonists.
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SETTING UP YOUR GAME
Te rst step in setting up your Fate game is to decide what sort o peoplethe protagonists are and what sort o world surrounds them. Your decisions
here will tell you virtually everything you need to know to get the ballrolling: what the protagonists are good at, what they may or may not careabout, what problems theyre likely to get into, what kind o impact thesecharacters have on the world, and so on. You dont need completeanswers(because thats part o the point o playing the game), but you should haveenough o an idea that answering those doesnt draw a blank.
First, well start by talking about your setting. Well handle the specicson the protagonists later, in Character Creation.
MAKING THE SETTING WORK IN FATE
Decide what the world that surrounds the protagonists is like.Youre probably already amiliar with the idea o a setting, but in short, its
everything that the characters interact with, such as people, organizationsand institutions, technology, strange phenomena, and mystery (intrigue,great cosmic or historical legend, etc.). Tese are the sort o things thatcharacters want to engage with, are orced to engage with, help them out,or stand in their way.
I youre using a setting that already exists, rom a movie, novel, or othergame book, then many o these ideas are ready or you to use. O course,youll also likely add your own spin on things: new organizations or dier-ent mysteries to uncover.
I youre inventing a setting, you have more work cut out or you. Itsbeyond the scope o this chapter to tell you how to make a setting; wereassuming you already know how to do that i thats what youre choosing todo. (Besides, we live in a vast world o media. See tvtropes.orgi you dontbelieve us.) One word o advice, thoughdont try to invent too much up
ront. As youll see over the course o the chapter, youre going to be generat-ing a lot o ideas just through the process o game and character creation, sothe details will come in time.
Amanda, Lenny, Lily, and Ryan sit down to talk about the set-
ting. Theyre all jonesing or a low antasy game, as Lenny and
Lily have recently read some o the Fahrd and the Grey Mouser
stories. So they pitch two guys and a girl with sword. The world
is vaguely medieval, Earth with the serial numbers led o.
Ryan suggests guy and girl with sword, and guy without
sword so that theres a dierence between the two guys. Also,
because he wants to play someone who is more bookish (also
or contrast). Everyones on board with this, and they move on.
Character
Creation
p. 35
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A GAMES SCALE
Decide how epic or personal your story will be.Te setting might be small or it might be vast, but where your stories take
place determines the scale o your game.In a small-scale game, characters deal with problems in a city or region,
they dont travel a great deal, and the problems are local. A large-scale gameinvolves dealing problems that aect a world, a civilization, or even a galaxyi the genre youre playing in can handle that kind o thing. (Sometimes, asmall-scale game will turn into a large-scale one over time, as youve prob-ably seen in long-running novels or television shows.)
Amanda likes the vibe o guy and girl with sword, and thinks itll
shine as a small-scale game, where they might travel rom town
to town, but the problems they have to deal with are locallike a
thieves guild or the regents vile machinations.
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THE SETTINGS BIG ISSUES
Decide what threats and pressures inherent to the setting will spur theprotagonists to action.
Every setting needs to have something going on that the characters careabout, oten because theres peril they want to ght or undermine. Tese arethe settings issues.
Youll come up with two issues as agroup and write them down on indexcards. Tese issues will become aspectsthat will be available to invoke orcompel throughout the entirety o thegame.
Te issues should reect the scale o your game and what the characterswill ace. Teyre broad ideas; they dont just aect your characters, butmany people in the world. Issues take two orms:
Current Issues: Tese are problems or threats that exist in the worldalready, possibly have been or a long time. Protagonists tackling theseissues are trying to change the world, to make a better place. Examples:a corrupt regime, organized crime, rampant poverty and disease, a gen-erations-long war.
Impending Issues: Tese are thingsthat have begun to rear their uglyheads, and threaten to make theworld worse i they come to pass orachieve a goal. Protagonists tacklingthese issues are trying to keep theworld rom slipping into chaos ordestruction. Examples: an invasionrom a neighboring country, the
sudden rising o a zombie hoard-horde, the imposition o martial law.
Te deault number o issues in a Fategame is two: Either two existing issues(or a story solely about trying to makethe world a better place), two impend-ing issues (or a story about strivingto save people rom threats), or one o
each. Te latter option is common inction: think about the stalwart heroeswho work against some impendingdoom while already discontent with theworld around them.
Game and Character Creation
involve making aspects. I
youre new to Fate, read over
the Aspects and Fate Points
chapter (page 59).
CHANGING THE
NUMBER OF ISSUES
O course, you dont have to
use the deault number o two
issues i you dont want toone
or three also works, but it will
change the resulting game a
bit. A game with one issue will
revolve around just that issue
a quest to rid a city o evil or
one o trying to stop evil rom
happening. A game with three
will show o a busy world, one
where the characters resourc-
es are strained against multiple
ronts. I you think you need
to ocus down or expand the
scope o your game, talk it over
with the group and start by
tweaking the number o issues
to best t what youre ater.
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The group thinks about the sort o problems they want to deal
with in the world. Ryan immediately says organized crime, and
they fesh that out a little: theres an existing issue o the The
Scar Triad, a group o thugs who are known or thievery, extor-
tion, and other nasty things that the world could do without. This
is clearly an existing issue.
Lily wants the story to also be about something on the verge
o happening, something Really Bad. They come up an impend-
ing issue: a vile cult that seeks to summon something horrible
into the world (which means theyre also saying that their setting
includes horrible, Lovecrat-inspired things). Lenny calls it The
Doom that Is to Come, and Ryan really likes this idea because
it gives his bookish character a hook into things going on in the
world.
Issues1. TheScarTriad2.TheDoomthatIsto
Come
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Making the Issues into AspectsAs we said earlier, issues are aspects. urnthe ideas you have into aspects that youcould conceivably use at dierent times
in the story (oten as compels to theprotagonists or as invocations or oes,but clever players will always nd otheruses or aspects). Write them down, andthen i you need to add a little bit toremember the context or some details,write those down alongside the aspects.
Amanda writes down The Scar
Triad and The Doom that Is to
Come as two game aspects. She
notes down next to The Scar
Triad, Theyre into racketeering
and other nasty stu. And with The Doom that Is to Come,
Led by the Cult o Tranquility.
I youre new to making aspects, hold o on this or now. Youll get quitea bit o practice making aspects or your characters. Once youre done with
character creation, turn these issue ideas into aspects.
CHANGING ISSUES
IN PLAY
The Long Game chapter
(page 261) will talk about
this in detail, but issues can
change as the game pro-
gresses. Sometimes, the issue
evolves into something new.
Sometimes, the characters will
successully ght against it,
and itll be gone. And some-
times, new issues will emerge.
So the ones you make are just
what youre starting o with.
*TheScarTriad
Theyreintoracket
eeringand
othernastystuff.
*The Doom that Isto Come
Led by the Cult of Tranquility
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Drilling DownYou can also use issues to esh out important, but smaller pieces o yoursetting. An important location (a major city or nation, or even a memorablelocal restaurant) or organization (a knightly order, a kings court, or a corpo-
ration) can have impending and/or current issues as well.We recommend you start with one issue per element, just to keep things
rom getting too bogged down, but you can always add more as the cam-paign progresses. Likewise, you dont have to do this right nowi you nda setting element becoming more important later in the game, you can giveit issues then.
The Cult o Tranquility keeps popping up in pre-game discus-
sions, so the group decides that it also needs an issue. Ater
some discussion, the group decides itd be interesting i there
was some tension in the cults ranks, and makes a current issue
called Two Conficting Propheciesdierent branches o the
cult have dierent ideas o what the doom is going to be.
The Cult ofTranquility
Issue: two conflicting prophecies
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32 FATE CORE
FACES AND PLACES
Decide who the important people and locations are in the setting.At this point, youve probably got your issues gured out, and you may
have thought o some organizations or groups that eature prominently inyour game.
Now you have to put some aces on those issues and those groups, sothat your PCs have people to interact with when theyre dealing with thoseelements. Do they have any particular people who represent them, or standout as an exemplar o what the issues reerring to? I you have any ideas atthis point, write them down on an index card: a name, a relationship to theorganization or issue, and an aspect detailing their signicance to the story.
Do the same or any notable places in your setting. Are there any impor-
tant places where things happen, either important to the world, importantto an issue, or important to the protagonists? I theres a place where youenvision multiple scenes taking place, then talk about that. Unlike NPCs,they dont need aspects.
Te GM may esh these characters and places out later, depending ontheir role in the story. Or one o these ideas might be a great inspiration ora protagonist! And, o course, new ones will unold as the story progresses.
I theres a piece o your setting thats meant to be a mystery which theprotagonists unold, dene it only in loose terms. Te specics can be
detailed as they are revealed in play.
Ater a ew minutes o discussion, the group writes down:
Hugo the Charitable, a lieutenant in the Scar Triad. His aspect
is Everyone in Riverton Fears Me.
Which brings us to a place, the city o Riverton. There are two
rivers here, so its a hub or trade.
Amanda comes up with a sympathetic character, Kale Westal,who owns a shop in Riverton. She isnt cowing to Hugos extor-
tion, and will likely all victim to an accident. Her aspect is
Stubborn Because Im Right.
The Primarch, the leader o the Cult o Tranquility, whose iden-
tity is a mystery. Because that part o the setting is a mystery,
they arent going to come up with an aspect or otherwise go
any urther, leaving those details to Amanda to gure out in
secret.
They could go on, but they know theyll have more ideas ater
character creation and as they play. Thats just enough to paint
a picture o whats going on at the very beginning o the story.
NPC Types
p. 219
Secret Aspects
p. 83
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MAKE PROTAGONISTS
Each player makes a protagonist.You can make player characters ater nishing Game Creation, or you can
do it in the middle o this processollow your instincts here. I you ndyoursel talking more about the characters than the world, go to charactercreation and then oat back around to whatever parts o game creation youhavent done yet. Otherwise, go ahead and nish out all o game creationrst.
Its worth noting that the protagonists should have some connections tothe aces and places you named in the previous step. I its dicult to relate
the characters to the setting, then youmay want to rethink your protagonistsor revise your game so it will make abetter t or the new characters.
When youre making characters,youll also discover a bit more about thesetting as people talk about who theircharacters know and what their char-acters do. I anything comes up that
should be added to your game creationnotes, do so beore pushing orwardwith playing the game.
SKILLS AND
YOUR SETTING
A big part o your setting is
what people can do in it. The
various skills in Skills and
Stunts (page 89) cover
many situations, but youll want
to look over them to see i any
dont apply or i theres a skillthat you need to add.
This is covered in more detail
in the Extras chapter (p. 279).
HugotheChar
itable
LieutenantintheScar
Triad
*EveryoneinR
ivertonFears
The PrimarchCult of Tranquility leader
*
KaleWestal
ShopownerinRiverton
*StubbornBecauseImRight
CharacterCreation
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36 FATE CORE
CHARACTER CREATION IS PLAY
Te moment you sit down to make the game and characters, youre playingFate. Tis style o character creation does three things to reinorce that.
First, character creation tells parto the characters stories, just like anyother game session does. Charactersthat really come alive have histories otheir own and with each otherthisestablishes where theyve been, whattheyve done, and why they continue toact against the issues they ace, togetheror in opposition. Teres an ongoing
story youre now stepping intoits justthat the most interesting parts haventhappened yet.
Second, it sets the stage or the nextpart o the story. Each arc o a storysets up the next, so that they ow intoone another in a natural evolution.Character creation needs to set up therst story arc.
Tird, character creation in Fate iscollaborative. As with game creation,character creation is best done as agroup activity. Doing all o this togetherbuilds a strong oundation o commu-nication between the players and GM,and this process has a number o ways toestablish connections between the char-acters and the setting.
Combined with game creation, char-acter creation can take a ull session todothis allows everyone to learn aboutthe world and each others characters.You and the other players will talkabout your characters, make suggestionsto each other, discuss how they connect, and establish more o the setting.
Youll want to keep good notes on this process. You can use the charactersheet and phases worksheet in the back o this book or downloadable at
FateRPG.com.Start by determining your characters high concept and trouble. Ten
build your characters back-story, a process that takes place over threephases. Once you have that gured out, esh out your characters skills andstunts. Ten youre ready to play!
WHEN CREATING YOUR
CHARACTER:
Aspects: Come up with your
characters high concept and
trouble aspects.
Name: Name your character.
First Phase: Describe yourcharacters rst adventure.
Second and Third Phases:
Describe how youve crossed
paths with two other
characters.
Aspects: Write down one
aspect or each o these
three experiences.
Skills: Pick and rate your
skills.
Stunts: Pick or invent one to
three stunts.
Reresh: Determine how
many ate points you start
play with.
Stress and Consequences:
Determine how much o a
beating your character can
take.
Arcs
p. 262
High Concept
p. 38
Trouble
p. 40
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YOUR CHARACTER IDEA
Come up with your characters high concept and trouble aspects.Character creation starts with a concept or your character. It could be
modeled ater a character rom a avorite novel or movie, or it could bebased around some specic thing that you want to be able to do (like breakboards with your head, turn into a wol, blow things up, etc.). Just like youdid with the games issues earlier, youre going to take your ideas and turnthem into the two central aspects or your characterhigh conceptandtrouble.
Player characters should be exceptional and interesting. Tey could veryeasily nd success in less exciting situations than those that come theirway in play. You must gure out why
your character is going to keep get-ting involved in these more dangerousthings. I you dont, the GM is under noobligation to go out o her way to makethe game work or youshell be toobusy with other players who made char-acters that have a reason to participate.
Because picking a high concept andtrouble are linked, theyre grouped
together. Youll likely have more successcoming up with a compelling charac-ter idea i you think about them as onebig step rather than two separate steps.Only ater you have that (and a name,o course!) can you move on to the resto character creation.
Tat said, dont worry too muchi your character idea evolves later on,
thats great! You can always go back andtinker with the early decisions.
KEEP BUILDING YOUR
SETTING
As youre making stu up or
your characters, youll also
make stu up about the world
around them. Youll end up
talking about NPCs, organiza-
tion, places, things like that.
Thats antastic!
You might also come up with
a character concept that adds
something undamental to the
world, like saying I want to
play a wizard when no one
talked about magic yet. When
that happens, discuss with the
group i thats a part o your
setting and make any neces-
sary adjustments.
High
Concept
p. 38
Trouble
p. 40
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IF YOU GET STUMPED
ON ASPECTS
The golden rule o making as-pects in character creation:
you can always change it later.
I youre struggling to make an
aspect, write out the idea in as
many words as you need to, in
order to get it down on paper
in the rst place. I an aspect
pops up ater you write it down,
great! I not, maybe someoneelse at the table can help you
come up with an aspect. And
i youre still stuck, leave it or
nowyoull have plenty o time
during play to rene it.
And i you really need to, its
okay to leave some blank. Look
at Quick Character Creation
(page 56) or more on leav-ing parts o your character
sheet blank.
High ConceptYour high conceptis a phrase that sums up what your character is aboutwho he is and what he does. Its an aspect, one o the rst and most impor-tant ones or your character.
Tink o this aspect like your job, your role in lie, or your callingitswhat youre good at, but its also a duty you have to deal with, and its con-stantly lled with problems o its own. Tat is to say, it comes with somegood and some bad. Tere are a ew dierent directions you can take this:
You could take the idea o like your job literally: Lead Detective,Knight o the Round, Low-level Tug.
You could throw on an adjective or other descriptor to urther denethe idea: Despicable Regent o Riverton, Reluctant Lead Detective,
Ambitious Low-level Tug.
You could mash two jobs or roles together that most people would ndodd: Wizard Private Eye, Singing Knight o the Round, Monster-slaying Accountant.
You could play o o an importantrelationship to your amily or anorganization youre deeply involvedwith (especially i the amily or
organization are well-connected orwell-known): Black Sheep o theTompson Family, Low-level Tugor the Syndicate, Scar riads Patsyin Riverton.
Tese arent the only ways to play withyour high concept, but theyll get youstarted. But dont stress out over itthe
worst thing you can do is make it intotoo big o a deal. Youll come up with ourother aspects ater this oneyou donthave to get it all nailed right now.
High concepts can have overlap amongthe characters, as long as you have some-thing to distinguish how your character isdierent rom the others. I high conceptsmust be similar among all the characters,
such as i the GM pitches an all-swords-man story, its crucial that the troublesdier.
Aspects
p. 60
Trouble
p. 40
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Lenny and Lily were settled on guy and girl with sword idea, and
Ryans going with guy without sword. But those are just start-
ing ideas. Now its time to turn them into proper high concepts.
Lenny latches onto the idea o tying his concept to an orga-
nization, and starts with Disciple osomething. He envisions
a character who has trained in some mysterious martial art, and
that involves rival schools and oes that want to learn those
secrets. The group helps him come up with a suitably mysteri-
ous name: Disciple o the Ivory Shroud. (And now we have a bit
more setting made: theres an Ivory Shroud, mysterious martial
arts, and all that implies.)
Lily, on the other hand, doesnt really know where to go rom
girl with sword. Shes not interested in the organization thing,
so shes thinking about adjectives. Eventually, she settles on
Inamous Girl with Sword. (Keeping the girl with sword part
makes her giggle, so she wants to say it oten during the game.)
Ryans idea o bookish guy without sword would be a pretty
dull aspect. He thinks about whats been declared so ar: an evil
cult who can summon Bad Things and a mysterious martial arts
school. So he asks hey, can I be a wizard? They talk a bit about
what that means, so that being a wizard doesnt overshadow
the swordsmen and isnt a weak idea. Ater that, he writes down
Wizard or Hire.
HighConcept
Trouble
ASPECTS
SKILLS
Superb(+5)
Great(+4)
Good(+3)
Fair(+2)
Average(+1)
EXTRAS
STUNTS
ID
Name
Description
Refr
DiscipleoftheIvory
Shroud
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TroubleIn addition to a high concept, every character has some sort o troubleaspect thats a part o his lie and story. I your high concept is what or whoyour character is, your trouble is the answer to a simple question: what
complicates your characters existance?rouble brings chaos into a characters lie and drives him into interest-
ing situations. Teyre broken up into two types: personal struggles andproblematic relationships.
Personal struggles are about your darker side or impulses that arehard to control. I its something that your character might be temptedto do or unconsciously do at the worst possible moment, its this sorto trouble. Examples:Anger Management Issues, Sucker or a Pretty
Face, Te Bottle Calls to Me. Problematic relationships are about people or organizations that
make your lie hard. It could be a group o people who hate your gutsand want you to suer, olks you work or that dont make your jobeasy, or even your amily or riends that too oten get caught in thecrossre. Examples: Family Man, Debt to the Mob, Te Scar riadWants Me Dead.
Your trouble shouldnt be easy to solve. I it was, your character would
have done that already, and thats not interesting. But nor should it para-lyze the character completely. I the trouble is constantly interering withthe characters day-to-day lie, hes going to spend all his time dealing withit rather than other matters at hand. You shouldnt have to deal with yourtrouble at every turnunless thats the core o one particular adventure inthe story (and even then, thats just one adventure).
roubles also shouldnt be directly related to your high concepti youhave Lead Detective, saying your trouble is Te Criminal UnderworldHates Meis a dull trouble, because we already assume that with your high
concept. (O course, you can turn that up a notch to make it personal, likeDon Giovanni personally hates me, to make it work.)
Beore you go any urther, talk with the GM about your characters trou-ble. Make sure youre both on the same page in terms o what it means.Both o you may want to look at how this aspect might be invoked orcompelled one way to make sure youre both seeing the same thingsor togive each other ideas. Te GM should come away rom this conversationknowing what you want out o your trouble.
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Lenny wants to contrast the whole I know an ancient martial art
vibe. Hes not playing an ascetic monk or anything like that. So
he wants something that will get him into social trouble, some-
thing that has to do with him and not with any specic people
or organizations. So he writes down The Manners o a Goat. His
character will unconsciously make an ass o himsel.
Lily likes this idea o her character being her own worst enemy,
so shes also going or a personal struggle. Hes had the idea or
a while o playing someone who cant help but be Tempted by
Shiny Things, so she writes that down.
Ater seeing the other two go or personal struggles, Ryan
wants to add a bit to the setting by having a problematic rela-
tionship trouble. He wants something thats involved with his
high concept, someone he cant just ght openly againsthe
wants to see intrigue in his story. So he writes down Rivals in
the Collegia Arcana (which also names a group o people in the
setting, that Ryans character is a part o).
THE BRIGHT SIDE OF TROUBLES
Since your trouble is an aspect, its something you should also be
able to invoke, right? Because weve been so ocused on how this
complicates your characters lie, its easy to miss how a trouble also
helps your character.
In short, your experience with your trouble makes you a stron-
ger person in that regard. Dealing with personal struggles leaves
you vulnerable to being tempted or cajoled, but it can also give
you a sense o inner strength, because you know the sort o person
you want to be. Problematic relationships oten cause trouble, but
people do learn hard lessons rom the troubles they deal with. They
especially learn how to maneuver around many o the smaller issues
their troubles present.
Lennys The Manners o a Goatcould be used to the groups ben-
et. Maybe he turns that up intentionally, to draw attention away
rom Lilys character sneaking around.
With Lilys Tempted by Shiny Things, we could reasonable say
that Lilys character is well-acquainted with the value o various
shiny things (and well-acquainted with getting caught and locked
in prison, so she knows a thing or two about escaping).
Ryans Rivals in the Collegia Arcana can come in handy when
dealing with rivals he knows wellhe knows what to expect rom
their tactics. He could also use this aspect to gain aid rom people
who share his rivals.
Invoking
Aspects
p. 72
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CHARACTER
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42 FATE CORE
INTRO TO CHOOSING ASPECTS
A lot o character creation ocuses on coming up with aspects
some are called high concepts, some are called troubles, but theybasically all work the same way. Aspects are one o the most impor-
tant parts o your character, since they dene who he is and they
provide ways or you to generate ate points and to spend those
ate points on bonuses. I you have time, you really might want to
read the whole chapter we have dedicated to aspects beore you go
through the process o character creation.
In case youre pressed or time, here are some guidelines or
choosing aspects.
Aspects which dont help you tell a good story (by giving you suc-cess when you need it and by drawing you into danger and action
when the story needs it) arent doing their job. Those aspects which
push you into conictand help you excel once youre therewill
be among your best and most-used.
Aspects need to be both useul and dangerousallowing you to
help shape the story and generating lots o ate pointsand they
should never be boring. The best aspect suggests both ways to use
it and ways it can complicate your situation. Aspects that cannot be
used or either o those are likely to be dull indeed.Bottom line: i you want to maximize the power o your aspects,
maximize their interest.
When youre told you need to come up with an aspect, you might
experience brain reeze. I you eel stumped or decent ideas or as-
pects, theres a big section ocusing on several methods or coming
up with good aspect ideas inAspects and Fate Points.
I your character doesnt have many connections to the other
characters, talk with the group about aspects that might tie your
character in with theirs. This is the explicit purpose o Phases Twoand Threebut that doesnt mean you cant do it elsewhere as well.
I you ultimately cant break the block by any means, dont orce
itleave it completely blank. You can always come back and ll out
that aspect later, or let it develop during playas with the Quick
Character Creation rules.
Ultimately, its much better to leave an aspect slot blank than to
pick one that isnt inspiring and evocative to play. I youre picking
aspects youre not invested in, theyll end up being noticeable drags
on your un.
Aspects and
Fate Points
p. 59
Phase Twop. 48
Phase Three
p. 50
Quick
Character
Creation
p. 56
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CHARACTER
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44 FATE CORE
THE PHASE TRIO
Describe your characters rst adventure. Describe how youve crossedpaths with two other characters. Write down one aspect or each o
these three experiences.Important: Beore moving on to this step, you need to have gured out
your high concept, trouble, and name.Te three remaining aspects on your character are made in phases,
together called the phase trio. Te rst phase is about recent background:something you did thats interest-ing and adventurous. Te secondand third are about how the otherplayer characters got involved in
that adventure, and how you gotinvolved in theirs.
Tis is an opportunity to tell astory about your characters. Eachphase will ask you to write downtwo things. Use the character work-sheet (at the back o this book, or atFateRPG.com) to write down thosedetails.
First, write a summary o what happened in that phase. A couple osentences to a paragraph should suceyou dont want to establishtoo much detail up ront, because you might have to adjust details inlater phases.
Second, write an aspect that refects some part o that phase. Teaspect can cover the general vibe rom the summary, or it can ocus onsome piece o it that still resonates with your character in the presentday.
FORVETERANS
I youre used to other Fate
games, youll see that there
are ewer aspects in this edi-
tion. We ound that its easier
to come up with ve good as-
pects than seven or ten. And
because there are game as-
pects and you can make scene
aspects, you shouldnt be short
o things to invoke or compel!
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CHARACTER
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CHARACTER
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46 FATE CORE
Phase One: Your AdventureTe rst phase is your characters rst true adventurehis rst book, epi-sode, case, movie, whateverstarring him.
Ten, you need to think up and write down the basic details o this story
or the phases summary. Te story doesnt need to have a lot o detailinact, a pair o sentences works pretty wellbecause your ellow players willadd in their own details to this past adventure in the next two phases (asyou will to theirs).
I you nd yoursel stuck, look to your characters high concept andtrouble. Find a dilemma that has a chance o throwing those ideas intoocus. What problem do you get roped into because o your high concept ortrouble? How does the other aspect help or complicate your lie?
Ask yoursel the ollowing story questions. I you have trouble answering
them, talk to the other players and the GM or help.
Something bad happened. What was it? Did it happen to you, to some-one you cared about, or to someone that you were coerced into helping?
What did you decide to do about the problem? What goal did youpursue?
Who stood against you? Did you expect the opposition you got? Didsome o it come out o nowhere?
Did you win? Did you lose? Either way, what consequences arose romthe outcome?
A note on timing: Because two other characters will be involved, thisadventure needs to be something that isnt so ar back that you havent metthose characters yet. I one o you has decided that you recently showed upin the story, then the adventures involving that person happened recently.I some o you have been riends (or old rivals!) or a long time, then thoseadventures can take place urther in the past. Your best bet is to not make
these adventures specic in time; once you know whos involved in yourstory, you can gure out that part.
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CHARACTER
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47CHAPTER 3
Lenny goes through Phase One.
He looks at the story questions to
help him gure the events o the
phase out, and decides on the
ollowing:
The bad thing was that Landon
kept getting into scrapes at his
local tavern. He grew up with no
sense o discipline or demeanor
and constantly picked ghts with
people larger and stronger than
him.
One thug Landon insulted at the
tavern was connected to the Scar
Triad, so some o the thugs bandit
buddies show up and beat Landon
within an inch o his lie.
His bleeding body is then ound
by a veteran soldier named Finn
who heals Landons wounds and
encourages him to join the town
militia where he can learn some
discipline and ght with honor.
Now Lenny has to write down
an aspect related to this story. He
decides to take I Owe Old Finn
Everything as his aspect, because
he wants to keep the connec-
tion to Finn in his story and give
Amanda a cool NPC to play.
As with the high concept and troubleaspects, this (and the ollowing phases)are urther opportunities to esh out more about the setting.
PHASES AND
INDEX CARDS
In phase one, you each came
up with your own adventure.
In phases two and three, youre
going to trade those stories
around as other players char-
acters get involved. Figuring
out how your character ts
into someone elses story can
be hard to do i youve handed
your character phase work-
sheet to another player, so we
recommend that you use index
cards (or whatever scraps o
paper you have).
During the rst phasewhen
youre writing your adventure
down on your worksheettake
a card and write your charac-
ters name and adventure de-
scription. Then youll pass the
card around during the second
and third phases so people can
contribute to your story. That
way, youll still have your work-
sheet when youre writing your
contributions and aspects, and
other people will know what
stories theyre supposed to
hook into.
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CHARACTER
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48 FATE CORE
Phases Two: Crossing PathsIn the next two phases, youll tie the group together by having other charac-ters contribute a minor, supporting role in your adventure, and vice versa.
Once everyone has their adventure written down (which is where our
index card suggestion comes in really handy), youre ready or phase two.You can pass to the let or right, or shufe the stack and hand them outrandomly (trading with the person to your right until you each have onethat isnt yours). However you decide to do it, every player should now beholding someone elses adventure.
Your character has a supporting role in the story youre holding, whichyou get to come up with right now. Briey discuss it with the player whoseadventure it is and add a sentence or phrase to the summary to reect yourcharacters supporting role. Supporting roles come in three orms: they
complicate the adventure, solve a situation, or both.
Complicating the adventure: Your character has managed to makesome part o the adventure uncertain (possibly because o an issue ortrouble aspect). O course, since that happened in the past, we knowyou got out o it all right (or mostly all right, as indicated by the aspectyou take). When describing this, dont worry about how the situationis resolvedleave that or someone else, or leave it open. Descriptionslike Landon starts trouble when Cynere needs him quiet or Zird gets
captured by mysterious brigands are enough to get some ideas owing. Solving a situation: Your character somehow solves a complication
that the main character in the adventure had to deal with, or yourcharacter aides the main character in the central conict (which is anopportunity to involve your high concept aspect). When describingthis, you dont have to mention how the situation was created, just howyour character takes care o it. Descriptions like Cynere holds o oesto give Landon time to escape or Zird uses he arcane knowledge toask the ghosts or inormation are enough to give us an idea o what
happens.
Complicating and solving: Here, your character either solves one situ-ation but creates another, or creates a situation but later solves a di-erent one. Mash up the two ideas, using the word later in betweenthem, such as: Landon starts a ght with the Scar riad while Zirdis trying to lay low. Later, he helps Zird by ghting o undead whileZirds doing a spell.
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CHARACTER
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49CHAPTER 3
Te idea is to be a bit sel-serving here. You want to put a little spotlighton your character in order to gure out a good aspect rom it: somethingyoure known or, something you can do, something you own or have, and
someone you have a relationship with (or good or ill).Finally, write the adventure idea and your characters contribution down
on your phase worksheet. Tis is important, because your character gets anaspect rom the supporting role he played. Te person whose adventure it isshould also write down the contribution, i theres room on his sheet.
Lily has Landons starting adventure and needs to decide how
she ts into it.
She decides that Cynere helped solve the situation. Ater
Landon ends up in the militia, he still has a grudge or the Triad
members who ganged up on him. In act, they robbed him o
his athers sword in the process. Hearing Landons tale o woe,
Cynere agrees to help steal the sword back.
She takes the aspectA Sucker or a Sob Story, to refect the
reason why she got involved.
Landongetsintoabar
fightwithsome
ofthescartriad.Heisrobbedofhis
swordandbeatenseverely.Hi
slifeis
savedbyaveteransoldiernam
edOld
Finn.FinnhelpstohealLando
n,clean
himup,andenlisthiminthetow
nmilitia.
*IOweOldFinnEverything
When Landon tells Cynere his story,she takes pity on him and decides to
help him recover his lost sword.
*Sucker for a Sob Story
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CHARACTER
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50 FATE CORE
Phase Three: Crossing Paths AgainOnce everyones done with phase two,youll trade adventures with whatevermethod you chose beore, so long as
everyone has an adventure that isnttheirs or the one they just contributedto. Ten youre ready or phase three,where youll contribute to this secondadventure. Follow the directions romphase two.
Lily gets Zirds starting adventure,
a pretty straightorward romp
where Zird battles his Collegia
rivals to obtain a magical artiact
and return it to its rightul place.
She decides that she compli-
cates that situation, by want-
ing the shiny artiact or hersel.
Ryan already established that Zird
gets the artiact back to where
it belongs, so she only holds it
temporarily.
She decides to take Ive Got
Zirds Back, as a way o refecting
her willinginess to stick her neck
out or Zirdthe group doesnt
know what he did to earn such
loyalty, but they gure theyll nd
out eventually.
And with that, you have your veaspects and a good chunk o background!
FEWER THAN THREE
PLAYERS?
The phase trio assumes that
youll have at least three play-
ers. I you have only two, con-
sider the ollowing ideas:
Skip phase three and just
make up another aspect,
either now or in play.
Come up with a third, joint-
story together, and write
about how you each eature
in that one.
Have the GM also make a
character. The GM wont
actually play this character
alongside the PCs, though
it should just be an NPC.
Such an NPC can be a greatvehicle or kicking o a cam-
paigni a riend theyre tied
to during character creation
mysteriously disappears or
even dies, thats instant uel
or drama.
I you only have one player,
skip phases two and three,
leaving the aspects blank to be
lled in during play.
CynerestealsZirdsartifact.
EventuallyitreturnstoZirds
handsandthetwogainamutual
respectforeachother.
*IveGotZirdsBack
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CHARACTER
CREATION
51CHAPTER 3
CHARACTER IDEA
High Concept Aspect
Trouble Aspect
Name
PHASE TRIO
Phase One: Your Adventure
Phase One Aspect
Phase Two: Crossing Paths
Phase Two Aspect
Phase Three: Crossing Paths Again
Pase Three Aspect
SKILLS STUNTS & REFRESH
STRESS & CONSEQUENCES
OneatGreat(+4) TwoatGood(+3) reeatFair(+2) FouratAverage(+1)
OneStunt=Refreshof3 TwoStunts=Refreshof2 reeStunts=Refreshof1
AverageorFairPhysiquegivesyoua3-pointphysicalstressbox. GoodorGreatPhysiquegivesyou3-and4-pointphysicalstressboxes. Superb+Physiquegivesyou3-and4-pointphysicalstressboxesandanadditionalmildconsequenceslot. AverageorFairWillgivesyoua3-pointmentalstressbox. GoodorGreatWillgivesyou3-and4-pointmentalstressboxes. Superb+Willgivesyou3-and4-pointmentalstressboxesandanadditionalmildconsequenceslot.
C O R E S Y S T E M
Character Creation Worksheet
Disciple of the Ivory Shroud
The Manners of a GoatLandon
Landon gets into a bar fight with some of the scar triad. He is robbedof his sword and beaten severely. His life is saved by a veteran sol-dier named Old Finn. Finn helps to heal Landon, clean him up, and enlist
him in the town militia.
I Owe Old Finn Everything
Zird the Arcane hires Landon to quietly break into the Tower ofUnrest at the Collegia. When their cover is blown, Landon kicks outthe towers supporting pillars. The two escape as the structure comescrashing down.
Smashing Is Always an Option
Cynere drags Landon into a bar fight with warriors from the DiananSisterhood. He gets cut across one eye, leaving him half-blinded andscarred. Later, she provides him the chance for vengeance by helpingher steal an artifact from them.
An Eye for an Eye
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52 FATE CORE
SKILLS
Pick and rate your characters skills.Once you have mapped out your characters phases and chosen aspects,
its time to pick skills. Youll nd descriptions and details or each skill in theSkills and Stuntschapter.
Your skills orm a pyramid, witha single skill rated at Great (+4)which well usually reer to as the peakskilland more skills at each lowerrating going down to Average (+1):
One Great (+4) skill
wo Good (+3) skills
Tree Fair (+2) skills
Four Average (+1) skills
Mediocre (+0) is the deault or anyskill you do not take. Sometimes, a skillwill state that its unavailable i a charac-ter didnt take it; in those cases, its not
even at Mediocre.
Zird knows that hes not like the other PCs in terms o skills, so he
looks to distance himsel rom them as much as possible.
He takes Lore as his peak skill, ollowed by Rapport and
Cratsor a wizard, Zird considers
himsel a airly social sort. He takes
Athletics, Will, and Investigation
because he gures hell need them
in his line o work, and a smatter-ing o other skills either because
none o his riends have them, or
because he wants a positive score
in them when everyones sepa-
rated. That ends up being Fighting,
Resources, Contacts, and Notice.
Note: a ew skills have special ben-
ets, notably those skills that aectthe number o stress boxes and conse-quences you have available. I you knowyou want a certain number o those, putthose skills on the pyramid rst.
Deault
Skill List
p. 100
Stress and
Consequences
p. 54
FORVETERANS
WHY THE PYRAMID?
I youve played The Dresden
Files RPG, you know that we
use skill columns or that in-
stead o the pyramid.
In this build o Fate, we
wanted character creation tobe as quick and accessible as
possible, so we went with the
pyramid as standard. I you
want to use the columns, go
aheadyou get 20 skill points.
The skill column didnt com-
pletely go away. Its just re-
served or advancement. See
page 268.
THE SKILL CAP
By deault, we make Great (+4)
the highest rated skill PCs start
with. As characters advance,they can improve beyond this
cap, but its more difcult than
improving skills rated below
the cap (see Major Milestones,
page 270).
I youre making a game
about superheroes, pandimen-
sional creatu