TEXT: An Evil Hat Productions Publication
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  Fate Accelerated Edition
  Copyright © 2013 Evil Hat Productions, LLC. 
  All rights reserved.
  The text of Fate Accelerated Edition will be available under the  
  Open Gaming License and a Creative Commons Attribution license.
  For more details about the terms and requirements of these licenses, 
  please visit www.evilhat.com or www.faterpg.com.
  First published in 2013 by Evil Hat Productions, LLC. 
  10125 Colesville Rd #318, Silver Spring, MD 20901.
  Evil Hat Productions and the Evil Hat and Fate Accelerated  
  logos are trademarks owned by Evil Hat Productions, LLC. 
  All rights reserved.
  Softcover ISBN: 978-1-61317-047-2
  Kindle ISBN: 978-1-61317-055-7
  ePub ISBN: 978-1-61317-054-0
  Printed in the USA
  No part of this publication may be reproduced, stored in a retrieval system, or 
  transmitted in any form or by any means, electronic, mechanical, photocopying, 
  recording, or otherwise, without the prior express permission of the publisher.
  That said, if you’re doing it for personal use, knock yourself out.
  That’s not only allowed, we encourage you to do it.
  For those working at a copy shop and not at all sure if this means 
  the person standing at your counter can make copies of this 
  thing, they can. This is “express permission.” Carry on.
  This is a game where people make up stories about wonderful, terrible, impossible, 
  glorious things. All the characters and events portrayed in this work are fictional. 
  Any resemblance to real people, magical martial artists, schoolgirl witches, 
  pulp scientists, or piratical cats is purely coincidental, but kinda hilarious.
  CONTENTS
  Get Started! ...................................... 5
  Telling Stories Together ................. 6
  What Do You Mean,  
  “Tell Stories”? .................................6
  So How Do We Do It? ..........................6
  Telling Stories “Together”?  
  What Do You Mean? ....................7
  Who Do You Want To Be? .............. 8
  What Kind of Characters  
  Can I Play? .......................................8
  How Do I Make the Character? .........8
  How To Do Stuff: Outcomes, 
  Actions, and Approaches .......12
  Dice or Cards ......................................... 13
  Outcomes ................................................ 13
  Actions .....................................................14
  Choose Your Approach ..................... 18
  Roll the Dice, Add Your Bonus ........ 18
  Decide Whether  
  to Modify the Roll ....................... 18
  Challenges, Contests,  
  and Conﬂicts ............................19
  Challenges ..............................................19
  Contests ..................................................20
  Conﬂicts ..................................................20
  Ouch! Damage, Stress,  
  and Consequences ................. 22
  What Is Stress? .................................... 23
  What Are Consequences? ............... 23
  What Happens  
  When I Get Taken Out? ........... 23
  Giving In .................................................24
  Getting Better—Recovering from 
  Stress and Consequences ......24
  Aspects and Fate Points ............... 25
  What Kinds of  
  Aspects Are There? ................... 25
  What Do You Do With Aspects? ... 27
  Composing Good Aspects ..............30
  Stunts ...............................................31
  Getting Better at Doing Stuff: 
  Character Advancement ........ 33
  Milestones .............................................. 33
  Being the GM .................................. 35
  Help Build Campaigns ....................... 35
  Build Scenarios and Run Game 
  Sessions .........................................36
  Setting Difficulty Levels ................... 37
  Bad Guys ................................................38
  Example Characters ......................40
  Reth of the Andrali Resistance ......40
  Voltaire .....................................................41
  Abigail Zhao ..........................................42
  Bethesda Flushing, PhD ...................43
  Quick Reference ............................44
  5
  GET STARTED!
  GET STARTED!
  Remember those books where the teenage wizards struggle against the Dark 
  Lord of Evil? That movie where the dwarves fight to recapture their moun-
  tain home from a dragon? That animated TV show about mystical knights 
  and their army of clones righting wrongs across the galaxy?
  Aren’t those awesome? 
  Here’s your chance to put yourself in the heroes’ shoes in stories like 
  those.
  Fate Accelerated Edition is a tabletop roleplaying game, where you and 
  your friends gather around and tell stories full of danger, excitement, and 
  adventure. You might have played games similar to this before—Dungeons 
  & Dragons is a very popular one—but don’t worry if you haven’t; this book-
  let will guide you through it. 
  Here’s what you’ll need to play:
  • Three to five people. One of you will be the gamemaster, the others 
  players. We’ll talk about what those mean later.
  • Fate Dice™, at least four, preferably four per 
  person. These are a special kind of six-sided 
  dice that are marked on two sides with a 
  plus symbol (   +), two sides with a minus 
  symbol (   -), and two sides are blank (   0). 
  You can get these dice from many hobby 
  and game stores, often under their original 
  name—Fudge dice. We call them Fate Dice 
  in this book, but you can call them whatever 
  you like. Evil Hat will offer Fate Dice for sale at www.evilhat.com later 
  in 2013.
  • The Deck of Fate is an alternative to Fate Dice. It’s a deck of cards that 
  mimics the probability of Fate Dice, and it’s designed to be used in the 
  same way Fate Dice are. The Deck of Fate will be available from Evil 
  Hat in 2013 or 2014.
  • Character sheets, one for each player. You can download these from 
  www.evilhat.com.
  • Index cards or sticky notes or similar slips of paper.
  • Tokens for fate points. These can be poker chips, beads, pennies, or 
  anything similar. Get a handful—about 30 or 40.
  Next, let’s talk about how to use Fate Accelerated to tell stories together.
  If you don’t want to use Fudge 
  dice, you don’t have to—any set 
  of regular six-sided dice will 
  work. If you’re using regular 
  dice, you read 5 or 6 as 
  , 1 or 
  2 as 
  , and 3 or 4 as 
  .
  CLARK VALENTINE  
  WRITING • REFINEMENT
  LEONARD BALSERA
  CORE SYSTEM DEVELOPMENT
  FRED HICKS
  CONCEPT • WRITING • LAYOUT
  MIKE OLSON
  SYSTEM  EDITING
  AMANDA VALENTINE
  CLARITY • EDITING
  CLAUDIA CANGINI
  COVER ART • INTERIOR ART
  FATE WAS ORIGINALLY CREATED BY
  ROB DONOGHUE AND FRED HICKS
  8
  FATE ACCElERATED
  WHO DO YOU WANT TO BE?
  Once you’ve decided what kind of story you’ll be telling in your game, you 
  decide who your character is—what they look like, what they’re good at, 
  and what they believe.
  WHAT KinD OF CHARACTERS CAn i PlAY?
  Think about the setting that you’ve decided to play in and make that your 
  main guide. Are you playing in a school for young sorcerers? Play a young 
  sorcerer! Are you playing space pilots fighting an evil empire? Play a space 
  pilot! Make sure your character has a reason to interact and cooperate with 
  the characters the other players are making.
  HOW DO i MAKE THE CHARACTER?
  Now it’s time to start writing stuff down. Grab a pencil and a copy of the 
  character sheet. Some people like to use form-fillable PDFs on a laptop or 
  tablet computer. Any of that’s fine, but you definitely want something that 
  lets you erase and change.
  ASPECTS IN A NUTShELL
  An aspect is a word, phrase, or sentence that describes something centrally 
  important to your character. It can be a motto your character lives by, a 
  personality quirk, a description of a relationship you have with another 
  character, an important possession or bit of equipment your character has, 
  or any other part of your character that is vitally important. 
  Aspects allow you to change the story in ways that tie in with your charac-
  ter’s tendencies, skills, or problems. You can also use them to establish facts 
  about the setting, such as the presence of magic or the existence of a useful 
  ally, dangerous enemy, or secret organization.
  Your character will have a handful of aspects (between three and five), 
  including a high concept and a trouble. We discuss aspects in detail in 
  Aspects and Fate Points—but for now, this should help you get the idea.
  hIGh CONCEPT
  First, decide on your character’s high concept. This is a single phrase or 
  sentence that neatly sums up your character, saying who you are, what you 
  do, what your “deal” is. When you think about your high concept, try to 
  think of two things: how this aspect could help you, and how it might make 
  things harder for you. Good high concept aspects do both.
  Examples: Feline Captain of Cirrus Skimmer; Suncaller of the 
  Andral Desert; Chief Field Agent of IGEMA
  Establishing 
  setting facts:  
  p. 29
  Aspects and 
  Fate Points:  
  p. 25
  7
  TEllinG STORiES TOGETHER
  TEllinG STORiES “TOGETHER”? 
  WHAT DO YOu MEAn?
  All the people at the table, GM and players alike, are responsible for telling 
  the story. When you make a decision for your character (or for one of the 
  NPCs, if you’re the GM), think about two things. 
  First, put yourself in your character’s shoes and think hard about what 
  they would do—even if it’s not the best idea. If you’re playing a character 
  that sometimes makes poor decisions, don’t be afraid to make a poor deci-
  sion for them on purpose.
  Second—and this is really important—think about the story that’s being 
  told. Think about the choice that would make that story even better: more 
  interesting, more exciting, funnier. Would a certain choice give another 
  player’s character a chance to be awesome? Strongly consider making that 
  choice.
  That’s how you tell great stories together—by not being afraid for your 
  character to make mistakes, and by making choices that make the story 
  more interesting for everyone at the table—not just you.
  6
  FATE ACCElERATED
  TELLING STORIES TOGETHER
  So you’ve gathered your friends, your dice, and your index cards, and you’re 
  ready to play Fate Accelerated Edition (we’ll call it FAE from now on). Time 
  to tell some stories!
  WHAT DO YOu MEAn, “TEll STORiES”?
  FAE is all about telling stories. You create a group of characters and follow 
  them through some imaginary adventure that you all take turns telling little 
  parts of. 
  Think about a movie, video game, or TV show you like where the char-
  acters go on adventures—something like The Legend of Korra or Star Wars 
  or The Avengers or the Zelda games or Doctor Who or The Lord of the Rings. 
  Now imagine a similar sort of story, where you and your friends around the 
  table make the decisions for the characters as they move through the story, 
  and the story changes as you make those decisions. 
  Sometimes someone makes a decision to try something and you don’t 
  know for sure how it would turn out; that’s when you roll dice to see what 
  happens next. The higher you roll, the better the chance that things work 
  out the way you want them to.
  SO HOW DO WE DO iT?
  Well, first you need to figure out what kind of story you’re going to tell. 
  What genre are you interested in? Fantasy? Science fiction? Modern-day 
  adventure? Will you play in the world of a TV show or comic book or movie 
  that you love, or will you create your own world? For some great advice 
  about how to design the framework of your game, see Game Creation in Fate 
  Core, available for free at www.evilhat.com.
  Next, it’s time to choose who will be the players, and who will be the 
  gamemaster. Of the people around the table, all but one are referred to as 
  players. Each player takes on the role of one player character or PC in the 
  story, and puts themselves in their character’s shoes to make the decisions 
  that their character would make. The remaining person is called the game-
  master or GM. The GM’s job is to present challenges to the players and to 
  portray all the characters that aren’t controlled by the players (non-player 
  characters or NPCs). 
  Once you decide who the GM will be, and what the genre and frame-
  work of the story will be, it’s time for the players to make their characters—
  that’s in the next chapter.
  More on the  
  the GM’s job:  
  p. 35
  Who do you 
  want to be? 
  p. 8
  
  10
  FATE AccElErATED
  APPROAChES
  Choose your approaches. 
  Approaches are descriptions 
  of how you accomplish tasks. 
  Everyone has the same six 
  approaches:  
  • Careful
  • Clever
  • Flashy
  • Forceful
  • Quick
  • Sneaky
  Each approach is rated with a 
  bonus. Choose one at Good  (+3), 
  two at Fair (+2), two at Average (+1), 
  and one at Mediocre (+0). You can 
  improve these later. We talk about 
  what each approach means and how 
  you use them in How to Do Stuff: 
  Outcomes, Approaches, and Actions.
  Your approaches can say a lot 
  about who you are. Here are some 
  examples:
  • The Brute:  
  Forceful +3, Careful and Flashy +2, Sneaky and Quick +1, Clever +0
  • The All-Star:  
  Quick +3, Forceful and Flashy +2, Clever and Careful +1, Sneaky +0
  • The Trickster:  
  Clever +3, Sneaky and Flashy +2, Forceful and Quick +1, Careful +0
  • The Guardian:  
  Careful +3, Forceful and Clever +2, Sneaky and Quick +1, Flashy +0
  • The Thief:  
  Sneaky +3, Careful and Quick +2, Clever and Flashy +1, Forceful +0
  • The Swashbuckler:  
  Flashy +3, Quick and Clever +2, Forceful and Sneaky +1, Careful +0
  THE LADDER 
  In Fate, we use a ladder of adjec-
  tives and numbers to rate a charac-
  ter’s approaches, the result of a roll, 
  difficulty ratings for simple checks, 
  etc.
  here’s the ladder:
  +8
  Legendary
  +7
  Epic
  +6
  Fantastic
  +5
  Superb
  +4
  Great
  +3
  Good
  +2
  Fair
  +1
  Average
  0
  Mediocre
  -1
  Poor
  -2
  Terrible
  What each 
  approach 
  means:  
  p. 18
  11
  WHO DO YOu WAnT TO BE?
  STUNTS AND REFRESh
  A stunt is a special trait that changes the way an approach works for your 
  character. Generally, stunts give you a bonus (almost always +2) to a certain 
  approach when used with a particular action under specific circumstances. 
  We’ll talk more about stunts in Stunts. Choose one stunt to start, or you can 
  wait and add a stunt during the game. Later, when your character advances, 
  you can choose more.
  Your refresh is the number of fate 
  points you begin each game session 
  with—unless you ended the previous 
  session with more unspent fate points 
  than your refresh, in which case you 
  start with the number you had left last 
  time. By default, your refresh starts at 
  three and is reduced by one for each 
  stunt after the first three you choose—
  essentially, your first three stunts are 
  free! As your character advances, you’ll 
  get opportunities to add to your refresh. 
  Your refresh may never go below one. 
  HOW MANY STUNTS?
  By default, FAE suggests choosing one 
  stunt to start with. 
  however, if this is your ﬁrst time play-
  ing a Fate game, you might ﬁnd it easier 
  to pick your ﬁrst stunt after you’ve had a 
  chance to play a bit, to give you an idea 
  of what a good stunt might be. Just add 
  your stunt during or after your ﬁrst game 
  session.
  On the other hand, if you’re an ex-
  perienced Fate gamer, you might look 
  ahead and discover that, just like in Fate 
  Core, your character is entitled to three 
  free stunts before it starts costing you 
  refresh. In that case, let the least expe-
  rienced member of your game group 
  be your guide; if someone is new to the 
  game and only takes one to start with, 
  that’s what everyone should do. If you’re 
  all experienced, and you want to start 
  with more powerful characters, just take 
  all three to start and off you go.
  Stunts: p. 31
  12
  FATE AccElErATED
  HOW TO DO STUFF:  
  OUTCOMES, ACTIONS, 
  AND AppROACHES
  Now it’s time to start doing something. You need to leap from one moving 
  train car to another. You need to search the entire library for that spell you 
  really need. You need to distract the guard so you can sneak into the fortress. 
  How do you figure out what happens?
  First you narrate what your character is trying to do. Your character’s 
  own aspects provide a good guide for what 
  you can do. If you have an aspect that sug-
  gests you can perform magic, then cast that 
  spell. If your aspects describe you as a swords-
  man, draw that blade and have at it. These 
  story details don’t have additional mechani-
  cal impact. You don’t get a bonus from your 
  magic or your sword, unless you choose to 
  spend a fate point to invoke an appropriate 
  aspect (page  27). Often, the ability to use 
  an aspect to make something true in the story 
  is bonus enough!
  How do you know if you’re successful? 
  Often, you just succeed, because the action 
  isn’t hard and nobody’s trying to stop you. 
  But if failure provides an interesting twist in 
  the story, or if something unpredictable could 
  happen, you need to break out the dice. 
  TAKING ACTION:  
  THE 30-SECOND VERSION 
  1. Describe what you want your 
  character to do. See if some-
  one or something can stop you.
  2. Decide what action you’re 
  taking: create an advantage, 
  overcome, attack, or defend.
  3. Decide on your approach.
  4. Roll dice and add your 
  approach’s bonus. 
  5. Decide whether to modify your 
  roll with aspects.
  6. Figure out your outcome.
  13
  OuTcOMES, AcTiOnS, AnD APPrOAcHES
  DicE Or cArDS
  Part of determining your outcome is generating a random number, which is 
  usually done in one of two ways: rolling four Fate Dice, or drawing a card 
  from a Deck of Fate.
  Fate Dice: Fate Dice (sometimes called Fudge dice, after the game they were 
  originally designed for) are one way to determine outcomes. You always roll 
  Fate Dice in a set of four. Each die will come up as -, 0, or +, and you 
  add them together to get the total of the roll. For example:
  -+0+ = +1 
  +-00 = 0
  +++- = +2 -000 = −1
  Deck of Fate: The Deck of Fate is a deck of cards that copies the statistical 
  spread of Fate Dice. You can choose to use them instead of dice—either one 
  works great. 
  OuTcOMES
  Once you roll your dice, add your approach bonus (we’ll talk about that in 
  a moment) and any bonuses from aspects or stunts. Compare the total to a 
  target number, which is either a fixed difficulty or the result of the GM’s roll 
  for an NPC. Based on that comparison, your outcome is:
  • You fail if your total is less than your opponent’s total.
  • It’s a tie if your total is equal to your opponent’s total.
  • You succeed if your total is greater than your opponent’s total.
  • You succeed with style if your total is at least three greater than your 
  opponent’s total.
  Now that we’ve covered outcomes, we can talk about actions and how the 
  outcomes work with them.
  These rules are written with the assumption that 
  you’re rolling Fate Dice, but use whichever one your 
  group prefers. Anytime you’re told to roll dice, that also 
  means you can draw from the Deck of Fate instead.
  Setting 
  difficulties: 
  p. 37
  9
  TROUBLE
  Next, decide on the thing that always gets you into trouble. It could be a 
  personal weakness, or a recurring enemy, or an important obligation—any-
  thing that makes your life complicated.
  Examples: Steel Assassins Want Me Dead; Cast Now, Ask 
  Questions Later; Gotta Look Out for My Little Brother
  ANOThER ASPECT
  Now compose another aspect. Think of something really important or 
  interesting about your character. Are they the strongest person in their 
  hometown? Do they carry a mighty sword known through history? Do they 
  talk too much? Are they filthy rich? 
  OPTIONAL: ONE OR TWO ADDITIONAL ASPECTS
  If you wish, you may create one or two more aspects. These aspects might 
  describe your character’s relationship with other player characters or with 
  an NPC. Or, like the third aspect you composed above, it might describe 
  something especially interesting about your character. 
  If you prefer, you can leave one or both of these aspects blank right now 
  and fill them in later, after the game has started.
  NAME AND APPEARANCE
  Describe your character’s appearance and give them a name.
  CREATING CHARACTERS:  
  THE 30-SECOND VERSION 
  1. Write two aspects (page 25):  
  a high concept and a trouble.
  2. Write another aspect. 
  3. Give your character a name and 
  describe their appearance.
  4. Choose approaches (page 18).
  5. Set your refresh to 3.
  6. You may write up to two more 
  aspects and choose a stunt 
  (page 31) if you wish, or you  
  may do that during play.
  WHO DO YOu WAnT TO BE?
  16
  FATE AccElErATED
  OVERCOME
  You use the overcome action when you have to get 
  past something that’s between you and a particular 
  goal—picking a lock, escaping from handcuffs, leap-
  ing across a chasm, flying a spaceship through an aster-
  oid field. Taking some action to eliminate or change 
  an inconvenient situation aspect is usually an overcome 
  action; we’ll talk more about that in Aspects and Fate Points. The target of 
  your action may get a chance to use the defend action to stop you.
  • If you fail: You have a tough choice to make. You can simply fail—the 
  door is still locked, the thug still stands between you and the exit, the 
  enemy spaceship is still On Your Tail. Or you can succeed, but at 
  a serious cost—maybe you drop something vital you were carrying, 
  maybe you suffer harm. The GM helps you figure out an appropriate 
  cost.
  • If you tie: You attain your goal, but at some minor cost. The GM could 
  introduce a complication, or present you with a tough choice (you can 
  rescue one of your friends, but not the other), or some other twist. See 
  “Succeed at a Cost” in Running the Game in Fate Core for more ideas.
  • If you succeed: You accomplish what you were trying to do. The 
  lock springs open, you duck around the thug blocking the door, you 
  manage to lose the alien spaceship on your tail.
  • If you succeed with style: As success (above), but you also gain a boost.
  Removing 
  a situation 
  aspect: p. 26
  Setting 
  difficulties: 
  p. 37
  15
  OuTcOMES, AcTiOnS, AnD APPrOAcHES
  If you’re trying to take advantage of an aspect you already know about:
  • If you fail: You don’t get any additional benefit from the aspect. You 
  can still invoke it in the future if you’d like, at the cost of a fate point. 
  • If you tie or succeed: You get one free invocation on the aspect for you 
  or an ally to use later. You might want to draw a circle or a box on the 
  aspect’s note card, and check it off when that invocation is used.
  • If you succeed with style: You get two free invocations on the aspect, 
  which you can let an ally use, if you wish.
  ACTIONS & OUTCOMES: THE 30-SECOND VERSION 
  Create an Advantage when creating or discovering aspects:
  • Fail: Don’t create or discover, or you do but your opponent (not you) 
  gets a free invocation.
  • Tie: Get a boost if creating new, or treat as success if looking for existing.
  • Succeed: Create or discover the aspect, get a free invocation on it.
  • Succeed with Style: Create or discover the aspect, get two free 
  invocations on it.
  Create an Advantage on an aspect you already know about:
  • Fail: No additional beneﬁt.
  • Tie: Generate one free invocation on the aspect.
  • Succeed: Generate one free invocation on the aspect.
  • Succeed with Style: Generate two free invocations on the aspect.
  Overcome:
  • Fail: Fail, or succeed at a serious cost.
  • Tie: Succeed at minor cost.
  • Succeed: You accomplish your goal.
  • Succeed with Style: You accomplish your goal and generate a boost.
  Attack:
  • Fail: No effect.
  • Tie: Attack doesn’t harm the target, but you gain a boost.
  • Succeed: Attack hits and causes damage.
  • Succeed with Style: Attack hits and causes damage. May reduce damage 
  by one to generate a boost.
  Defend:
  • Fail: You suffer the consequences of your opponent’s success.
  • Tie: Look at your opponent’s action to see what happens.
  • Succeed: Your opponent doesn’t get what they want.
  • Succeed with Style: Your opponent doesn’t get what they want, and you 
  get a boost.
  14
  FATE AccElErATED
  AcTiOnS
  So you’ve narrated what your PC is trying to do, and you’ve established that 
  there’s a chance you could fail. Next, figure out what action best describes 
  what you’re trying to do. There are four basic actions that cover anything 
  you do in the game.
  CREATE AN ADVANTAGE
  Creating an advantage is anything you do to try to 
  help yourself or one of your friends. Taking a moment 
  to very carefully aim your proton blaster, spending 
  several hours doing research in the school library, or 
  tripping the thug who’s trying to rob you—these all 
  count as creating an advantage. The target of your action 
  may get a chance to use the defend action to stop you. The 
  advantage you create lets you do one of the following three things: 
  • Create a new situation aspect.
  • Discover an existing situation aspect or another character’s aspect that 
  you didn’t know about.
  • Take advantage of an existing aspect.
  If you’re creating a new aspect or discovering an existing one:
  • If you fail: Either you don’t create or discover the aspect at all, or 
  you create or discover it but an opponent gets to invoke the aspect for 
  free. The second option works best if the aspect you create or discover 
  is something that other people could take advantage of (like Rough 
  Terrain). You may have to reword the aspect to show that it benefits 
  the other character instead of you—work it out in whatever way makes 
  the most sense with the player who gets the free invocation. You can 
  still invoke the aspect if you’d like, but it’ll cost you a fate point. 
  • If you tie: If you’re creating a new aspect, you get a boost. Name it and 
  invoke it once for free—after that, the boost goes away. If you’re trying 
  to discover an existing aspect, treat this as a success (see below).
  • If you succeed: You create or discover the aspect, and you or an ally 
  may invoke it once for free. Write the aspect on an index card or sticky 
  note and place it on the table.
  • If you succeed with style: You create or discover the aspect, and you or 
  an ally may invoke it twice for free. Usually you can’t invoke the same 
  aspect twice on the same roll, but this is an exception; success with style 
  gives you a BIG advantage!
  More on 
  aspects: 
  p. 25
  Boosts: 
  p. 26
  
  18
  FATE ACCElERATED
  CHOOSE YOUR APPROACH
  As we mentioned in Who Do You Want to Be?, there are six approaches that 
  describe how you perform actions.
  • Careful: A Careful action is when you pay close attention to detail and 
  take your time to do the job right. Lining up a long-range arrow shot. 
  Attentively standing watch. Disarming a bank’s alarm system. 
  • Clever: A Clever action requires that you think fast, solve problems, 
  or account for complex variables. Finding the weakness in an enemy 
  swordsman’s style. Finding the weak point in a fortress wall. Fixing a 
  computer.
  • Flashy: A Flashy action draws attention to you; it’s full of style and 
  panache. Delivering an inspiring speech to your army. Embarrassing 
  your opponent in a duel. Producing a magical fireworks display.
  • Forceful: A Forceful action isn’t subtle—it’s brute strength. Wrestling a 
  bear. Staring down a thug. Casting a big, powerful magic spell.
  • Quick: A Quick action requires that you move quickly and with dex-
  terity. Dodging an arrow. Getting in the first punch. Disarming a 
  bomb as it ticks 3… 2… 1… 
  • Sneaky: A Sneaky action is done with an emphasis on misdirection, 
  stealth, or deceit. Talking your way out of getting arrested. Picking a 
  pocket. Feinting in a sword fight.
  Each character has each approach rated with a bonus from +0 to +3. Add 
  the bonus to your dice roll to determine how well your PC performs the 
  action you described. 
  So your first instinct is probably to pick the action that gives you the 
  greatest bonus, right? But it doesn’t work like that. You have to base your 
  choice of approach on the description of your action, and you can’t describe 
  an action that doesn’t make any sense. Would you Forcefully creep through 
  a dark room, hiding from the guards? No, that’s being Sneaky. Would you 
  Quickly push that big rock out of the way of the wagon? No, that’s being 
  Forceful. Circumstances constrain what approach you can use, so some-
  times you have to go with an approach that might not play directly to your 
  strengths.
  ROll THE DICE, ADD YOUR BONUS
  Time to take up dice and roll. Take the bonus associated with the approach 
  you’ve chosen and add it to the result on the dice. If you have a stunt that 
  applies, add that too. That’s your total. Compare it to what your opponent 
  (usually the GM) has.
  DECIDE WHETHER TO MODIFY THE ROll
  Finally, decide whether you want to alter your roll by invoking aspects—
  we’ll talk about this a lot in Aspects and Fate Points. 
  Who Do You 
  Want to Be?  
  p. 8
  invoking 
  aspects:   
  p. 27
  19
  CHAllENGES, CONTESTS, AND CONFlICTS
  CHALLENGES, CONTESTS, 
  AND CONFLICTS
  We’ve talked about the four actions (create an advantage, overcome, attack, 
  and defend) and the four outcomes (fail, tie, succeed, and succeed with 
  style). But in what framework do those happen? 
  Usually, when you want to do something straightforward—swim across 
  a raging river, hack someone’s cell phone—all you need to do is make one 
  overcome action against a difficulty level that the GM sets. You look at your 
  outcome and go from there.
  But sometimes things are a little more complex.
  CHAllENGES
  A challenge is a series of overcome and create an advantage actions that you 
  use to resolve an especially complicated situation. Each overcome action 
  deals with one task or part of the situation, and you take the individual 
  results together to figure out how the situation resolves. 
  To set up a challenge, decide what individual tasks or goals make up the 
  situation, and treat each one as a separate overcome roll. 
  Depending on the situation, one character may be required to make sev-
  eral rolls, or multiple characters may be able to participate. GMs, you aren’t 
  obligated to announce all the stages in the challenge ahead of time—adjust 
  the steps as the challenge unfolds to keep things exciting.
  The PCs are the crew of a ship caught in a storm. They decide to 
  press on and try to get to their destination despite the weather, 
  and the GM suggests this sounds like a challenge. Steps in resolv-
  ing this challenge could be calming panicky passengers, repair-
  ing damaged rigging, and keeping the ship on the right heading.
  Setting 
  difficulties: 
  p. 37
  20
  FATE ACCElERATED
  CONTESTS
  When two or more characters are competing against one another for the 
  same goal, but not directly trying to hurt each other, you have a contest. 
  Examples include a car chase, a public debate, or an archery tournament.
  A contest proceeds in a series of exchanges. In an exchange, every partici-
  pant takes one overcome action to determine how well they do in that leg 
  of the contest. Compare your result to everyone else’s.
  If you got the highest result, you win the exchange—you score a victory 
  (which you can represent with a tally or check mark on scratch paper) and 
  describe how you take the lead. If you succeed with style, you mark two 
  victories. 
  If there’s a tie, no one gets a victory, and an unexpected twist occurs. 
  This could mean several things, depending on the situation—the terrain or 
  environment shifts somehow, the parameters of the contest change, or an 
  unanticipated variable shows up and affects all the participants. The GM 
  creates a new situation aspect reflecting this change and puts it into play. 
  The first participant to achieve three victories wins the contest.
  CONFlICTS
  Conflicts are used to resolve situations where characters are trying to harm 
  one another. It could be physical harm (a sword fight, a wizard’s duel, a 
  battle with laser blasters), but it could also be mental harm (a shouting 
  match, a tough interrogation, a magical psychic assault).
  SettinG tHe Scene
  Establish what’s going on, where everyone is, and what the environment 
  is like. Who is the opposition? The GM should write a couple of situation 
  aspects on sticky notes or index cards and place them on the table. Players 
  can suggest situation aspects, 
  too.
  The GM also establishes 
  zones, loosely defined areas 
  that tell you where characters 
  are. You determine zones based 
  on the scene and the following 
  guidelines: 
  Generally, you can inter-
  act with other characters in 
  the same zone—or in nearby 
  zones if you can justify acting 
  at a distance (for example, if 
  you have a ranged weapon or 
  magic spell). 
  Situation 
  aspects: 
  p. 26
  Situation 
  aspects: 
  p. 26
  CONFLICTS:  
  THE 30-SECOND VERSION 
  1. Set the scene.
  2. Determine turn order.
  3. Start the ﬁrst exchange.
  • On your turn, take an action.
  • On other people’s turns, 
  defend against or respond 
  to their actions as necessary.
  • At the end of everyone’s 
  turn, start a new exchange 
  or end the conﬂict.
  21
  CHAllENGES, CONTESTS, AND CONFlICTS
  You can move one zone for free. An action is required to move if there’s 
  an obstacle along the way, such as someone trying to stop you, or if you 
  want to move two or more zones. It sometimes helps to sketch a quick map 
  to illustrate zones.
  Thugs are attacking the characters in a house. The living room is 
  one zone, the kitchen another, the front porch another, and the 
  yard a fourth. Anyone in the same zone can easily throw punches 
  at each other. From the living room, you can throw things at 
  people in the kitchen or move into the kitchen as a free action, 
  unless the doorway is blocked. To get from the living room to the 
  front porch or yard requires an action.
  DeteRMine tURn ORDeR
  Your turn order in a conflict is based on your approaches. In a physical 
  conflict, compare your Quick approach to the other participants’—the 
  one with the fastest reflexes goes first. In a mental conflict, compare your 
  Careful approach—attention to detail will warn you of danger. Whoever 
  has the highest approach gets to go first, and then everyone else goes in 
  descending order. Break ties in whatever manner makes sense, with the GM 
  having the last word. 
  GMs, it’s simplest if you pick your most advantageous NPC to determine 
  your place in the turn order, and let all your NPCs go at that time. But if 
  you have a good reason to determine turn order individually for all your 
  NPCs, go right ahead.
  excHAnGeS
  Next, each character takes a turn in order. On their turn, a character can 
  take one of the four actions. Resolve the action to determine the outcome. 
  The conflict is over when only one side has characters still in the fight.
  four actions: 
  p. 14
  17
  OUTCOMES, ACTIONS, AND APPROACHES
  AttAck
  Use an attack when you try to hurt someone, whether physi-
  cally or mentally—swinging a sword, shooting a blaster rifle, 
  or yelling a blistering insult with the intent to hurt your 
  target. (We’ll talk about this in Ouch! Damage, Stress, and 
  Consequences, but the important thing is: If someone gets hurt 
  too badly, they’re knocked out of the scene.) The target of your 
  attack gets a chance to use the defend action to stop you.
  • If you fail: Your attack doesn’t connect. The target parries your sword, 
  your shot misses, your target laughs off your insult.
  • If you tie: Your attack doesn’t connect strongly enough to cause any 
  harm, but you gain a boost.
  • If you succeed: Your attack hits and you do damage. See Ouch! 
  Damage, Stress, and Consequences.
  • If you succeed with style: You hit and do damage, plus you have the 
  option to reduce the damage your hit causes by one and gain a boost.
  DefenD
  Use defend when you’re actively trying to stop someone from 
  doing any of the other three actions—you’re parrying a sword 
  strike, trying to stay on your feet, blocking a doorway, and 
  the like. Usually this action is performed on someone else’s 
  turn, reacting to their attempt to attack, overcome, or create 
  an advantage. You may also roll to oppose some non-attack 
  actions, or to defend against an attack on someone else, if you 
  can explain why you can. Usually it’s fine if most people at the table agree 
  that it’s reasonable, but you can also point to a relevant situation aspect to 
  justify it. When you do, you become the target for any bad results.
  • If you fail: You’re on the receiving end of whatever your opponent’s 
  success gives them.
  • If you tie or succeed: Things don’t work out too badly for you; look at 
  the description of your opponent’s action to see what happens. 
  • If you succeed with style: Your opponent doesn’t get what they want, 
  plus you gain a boost.
  GettinG Help
  An ally can help you perform your action. When an ally helps you, they 
  give up their action for the exchange and describe how they’re providing the 
  help; you get a +1 to your roll for each ally that helps this way. Usually only 
  one or two people can help this way before they start getting in each other’s 
  way; the GM decides how many people can help at once. 
  Doing damage:  
  p. 23
  Damage, 
  Stress, and 
  consequences: 
  p. 22
  24
  FATE ACCElERATED
  GIvING IN
  If things look grim for you, you can give in (or concede the fight)—but 
  you have to say that’s what you’re going to do before your opponent rolls 
  their dice. 
  This is different than being taken out, because you get a say in what hap-
  pens to you. Your opponent gets some major concession from you—talk 
  about what makes sense in your situation—but it beats getting taken out 
  and having no say at all. 
  Additionally, you get one fate point for conceding, and one fate point 
  for each consequence you took in this conflict. This is your chance to say, 
  “You win this round, but I’ll get you next time!” and get a tall stack of fate 
  points to back it up. 
  GETTING BETTER—RECOvERING FROM 
  STRESS AND CONSEQUENCES
  At the end of each scene, clear all of your stress boxes. Recovery from a con-
  sequence is a bit more complicated; you need to explain how you recover 
  from it—whether that’s an ER visit, taking a walk to calm down, or what-
  ever makes sense with the consequence. You also need to wait an appropri-
  ate length of time.
  • Mild consequence: Clear it at the end of the scene, provided you get 
  a chance to rest.
  • Moderate consequence: Clear it at the end of the next session, pro-
  vided it makes sense within the story.
  • Severe consequence: Clear it at the end of the scenario, provided it 
  makes sense within the story.
  Scenarios: 
  p. 36
  RENAMING MODERATE 
  AND SEVERE 
  CONSEqUENCES
  Moderate and severe con-
  sequences stick around for 
  a while. therefore, at some 
  point you may want to change 
  the name of the aspect to 
  better ﬁt what’s going on 
  in the story. for instance, 
  after you get some medi-
  cal help, Painful Broken Leg 
  might make more sense if 
  you change it to Hobbling on 
  Crutches.
  23
  DAMAGE, STRESS, AND CONSEQUENCES
  WHAT IS STRESS?
  If you get hit and don’t want to be taken out, you can choose to take stress.
  Stress represents you getting tired or annoyed, taking a superficial wound, 
  or some other condition that goes away quickly. 
  Your character sheet has a stress track, a row of three boxes. When you 
  take a hit and check a stress box, the box absorbs a number of shifts equal to 
  its number: one shift for Box 1, two for Box 2, or three for Box 3.
  You can only check one stress box for any single hit, but you can check 
  a stress box and take one or more consequences at the same time. You can’t 
  check a stress box that already has a check mark in it!
  WHAT ARE CONSEQUENCES?
  Consequences are new aspects that you take to reflect being seriously hurt 
  in some way. Your character sheet has three slots where you can write conse-
  quences. Each one is labeled with a number: 2 (mild consequence), 4 (mod-
  erate consequence), or 6 (severe consequence). This represents the number 
  of shifts of the hit the consequence absorbs. You can mark off as many of 
  these as you like to handle a single hit, but only if that slot was blank to start 
  with. If you already have a moderate consequence written down, you can’t 
  take another one until you do something to make the first one go away!
  A major downside of consequences is that each consequence is a new 
  aspect that your opponents can invoke against you. The more you take, the 
  more vulnerable you are. And just like situation aspects, the character that 
  creates it (in this case, the character that hit you) gets one free invocation 
  on that consequence. They can choose to let one of their allies use the free 
  invocation.
  Let’s say that you get hit really hard and take a 4-shift hit. You 
  check Box 2 on your stress track, which leaves you with 2 shifts 
  to deal with. If you can’t, you’re taken out, so it’s time for a con-
  sequence. You can choose to write a new aspect in the conse-
  quence slot labeled 2—say, Sprained Ankle. Those ﬁnal 2 shifts 
  are taken care of and you can keep ﬁghting!
  If you’re unable to absorb all of a hit’s shifts—by checking a stress box, 
  taking consequences, or both—you’re taken out.
  WHAT HAPPENS WHEN I GET TAKEN OUT?
  If you get taken out, you can no longer act in the scene. Whoever takes you 
  out narrates what happens to you. It should make sense based on how you 
  got taken out—maybe you run from the room in shame, or maybe you get 
  knocked unconscious.
  22
  FATE ACCElERATED
  OUCH! DAMAGE, STRESS, 
  AND CONSEqUENCES
  When you’re hit by an attack, the severity of the hit is the difference between 
  the attack roll and your defense roll; we measure that in shifts. For instance, 
  if your opponent gets +5 on their attack and you get a +3 on your defense, 
  the attack deals a two shift hit (5 – 3 = 2). 
  Then, one of two things happens: 
  • You suffer stress and/or consequences, but you stay in the fight.
  • You get taken out, which means you’re out of the action for a while.
  STRESS & CONSEqUENCES:  
  THE 30-SECOND VERSION 
  • each character starts with three stress boxes.
  • Severity of hit (in shifts)  
  = Attack Roll – Defense Roll
  • When you take a hit, you need to account 
  for how that hit damages you. One way to 
  absorb the damage is to take stress; you can 
  check one stress box to handle some or all of 
  a single hit. You can absorb a number of shifts 
  equal to the number of the box you check: 
  one for Box 1, two for Box 2, three for Box 3.
  • You may also take one or more consequences 
  to deal with the hit, by marking off one or 
  more consequence slots and writing a new 
  aspect for each one. Mild consequence = 2 
  shifts; moderate = 4 shifts; severe = 6 shifts.
  • if you can’t (or decide not to) handle the 
  entire hit, you’re taken out. Your opponent 
  decides what happens to you.
  • Giving in before your opponent’s roll allows 
  you to control how you exit the scene. 
  You also get one or more fate points for 
  doing this!
  • Stress and mild consequences vanish at the 
  end of the scene, provided you get a chance 
  to rest. Other consequences take longer.
  
  26
  FATE ACCElERATED
  Situation Aspects: These aspects describe the surroundings that the action 
  is taking place in. This includes aspects you create or discover using the 
  create an advantage action. A situation aspect usually vanishes at the end 
  of the scene it was part of, or when someone takes some action that would 
  change or get rid of it. Essentially, they last only as long as the situational 
  element they represent lasts. 
  Examples: On Fire; Bright Sunlight; Crowd of Angry People; 
  Knocked to the Ground
  To get rid of a situation aspect, you can attempt an overcome action to 
  eliminate it, provided you can think of a way your character could accom-
  plish it—dump a bucket of water on the Raging Fire, use evasive maneu-
  vers to escape the enemy fighter that’s On Your Tail. An opponent may use 
  a Defend action to try to preserve the aspect, if they can describe how they 
  do it.
  Consequences: These aspects represent injuries or other lasting trauma that 
  happen when you get hit by attacks. They go away slowly, as described in 
  Ouch! Damage, Stress, and Consequences. 
  Examples: Sprained Ankle; Fear of Spiders; Concussion; 
  Debilitating Self-Doubt
  Boosts: A boost is a temporary aspect that you get to use once (see “What 
  Do You Do With Aspects?” next), then it vanishes. Unused boosts vanish 
  when the scene they were created in is over or when the advantage they 
  represent no longer exists. These represent very brief and fleeting advantages 
  you get in conflicts with others. 
  Examples: In My Sights; Distracted; Unstable Footing; Rock in 
  His Boot
  Recovery from 
  consequences: 
  p. 24
  27
  ASPECTS AnD FATE POinTS
  WHAT DO YOu DO WiTH ASPECTS?
  There are three big things you can do with aspects: invoke aspects, compel 
  aspects, and use aspects to establish facts.
  INVOkING ASPECTS
  You invoke an aspect to give yourself a bonus or make things a bit harder for 
  your opponent. You can invoke any aspect that you a) know about, and b) 
  can explain how you use it to your advantage—including aspects on other 
  characters or on the situation. Normally, invoking an aspect costs you a fate 
  point—hand one of your fate points to the GM. 
  To invoke an aspect, you need to describe how that 
  aspect helps you in your current situation.
  • 
  I attack the zombie with my sword. I 
  know zombies are Sluggish, so that 
  should help me.
  • 
  I really want to scare this guy. I’ve heard 
  he’s Scared of Mice, so I’ll release a 
  mouse in his bedroom. 
  • 
  Now that the guard’s Distracted, I should 
  be able to sneak right by him.
  • 
  This spell needs to be really powerful—I’m an Archwizard of 
  the Ancient Order, and powerful spells are my bread and 
  butter.
  pVp
  The only time that fate point 
  might not go to the GM is 
  when you’re in conﬂict with 
  another player. If you are, and 
  you invoke one of that player’s 
  character aspects to help you 
  out against them, they will get 
  the fate point instead of the 
  GM once the scene is over.
  28
  FATE ACCElERATED
  What does invoking the aspect get you? Choose one of the following effects:
  • Add a +2 bonus to your total. This costs a fate point.
  • Reroll the dice. This option is best if you rolled really lousy (usually a 
  −3 or −4 showing on the dice). This costs a fate point.
  • Confront an opponent with the aspect. You use this option when your 
  opponent is trying something and you think an existing aspect would 
  make it harder for them. For instance, an alien thug wants to draw 
  his blaster pistol, but he’s Buried in Debris; you spend a fate point 
  to invoke that aspect, and now your opponent’s level of difficulty is 
  increased by +2.
  • Help an ally with the aspect. Use this option when a friend could use 
  some help and you think an existing aspect would make it easier for 
  them. You spend a fate point to invoke the aspect, and now your friend 
  gets a +2 on their roll.
  Important: You can only invoke any aspect once on a given dice roll; you 
  can’t spend a stack of fate points on one aspect and get a huge bonus from 
  it. However, you can invoke several different aspects on the same roll.
  If you’re invoking an aspect to add a bonus or reroll your dice, wait until 
  after you’ve rolled to do it. No sense spending a fate point if you don’t need to!
  Free invocations: Sometimes you can invoke an aspect for free, without 
  paying a fate point. If you create or discover an aspect through the create 
  an advantage action, the first invocation on it (by you or an ally) is free (if 
  you succeeded with style, you get two freebies). If you cause a consequence 
  through an attack, you or an ally can invoke it once for free. A boost is a 
  special kind of aspect that grants one free invocation, then it vanishes. 
  COMPELLING ASPECTS
  If you’re in a situation where having or being around a certain aspect means 
  your character’s life is more dramatic or complicated, anyone can compel 
  the aspect. You can even compel it on yourself—that’s called a self-compel. 
  Compels are the most common way for players to earn more fate points.
  There are two types of compels.
  Decision compels: This sort of compel suggests the answer to a decision 
  your character has to make. If your character is Princess of Alaria, for 
  example, you may need to stay to lead the defense of the Royal Alarian 
  Castle rather than fleeing to safety. Or if you have a Defiant Streak a Mile 
  Wide, maybe you can’t help but mouth off to the Dean of Discipline when 
  he questions you.
  Succeed with 
  style: p. 13
  Boosts: 
  p. 26
  29
  ASPECTS AnD FATE POinTS
  Event compels: Other times a compel 
  reflects something happening that makes 
  life more complicated for you. If you have 
  Strange Luck, of course that spell you’re 
  working on in class accidentally turns the 
  dour Potions Master’s hair orange. If you 
  Owe Don Valdeon a Favor, then Don 
  Valdeon shows up and demands that you 
  perform a service for him just when it’s least 
  convenient.
  In any case, when an aspect is compelled 
  against you, the person compelling it offers 
  you a fate point and suggests that the aspect 
  has a certain effect—that you’ll make a cer-
  tain decision or that a particular event will 
  occur. You can discuss it back and forth, pro-
  posing tweaks or changes to the suggested 
  compel. After a moment or two, you need to 
  decide whether to accept the compel. If you 
  agree, you take the fate point and your char-
  acter makes the suggested decision or the 
  event happens. If you refuse, you must pay 
  a fate point from your own supply. Yes, this 
  means that if you don’t have any fate points, 
  you can’t refuse a compel!
  ESTABLIShING FACTS
  The final thing that aspects can do is establish facts in the game. You don’t 
  have to spend any fate points, roll dice, or anything to make this happen—
  just by virtue of having the aspect Ruddy Duck’s Pilot, you’ve established 
  that your character is a pilot and that you fly a plane named the Ruddy Duck. 
  Having the aspect Mortal Enemy: The Red Ninjas establishes that the set-
  ting has an organization called the Red Ninjas and that they’re after you 
  for some reason. If you take the aspect Sorcerer of the Mysterious Circle, 
  you not only establish that there’s a group of sorcerers called the Mysterious 
  Circle, but that magic exists in the setting and that you can perform it.
  When you establish facts of the setting this way, make sure you do it in 
  cooperation with other players. If most people want to play in a setting 
  without magic, you shouldn’t unilaterally bring magic into it through an 
  aspect. Make sure that the facts you establish through your aspects make 
  the game fun for everyone.
  HOw MANy FATE pOINTS 
  DOES THE GM GET?
  As GM, you don’t need to track 
  fate points for each NPC, but that 
  doesn’t mean you get an unlimited 
  number. Start each scene with a 
  pool of one fate point per PC that’s 
  in the scene. Spend fate points from 
  this pool to invoke aspects (and 
  consequences) against the PCs. 
  When it’s empty, you can’t invoke 
  aspects against them.
  how can you increase the size 
  of your pool? When a player com-
  pels one of an NPC’s aspects, add 
  the fate point to your pool. If that 
  compel ends the scene, or when an 
  NPC gives in, instead add those fate 
  points to your pool at the start of 
  the next scene.
  Fate points you award for com-
  pels do NOT come from this pool. 
  You never have to worry about run-
  ning out of fate points to award for 
  compels.
  25
  ASPECTS AnD FATE POinTS
  ASpECTS AND FATE pOINTS
  An aspect is a word or phrase that describes something special about a 
  person, place, thing, situation, or group. Almost anything you can think 
  of can have aspects. A person might be the Greatest Swordswoman on the 
  Cloud Sea. A room might be On Fire after you knock over an oil lamp. 
  After a time-travel encounter with a dinosaur, you might be Terrified. 
  Aspects let you change the story in ways that go along with your character’s 
  tendencies, skills, or problems.
  You spend fate points—which you keep track of with pennies or glass 
  beads or poker chips or some other tokens—to unlock the power of aspects 
  and make them help you. You earn fate points by letting a character aspect 
  be compelled against you to complicate the situation or make your life 
  harder. Be sure to keep track of the fate points you have left at the end of 
  the session—if you have more than your refresh, you start the next session 
  with the fate points you ended this session with.
  You earned a lot of fate points during your game session, ending 
  the day with ﬁve fate points. Your refresh is 2, so you’ll start with 
  ﬁve fate points the next time you play. But another player ends 
  the same session with just one fate point. His refresh is 3, so he’ll 
  begin the next session with 3 fate points, not just the one he had 
  left over.
  WHAT KinDS OF ASPECTS ARE THERE?
  There’s an endless variety of aspects, but no matter what they’re called they 
  all work pretty much the same way. The main difference is how long they 
  stick around before going away.
  Character Aspects: These aspects are on your character sheet, such as your 
  high concept and trouble. They describe personality traits, important details 
  about your past, relationships you have with others, important items or 
  titles you possess, problems you’re dealing with or goals you’re working 
  toward, or reputations and obligations you carry. These aspects only change 
  under very unusual circumstances; most never will. 
  Examples: Captain of the Skyship Nimbus; On the Run From 
  the Knights of the Circle; Attention to Detail; I Must Protect My 
  Brother
  Refresh: 
  p. 11
  high concept: 
  p. 8
  Trouble: 
  p. 9
  32
  FATE ACCElERATED
  The second type of stunt lets you make something true, do something 
  cool, or otherwise ignore the usual rules in some way. Use this template:
  Because I [describe some way that you are exceptional, have a cool bit 
  of gear, or are otherwise awesome], once per game session I can [describe 
  something cool you can do]. 
  For example:
  • 
  Because I am Well Connected, once per game session I can 
  ﬁnd a helpful ally in just the right place.
  • 
  Because I am Quick on the Draw, once per game session I 
  can choose to go ﬁrst in a physical conﬂict.
  • 
  Because I can Run Circles Around a leopard, once per 
  game session I can show up anywhere i want to, provided i 
  could run there, no matter where i started.
  These templates exist to give you an idea of how stunts should be con-
  structed, but don’t feel constrained to follow them exactly if you have a 
  good idea. If you’d like to read more about the construction of stunts, see 
  Skills and Stunts in Fate Core. 
  31
  STunTS
  STUNTS
  Stunts are tricks, maneuvers, or techniques your character has that change 
  how an approach works for your character. Generally this means you get a 
  bonus in certain situations, but sometimes it gives you some other ability 
  or characteristic. A stunt can also reflect specialized, high-quality, or exotic 
  equipment that your character has access to that gives them a frequent edge 
  over other characters.
  There’s no definitive list of stunts that you pick from; much like aspects, 
  everyone composes their own stunts. There are two basic templates to guide 
  you in composing your stunts, so you do have something to work from.
  The first type of stunt gives you a +2 bonus when you use a certain 
  approach in a certain situation. Use this template:
  Because I [describe some way that you are exceptional, have a cool bit 
  of gear, or are otherwise awesome], I get a +2 when I  [pick one: Carefully, 
  Cleverly, Flashily, Forcefully, Quickly, Sneakily] [pick one: attack, 
  defend, create advantages, overcome] when [describe a circumstance]. 
  For example:
  • 
  Because I am a Smooth Talker, I get a +2 when I Sneakily 
  create advantages when i’m in conversation with someone.
  • 
  Because I am a lover of Puzzles, I get a +2 when I Cleverly 
  overcome obstacles when i am presented with a puzzle, 
  riddle, or similar conundrum.
  • 
  Because I am a World-Class Duelist, I get a +2 when I 
  Flashily attack when engaged in a one-on-one swordﬁght.
  • 
  Because I have a Big Kite Shield, I get a +2 when I Forcefully 
  defend when i use my shield in close combat.
  Sometimes, if the circumstance is especially restrictive, you can apply the 
  stunt to both the create an advantage action and the overcome action.
  Approaches: 
  p. 18
  30
  FATE ACCElERATED
  COMPOSinG GOOD ASPECTS
  When you need to think of a good aspect (we’re mainly talking about char-
  acter and situation aspects here), think about two things: 
  • How the aspect might help you—when you’d invoke it.
  • How it might hurt you—when it would be compelled against you. 
  For example: 
  I’ll Get You, von Stendahl!
  • 
  Invoke this when acting against von Stendahl to improve 
  your chances.
  • 
  Get a fate point when your dislike for von Stendahl makes 
  you do something foolish to try to get him.
  Hair Trigger Nerves
  • 
  Invoke this when being extra vigilant and careful would help 
  you.
  • 
  Get a fate point when this causes you to be jumpy and be 
  distracted by threats that aren’t really there.
  Obviously, your trouble aspect is supposed to cause problems—and 
  thereby make your character’s life more interesting and get you fate points—
  so it’s okay if that one’s a little more one-dimensional, but other character 
  and situation aspects should be double-edged.
  
  34
  FATE ACCElERATED
  SIGNIFICANT MILESTONES
  A significant milestone usually occurs at the end of a scenario or the con-
  clusion of a big plot event (or, when in doubt, at the end of every two or 
  three sessions). Unlike minor milestones, which are primarily about change, 
  significant milestones are about learning new things—dealing with prob-
  lems and challenges has made your character generally more capable at what 
  they do.
  In addition to the benefit of a minor milestone, you also gain both of the 
  following:
  • If you have a severe consequence that’s been around for at least two 
  sessions, you can clear it. 
  • Raise the bonus of one approach by one.
  MAJOR MILESTONES
  Major milestones should only occur when something 
  happens in the campaign that shakes it up a lot—the 
  end of a big story arc, the final defeat of a main NPC 
  villain, or any other large-scale change that reverberates 
  around your game world. 
  These milestones are about gaining more power. 
  The challenges of yesterday simply aren’t sufficient to 
  threaten these characters anymore, and the threats of 
  tomorrow will need to be more adept, organized, and 
  determined to stand against them. 
  Achieving a major milestone confers the benefits of a significant mile-
  stone and a minor milestone. In addition, you may do all of the following:
  • Take an additional point of refresh, which you may immediately use to 
  purchase a stunt if you wish.
  • Rename your character’s high concept (optional).
  Scenarios: 
  p. 36
  RAISING  
  AppROACH 
  BONUSES
  When you raise the bonus 
  of an approach, there’s 
  only one rule you need 
  to remember: you can’t 
  raise an approach bonus 
  above Superb (+5).
  35
  BEinG THE GM
  BEING THE GM
  The GM has many responsibilities, such as presenting the conflict to the 
  players, controlling NPCs, and helping everyone apply the rules to the situ-
  ation in the game.
  Let’s talk about the GM’s jobs.
  HElP BuilD CAMPAiGnS
  A campaign is a series of games you play with the same characters, where 
  the story builds on what happened in earlier sessions. All the players should 
  collaborate with the GM to plan how the campaign will work. Usually this 
  is a conversation among all of you to decide what sort of heroes you want to 
  play, what sort of world you live in, and what sorts of bad guys you’ll have. 
  Talk about how serious you want the game to be and how long you want 
  it to last.
  • 
  Cat-people 
  sky 
  pirates 
  in 
  ﬂying ships, always on the run 
  from the Royal Navy trying to 
  catch them.  
  • 
  Magic-wielding desert towns-
  folk stand against the invad-
  ing soldiers of the evil Steel 
  Empire. 
  • 
  Students at a boarding school 
  for magical youth solve mys-
  teries and uncover secrets of 
  their ancient school. 
  LEARNING HOW  
  TO BE A GM
  Being a GM and running games 
  can seem intimidating and dif-
  ﬁcult at ﬁrst. It’s a skill that takes 
  some practice to master, so don’t 
  worry—you’ll get better the more 
  you do it. If you’d like to read more 
  about the art of GMing Fate, there 
  are several chapters in the Fate 
  Core rules that you should check 
  out: Running the Game, Scenes, 
  Sessions, and Scenarios, and The 
  Long Game are particularly help-
  ful. Fate Core is available for free 
  at www.evilhat.com.
  36
  FATE ACCElERATED
  BuilD SCEnARiOS AnD Run GAME SESSiOnS
  A scenario is one short story arc, the sort of thing you might see wrapped 
  up in one or two episodes of an adventure television show, even if it’s a 
  smaller part of a bigger story. Usually you can wrap up a scenario in one to 
  three game sessions, assuming you play for three or four hours at a time. But 
  what is a scenario, and how do you build one?
  SCENARIOS
  A scenario needs two things: A bad guy with a goal, and a reason the PCs 
  can’t ignore it.
  Bad guy with a goal: You’ve probably figured this out already. The cam-
  paign’s main opposition, or one of his allies, is probably your bad guy. 
  Something the PCs can’t ignore: Now you have to give the PCs a reason to 
  care. Make sure the bad guy’s goal is up in the PCs’ faces, where they need 
  to do something about it or bad things will happen to them, or to people 
  or things they value.
  RUNNING GAME SESSIONS
  Now that your bad guy is doing something the PCs will pay attention to, 
  it’s time to start them off. Sometimes the best way to do that, especially for 
  the first session of a new story arc, is to put them right in the action. Once 
  the PCs know why they should care about what’s going on, you just get out 
  of the way and let them take care of it.
  That said, there are a bunch of tasks the GM needs to perform to run 
  the session:
  • Run scenes: A session is made up of individual scenes. Decide where 
  the scene begins, who’s there, and what’s going on. Decide when all the 
  interesting things have played out and the scene’s over.
  • Adjudicate the rules: When some question comes up about how to 
  apply the rules, you get final say. 
  • Set difficulties: You decide how difficult tasks should be.
  • Play the NPCs: Each player controls their own character, but you con-
  trol all the rest, including the bad guys.
  • Keep things moving: If the players don’t know what to do next, it’s 
  your job to give them a nudge. Never let things get too bogged down in 
  indecision or because they don’t have enough information—do some-
  thing to shake things up.
  • Make sure everyone has a chance to be awesome: Your goal isn’t to 
  defeat the players, but to challenge them. Make sure every PC gets a 
  chance to be the star once in a while, from the big bad warrior to the 
  little sneaky thief.
  Difficulties: 
  p. 37
  37
  BEinG THE GM
  SETTinG DiFFiCulTY lEvElS
  When another character is opposing a PC, their rolls provide the opposition 
  in a conflict, contest, or challenge. But if there’s no active opposition, you 
  have to decide how hard the task is.
  Low difficulties are best when you want to give the PCs a chance to 
  show off and be awesome. Difficulties near their approach ratings are 
  best when you want to provide tension but not overwhelm them. High 
  difficulties are best when you want to emphasize how dire or unusual the 
  circumstances are and make them pull out all the stops. 
  RULES OF ThUMB:
  • If the task isn’t very tough at all, give it a 
  Mediocre (+0)—or just tell the player they 
  succeed without a roll.
  • If you can think of at least one reason why 
  the task is tough, pick Fair (+2).
  • If the task is extremely difficult, pick 
  Great (+4). 
  • If the task is impossibly difficult, go as 
  high as you think makes sense. The PC will 
  need to drop some fate points and get lots 
  of help to succeed, but that’s fine.
  OpTIONAL RULE:  
  AppROACH-RELATED 
  TARGET NUMBERS
  Sometimes being Careful makes 
  things a lot easier; sometimes it 
  just takes too long. The GM may 
  wish to adjust the target number 
  up or down by 1 or 2 depending 
  on whether you choose a ﬁtting 
  or a problematic approach. This 
  makes things a bit more complex, 
  but for some groups it’s worth it.
  33
  CHARACTER ADvAnCEMEnT
  GETTING BETTER AT DOING STUFF: 
  CHARACTER ADVANCEMENT
  People change. Your skills sharpen as you practice them. Your life expe-
  riences accumulate and shape your personality. Fate Accelerated Edition 
  reflects that with character advancement, which allows you to change your 
  aspects, add or change stunts, and raise your approach bonuses. You do this 
  when your character reaches a milestone.
  MilESTOnES
  Stories in TV shows, comic books, movies, and even video games usually 
  continue from episode to episode, season to season. It took Frodo three big 
  books to take the Ring to the fiery mountain. It took Aang three seasons to 
  defeat the Fire Lord. You get the idea. FAE can tell those kinds of stories; 
  you play many game sessions in a row using the same characters—this is 
  often called a campaign—and the story builds on itself. But within these 
  long stories, there are shorter story arcs, like single episodes of a TV show or 
  single issues of a comic, where shorter stories are told and wrapped up. FAE 
  can do that too, even within a longer campaign.
  In FAE, we call those wrap-ups milestones—whether they’re small ones 
  for short stories, or really big ones at the end of many sessions of play. FAE 
  recognizes three types of milestones, and each one allows you to change 
  your character in certain ways.
  MINOR MILESTONES
  A minor milestone usually occurs at the end of a session of play, or when 
  one piece of a story has been resolved. Rather than making your character 
  more powerful, this kind of milestone is more about changing your char-
  acter, about adjusting in response to whatever’s going on in the story if you 
  need to. Sometimes it won’t really make sense to take advantage of a minor 
  milestone, but you always have the opportunity in case you need to.
  After a minor milestone, you can choose to do one (and only one) of the 
  following:
  • Switch the ratings of any two approaches. 
  • Rename one aspect that isn’t your high concept. 
  • Exchange one stunt for a different stunt. 
  • Choose a new stunt (and adjust your refresh, if you already have three 
  stunts). 
  Also, if you have a moderate consequence, check to see if it’s been around 
  for two sessions. If so, you can clear it.
  40
  FATE ACCElERATED
  ExAMpLE CHARACTERS
  Here are four sample characters that you can use as-is or use as inspiration 
  for your own characters. 
  RETH OF THE AnDRAli RESiSTAnCE
  Reth is 14 years of age. He has dark brown skin and dark hair that he wears 
  in thick dreadlocks. He wears light, loose-fitting clothing and sandals, and 
  he’s a skilled martial artist. He’s the most powerful Suncaller to be born in 
  generations; he can magically call forth the power of fire. Originally from 
  a town in the vast Andral Desert, he and his friends took a stand against 
  the invading Steel Empire and have 
  been living on the run since.
  RETh
  High Concept:  
  Suncaller of the Andral Desert
  Trouble: Steel Assassins Want Me Dead
  Other Aspects: My Kung Fu Is The Strongest; 
  Crush On Avasa; I Can Learn from Serio’s 
  Experience
  APPROAChES
  Careful: Fair (+2)
  Clever: Average (+1)
  Flashy: Mediocre (+0)
  Forceful: Good (+3)
  Quick: Fair (+2)
  Sneaky: Average (+1)
  STUNTS
  Stance of the Defiant Sun: Because I have 
  perfected the Stance of the Defiant Sun, I 
  gain a +2 to Forcefully defend in hand-to-
  hand combat.
  (May take two more stunts  
  without reducing refresh!)
  STRESS 3
  CONSEqUENCES
  Mild (2): 
  Moderate (4): 
  Severe (6): 
  REFRESh: 3
  39
  BEinG THE GM
  Groups of Mooks: If you have a lot of low-level bad guys facing the PCs, 
  you can make your job easier by treating them as a group—or maybe a few 
  groups. Instead of tracking a dozen bad guys, you track three groups of four 
  bad guys each. Each of these groups acts like a single character and has a set 
  of stats just like a single mook would: 
  1. Choose a couple of things they’re skilled at. You might designate “gang-
  ing up” as one of the things the group is good at.
  2. Choose a couple of things they’re not so good at.
  3. Give them an aspect. 
  4. Give them one stress box for every two individuals in the group. 
  Fate Core has a way of handling this, called mobs (see the “Creating the 
  Opposition” section of the Running the Game chapter in Fate Core). Feel free 
  to use that option if you prefer. Note that it may lead to very strong mobs, 
  unless you start with extremely weak mooks—if you want to give your PCs 
  a serious challenge, that could be one way to do it.
  GANG OF ThUGS
  Axe Handles & Crowbars
  Skilled (+2) at: Ganging up, scaring innocent people
  Bad (-2) at: Thinking ahead, fighting when outnumbered
  Stress: 2 (4 thugs)
  38
  FATE ACCElERATED
  BAD GuYS
  When you make a bad guy, you can stat them out exactly like the PCs, with 
  approaches, aspects, stress, and consequences. You should do this for impor-
  tant or recurring bad guys who are intended to give the PCs some real dif-
  ficulties, but you shouldn’t need more than one or two of these in a scenario.
  Mooks: Other bad guys are mooks—unnamed thugs or monsters or 
  goons that are there to make the PCs’ day a little more difficult, but they’re 
  designed to be more or less easily swept aside, especially by powerful PCs. 
  Here’s how you create their stats:
  1. Make a list of what this mook is skilled at. They get a +2 to all rolls 
  dealing with these things.
  2. Make a list of what this mook is bad at. They get a −2 to all rolls dealing 
  with these things.
  3. Everything else gets a +0 when rolled.
  4. Give the mook an aspect or two to reinforce what they’re good and bad 
  at, or if they have a particular strength or vulnerability. It’s okay if a 
  mook’s aspects are really simple.
  5. Mooks have zero, one, or two boxes in their stress track, depending on 
  how tough you imagine them to be.
  6. Mooks can’t take consequences. If they run out of stress boxes (or don’t 
  have any), the next hit takes them down.
  CYCLOPS hOUSE BULLY
  Cyclops House Bully, Cowardly Without Backup
  Skilled (+2) at: Frightening other students, weaseling out of 
  trouble, breaking things
  Bad (-2) at: Planning, studying
  Stress: None (first hit takes them out)
  STEEL ASSASSIN
  Steel Assassin, The Night Is Ours
  Skilled (+2) at: Sneaking, ambushing
  Bad (-2) at: Standing up to determined opposition
  Stress: 1
  SkY ShARk
  I’m a Shark, Vulnerable Belly
  Skilled (+2) at: Flying, biting
  Bad (-2) at: Anything that isn’t flying or biting
  Stress: 2
  
  42
  FATE ACCElERATEd
  ABiGAil ZHAO
  Abigail is a student at the School of Sorcery, and a member of Hippogriff 
  House. She has light skin and long black hair with a pink streak. She pushes 
  her luck with her school uniform, adding jewelry, studded belts, and dyed 
  designs to the regulation blouse, trousers, and tie. She’s especially adept at 
  enchantments. While she loves showing up those goons in Cyclops House, 
  she does have a tendency to act before thinking.
  ABIGAIL ZhAO
  High Concept: Enchantment Specialist of 
  Hippogriff House
  Trouble: Cast Now, Ask Questions Later
  Other Aspects: I Hate Those Guys in  
  Cyclops House; Sarah Has My Back;  
  Dexter Fitzwilliam Is Going Down
  APPROAChES
  Careful: Mediocre (+0)
  Clever: Fair (+2)
  Flashy: Average (+1)
  Forceful: Fair (+2)
  Quick: Average (+1)
  Sneaky: Good (+3)
  STUNTS
  Teacher’s Favorite: Because I am a Teacher’s 
  Favorite, once per session I may declare that 
  a helpful teacher arrives in the scene.
  (May take two more stunts  
  without reducing refresh!)
  STRESS 3
  CONSEqUENCES
  Mild (2): 
  Moderate (4): 
  Severe (6): 
  REFRESh: 3
  43
  EXAMPlE CHARACTERS
  BETHESdA FluSHinG, PHd
  Dr. Flushing is a fellow at the Institute for Gravitical and Electro-Mechanical 
  Advancement (IGEMA), and is one of IGEMA’s lead test engineers and 
  field agents. IGEMA is frequently in conflict with agents of various interna-
  tional organizations who seek to steal their technology, take over the world, 
  or both. Gustaf von Stendahl, leader of a shadowy spy agency of uncertain 
  affiliation, is frequently a thorn in her side. Dr. Flushing has bright red hair 
  and is never without several gadgets, including her helicopter pack.
  BEThESDA FLUShING
  High Concept: Chief Field Agent of IGEMA
  Trouble: I’ll Get You, von Stendahl!
  Other Aspects: My Inventions Almost Always Work. 
  Almost.; My Grad Students Come Through, Just Not 
  How I Expect Them To; I Trust Dr. Alemieda’s Genius
  APPROAChES
  Careful: Fair (+2)
  Clever: Good (+3)
  Flashy: Average (+1)
  Forceful: Fair (+2)
  Quick: Average (+1)
  Sneaky: Mediocre (+0)
  STUNTS
  Experimental Helo Pack: When I use my 
  Experimental Helo Pack, I gain a +2 
  bonus to Quickly create an advantage or 
  overcome an obstacle if flying would be 
  both possible and helpful.
  Gadgeteer: Because I am a Gadgeteer, once 
  per session I may declare that I have an 
  especially useful device that lets me eliminate 
  one situation aspect.
  (May take one more stunt  
  without reducing refresh!)
  STRESS 3
  CONSEqUENCES
  Mild (2): 
  Moderate (4): 
  Severe (6): 
  REFRESh: 3
  FATE ACCELERATED: qUICK REFERENCE 1
  diCE RESulTS (PAGE 18)
  Result  = 
  Dice Roll + Approach Bonus 
   
   
  + Bonuses from Stunts 
   
   
  + Bonuses from Invoked Aspects
  OuTCOMES (PAGE 13)
  versus Opponent’s Result or Target number:
  • Fail: Your Result is lower
  • Tie: Your Result is equal
  • Success: Your Result is higher by 1 or 2 
  • Success with Style: Your result is higher by 3 or more
  SETTING TARGET NUMBERS (PAGE 37)
  • Easy Task: Mediocre (+0)—or success without a roll.
  • Moderately difficult: Fair (+2).
  • Extremely difficult: Great (+4). 
  • impossibly difficult: Go as high as you think makes sense. 
  The PC will need to drop some fate points and get lots of 
  help to succeed, but that’s ﬁne.
  THE lAddER
  +8
  Legendary
  +7
  Epic
  +6
  Fantastic
  +5
  Superb
  +4
  Great
  +3
  Good
  +2
  Fair
  +1
  Average
  0
  Mediocre
  -1
  Poor
  -2
  Terrible
  ACTiOnS (PAGE 14)
  C
  Create an advantage when 
  creating or discovering aspects 
           (page 14):
  • Fail: Don’t create or discover, or you 
  do but your opponent (not you) gets 
  a free invocation.
  • Tie: Get a boost if creating new, or 
  treat as success if looking for existing.
  • Succeed: Create or discover the 
  aspect, get a free invocation on it.
  • Succeed with Style: Create or dis-
  cover the aspect, get two free invoca-
  tions on it.
  C
  Create an advantage on an  
  aspect you already know about  
           (page 15):
  • Fail: No additional beneﬁt.
  • Tie: Generate one free invocation on 
  the aspect.
  • Succeed: Generate one free invoca-
  tion on the aspect.
  • Succeed with Style: Generate two 
  free invocations on the aspect.
  O
  Overcome  
  (page 16):
  • Fail: Fail, or succeed at a serious cost.
  • Tie: Succeed at minor cost.
  • Succeed: You accomplish your goal.
  • Succeed with Style: You accomplish 
  your goal and generate a boost.
  A
  Attack  
  (page 17):
  • Fail: No effect.
  • Tie: Attack doesn’t harm the target, 
  but you gain a boost.
  • Succeed: Attack hits and causes 
  damage.
  • Succeed with Style: Attack hits and 
  causes damage. May reduce damage 
  by one to generate a boost.
  D
  defend  
  (page 17):
  • Fail: You suffer the consequences of 
  your opponent’s success.
  • Tie: Look at your opponent’s action to 
  see what happens.
  • Succeed: Your opponent doesn’t get 
  what they want.
  • Succeed with Style: Your opponent 
  doesn’t get what they want, and you 
  get a boost.
  Getting Help (page 17):
  • An ally can help you perform your 
  action.
  • When an ally helps you, they give 
  up their action for the exchange and 
  describe how they help. 
  • You get a +1 for each ally that helps in 
  this way.
  • GM may place limits on how many 
  may help. 
  FATE ACCELERATED: qUICK REFERENCE 2
  TuRn ORdER (PAGE 21) 
  • Physical Conﬂict: Compare Quick 
  approaches—the one with the fastest 
  reﬂexes goes ﬁrst. 
  • Mental Conﬂict: Compare Careful 
  approaches—the one with the most 
  attention to detail senses danger. 
  • Everyone else goes in descending 
  order. Break ties in whatever manner 
  makes sense, with the GM having the 
  last word. 
  • The GM may choose to have all 
  nPCs go on the turn of the most 
  advantageous nPC.
  STRESS  
  & COnSEQuEnCES  
  (PAGE 22)
  • Severity of hit (in shifts)  
  = Attack Roll – defense Roll
  • Stress Boxes: You can check one 
  stress box to handle some or all of the 
  shifts of a single hit. You can absorb a 
  number of shifts equal to the number 
  of the box you check: one for Box 1, 
  two for Box 2, three for Box 3.
  • Consequences: You many take one or 
  more consequences to deal with the 
  hit, by marking off one or more avail-
  able consequence slots and writing a 
  new aspect for each one marked. 
  • Mild = 2 shifts
  • Moderate = 4 shifts
  • Severe = 6 shifts
  • Recovering from Consequences:
  • Mild consequence: Clear it at end 
  of the scene.
  • Moderate consequence: Clear it at 
  the end of the next session.
  • Severe consequence: Clear it at the 
  end of the scenario.
  • Taken Out: If you can’t (or decide not 
  to) handle the entire hit, you’re taken 
  out and your opponent decides what 
  happens to you.
  • Giving in: Give in before your oppo-
  nent’s roll and you can control how 
  you exit the scene. You earn one 
  or more fate points for giving in 
  (page 24).
  APPROACHES (PAGE 18)
  • Careful: When you pay close attention 
  to detail and take your time to do the 
  job right. 
  • Clever: When you think fast, solve 
  problems, or account for complex 
  variables. 
  • Flashy: When you act with style and 
  panache. 
  • Forceful: When you use brute 
  strength. 
  • Quick: When you move quickly and 
  with dexterity.
  • Sneaky: When you use misdirection, 
  stealth, or deceit. 
  ASPECTS (PAGE 25)
  • invoke (page 27):  
  Spend a fate point to get a +2 or 
  a reroll for yourself, or to increase 
  difficulty for a foe by 2.
  • Compel (page 28):  
  Receive a fate point when an aspect 
  complicates your life.
  • Establish facts (page 29):  
  Aspects are true. Use them to affirm 
  details about you and the world.
  TYPES OF ASPECTS
  Character Aspects (page 25)
  • Written when you create your 
  character.
  • May be changed when you reach a 
  milestone (page 33).
  Situation Aspects (page 26)
  • Established at the beginning of a 
  scene.
  • May be created by using the create  
  an advantage action.
  • May be eliminated by using the 
  overcome action.
  • Vanish when the situation ends.
  Boosts (page 26)
  • May be invoked once (for free), then 
  they vanish.
  • May be eliminated by an opponent 
  using an overcome action.
  • Unused boosts vanish at the end of 
  the scene.
  Consequences (page 23)
  • Used to absorb shifts from successful 
  attacks.
  • May be invoked by your opponents as 
  if they were situation aspects.
  41
  EXAMPlE CHARACTERS
  vOlTAiRE
  Voltaire is captain of the Cirrus Skimmer, a skyship that roams a vast sea 
  of clouds. She’s a cat person, her body a blend of human and feline fea-
  tures. She wears an ostentatious assortment of piratey clothes including a 
  long brown jacket, knee-high boots, a feathered cap, and a basket-hilted 
  cutlass. Being a cat person, she does have the tendency to nod off at odd 
  moments…
  VOLTAIRE
  High Concept:  
  Feline Captain of Cirrus Skimmer
  Trouble: *Yawn*
  Other Aspects: That? Oh, That’s a Decoy; 
  Martin Is a Big Cheat; Sanchez Is the Best 
  First Mate a Ship Could Have
  APPROAChES:
  Careful: Average (+1)
  Clever: Average (+1)
  Flashy: Good (+3)
  Forceful: Mediocre (+0)
  Quick: Fair (+2)
  Sneaky: Fair (+2)
  STUNTS
  Swashbuckling Swordswoman: Because I am 
  a Swashbuckling Swordswoman, I gain a +2 
  to Flashy attacks when crossing blades with a 
  single opponent.
  (May take two more stunts  
  without reducing refresh!)
  STRESS 3
  CONSEqUENCES
  Mild (2): 
  Moderate (4): 
  Severe (6): 
  REFRESh: 3
  ID
  ASpECTS
  CONSEqUENCES
  STUNTS
  AppROACHES
  STRESS
  Name
  High Concept
  CAREFUL
  Trouble
  CLEVER
  FLASHY
  FORCEFUL
  qUICK
  SNEAKY
  Description
  Refresh
  Current  
  Fate Points
  2
  4
  6
  1
  3
  2
  Mild
  Moderate
  Severe
  FAE Character Sheet ©2013 Evil Hat Productions, LLC. 
  May be printed and photocopied for personal use.
  Hit 
  severity of, 23
  shifts and, 23
  Index cards, 5
  Invocation(s), 15, 23
  free, 28
  Invocations, 15
  Invoke, 27, 45
   against another player, 27
  aspect, 27-28
  Ladder of adjectives and numbers, 10, 44
  Low difficulties, 37
  Major milestone, 34
  Mild consequence, 24
  Milestones, 33-34
  Minor milestone, 33
  Mobs, 39
  Moderate consequence, 24
  Mooks, 38 
  groups of, 39
  Non-player characters (NPCs), 6, 13
  playing, 36
  turn order and, 21
  Nudging, 36
  Outcomes, 13, 44
  Overcome, 15, 16, 44
  stunts, 31
  Player character (PC), 5, 6, 7
  selection of, 6
  PvP, 27
  Quick action, 18
  Refresh, 11, 25
  Reth (example character), 40
  Rough terrain, 14
  Rules, final say and, 36
  Running the Game in Fate Core, 16
  Scenario(s), 24, 34, 36
  Scene(s)
  setting, 20
  running, 36
  Self-compels, 28
  Severe consequence, 24
  Shifts, 22, 23
  Significant milestone, 34
  Situation 
  aspect(s), 20, 26, 45
  removal of, 16, 26
  Sky Shark, 38
  Sneaky action, 18
  Steel Assassin, 38
  Sticky notes, 5
  Story genre, 6
  Storytelling, 6, 7
  Stress, 22, 45
  recovery from, 24
  track, 23
  Stunts, 11, 31-32
  Succeed, 13
  aspect, 14, 15, 44
  attack, 15, 17, 44
  defend, 15, 17, 44
  overcome, 15, 16, 44
  Succeed with style, 13
  aspect, 14, 15, 44
  attack, 15, 17, 44
  defend, 15, 17, 44
  overcome, 15, 16, 44
  Succeed, 13
  Swashbuckler (approach), 10
  Taken out, 22, 23
  Target numbers, 37, 43
  Thief (approach), 10
  Tie, 13
  aspect, 14, 15, 44
  attack, 15, 17, 44
  defend, 15, 17, 44
  overcome, 15, 16, 44
  Tokens, 5
  Trickster (approach), 10
  Trouble, 8, 9, 25
  Turn order, 21, 45
  Voltaire (example character), 41
  Zhao, Abigail (example character), 42
  Zones, 20 
  moving from, 21
  Thanks to our feedback heroes, Fate Accelerated Edition is the best it can possibly be:  
  Andrew Shore, Brian Hoffmann, Carrie Ulrich, Christopher Allen -- RPGnet, Christopher 
  Ruthenbeck, Craig Hargraves, Daniel Paarmann, Dataweaver, David Hoberman, Devon Apple, 
  Fenikso, Jack Gulick, Jan Stals, Jared Nuzzolillo, Javier Gaspoz, Jay Elmore, John Donoghue, 
  Jonathon Hodges, Lisa Padol, Lucian, Mark Gizmo, Mark Watson, Marko Wenzel, Markus Wagner, 
  Martín Van Houtte, Mitch A. Williams, Ron Blessing, Wojciech Gebczyk
  INDEx
  Action(s), 14, 21, 44
  approaches to, 18
  creating advantage by, 14, 15
  taking, 12
  Advantage, 14, 15, 44 
  creating, 26, 28, 31
  All-Star (approach), 10
  Ally, 17
  Approach(es), 10, 18, 31, 45 
  bonus, 13
  raising bonus for, 34
  Approach-related target numbers, 37
  Aspect(s), 8, 9, 25, 45
   compelling, 27, 28-29 
  creating new, 14
  discovering existing, 14
  invoking, 12, 18, 27
  kinds of, 25-26
  renaming, 24
  using, 27 
  writing, 9, 23, 30
  Attack, 15, 17, 44
  Bad guy(s), 38
  with goal, 36
  Bonus(es), 13
  raising, 34
  Boost(s), 14, 15, 16, 17, 45
  unused, 26, 28
  Brute (approach), 10
  Campaign, 33, 35
  Cards, deck of, 5, 13
  Careful action, 18
  Challenge, 19
  Challenging players, 36
  Character(s), 40-4 
  advancement, 33
  aspects, 25, 45
  creating, 8, 9
  name, appearance of, 9
  sheets, 5
  type to play, 8
  Characters, 40-43
  Clever action, 18
  Compel(s), 28, 44
  aspect, 27, 28-29
  on yourself, 28
  Concede, 24
  Conflict, 20
  Consequence(s), 22, 23, 45
  recovery from 24, 26
  Contest, 20
  Cyclops House Bully, 38
  Damage, 17, 22
  Decision compel, 28
  Deck of Fate, 5, 13
  Defend, 15, 17, 44
  Dice, 5, 13 
  results, 18, 44
    roll, 18
  roll, modifying, 18
  Difficulty(ies), 19
  levels of, 36, 37
  near approach rating, 37
  setting, 13, 16, 37
  Establish facts, 8, 27, 45
  setting and, 29
  Event compel, 29
  Exchange, 20, 21
  Fact(s) establishment, 8, 27, 29, 45
  Fail, 13
  aspect, 14, 15, 44
  attack, 15, 17, 44
  defend, 15, 17, 44
  overcome, 15, 16, 44
  Fate Core, 35, 39
  Fate Dice, 5, 13
  Fate point(s), 23, 24
  gamemaster and, 29
  invoking aspect, 12
  protection, 27
  spending, 25
  Flashy action, 18
  Flushing, Dr. Bethesda (example character), 43
  Forceful action, 18
  Fudge dice, 5, 13
  Game framework, 6
  Gamemaster (GM), 5
  allies and, 17
  bad guys and, 38-39
  campaign building by, 35
  difficulty levels, setting of, 19, 36, 37
  fate points and, 29
  introducing complications, 16
  job of, 6
  learning how to be, 35
  roll for non-player character, 13
  running game sessions, 36
  scenarios and, 36
  situation aspects and, 20
  turn order determination by, 21
  Gang of thugs, 39
  Give in, 22, 24
  Guardian (approach), 10
  Help, 17, 44
  High concept, 8, 25
  High difficulties, 37
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/1 Fate System Rules/Fate Accelerated Pocketmod.pdf