TEXT: Advancement (pg 160-161) 
  Chapter Advancement 
  Choose One: 
  • Swap two skills of adjacent skill ratings. 
  • Replace one Gift with another or, if you have the 
  Refresh to spend, buy a new Gift. 
  • Earn one skill point, but only useable for a goal. 
  • Rename a Free aspect. 
  Story Advancement 
  Increase Refresh by One, and then Choose One: 
  • One chapter advancement 
  • One skill point 
  • Rename a Conviction aspect. 
  • Upgrade the Power Tier of one skill, if you have the 
  Refresh to spend. 
  Volume Advancement 
  Increase Refresh by One, Clear a Severe 
  Consequence, and then get all of the following: 
  • Two chapter advancements. 
  • One story advancement (No Refresh) 
  • Rename a Conviction aspect, or turn a Free aspect 
  into another Conviction aspect. 
  The Opposition (pg 176-182) 
   
  Fate 
  • Minor Conflict: 1 Fate/Player 
  • Major Conflict: 2 Fate/Player 
  • Climactic Conflict: 3 Fate/Player 
   
  Minions 
  Average Minions: The Rank and File 
  • Scopes: One scope at Average (+1). 
  • Stress Threshold: 1  
  • Default Group Size: Five.  
  • Best Purpose: To make the PCs look good.  
  • Recommended Power Tier: Mundane or Extraordinary.  
   
  Fair Minions: The Trained Professionals 
  • Scopes: One scope at Fair (+2) and one at Average (+1). 
  • Stress Threshold: 2  
  • Default Group Size: Four.  
  • Best Purpose: To challenge the PCs a bit or slow them down.  
  • Recommended Power Tier: Extraordinary, if the Minions outnumber 
  the PCs, or Superhuman if they don’t.  
   
  Good Minions: The Minion Elite 
  • Scopes: One scope at Good (+3), one at Fair (+2) and one at 
  Average (+1). 
  • Stress Threshold: 3  
  • Default Group Size: Three.  
  • Best Purpose: To drain the PCs of resources, such as Fate Points 
  and consequences. Expect the PCs to pay a price for victory over 
  these Minions. 
  • Recommended Power Tier: On par with the PCs. If they aren’t a 
  genuine offensive threat, an encounter with Good-quality Minions is 
  just a grind. 
   
  Minion Improvement 
  All Minions are considered to start out at the mundane tier and can 
  have the power of scopes improved by spending Fate as Refresh.  
  They can also purchase Gifts at the standard rate. 
   
   
  Base Elements 
   
  1. Location 
  2. Builder/Owner 
  3. Purpose 
  4. Inhabitants 
  5. Contents 
  6. Defenses 
  7. History 
  Base Construction Steps (pg 187-192) 
  Step One: Establish First Elements 
  Players pick one element and collaboratively choose element and define an 
  Aspect for it.  GM than picks another element to link to it and indentify it.  
  Players learn Aspect for both Elements 
  Step Two: Investigation 
  Players pick another element to investigate.  The players collaboratively build a 
  theory of what base element is and declare Aspect.  Players then all roll an 
  appropriate skill at a static difficulty decided by GM.  GM consults Base 
  Investigation Table to determine results. 
  Step Three: Rumors 
  GM and Players each define a rumor about what they heard about the Element 
  and define an Aspect. They then roll an appropriate skill, and the GM can define 
  a minimum threshold for success. The player who rolled the highest chooses 
  one element and can change one aspect of it.  If no players win the GM picks 
  from one of the existing elements and can make minor changes to it. 
  Step 4: Finishing Up 
  The Players then can continue to complete steps 2-3 until they have identified 
  all Base Elements. 
  The players can stop at any step past the first, which may be required if the 
  characters are on a limited timetable and the GM puts delays between each 
  step. 
  Other References: pg # 
  •  Character Creation: 93-95 
  •  Aspect Usage: 100-101 
  •  Extras/Drawbacks 135-141 
  •  Gifts 148-151 
  •  Goals 151-154 
  •  Collateral Consequences: 159-160 
  •  Effort, Shifts, and Effect: 164-165 
  •  Environment: 175-176 
  •  Item Based Powers: 186 
  •  Loot: 192-195 
  
  The Common Skills (pg 115-116) 
   
  ACADEMICS:  Information, Research, Languages 
  ALERTNESS:  Notice, Initiative [Physical] 
  ARCANA:  Information, Networking, Research 
  ART:  Craft, Repair, Information, Inspire, 
  Networking 
  ATHLETICS:  Climb, Dodge, Leap, Move, Move + 
  Unusual: Swimming 
  BUREAUCRACY:  Networking, Information, 
  Convince, Influence, Esteem 
  BURGLARY:  Examine, Security, Information 
  COMPUTERS:  Examine, Information, Research, 
  Networking 
  CONTACTING:  Esteem, Networking, Influence, 
  Initiative [Social], Treatment [Social] 
  DECEIT:  Guile, Disguise, Dexterity 
  DRIVE:  Transport, Information 
  EMPATHY:  Insight, Initiative [Mental], Treatment 
  [Mental] 
  ENDURANCE:  Stress Capacity [Health] 
  INTIMIDATION:  Menace, Initiative [Mental] 
  INVESTIGATION:  Examine, Information 
  MELEE WEAPONS:  Strike, Strike + Range, Parry, 
  Information  
  MIGHT:  Physical Force 
  PILOT:  Transport, Information 
  PRESENCE:  Conversation, Convince, Inspire, 
  Stress Capacity [Reputation] 
  RESOLVE:  Willpower, Stress Capacity 
  [Composure], Initiative [Mental] 
  RESOURCES:  Wealth 
  SCIENCE:  Craft, Information, Research, Treatment 
  [Physical] 
  SHOOTING:  Shoot + Range, Information 
  STEALTH:  Stealth + Hide 
  SURVIVAL:  Information, Environment 
  [Wilderness], Treatment [Physical] 
  TECHNOLOGY:  Craft, Repair, Dismantle, 
  Information 
  UNARMED:  Strike, Parry, Information 
  Conflict Options (pg 168-175) 
  • Attack: A direct assault to cause stress and 
  consequences using skills with the attack 
  trappings, 
  • Defend: Defend using skills with defense 
  trappings. 
  • Full Defense: Sacrifice Action to get +2 on 
  defense trappings. 
  • Block: Put up a long term defense against a 
  specific type of action. Time to pass dependant 
  on tier difference. Effort Bonus Increased by +1 
  per Round resisted. 
  • Maneuver:  Generate/Identify aspect with free 
  tag.  Contested Roll or static (Standard Diff: 3). 
  • Consequences 
       Minor absorbs 2 Stress. 
       Major absorbs 4 Stress. 
       Severe absorbs 6 Stress. 
  
  Trappings (pg 116-135) 
  Trappings marked with a + symbol have Tier Benefits 
   
  Offense 
  Influence (119): Libel, slander, and public defamation. Deals 
  Reputation stress and Social consequences. 
  Menace (122): Frighten and threaten. Deals Composure stress 
  and Mental consequences. 
  Shoot (128): Attack at range (defaults to 1 zone). Deals Health 
  stress and Physical consequences. 
  Strike (129): Attack in melee. Deals Health stress and Physical 
  consequences. 
   
  Defense 
  Dodge (117): Avoid melee or ranged attacks. 
  Esteem (117): Defend against social attacks. 
  Parry (125): Defend against melee attacks. 
  Resist Damage (127): Defense against Physical attacks through 
  sheer toughness. 
  +Stress Capacity [Scope] (128): Adds boxes to the chosen 
  scope’s stress track (Health, Mental, or Reputation). 
  Willpower (131): Defense against Mental attacks such as fear or 
  psychic domination. 
   
  Mobility 
  Climb (112): Move on vertical surfaces. 
  +Leap (121): Jump. 
  +Move (123): Cover ground (on foot, by default). 
   
  Social 
  Conversation ( 113): Improve someone’s attitude toward you. 
  Convince (114): Talk someone into (or out of) a course of action. 
  Inspire (120): Alter the mood of a group of people in a manner 
  consistent with the skill’s theme. 
  +Networking(124): Making use of your social circles to glean 
  information and separate rumors from fact. 
   
  Perception 
  Examine(117): Prolonged, active perception of an area. 
  Initiative [Scope] (120): Determines order of actions in the 
  chosen scope (Physical, Mental, or Social). 
  +Insight(120): Assess someone’s aspects. 
  +Notice (125): Quick, passive perception of your surroundings. 
  Technical 
  +Craft (114): Create permanent works of art or technology. 
  Dismantle (116): Take apart machines or other technological 
  devices using your own scientific or mechanical know-how. 
  Information(119): Call on expert knowledge appropriate to the 
  skill’s theme. 
  +Languages(121): Read and write additional languages. 
  Repair(126): Fix things of a mechanical or technological nature. 
  Research(127): Make use of a Workspace to deepen your 
  understanding of a topic. 
  +Treatment [Scope] (129): Clear stress and remove 
  consequences in the chosen scope (Physical, Mental, or Social). 
  +Workspace (131): A physical location to conduct research, 
  experiments, or similar work, such as a library, workshop, or 
  laboratory. 
   
  Subterfuge 
  +Dexterity (115): Sleight of hand and manual finesse. 
  +Disguise (116): Look and sound like someone else. 
  Guile (118): Lie, misdirect, and mislead people, and get away 
  with it. 
  Security (127): Bypass security measures such as tripwires and 
  locks. 
  +Steath/Hide (118, 128): Move silently or remain unseen. 
   
  General 
  Environment [Type] (117): Survive and thrive in the chosen 
  environment type. 
  Minions (122): Gain access to servitors, underlings, henchmen, 
  or some other type of faceless helpers. 
  +Physical Force (125): Apply force to objects in a manner 
  appropriate to the skill’s theme. 
  Transport (129): Ride animals or operate vehicles. 
  Power Instability 
  Untrained Power: Character does not have enough skill points.  
  Invoke/Compel: Change skill roll or reduce effectiveness of skill. 
   
  Unstable Power: Character does not have enough refresh.  
  Invoked/Compel: Force the player to reroll rolls made with this skill. 
   
  Chaotic Power: Character does not have enough skills or refresh.  
  Compelled/Invoked: Activate the Strange Skill at any time, or Prevent 
  Activation 
  Minor Consequence 
  Costs 3 Refresh 
  • Cosmetic Flaw 
  • Persistent Stress 
  • Weakened Power 
  • Minor Weakness 
  Moderate Consequence 
  Costs 1 Refresh 
  I• nefficient Power Mixture 
  • Minor Physiological Change 
  • Cyclic Power 
  • Major Weakness 
   
  Severe Consequences  
  Cost 0 Refresh 
  • Nullified Power 
  • Temporary 
  • Grotesque Physiological 
  Trauma 
  Positive Consequences 
  Cost 1 Refresh 
  • Power Synergy 
  • New Power 
  • New Invincibility 
  pg 182-186 
  
  Trappings (pg 116-135) 
  Trappings marked with a + symbol have Tier Benefits 
   
  Offense 
  Influence (119): Libel, slander, and public defamation. Deals 
  Reputation stress and Social consequences. 
  Menace (122): Frighten and threaten. Deals Composure stress 
  and Mental consequences. 
  Shoot (128): Attack at range (defaults to 1 zone). Deals Health 
  stress and Physical consequences. 
  Strike (129): Attack in melee. Deals Health stress and Physical 
  consequences. 
   
  Defense 
  Dodge (117): Avoid melee or ranged attacks. 
  Esteem (117): Defend against social attacks. 
  Parry (125): Defend against melee attacks. 
  Resist Damage (127): Defense against Physical attacks through 
  sheer toughness. 
  +Stress Capacity [Scope] (128): Adds boxes to the chosen 
  scope’s stress track (Health, Mental, or Reputation). 
  Willpower (131): Defense against Mental attacks such as fear or 
  psychic domination. 
   
  Mobility 
  Climb (112): Move on vertical surfaces. 
  +Leap (121): Jump. 
  +Move (123): Cover ground (on foot, by default). 
   
  Social 
  Conversation ( 113): Improve someone’s attitude toward you. 
  Convince (114): Talk someone into (or out of) a course of action. 
  Inspire (120): Alter the mood of a group of people in a manner 
  consistent with the skill’s theme. 
  +Networking(124): Making use of your social circles to glean 
  information and separate rumors from fact. 
   
  Perception 
  Examine(117): Prolonged, active perception of an area. 
  Initiative [Scope] (120): Determines order of actions in the 
  chosen scope (Physical, Mental, or Social). 
  +Insight(120): Assess someone’s aspects. 
  +Notice (125): Quick, passive perception of your surroundings. 
  Technical 
  +Craft (114): Create permanent works of art or technology. 
  Dismantle (116): Take apart machines or other technological 
  devices using your own scientific or mechanical know-how. 
  Information(119): Call on expert knowledge appropriate to the 
  skill’s theme. 
  +Languages(121): Read and write additional languages. 
  Repair(126): Fix things of a mechanical or technological nature. 
  Research(127): Make use of a Workspace to deepen your 
  understanding of a topic. 
  +Treatment [Scope] (129): Clear stress and remove consequences 
  in the chosen scope (Physical, Mental, or Social). 
  +Workspace (131): A physical location to conduct research, 
  experiments, or similar work, such as a library, workshop, or 
  laboratory. 
   
  Subterfuge 
  +Dexterity (115): Sleight of hand and manual finesse. 
  +Disguise (116): Look and sound like someone else. 
  Guile (118): Lie, misdirect, and mislead people, and get away with 
  it. 
  Security (127): Bypass security measures such as tripwires and 
  locks. 
  +Steath/Hide (118, 128): Move silently or remain unseen. 
   
  General 
  Environment [Type] (117): Survive and thrive in the chosen 
  environment type. 
  Minions (122): Gain access to servitors, underlings, henchmen, or 
  some other type of faceless helpers. 
  +Physical Force (125): Apply force to objects in a manner 
  appropriate to the skill’s theme. 
  Transport (129): Ride animals or operate vehicles. 
  The Common Skills (pg 115-116) 
   
  ACADEMICS:  Information, Research, Languages 
  ALERTNESS:  Notice, Initiative [Physical] 
  ARCANA:  Information, Networking, Research 
  ART:  Craft, Repair, Information, Inspire, 
  Networking 
  ATHLETICS:  Climb, Dodge, Leap, Move, Move + 
  Unusual: Swimming 
  BU REAUCRACY:  Networking, Information, 
  Convince, Influence, Esteem 
  BU RGLARY:  Examine, Security, Information 
  COMPUTERS:  Examine, Information, Research, 
  Networking 
  CONTACTING:  Esteem, Networking, Influence, 
  Initiative [Social], Treatment [Social] 
  DECEIT:  Guile, Disguise, Dexterity 
  DRIVE:  Transport, Information 
  EMPATHY:  Insight, Initiative [Mental], Treatment 
  [Mental] 
  ENDURANCE:  Stress Capacity [Health] 
  INTIMIDATION:  Menace, Initiative [Mental] 
  INVESTIGATION:  Examine, Information 
  MELEE WEAPONS:  Strike, Strike + Range, Parry, 
  Information  
  MIGHT:  Physical Force 
  PILOT:  Transport, Information 
  PRESENCE:  Conversation, Convince, Inspire, 
  Stress Capacity [Reputation] 
  RESOLVE:  Willpower, Stress Capacity 
  [Composure], Initiative [Mental] 
  RESOURCES:  Wealth 
  SCIENCE:  Craft, Information, Research, 
  Treatment [Physical] 
  SHOOTING:  Shoot + Range, Information 
  STEALTH:  Stealth + Hide 
  SURVIVAL:  Information, Environment 
  [Wilderness], Treatment [Physical] 
  TECHNOLOGY:  Craft, Repair, Dismantle, 
  Information 
  UNARMED:  Strike, Parry, Information 
  Conflict Options 
  • Attack: A direct assault to cause stress and consequences using 
  skills with the attack trappings, 
  • Defend: Defend using skills with defense trappings. 
  • Full Defense: Sacrifice Action to get +2 on defense trappings. 
  • Block: Put up a long term defense against a specific type of action. 
  Does full defense still required if overcome. Time to pass dependant 
  on tier difference. 
  • Maneuver:  Generate/Identify aspect with free tag.  Contested Roll or 
  static (Standard Diff: 3). 
  
SOURCE: textdata/thevault/Base Raiders/GM Screen.pdf