TEXT:  
  GOTHELREALM​ ​UNIVERSITY  
  OF​ ​ESOTERIC​ ​STUDIES​ ​AND​ ​ARCANE​ ​ARTS 
   
   
   
  Welcome​ ​to​ ​our​ ​Campus! 
  A​ ​truly​ ​elite​ ​Magical​ ​University.​ ​Our​ ​student​ ​body​ ​is​ ​selected​ ​from​ ​the​ ​powerful​ ​hidden 
  families​ ​who​ ​rule​ ​the​ ​world​ ​(and​ ​a​ ​few​ ​students​ ​on​ ​scholarship).​ ​You​ ​may​ ​be​ ​Wizards, 
  Faerie,​ ​Vampires,​ ​Werewolves,​ ​or​ ​other​ ​more​ ​esoteric​ ​monsters.​ ​Imagine​ ​Dresden​ ​Files, 
  Grimm,​ ​Harry​ ​Potter,​ ​and​ ​other​ ​modern​ ​fantasy​ ​playfully​ ​mashed​ ​together​ ​with​ ​Ivy 
  League​ ​competition.​ ​See​ ​you​ ​in​ ​class. 
  
   
   
   
   
  
   
  WE​ ​VALUE​ ​DIVERSITY! 
  Please​ ​be​ ​aware​ ​there​ ​are​ ​a​ ​wide​ ​variety​ ​of​ ​students​ ​at​ ​Gothelrealm.​ ​ ​Many 
  of​ ​whom​ ​you​ ​may​ ​have​ ​not​ ​had​ ​the​ ​pleasure​ ​of​ ​meeting​ ​before.​ ​We​ ​strive 
  for​ ​an​ ​open​ ​and​ ​welcoming​ ​atmosphere​ ​here.​ ​Some​ ​of​ ​the​ ​magical​ ​‘families’ 
  you​ ​may​ ​run​ ​into​ ​include: 
   
  Dragons​:​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​a​ ​mundane​ ​although​ ​there​ ​is​ ​always​ ​some​ ​small​ ​tell,​ ​in​ ​Dragon 
  form​ ​have​ ​Supernatural​ ​physique,​ ​tough​ ​scales,​ ​claws,​ ​winged​ ​flight,​ ​and​ ​can​ ​breathe​ ​fire,​ ​may​ ​entrance 
  or​ ​terrorize​ ​weaker​ ​wills 
  Faeries:​ ​Perform​ ​Supernatural​ ​glamour​ ​and​ ​make​ ​binding​ ​promises,​ ​can​ ​communicate​ ​with​ ​animals 
  and​ ​with​ ​effort​ ​other​ ​parts​ ​of​ ​nature​ ​such​ ​as​ ​trees,​ ​rocks,​ ​streams,​ ​etc,​ ​entrance​ ​weaker​ ​wills,​ ​Supernatural 
  senses,​ ​often​ ​have​ ​retained​ ​favors​ ​to​ ​obtain​ ​magical​ ​and​ ​mundane​ ​assistance,​ ​may​ ​be​ ​injured​ ​but​ ​cannot 
  die,​ ​vulnerable​ ​to​ ​cold​ ​iron 
  Ghosts:​ ​Apparently​ ​indestructible​ ​but​ ​cannot​ ​interact​ ​physically​ ​without​ ​an​ ​act​ ​of​ ​will,​ ​may​ ​pass 
  through​ ​non-magical​ ​barriers,​ ​may​ ​vary​ ​opaqueness​ ​to​ ​become​ ​nearly​ ​invisible​ ​to​ ​nearly​ ​normal,​ ​may 
  change​ ​appearance​ ​by​ ​an​ ​act​ ​of​ ​will,​ ​may​ ​possess​ ​and/or​ ​terrorize​ ​those​ ​of​ ​weaker​ ​will  
  Nephilim​:​ ​Ancient​ ​parasitic​ ​spirits​ ​with​ ​access​ ​to​ ​fragmented​ ​memories​ ​stretching​ ​over​ ​eons,​ ​able​ ​to 
  heal​ ​body​ ​from​ ​most​ ​any​ ​damage​ ​given​ ​enough​ ​time,​ ​can​ ​perform​ ​Supernatural​ ​evocative​ ​magic​ ​(fire, 
  water,​ ​air,​ ​spirits,​ ​and​ ​earth),​ ​tend​ ​to​ ​slowly​ ​‘burn​ ​out’​ ​host,​ ​terrifying​ ​but​ ​vulnerable​ ​when​ ​outside​ ​a​ ​body 
  Vampires​:​ ​ ​Using​ ​blood​ ​may​ ​have​ ​Supernatural​ ​physique​ ​and​ ​tenacity,​ ​may​ ​entrance​ ​weaker​ ​wills, 
  change​ ​into​ ​mist,​ ​move​ ​nearly​ ​undetected​ ​in​ ​shadows,​ ​vulnerable​ ​to​ ​sunlight.​ ​May​ ​lose​ ​control​ ​when​ ​they 
  are​ ​hungry.  
  Werewolves​:​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​mundane​ ​with​ ​some​ ​small​ ​tell,​ ​in​ ​were​ ​form​ ​nearly 
  indestructible​ ​unless​ ​silver​ ​used,​ ​superhuman​ ​senses,​ ​Supernatural​ ​physique,​ ​and​ ​tenacity,​ ​may​ ​terrorize 
  weaker​ ​wills 
  Wizards:​ ​Can​ ​perform​ ​Supernatural​ ​magic,​ ​cast​ ​spells​ ​with​ ​wand/staff,​ ​create​ ​potions​ ​and​ ​enchanted 
  items,​ ​detect​ ​magic,​ ​utilize​ ​magical​ ​locations​ ​and/or​ ​rituals​ ​for​ ​more​ ​powerful​ ​effects.​ ​Somewhat​ ​long 
  lived​ ​but​ ​otherwise​ ​physically​ ​Mundane. 
  Zombies:​ ​ ​When​ ​eating​ ​brains,​ ​and​ ​to​ ​a​ ​lesser​ ​extent​ ​blood​ ​or​ ​flesh,​ ​may​ ​take​ ​on​ ​the​ ​Memories, 
  Attributes,​ ​and/or​ ​Aspects​ ​of​ ​those​ ​whom​ ​they​ ​consume.​ ​When​ ​angered​ ​or​ ​hungry​ ​have​ ​Supernatural 
  physique​ ​and​ ​tenacity.​ ​Highly​ ​resistant​ ​to​ ​physical​ ​injury.​ ​ ​May​ ​lose​ ​control​ ​when​ ​they​ ​are​ ​hungry.  
   
  And​ ​many​ ​others.​ ​Please​ ​ask​ ​about​ ​any​ ​special​ ​situations​ ​and​ ​introduce 
  yourself​ ​to​ ​your​ ​fellow​ ​students.​ ​You​ ​may​ ​be​ ​surprised​ ​at​ ​what​ ​you​ ​find. 
   
  
   
   
   
   
  
   
  Gothelrealm​ ​University​ ​of​ ​Esoteric​ ​Studies​ ​and​ ​Arcane​ ​Arts,​ ​as​ ​the 
  oldest​ ​known​ ​existent​ ​magical​ ​institution​ ​in​ ​the​ ​world,​ ​is​ ​unique​ ​and​ ​historic.​ ​Set​ ​within 
  the​ ​Alps​ ​at​ ​an​ ​ancient​ ​magical​ ​juncture​ ​Gothelrealm​ ​has​ ​been​ ​a​ ​hub​ ​of​ ​magical​ ​activity 
  stretching​ ​back​ ​into​ ​antiquity.​ ​ ​There​ ​is​ ​no​ ​clear​ ​date​ ​of​ ​its​ ​foundation,​ ​but​ ​teaching 
  existed​ ​near​ ​Gothelrealm​ ​in​ ​some​ ​form​ ​in​ ​496​ ​and​ ​developed​ ​rapidly​ ​from​ ​667. 
   
  Early​ ​on,​ ​as​ ​a​ ​response​ ​to​ ​rioting​ ​between​ ​town​ ​and​ ​gown​ ​(townspeople​ ​and​ ​students) 
  primitive​ ​residence​ ​associations​ ​were​ ​established.​ ​These​ ​were​ ​succeeded​ ​by​ ​the​ ​first 
  formal​ ​halls​ ​of​ ​residence'​ ​under​ ​the​ ​supervision​ ​of​ ​a​ ​Master​ ​faculty​ ​member.​ ​ ​These 
  ancient​ ​and​ ​venerable​ ​original​ ​Houses:​ ​Cerebus,​ ​Sekhet,​ ​Kalisto,​ ​and​ ​Draconus​, 
  are​ ​still​ ​with​ ​us​ ​today. 
   
  In​ ​1188,​ ​the​ ​seer-historian,​ ​Xeres​,​ ​gave​ ​a​ ​public​ ​reading​ ​to​ ​the​ ​assembled​ ​Gothelrealm 
  dons​ ​telling​ ​of​ ​the​ ​glories​ ​to​ ​come.​ ​ ​Around​ ​1190​ ​the​ ​arrival​ ​of​ ​Emo​ ​of​ ​Gwyllion​ ​and​ ​his 
  companion​ ​Lady​ ​Neive​,​ ​the​ ​first​ ​known​ ​visiting​ ​students,​ ​set​ ​in​ ​motion​ ​the​ ​University's 
  tradition​ ​of​ ​international​ ​and​ ​interdimensional​ ​scholarly​ ​links.​ ​By​ ​1201,​ ​the​ ​University 
  was​ ​headed​ ​by​ ​a​ ​Magister​ ​Scolarum​,​ ​on​ ​whom​ ​the​ ​title​ ​of​ ​Chancellor​ ​was 
  conferred​ ​in​ ​1214,​ ​and​ ​in​ ​1231​ ​the​ ​masters​ ​were​ ​recognised​ ​as​ ​Professorum​ ​Universitas​. 
   
  In​ ​the​ ​11th​ ​century,​ ​a​ ​small​ ​academic​ ​hall​ ​was​ ​established​ ​for​ ​women​ ​and​ ​they​ ​were 
  admitted​ ​to​ ​provisional​ ​membership​ ​in​ ​the​ ​University.​ ​The​ ​original​ ​four​ ​all-male​ ​houses 
  soon​ ​after,​ ​changed​ ​their​ ​statutes​ ​to​ ​admit​ ​both​ ​women​ ​and​ ​men.​ ​ ​The​ ​remains​ ​of​ ​the 
  original​ ​women’s​ ​hall​ ​may​ ​be​ ​found​ ​at​ ​the​ ​edge​ ​of​ ​the​ ​Shadowoods​.​ ​Ghosts​ ​of​ ​the 
  original​ ​boarders​ ​may​ ​be​ ​found​ ​there​ ​to​ ​this​ ​day. 
   
  Less​ ​than​ ​a​ ​century​ ​later,​ ​Gothelrealm​ ​had​ ​achieved​ ​eminence​ ​above​ ​every​ ​other​ ​seat​ ​of 
  magical​ ​learning,​ ​and​ ​won​ ​the​ ​praises​ ​of​ ​kings​ ​and​ ​sages​ ​by​ ​virtue​ ​of​ ​its​ ​antiquity, 
  curriculum,​ ​doctrine​ ​and​ ​privileges.​ ​In​ ​1355,​ ​his​ ​eminence​ ​Evern​ ​the​ ​Grand​ ​Dragon 
  paid​ ​tribute​ ​to​ ​the​ ​University​ ​for​ ​its​ ​invaluable​ ​contribution​ ​to​ ​learning​ ​and​ ​for​ ​the 
  services​ ​rendered​ ​to​ ​the​ ​world​ ​by​ ​distinguished​ ​Gothelrealm​ ​graduates. 
   
  
   
  The​ ​18th​ ​century,​ ​when​ ​Gothelrealm​ ​was​ ​said​ ​to​ ​have​ ​forsaken​ ​politics,​ ​was​ ​an​ ​era​ ​of 
  scientific​ ​discovery​ ​and​ ​magical​ ​revival.​ ​Corelanus,​ ​Professor​ ​of​ ​Celestial 
  Geometry​,​ ​predicted​ ​the​ ​return​ ​of​ ​the​ ​comet​ ​that​ ​bears​ ​his​ ​name.​ ​The​ ​University 
  assumed​ ​a​ ​leading​ ​role​ ​in​ ​the​ ​Victorian​ ​era,​ ​especially​ ​in​ ​the​ ​burgeoning​ ​mystical​ ​versus 
  scientific​ ​controversy.​ ​From​ ​1833​ ​onwards​ ​The​ ​Gothelrealm​ ​Movement​ ​sought​ ​to 
  revitalise​ ​the​ ​Universal​ ​aspects​ ​of​ ​magical​ ​research​ ​going​ ​back​ ​to​ ​ancient​ ​texts​ ​in​ ​an 
  extensive​ ​‘resourcement’.​ ​ ​Many​ ​of​ ​these​ ​original​ ​manuscripts​ ​are​ ​still​ ​kept​ ​in​ ​the 
  Foundational​ ​Repository​ ​in​ ​the​ ​main​ ​library.  
   
  During​ ​the​ ​20th​ ​and​ ​early​ ​21st​ ​centuries,​ ​Gothelrealm​ ​added​ ​to​ ​its​ ​universal​ ​core​ ​a 
  major​ ​new​ ​research​ ​capacity​ ​in​ ​the​ ​natural​ ​and​ ​applied​ ​mystical​ ​sciences,​ ​including 
  applied​ ​thaumaturgy,​ ​interdimensional​ ​mathematics​ ​and​ ​sub-mystical​ ​particle 
  experiments.​ ​In​ ​the​ ​newly​ ​refurbished​ ​Grand​ ​Hall​ ​of​ ​Hermeneutical​ ​Sciences 
  groundbreaking​ ​discoveries​ ​are​ ​made​ ​every​ ​year.​ ​In​ ​so​ ​doing,​ ​it​ ​has​ ​enhanced​ ​and 
  strengthened​ ​its​ ​traditional​ ​role​ ​as​ ​an​ ​international​ ​focus​ ​for​ ​learning​ ​and​ ​a​ ​forum​ ​for 
  intellectual​ ​development. 
   
   
   
   
  
   
  Gothelrealm​ ​University​ ​is​ ​divided​ ​into​ ​two​ ​academic​ ​divisions,​ ​the​ ​College​ ​of 
  Esoteric​ ​Studies​ ​and​ ​the​ ​College​ ​of​ ​Arcane​ ​Arts​ ​as​ ​well​ ​as​ ​the​ ​Chancellor’s​ ​office​ ​which 
  handles​ ​all​ ​administrative​ ​affairs​ ​and​ ​the​ ​grand​ ​houses​ ​which​ ​exist​ ​as​ ​semi-autonomous 
  institutions​ ​within​ ​the​ ​penumbra​ ​of​ ​campus​ ​life.​ ​ ​Each​ ​college​ ​has​ ​a​ ​unique​ ​mission,​ ​and 
  resources,​ ​with​ ​a​ ​Dean​ ​and​ ​faculty​ ​to​ ​reach​ ​the​ ​highest​ ​standards​ ​in​ ​our​ ​unique 
  educational​ ​experience.​ ​ ​For​ ​each​ ​major​ ​and​ ​minor​ ​field​ ​of​ ​study,​ ​certain​ ​minimum 
  courses​ ​and​ ​usually​ ​some​ ​electives​ ​must​ ​be​ ​taken​ ​for​ ​conferral​ ​of​ ​a​ ​degree. 
  Chancellor and​ ​Vice​ ​Chancellor​ ​Offices
  301​ ​Drake​ ​Evern​ ​Hall 
   
   
  Esoteric​ ​Studies​ ​involves​ ​both​ ​the​ ​mundane​ ​and​ ​supernatural​ ​worlds​ ​and​ ​may 
  include​ ​social​ ​sciences​ ​such​ ​as​ ​psychology,​ ​sociology,​ ​anthropology​ ​and​ ​other​ ​social 
  studies​,​ ​linguistics,​ ​writing,​ ​literature,​ ​and​ ​communication,​ ​philosophy,​ ​classical 
  studies,​ ​and​ ​others.  
  Dean and​ ​Assoc.​ ​Dean​ ​Offices
  6​ ​Corelanus​ ​Hall  
   
  Arcane​ ​Arts​ ​involves​ ​hard​ ​sciences,​ ​magic,​ ​engineering,​ ​alchemy,​ ​math​ ​and​ ​theoretical 
  extraplanar​ ​research.​ ​The​ ​arcane​ ​arts​ ​forge​ ​new​ ​knowledge​ ​at​ ​the​ ​edges​ ​of​ ​sanity​ ​and 
  existence.​ ​ ​Private​ ​and​ ​institutional​ ​grants​ ​into​ ​both​ ​theoretical​ ​and​ ​practical​ ​research 
  place​ ​our​ ​faculty​ ​at​ ​the​ ​forefront​ ​of​ ​development.  
  Dean and​ ​Assoc.​ ​Dean​ ​Offices
  105​ ​Xeres​ ​Hall 
   
  Typically,​ ​Colleges​ ​include​ ​a​ ​rather​ ​large​ ​number​ ​of​ ​departments​ ​offering​ ​a​ ​significant 
  number​ ​of​ ​majors/minors​ ​or​ ​courses​ ​of​ ​study.​ ​Such​ ​departments/majors​ ​commonly 
  include​ ​the​ ​major​ ​divisions.​ ​Other​ ​fields​ ​of​ ​study​ ​may​ ​be​ ​developed​ ​into​ ​a​ ​College; 
  however,​ ​certain​ ​specialized​ ​and​ ​professional​ ​fields​ ​are​ ​taught​ ​in​ ​more​ ​specialized 
  colleges​ ​or​ ​schools​ ​and​ ​certain​ ​graduate​ ​level​ ​schools.  
   
  
   
  THE​ ​VENERABLE​ ​HOUSES 
   
  House​ ​Amarok 
  Colors​ ​ ​Red​ ​and​ ​Black 
  Mottos​ ​“Power​ ​conquers​ ​all” 
  “No​ ​pity​ ​for​ ​the​ ​weak” 
  “Many​ ​minds,​ ​one​ ​heart” 
   
   
  House​ ​Korel 
  Colors​ ​ ​Orange​ ​and​ ​Brown 
  Mottos​ ​ ​“Ready​ ​for​ ​all,​ ​yielding​ ​to​ ​none” 
  “Listen,​ ​learn,​ ​then​ ​speak” 
  “May​ ​we​ ​be​ ​as​ ​one” 
   
   
   
  
   
  THE​ ​VENERABLE​ ​HOUSES 
   
  House​ ​Tashron 
  Colors:​ ​Purple​ ​and​ ​Silver 
  Mottos:​ ​“Ever​ ​changing,​ ​ever​ ​new” 
  “Weight​ ​the​ ​hearts​ ​of​ ​the​ ​worthy” 
  “Loyal​ ​forever” 
   
   
  House​ ​Dakar 
  Colors​ ​ ​Gold​ ​and​ ​Green 
  Mottos​ ​ ​“Secrets​ ​must​ ​not​ ​be​ ​forgotten” 
  “There​ ​is​ ​a​ ​pattern​ ​to​ ​everything” 
  “Deeds​ ​not​ ​words” 
   
  
   
  Gothelrealm​ ​University 
   
  Main​ ​campus. 
   
  
   
  Drake​ ​Evern​ ​Hall 
   
  Top​ ​left​ ​Amarok​. 
  Top​ ​right​ ​Korel.  
   
  Bottom​ ​left​ ​Tashron. 
  Bottom​ ​left​ ​Dakar. 
   
  The​ ​four​ ​large​ ​towers​ ​at​ ​each​ ​corner​ ​are​ ​the​ ​Student​ ​Houses.​ ​The​ ​two 
  smaller​ ​towers​ ​to​ ​the​ ​front​ ​are​ ​Security.​ ​ ​The​ ​large​ ​central​ ​tower​ ​is​ ​Dining, 
  the​ ​Theater,​ ​Administration,​ ​and​ ​the​ ​Faculty​ ​in​ ​Residence​ ​including​ ​the 
  Chancellor’s​ ​office​ ​and​ ​residence.  
  
   
  Academic​ ​Buildings 
   
  Corelanus​ ​Hall  
  for​ ​Esoteric​ ​Studies 
   
  Gorlensen​ ​Library
  Xeres​ ​Hall  
   
  ​ ​ ​ ​ ​ ​ ​ ​for​ ​Arcane​ ​Arts 
   
   
  Grand​ ​Hall​ ​of​ ​Hermeneutical​ ​Sciences 
  (Still​ ​under​ ​construction) 
   
  
   
  Other​ ​Areas​ ​of​ ​Interest 
   
  ​ ​ ​ ​Entrance​ ​to 
  ​ ​ ​ ​ ​ ​ ​Faculty  
  ​ ​ ​ ​ ​Catacombs​ ​ ​ ​ ​ ​ ​ ​ ​ ​Retirement​ ​Hall  
   
   
  ​ ​ ​ ​ ​Reflection​ ​Pool
  ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​Athletic  
  and​ ​Meditation​ ​Garden​ ​ ​ ​ ​ ​ ​ ​ ​ ​Facilities 
   
  ​ ​ ​ ​ ​ ​ ​Gothelrealm
  ​ ​ ​ ​ ​ ​ ​Storage,​ ​Crafting, 
  Village 
  and​ ​Facilities 
   
  ​ ​ ​ ​Stables 
  ​ ​ ​ ​ ​ ​ ​ ​ ​and​ ​Post​ ​Office 
   
   
  
   
  A​ ​Classic​ ​Architectural​ ​Style 
   
   
  Timeless​ ​and​ ​built​ ​to​ ​inspire! 
   
   
  
   
  Gorlensen​ ​Library  
   
  Main​ ​Shelves 
   
   
  The​ ​Foundational​ ​Repository 
  and​ ​Gothelrealm​ ​Museum  
   
  
   
  Other​ ​Facilities 
   
  Main​ ​Lecture​ ​Room 
   
   
  Theater  
  
   
  The​ ​Village  
   
  Just​ ​Down​ ​the​ ​Hill, 
  Quaint​ ​Streets​ ​With​ ​Friendly​ ​People 
   
   
  Visit​ ​the​ ​Local​ ​Pub​ ​and​ ​Enjoy​ ​Your​ ​Time​ ​Off​ ​Campus 
   
  
   
  Surrounding​ ​Countryside 
   
  Sky​ ​Lake 
  Enjoy​ ​fishing,​ ​swimming,​ ​and​ ​relaxing  
  in​ ​the​ ​crisp​ ​clean​ ​air. 
   
   
  Mount​ ​Nexus 
  Pleasant​ ​hiking,​ ​nature​ ​watching,​ ​and​ ​stargazing. 
  
   
  Off​ ​Limits 
   
  Shadow​ ​Woods 
   
   
  Catacombs​ ​and​ ​Caverns 
   
  Please​ ​do​ ​not​ ​go​ ​anywhere​ ​near​ ​these​ ​areas​ ​without​ ​supervision​ ​and​ ​written 
  Faculty​ ​approval​.​ ​ ​There​ ​are​ ​many​ ​dangers​ ​in​ ​the​ ​surrounding​ ​areas.​ ​ ​We​ ​do​ ​not​ ​want 
  to​ ​lose​ ​any​ ​more​ ​students.​ ​ ​If​ ​you​ ​ignore​ ​these​ ​precautions​ ​be​ ​advised​ ​the 
  waiver​ ​you​ ​signed​ ​at​ ​orientation​ ​absolves​ ​Gothelrealm​ ​entirely​.​ ​ ​Seriously,​ ​do 
  not​ ​go​ ​anywhere​ ​near​ ​these​ ​places.​ ​ ​You​ ​could​ ​die.​ ​ ​Or​ ​die​ ​again.​ ​ ​Or​ ​be​ ​hurt​ ​really​ ​bad. 
  This​ ​means​ ​you! 
  
   
  KISMET 
  Gothelrealm​ ​University​ ​uses​ ​KISMET​ ​ ​a​ ​tabletop​ ​roleplaying​ ​game,​ ​where​ ​you​ ​and​ ​your 
  friends​ ​gather​ ​around​ ​and​ ​tell​ ​stories​ ​full​ ​of​ ​danger,​ ​excitement,​ ​and​ ​adventure.​ ​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™,​ ​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​ ​[​ ​]. 
  Character​ ​sheets​ ​for​ ​each​ ​player.  
  ●
  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. 
  Now​ ​it’s​ ​time​ ​to​ ​start​ ​writing​ ​stuff​ ​down.​ ​Grab​ ​a​ ​pencil​ ​and​ ​a​ ​copy​ ​of​ ​the​ ​character​ ​sheet. 
  Find​ ​the​ ​Student​ ​Application​ ​on​ ​the​ ​next​ ​page​ ​ ​to​ ​go​ ​through​ ​this​ ​outline​ ​for​ ​creating 
  your​ ​character​ ​step​ ​by​ ​step.​ ​ ​The​ ​different​ ​components​ ​are​ ​further​ ​explained​ ​on​ ​the 
  pages​ ​following​ ​the​ ​application.  
   
   
  
   
  Student​ ​Application 
  ●
  Select​ ​a​ ​Heritage​ ​(pg​ ​XX)​ ​and​ ​write​ ​down​ ​the​ ​associated​ ​Power​ ​Facts 
  ●
  Choose​ ​up​ ​to​ ​6​ ​Aspects​ ​(must​ ​select​ ​at​ ​least​ ​Concept,​ ​Trouble,​ ​and​ ​House​ ​to​ ​play) 
  ●
  Rank​ ​Attributes​ ​distributing​ ​+4,​ ​+3,​ ​+2,​ ​+1,​ ​+1,​ ​0.​ ​ ​Then​ ​add​ ​+1​ ​to​ ​one​ ​of​ ​them 
  ●
  Choose​ ​up​ ​to​ ​three​ ​free​ ​Stunts  
  ●
  Start​ ​with​ ​a​ ​Refresh​ ​of​ ​3​ ​(pg​ ​XX),​ ​may​ ​sacrifice​ ​Refresh​ ​for​ ​additional​ ​Stunts  
   
  ASPECTS​ ​(pg​ ​XX) 
  Tell​ ​us​ ​about​ ​yourself!​ ​ ​How​ ​does​ ​your​ ​Aspects​ ​help/hinder​ ​you?​ ​Good​ ​Aspects​ ​do​ ​both.  
  Concept:​ ​This​ ​is​ ​a​ ​single​ ​phrase​ ​or​ ​sentence​ ​that​ ​neatly​ ​sums​ ​up​ ​your​ ​character.  
  Trouble:​ ​Next,​ ​decide​ ​on​ ​the​ ​thing​ ​that​ ​always​ ​gets​ ​you​ ​into​ ​trouble.  
  House:​ ​Write​ ​down​ ​one​ ​of​ ​your​ ​house’s​ ​mottos.  
  Social:​ ​ ​How​ ​you​ ​fit​ ​into​ ​your​ ​house​ ​and​ ​the​ ​school.  
  Extra:​ ​Anything​ ​else​ ​you​ ​want​ ​to​ ​put​ ​down​ ​to​ ​round​ ​out​ ​your​ ​character.  
  Secret:​ ​What​ ​is​ ​something​ ​that​ ​you​ ​and​ ​one​ ​other​ ​character​ ​knows? 
   
  ATTRIBUTES​ ​(pg​ ​XX) 
  What​ ​can​ ​you​ ​do?​ ​Aspects​ ​and​ ​Power​ ​Facts​ ​highly​ ​color​ ​how​ ​you​ ​use​ ​your​ ​Attributes.  
  Physique​:​ ​Raw​ ​physical​ ​ability.​ ​ ​Lifting,​ ​jumping,​ ​swimming,​ ​and​ ​unarmed​ ​combat. 
  Prowess​:​ ​Martial​ ​training.​ ​ ​Weapons,​ ​planning,​ ​understanding​ ​strategy​ ​and​ ​tactics. 
  Tenacity​:​ ​Will​ ​and​ ​determination​ ​to​ ​go​ ​on,​ ​regardless​ ​of​ ​whatever​ ​stands​ ​in​ ​your​ ​way. 
  Grace​:​ ​Creativity,​ ​expression,​ ​and​ ​natural​ ​charm.​ ​ ​Making​ ​what​ ​resonates​ ​or​ ​allures 
  Cunning​:​ ​Cleverness​ ​and​ ​ability​ ​to​ ​deceive.​ ​See​ ​patterns​ ​when​ ​others​ ​do​ ​not. 
  Lore​:​ ​Memory​ ​and​ ​learning​ ​ability.​ ​ ​Know​ ​from​ ​your​ ​studies​ ​what​ ​others​ ​do​ ​not. 
   
  STUNTS​ ​(pg​ ​XX) 
  What​ ​are​ ​the​ ​Innate​ ​Talents,​ ​Training,​ ​Items,​ ​Pets,​ ​Allies,​ ​and​ ​Locations​ ​which​ ​give​ ​you 
  an​ ​advantage?​ ​Note:​ ​GM​ ​may​ ​compel​ ​first​ ​part​ ​of​ ​a​ ​Stunt​ ​like​ ​an​ ​Aspect​ ​if​ ​relevant. 
  ●
  Because​ ​I​ ​[say​ ​how​ ​you​ ​are​ ​exceptional,​ ​have​ ​a​ ​cool​ ​item,​ ​pet,​ ​location,​ ​or​ ​are 
  otherwise​ ​awesome],​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​[pick​ ​Attribute]​ ​when​ ​I​ ​[attack,​ ​defend, 
  discover,​ ​create​ ​advantage,​ ​or​ ​overcome​ ​obstacle]​ ​while​ ​[describe​ ​a​ ​circumstance] 
  ●
  Because​ ​I​ ​[describe​ ​some​ ​way​ ​that​ ​you​ ​are​ ​exceptional,​ ​have​ ​a​ ​cool​ ​item,​ ​pet, 
  location,​ ​or​ ​are​ ​otherwise​ ​awesome],​ ​once​ ​per​ ​game​ ​session​ ​I​ ​[describe 
  something​ ​cool​ ​you​ ​can​ ​do​ ​that​ ​normally​ ​would​ ​not​ ​be​ ​possible].  
   
  STRESS​ ​AND​ ​CONSEQUENCES​ ​(pg​ ​XX)  
  Characters​ ​start​ ​with​ ​3​ ​Stress​ ​boxes​ ​and​ ​Mild,​ ​Moderate,​ ​and​ ​Severe​ ​Consequence​ ​slots.  
  ●
  +1​ ​or​ ​+2​ ​ ​Tenacity​ ​add​ ​a​ ​Stress​ ​box  
  ●
  +3​ ​ ​or​ ​+4​ ​ ​Tenacity​ ​add​ ​a​ ​Stress​ ​box​ ​and​ ​mild​ ​consequence 
  ●
  +5​ ​ ​Tenacity​ ​add​ ​two​ ​stress​ ​boxes​ ​and​ ​mild​ ​consequence 
  
   
  HERITAGE 
  Start​ ​by​ ​choosing​ ​a​ ​Heritage​ ​and​ ​writing​ ​down​ ​the​ ​associated​ ​Power​ ​Facts.​ ​ ​This​ ​makes 
  you​ ​a​ ​member​ ​of​ ​the​ ​associated​ ​“Magical​ ​Family.​ ​Each​ ​of​ ​these​ ​have​ ​very​ ​different​ ​social 
  dynamics.  
   
   
  Dragons​:​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​a​ ​mundane 
  although​ ​there​ ​is​ ​always​ ​some​ ​small​ ​tell,​ ​in​ ​Dragon 
  form​ ​have​ ​Supernatural​ ​physique,​ ​tough​ ​scales,​ ​claws, 
  winged​ ​flight,​ ​and​ ​can​ ​breathe​ ​fire,​ ​may​ ​entrance​ ​or 
  terrorize​ ​weaker​ ​wills 
   
   
  Faeries:​ ​May​ ​perform​ ​Supernatural​ ​glamour​ ​and 
  make​ ​binding​ ​promises,​ ​can​ ​communicate​ ​with 
  animals​ ​and​ ​with​ ​effort​ ​other​ ​parts​ ​of​ ​nature​ ​such​ ​as 
  trees,​ ​rocks,​ ​streams,​ ​etc,​ ​entrance​ ​weaker​ ​wills, 
  Supernatural​ ​senses,​ ​often​ ​have​ ​retained​ ​favors​ ​to 
  obtain​ ​magical​ ​and​ ​mundane​ ​assistance,​ ​may​ ​be 
  injured​ ​but​ ​cannot​ ​die,​ ​vulnerable​ ​to​ ​cold​ ​iron 
   
   
  Ghosts:​ ​Apparently​ ​indestructible​ ​but​ ​cannot​ ​interact 
  physically​ ​without​ ​an​ ​act​ ​of​ ​will,​ ​may​ ​pass​ ​through 
  non-magical​ ​barriers,​ ​may​ ​vary​ ​opaqueness​ ​to​ ​become 
  nearly​ ​invisible​ ​to​ ​nearly​ ​normal,​ ​may​ ​change 
  appearance​ ​by​ ​an​ ​act​ ​of​ ​will,​ ​may​ ​possess​ ​and/or 
  terrorize​ ​those​ ​of​ ​weaker​ ​will  
   
  
   
   
   
  Nephilim​:​ ​Ancient​ ​parasitic​ ​spirits​ ​with​ ​access​ ​to 
  fragmented​ ​memories​ ​stretching​ ​over​ ​eons,​ ​able​ ​to 
  heal​ ​body​ ​from​ ​most​ ​any​ ​damage​ ​given​ ​enough​ ​time, 
  can​ ​perform​ ​Supernatural​ ​evocative​ ​magic​ ​(fire, 
  water,​ ​air,​ ​spirits,​ ​and​ ​earth),​ ​tend​ ​to​ ​slowly​ ​‘burn​ ​out’ 
  host,​ ​terrifying​ ​but​ ​vulnerable​ ​when​ ​outside​ ​a​ ​body 
   
   
   
  Vampires​:​ ​ ​Using​ ​blood​ ​may​ ​have​ ​Supernatural​ ​physique 
  and​ ​tenacity,​ ​may​ ​entrance​ ​weaker​ ​wills,​ ​change​ ​into​ ​mist, 
  move​ ​nearly​ ​undetected​ ​in​ ​shadows,​ ​vulnerable​ ​to​ ​sunlight. 
  May​ ​lose​ ​control​ ​when​ ​they​ ​are​ ​hungry.  
   
   
   
   
  Werewolves​:​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​mundane​ ​with 
  some​ ​small​ ​tell,​ ​in​ ​were-form​ ​nearly​ ​indestructible​ ​unless 
  silver​ ​used,​ ​superhuman​ ​senses,​ ​Supernatural​ ​physique,​ ​and 
  tenacity,​ ​may​ ​terrorize​ ​weaker​ ​wills 
   
   
   
  Wizards:​ ​Can​ ​perform​ ​Supernatural​ ​magic,​ ​cast​ ​spells 
  with​ ​wand/staff,​ ​create​ ​potions​ ​and​ ​enchanted​ ​items, 
  detect​ ​magic,​ ​utilize​ ​magical​ ​locations​ ​and/or​ ​rituals​ ​for 
  more​ ​powerful​ ​effects.​ ​Somewhat​ ​long​ ​lived​ ​but 
  physically​ ​Mundane. 
  
   
   
   
   
  Zombies:​ ​ ​When​ ​eating​ ​brains,​ ​and​ ​to​ ​a​ ​lesser​ ​extent 
  blood​ ​or​ ​flesh,​ ​may​ ​take​ ​on​ ​the​ ​Memories,​ ​Attributes, 
  and/or​ ​Aspects​ ​of​ ​those​ ​whom​ ​they​ ​consume.​ ​When 
  angered​ ​or​ ​hungry​ ​have​ ​Supernatural​ ​physique​ ​and 
  tenacity.​ ​Highly​ ​resistant​ ​to​ ​physical​ ​injury.​ ​ ​May​ ​lose 
  control​ ​when​ ​they​ ​are​ ​hungry.  
   
   
  Power​ ​Facts​ ​are​ ​a​ ​description​ ​of​ ​the​ ​specific​ ​narrative​ ​permissions​ ​conveyed​ ​by​ ​one​ ​or 
  more​ ​of​ ​your​ ​Aspects.​ ​ ​The​ ​abilities​ ​of​ ​members​ ​of​ ​the​ ​Magical​ ​Families​ ​are​ ​more​ ​clearly 
  defined​ ​by​ ​writing​ ​them​ ​down​ ​ahead​ ​of​ ​time.​ ​This​ ​description​ ​may​ ​be​ ​edited​ ​during​ ​play 
  if​ ​something​ ​is​ ​obviously​ ​missing​ ​with​ ​the​ ​GM's​ ​permission.​ ​ ​These​ ​do​ ​not​ ​cover​ ​every 
  single​ ​thing​ ​a​ ​character​ ​can​ ​do.​ ​ ​They​ ​are​ ​meant​ ​to​ ​convey​ ​the​ ​signature​ ​abilities​ ​or 
  features​ ​that​ ​are​ ​likely​ ​to​ ​come​ ​up​ ​in​ ​play.​ ​(​Power​ ​Facts​ ​H/T​ ​Bill​ ​Garrett,​ ​Four​ ​Color 
  FAE,​ ​http://station53.blogspot.com/2014/08/the-essential-four-​ ​color-fae.html​) 
   
   
   
  
   
  ASPECTS 
  Next​ ​select​ ​your​ ​aspects.​ ​These​ ​are​ ​a​ ​descriptive​ ​word,​ ​phrase,​ ​or​ ​sentence​ ​that 
  describes​ ​something​ ​centrally​ ​important​ ​to​ ​your​ ​character.​ ​It​ ​can​ ​be​ ​an​ ​ideal​ ​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.  
   
  Concept:​ ​First,​ ​decide​ ​on​ ​your​ ​character’s​ ​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.​ ​This​ ​comes​ ​with​ ​one​ ​free​ ​invoke. 
  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—anything​ ​that 
  makes​ ​your​ ​life​ ​complicated. 
  House:​ ​Choose​ ​one​ ​of​ ​your​ ​house’s​ ​mottos​ ​for​ ​your​ ​own​ ​(see​ ​below).  
   
  Amarok 
    
  “Power​ ​conquers​ ​all”
   
  “No​ ​pity​ ​for​ ​the​ ​weak”
    
  “Many​ ​minds,​ ​one​ ​heart”
    
   
   
  Kallisto 
  “Ready​ ​for​ ​all,​ ​yielding​ ​to​ ​none” 
  “Listen,​ ​learn,​ ​then​ ​speak” 
  “May​ ​we​ ​be​ ​as​ ​one” 
   
   
  Sekhet
    
  “Ever​ ​changing,​ ​ever​ ​new”
    
  “Weight​ ​the​ ​hearts​ ​of​ ​the​ ​worthy”  
  “Loyal​ ​forever” 
   
   
  Drakonus  
  “Secrets​ ​must​ ​not​ ​be​ ​forgotten” 
  “There​ ​is​ ​a​ ​pattern​ ​to​ ​everything” 
  “Deeds​ ​not​ ​words” 
  
   
  Social:​ ​ ​How​ ​you​ ​fit​ ​into​ ​your​ ​house​ ​and​ ​the​ ​school.​ ​ ​Are​ ​you​ ​a​ ​favored​ ​student​ ​or 
  notable​ ​member​ ​of​ ​one​ ​of​ ​the​ ​Magical​ ​Families?​ ​Do​ ​you​ ​fill​ ​a​ ​significant​ ​role​ ​or​ ​position 
  at​ ​the​ ​school?​ ​ ​Maybe​ ​you​ ​are​ ​avoiding​ ​your​ ​responsibilities... 
   
  Extra:​ ​Anything​ ​else​ ​you​ ​want​ ​to​ ​put​ ​down​ ​to​ ​round​ ​out​ ​your​ ​character.​ ​ ​If​ ​you​ ​wish, 
  you​ ​may​ ​leave​ ​this​ ​blank​ ​right​ ​now​ ​and​ ​fill​ ​it​ ​in​ ​after​ ​the​ ​game​ ​has​ ​started. 
   
  Secret:​ ​What​ ​is​ ​something​ ​that​ ​you​ ​and​ ​one​ ​other​ ​character​ ​knows?​ ​ ​A​ ​secret​ ​should​ ​be 
  something​ ​that​ ​you​ ​would​ ​not​ ​want​ ​others​ ​to​ ​know,​ ​that​ ​would​ ​at​ ​least​ ​embarrass​ ​you, 
  but​ ​this​ ​doesn’t​ ​have​ ​to​ ​be​ ​awful.  
   
  ​ ​ ​
  ​ ​ ​
   
   
  Aspects​ ​allow​ ​you​ ​to​ ​change​ ​the​ ​story​ ​in​ ​ways​ ​that​ ​tie​ ​in​ ​with​ ​your​ ​character’s 
  tendencies,​ ​skills,​ ​or​ ​problems.​ ​You​ ​can​ ​also​ ​use​ ​them​ ​to​ ​establish​ ​facts​ ​about​ ​the 
  setting,​ ​such​ ​as​ ​the​ ​existence​ ​of​ ​a​ ​useful​ ​ally,​ ​dangerous​ ​enemy,​ ​or​ ​secret​ ​organization. 
   
   
  
   
  ATTRIBUTES 
  Attributes​ ​replace​ ​Approaches.​ ​ ​Your​ ​Aspects​ ​and​ ​especially​ ​your​ ​Power​ ​Facts​ ​will​ ​highly 
  color​ ​how​ ​you​ ​are​ ​able​ ​to​ ​use​ ​your​ ​Attributes.  
   
  Physique​:​ ​This​ ​represents​ ​your​ ​raw​ ​physical​ ​ability.​ ​ ​Lifting,​ ​pushing,​ ​tearing, 
  pulling,​ ​punching,​ ​jumping,​ ​wrestling​ ​and​ ​other​ ​forms​ ​of​ ​unarmed​ ​combat. 
  Prowess​:​ ​This​ ​reflects​ ​your​ ​martial​ ​training.​ ​ ​Using​ ​weapons,​ ​surviving​ ​on​ ​a 
  battlefield,​ ​understanding​ ​strategy​ ​and​ ​tactics. 
  Tenacity​:​ ​This​ ​represents​ ​your​ ​will​ ​and​ ​determination​ ​to​ ​go​ ​on,​ ​regardless​ ​of 
  whatever​ ​stands​ ​in​ ​your​ ​way.​ ​Whenever​ ​you​ ​face​ ​danger,​ ​make​ ​selfless​ ​decisions, 
  or​ ​fight​ ​through​ ​the​ ​pain.  
  Grace​:​ ​This​ ​represents​ ​your​ ​creativity,​ ​expression,​ ​and​ ​natural​ ​charm.​ ​Embark 
  on​ ​a​ ​creative​ ​ ​endeavor​ ​or​ ​create​ ​that​ ​which​ ​resonates​ ​or​ ​allures. 
  Cunning​:​ ​This​ ​is​ ​a​ ​measure​ ​of​ ​your​ ​ability​ ​to​ ​see​ ​what​ ​others​ ​are​ ​trying​ ​to​ ​hide 
  and​ ​ ​find​ ​solutions​ ​for​ ​difficult​ ​problems,​ ​put​ ​together​ ​an​ ​elaborate​ ​ ​plan​ ​from 
  disparate​ ​parts​ ​and​ ​see​ ​patterns​ ​where​ ​others​ ​cannot. 
  Lore​:​ ​Memory​ ​and​ ​learning​ ​ability.​ ​ ​Know​ ​from​ ​your​ ​studies​ ​what​ ​others​ ​do​ ​not. 
   
  Under​ ​the​ ​correct​ ​circumstances,​ ​most​ ​these​ ​can​ ​be​ ​used​ ​to​ ​Discover,​ ​Overcome,​ ​Create 
  Advantage,​ ​Attack,​ ​or​ ​Defend.  
   
  ​ ​ ​
  ​ ​ ​
  ​ ​ ​ ​
   
   
   
  
   
  STUNTS 
  Stunts​ ​include​ ​Innate​ ​Talents,​ ​Training,​ ​Items,​ ​Pets,​ ​Allies,​ ​and​ ​Locations​ ​which​ ​change 
  how​ ​an​ ​Attribute​ ​works​ ​for​ ​your​ ​character.​ ​Generally​ ​this​ ​means​ ​you​ ​get​ ​a​ ​bonus 
  (almost​ ​always​ ​+2)​ ​in​ ​certain​ ​situations,​ ​but​ ​sometimes​ ​it​ ​gives​ ​you​ ​some​ ​other​ ​ability​ ​or 
  characteristic.​ ​ ​Note:​ ​the​ ​GM​ ​may​ ​compel​ ​first​ ​part​ ​of​ ​a​ ​Stunt​ ​like​ ​an​ ​Aspect​ ​if​ ​relevant.  
   
  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. 
   
  ●
  Because​ ​I​ ​[say​ ​how​ ​you​ ​are​ ​exceptional,​ ​have​ ​a​ ​cool​ ​item,​ ​pet,​ ​location,​ ​or​ ​are 
  otherwise​ ​awesome],​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​[pick​ ​Attribute]​ ​when​ ​I​ ​[attack,​ ​defend, 
  discover,​ ​create​ ​advantage,​ ​or​ ​overcome​ ​obstacle]​ ​while​ ​[describe​ ​a​ ​circumstance] 
  ●
  Because​ ​I​ ​[describe​ ​some​ ​way​ ​that​ ​you​ ​are​ ​exceptional,​ ​have​ ​a​ ​cool​ ​item,​ ​pet, 
  location,​ ​or​ ​are​ ​otherwise​ ​awesome],​ ​once​ ​per​ ​game​ ​session​ ​I​ ​[describe 
  something​ ​cool​ ​you​ ​can​ ​do​ ​that​ ​normally​ ​would​ ​not​ ​be​ ​possible].  
   
  These​ ​templates​ ​exist​ ​to​ ​give​ ​you​ ​an​ ​idea​ ​of​ ​how​ ​stunts​ ​should​ ​be​ ​constructed,​ ​but​ ​don’t 
  feel​ ​constrained​ ​to​ ​follow​ ​them​ ​exactly​ ​if​ ​you​ ​have​ ​a​ ​good​ ​idea.  
   
  REFRESH 
  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!​ ​Your​ ​refresh​ ​may​ ​never​ ​go​ ​below​ ​one. 
   
  SAMPLE​ ​STUDENTS 
  There​ ​are​ ​several​ ​sample​ ​students​ ​at​ ​the​ ​end​ ​of​ ​the​ ​book.​ ​ ​If​ ​you​ ​have​ ​any​ ​problems​ ​with 
  your​ ​application​ ​do​ ​not​ ​hesitate​ ​to​ ​see​ ​how​ ​others​ ​have​ ​filled​ ​theirs​ ​out​ ​before​ ​you.  
  
   
  HOW​ ​TO​ ​DO​ ​STUFF:  
  OUTCOMES,​ ​ACTIONS,​ ​AND​ ​ATTRIBUTES 
  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​ ​suggests​ ​you​ ​can 
  perform​ ​magic,​ ​then​ ​cast​ ​that​ ​spell.​ ​If​ ​one​ ​of​ ​your​ ​aspects​ ​describe​ ​you​ ​as​ ​a​ ​swordsman, 
  draw​ ​that​ ​blade​ ​and​ ​have​ ​at​ ​it.​ ​These​ ​story​ ​details​ ​don’t​ ​have​ ​additional​ ​mechanical 
  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.​ ​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​ ​someone​ ​or​ ​something​ ​can 
  stop​ ​you. 
  2. Decide​ ​what​ ​action​ ​you’re​ ​taking:​ ​create​ ​an​ ​advantage,​ ​discover,​ ​overcome, 
  attack,​ ​or​ ​defend. 
  3. Determine​ ​the​ ​appropriate​ ​Attribute. 
  4. Roll​ ​dice​ ​and​ ​add​ ​your​ ​Attribute’s​ ​bonus. 
  5. Decide​ ​whether​ ​to​ ​modify​ ​your​ ​roll​ ​with​ ​Aspects​ ​using​ ​Fate​ ​Points. 
  6. Figure​ ​out​ ​your​ ​outcome. 
   
   
  
   
  DICE 
  Part​ ​of​ ​determining​ ​your​ ​outcome​ ​is​ ​generating​ ​a​ ​random​ ​number,​ ​by​ ​rolling​ ​four​ ​Fate 
  Dice.​ ​You​ ​roll​ ​Fate​ ​Dice​ ​in​ ​a​ ​set​ ​of​ ​four.​ ​Each​ ​die​ ​will​ ​come​ ​up​ ​as​ ​[+],​ ​[​ ​],​ ​or​ ​[-],​ ​and​ ​you 
  add​ ​them​ ​together​ ​to​ ​get​ ​the​ ​total​ ​of​ ​the​ ​roll.​ ​For​ ​example: 
  ​ ​=​ ​+1 
  ​ ​=​ ​0 
  ​ ​=​ ​+2 
  ​ ​=​ ​-1 
   
  OUTCOMES 
  Once you roll your dice, add your Attribute bonus 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​ ​we​ ​can​ ​talk​ ​about​ ​actions​ ​and​ ​how​ ​outcomes​ ​work​ ​with​ ​them. 
   
  
   
  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​ ​five 
  basic​ ​actions​ ​that​ ​cover​ ​anything​ ​you​ ​do​ ​in​ ​the​ ​game. 
   
  Create​ ​Advantage 
  Creating​ ​an​ ​advantage​ ​is​ ​anything​ ​you​ ​do​ ​to​ ​try​ ​to​ ​help​ ​yourself​ ​or 
  one​ ​of​ ​your​ ​friends.​ ​The​ ​target​ ​of​ ​your​ ​action​ ​may​ ​get​ ​a​ ​chance​ ​to​ ​use 
  the​ ​defend​ ​action​ ​to​ ​stop​ ​you.​ ​The​ ​advantage​ ​you​ ​create​ ​lets​ ​you 
  create​ ​a​ ​new​ ​situation​ ​aspect​ ​or​ ​take​ ​advantage​ ​of​ ​an​ ​existing​ ​aspect. 
   
  If​ ​you’re​ ​creating​ ​a​ ​new​ ​aspect: 
  ●
  If​ ​you​ ​fail:​ ​Either​ ​you​ ​don’t​ ​create​ ​the​ ​aspect​ ​at​ ​all,​ ​or​ ​you​ ​create​ ​it​ ​but​ ​an 
  opponent​ ​gets​ ​to​ ​invoke​ ​the​ ​aspect​ ​for​ ​free.​ ​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​ ​succeed:​ ​You​ ​create​ ​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​ ​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! 
   
  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. 
   
  
   
  Overcome 
  You​ ​use​ ​the​ ​overcome​ ​action​ ​when​ ​you​ ​have​ ​to​ ​get​ ​past 
  something​ ​that’s​ ​between​ ​you​ ​and​ ​a​ ​particular​ ​goal.​ ​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.​ ​Or​ ​you​ ​can 
  succeed,​ ​at​ ​a​ ​serious​ ​cost.​ ​The​ ​GM​ ​helps​ ​you​ ​figure​ ​out​ ​an​ ​appropriate​ ​cost. 
  ●
  If​ ​you​ ​tie:​ ​You​ ​attain​ ​your​ ​goal,​ ​but​ ​at​ ​some​ ​minor​ ​cost.  
  ●
  If​ ​you​ ​succeed:​ ​You​ ​accomplish​ ​what​ ​you​ ​were​ ​trying​ ​to​ ​do.  
  ●
  If​ ​you​ ​succeed​ ​with​ ​style:​ ​As​ ​success​ ​(above),​ ​but​ ​you​ ​also​ ​gain​ ​a​ ​boost. 
   
  Discover 
  You​ ​use​ ​the​ ​discover​ ​action​ ​when​ ​revealing​ ​information,​ ​either 
  with​ ​passive​ ​or​ ​active​ ​opposition.​ ​ ​You​ ​may​ ​uncover​ ​facts​ ​and 
  information​ ​or​ ​you​ ​may​ ​uncover​ ​an​ ​aspect.​ ​This​ ​doesn’t​ ​inherently 
  come​ ​with​ ​a​ ​free​ ​invocation,​ ​because​ ​you’re​ ​observing​ ​rather​ ​than 
  applying​ ​change.​ ​(H/T​ ​Ryan​ ​Macklin,​ ​Fate:​ ​The​ ​Discover​ ​Action, 
  ryanmacklin.com/2014/10/fate-the-discover-​ ​action/) 
   
  ●
  If​ ​you​ ​fail:​ ​Either​ ​you​ ​don’t​ ​discover​ ​the​ ​information​ ​or​ ​aspect​ ​at​ ​all,​ ​or​ ​you 
  discover​ ​it​ ​at​ ​a​ ​serious​ ​cost.​ ​ ​This​ ​includes​ ​the​ ​possibility​ ​that​ ​an​ ​opponent​ ​gets​ ​to 
  invoke​ ​the​ ​aspect​ ​for​ ​free.​ ​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:​ ​You​ ​discover​ ​the​ ​information​ ​or​ ​aspect​ ​at​ ​a​ ​minor​ ​cost.​ ​No​ ​free​ ​invoke. 
  ●
  If​ ​you​ ​succeed:​ ​You​ ​discover​ ​the​ ​information​ ​or​ ​aspect.​ ​No​ ​free​ ​invoke. 
  ●
  If​ ​you​ ​succeed​ ​with​ ​style:​ ​You​ ​discover​ ​the​ ​information​ ​or​ ​aspect,​ ​and​ ​you​ ​or​ ​an 
  ally​ ​receive​ ​a​ ​boost​ ​related​ ​to​ ​the​ ​information​ ​or​ ​a​ ​free​ ​invocation​ ​of​ ​the 
  discovered​ ​aspect. 
   
  
   
  Attack 
  Use​ ​an​ ​attack​ ​when​ ​you​ ​try​ ​to​ ​hurt​ ​someone.​ ​(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.​ ​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.​ ​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. 
   
  Roll​ ​the​ ​Dice,​ ​Add​ ​Your​ ​Bonus 
  Time to take up dice and roll. Take the bonus
   
   
   
   
   
   
   
   
   
   
  associated with the Attribute 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​. 
   
   
   
   
  
   
  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​ ​several​ ​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. 
   
  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​ ​participant​ ​takes​ ​one​ ​overcome​ ​action​ ​to​ ​determine​ ​how​ ​well​ ​they 
  do​ ​in​ ​that​ ​leg​ ​of​ ​the​ ​contest.​ ​Compare​ ​your​ ​result​ ​to​ ​everyone​ ​else’s.​ ​The​ ​first​ ​participant 
  to​ ​achieve​ ​three​ ​victories​ ​wins​ ​the​ ​contest. 
   
  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.​ ​The​ ​GM​ ​creates​ ​a​ ​new​ ​situation​ ​aspect 
  reflecting​ ​this​ ​change​ ​and​ ​puts​ ​it​ ​into​ ​play. 
   
  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). 
  1.
  Set​ ​the​ ​scene. 
  2. Determine​ ​turn​ ​order. 
  3. Start​ ​the​ ​first​ ​exchange. 
  4. On​ ​your​ ​turn,​ ​take​ ​an​ ​action. 
  5. On​ ​other​ ​people’s​ ​turns,​ ​defend​ ​against​ ​or​ ​respond​ ​to​ ​their​ ​actions. 
  6. At​ ​the​ ​end​ ​of​ ​everyone’s​ ​turn,​ ​start​ ​a​ ​new​ ​exchange​ ​or​ ​end​ ​the​ ​conflict. 
   
  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​ ​interact​ ​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). 
  ●
  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. 
   
   
   
  
   
  Determine​ ​Turn​ ​Order 
  Your​ ​turn​ ​order​ ​in​ ​a​ ​conflict​ ​is​ ​based​ ​on​ ​your 
  attributes.​ ​In​ ​a​ ​physical​ ​conflict,​ ​compare​ ​your​ ​Quick 
  Attribute​ ​to​ ​the​ ​other​ ​participants’—the​ ​one​ ​with​ ​the 
  fastest​ ​reflexes​ ​goes​ ​first.​ ​In​ ​a​ ​mental​ ​conflict, 
  compare​ ​your​ ​Careful​ ​Attribute—attention​ ​to​ ​detail 
  will​ ​warn​ ​you​ ​of​ ​danger.​ ​Whoever​ ​has​ ​the​ ​highest 
  Attribute​ ​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.​ ​A 
  character​ ​can​ ​take​ ​one​ ​action​ ​per​ ​turn.​ ​Resolve​ ​these 
  to​ ​determine​ ​outcome.​ ​The​ ​conflict​ ​is​ ​over​ ​when​ ​only 
  one​ ​side​ ​remains. 
   
   
  
   
  SCALE​ ​RULES 
   
  For​ ​situations​ ​where​ ​scale​ ​would​ ​be​ ​relevant​ ​we​ ​will​ ​use​ ​a​ ​modified​ ​version​ ​of​ ​the​ ​rules 
  from​ ​the​ ​Fate​ ​Tool​ ​Kit,​ ​and​ ​Dresden​ ​Files​ ​Accelerated.​ ​ ​ ​ ​The​ ​GM​ ​sets​ ​base​ ​scale​ ​for​ ​all 
  characters. 
   
  Mundane 
  Non-magical​ ​people​ ​and​ ​creatures 
  Supernatural 
  Most​ ​magical​ ​people​ ​and​ ​creatures 
  Otherworldly 
  Powerful​ ​members​ ​and/or​ ​leaders​ ​of​ ​the​ ​Magical​ ​Families 
  Legendary 
  Major​ ​named​ ​powers​ ​of​ ​the​ ​many​ ​worlds 
  Transcendent 
  Godlike​ ​entities.​ ​the​ ​mightiest​ ​beings​ ​of​ ​all​ ​the​ ​many​ ​worlds 
   
  Absent​ ​mitigating​ ​factors​ ​(such​ ​as​ ​special​ ​items,​ ​advanced​ ​training,​ ​situational​ ​aspects, 
  etc)​ ​and​ ​subject​ ​to​ ​GM​ ​approval,​ ​t​he​ ​following​ ​effect​ ​applies. 
   
  The​ ​higher​ ​scale​ ​entity​ ​may​ ​treat​ ​a​ ​challenge,​ ​contest,​ ​or​ ​conflict​ ​as​ ​a 
  modified​ ​Overcome​ ​action​ ​including​ ​the​ ​ability​ ​to​ ​succeed​ ​at​ ​a​ ​cost.​ ​If 
  successful,​ ​they​ ​receive​ ​a​ ​+1​ ​per​ ​scale​ ​level​ ​difference​ ​to​ ​their​ ​effect,​ ​if 
  needed.​ ​ ​The​ ​lower​ ​scale​ ​entity​ ​may​ ​take​ ​Stress​ ​and/or​ ​Consequence 
  to​ ​make​ ​up​ ​for​ ​a​ ​deficit​ ​in​ ​effect​ ​and​ ​continue​ ​if​ ​desired. 
  
   
  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;​ ​measured​ ​in​ ​shifts.​ ​Either​ ​you​ ​suffer​ ​stress​ ​and/or 
  consequences,​ ​but​ ​you​ ​stay​ ​in​ ​the​ ​fight​ ​or​ ​you​ ​get​ ​taken​ ​out,​ ​which​ ​means​ ​you’re​ ​out​ ​of 
  the​ ​action​ ​for​ ​a​ ​while. 
  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.​ ​Characters​ ​start​ ​with​ ​three​ ​boxes​ ​in​ ​the​ ​stress​ ​track. 
  Bonuses​ ​to​ ​tenacity​ ​add​ ​to​ ​this​ ​and​ ​(at​ ​higher​ ​levels)​ ​adds​ ​to​ ​your​ ​consequences.  
  ●
  +1​ ​or​ ​+2​ ​ ​Tenacity​ ​add​ ​a​ ​Stress​ ​box  
  ●
  +3​ ​ ​or​ ​+4​ ​ ​Tenacity​ ​add​ ​a​ ​Stress​ ​box​ ​and​ ​mild​ ​consequence​ ​(one​ ​damage​ ​type) 
  ●
  +5​ ​ ​Tenacity​ ​add​ ​two​ ​stress​ ​boxes​ ​and​ ​mild​ ​consequence​ ​(two​ ​damage​ ​types) 
   
  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 
  checkmark​ ​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​ ​consequences.​ ​Each​ ​one​ ​is 
  labeled​ ​with​ ​a​ ​number:​ ​2​ ​(mild),​ ​4​ ​(moderate),​ ​or​ ​6​ ​(severe).​ ​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​ ​hit,​ ​but​ ​only​ ​if​ ​blank​ ​to​ ​start 
  with.​ ​If​ ​you​ ​have​ ​a​ ​consequence​ ​written​ ​down,​ ​you​ ​can’t​ ​take​ ​another​ ​one​ ​until​ ​the​ ​first 
  one​ ​goes​ ​away!​ ​ ​A​ ​major​ ​downside​ ​of​ ​consequences​ ​is​ ​that​ ​each​ ​consequence​ ​is​ ​a​ ​new 
  aspect​ ​that​ ​your​ ​opponents​ ​can​ ​invoke​ ​against​ ​you.​ ​And​ ​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.  
   
  Getting​ ​Taken​ ​Out​ ​Or​ ​Giving​ ​In 
  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.​ ​ ​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. 
   
  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.​ ​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. 
   
  STRESS​ ​&​ ​CONSEQUENCES:​ ​THE​ ​30-SECOND​ ​VERSION 
  ●
  Severity​ ​of​ ​hit​ ​(in​ ​shifts)​ ​=​ ​Attack​ ​Roll​ ​–​ ​Defense​ ​Roll 
  ●
  When​ ​you​ ​take​ ​a​ ​hit,​ ​you​ ​need​ ​to​ ​absorb​ ​the​ ​damage.​ ​You​ ​can​ ​check​ ​a​ ​stress​ ​box 
  to​ ​handle​ ​some​ ​or​ ​all​ ​of​ ​a​ ​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 
  consequence​ ​slots​ ​and​ ​writing​ ​a​ ​new​ ​aspect​ ​for​ ​each.​ ​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. 
   
  
   
   
   
  GETTING​ ​BETTER: 
  RECOVERING​ ​FROM​ ​STRESS​ ​AND​ ​CONSEQUENCES 
  At the end of each scene, clear all of your stress boxes. Recovery from a consequence 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 whatever makes sense with the consequence.
   
   
    
   
   
   
   
   
   
   
   
   
   
   
  You​ ​also​ ​need​ ​to​ ​wait​ ​an​ ​appropriate​ ​length​ ​of​ ​time.​ ​Consequences​ ​resolve​ ​as​ ​follows: 
   
  Mild​:​ ​Clear​ ​at​ ​the​ ​end​ ​of​ ​the​ ​scene,​ ​provided​ ​you​ ​get​ ​some​ ​appropriate​ ​rest. 
  Moderate​:​ ​Clear​ ​at​ ​the​ ​end​ ​of​ ​next​ ​session,​ ​provided​ ​it​ ​makes​ ​sense. 
  Severe​:​ ​Clear​ ​it​ ​at​ ​the​ ​end​ ​of​ ​the​ ​scenario​,​ ​provided​ ​it​ ​makes​ ​sense. 
   
   
  Renaming​ ​Moderate​ ​and​ ​Severe​ ​Consequences 
  Moderate and severe consequences 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 medical help, ​Painful Broken Leg might make more
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  sense​ ​if​ ​you​ ​change​ ​it​ ​to​ ​Hobbling​ ​on​ ​Crutches​. 
   
   
   
   
  
   
  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. 
   
  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 
  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. 
   
  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. 
   
  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​ ​accomplish​ ​it.​ ​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​. 
   
  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. 
   
  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. 
   
  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. 
   
  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​ ​advantage​ ​or​ ​discover 
  action,​ ​the​ ​first​ ​invocation​ ​on​ ​it​ ​(by​ ​you​ ​or​ ​an​ ​ally)​ ​may​ ​be​ ​free​ ​(see​ ​the​ ​action 
  descriptions​ ​above).​ ​If​ ​you​ ​cause​ ​a​ ​consequence​ ​through​ ​an​ ​attack,​ ​you​ ​or​ ​an​ ​ally​ ​can 
  invoke​ ​it​ ​once​ ​for​ ​free.​ ​A​ ​boost​ ​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. 
   
  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
    
   
   
   
   
   
   
   
    
   
   
   
    
  certain decision or that a particular event will occur. You can discuss it back and forth,
   
   
   
    
   
   
   
   
   
   
    
   
   
   
  proposing 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
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  character 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! 
   
  
   
   
  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 compels 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 compels do NOT come from this pool. You never have to
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  worry​ ​about​ ​running​ ​out​ ​of​ ​fate​ ​points​ ​to​ ​award​ ​for​ ​compels. 
   
  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​ ​Mortal​ ​Enemy:​ ​The​ ​Red​ ​Ninjas​ ​establishes​ ​that​ ​the​ ​setting​ ​has​ ​an 
  organization​ ​called​ ​the​ ​Red​ ​Ninjas​ ​and​ ​that​ ​they’re​ ​after​ ​you​ ​for​ ​some​ ​reason.​ ​When​ ​you 
  establish​ ​facts​ ​of​ ​the​ ​setting​ ​this​ ​way,​ ​make​ ​sure​ ​you​ ​do​ ​it​ ​in​ ​cooperation​ ​with​ ​other 
  players.​ ​The​ ​facts​ ​you​ ​establish​ ​through​ ​your​ ​aspects​ ​should​ ​make​ ​the​ ​game​ ​fun​ ​for 
  everyone. 
   
  Composing​ ​Good​ ​Aspects 
  When​ ​you​ ​need​ ​to​ ​think​ ​of​ ​a​ ​good​ ​aspect​ ​(we’re​ ​mainly​ ​talking​ ​about​ ​character​ ​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. 
  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​ ​more 
  
   
  one-dimensional,​ ​but​ ​other​ ​character​ ​and​ ​situation​ ​aspects​ ​should​ ​be​ ​double-edged. 
   
   
  
   
  Sample​ ​Student:​ ​ ​Wizard  
   
  POWER​ ​FACTS:​ ​ ​Can​ ​perform​ ​Supernatural​ ​magic,​ ​spells​ ​with​ ​wand​ ​or​ ​staff,​ ​create​ ​potions 
  and​ ​enchanted​ ​items,​ ​detect​ ​magic,​ ​utilize​ ​magical​ ​locations​ ​and/or​ ​rituals​ ​for​ ​more​ ​powerful 
  effects.​ ​ ​Somewhat​ ​long​ ​lived​ ​but​ ​otherwise​ ​physically​ ​Mundane,  
   
  ASPECTS
  ATTRIBUTES 
  Concept: 
  Sneaky​ ​Wizard​ ​of​ ​House​ ​Drakonus
  Physique
  +1 
  Trouble: 
  A​ ​Deeper​ ​Magic​ ​is​ ​Calling​ ​Me
  Prowess
  ​ ​ ​0 
  House:
  There​ ​is​ ​a​ ​pattern​ ​to​ ​everything
  Tenacity
  +2 
  School: 
  Student​ ​Assistant​ ​Librarian
  Grace 
  +1 
  Other: 
  Inherited​ ​family​ ​bargains
  Cunning
  +3 
  Secret:
  Lore
  +5 
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​a​ ​Sneaky​ ​Wizard​ ​of​ ​House​ ​Drakonus​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Lore​ ​to​ ​Attack 
  when​ ​casting​ ​a​ ​rote​ ​spell 
  ●
  Because​ ​I​ ​am​ ​a​ ​Student​ ​Assistant​ ​Librarian​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Lore​ ​to​ ​Overcome 
  Obstacles​ ​when​ ​doing​ ​book​ ​research 
  ●
  Because​ ​of​ ​the​ ​Inherited​ ​Bargains​ ​of​ ​my​ ​Family​,​ ​once​ ​per​ ​session​ ​I​ ​can​ ​call​ ​upon​ ​a 
  magical​ ​servant​ ​perfect​ ​for​ ​the​ ​job.  
  ●
  Because​ ​I​ ​have​ ​a​ ​Faerie​ ​Token​ ​From​ ​Fosterage​ ​in​ ​the​ ​Summer​ ​Court​,​ ​I​ ​get​ ​a​ ​+2 
  to​ ​use​ ​Cunning​ ​to​ ​Create​ ​Advantage​ ​when​ ​trying​ ​to​ ​mislead​ ​but​ ​not​ ​lie. 
   
  [​ ​]​ ​ ​MILD 
  STRESS   
  [​ ​]​ ​ ​MODERATE
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]  
  [​ ​]​ ​ ​SEVERE   
  REFRESH:
  2  
   
  
   
  Sample​ ​Student:​ ​ ​Zombie 
   
  POWER​ ​FACTS:​ ​ ​When​ ​eating​ ​brains,​ ​and​ ​to​ ​a​ ​lesser​ ​extent​ ​blood​ ​or​ ​flesh,​ ​may​ ​take​ ​on​ ​the 
  Memories,​ ​Attributes,​ ​and/or​ ​Aspects​ ​of​ ​those​ ​whom​ ​they​ ​consume.​ ​When​ ​angered​ ​have 
  supernatural​ ​Physique​ ​and​ ​Tenacity.​ ​Highly​ ​resistant​ ​to​ ​physical​ ​injury.​ ​ ​Do​ ​not​ ​approach​ ​when 
  they​ ​are​ ​hungry.  
   
  ASPECTS
  ATTRIBUTES 
  Concept: 
  Shy​ ​Zombie​ ​of​ ​House​ ​Kallisto
  Physique
  +2 
  Trouble: 
  Brains!​ ​Must​ ​have​ ​Braaaiiinnsss!
  Prowess
  +3 
  House:
  Ready​ ​for​ ​all,​ ​yielding​ ​to​ ​none
  Tenacity
  +5 
  School: 
  Junior​ ​Assistant​ ​Prefect
  Grace 
  +1 
  Other: 
  Quiet​ ​As​ ​the​ ​Dead
  Cunning
  ​ ​ ​0 
  Secret:
  Lore
  +1 
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​a​ ​Shy​ ​Zombie​ ​of​ ​House​ ​Kallisto​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Prowess​ ​to​ ​Attack​ ​when 
  Angry 
  ●
  Because​ ​I​ ​am​ ​a​ ​Junior​ ​Assistant​ ​Prefect​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Tenacity​ ​to​ ​Overcome​ ​Obstacle 
  when​ ​trying​ ​to​ ​determine​ ​the​ ​truth 
  ●
  Because​ ​I​ ​am​ ​Quiet​ ​As​ ​the​ ​Dead​,​ ​I​ ​get​ ​to​ ​use​ ​Tenacity​ ​rather​ ​than​ ​Cunning​ ​to​ ​Overcome 
  Obstacle​ ​when​ ​trying​ ​be​ ​unnoticed​ ​so​ ​long​ ​as​ ​I​ ​don’t​ ​move​.  
  ●
  Because​ ​I​ ​have​ ​Flashbacks​ ​and​ ​Borrowed​ ​Talents​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Tenacity​ ​to​ ​Create 
  Advantage​ ​when​ ​trying​ ​to​ ​be​ ​like​ ​someone​ ​from​ ​whom​ ​I​ ​ate.  
  ●
  Because​ ​I​ ​have​ ​Flashbacks​ ​and​ ​Borrowed​ ​Talents​,​ ​once​ ​per​ ​game​ ​session​ ​after​ ​eating 
  brains​ ​I​ ​can​ ​change​ ​around​ ​my​ ​Attributes​ ​and​ ​replace​ ​my​ ​Trouble​ ​Aspect​ ​and​ ​one​ ​other 
  Aspect​ ​to​ ​be​ ​like​ ​those​ ​from​ ​whom​ ​I​ ​ate.  
   
  [​ ​]​ ​ ​MILD 
  STRESS   
  [​ ​]​ ​ ​MILD
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]  
  [​ ​]​ ​ ​MODERATE 
  [​ ​]​ ​ ​SEVERE  
  REFRESH:
  1 
  
   
  Sample​ ​Student:​ ​ ​Vampire 
   
  POWER​ ​FACTS:​ ​ ​Using​ ​blood​ ​may​ ​have​ ​supernatural​ ​Physique​ ​and/or​ ​Tenacity,​ ​may​ ​entrance 
  weaker​ ​wills,​ ​change​ ​into​ ​mist,​ ​move​ ​nearly​ ​undetected​ ​in​ ​shadows,​ ​vulnerable​ ​to​ ​sunlight.​ ​Do 
  not​ ​approach​ ​when​ ​they​ ​are​ ​hungry.  
   
  ATTRIBUTES
  ASPECTS 
  Physique
  +1
  Concept: 
  Arrogant​ ​Vampire​ ​of​ ​House​ ​Amarok 
  Prowess
  +4
  Trouble: 
  On​ ​Academic​ ​Probation 
  Tenacity
  +1
  School: 
  Gladiatorial​ ​Team​ ​Captain 
   
  Style
  +4
  Other: 
  My​ ​Will​ ​Must​ ​Be​ ​Supreme!
   
  Cunning
  +2
  Other: 
  Blindingly​ ​Fast
   
  *Lore*
  ​ ​ ​0
  Secret:
   
   
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​an​ ​Arrogant​ ​Vampire​ ​of​ ​House​ ​Amarok​,​ ​I​ ​get​ ​+2​ ​when​ ​I​ ​use​ ​Prowess​ ​to 
  Attack​ ​someone​ ​who​ ​is​ ​more​ ​powerful​ ​than​ ​I.  
  ●
  Because​ ​I​ ​am​ ​the​ ​Gladiatorial​ ​Team​ ​Captain,​ ​I​ ​get​ ​a​ ​+2​ ​when​ ​I​ ​use​ ​Prowess​ ​to​ ​Create 
  Advantage​ ​when​ ​helping​ ​someone​ ​on​ ​my​ ​team  
  ●
  Because​ ​My​ ​Will​ ​Must​ ​Be​ ​Supreme!​,​ ​I​ ​get​ ​a​ ​+2​ ​when​ ​I​ ​use​ ​Style​ ​to​ ​Overcome​ ​Obstacle 
  when​ ​mesmerizing​ ​someone 
  ●
  Because​ ​I​ ​am​ ​Blindingly​ ​Fast​,​ ​once​ ​per​ ​game​ ​session​ ​I​ ​can​ ​get​ ​to​ ​an​ ​altercation​ ​so​ ​long 
  as​ ​the​ ​location​ ​can​ ​be​ ​reached​ ​physically.  
  ●
  Because​ ​I​ ​am​ ​Blindingly​ ​Fast​,​ ​I​ ​get​ ​+2​ ​when​ ​I​ ​use​ ​Physique​ ​to​ ​Overcome​ ​Obstacle​ ​when 
  running. 
   
  STRESS
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​] 
   
   
  
   
  Sample​ ​Student:​ ​ ​Werewolf 
   
  POWER​ ​FACTS:​ ​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​mundane​ ​with​ ​some​ ​small​ ​tell,​ ​in​ ​were​ ​form 
  nearly​ ​indestructible​ ​unless​ ​silver​ ​used,​ ​superhuman​ ​senses,​ ​superhuman​ ​Physique,​ ​and 
  Tenacity,​ ​may​ ​terrorize​ ​weaker​ ​wills 
   
  ATTRIBUTES
  ASPECTS 
  Physique
  +5
  Concept: 
  Bullying​ ​Werewolf​ ​of​ ​House​ ​Amarok  
  Prowess
  +1
  Trouble: 
  Savagery​ ​Just​ ​Under​ ​the​ ​Surface 
  Tenacity
  +3
  School: 
  Cadet​ ​Drill​ ​Sergeant  
  *Style*
  ​ ​ ​0
   
  Other: 
  The​ ​Pack​ ​Is​ ​My​ ​Life
   
  Cunning
  +2
  Other: 
  Finely​ ​Tuned​ ​Senses  
  Lore
  +1
  Secret:
   
   
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​a​ ​Bullying​ ​Werewolf​ ​of​ ​House​ ​Amarok​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Physique​ ​to 
  Create​ ​Advantage​ ​with​ ​my​ ​fangs​ ​and​ ​claws 
  ●
  Because​ ​I​ ​am​ ​a​ ​Cadet​ ​Drill​ ​Sergeant,​ ​once​ ​per​ ​game​ ​session​ ​I​ ​can​ ​shake​ ​it​ ​off​ ​and​ ​reduce 
  a​ ​consequence​ ​by​ ​one​ ​slot.  
  ●
  Because​ ​The​ ​Pack​ ​Is​ ​My​ ​Life,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Tenacity​ ​to​ ​Defend​ ​when​ ​helping​ ​my 
  friends 
  ●
  Because​ ​I​ ​have​ ​Finely​ ​Tuned​ ​Senses,​ ​once​ ​per​ ​game​ ​session​ ​I​ ​can​ ​track​ ​someone 
  automatically.  
   
  STRESS
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​] 
   
   
   
   
  
   
  Sample​ ​Student:​ ​ ​Dragon 
   
  POWER​ ​FACTS:​ ​ ​In​ ​human​ ​form​ ​may​ ​pass​ ​as​ ​a​ ​mundane​ ​although​ ​there​ ​is​ ​always 
  some​ ​small​ ​tell,​ ​in​ ​Dragon​ ​form​ ​have​ ​supernatural​ ​Physique,​ ​tough​ ​scales,​ ​claws,​ ​winged 
  flight,​ ​and​ ​can​ ​breathe​ ​fire,​ ​may​ ​entrance​ ​or​ ​terrorize​ ​weaker​ ​wills 
   
  ATTRIBUTES
  ASPECTS 
  Physique
  +3
  Concept: 
  Shrewd​ ​Dragon​ ​of​ ​House​ ​Kallisto 
  *Prowess* ​ ​ ​0
  Trouble: 
  Difficulty​ ​Understanding​ ​Non-Dragons 
  Tenacity
  +1
  School: 
  Potential​ ​Donor​ ​For​ ​School​ ​Expansion
   
  Style
  +2
  Other: 
  Moves​ ​Like​ ​a​ ​Hurricane
   
  Cunning
  +5
  Other: 
  My​ ​Lovely​ ​Mounds​ ​of​ ​Gold 
  Lore
  +1
  Secret:
   
   
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​a​ ​Shrewd​ ​Dragon​ ​of​ ​House​ ​Kallisto,​ ​I​ ​get​ ​+2​ ​to​ ​Cunning​ ​to​ ​when​ ​I 
  Create​ ​Advantage​ ​in​ ​conversation 
  ●
  Because​ ​I​ ​am​ ​Potential​ ​Donor​ ​For​ ​School​ ​Expansion,​ ​,​ ​I​ ​get​ ​+2​ ​to​ ​Cunning​ ​to 
  Overcome​ ​Obstacle​ ​with​ ​faculty​ ​when​ ​I​ ​offer​ ​to​ ​donate​ ​to​ ​the​ ​school 
  ●
  Because​ ​I​ ​Move​ ​Like​ ​a​ ​Hurricane​,​ ​I​ ​get​ ​+2​ ​to​ ​Physique​ ​when​ ​I​ ​Attack​ ​with​ ​my 
  jaws​ ​and​ ​claws 
  ●
  Because​ ​I​ ​have​ ​My​ ​Lovely​ ​Mounds​ ​of​ ​Gold​,​ ​once​ ​per​ ​game​ ​session​ ​I​ ​can​ ​have​ ​any 
  item​ ​I​ ​need​ ​so​ ​long​ ​as​ ​it​ ​can​ ​be​ ​purchased.  
   
  STRESS
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​] 
   
   
   
  
   
  Sample​ ​Student:​ ​ ​Ghost 
   
  POWER​ ​FACTS:​ ​ ​Apparently​ ​indestructible​ ​but​ ​cannot​ ​interact​ ​physically​ ​without​ ​an 
  act​ ​of​ ​will,​ ​may​ ​pass​ ​through​ ​non-magical​ ​barriers,​ ​may​ ​vary​ ​opaqueness​ ​to​ ​become 
  nearly​ ​invisible​ ​to​ ​nearly​ ​normal,​ ​may​ ​change​ ​appearance​ ​by​ ​an​ ​act​ ​of​ ​will,​ ​may​ ​possess 
  and/or​ ​terrorize​ ​those​ ​of​ ​weaker​ ​will  
   
  ATTRIBUTES
  ASPECTS 
  *Physique* ​ ​ ​0
  Concept: 
  Nerdy​ ​Ghost​ ​of​ ​House​ ​Sekhet 
  Prowess
  +1
  Trouble: 
  Unfinished​ ​Business​ ​on​ ​the​ ​Mortal​ ​Plane 
  Tenacity
  +3
  School: 
  Student​ ​Representative​ ​To​ ​the​ ​Faculty​ ​Council  
  Style
  +2
  Other: 
  Formed​ ​from​ ​the​ ​Deep​ ​Magic
   
  Cunning
  +4
  Other: 
  Already​ ​Thought​ ​of​ ​It
   
  Lore
  +2
  Secret:
   
   
  STUNTS 
  ●
  Because​ ​I​ ​am​ ​a​ ​Nerdy​ ​Ghost​ ​of​ ​House​ ​Sekhet​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Cunning​ ​to​ ​Attack 
  when​ ​scaring​ ​someone 
  ●
  Because​ ​I​ ​am​ ​the​ ​Student​ ​Representative​ ​To​ ​the​ ​Faculty​ ​Council​,​ ​I​ ​get​ ​+2​ ​to​ ​Style 
  to​ ​Overcome​ ​Obstacle​ ​when​ ​trying​ ​to​ ​convince​ ​a​ ​Faculty​ ​member  
  ●
  Because​ ​I​ ​Already​ ​Thought​ ​of​ ​It​,​ ​I​ ​get​ ​a​ ​+2​ ​to​ ​use​ ​Cunning​ ​to​ ​Create​ ​Advantage 
  when​ ​something​ ​goes​ ​wrong​ ​with​ ​a​ ​plan 
  ●
  Because​ ​I​ ​am​ ​Formed​ ​From​ ​the​ ​Deep​ ​Magic​,​ ​once​ ​per​ ​game​ ​session​ ​I​ ​can​ ​enter​ ​a 
  place​ ​that​ ​would​ ​normally​ ​be​ ​entirely​ ​inaccessible.  
   
  STRESS
  [​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​]​ ​ ​ ​ ​[​ ​] 
   
  
   
   
   
  This​ ​work​ ​is​ ​based​ ​on​ ​Fate​ ​Core​ ​System​ ​and​ ​Fate​ ​Accelerated​ ​Edition​ ​(found​ ​at 
  http://www.faterpg.com/),​ ​products​ ​of​ ​Evil​ ​Hat​ ​Productions,​ ​LLC,​ ​developed,​ ​authored, 
  and​ ​edited​ ​by​ ​Leonard​ ​Balsera,​ ​Brian​ ​Engard,​ ​Jeremy​ ​Keller,​ ​Ryan​ ​Macklin,​ ​Mike 
  Olson,​ ​Clark​ ​Valentine,​ ​Amanda​ ​Valentine,​ ​Fred​ ​Hicks,​ ​and​ ​Rob​ ​Donoghue,​ ​and 
  licensed​ ​for​ ​our​ ​use​ ​under​ ​the​ ​Creative​ ​Commons​ ​Attribution​ ​3.0​ ​Unported​ ​license 
  (http://creativecommons.org/licenses/by/3.0/). 
   
  Non-attributed​ ​game​ ​rules​ ​not​ ​covered​ ​above​ ​are​ ​also​ ​licensed​ ​under​ ​the​ ​Creative 
  Commons​ ​Attribution​ ​Unported​ ​license.​ ​ ​All​ ​attributed​ ​game​ ​rules​ ​(such​ ​as​ ​the​ ​Discover 
  Action​ ​and​ ​Power​ ​Facts),​ ​all​ ​other​ ​non-game​ ​rule​ ​content​ ​(such​ ​as​ ​the​ ​descriptions​ ​of 
  Gothelrealm),​ ​and​ ​images​ ​in​ ​this​ ​document​ ​may​ ​not​ ​be​ ​used​ ​without​ ​permission.  
   
   
   
  
   
  YOUR​ ​ADVENTURE​ ​AWAITS 
  At​ ​the​ ​elite​ ​Magical​ ​University 
  Diverse​ ​and​ ​ever​ ​moving​ ​forward 
   
   
  Join​ ​us.​ ​Grow,​ ​experience,​ ​and​ ​learn​ ​at 
  GOTHELREALM​ ​UNIVERSITY  
  OF​ ​ESOTERIC​ ​STUDIES​ ​AND​ ​ARCANE​ ​ARTS 
   
   
   
  
SOURCE: textdata/thevault/FUDGE & FATE/Fate Hacks & Homebrews/Gothelrealm/Gothelrealm University.pdf