Fate Cheat Sheet - Evil Hat Productions Page 3

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VETERANS’ GUIDE
This is a new version of Fate, which we developed to update and streamline the
system. Here’s a guide to the major changes to the system from previous versions like
Spirit of the Century and The Dresden Files Roleplaying Game.
Game and Character Creation
• Game creation is a variant of Dresden’s city creation, but very pared down. At
minimum, you only make two aspects called issues to define your game, with the
option to drill down if you want to add aspects to faces and locations.
• There are fewer aspects in this edition than other Fate games. We cut down the
number of phases to three—a significant adventure, and two guest appearances.
We found that it’s easier to come up with five good aspects than seven or ten.
And because there are game aspects and you can make situation aspects, you
shouldn’t be short of things to invoke or compel!
• If your game is going to use a lot of extras, or you have specific elements in your
game that you want every character to describe with aspects (such as species
or nationality), you can raise the number of aspect slots. We don’t recommend
going higher than seven character aspects—after that, we’ve noticed that many
of them don’t tend to pull their weight in play.
• If you’ve played The Dresden Files RPG, you know that we use skill columns for
that instead of the pyramid. In this build of Fate, we wanted character creation
to be as quick and accessible as possible, so we went with a Great (+4) pyramid
as standard. If you want to use the columns, go ahead—you get 20 skill points.
The skill column didn’t completely go away. It’s just reserved for advancement
(p. 258).
• 3 refresh, and 3 free stunts. Stress boxes work exactly like The Dresden Files RPG.
Aspects
• In other Fate games, free invocations were called “tagging.” We thought this was
one bit of jargon too many. You can still call it that if you want—whatever helps
you and your table understand the rule.
• You might have seen player-driven compels referred to as “invoking for effect.”
We thought it was clearer to just call it a compel, no matter who initiates it.
• Free invocations now stack with a regular one or stack together with other free
invocations on the same aspect. Further, an aspect can hold more than one free
invoke at a time.
• Invoking an aspect attached to another character gives them a fate point at the
end of the scene.
• Compels are subdivided into two specific types: decisions and events. This isn’t
a change in how compels work, so much as a clarification, but it’s worth noting.
• Scene aspects have been renamed to situation aspects, to clear up some confusion
over how flexibly they can be applied.

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