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The Ladder +8 Legendary +7 Epic +6 Fantastic +5 Superb +4 Great +3 Good

Using Aspects (page 98) Invoke: 1 fate point to get a +2 or a reroll. Compel: GM pays 1 fate point to constrain and complicate, or player pays 1 fate point to say no thanks to that. Tag: A free invoke for a character that has discovered or created an aspect.

Rolling Effort = Skill + Roll. Effect = Effort - Difficulty measured in shifts

Initiative Alertness Empathy Resolve

+2 Fair +1 Average 0 Mediocre 1 Poor 2 Terrible

Degrees of Success 0 shifts = Minimal success: Thecharacterpulleditoff.Itsneitherprettynor graceful, but it works. 1 shift = Notable success: Thisisaclearsuccess.Thecharactersresultis solid and reliable; while it may not be inspired, it is absolutely workmanlike. 3 shifts = Significant success: The success is noticeably well done and of fine quality, very reliable, and so on. If you use the optional spin rules (page 214), this level of success and higher on a defense roll generates spin. 5+ shifts = Potent success: Not only is the quality of the success remarkable, it may have some unexpected, secondary benefits, such as a deeper insight into a problem at hand. 1. 2. 3. 4.

Running Conflicts (page 197)

Once a conflict begins, follow this regular pattern.

Frame the scene. Establish the groups in the conflict. Establish initiative. Begin the exchange. a. Take actions. b. Resolve actions. c. Repeat step 4, begin new exchange.

Stress and Consequences (page 201)

Stress = Shifts + Weapon Rating - Armor Rating

Difficulty Guidelines A player will nearly always succeed against a

Mild consequences cancel out 2 stress They last for one scene after recovery starts. (Examples: Bruised Hand, Nasty Shiner, Winded, Flustered, Distracted.)

difficultyof2lessthanhischaractersskill
Skill Competence Mediocre (+0) indicates a lack of either talent or training.
Average(+1) indicates a novice level of training, or a high degree of talent with no formal training. Fair (+2) and Good (+3) indicate a journeyman orprofessionalcapacity,or a nearly inhuman degree of talent.

without needing to invoke any aspects. A player will usually succeed against a difficulty of1lessthanhischaractersskill, but might need to invoke an aspect on occasion. A player has a relatively equal chance of succeeding or needing to invoke an aspect againstadifficultyequaltohischaractersskill. A player will usually need to invoke an aspect to succeed against a difficulty of 1 higher than his character's skill. A player will almost always need to invoke an aspect to succeed against a difficulty of 2 higher thanhischaractersskill, but has a fair chance of making the roll as well.

Moderate consequences cancel out 4 stress They last until the end of the next session after recovery starts. Think of things that are badenoughtomakeyousay,Man,you really should go take care of that/get some rest.(Examples:BellySlash,BadFirst Degree Burn, Twisted Ankle, Exhausted, Drunk.)

Great (+4) and Superb (+5) indicate veteran or masterful capacity, or the combination of extreme talent and good training. Fantastic (+6) and above skirt the boundaries of natural human capacity.

Severe consequences cancel out 6 stress stress. They last for the next scenario (or two to three sessions, whichever is longer) after recovery starts. Think of things that are bad enoughtomakeyousay,Man,youreally need to go to the ER/getserioushelp. (Examples: Broken Leg, Bad Second Degree Burn, Crippling Shame, Trauma Induced Phobia.)

Extreme consequences cancel out 8 stress. Theyre permanent,andtheychangean existing aspect on the character.

Thaumaturgy (page 261) Skills 1. Determine the desired spell effect which will determine the complexity of the spell. 2. If complexity > Lore, prepare: make up the deficit by invoking aspects, making declarations, accepting or inflicting consequences, or skipping scenes. 3. After prep, proceed as with Evocation steps 3 and 4. Repeat each exchange until total power equals complexity. Conflict Actions Evocation (page 249) 1. Determine the effect you want to achieve, describing the element you want to use. 2. Describe the effect in terms of one of the following basic conflict actions: attack, block, maneuver, or counterspell. 3. Decide how many shifts of power you want to put into the spell. T ake 1 mental stress, plus 1 for each point of power greater than your Conviction modified by any power bonuses from a focus item. 4. Roll Discipline to cast the spell, plus any control bonus from a focus item. The difficulty is equal to the power of the spell. Thisrollisalsousedfortargetingifyoure aiming it at a target. If you do not meet or beat the difficulty to control, the margin of failure turns into shifts of backlash (bad things happening to you) or fallout (bad things happening to everything else). Declarations
Declarations allow a player to introduce into the setting and storyline, Eachnoadds2tothebase difficulty of Mediocre. 1. Is the declaration interesting (or funny)? 2. Will the declaration have interesting consequencesifitsactedupon,whether itsright or wrong? 3. Does the declaration propose a specific aspect? Attac Attack k: Roll against an opponent to try to inflict stress or consequences on him directly (p. 200). Maneuve r: Roll against an opponent or against a fixed Maneuver difficulty to try to place an aspect on the opponent or the scene (page 207). Bloc Block : Roll to set up a preemptive defense against a specified future action; anyone committing that named action will have to roll against the block to succeed (page 210). Sprin t: Roll to change zones, with a higher roll allowing a Sprint greater degree of movement (p. 212). Each character gets one basic action per turn, but under certain circumstances your character can take a supplemental action and/or a free action in addition to that main action (see p.213) Full Defense: Y ou can always choose to do nothing active in the exchange at all; As such, any defense rolls you make to avoid attacks or maneuvers are done at +2.

Weapons Weapon:1 Small pocket weapons, knives, saps,andbellyguns Weapon:2 Swords, baseball bats, batons, most pistols Weapon:3 Two handed weapons, oversized pistols (Desert Eagle and company), rifles and shotguns, most fully automatic weapons Weapon:4+ Battlefield weaponry, explosives

Teamwork
Additional players can add an aspect to anotherplayer(WithassistancefromX), helped player can then spend a fate point and tag all help at once.

Alertness Avoiding Surprise, Combat Initiative, Passive Awareness Athletics Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions Burglary Casing, Infiltration, Lockpicking Contacts Gathering Information, Getting the Tip Off, Knowing People, Rumors Conviction* Conviction Acts of Faith, Mental Fortitude Craftsmanship Breaking, Building, Fixing Deceit Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception Discipline* Discipline Concentration, Emotional Control, Mental Defense Driving Chases, One Hand on the Wheel, Other Vehicles, Street Knowledge and Navigation Empathy Reading People, A Shoulder to Cry On, Social Defense, Social Initiative Endurance* Endurance Long Term Action, Physical Fortitude Fists Brawling, Close Combat Defense Guns Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons Intimidation The Brush Off, Interrogation, Provocation, Social Attacks, Threats Investigation Eavesdropping, Examination, Surveillance Lore Arcane Research, Common Ritual, Mystic Perception Might Breaking Things, Exerting Force, Lifting Things, Wrestling Performance Art Appreciation, Composition, Creative Communication, Playing to an Audience Presence* Presence Charisma, Command, Reputation, Social Fortitude Rapport Chit Chat, Closing Down, First Impressions, Opening Up, Social Defense Resources Buying Things, Equipment, Lifestyle, Money Talks, Workspaces Scholarship Answers, Computer Use, Declaring Minor Details, Exposition and Knowledge Dumping, Languages, Medical Attention, Research and Lab Work Stealth Ambush, Hiding, Shadowing, Skulking Survival Animal Handling, Camouflage, Riding, Scavenging, Tracking Weapons Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge

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