• Starts on page 134 in FATE Core
  • OK, 5 – create advantage splits into 2 different types
  • Note that multizone movement is considered an Overcome action
Action Fail Tie Succeed Succeed with Style
Overcome1 Fail, or Succeed at a serious cost Succeed at a minor cost Succeed without any cost Succeed, get a boost
Create Advantage with a New Aspect2 Fail, or Succeed but your opponent gets the free invoke Succeed but it is a boost, not an Aspect Aspect is created with a free invoke for you or an ally As per Success, but with two free invokes
Create Advantage with an Existing Aspect2 Give a free Invoke on that aspect to your opponent Free invoke Free invoke Two free invokes
Attack Cause no harm Cause no harm, but gain a boost Inflict a hit = # of shifts Can reduce value of hit by 1 to gain a boost
Defend3 Suffer a hit Opponent gets a boost Successfully defend Successfully defend + you get a boost
Attacker wants to Attack uses Defender uses
Physically harm Fight, Blast Fight, Athletics
Deceive Deceive Will, Empathy
To scare, provoke Provoke Will
To charm Rapport Will, Deceive
To force movement Might Might
To get an Aspect Empathy (for half an hour) Rapport
To dig for info with chit-chat Rapport Rapport, Deceive

1. Overcome

  • Someone can ‘defend’ as actively opposing if they are ‘in the way’

2. Creating Advantages

  • Specify if it is new…
    • If it is, are you attaching it to the character or the environment
  • …or are you taking advantage of an aspect that is already in place?
  • If the target is another character, their roll counts as a defend action

3. Defend

  • Defending against an attack is a free action

Free Actions
Some actions are free and don’t count as a character’s action during an exchange

  • It doesn’t matter whether or not dice rolling is involved
  • Defending against an attack is a free action
  • No official limit on number of free actions – whatever is “reasonable”
  • Other free actions include
    • quick glance at a doorway
    • flipping a switch right next to your character
    • shouting a short warning

Full Defence
You can have your character do nothing but protect himself for an exchange.

  • Declare at beginning of exchange or when it is your turn to act
  • Gain +2 to all reactions and defenses for that exchange

Holding Your Action
You have the option of taking your turn any time later in the exchange.

  • Must take your turn after someone finishes and before the next person
  • Can’t wait until someone declares intent and interrupt by taking your turn
  • (You can, but requires a stunt)

You can move one zone in addition to your action for the exchange

  • If you are moving more than one zone, that is your only action
  • Situation aspects, other characters or barriers may present passive (number of zones) or active opposition (can invoke obstructing situation aspects)
  • Because of this, movement is the same as an overcome action

Teaming up
Allies and team members who have the same skill can help out

  • Everyone who has at least an Average (+1) at the same skill adds +1 to the person with the highest skill level
  • If the roll fails, all the team members share in the potential costs

Opposition is either active or passive

  • Active – another person is rolling dice against you
    • If a PC or named NPC can reasonably interfere with the action, active opposition is reasonable
    • Does not count as an action
  • Passive – set a rating on the ladder
  • GM decides which is best (players are free to argue to their benefit)
  • Target is 2 greater than skill – most probably fail (unless aspect is invoked)
  • Target is 2 less than skill – most probably succeed, and with style
  • Typically average, fair or good for most situations


Tales Of The Old Republic Arcteryx