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	<title>2d4chan - User contributions [en]</title>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207594</id>
		<title>FATE Accelerated</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207594"/>
		<updated>2018-04-23T18:40:52Z</updated>

		<summary type="html">&lt;p&gt;2601:843:C202:F33C:601C:18DE:28D2:1C11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fae-cover.png]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This is the discount version of [[FATE]] that was published with FATE Core.  It&#039;s available for free online along with the FATE Standard Reference Document (SRD).  It&#039;s really FATE with less paperwork and less space for setting-relevant nuances. Has been subtly marketed and utilized as a good &#039;gateway drug&#039; to the hobby for the kiddies.&lt;br /&gt;
&lt;br /&gt;
== Char gen ==&lt;br /&gt;
Character generation is three to five Aspects, ranking six predefined Approaches, and one Stunt.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aspects&#039;&#039;&#039; are discrete facts about your character.  In FAE these facts will be: character high concept, trouble the character often gets into, and one more discrete fact.  You can add up to two more if you feel like it.  Aspects, like in FATE, are used by spending or gaining fate points.  By spending a fate point and calling on a relevant aspect for a +2 on a roll.  You start with three fate points, and the only way to get more is by calling on your own aspects to get you into trouble.  The best aspects are ones that can be both good news and bad news.  NPCs have aspects you can use against them by spending fate points, but you can only use them if you discover what they are.  Locations can also have aspects you can use, and tend to be obvious (ie. &amp;quot;Slippery floor&amp;quot;, &amp;quot;Full of Panicking Civilians&amp;quot;, &amp;quot;On Fire&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Approaches&#039;&#039;&#039; are how the character is likely to solve problems and act like skills in other systems:  Careful, Clever, Flashy, Forceful, Quick, and Sneaky.  You get one at +3, two at +2, two at +1, and one at 0.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;, similar to FATE Core, are either attached to one of the Approaches or can be used once per session for discrete narrative control.  The first kind of stunt gives +2 to a roll to the attached Approach in a limited circumstance.  The approach-type of stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], I get a +2 when I [pick one Approach-ly][pick one: attack, defend, create advantages, overcome] when [describe a circumstance].&amp;quot;&#039;&#039;&lt;br /&gt;
The narrative Stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], once per game session I can [describe one thing/event you can change about the story].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to define stunts without copy-pasting the entire book so here are some examples of Stunts:&lt;br /&gt;
&lt;br /&gt;
* Because I am a devout [[Tzeench|Tzeenchian]], I get a +2 when I Sneakily create advantages when I’m in conversation with someone.&lt;br /&gt;
* Because I have a Wikipedia implant, I get a +2 when I Cleverly research an unfamiliar topic.&lt;br /&gt;
* Because I am a berserker, I get +2 when I Forcefully charge to assault a single target.&lt;br /&gt;
* Because I am a famous artist, I get a +2 when I Flashily demand a crowd&#039;s attention on me instead of something else.&lt;br /&gt;
* Because I am [[Creed|a tactical genius]], once per game session I can find a helpful ally in just the right place.&lt;br /&gt;
* Because I am a doppelganger, once per game session I can change my physical appearance to look like someone else.&lt;br /&gt;
* Because I have a chronometric accelerator, once per game session, I can take an extra action.&lt;br /&gt;
* Because I am So Damned Annoying, once per game session, I can appear in any scene where I&#039;m not wanted by at least half the people present.&lt;br /&gt;
&lt;br /&gt;
== Conflict ==&lt;br /&gt;
Dice rolling is when you&#039;re using Approaches to change the scene.  You can either add or discover Aspects on the scene or target, try to get a free (no Fate point needed) tag on a known Aspect, pass ,a barrier, cause stress to a target, or prevent incoming stress.  In the rules, these are called Actions, and named &amp;quot;Create an Advantage,&amp;quot; &amp;quot;Create An Advantge&amp;quot;(again), &amp;quot;Overcome&amp;quot;, &amp;quot;Attack&amp;quot; and &amp;quot;Defend.&amp;quot;  Pick an action, describe how you&#039;re going to use an Approach to do it, GM gives you a target number, you roll dice w/ approach&#039;s bonus, and then tag Aspects or use Stunts if you need to bump up the result (+2 for each).&lt;br /&gt;
&lt;br /&gt;
The hit points are called Stress, and every player character and significant NPC has three.  When you get hit with stress and you have no points left, you&#039;re at someone&#039;s mercy and they can dictate how you fail (and you probably won&#039;t like it).  You can avoid taking Stress by accepting Consequences, which are like negative-only Aspects.  A 2-point consequence clears at the end of conflict with rest, a 4-point consequence clears at the end of the &#039;&#039;next&#039;&#039; session with role-playing, a 6-point consequence clears at the end of the adventure and needs an epilogue.  A character can only carry one of each level of consequence.  A player can also &amp;quot;concede&amp;quot; in a conflict, which gets them a Fate point and the player gets to describe how they lose.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
Significant NPCs are generated like player characters.  They will have Aspects, but players won&#039;t automatically know what they are.&lt;br /&gt;
&lt;br /&gt;
Mooks will be one Aspect, one Approach at +2, one Approach at -2, and 0-2 stress points without the ability to offset stress with consequences.  Mobs of mooks are just one Mook mechanically; the GM will describe the mob dwindling as it takes stress.&lt;br /&gt;
&lt;br /&gt;
== Differences from FATE ==&lt;br /&gt;
In FATE, you use skills to solve problems (&amp;quot;I use Hacking to disable the security system&amp;quot;), in FAE you have approaches (&amp;quot;I sneakily disable the security system&amp;quot;).  It&#039;s vaguer, but this is supposed to be a stripped-down system.  Since everybody has approaches, there&#039;s less mechanical differentiation between characters: two heroes each are hackers, one is more likely to be sneaky and the other is clever, but there&#039;s no rating of which is better at hacking.&lt;br /&gt;
&lt;br /&gt;
In FATE, stunts can boost skills, can grant resources, or briefly give narrative control, among other things.  In FAE, stunts are bonuses for character attributes in specific scenarios and once-per-session single narrative changes.&lt;br /&gt;
&lt;br /&gt;
FATE characters have multiple stress tracks, and consequences last a little longer.  FAE characters have just the one stress track, which can&#039;t be enhanced by stunts.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://fate-srd.com/fate-accelerated-fae FATE Accelerated SRD]&lt;/div&gt;</summary>
		<author><name>2601:843:C202:F33C:601C:18DE:28D2:1C11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207593</id>
		<title>FATE Accelerated</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207593"/>
		<updated>2018-04-23T18:40:32Z</updated>

		<summary type="html">&lt;p&gt;2601:843:C202:F33C:601C:18DE:28D2:1C11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fae-cover.png]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This is the discount version of [[FATE]] that was published with FATE Core.  It&#039;s available for free online along with the FATE Standard Reference Document (SRD).  It&#039;s really FATE with less paperwork and less space for setting-relevant nuances. Has been subtly marketed and utilized as a good &#039;gateway drug&#039; for the hobby for the kiddies.&lt;br /&gt;
&lt;br /&gt;
== Char gen ==&lt;br /&gt;
Character generation is three to five Aspects, ranking six predefined Approaches, and one Stunt.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aspects&#039;&#039;&#039; are discrete facts about your character.  In FAE these facts will be: character high concept, trouble the character often gets into, and one more discrete fact.  You can add up to two more if you feel like it.  Aspects, like in FATE, are used by spending or gaining fate points.  By spending a fate point and calling on a relevant aspect for a +2 on a roll.  You start with three fate points, and the only way to get more is by calling on your own aspects to get you into trouble.  The best aspects are ones that can be both good news and bad news.  NPCs have aspects you can use against them by spending fate points, but you can only use them if you discover what they are.  Locations can also have aspects you can use, and tend to be obvious (ie. &amp;quot;Slippery floor&amp;quot;, &amp;quot;Full of Panicking Civilians&amp;quot;, &amp;quot;On Fire&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Approaches&#039;&#039;&#039; are how the character is likely to solve problems and act like skills in other systems:  Careful, Clever, Flashy, Forceful, Quick, and Sneaky.  You get one at +3, two at +2, two at +1, and one at 0.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;, similar to FATE Core, are either attached to one of the Approaches or can be used once per session for discrete narrative control.  The first kind of stunt gives +2 to a roll to the attached Approach in a limited circumstance.  The approach-type of stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], I get a +2 when I [pick one Approach-ly][pick one: attack, defend, create advantages, overcome] when [describe a circumstance].&amp;quot;&#039;&#039;&lt;br /&gt;
The narrative Stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], once per game session I can [describe one thing/event you can change about the story].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to define stunts without copy-pasting the entire book so here are some examples of Stunts:&lt;br /&gt;
&lt;br /&gt;
* Because I am a devout [[Tzeench|Tzeenchian]], I get a +2 when I Sneakily create advantages when I’m in conversation with someone.&lt;br /&gt;
* Because I have a Wikipedia implant, I get a +2 when I Cleverly research an unfamiliar topic.&lt;br /&gt;
* Because I am a berserker, I get +2 when I Forcefully charge to assault a single target.&lt;br /&gt;
* Because I am a famous artist, I get a +2 when I Flashily demand a crowd&#039;s attention on me instead of something else.&lt;br /&gt;
* Because I am [[Creed|a tactical genius]], once per game session I can find a helpful ally in just the right place.&lt;br /&gt;
* Because I am a doppelganger, once per game session I can change my physical appearance to look like someone else.&lt;br /&gt;
* Because I have a chronometric accelerator, once per game session, I can take an extra action.&lt;br /&gt;
* Because I am So Damned Annoying, once per game session, I can appear in any scene where I&#039;m not wanted by at least half the people present.&lt;br /&gt;
&lt;br /&gt;
== Conflict ==&lt;br /&gt;
Dice rolling is when you&#039;re using Approaches to change the scene.  You can either add or discover Aspects on the scene or target, try to get a free (no Fate point needed) tag on a known Aspect, pass ,a barrier, cause stress to a target, or prevent incoming stress.  In the rules, these are called Actions, and named &amp;quot;Create an Advantage,&amp;quot; &amp;quot;Create An Advantge&amp;quot;(again), &amp;quot;Overcome&amp;quot;, &amp;quot;Attack&amp;quot; and &amp;quot;Defend.&amp;quot;  Pick an action, describe how you&#039;re going to use an Approach to do it, GM gives you a target number, you roll dice w/ approach&#039;s bonus, and then tag Aspects or use Stunts if you need to bump up the result (+2 for each).&lt;br /&gt;
&lt;br /&gt;
The hit points are called Stress, and every player character and significant NPC has three.  When you get hit with stress and you have no points left, you&#039;re at someone&#039;s mercy and they can dictate how you fail (and you probably won&#039;t like it).  You can avoid taking Stress by accepting Consequences, which are like negative-only Aspects.  A 2-point consequence clears at the end of conflict with rest, a 4-point consequence clears at the end of the &#039;&#039;next&#039;&#039; session with role-playing, a 6-point consequence clears at the end of the adventure and needs an epilogue.  A character can only carry one of each level of consequence.  A player can also &amp;quot;concede&amp;quot; in a conflict, which gets them a Fate point and the player gets to describe how they lose.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
Significant NPCs are generated like player characters.  They will have Aspects, but players won&#039;t automatically know what they are.&lt;br /&gt;
&lt;br /&gt;
Mooks will be one Aspect, one Approach at +2, one Approach at -2, and 0-2 stress points without the ability to offset stress with consequences.  Mobs of mooks are just one Mook mechanically; the GM will describe the mob dwindling as it takes stress.&lt;br /&gt;
&lt;br /&gt;
== Differences from FATE ==&lt;br /&gt;
In FATE, you use skills to solve problems (&amp;quot;I use Hacking to disable the security system&amp;quot;), in FAE you have approaches (&amp;quot;I sneakily disable the security system&amp;quot;).  It&#039;s vaguer, but this is supposed to be a stripped-down system.  Since everybody has approaches, there&#039;s less mechanical differentiation between characters: two heroes each are hackers, one is more likely to be sneaky and the other is clever, but there&#039;s no rating of which is better at hacking.&lt;br /&gt;
&lt;br /&gt;
In FATE, stunts can boost skills, can grant resources, or briefly give narrative control, among other things.  In FAE, stunts are bonuses for character attributes in specific scenarios and once-per-session single narrative changes.&lt;br /&gt;
&lt;br /&gt;
FATE characters have multiple stress tracks, and consequences last a little longer.  FAE characters have just the one stress track, which can&#039;t be enhanced by stunts.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://fate-srd.com/fate-accelerated-fae FATE Accelerated SRD]&lt;/div&gt;</summary>
		<author><name>2601:843:C202:F33C:601C:18DE:28D2:1C11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207592</id>
		<title>FATE Accelerated</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=FATE_Accelerated&amp;diff=207592"/>
		<updated>2018-04-23T18:37:34Z</updated>

		<summary type="html">&lt;p&gt;2601:843:C202:F33C:601C:18DE:28D2:1C11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fae-cover.png]]&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
This is the discount version of [[FATE]] that was published with FATE Core.  It&#039;s available for free online along with the FATE Standard Reference Document (SRD).  It&#039;s really FATE with less paperwork and less space for setting-relevant nuances.&lt;br /&gt;
&lt;br /&gt;
== Char gen ==&lt;br /&gt;
Character generation is three to five Aspects, ranking six predefined Approaches, and one Stunt.  &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Aspects&#039;&#039;&#039; are discrete facts about your character.  In FAE these facts will be: character high concept, trouble the character often gets into, and one more discrete fact.  You can add up to two more if you feel like it.  Aspects, like in FATE, are used by spending or gaining fate points.  By spending a fate point and calling on a relevant aspect for a +2 on a roll.  You start with three fate points, and the only way to get more is by calling on your own aspects to get you into trouble.  The best aspects are ones that can be both good news and bad news.  NPCs have aspects you can use against them by spending fate points, but you can only use them if you discover what they are.  Locations can also have aspects you can use, and tend to be obvious (ie. &amp;quot;Slippery floor&amp;quot;, &amp;quot;Full of Panicking Civilians&amp;quot;, &amp;quot;On Fire&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Approaches&#039;&#039;&#039; are how the character is likely to solve problems and act like skills in other systems:  Careful, Clever, Flashy, Forceful, Quick, and Sneaky.  You get one at +3, two at +2, two at +1, and one at 0.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039;, similar to normal FATE, are either attached to one of the Approaches, or can be used once per session for discrete narrative control.  The first kind of stunt gives +2 to a roll to the attached Approach in a limited circumstance.  The approach-type of stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], I get a +2 when I [pick one Approach-ly][pick one: attack, defend, create advantages, overcome] when [describe a circumstance].&amp;quot;&#039;&#039;&lt;br /&gt;
The narrative Stunt is always phrased like so:&lt;br /&gt;
:&#039;&#039;&amp;quot;Because I [am/have something awesome], once per game session I can [describe one thing/event you can change about the story].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s hard to define stunts without copy-pasting the entire book so here&#039;s some examples of Stunts:&lt;br /&gt;
&lt;br /&gt;
* Because I am a devout [[Tzeench|Tzeenchian]], I get a +2 when I Sneakily create advantages when I’m in conversation with someone.&lt;br /&gt;
* Because I have a Wikipedia implant, I get a +2 when I Cleverly research an unfamiliar topic.&lt;br /&gt;
* Because I am a berserker, I get +2 when I Forcefully charge to assault a single target.&lt;br /&gt;
* Because I am a famous artist, I get a +2 when I Flashily demand a crowd&#039;s attention on me instead of something else.&lt;br /&gt;
* Because I am [[Creed|a tactical genius]], once per game session I can find a helpful ally in just the right place.&lt;br /&gt;
* Because I am a doppelganger, once per game session I can change my physical appearance to look like someone else.&lt;br /&gt;
* Because I have a chronometric accelerator, once per game session I can take an extra action.&lt;br /&gt;
* Because I am So Damned Annoying, once per game session I can appear in any scene where I&#039;m not wanted by at least half the people present.&lt;br /&gt;
&lt;br /&gt;
== Conflict ==&lt;br /&gt;
Dice rolling is when you&#039;re using Approaches to change the scene.  You can either add or discover Aspects on the scene or target, try to get a free (no Fate point needed) tag on a known Aspect, pass a barrier, cause stress to a target, or prevent incoming stress.  In the rules these are called Actions, and named &amp;quot;Create an Advantage,&amp;quot; &amp;quot;Create An Advantge&amp;quot;(again), &amp;quot;Overcome&amp;quot;, &amp;quot;Attack&amp;quot; and &amp;quot;Defend.&amp;quot;  Pick an action, describe how you&#039;re going to use an Approach to do it, GM gives you a target number, you roll dice w/ approach&#039;s bonus, and then tag Aspects or use Stunts if you need to bump up the result (+2 for each).&lt;br /&gt;
&lt;br /&gt;
The hit points are called Stress, and every player character and significant NPC has three.  When you get hit with stress and you have no points left, you&#039;re at someone&#039;s mercy and they can dictate how you fail (and you probably won&#039;t like it).  You can avoid taking Stress by accepting Consequences, which are like negative-only Aspects.  A 2-point consequence clears at the end of conflict with rest, a 4-point consequence clears at the end of the &#039;&#039;next&#039;&#039; session with role-playing, a 6-point consequence clears at the end of the adventure and needs an epilogue.  A character can only carry one of each level of consequence.  A player can also &amp;quot;concede&amp;quot; in a conflict, which gets them a Fate point and the player gets to describe how they lose.&lt;br /&gt;
&lt;br /&gt;
== NPCs ==&lt;br /&gt;
Significant NPCs are generated like player characters.  They will have Aspects, but players won&#039;t automatically know what they are.&lt;br /&gt;
&lt;br /&gt;
Mooks will be one Aspect, one Approach at +2, one Approach at -2, and 0-2 stress points without the ability to offset stress with consequences.  Mobs of mooks are just one Mook mechanically; the GM will describe the mob dwindling as it takes stress.&lt;br /&gt;
&lt;br /&gt;
== Differences from FATE ==&lt;br /&gt;
In FATE, you use skills to solve problems (&amp;quot;I use Hacking to disable the security system&amp;quot;), in FAE you have approaches (&amp;quot;I sneakily disable the security system&amp;quot;).  It&#039;s more vague, but this is supposed to be a stripped-down system.  Since everybody has approaches, there&#039;s less mechanical differentiation between characters: two heroes each are hackers, one is more likely to be sneaky and the other is clever, but there&#039;s no rating of which is better at hacking.&lt;br /&gt;
&lt;br /&gt;
In FATE, stunts can boost skills, can grant resources, or briefly give narrative control, among other things.  In FAE, stunts are bonuses for character attributes in specific scenarios and once-per-session single narrative changes.&lt;br /&gt;
&lt;br /&gt;
FATE characters have multiple stress tracks, and consequences last a little longer.  FAE characters have just the one stress track, which can&#039;t be enhanced by stunts.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://fate-srd.com/fate-accelerated-fae FATE Accelerated SRD]&lt;/div&gt;</summary>
		<author><name>2601:843:C202:F33C:601C:18DE:28D2:1C11</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=FATE_System&amp;diff=207616</id>
		<title>FATE System</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=FATE_System&amp;diff=207616"/>
		<updated>2018-04-23T18:27:57Z</updated>

		<summary type="html">&lt;p&gt;2601:843:C202:F33C:601C:18DE:28D2:1C11: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Fate-core-cover.png]]&lt;br /&gt;
&lt;br /&gt;
An offshoot of the [[FUDGE]] system, FATE is an open source RPG mechanic/generic system.  Characters are described with Aspects, Skills, and Stunts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aspects&#039;&#039;&#039; are short descriptions of your character that give you a mechanical bonus when appropriate and can be anything from descriptions like &amp;quot;Raised by Gypsies&amp;quot; to &amp;quot;Knight&amp;quot; to phrases like &amp;quot;You should all listen to me&amp;quot; or &amp;quot;But it works in theory!&amp;quot;. The player can make Aspects up, to flesh out his character as he likes, without being limited to lists and the like.  Players must spend a &amp;quot;fate point&amp;quot; from a pool in order to use these aspects to their advantage.  The GM (or opposing players) may invoke these aspects to the characters &#039;&#039;disadvantage&#039;&#039; by paying one of their fate points to the player.  Aspects can be used from the location (&amp;quot;Foggy,&amp;quot; &amp;quot;Cluttered Furniture,&amp;quot; &amp;quot;On Fire!&amp;quot;), equipment may have Aspects on them, and you can perform Maneuvers that don&#039;t damage your opponent but place temporary Aspects on them or the setting that can be used once for free.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; are used in the traditional way, to provide a straight bonus to die rolls when trying to pass tests.  The core rules suggest various ways to implement them, from lists to freeform application.  Skills are limited to a pyramid; to have a skill at +2, you must have more than one skill at +1.  A skill at +3 requires at least two +2 skills, and those require at least three +1 skills under that.  Players who don&#039;t take at least +1 in a skill can still use that skill at +0 or at -1, depending on the setting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stunts&#039;&#039;&#039; are narrow and use more powerful applications of skills, similar to &amp;quot;Feats&amp;quot; in Dungeons and Dragons.  They may allow a +2 advantage to a skill in a narrow application (&amp;quot;Grease Monkey: +2 to Repair if you are working on a vehicle&amp;quot;), substitute a skill in place of another (&amp;quot;Money Talks: spend some cash and use Resources in place of Contacting&amp;quot;), allow unusual equipment, always-on access to resources (ie. photographic memory, cybernetic implants) or a specific exceptional maneuver (&amp;quot;Thump of Restoration: hit a device to make it work immediately for X turns, after which repairs rolls are at -1&amp;quot;)&lt;br /&gt;
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Damage during conflict is accumulated as &#039;&#039;&#039;Stress&#039;&#039;&#039;, and each character has multiple stress tracks for physical and social/mental stress.  Some FATE implementations add a third stress track for sanity or wealth.  Taking X hits in conflict means marking off the Xth box on the stress track AND all below it.  If the Xth box is already marked, cross off the next highest empty box.  If this goes over the top, the player must assume a &#039;&#039;&#039;Consequence&#039;&#039;&#039; --a new negative Aspect that reflects an appropriate injury to the conflict (ie &amp;quot;battered and bruised&amp;quot;, &amp;quot;laughingstock,&amp;quot; &amp;quot;shellshocked&amp;quot;).  These start out minor, but must be of increasing severity as these injuries pile up, to a maximum of three.  These aspects can be invoked for free by opponents  Stress boxes are wiped clean when conflict is finished, but the Consequences stick around until the character can recover.  Rather than suffer Consequences, a loser may offer a a fate point and a &#039;&#039;&#039;Concession&#039;&#039;&#039;, a way of bowing out gracefully.  The opponent can take the fate point and the loser&#039;s narration of the loss, or refuse with a fate point of their own to push the fight to the death as it were.&lt;br /&gt;
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{| align=&amp;quot;right&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 | The Ladder&lt;br /&gt;
|- &lt;br /&gt;
| Terrible || -2&lt;br /&gt;
|- &lt;br /&gt;
| Poor || -1&lt;br /&gt;
|- &lt;br /&gt;
| Mediocre || +0&lt;br /&gt;
|- &lt;br /&gt;
| Average || +1&lt;br /&gt;
|-&lt;br /&gt;
| Fair || +2&lt;br /&gt;
|-&lt;br /&gt;
| Good || +3&lt;br /&gt;
|-&lt;br /&gt;
| Great || +4&lt;br /&gt;
|-&lt;br /&gt;
| Superb || +5&lt;br /&gt;
|-&lt;br /&gt;
| Excellent || +6&lt;br /&gt;
|-&lt;br /&gt;
| Epic || +7&lt;br /&gt;
|-&lt;br /&gt;
| Legendary || +8&lt;br /&gt;
|}&lt;br /&gt;
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The players use &#039;&#039;&#039;[[Fudge dice]]&#039;&#039;&#039;, four six-sided dice marked with two + signs, two - signs and two blank sides (basically a d3).  When rolling, this produces results between 4 pluses and 4 minuses (ie. from -4 to +4), with a bell curve centered on a 0 (zero) result. The roll is then added to the Skill being used (along with any bonuses Stunts and Aspects invoked with fate points). Because of the average zero result, you know you will perform at your skill&#039;s rank most of the time, with decreasing deviations up or down.  Modified rolls that meet the difficulty are successes, with excess that can be spent for improving the quality of your success (ie. getting it done faster, improving the quality of the crafted item, inflict more damage, +bonus to your counterattack).&lt;br /&gt;
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&#039;&#039;[[Feng Shui]]&#039;&#039;, a very early precursor to the system, used an alternative rolling scheme that produces similar results on a much wilder, less-stable curve: rolling two [[d6]] dice of different colors and subtracting one from the other.  The &#039;&#039;[[Dresden Files RPG]]&#039;&#039; even offers it as an alternative rolling scheme, though it cautions that it means much more-variable results than FUDGE dice.&lt;br /&gt;
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To add some color to the +1 and -1 math, FATE rates each of the results and skill levels on &#039;&#039;&#039;The Ladder&#039;&#039;&#039;.&lt;br /&gt;
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== Editions ==&lt;br /&gt;
The first canonical version is called &amp;quot;pre-3rd&amp;quot;, and was published as &#039;&#039;[[Spirit of the Century]]&#039;&#039;.  Evil Hat said that they would finish 3rd edition for their next big FATE game &#039;&#039;[[Dresden Files RPG]]&#039;&#039;, then publish a setting-less &amp;quot;core&amp;quot; book and a Creative-Commons standard reference document online.&lt;br /&gt;
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[http://www.evilhat.com/home/fate-core/|FATE Core] is now the official version, and comes with a stripped-down version called [[FATE Accelerated]].&lt;br /&gt;
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== Games using FATE ==&lt;br /&gt;
* [[Spirit of the Century]]&lt;br /&gt;
* [[Starblazer Adventures]]&lt;br /&gt;
* [[Houses of the Blooded]]&lt;br /&gt;
* [[Diaspora]]&lt;br /&gt;
* [[Dresden Files RPG]]&lt;br /&gt;
* [[Atomic Robo RPG]]&lt;br /&gt;
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[[Category:Roleplaying]][[Category: Systems]]&lt;/div&gt;</summary>
		<author><name>2601:843:C202:F33C:601C:18DE:28D2:1C11</name></author>
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