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Fate Quick Reference


roryb

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Skills

Athletics, Blast, Deception, Empathy, Fighting, Investigation, Lore, Mechanics, Notice, Persuasion, Resources, Transport, Vigor, Will

Detail

Athletics

This skill represents how good a character is at moving their body and performing athletic activities. Athletics is important when quickness is needed, enabling you to cover more ground, dodge Blast attacks and stay on your feet when youʼre knocked off balance.

Athletics Stunts

Acrobatic. Gain a +2 bonus to Athletics checks to overcome scene aspects or other obstacles preventing you from moving between zones.

Roll With The Blow. You may use Athletics instead of Fighting to defend against Fighting attacks.

Blast

Although itʼs used to shoot anything, the Blast skill earned its name when the blaster become the dominant weapon in the galaxy. This skill is useful for firing any handheld or ship-mounted weapon, from slugthrowers to blaster carbines and from blaster cannons to proton torpedoes.

Blast Stunts

Pistol Whip. The first time an opponent moves into the same zone as you, use Blast instead of Fighting to make a melee attack.

Penetrate Their Shields. When you succeed with style on a Blast attack in a starship, you gain a full scene aspect with a free invocation, instead of just a boost.

Deception

Knowing when to show your tell and when to conceal your hand is an important survival skill, and Sabacc strategy. Use Deception whenever you want to conceal your intentions or actions, including feats of stealth, sleight of hand or spinning a good yarn to fool the local port authority.

Deception Stunts

Ambush. You can use Deception to make physical attacks, provided your target isnʼt already aware of your presence.

Social Chameleon. Gain a +2 bonus to Deception rolls made to blend into crowd.

Empathy

Empathy involves the understanding and ability to determine a beingʼs intentions and emotional state. Use Empathy to discern the truth of a statement, know the emotional state of another and help them overcome social and mental difficulties.

Empathy Stunts

Lie Detector. Gain a +2 bonus to all Empathy rolls made to discern or discover lies,
whether theyʼre directed at you or someone else.

Confidant. Gain a +2 bonus to all Empathy rolls made to help others recover from social and mental consequences.

Fighting

The galaxy is a dangerous place. Having some know-how in a fight can get you out of tight spots when you donʼt have a blaster handy. Use Fighting to defend yourself in close-quarters conflicts, knock-out an opponent and participate in a lightsaber duel.

Fighting Stunts

Dirty Fighting. You can use Fighting instead of Deception to create advantages related to feinting or misdirecting in combat.

Severing Blow. Once per scene, when you force an opponent to take a consequence, you can spend a fate point to increase the severity of the consequence that he must take (so minor becomes moderate, moderate becomes severe). If your opponent was already going to take a severe consequence, he must either take a severe consequence and a second consequence or be taken out.

Investigation

Through concentrated effort and in-depth scrutiny you can find the truth in things. Security forces, Jedi and bounty hunters use this skill to examine evidence, gather useful information through interrogation and scour a planet for a fugitive.

Investigation Stunts

Just One More Thing. You may use Investigation instead of Empathy to defend against attempts to use Deception to mislead or lie to you.

Bounty Hunter. Gain a +2 bonus to Investigation rolls made to track a fugitive planet-side.

Lore

The more knowledge you possess about the galaxy the less likely something will surprise you when you encounter it. Use Lore to identify the model of a starship, know something about galactic history and administer medical treatment.

Lore Stunts

Field Medic. Gain a +2 bonus to Lore rolls made to help others recover from a physical consequence.

Studied The Technical Readout. You can spend a fate point to use Lore in place of any other skill for one roll or exchange, provided you can justify having studied about the action youʼre attempting.

Mechanics

Sometimes things break. Mechanics is the skill of working with all forms of machinery and electronics, to repair it or sabotage it. Use Mechanics to overcharge your blaster, repair the hyperdrive on your ship or find the weak spot on a star destroyer.

Mechanics Stunts

Hand Me That Hydrospanner. Whenever youʼre in a situation that demands a certain tool, you may make an overcome roll to declare that you retroactively happen to have one on hand. If you succeed with style, you can add a boost to that item as normal.

Shield Operator. Gain a +2 bonus on Mechanics rolls used to create advantages related to activating, restoring or boosting shields on a starship.

Notice

This skill represents the characterʼs awareness and ability to acquire information from their immediate surroundings. Use Notice to spot the concealed blaster in a smugglerʼs vest, find someone sticking out in a crowd and eavesdropping on a conversation.

Notice Stunts

Eavesdropper. Gain a +2 bonus on Notice rolls when trying to listen in on a conversation.

Keen Sense. Gain a +2 bonus on Notice rolls when using a specific sense (chosen when this stunt is purchased).

Persuasion

This is the skill to get what you want from people, be it from a kind word or a menacing threat. Use Persuasion to negotiate a cease fire, seduce a senator or intimidate a thug.

Persuasion Stunts

Consular. Gain a +2 bonus to Persuasion rolls when speaking on behalf of another.

Fierce Gaze. Gain a +2 bonus to Persuasion rolls used to make mental attacks while intimidating a target.

Resources

This skill describes your characterʼs general level of influence in the galaxy by means of their material wealth and the quality of their contacts. Use Resources to acquire equipment, gain a meeting with a senator or bribe a guard.

Resources Stunts

Throw Credits At It. You can use your Resources skill to recover from consequences, provided the consequence is something that can be resolved by monetary expense.

Your Reputation Precedes You. Once per scene, when you meet someone for the first time, you can make a Persuasion roll against a Fair (+2) difficulty to declare that they have heard of you and are affected by your reputation, whatever it may be. Place an aspect to this effect on the target.

Transport

This is the skill used to operate ground vehicles, submersibles, speeders and starships. Transport is the equivalent of Athletics while in a vehicle. Use this skill to perform evasive maneuvers, plot a hyperspace course or win a pod-race.

Transport Stunts

Fly Casual. You can use Transport in place of Deception while piloting a starship.

Form Up On Me. Gain or grant an additional +2 when combining skills while flying in formation with at least one other starship.

Vigor

This skill represents your physical conditioning and ability to apply power in a physical endeavor. This skill determines any extra stress boxes and consequences you may have. Use Vigor to resist extreme environments, outlast or overpower an opponent in a physical contest and other applications of brute force or endurance.

Vigor Stunts

Iʼm Bigger Than You. You may use Vigor instead of Persuasion to make a mental attack once per scene when using your size to intimidate a target.

Never Give Up! Gain a +2 bonus on Vigor rolls made to resist any effect having to do with fatigue, exhaustion or sleep deprivation.

Will

This skill represents your characterʼs general level of mental fortitude. Use Will to pit yourself against obstacles that require mental effort, resist confusion and defend against mental attacks.

Will Stunts

Strong Willed. Gain a +2 bonus to Will to defend against mental attacks from uses of the Force.

Focus. Gain a +2 bonus to Will rolls to create advantages on yourself.

 

Extras

Whether itʼs a starship, lightsaber, Force-sensitivity or the benefits of holding a political office, every character in the Star Wars Universe worth building a saga around has an important external tool or benefit that helps them survive the unknown dangers of the galaxy. In Star Wars Fate Edition, these are built as extras. Each character has the following extras budget that must be spent on purchasing extras.

  • +2 Aspects
  • +2 Stunts
  • +6 Skill Points

Characters may also use their character creation slots to purchase extras, if desired.

Samples

Extra: The Force

Permission: Force-sensitivity.

Cost: Your high concept must have some reference to being Force-sensitive or affiliated with a Force tradition.

The Force aspect allows you to use the Force by coloring the advantages and boosts you create with skills. For instance, while searching a room for a stealthy criminal, you can create an advantage called Force Sense, which you can then invoke to “see through the Force” and try to find your target.

This aspect can also justify the use of certain actions and skills, like using Blast while unarmed by striking the target with the Force. You invoke this aspect when you want to perform a more powerful feat related to a use of the Force, like imbuing your words with the Force for a bonus or reroll, or leaping across a chasm as a declaration.

The Force-sensitive part of this aspect is often compelled when you feel an overwhelming disturbance in the Force or you become the subject of a witch hunt.

Using The Force

The following are some common names of, and ways to invoke, advantages created through the Force. These are just examples, feel free to come up with new ways to represent these powers as needed. But remember, they cannot exceed the normal rules for invoking aspects.

Farseeing. Invoke to discover a story detail or to help with a roll by already knowing the result.

Force Leap. Invoke as a declaration to leap long distances or as a bonus on attacks.

Force Push. Invoke for a bonus on Blast attacks.

Force Speed. Invoke as a bonus on Athletics rolls.

Mind Trick. Invoke to add passive resistance to not follow your command.

Move Object. Invoke as a declaration to move a small object without touching it.

Rebuke. Invoke as a bonus when defending against other uses of the Force.

Force Stunts

Force stunts are used to improve the characterʼs uses of the Force. Most of the these stunts are represented through uses of the Force aspect, so these are not necessary to emulate a Jediʼs abilities. Force stunts are used, instead, to allow masters of particular Force abilities to use them more often or in ways not covered by normal rules for invoking aspects. This is not a comprehensive list. Use these as a baseline to create the more exotic powers seen in the expanded universe.

Farseeing (Notice). Once per scene, spend a fate point and describe where and when you are trying to perceive and make a special Notice roll, representing your ability to sense far away places and times through the Force. You may discover or create an advantage for each shift you score on this roll, but you still only get one free invocation.

Force Choke (Will). Once per scene, use Will to make a physical attack, ignoring the opponentʼs armor rating when doing so. (You must have at least one tempted aspect to purchase and use this stunt.)

Force Lightning (Blast). Gain a +2 bonus when using the Force to empower Blast attacks. (You must have at least one tempted aspect to purchase and use this stunt.)

Lightsaber Deflection (Fighting). Use Fighting to defend against Blast attacks while wielding a lightsaber.

Strong in the Force. When you succeed with style while using the Force as justification to create an advantage, you create a full scene aspect instead of just taking a boost.

Surge (Athletics). Gain +1 zone of free movement or ignore all scene aspects that impede movement if they could be overcome by a prodigious leap.

The Darkside of The Force

Few beings fall to the Darkside out of purely evil intentions (although there are plenty of those, we call them villains). Many beings who succumb to the lure of the Darkside do so for a good cause, thinking there is no other way and resorting to the unthinkable out of desperation. But despite their intentions, a Force-user is not only sensitive to the Force, but is also influenced by it, and when they transgress against the Force they cause an imbalance that can lead to corruption.

You commit a Force transgression in the following ways:

Acting out of fear or anger. Invoking an aspect while an advantage, boost or other aspect representing fear or anger has been placed on you.

Committing an evil act. Any act that your table agrees it be evil. Such as acting for personal gain at the expense of others, killing an innocent or helpless opponent, etc.

Invoking a Darkside aspect. Usually attached to Darkside objects or locations (like Sith holocrons or areas with residual Darkside energy), although it can also be attached to beings (such as those corrupted by Sith Alchemy).

Using the Force to take a life directly. The Force flows through every living thing, and while it can be used to aggressively, if the result of using the Force causes loss of life, an imbalance will occur.

When your table agrees that you have committed a Force transgression, alter your trouble aspect to reflect the temptation you feel towards invoking the Darkside. Thus, opening the gate for the GM to compel you for the Darkside taint within you, or for you to introduce new decision based compels.

If you transgress further, modify your other aspects (one per transgression) to represent your continuous fall to darkness (if possible, choose an aspect that makes sense with the transgression you committed to modify). The final modification you can make is to your high concept, at which point you have fallen completely to the Darkside and no longer suffer change for committing Force transgressions.

The thing to remember here is that the players, even the ones who committed an evil deed and ended up tainted for it, are overall good beings. Thatʼs why theyʼre heroes!

Even if they fall to the level of a villain for a session or two, fallen PCs should always find their way back. If it appears that such a thing just wonʼt happen because of how the narrative is playing out, and you donʼt want to play a Darkside villains game, then it may be time to create a new character for the player of the former hero.

Atonement

You can “atone” for your Darkside corruption by changing one of your aspects as a part of reaching a milestone, as usual. This represents a commitment to atoning (spending the milestone on changing the aspect). As usual, it requires a major milestone to change your high concept.

Extra: Lightsaber

Permission: Be a Jedi or a Sith.

Cost: One aspect and two stunts.

The formal weapon of the Jedi and Sith. The weapon consists of a blade of pure plasma emitted from the hilt and suspended in a force containment field.

Besides the obvious combat advantages, you can invoke your lightsaber when attempting to cut through objects or other beings. But lightsabers come with a heavy burden, either to protect the innocent, or to enslave them. Be prepared for compels when that expectation causes complications for you, or when you are recognized by your weapon when such recognition can hinder your mission.

The lightsaber causes your Fighting attacks to hit for Weapon 2, and when you succeed with style on a Fighting defense against an opponent that is not wielding a lightsaber, you can choose to inflict a 2-shift hit rather than take a boost.

Lightsaber Forms

Part of the fun of playing with a lightsaber is choosing your lightsaber form. Every Jedi is trained in the basics of fighting with a lightsaber (Form 1) and they all train in an advanced form (or continue towards mastery of the first form), but few are adept enough with them to warrant listing it as a stunt on their character sheet. Those who do, have completely mastered their chosen form.

All of the following stunts require a lightsaber to be used.

Form I: Shii-Cho. Gain a +2 bonus to Fighting rolls when creating a Disarmed- type of aspect when targeting an opponentʼs weapon.

Form II: Makashi. Gain a +2 bonus on Fighting rolls to create advantages or defend against opponents wielding a lightsaber.

Form III: Soresu. When you succeed on a Fighting roll to create a Defensive-type of aspect, you gain an additional free invocation of that advantage.

Form IV: Ataru. Gain a +2 bonus on Fighting attacks while invoking an advantage or boost created by the Athletics skill.

Form V: Djem-So. When you tie on a Fighting attack, gain a +2 bonus to Fighting. • Form VI: Juyo. Gain a +2 bonus on Fighting attacks while invoking an advantage or boost created by the Fighting skill.

Form VII: Vaapad. (Requires Form VI: Juyo) Gain a +2 bonus on Fighting attacks while invoking a consequence you placed on an opponent.

Extra: “Specially Modified” Space Transport

Permission: Owner of the starship.

Cost: Aspects and stunts, invested by multiple characters.

This starship has bee heavily modified over the years, boosting its speed, shielding and performance to illegal levels.

Aspects: Fastest Ship In The Galaxy, Hidden Cargo Compartments, Known Smuggling Ship

Stunts:

Downright Illegal Hyperdrive. Pilots gain +2 on Transport rolls to win contests of speed.

Starship Shield Generator. When you succeed on a mechanics roll to create an advantage related to activating, restoring or boosting shields, you gain an additional free invocation of that advantage.

 

Edited by roryb (see edit history)
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