# data[].attributes.body
Athletics

Cast Spell

Contacts

Criminal Activity
- Kidnap
- Assassinate
- Burglary
- Negotiate

Crafts

Deceive

Empathy

Fight

Investigate

Lore

Notice

Physique

Provoke

Reputation

Resources

Rapport

Shoot

Stealth

Will

# data[].attributes.body
Aramil (Shane)
Corin (Drew)
Tarn (Ty)
Veeko (Zac)

# data[].attributes.body
1) Whose side are you on?

2) Revenge is underrated.

3) Call of nature.

# data[].attributes.body
The attacker declares an attack and chooses the skill from his character sheet that he would like to use for his attack roll (this skill must be appropriate for the situation and the type of attack). He then declares a target/enemy.

The target always has the opportunity to "defend", barring a situation where the target does not see the attack coming. The target defends with the appropriate skill (this is decided by the match ups designated by the rules of Fate Core).

Both parties roll their Fate Dice and add appropriate modifiers. They then compare results.

Examples of Combat:

Mental Attack:
Tarn decides to "Provoke" Corin by talking trash to him to get him to lose confidence in his ability to win a fight.

Corin uses "Will" to resist the provoke attack.

Tarn rolls his 4 Fate Dice and adds his Provoke modifier of "Good (+3)". The result is a total of "Superb (+5)".

Corin rolls his 4 Fate Dice and adds his Will modifier of "Fair (+2)". The result is an Average (+1).

Physical Attack:
Veeko decides to attack an NPC. He does so with his bow.

Veeko uses "Shoot" to aim and shoot his bow.

The NPC sees the attack and uses his "Athletics" skill to try to dodge the arrow.

Veeko rolls his 4 Fate Dice and adds his Shoot modifier of "Fair (+2). The result is Good (+3).

The NPC rolls his 4 Fate Dice and adds his Mediocre (+0) modifier. The Result is Fair (+2).

The arrow hits the NPC.

# data[].attributes.body
In the "Mental Attack" example Tarn's Superb +5 vs Corin's Average +1 would result in 4 "shifts/points" of damage to Corin's Mental State.

Mental damage like this is recorded on the PC's Mental Stress track on his character sheet.

The size of a PC's Mental Stress track is determined by the level of the PC's Will Skill.

All PC's start with boxes 1 and 2 on the mental stress track.

Will: Average (+1) or Fair (+2) provides the PC the 3 box.

Will: Good (+3) and Great (+4) provides the PC with the 3 and the 4 boxes.

Will: Superb (+5) or better provides the PC with the 3 and 4 boxes and an extra mild (2) consequence box.

Example of recording mental damage.

Corin has to take a 4 shift hit in his mental stress. Corin's Will skill is only Fair so he only received the bonus of the 3 box. The 4 shifts of damage is enough to "Take Out" Corin, unless he assigns the mental damage to his consequences.

Mild (2)
Moderate (4)
Severe (6)

Corin could assign all four shifts to his moderate consequence and not mark any of the mental stress track boxes off, or he could assign 2 shifts to the Mild consequence box and mark out the 2 box on the consequence box.

When a PC must take damage he marks the corresponding box off the appropriate track. He does not have to mark off any open boxes of lower levels. However, if the corresponding box is already marked off, he has to mark off the next highest box that is open.

This means Corin could be Taken Out in multiple ways; as follows:

By receiving 1, 2, and 3 points of damage in three different attacks and then suffer a fourth hit of any number.

By receiving 1 point of damage 4 times.

By receiving a 4 shift hit right away and deciding not to take any consequences.

To name a few.

EVERYTHING IS IDENTICAL FOR PHYSICAL STRESS/DAMAGE EXCEPT YOU USE PHYSIQUE!!!

# data[].attributes.body
To invoke an aspect the PC chooses an aspect from his character sheet that he believes is useful the situation, explains why it is useful, then pays 1 Fate Point to do one of the following things:
1. Receive a +2 bonus to the roll he just performed.

2. Reroll all his Fate Dice.

*More than one aspect can be invoked on a given roll and you can receive a +2 bonus for each, but you have to pay a Fate Point each time and all aspects used must be different.

To compel an aspects a PC or the GM chooses an aspect of a PC or NPC and offers them 1 Fate Point to roleplay the negative part of that aspect, thereby putting the PC in a more difficult situation typically. When compelled a PC may do one of two things:
1. Accept the compel and be paid 1 Fate Point.

2. Pay 1 Fate Point to reject the compel as if it never happened.

# data[].attributes.body
The environment in Fate is divided into "Zones" when you are in combat (any other time it is free-flowing). During combat you are allowed one free movement (from one zone to zone) unless you are heavily impeded by some sort of situation aspect involving the environment. This will be determined by the GM. If you wish to move additional spaces, as many as you would like, you must roll your Athletics skill against a passive opposition (determined by the GM and relative to the difficulty of moving about in the setting).

Moving additional zones takes up your action during that exchange in combat.

# data[].attributes.body
Each skill in the core book provides stunts that you can add to your character. These will be discussed and chosen during character creation.

You can also design your own stunt if you can think of something you would like to use and it isn't overpowered.

# data[].attributes.body
Infatuated with Veeko.