Combat in FATE

You start out by framing zones and scene aspects.

Roll Alertness to see who goes first. In the case of a tie, use another physical skill like Athletics to resolve them.

On your turn you can do one of the following:

  • Attack
  • Maneuver
  • Block
  • Sprint
  • Full Defense

Attack


Usually you will roll Fists, Guns, or Weapons when attack.

The target defends with either Athletics, Fists, or Weapons.

Subtract the defender’s roll from the attacker’s; if you have any “shifts” remaining, these translate into a stress value that you inflict on the defender.

If the target does not have a high enough stress box to mark off, or cannot absorb it with a consequence, then she is taken out.

Maneuvers


You can use a maneuver against an opponent or the environment.

Against an opponent you make an opposed skill roll, while against the environment you are rolling against a fixed difficulty.

If you succeed you can apply a temporary aspect; you can tag it for free on your next turn (instead of spending a Fate point), or allow someone or something else to tag it if it makes sense.

If you just meet the difficulty, the aspect lasts for one tag, while more shifts allow multiple tags.

Blocks


You use a skill to help protect you from something, which determines the difficulty that the opponent must beat in order to affect you.

Sprint


You can move from one zone to another zone.

If you make a skill check to represent your movement (probably Athletics), then each shift allows you to move an extra zone.

Most of the time the difficulty is Mediocre (+0), but if there are obstacles in the way or the path is not straightforward (like rubble, winding catwalks, fences, etc), this can increase the difficulty.

Combat in FATE

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