

The create an advantage action covers a broad range of endeavors, unified around the theme of using your skills to take advantage (hence the name) of the environment or situation you’re in. Use the create an advantage action to make a situation aspect that gives you a benefit, or to claim a benefit from any aspect you have access to. He describes how he hastily dismantles the ballista, applying rather violent sabotage before diving for a hiding spot as the guards get closer. That’s enough to succeed, but not enough to succeed with style, so Landon accomplishes his objective at no cost. Amanda chuckles and nods, and with the invocation, he manages a Superb (+5). Smashing Is Always an Option,” referring to one of his aspects. Landon chips in a fate point and says, “Well, you know what I always say. Lenny grumbles and says, “Should have convinced Zird to do this.” He rolls, getting a +2, for a Good (+3) result. Landon has the Crafts skill at Average (+1). I need to disable these and get out-if they find me, General Ephon already told me he’d disavow my existence.”Īmanda shrugs a bit and says, “Work fast? You’re looking at passive opposition here-crunched for time, and dealing with intricate machinery bits, so I’ll call that Great (+4).” “Figures I’d get the one guard squad with real discipline. But then, you hear footsteps echoing below you in the tower-sounds like the next guard patrol got here just a bit early.” If he succeeds, the army who hired him has a much better chance in the field when they attack tomorrow morning.Īmanda says, “Okay, so you make it to the top of the tower, and you start working. Landon stalks around the siege tower of the Red Emperor’s fortress, trying to sabotage the ballistas. But if that overcome roll is going to end the scene, or you can’t think of a good boost, You may choose to offer a story detail as an extra benefit instead. It’s okay to go back to the basic description of the four outcomes and sub in something that makes sense.įor example, on the overcome action it says you get a boost in addition to success when you succeed with style. You may occasionally run into situations where it seems appropriate to provide a different benefit or penalty for a given action result than the one listed. When you succeed with style at an overcome action, you get a boost in addition to attaining your goal.When you succeed at an overcome action, you attain your goal without any cost.When you tie an overcome action, you attain your goal or get what you were after, but at a minor cost.You can simply fail, which means you don’t attain your goal or get what you were after, or you can succeed at a serious cost. When you fail an overcome action, you have two options.The opposition you have to beat might be active or passive, depending on the situation. Look at it as the “catch-all” action for every skill-if it doesn’t fall into any other category, it’s probably an overcome action. When your character’s in one of these situations and there’s something between her and her goals, you use the overcome action to deal with it. A character with Burglary tries to jimmy a window, a character with Empathy tries to calm the crowd, and a character with Crafts tries to fix the broken axle on his wagon after a desperate chase. Use the overcome action to achieve assorted goals appropriate to your skill.Įvery skill has a certain niche of miscellaneous endeavors that fall under its purview, certain situations where it’s an ideal choice. The four actions are: overcome, create advantage, attack, and defend. Usually, the action you need to take will be pretty obvious from the skill description, your intent, and the situation in play, but sometimes you might have to talk it over with the group to find out which is the most appropriate. The skill descriptions tell you which actions are appropriate for that skill and under which circumstances. When you make a skill roll, you have to decide which of these you’re going to try. There are four types of actions you can take in a game of Fate. When you make a skill roll, you’re taking one of four actions: overcome, create an advantage, attack, or defend.
