Erandor Cheatsheet

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Fate Core
The Ladder

See p. 9 of Fate Core or click here.

+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
+0 Mediocre
-1 Poor
-2 Terrible
Time
  • Exchange: the time it takes for every character to get a turn
  • Scene: time it takes to resolve a situation
  • Session: a single game sitting
  • Scenario: an adventure or episode
  • Arc: a story arc or season
  • Campaign: the entire game for a setting
Aspects

Types
See p. 57 of Fate Core or click here.

  • Game aspects: permanent, made during game creation
  • Character aspects: permanent, made during character creation
  • Situation or Scene aspects: last for a scene, until overcome, or until irrelevant
  • Boosts: last until invoked once
  • Consequences: last until recovered

Invoking
See p. 68 of Fate Core or click here.
Spend a fate point or use a free invoke. Choose to do one of the following:

  • Get a bonus (+2) to your roll
  • Reroll your dice
  • Teamwork: +2 to another character's roll versus relevant passive opposition
  • Obstacle: +2 to the passive opposition

Free invokes stack with ones paid with fate points as well as with each other.

Compelling
See p. 71 of Fate Core or click here.
Accept a complication for a fate point.

  • Event-based: You have ________ aspect and are in ________ situation, so it makes sense that, unfortunately, ________ would happen to you. Damn your luck.
  • Decision-based: You have ________ aspect in ________ situation, so it makes sense that you'd decide to ________. This goes wrong when ________ happens.
Skills

Skill Roll
See p. 130 of Fate Core or click here.

Roll four Fate dice (also called Fudge dice), and add the total to your skill rating. Compare this to the opposition or passive difficulty. For each step up the latter your total is higher, you earn a shift.

Opposition Types
See p. 131 of Fate Core or click here.

  • Active: Someone rolls against you.
  • Passive: A static rating on the ladder.

Four Outcomes
See p. 132 of Fate Core or click here.

  • Fail: Your action fails. To succeed anyway you must pay a major cost.
  • Tie (0 shifts): You can succeed but at a minor cost.
  • Success (1-2 shifts): Succeed at no cost.
  • Success with Style (3+ shifts): You succeed and gain an additional benefit.

Four Actions
See p. 134 of Fate Core or click here.

  • Overcome: Get past an obstacle.
  • Create an Advantage: Place an aspect.
  • Attack: Harm the target.
  • Defend: Provide active opposition to something being done to you.
Fate Points

Refresh
See p. 80 of Fate Core or click here.

Each session, you reset your fate points to your refresh rate. If you had more fate points than your Refresh score at the end of the last session, you keep that instead. At the end of a scenario/adventure, you reset to your Refresh regardless how many fates points you ended with.

Spending Fate Points
See p. 80 of Fate Core or click here.
Spend fate points to:

  • Invoke an aspect
  • Power a stunt
  • Refuse a compel
  • Declare a story detail

Earning Fate Points
See p. 81 of Fate Core or click here.
You get a point when you:

  • Accept a compel (you get the point immediately)
  • Have an aspect invoked against you (you get the point at the end of a scene)
  • Concede a conflict (and gain a bonus fate point for each consequence you took in that conflict)
Challenges

See p. 147 of Fate Core or click here.

  • Every obstacle or goal that requires a different skill needs an overcome roll.
  • Interpret failure, costs, and success of each roll to determine the final outcome.
Contests

See p. 150 of Fate Core or click here.

  • Each character in the contest rolls appropriate skills
  • If you have the highest result, you score a victory
  • If you succeed with style and no one else does, it counts for two victories
  • If the highest result is a tie, no victories are scored the GM introduces a twist
  • The first to get achieve three victories is the winner
Conflicts

See p. 154 of Fate Core or click here.

  1. Set the scene by describing the environment, creating situation aspects and zones, and establishing who is participating.
  2. Determine turn order. (Usually using Notice.)
  3. Start the first exchange:
    1. On your turn, take an action and resolve it.
    2. On other people's turn, you may need to defend or respond as necessary.
    3. Once all parties have taken a turn, start again with a new exchange.
  4. The conflict is resolved when all members of one side or the other are taken out or has conceded.
Stress

Mitigating Damage
See p. 160 of Fate Core or click here.

Fill in one stress box greater than or equal to the value of an attack, take one or more consequence, or fill in one stress box and take consequences—if you can’t do one of these three things, you’re taken out.

Consequences
See p. 162 of Fate core or click here.

  • Mild: absorbs up to 2 stress
  • Moderate: absorbs up to 4 stress
  • Severe: absorbs up to 6 stress
  • Extreme: absorbs up to 8 stress, and change a permanent character aspect

Recovery
See p. 164 of Fate core or click here.

  • Mild: overcome Fair (+2), then one whole scene
  • Moderate: overcome Great (+4), then one whole session
  • Severe: overcome Fantastic (+6), then one whole scenario
Erandor
Scale

See Scale for details.
A creature or entity cannot directly interact with a creature or entity of a larger scale without a special reason.

  • Person scale: The default. PCs can interact normally with anything of this scale.
  • Giant scale: Includes gigantic creatures the size of large, full grown trees up to twice that size. Other examples include a military unit of 50 to 200 soldiers, or a settlement the size of a village up to the size of a small town. Person scale beings attempting to interact with giant scale things can't do so without a special stunt or other special circumstance. Normally, you would break the giant scale thing up into zones and person scale beings could interact with zones by placing aspects and taking overcome actions. Giant scale things targeting person-scale things usually target the entire zone and everyone in that zone must defend. When attacks are made, zone aspects describing the devastating effect of the attack is left behind.
  • Epic scale: Truly massive things like ancient dragons, cities, empires, and armies of thousands or tens of thousands. Epic scale things interact normally; giant scale things can interact with epic with the same restrictions as person scale things interacting with giant scale things.

Fate Fractal: Everything can be described with a single stat block. Use Scale to describe what that entity can interact with.

Armor

See Armor for details.

  • Light Armor: 1 free invokes for defense per session. Includes padded armor and leather armor. Can be compelled when trying to hide the armor or if heat could be a problem.
  • Medium Armor: 2 free invokes for defense per session. Includes mail, ring, scale, and lamellor armor types. Can be compelled as per light armor, as well as if attempting to be stealthy, swim, or engage in a long run.
  • Heavy Armor: 3 free invokes for defense per session. Includes plate armor. Can be compelled as per light and medium armor, as well as whenever standing out might inhibit you, or when you need to move quickly.
  • Shields: 1 free invoke per scene. Can be compelled if you need to do something that takes both hands or when you need to do something with your off hand.

If you have tools, use Crafts to make repairs that restore a free invoke or two between conflicts.

Weapons

See Weaponry for details.

  • Hand Weapons: When you successful attack using Fight, you do an extra point of stress. Includes weapons such as swords, axes, clubs, maces, and spears that require just one hand.
  • Finesse Weapons: When you create and advantage using Fight you gain a +1 bonus. Includes weapons such as daggers, rapiers, scimitars, staves, whips and exotic weapons such as hooked chains or silk ribbons.
  • Massive Weapons: Requires two hands. You go last in any exchange, but if you make a successful attack with Fight, you do +2 stress. Includes weapons such as great axes, great swords, and polearms.
  • Missile Weapons: You can attack targets you can see in any zone. Includes bows, crossbows and slings.
  • Thrown Weapons: Use the Shoot skill to hit a target you can't otherwise reach. Targets gain a bonus to defense equal to +1 per zone distant. Stationery targets have a default defense of Fair (+2). Includes knives, javelins, axes or spears.
Magic

See the Magic section for details.

Spell Preparation
Wizardy and Priestcraft require preparation. Create an aspect for each spell you wish to be able to cast, up to a maximum of Lore or Will +2 + (any bonus from stunts) aspects. When cast, invoke the aspect and gain a +2 bonus. The aspect disappears after all invokes are used. The difficulty to prepare the spell depends on the spell level. If tied or failed, you must assume success at a cost.

Difficulties for Spell Preparation and Casting

  • Mediocre (+0): Cantrips. Often doesn't require a role. You do not need to prepare any cantrips.
  • Average (+1): Spells that do one thing or affect one target, or aspects that last only one exchange.
  • Good (+3): Spells that affect up to three targets, absorb three stress, or lasts three exchanges.
  • Superb (+5): Spells that affect 4 or more targets, entire zones, or place situation aspects.
  • Epic (+7) (or higher): Spells of this magnitude are dangerous to cast. Costs 2 stress if successful, or 2 stress plus the difference if failed. Spells of this power must be discovered in-game.


Sorcery and Witchcraft
These types of magic come from different sources, but is cast the same way. The spell-slinger prepares and casts with a single roll, but doesn't gain the benefit of a prepared spell aspect.


Rituals
You can acquire ritual components, meditate, pray, etc. to place aspects to aid you in spell preparation or spell casting rolls. These create an advantage actions require an hour to place each aspect.

Spell Schools and Domains

See the Magic section for details.

Schools of Elemental Magic

  • Aether: Life essence, light, gravity, physical and mental healing, teleportation.
  • Air: Air, sound, electricity, speed, flight, weather control, visual and aural illusions, summon and control of sylphs.
  • Earth: Earth, defense, strength, stability, animation of constructs, summon and control gnomes (the elementals, not the small folk)
  • Fire: Fire, explosives, manipulating energy, summon and control salamanders.
  • Water: Water, shape changing, cleansing, motion, divination, summoning and controlling neirids.

Schools of Arcane Magic

  • Energies: Creating and controlling energetic elements, temperature, telekinetics and defense against these things.
  • Phantasm: Illusions either mental or visual, mental attack, domination and influence.
  • Scrying: Precognition, post cognition, scrying other places, spells of communication and lore, and defense against scrying.
  • Summoning: Calling and banishing creatures and things including temporarily summoned elementals, banish or ward against unliving beings and their powers, commanding constructs.
  • Transformation: Changing subjects physically, emotionally, or mentally; shapeshifting and healing.

Other Arcane (Forbidden Schools

  • Entropy: Death, disintegration, and destruction, as well as cooling or freezing effects.
  • Necromancy: Animation of dead things, interaction with the dead, creating disease and causing decay, summoning spirits or ghosts.

Domains Granted by Dieties

  • Blessing: Beneficial aspects relating to luck, health, and fate.
  • Defense: Defensive magics.
  • Glory: Channel sunlight, boost morale, and influence allies to great feats of courage.
  • Healing: All forms of healing, be it mental or physical. Remove poison and disease aspects, cause direct damage to the undead.
  • Nature: Heal, bless, or even call plants and animals. You can also cast spells that enhance your natural abilities.
  • Shadow: Manipulate darkness, cloud the sight of others, sense or see in the dark, summon creatures of darkness and shadows (shades), step from shadow to shadow.
  • Strength: You can grant strength to yourself or others and cast other spells that grasp, pummel or crush your enemies.
  • Travel: Spells to increase mobility, make life on the road more convenient or safer, and spells of teleportation.
  • War: Spells enhancing the damage-dealing capability of allies or engines of war, enhance defensive works, create deadly barriers out of weapons, imbue normal weapons with magical power. The most powerful spells can blind, stun or kill a single opponent outright, but usually requires a stunt to the effect that if stress is done, a Fate point may be spent to inflict a consequence instead.