Opposed Action Resolution
Most actions in the game are resolved by flipping a Fate Card from the top of your Fate Deck, adding a relevant statistic to derive a Total, and comparing it to a Target Number (TN). In an Opposed Action, the TN will be equal to an opponent’s flipped card plus relevant statistic. Action resolution proceeds in phases, as described below.
Opposed Action Resolution:
1) The player declares their intended action and its intended effect on the opponent, as well
as the statistic they will use.
Example: Once over the fence, Seth can see the dim figure of a guard patrolling the perimeter of the Institute’s campus. Karl says that Seth is going to duck low to the ground and try to sneak towards the closest building without attracting the guard’s notice, using his Fair (8) Agility.
2) The opponent declares the statistic they will use to oppose this action.
Example: Sierra replies that the guard will be using his Average (6) Alertness to oppose, trying to notice Seth’s movement.
3) Both player and opponent flip for their starting Totals and the winner begins narrating outcome.
Example: Karl flips the top card of his Fate Deck: a 4 of Cups. Adding 4 to his Agility of 8 gives Seth a total of 12. Sierra flips the top card of her Fate Deck for the guard: the 8 (Strength) of the Major Arcana. Adding 8 to his Alertness of 6 gives the guard a total of 14. Sierra narrates the guard’s head jerking around, peering through the darkness in Seth’s direction…
4) The loser first has the option to Cheat Fate by narrating an Aspect into the action and replacing his flipped card with one from his hand, or may pass and accept the outcome.
Example: Thinking for a moment, Karl narrates that the night is so dark and rainy that it would be difficult for the guard to make out much of anything. He is guessing, based on Sierra’s descriptions, that there is a “Dark and Rainy” Aspect on the scene that he can tag. Sierra nods, and so Karl replaces the guard’s flipped 8 with a card from his hand: the 2 of Wands! Adding the 2 to his Alertness of 6 gives the guard a Total of 8.
4) The other player or opponent then has the option to Cheat Fate by narrating an Aspect into the action and replacing her flipped card with one from her hand, or may pass and accept the outcome.
Example: Sierra decides that Karl’s narration sounds reasonable (besides, she wants Seth to get into the inner sanctum of the Institute!). She passes, letting the Totals stand at 12 for Seth, 8 for the guard.
5) Final Totals are calculated and the winner narrates the outcome.
Example: Karl narrates that Seth ducks into the shadow of a rain-slick, gothic building just as the guard takes a step in his direction. Sierra smiles, says that the guard shrugs and continues on his rounds, and then narrates the unusual sounds coming from inside the building…
6) Apply effects of the outcome. For an attack, this may include damage. For a maneuver, this may include placing an Aspect on the opponent or the scene. More about attacks and maneuvers under Combat.