Rebuilding Fate
Fate Core was published as a toolkit — the text itself expects you to swap skills, redraw stress tracks, and bolt on subsystems. Some well-worn paths, from lightest touch to heaviest:
Dials first, edits second
Two dials already live on the campaign file and cost nothing to turn: skillCap (raise it to Superb for cinematic play) and startingRefresh (more refresh = more stunts and a richer economy). The sheet-audit instruction reads both, so a table-level experiment needs no schema work at all. When a variant earns permanence, promote it: edit the rule text and its paired instruction together.
Reskinning the skill list
The fastest full rework in Fate is a new skill list — sixteen skills become six approaches, or twenty professions, and it's still Fate. Here that means: replace the files in Skills/, rewrite the key list in the character schema's skills expression, re-point the stress thresholds if Physique and Will change names, and update the turn-order line in the conflict instruction (Notice and Empathy are skill-list assumptions, not laws). Chapter 3 has the two-edit rule; this is it at scale.
Stress and consequences as dials
The stress expressions are the physics of how dangerous your game feels. Fewer boxes and cheaper consequences make a gritty game; more boxes make pulp. Because box counts are computed in one place, grit is a one-expression change — and if you add a third track (Wealth stress, Reputation stress), follow the existing pair: a stress-track file describing it, computed boxes off a linked skill, a state object on the character, and a clause in the absorption and scene-end instructions. The three-part pattern from chapter 4, every time.
Building a setting on top
The system is setting-agnostic; Corvenna lives entirely in the content records. @Missing file is the model — a setting paragraph, issues written as Aspect files (@Missing file is an aspect of the whole campaign, which is Fate's sharpest worldbuilding tool), faces and places, and scenes pointing at zones. Build a new world by replacing the campaign, aspects, NPCs, scenes, and zones — and set the project's image style once in settings so every generated image lands in the same world. The Characters, meanwhile, are wired to the campaign only through their aspects; recast the aspects and the same sheets play anywhere.
Shipping it
Before you publish a derived project: keep @Missing file with the verbatim credit block; add an honest list of your own changes; don't use the Fate name, logo, or "Powered by Fate" branding without meeting Evil Hat's separate terms; use no artwork from any Fate publication; and make your own cover. Then let people clone yours and rebuild it again — which is what the license, the toolkit, and this manual are all for.