Aspects are true. Fate points are currency. The rest is drama.
The complete Fate Accelerated Edition, ready to play or build on. Fourteen file types cover the whole game: characters whose stress boxes, refresh, and approach ratings compute themselves from the standard rules; aspects with invoke and compel guidance; the six approaches as linked files; stunts, consequences, zones, scenes, and campaign frames. The entire ruleset rides along as searchable rules files — the four actions and four outcomes, the fate point economy, stress and consequences, challenges, contests, and conflicts. The four example characters from the FAE rulebook — Reth, Voltaire, Abigail Zhao, and Bethesda Flushing — come as ready-made worked examples, alongside mook stat blocks, both stunt templates with worked examples, zones, scenes, and quick-reference tables. This is the engine behind The Tragedy of Macbeth and A Midsummer Night's Dream — two published Shakespeare adaptations built on these same fourteen file types, if you want to see it carrying a real setting before you fork it. Based on the Fate Accelerated Edition SRD by Evil Hat Productions, used under Creative Commons Attribution 3.0 — see the Licensing & Attribution file.
v5 — straight FAE SRD → Craft conversion (2026-10-05). This template is the Fate Accelerated Edition SRD, file by file: six approaches (no skills), one three-box stress track, refresh computing down from baseRefresh as stunts pass three, and stunts granting +2 only in their named circumstance.
Changes from v4 (per the CC-BY 3.0 attribution terms, an honest list): (1) all 14 rule-breaking bugs from the FAE SRD audit fixed — damage absorption now includes consequences alongside the stress box, the concession economy pays the conceder (1 FP + 1 per consequence, opponent gets a major concession), stunt bonuses are circumstance-scoped and never always-on, milestones grant their canonical benefits (moderate/severe consequence clearing, +1 refresh, optional high-concept rename), contest/challenge/turn-order rules match the SRD; (2) Fate Core residue removed — no skill naming anywhere, no column support or skillCap, no physical/mental stress split, no skill pyramids; (3) the Extras subsystem and Equipment lists are gone entirely (not in the FAE SRD) — the Extras/ and Equipment/ folders and the extra/equipment file types were deleted; (4) example content replaced with SRD-derived material — the four example characters (Reth, Voltaire, Abigail Zhao, Bethesda Flushing) as written in the rulebook, SRD mooks (Cyclops House Bully, Steel Assassin, Sky Shark, Gang of Thugs), both stunt templates with the SRD's worked examples, SRD zones (the house-conflict map), scenes (thug attack, storm-tossed ship challenge), aspects, and the six approach-spread archetypes; (5) new Quick Reference and Approach Spread Archetypes rule files; the Game Start is now a session-zero/first-session launcher; Player's Handbook, Builder's Manual, and all art-direction instructions rewritten for FAE.
The arithmetic lives in the schemas rather than the prose, so a change to how the game works is a schema edit and a rule edit together — the most useful thing to know before forking.
Fate™ is a trademark of Evil Hat Productions and is not covered by the CC BY 3.0 license on the rules text. This project ships no Fate logos, no 'Powered by Fate' branding, and no artwork from any Fate publication. If you fork it, keep the Licensing & Attribution file intact and make your own cover.