Builder's Manual · Chapter 3

Adding Approaches, Stunts, and the Rest

File-type conventions

Each type shows the SRD convention the template expects. Work with the template's shape — the Narrator's instructions read these files.

  • character — player characters only; GM-played NPCs go in the npc type, never here. Decisions in, arithmetic out: name, description, high concept + trouble + other aspects, approachRatings, baseRefresh, fatePoints, stressState, stunt links.
  • npc — two kinds, straight from the SRD:
    • Nameless mooks: what they're good at (+2), what they're bad at (−2), everything else +0; one or two simple aspects; 0–2 stress boxes, no consequences; the next hit after stress runs out takes them down. Groups of mooks act as one character, with one stress box per two members.
    • Supporting NPCs: a high concept, a flaw, two rated approaches (usually +2 each), +0 in the rest; one or two aspects, 0–2 stress boxes, no consequences, at most one stunt.
    • Main NPCs — recurring villains and the like — are built exactly like PCs (all six approaches, stress, consequences); only one or two per scenario.
  • aspect — the aspect text plus invoke and compel guidance: how it helps (invoke) and how it complicates (compel). Situation aspects note how an overcome action could remove them.
  • stunt — a circumstance is required. Template 1: +2 in a circumstance (dual create-an-advantage + overcome only when the circumstance is tight enough). Template 2: once per session, do something cool. Bend the templates only with table buy-in.
  • scene — location, situation aspects on the table, who is present, what ends it.
  • zone — one zone per loosely defined area; one zone of movement is free, and you can act at a distance into adjacent zones when it makes sense (ranged weapons, magic).
  • consequence — the aspect text plus its shift value (2 / 4 / 6). Moderate and severe may be renamed as they heal.
  • stress-track — always 3 boxes for PCs and supporting NPCs. Mooks get 0–2 boxes and no consequence slots.
  • approaches — the six approaches are the whole list. No skills, no skill pyramid — that's a different game.
  • campaign — the campaign's issues are aspects: the current situation and what's looming. Character creation plugs into them.
  • gm-instructions — one trigger per file, named When X happens. State the procedure: inputs, dice if any, outcomes. No flavor prose.
  • action-card — the four actions and four outcomes only; match the Quick Reference exactly.
  • rule — SRD text. Verbatim where FAE and this conversion don't disagree; where they do (equipment lists, extras, Fate Core cross-references), rewrite or cut.
  • game-start — the session-zero / first-session launcher: campaign frame pitch, character creation walkthrough, the first scene's hooks.

What this template will not hold

No extras. No extras subsystem, no gear/vehicle/organization frameworks, no extra-type stunts-as-permissions. No equipment lists. A stunt may name signature gear in its circumstance — that's the SRD's own solution, and it's enough.

When a fork genuinely needs more than FAE provides, see the Rebuilding Fate chapter below.

Manual updated Oct 5, 2026.