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 thenpctype, 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.