How the Character Sheet Thinks
Store decisions, derive the rest
A character file stores the player's decisions and computes everything else. Write what the player chose; the schema applies the SRD arithmetic.
Approaches: approachRatings
Keys are the six approach names: careful, clever, flashy, forceful, quick, sneaky. Starting spread: one at +3, two at +2, two at +1, one at +0. Ratings cannot rise above +5 (Superb) — that's the advancement ceiling.
Refresh: computed, not typed
refresh = max(1, baseRefresh − max(0, stuntCount − 3))
baseRefreshstarts at 3.- The first three stunts are free; every stunt after costs 1 refresh.
- Refresh never drops below 1.
- Each session starts with fate points equal to refresh — unless you ended the last session above refresh, in which case you keep what you had.
Stress: stressState
Three boxes, always: box1, box2, box3. Box n absorbs n shifts of one hit. Checked boxes stay checked until the scene ends.
Consequences: three slots
mild absorbs 2 shifts, moderate absorbs 4, severe absorbs 6. Each holds one aspect at a time; moderate clears at the end of the next session, severe at the end of the scenario.
What's linked, not typed
High concept, trouble, and other aspects are links to aspect files — so the Narrator can pull invoke/compel guidance straight from the character. Stunts are links to stunt files. The character file never duplicates their text.
See the live math: [Reth of the Andrali Resistance](@Missing file), [Bethesda Flushing, PhD](@Missing file) (two stunts, one more free).