Builder's Manual · Chapter 5

Rebuilding Fate

The dials FAE actually offers

Fate Accelerated ships with a short list of official escape clauses — use these before inventing mechanics. All of them are in the SRD:

  • Stunt variants. The two templates are starting points; bend them with the table's buy-in. A stunt may name signature gear in its circumstance, or cover both create-an-advantage and overcome when the circumstance is tight enough.
  • Approach-fit target numbers (optional). The Narrator may adjust a difficulty by ±1 or ±2 depending on whether the chosen approach fits the task well or poorly. Slightly more complex; some tables are worth it.
  • Campaign issues as aspects. Campaign-level tensions (current issue, looming issue) are aspects anyone can invoke or be compelled by — the built-in tuning lever for tone and pressure.
  • Mook and group tuning. Nameless NPCs dial from zero stress boxes (first hit takes them out) up to two boxes; groups of mooks act as one character with one stress box per two members. That's the whole threat-scaling system.
  • Milestones. Minor (end of session: switch two approaches, rename a non–high-concept aspect, exchange or add a stunt), significant (end of scenario: also raise one approach, max +5), major (end of arc: also +1 refresh, optionally rename the high concept). Campaign pacing is character pacing.

Off-limits dials

These belong to other games and other books — do not import them:

  • No skill pyramids. FAE has six approaches, period.
  • No extras subsystem. No gear/vehicle/organization frameworks, no Core-style stunt-permission logic.
  • No Fate Core toolkit imports. The SRD references Core's longer GM chapters; the conversion deliberately does not follow those references.
  • No equipment lists. Equipment lives in stunt circumstances, nowhere else.

If a fork needs mechanics beyond this list, the honest answer is usually a different system template — not FAE with imported machinery.

Manual updated Oct 5, 2026.