Fantasy Skill List for FATE, Part III

The last third of my suggested skill list for a low magic fantasy World. Perhaps a skill or two for magic will be added but that will depend on the design of the magic system.


Perception covers your senses and how well you can use them, situational alertness, surface observation, concentrated efforts and in-depth scrutiny. It represents a character’s overall perception, ability to pick out details at a glance, and other powers of observation

You can also be looking over a room for details that stand out, finding an escape route in a debris-filled building, noticing someone sticking out in a crowd, etc.

O Overcome: Perception is used to noticing something in a scene, hearing a   faint sound, spotting the concealed knife in the girl’s waistband or   searching a cluttered room for the item you need.
C Create   an Advantage: Perception is probably one of the   most versatile skills you can use to create an advantage. As long as you’re   willing to take the time, you can find out just about anything about anyone,   discover nearly any detail about a place or object, or otherwise make up   aspects about nearly anything in the world that your character could   reasonably unearth.
A Attack: Not meant as an attack skill
D Defend: Not meant to defend with but you can use Spot to defend against   any uses of Stealth to get the drop on you or ambush you, or to discover that   you’re being observed.

Perception Stunts

Danger Sense. You have an almost preternatural capacity for detecting danger. You often get a warning when some danger lurk and a +2 bonus to establish the turn order in combat.

Body Language Reader. You can use Perception in place of Empathy to learn the aspects of a target through observation.

Eavesdropper (Thief). On a successful Perception roll to create an advantage by eavesdropping on a conversation, you can discover or create one additional aspect (though this doesn’t give you an extra free invocation).

Keen Eyes. You gain a +2 bonus on any attempt to spot something or search for something using your eyesight.

Alert. You gain +2 to any roll to notice something by chance, when not looking or listening for anything.

Acute hearing. You gain +2 to any attempt to use Perception for listening.

Follow the tracks (Assassin, Scout). You can use your perception skill to track a creature.



Resources describes your character’s general level of material wealth in the world and ability to apply it. This might not always reflect coins on hand, given the different ways you can posses wealth – it might be tied to land or vassals as much as silver

O Overcome: You can use Resources to get yourself out of or past any   situation where throwing money at the problem will help, such as committing   bribery or acquiring rare and expensive things. Challenges or contests might   involve auctions or bidding wars.
C Create   an Advantage: You might use Resources to grease   the wheels and make people more friendly, whether that represents an actual   bribe (I Scratch Your Back…) or simply buying drinks for people (In   Vino…you’re my best friend). You can also use Resources to declare that you   have something you need on hand, or can quickly acquire it, which could give   you an aspect representing the object.
A Attack: Not meant as an attack skill
D Defend: Though you don’t generally use Strength to defend against   attacks, you can use it to provide active opposition to someone else’s   movement, provided you’re in a small enough space that you can effectively   use your body to block access. You might also interpose something heavy and   brace it to stop someone from getting through.

Every time the character succeeds at a Resources roll, decrease the skill by one level for the remainder of that session. If they succeed at a Resources roll at Mediocre (+0), they can no longer make any Resources rolls that session.

Resources Stunts

Silver Talks. You can use Resources instead of Charm in any situation where ostentatious displays of material wealth might aid your cause.


Respect is the skill of intimidation and impressing. To impress or intimidate, you need some kind of justification. That could come entirely from situation, or because you have an aspect that’s appropriate, or because you’ve created an advantage with another skill or because you’ve assessed your target’s aspects (see Empathy). Respect does not always need to be respect from imposing physical staue or a mean reputation – being of a noble family or an emissary of a rich merchants guild can rightly impress or intimidate as much. This skill requires that your target can be impressed or intimidated – amoebas are typically hard to intimidate.

O Overcome: Use Respect to intimidate or impress your way past someone, or to   get something out of someone because they fear the consequences of not doing   so or are so star struck by your awesomeness that they just do it. For   nameless NPCs, this is just an overcome roll, but for PCs or named NPCs, it   requires a contest, and the target opposes with Empathy or Will. Winning this   contest could justify placing a situation aspect on your target, if it could   help you in a future scene.

You can also scare or dazzle someone into   doing what you want in a fit of emotional pique. You might intimidate them   for information or scare them off so badly that they act out or even run   away. This will often happen when you’re going up against nameless NPCs or it   isn’t worthwhile to play out the particulars.

C Create   an Advantage: Use Respect to create advantages   like “scared” or “starstruck”. Your target opposes with Will.
A Attack: You can make mental attacks with Respect, to instill emotional   harm in an opponent. Your relationship with the target and the circumstances   you’re in figure a great deal into whether or not you can use this action.
D Defend: Not meant to defend with.

Respect Stunts

Noble. When you create an advantage using Respect, you get an additional free invocation to use, if the target is subject to being either intimidated or impressed by noble airs.

And these are my servants. When you succeed at an Respect action you also create an advantage for the rest of the party to any action allowing them to accompanying you without any restrictions or being conferred the same courtesies granted to you at an appropriate level.


The counterpart to Fight, Shoot is the skill of using ranged weaponry –throwing spears, slings crossbows, bows – either in a conflict or on targets that don’t actively resist your attempts to shoot them.

O Overcome: Unless, for some reason, you need to demonstrate your Shoot   ability in a non-conflict situation, you probably won’t be using this skill   for normal obstacles much.
C Create   an Advantage: In physical conflicts, Shoot can be   used to perform a wide variety of moves, like trick shots, keeping someone   under heavy fire, and the like.
A Attack: This skill is used to make ranged attacks.
D Defend: Not meant to defend with.

Shoot Stunts

Called Shot (Archer). During a Shoot attack, spend a fate point and declare a specific condition you want to inflict on a target, like Shot in the Hand. If you succeed, you place that as a situation aspect on them in addition to hitting them for stress.

Quick on the Draw (Scout). You can use Shoot to get a +2 bonus when determining turn order in any physical conflict where shooting quickly would be useful.

Uncanny Accuracy (Archer, Woodsman). Once per conflict, stack an additional free invoke on an advantage you’ve created to represent the time you take to aim or line up a shot.

Ambush (Woodsman, Scout). Gain a +2 bonus on the first shot fired in combat if you are undetected


The Strength skill is a counterpart to Agility, representing the character’s natural physical aptitudes, such as raw strength and brawn.

O Overcome: You can use Strength to overcome any obstacles that require the   application of brute force to overcome a situation aspect or any other   physical impedance, like prison bars or locked gates. Of course, Strength is   the classic skill for arm-wrestling matches and other contests of applied   strength.
C Create   an Advantage: Strength has a lot of potential for   advantages in physical conflict, usually related to grappling and holding   someone in place, making them Pinned or Locked Down. You might also use it as   a way of discovering physical impairments possessed by the target—grappling   the old mercenary tells you that he has a Bum Leg or somesuch
A Attack: Not meant as an attack skill
D Defend: Though you don’t generally use Strength to defend against   attacks, you can use it to provide active opposition to someone else’s   movement, provided you’re in a small enough space that you can effectively   use your body to block access. You might also interpose something heavy and   brace it to stop someone from getting through.

Special: The Strength skill gives you an additional physical stress or consequence slots. Good (+3) gives you a 3-point stress box. Superb (+5)and above give you an additional mild consequence slot along with the additional stress box. This slot can only be used for physical harm.

Strength Stunts

Grappler. +2 to Strength rolls made to create advantages on an enemy by wrestling or grappling with them.

Tough as Nails. Once per session, at the cost of a fate point, you can reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.


The Subterfuge skill allows you to avoid detection, both when hiding in place and trying to move about unseen or unheared.

O Overcome: You can use   Subterfuge to get past any situation that primarily depends on you not being   seen or heared. Sneaking past sentries, hiding from a pursuer, avoiding   leaving evidence as you pass through a place, and any other such uses all   fall under the purview of Subterfuge.
C Create   an Advantage: You’ll mainly use   Subterfuge to create aspects on yourself, setting yourself in an ideal   position for an attack or ambush in a conflict. That way, you can be   Well-Hidden when the guards pass by and take advantage of that.
A Attack: Not meant as an attack skill
D Defend: You can use this to foil Perception attempts to pinpoint you or   seek you out.

Subterfuge Stunts

Face in the Crowd (Thief, Assassin, Scoundrel, Thug). +2 to any Subterfuge roll to blend into a crowd. What a “crowd” means will depend on the environment.

Slippery Target (Thief, Assassin). Provided you’re in darkness or shadow, you can use Subterfuge to defend against Shoot attacks from enemies.


The Will skill represents your character’s general level of mental fortitude.

O Overcome: You can use Will   to pit yourself against obstacles that require mental effort. Puzzles and   riddles can fall under this category, as well as any mentally absorbing task.   Use Will when it’s only a matter of time before you overcome the mental   challenge, and Lore if it takes something more than brute mental force to get   past it. Many of the obstacles that you go up against with Will might be made   part of challenges, to reflect the effort involved.

Contests of Will might reflect   particularly challenging games, like chess, or competing in a hard set of   exams

C Create   an Advantage: You can use Will to place   aspects on yourself, representing a state of deep concentration or focus.
A Attack: Not meant as an attack skill
D Defend: Will is the main skill you use to defend against mental attacks   from Provoke, representing your control over your reactions.

Special: The Will skill gives you additional mental stress boxes or consequence slots. Average (+1) or Fair (+2) gives you a 3-point stress box. Good (+3) or Great (+4) gives you a 3-point and a 4-point stress box. Superb (+5) and above give you an additional mild consequence slot along with the additional stress boxes. This slot can only be used for mental harm.

Will Stunts

Hard Boiled. You can choose to ignore a mild or moderate consequence for the duration of the scene. It can’t be compelled against you or invoked by your enemies. At the end of the scene it comes back worse, though; if it was a mild consequence it becomes a moderate consequence, and if it was already moderate, it becomes severe.

Indomitable. +2 to defend against Provoke attacks specifically related to intimidation and fear.

This work is Copyright (C) 2014 Approximated Fray.

This work is based on Fate Core System and Fate Accelerated Edition (found at, products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (


This entry was posted in Class, Rules and tagged , , , , , , , , , , , , , . Bookmark the permalink.

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s