A specific kind of thing a character can do in a conflict. Each character takes one action per exchange. Everything a character does in a conflict must be played as one of the predetermined actions.
A short and evocative statement about what makes a context (character, faction, map zone, etcβ¦) special. May be written on the related sheet, or temporarily assigned. Can be invoked or compelled (using fate points) to affect game actions.
A person in the game world, important to the story being told. Represented with aspects, skills, upgrades and stress track on a character sheet. Every player controls one character, the referee may control multiple characters at once.
The name given to skills of a complex device. Works exactly the same way as skills do in game. Named differently to avoid confusion with character skills.
The name given to skills of a [faction](/the-world/factions). Works exactly the same way as skills do in game. Named differently to avoid confusion with character skills.
An attempt by a player to declare a fact about the world, scene or other context. The declared fact is assumed to be true and written down as an aspect if the roll is successful.
Dice
Randomizing device used in challenges, contests and conflicts to add variation to the outcome. In this game, this always means four special Fudge dice rolled together and added.
A number that indicates the relative difficulty of a challenge. Determined by the referee. Usually betweeen 0 and 6 but can be less or more.
Entity
Catch-all term that refers to all the mechanically represented things in the game that can be played like a character. Includes all kinds of characters, factions, complex technology and anything else you may come up in your game that has game-mechanical representation.