Here's some rules I've written up for new use for Skills: Create Extra.

(Apologies in advance for the wall of text)

tl;dr: Create Extra is an extension of The Create Advantage rules. Create Extra is for games where characters can create big stuff. Bigger than one-aspect things. It won't work for every game, so use with caution.

Also, this is untested. Any thoughts or feedback would be most welcome.

Creat Extra

Create Advantage is one of the four ways to use Skills in FateCore. Using Create Advantage makes it possible to introduce all sorts of new elements into play: items, circumstances, characters, etc. all in the form of Aspects. Extras in FateCore are game elements that are represented by the "Fate Fractal". They generally have more meat to them than a single Aspect, and can have multiple Aspects, Skills, Stunts, Stress and Consequences.

If your game allows for characters to create big things, bigger than one-Aspect things, then consider allowing Create Extra as a new way to use skills in your game world. Game worlds where characters are actively involved in crafting magical items, building and maintaining fortifications, or are creating robot armies, might find this add-on rule useful. On the other hand, game worlds where character made objects might upset the balance, especially when the game has a focus on the character's personal struggle rather than their place in a larger strategic environment, may suffer. Use with caution.


Extras have multiple facets and being more complex than a single Aspect usually have a higher cost than Create Advantage does. This is handled exactly the same way as is any character-created Aspect in FateCore, and that is by permissions. Permissions are considered when adding each part of the Fate Fractal to an Extra. They act as a filter so that the Extra created by the character is reasonable within the game world. The GM, as always, is the final judge of permissions for Extra creation.

Because Extras can be complex, sometimes more complex than a single character can handle on their own, multiple characters may be able to help each other in the creation of some Extras by providing additional permissions. Helping character's involvement should be explained in game terms, whether they contribute knowedge, time, or labour. And any helping character is also often vulnerable to consequences if the creation roll were to fail.

Resource Permissions

Some parts of Extra creation require special permissions in the form of Resources. Resources are specific Aspects that need to be aquired for the permission to be granted. Resources are the perfect chance for GMs to get crafty and lay lots of plot hooks. In fact, aquiring Resources can be a major part of a game where characters are pursuing the creation of "big stuff".

Eg. Ralf the wizard wants to create a golem to guard his tower. When he checks with the GM what permissions he might need the GM informs the player that Ralf will need the Resource the ground bones of a giant as a major ingredient in creation of Golems. The Resource acts as a permission...and an instant plot hook.

GMs, try to make Resource permissions based on what you think is going to be fun and drive forward the game. Don't send the characters off on wild goose chases just for the sake of it. Players will spot this technique and get bored or frustrated quickly. Use Resources when you want to make creating really big Extras challenging and worthwhile. The players will appeciate the feeling that they have worked hard for something really big and rewarding.

Skill Permissions

Generally, a skill may not be added to an Extra unless the character also has at the same level of skill.

If a character doesn't have the required skills to give to an Extra then it's is a great opportunity for another character to help out (if it can be justified) or for a Resource to act as a permission.

Eg. Harriette wants to summon a poltergeist that will serve her by physically pushing those who would stop her out of her way. She doesnt have the Physique skill so the the GM sets a Resource permission required to create the Extra using this skill. The GM decides that a suitable Resource would be Soil from a cursed grave. Not too difficult, but still...Harriette has to sneak over to the old mansion to get it...

Creating Extras

Creating Extras is pretty simple. You work out what you want to create by using the Fate Fractal. This sets the difficulty of your roll. Then you check for permissions for each part of the Fractal used by the Extra. Generally permissions will apply to Aspects, Skills, and Stunts. If your character has met all the permission requirements you roll against the previously determined difficulty. A fail indicates the Extra has not been created, although you may succeed at a cost (hello, Dr. Frankenstein!). A success indicates the Extra has been created as determined prior to rolling. A Success with Style allows you to add an additional Aspect or and additional invoke to an existing Aspect of the Extra.


The difficulty of creating an Extra is determined by placing a cost on each part of the Fate Fractal. The breakdown follows.

Aspect = 2 each
Skills = 1/point
Stunts = 2 each
Consequences = 1(-2), 2(-4), 3(-6)

If the Extra exceeds the normal scale of the game the GM should use the Fate Ladder to add to the difficulty above.

Eg. Cypher wants to build a sleek getaway car for his team. He wants to give it two aspects, a default skill of Drive +3, and a stunt that allows him to Drive it even better if he is jacked into the cars computer. The GM decides that permissions are all okay (Cypher has Mechanic and Drive skills which would seem to do the trick). The difficulty on Cypher's Mechanic roll would be 9 (4+3+2). It's going to take some work!

You may notice that creating Extras without at least a few Aspects to invoke is going to get wuite difficult, quickly. An Extra that has two Aspects and a Skill of 2 is going to generally require at least one invoke, and it just goes up from there. This is another great hook to hang the Resources concept on. To create big Extras the characters will need to pursue Aspects with free invokes upon them, and these can conveniently be in the form of in-game rewards like treasure, blueprints, or lands. Free invoke loot Aspects, if you like!

Eg. King Offa wants to create a earthen wall, topped by a pallisade, and guarded by soldiers along the entire western border of his kingdom. This Extra will have three Aspects - Massive earthen wall, Spiked pallisade, Patrolled by loyal soldiers. It will also have Fight +3 and Notice +2 Skills, and a Stunt that provides +2 to defence of soldiers who are on top of the wall. The length of the wall is to be 185 miles, an Epic (+7) effort! King Offa will need to roll against a difficulty of 20 (6+5+2+7). The King has three free invokes worth of treasure stashed in his keep, and two free invokes from the population of serfs on his lands. That's +10 from free invokes and his Wealth Skill is Good (+4) for a total of +14. It's close, but not close enough yet... The king orders his cheiftans to conduct raids into enemy lands in the spring, hoping to capture gold, cattle, and slaves. Another two or three free invokable Resource Aspects will put him within range of being able to create the massive defensive structure.

Extras and Stress

Overcoming one Aspect in FateCore requires two successes. So too, an Extra's Aspects and an Extra's Stress are tied together.

Basically, an Extra created by Create Extra has Stress Tracks equivalent to what would be required to overcome it's Aspects. That is, an Extra has one Stress for it's first Aspect and and additional two Stress for each Aspect after the first.

Eg. Cypher's getaway car has Stress of 3 and King Offa's defensive wall has Stress of 5. Extra's Stress tracks, like minor NPCs, are counted on a linear track and are not "deep" like a characters or major NPC.

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