Difference between revisions of "Disposable:Thornkeep/Rules"
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== Aspects and Fate Points | == Aspects and Fate Points == | ||
An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. The best aspects are double-edged, say more than one thing, and keep the phrasing simple. Everything can have an aspect. Items, locations, and characters. | An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. The best aspects are double-edged, say more than one thing, and keep the phrasing simple. Everything can have an aspect. Items, locations, and characters. | ||
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=== How It Works (Mechanics) === | === How It Works (Mechanics) === | ||
To use an aspect, describe how the aspect helps, spend a fate point. You may then either reroll a d20 or roll 1d6 and gain the result as a bonus on your d20 roll. This is not an action and can be used at any time, even as a reaction. | |||
When an aspect is tagged by the GM to your detriment, called a complication, and you have a choice—accept the complication and gain a fate point, or spend a fate point to avoid it. | When an aspect is tagged by the GM to your detriment, called a complication, and you have a choice—accept the complication and gain a fate point, or spend a fate point to avoid it. | ||
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Each character will start every session with two Fate points. Excess points at the end of a session will be lost. | Each character will start every session with two Fate points. Excess points at the end of a session will be lost. | ||
=== Discovering Aspects === | |||
Finding out what aspects an NPC or location has takes time and investigation measured in hours and uses a skill check relevant to the endeavor. | |||
* Assessing an NPC, DC 10+level | |||
* Assessing a monster, DC 10+CR | |||
* Object or Place, DC 10 with modifiers deemed appropriate by the GM. (This can result in a very high or low DC) | |||
* Additional Assessment, +2 per additional attempt (successful or not) | |||
=== Guessing Aspects === | |||
Sometimes you just don't have time to prep for an encounter or discovery, so you guess at an aspect. If the guess is in the ballpark the GM will reveal the aspect and allow the compel. If not, the Fate point is expended without effect. | |||
=== Creating Aspects with Maneuvers === | |||
Characters can generate their own aspects by making a skill check as a move action, called a maneuver. This creates a fragile aspect that may be tagged once for free. If the skill check exceeds the DC by 5 or more the aspect is sticky and will remain in play for the scene. | |||
These sorts of aspects may be removed by the effected characters performing a maneuver to remove them. | |||
=== Examples === | |||
;Character | |||
: Highborn Scion of House Ferovire | |||
: Silent as a Mouse | |||
: Bearer of the Crimson Blade of Sajaar | |||
: “I’ve Got Something to Prove.” | |||
: One Eyed Orc on a Mission from God | |||
: Student of the Grey Sorcerer of Ajam | |||
: Short Fuse | |||
: “I Will Avenge My Father’s Death” | |||
;Scene | |||
: The Acrid Scent of Bubbling Chemicals | |||
: Bone Chilling Cold | |||
: Crawling with Writhing Insects | |||
: Choking Smoke | |||
: The Screams of Tortures Souls | |||
: The Walls are on Fire | |||
: An Aura of Sadness | |||
{| | |||
! Ok || Better || Awesome | |||
|- | |||
| Fire Wizard || Expelled Apprentice of Fire Magic || Burn Scarred Reject from the Order of the Emerald Flame | |||
|- | |||
| Former Soldier || Wartorn Hero || Grizzled Veteran of the Great Crusade | |||
|- | |||
| Perceptive || Eagle-eyed || "Nothing Escapes My Eye, Especially a Pretty Face" | |||
|- | |||
| Stealthy || Shadow's Friend || Trained in the Arts of the Shadow Weavers | |||
|} | |||
== Table Conventions == | == Table Conventions == |
Revision as of 04:52, 9 April 2013
Aspects and Fate Points
An aspect is a phrase that describes something unique or noteworthy about whatever it’s attached to. The best aspects are double-edged, say more than one thing, and keep the phrasing simple. Everything can have an aspect. Items, locations, and characters.
How It Works (Mechanics)
To use an aspect, describe how the aspect helps, spend a fate point. You may then either reroll a d20 or roll 1d6 and gain the result as a bonus on your d20 roll. This is not an action and can be used at any time, even as a reaction.
When an aspect is tagged by the GM to your detriment, called a complication, and you have a choice—accept the complication and gain a fate point, or spend a fate point to avoid it.
Each character will start every session with two Fate points. Excess points at the end of a session will be lost.
Discovering Aspects
Finding out what aspects an NPC or location has takes time and investigation measured in hours and uses a skill check relevant to the endeavor.
- Assessing an NPC, DC 10+level
- Assessing a monster, DC 10+CR
- Object or Place, DC 10 with modifiers deemed appropriate by the GM. (This can result in a very high or low DC)
- Additional Assessment, +2 per additional attempt (successful or not)
Guessing Aspects
Sometimes you just don't have time to prep for an encounter or discovery, so you guess at an aspect. If the guess is in the ballpark the GM will reveal the aspect and allow the compel. If not, the Fate point is expended without effect.
Creating Aspects with Maneuvers
Characters can generate their own aspects by making a skill check as a move action, called a maneuver. This creates a fragile aspect that may be tagged once for free. If the skill check exceeds the DC by 5 or more the aspect is sticky and will remain in play for the scene.
These sorts of aspects may be removed by the effected characters performing a maneuver to remove them.
Examples
- Character
- Highborn Scion of House Ferovire
- Silent as a Mouse
- Bearer of the Crimson Blade of Sajaar
- “I’ve Got Something to Prove.”
- One Eyed Orc on a Mission from God
- Student of the Grey Sorcerer of Ajam
- Short Fuse
- “I Will Avenge My Father’s Death”
- Scene
- The Acrid Scent of Bubbling Chemicals
- Bone Chilling Cold
- Crawling with Writhing Insects
- Choking Smoke
- The Screams of Tortures Souls
- The Walls are on Fire
- An Aura of Sadness
Ok | Better | Awesome |
---|---|---|
Fire Wizard | Expelled Apprentice of Fire Magic | Burn Scarred Reject from the Order of the Emerald Flame |
Former Soldier | Wartorn Hero | Grizzled Veteran of the Great Crusade |
Perceptive | Eagle-eyed | "Nothing Escapes My Eye, Especially a Pretty Face" |
Stealthy | Shadow's Friend | Trained in the Arts of the Shadow Weavers |
Table Conventions
These are things that help the table run smoothly. These are things that aren't directly related to the game rules.
- Rolling Dice
- Higher is always better. Better is in the eyes of the player rolling the dice.
- Declaring Hit Point Damage
- A character may declare themselves full (no damage), bloodied (less than half), dying, and dead. Refrain from declaring hit point totals.
- Initiative each round
- Doing initiative each round helps to keep combats interesting. This will be done by Web app and only if a projector is available.