Drinking & Dragons

Disposable:Thornkeep/Rules

From Drinking and Dragons

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

Critical Hit and Fumble Decks

These will be used in lieu of the usual critical and fumble rules.

A few of the effects on the cards are broken. If the table agrees that an effect is broken a new card will be drawn.

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.