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  1. Aspects are not what your character can do. That is determined by everything else on your character sheet. Aspects describe who your character is, what he or she is connected to, and what drives him or her. Most importantly, they send a message of what you would like to have the DM/GM insert into the game.
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  3. To be introduced alongside aspects are something called 4fate points. The number of fate points you start off with depends on your character, but for this game, it will be uniform. Say, we all start off with 2 fate points. (Kaiser can lower or raise this amount.) For this game, there are two main methods of gaining fate points.
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  5. First, Kaiser can simply declare a "4refresh." Each of our fate points are reset to the number that we started out with, but if any of us has more fate points than that, the extra one can stay. Usually, this happens at the end of an extended rest. All of our daily powers, action points, healing surges, and whatnot refresh, and so do our fate points.
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  7. Second, you can gain a fate point can be by accepting a 4compel. A compel occurs when one of your aspects causes trouble for you, complicates your circumstances, or otherwise proves a detriment. Kaiser can 4compel you. He tells you to act according to your aspect, which is going to cause problems. He can give you a general idea of what to do. In exchange for being pushed around, you gain a fate point for your trouble.
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  9. The keyword here is "accept." If you believe, "No, I do not have the time for this," or something similar, you can refuse the compel. To do this, you pay a fate point.
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  11. For this game, fate points are more or less an out-of-combat affair. In combat, action points are how you dismantle the opposition. In this game, a single fate point can be spent to:
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  13. 1.) Refuse a compel, as covered above.
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  15. 2.) Reroll a skill check or ability check. If it is directly related to one of your aspects (i.e. Velern negotiating with one of the devils he is a hound to), you receive a +2 bonus to the reroll. If it is not directly related, then the reroll is made at a -2 penalty.
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  17. 3.) Exercise narrative control over a scene. As adjudicated by Kaiser, it can be a minor or moderate addition or revision if it is unrelated to one of your aspects, or a major addition or revision if it is directly related to one of your aspects (for example, Sachiru can declare that Aurala is at this grand party 4right now).
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  19. To quote the FATE SRD:
  20. >For example, if the GM is inclined to hem and haw over whether or not the character can spend a fate point to declare that he arrives at the exactly right moment, invoking the character’s Perfect Timing or Grand Entrance aspect for that same effect should remove any of the GM’s doubts.
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  22. 4.) Exert greater force with one of your powers. Koishi can manipulate the subconscious and memories, and Velern, can manipulate thermal states and inertial drive. Usually, these are simply taken into account as things we can just "do" without rules for them, just as any character can twiddle their thumbs, and are integrated into skill checks and whatnot.
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  24. We restrain ourselves with these abilities but can ask Kaiser if we can do X with them every so often.
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  26. For example, in a scenario wherein a grand party is to be held, one of the attendants is known as a lecherous womanizer, and we would like to minorly tarnish his reputation and spite him while they head off to accomplish other goals, having Koishi psionically convert the man's sexual orientation would be an amusing method of facilitating that.
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  28. If Kaiser vetoes the usage of the power ("No, you cannot manipulate his subconscious urges to flip his sexual orientation for twelve hours."), it is vetoed, else it goes through. A fate point can be spent to allow you to reconsider and possibly compromise ("Well, perhaps six hours would be reasonable."), although Kaiser can veto nonetheless. In the latter case, the fate point is left unspent.
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  30. Satori's Aspects:
  31. 1.) To Turn a Wheel Oiled with the Blood of the Wicked Dead
  32. 2.) Quori Captor Satori
  33. 3.) A Logical Love for Sister
  34. 4.) "That Creepy, Pallid, Emotionless Girl"
  35. 5.) Pint-Sized Professor
  36. 6.) Sickness in Everyone's Heart
  37. 7.) Spirit of Seething Scoria
  38.  
  39. Koishi's Aspects:
  40. 1.) "I Love You, Sis"
  41. 2.) I Can't Believe My Sister To Be This Monstrous
  42. 3.)
  43. 4.)
  44. 5.)
  45. 6.)
  46. 7.)
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  48. Book's Aspects:
  49. 1.) To Turn a Wheel Oiled with the Faith of Man
  50. 2.) A Man of Metal
  51. 3.) There Will Be Light
  52. 4.) Nothing More than a Tool
  53. 5.) Curse of Isolation (0,1Forever Alone)
  54. 6.) Enlightened Morals
  55. 7.)
  56.  
  57. Velern's Aspects:
  58. 1.) Hound of Many Devils
  59. 2.) Frigid Mysteries of the Tundra
  60. 3.) Orien Trailblazer Extraordinaire
  61. 4.) Gotta Get the Scoop.
  62. 5.) My Laylena
  63. 6.) Unnecessary Underkill
  64. 7.) Mere Human in a Cosmic War
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