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- Die rolling method: Instead of d20s or d10s or the like, four fudge dice are rolled, which are basically dice that can come up -1, 0, or +1. Those are added together (resulting in possible results ranging from -4 to +4) and added to the relevant skill.
- Aspects and fate points
- (12:12:04 PM) Proven Paradox: I have a vague idea on how the Aspect stuff works, but go over it with me anyway?
- (12:12:13 PM) Paul: Okay, sure
- (12:14:18 PM) Paul: Basically, You've got a series of short phrases that describe your character concept. Not only characters have these, though, places, scenes, NPCs, and objects can have them too. e.g. if a place is dark, there's not exty rules for concealment in darkness, there's the Dark scene aspect.
- (12:15:27 PM) Paul: Aspects are the most common usage of Fate Points. You can spend a FP to invoke an appropriate aspect and get a +2 bonus or a reroll on a roll, such as invoking Dark to get a bonus on Stealth, or even on an attack if you're jumping someone
- (12:16:52 PM) Paul: Alternatively, an aspect can be compelled, i.e. used in such a way that it gives you trouble. If that happens, you get a fate point, *or* you can spend a fate point to say no thanks to that.
- Combat system (physical combat, mental combat, and social combat all use the same system, with different skills) and some more about aspects
- (12:33:07 PM) DonrajSaryas: How does armor work?
- (12:34:11 PM) Paul: Right, the stress system is another thing I'll have to elaborate on. Basically, when you're hit with an attack (be it physical, mental, or social, all three use the same combat system), you take Stress. Armor 1 simply reduces that Stress by 1
- (12:34:52 PM) Paul: Conversely, a weapon with Weapon 1 like a knife or a small gun increases the Stress you deal on a hit by 1.
- (12:35:46 PM) Paul: In this game, which is more about being scared than being in actual physical danger, Terry is sort of the party tank, in a way
- (12:36:05 PM) Proven Paradox: Consequences of stress?
- (12:36:19 PM) Paul: Ah, good question
- (12:36:29 PM) Paul: Basically, you have a stress track
- (12:37:19 PM) Paul: If you take X Stress, you mark off the Xth box (not X boxes). If you'd mark off a box that's already marked off, the Stress rolls over to the next box.
- (12:37:31 PM) Paul: If it would roll off the stress track altogether, you have two options
- (12:39:21 PM) Paul: Option one, you're taken out. In a physical conflict, this usually means being knocked out, killed, subdued, or simply beaten back. In the context of this game, the most likely outcome is fleeing the house if you take too much mental stress. The attacker usually has the say in what he wants to do to you (with one exception that I'll get to later)
- (12:40:41 PM) Paul: Option two, you accept consequences like wounds or the like. On your sheet, there's a number of Consequence listings with a negative number next to each. Each consequence you take reduces the stress taken by that number, but places an aspect on you that can be used against you.
- (12:41:56 PM) Paul: So for instance, if I have a stress track that's 2 boxes long and someone whacks me in the face for 4 stress, I could take a Nasty Shiner and reduce the stress to 2 so I can keep going
- (12:43:25 PM) DonrajSaryas: That sounds like it makes it pretty hard to take someone down
- (12:43:39 PM) Paul: Well, it depends on how far they're willing to go
- (12:43:43 PM) Paul: The important part is how long these take to recover
- (12:44:01 PM) DonrajSaryas: What does "Replace Permanent" mean?
- (12:44:07 PM) Paul: And each consequence can be used against you
- (12:44:14 PM) Paul: ah, that's the Extreme consequence
- (12:44:42 PM) Paul: Basically, that's the kind of wound that changes a character near-permanently
- (12:44:59 PM) Paul: It makes you replace one of your permanent aspects with an aspect related to the consequence
- (12:45:22 PM) DonrajSaryas: I see
- (12:46:04 PM) Paul: Stress is completely wiped between encounters. Consequences take longer, and need an excuse to start recovering, like first aid, someone comforting you, or counseling
- (12:46:40 PM) Paul: Mild consequences recover at the end of a scene, Moderate consequences after a session (so any moderates you take will be around for the whole night), severe ones after a story arc
- (12:47:09 PM) Paul: Extreme ones take multiple story arcs to recover, and even then don't go away fully, but leave one of your aspects changed
- (12:48:00 PM) Paul: Also, one thing about invoking aspects that's especially important for consequences
- (12:48:19 PM) Paul: If you discover or create an aspect, you get the first invocation of that aspect for free, called tagging the aspect
- (12:48:49 PM) Paul: You can use that yourself or pass the tag to someone else if it would make sense
- (12:49:16 PM) Paul: So if someone puts a consequence on you, they get to use it next round to get a +2 or a reroll
- (12:50:41 PM) DonrajSaryas: Makes sense
- (12:50:44 PM) Paul: This is also the main use of combat maneuvers, assessments, and declarations. You spend an action to put an aspect on something, then tag it for a bonus on your next roll that has to do with it
- (12:53:44 PM) Paul: Oh, as for the exception to your opponent getting to decide what happens to you if you're taken out
- (12:54:02 PM) Paul: If you see stuff not working out in your favor, you have the option to make a concession
- (12:54:19 PM) Paul: That basically means you lose, but you get to lose on your terms
- (12:55:29 PM) Paul: In the context of a haunted house, maybe instead of running from the house you go curl up alone in a corner and make a fool of yourself for a while
- (12:56:19 PM) Paul: You need to concede before you're taken out, though
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