Also, kudos to you on not upgrading to D&D 3rd ed. 3.5 or 4th!
In the back of the book Your Story are a couple of pages of combined charts are these the most important I will need for the game?
Hey, at least 3.x took the mega-uber out of ranger/clerics. 4ed is heresy though for certain.
@ The Mighty Buzzard The use of Declarations, Aspects, and Maneuvers are going to take some getting use to
The Gm would describe a darkwarehouse with lots of boxes etc.
Declarations are use you spend a Fate point to say I am using the Dark aspect of the warehouse to add +2 to your stealth role
But then that leaves aspects and thats kinda what I thought Declarations are.
Stunts would be something like Karin Murphys thing with 2 guns
Speaking broadly, there are two basic types of RPG players, there are the roll-players, and then the role-players.False dichotomy alert!
Assessments allow a character to use a skill roll to 'discover' aspects that exist already, but that he's unaware of. They can also be used to create an aspect, like a declaration (without the FP cost), but only if the aspect is appropriate or close to one that should probably be there- this is the GM's call.
It has no value except as a tool with which to disparage the play styles of others.
Currently I run a group of 9 to 12 people through Deadlands Reloaded a Savage Worlds setting.
@ ARedthorn I will have to print those out to try to remember them all. Declarations are basically you spend a Fate Point and wallah if you needed something non game shattering its there. You spend a Fate Point and say "when I first walked in here I saw a book of matches on the table that I could probably use to light this candle" meaning that you used the point to add a book of matches that wasnt there before. Correct?
On a side note, does anyone know if the RAW has a limit on how many declarations you can make during an exchange or if it's until the GM says "cut that out and do something already"?
You say you don't understand the stress system. Let me try to explain:
When stress is inflicted to a character, the damaged character marks down their Xth stress box, where X is the amount of stress they took. If the box is full, the character marks down the next unfilled stress box.
When a character is forced to fill in a stress box they don't have, they are taken out. They are knocked unconscious, killed, or whatever the attacker was going for.
If a character wants to, they can absorb stress by taking a consequence. This is normally done to avoid being taken out. A consequence is an aspect, rated mild, moderate, severe, or extreme. Milds absorb two stress, moderates absorb 4, severes absorb 6, and extremes absorb 8. The higher the amount of stress absorbed, the longer the consequence takes to heal. Generally, a character can take 1 consequence of each level, but there are ways to increase the supply.
Does that make sense?
As far as I know it's completely up to the GM, but most people here limit it to one or two declarations per exchange at the very least (sometimes much less often).
I am guessing that with all aspects if it is something that helps your character it costs a Fate Point if it is something that hinders your character then you get a Fate Point.
Also if I describe a scene in my other example "A dark warehouse cluttered with boxes and debris" since I have already declared these they cant be Tagged by the players correct?
If you have ever read Robin's Laws of Good Game Mastering most of my players are Butt Kickers, so I will have alot to explain but first I feel I need to understand it alot better.
Also if I describe a scene in my other example "A dark warehouse cluttered with boxes and debris" since I have already declared these they cant be Tagged by the players correct?
Actually You're right, but I suspect that Pbartender's confusion comes from the terminology, which does trip people up often. One can only tag an aspect if someone has put effort into creating or discovering it, so declared, maneuvered or assessed aspects (consequences as well) can be tagged once for free, but scene aspects that are obvious from the beginning must be invoked with a fate point.
One can only tag an aspect if someone has put effort into creating or discovering it, so declared, maneuvered or assessed aspects (consequences as well) can be tagged once for free, but scene aspects that are obvious from the beginning must be invoked with a fate point.
I figured since I didnt do my 5 Aspects in a story like session that I would instead let the Gm help decide them for me in fun ways.
I did have some questions about this though, In Savage Worlds, you could take Hindrances to gain Edges, I couldnt find it but there is no way to buy negatives to increase Refresh correct?
Also I am having a problem with figuring out a way to create a Champion of God but with a different religion for example Norse Gods liek Thor and a item of Power his Hammer. Or would that instead be a Emissary of Power? Either way I am still trying to figure out how to make the item do I use the rules for it YS167 ? The rules to me are kind of vague on this but it may be that I am new to the system.
Okay so I attempted a character today this is what I got.
Power level
Up to your Waist and Skill Cap at Great.
His basic background is that he has no idea of who he is or what he has done there are things he just knows how to do so he drifts from place to place (big memory loss) Since I dont know much about playing or running the game this would be a good start..... Knowing absolutely nothing.
High Concept : "This is not the Droid you seek" Meaning I have no Idea of my past or why People keep seeking me out
Trouble: "Misery Loves Company" Trouble has a way of finding me
Other Aspects: "My memory is like a still pond, empty and devoid of all life, until you disturb its surface" I figured since I didnt do my 5 Aspects in a story like session that I would instead let the Gm help decide them for me in fun ways.
Skills
Great (2 slots) : Conviction,Endurance
Good (2 slots) : Lore, Discipline
Fair (3 slots) : Prescence, Alertness, Athletics
Average (5 slots) : Empathy, Fists, Might, Rapport, Stealth
Powers (Sorcerer Template)
Evocation
Thaumaturgy
Wizards Constitution
Focus Items
Gnarled Ol' Hickory staff +1 to Offensive Control and Power (Spirit Evocation)
Gold Wedding Band +1 to Defensive Control and Power (Spirit Evocation)
Stress
Physical 4
Mental 4
Social 3
Consequences
mild 1
moderate 1
severe 1
I did have some questions about this though, In Savage Worlds, you could take Hindrances to gain Edges, I couldnt find it but there is no way to buy negatives to increase Refresh correct? Also I am having a problem with figuring out a way to create a Champion of God but with a different religion for example Norse Gods liek Thor and a item of Power his Hammer. Or would that instead be a Emissary of Power? Either way I am still trying to figure out how to make the item do I use the rules for it YS167 ? The rules to me are kind of vague on this but it may be that I am new to the system.
LOL. This is a good example of my previous post where I learn that I've been doing things wrong this whole time. :) I've been throwing Scene Aspects out there and allowing the first invocation on them for free. Ironically, I like doing it that way. It hasn't caused any problems so far and it's resulted in 1) slightly quicker combats since you have those free tags from the get-go and 2) more interesting combats, as people finagle their actions around getting the free tags.The folks I play with have been doing this forever in various SOTC hacks. In DFRPG, the FATE point economy is a bit tighter, so not so much. Your way won't break anything, but will change the flavor and loosen it up in the ways you note.
Gold Wedding Band would be a dirt simple aspect ripe for plot hooks and compels.
@noclue no idea what hindrance I was only meaning that that was my take on aspects but it turns out it isnt like Savage Worlds its more of Aspects are good and bad and Fate is not so much like Bennies from Savage Worlds.
@ MorganSome of your aspects are a little too long, when I come up with aspects I like to try and keep them pithy and punchy. For your Trouble I'd shorten it to "I'm Not Looking For Any Trouble." All the rest of it is nicely implied in that phrase, especially with some of your other aspects.
High Concept : "Wandering Amnesiac Sorcerer"
Trouble: "I dont try looking for trouble it seems to find me just fine"
Other Aspects: "
"Misery Loves Company" Trouble has a way of finding me
"My memory is like a still pond, empty and devoid of all life, until you disturb its surface"
"My Gold Wedding Band"
"Where did I come from?, Who am I? Why can't I remember? What have I done to have so many people wanting to hurt me? How did I come to be without my Memory"
"If I could only remember who I am"
Powers (Sorcerer Template)So choosing a Ritual specialization works a little differently than Evocation, you don't pick an element rather you pick one Type or Theme of Thaumaturgy. You should take a look at Types of Thaumaturgy beginning on YS page 274, Thematic Thaumaturgy on beginning on YS page 284 to get a sense of potential options. Themes are broader based in terms of powers essentially letting you use all the Types of Thaumaturgy, but they are based only on specific applications of those powers. Ritual (Ectomancy) can do all the types of Thaumaturgy, but only if they deal with ghosts. Whereas Types of Thaumaturgy are very specific powers which can be applied in a broader way. Ritual (Summoning and Binding) for instance can be used to Summon and Bind just about anything, not just Ghosts, but it couldn't be used to Veil or Craft.
Evocation (Air, Earth, Spirit)
Ritual (Spirit)
Wizards ConstitutionSince you already picked up Soulgaze for free when you got The Sight you are now just one Major Milestone away from being a full Wizard.
The Sight
Soulgaze
As for the Norse god I am not sure where to begin, I was guessing kinda like an example someone found an old stone hammer and BAM! became an emmisary of power for Thor. But the directions aint exactly step by step on how to do it.Start with a High Concept that deals with being "Thor's Emissary", and start buying powers like Marked by Power, and Item of Power if you want to go the "Whosoever holds this hammer, if he be worthy, shall possess the power of Thor." route. Then it is just a matter of picking out the powers that the Item of Power grants and applying the Item's discount. For Thor's powers and depending on Refresh levels, at low levels it would probably grant Inhuman Strength, Inhuman Speed, Inhuman Toughness and/or Inhuman Recovery, it might also have Breath Weapon to handle throwing Lightning Bolts. At higher levels increase it to the Supernatural or maybe even Mythic levels of those powers, and possibly add Sponsored Magic (Storm God). It will also be indestructible by normal means and be a (Weapon:2-3), it may give some +1 or +2 Stunt-like bonuses in certain instances, and might also have the ability to return to the wielder when thrown.
Other Aspects:
"Misery Loves Company" (was actually meaning for this to be compelled as in I get into trouble and anyone that is with me at the time could use it for a +2 or reroll or I can use it when others are with me and trouble comes knocking. I believe thats the way its should work?
SkillsTrappings determine what a skill can be used for, that's pretty much it. There isn't a specialization, your skills in FATE are pretty broadly defined and can do a lot. Trappings are basically a way to define various rules for how skills are used in different circumstances.
Great (2 slots) : Conviction,Endurance
Good (2 slots) : Lore, Discipline
Fair (3 slots) : Prescence, Alertness, Athletics
Average (5 slots) : Empathy, Fists, Might, Rapport, Stealth
I also had a question about skills and their trapping. Are you supposed to specialize in skills or? It seems there are alot of emphasis on the Trappings for the skills but not sure what the trappings actually do (I know what the skills do just not sure what use the trappings have) besides just detail what you can or cant use that skill for.
Also I just wanted to make sure I understood this right. All characters can only do 1 action per I guess you would call it round. So I could cast a spell than later down the round someone attacks me I get a free Block or Dodge or some other defensive action but I cant cast another spell like a magical defense?Yes you get to take one active action in an exchange. If you set up a Block then attacks against you are made against the Block rather than an Athletics or other appropriate skill roll to dodge. However you do not get a free Block roll if someone attacks you before you have set it up. Magic Blocks are kind of tricky, but what you basically want to do is use shifts of power to make persistent Blocks that last a number of rounds, so that you can leave it up and still get to take an action the next round. If you are just using skill rolls to dodge then you can make as many as you need to and still get your action during the exchange.
With the whole Thor's Emissary example I would basically build a pure mortal character but I would buy the powers and stuff for the item and not the character? or would I build a pure mortal character then build a second character for the item of power?Nope you would be building a Supernaturally powered character and start with the basic refresh level of the game. By picking up and becoming empowered by the Item of Power you are no longer a Pure Mortal. The powers might be all tied up in an item but you are still using them and therefore you buy them out of your own refresh. In the books this is why
"My Gold Wedding Band"
Also I just wanted to make sure I understood this right. All characters can only do 1 action per I guess you would call it round. So I could cast a spell than later down the round someone attacks me I get a free Block or Dodge or some other defensive action but I cant cast another spell like a magical defense?
yeah I am definitly struggling with Aspects still but it seems the more I work on it the more I get a grasp on it. Anyone have a quick and dirty cheat sheet on aspects and their ways of using them or could point me to where I could find it. I am afraid my "search fu" is not up to par.
I'm starting to realize that this just isn't a very good aspect. It's full of great story meaning and can be compelled for all sorts of plot hooks... but that's about it. I can't think of any other thing to do with it at all, positive or negative. I suppose maybe it could be invoked for you to remember some hidden motivation and push past some obstacle. At the very least you should think about how you want to use this in play. If you can't think of anything then you should work on it or ditch it.