Fate aspects list reddit. When an Aspect is Compelled you receive a Fate Point.
Fate aspects list reddit Part 4 (my favorite part) is about how by building community you can challenge societies biggest ills. If your character is an important sword fighter they could have aspects like "The last practitioner of Sword-jitsu" or "Star Fencer of Snizz Academy". NPCs and other GM-controlled entities use Approaches. The player doesn't need to assume there's a Smoke-Filled Room Aspect in order to clear the air. It's better when your aspects are short and simple, but useful than when they look nice but you struggle to invoke them because they say too much. Add a section on customizing the game with a rewrite of the If you wanna differentiate fight, I think using aspects or stunts would be better. Does anyone on here have any experience running Fate without character aspects? I worry about the Fate Point economy but the initial moments of the game should feel desperate, confusing, and risky for the players. I'm a huge fan of Hades and I like to make my first posts interesting discussions. Orteil's random generator is a simple random string contrivance which reorganizes and combines entries across multiple lists. The idea of the Aspect Examples site project is to provide a community-driven 'database' of all sorts of aspect examples for the Fate RPG, which GMs and players can draw on for ideas and inspiration. It could be modeled after a character from a favorite novel or movie, or it could be based around some specific thing that you want to be able to do (like break boards with your head, turn into a wolf, blow things up, etc. Fate has, over time, reduced the number of aspects more with each iteration. Use colored labels to differentiate between different stuff. The other aspects can change as the story goes on. ” They come up with a story of how another PC A saved them (usually asking Player A for input). Fate. In this case, give your team its own sheet and put these 3 aspects there. In Fate you add the Aspect "Carefully Aiming" to a scene and get a bonus by invoking it. Another thing to remember as a new Fate GM is that invoking an aspect essentially creates a spotlight that highlights that aspect's importance at the time. If an aspect doesn’t pass the sniff test, it needs to be reworded. If you're not familiar with FATE: the GM would write "slippery floor" on a note card and throw it in the centre of the table so everyone can see it. Skills in Fate Core), the rulebook can be used as the authority as to when something applies or not. . Ability to use weapons should be based on your aspects and whether or not you have the appropriate skill, you don't need additional barriers. , just like it does in the dune books and real life. Welcome to the Eldar Subreddit, the premier place on Reddit to discuss Eldar, Dark Eldar and Harlequins for Warhammer 40,000! Feel free to share your army lists, strategies, pictures, fluff and fan-fic, or ask questions or for the assistance of your fellow Eldar! Yeah, you're the Bearer of the Cursed Flametongue so you can fight ice demons. It should be helpful for anyone who needs a structural overview of FATE Aspects, beginner and advanced players alike. Their character would be seeing a smoke-filled room and clearing the smoke-filled air. For everything related to Fate, including Fate/stay night or its spin-offs. If losing means that PCs get killed, or, in the best case, that adventure (treated as a kind of mission to be completed) is failed, players focus on winning instead of on expression. 11 votes, 13 comments. There is actually no game mechanical reason to limit the number of character aspects, as Fate Point economy balances the use of Aspects. They’re the clearest, most interesting method for describing who your character is, and they form the basis of the fate point economy. Character aspects are the main way fate points are spent. In Cortex, an asset is a bonus die you can add to your dice pool for as long as it’s around. Races basically can be defined in three differeny ways: Lightweight races: Just say you are an Orc and be done with it. In GURPS you just get a bonus for aiming, and you don't need that middle step. I want a more universal system that I can use to quickly assess the effects of a condition on the fly without referencing anything. But you you can. Make sure that's included. " Ultimately, what this really means is "don't bother the audience with extraneous detail. Yeah, you can do both of those things. If your GM wants to make those 3 aspects affect everyone, he could use the fate fractals idea: make everything a character. The idea is that causality exists like a woven tapestry, and a Fate aspect can influence that tapestry to get different causes and effects. You could even take Fate Accelerated approaches and make them work in Cortex Prime as they are. Adding more aspects in play through the create an advantage action. Except when you're invoking them they give you a +1 or a -1 to a 2d6+# roll. These could be invoked with a fate point easily to enhance your fight skill. The unique thing about aspects is how important they are in every moment of play in Fate. So, in WoD, as I understand it, the Merits are basically 0 to 5 dot bonuses. What the Project is About. Keep in mind this an opinioned list based on the ones I like to use the most, not a list of optimal weapons S: Talon, Gilgamesh, Lucifer Burning Wheel's/Mouse Guard's BIGs and Fate aspects play this role well. You can compel aspects which is a way to draw a character or possibly the party into conflict. In the FAE character sheet there is a field for description above the list of aspects. Hello, Fate folks! I'm working on a PbtA game that also borrows some ideas from Fate, namely aspects and fate points. To help the community answer your question, please read this post. The Relationship aspect goes like this: “Tell a story of when another PCs saved you. Fate points in my game are a very limited resource. Not all aspects have to lend themselves to all of these uses, but each aspect should support at least one and the portfolio of aspects should cover all of the mechanics. The Book of Hanz has an absolutely brilliant comparison between Fate aspects and Chekov's Gun: Okay, I think most people are aware of Chekov's Gun - "If a gun is on the wall in the first act, it should be fired by the third. The normal thing in Fate is pick 1-3 of really cool scene aspects and highlight them by making them aspects and then writting them index cards or otherwise listing them for players. A community for the discussion and appreciation of the Fate tabletop roleplaying game by Evil Hat Productions. This is an important part of aspects - they're only usable when they're relevant. , discuss all of these and more on this subreddit. Here is a list of games on the storytelling end of the RPG spectrum. Aspects grant a lot of power to shape the story, yes, but with that power comes the responsibility to play within the story’s constraints. Invoking an aspect gives you a certain amount of control over your destiny, a way to mitigate the caprice of the dice. After looking at the fate core rules I really like the idea behind the aspects for characters and how the skills work. Generally, "Occupations" are ALSO picked from a fixed list. You need the last two for the FATE point economy. Muscles +2, Moves +3, Brains 0, Cool +1. Also, if you have too many aspects then you end up having something you can invoke in nearly any situation. You use the latter to be able to "invoke" your Aspects. The nature of mechanics is they focus the game on those elements of the story. Despite what some advice says, don't make the aspects overly flowery. This is by no means a finished product. Otherwise, you'd be able to spend a Fate Point for a +2 whenever you want. It changes a few things, like simplifying Stress tracks for example. Post a Fate Scenario using the Aspects-Only paradigm; Post a report about a Fate game played in Aspects-Only; Post a question about Aspects-Only Fate, or respond to such questions. Normal weapons might not even hurt them. The player can then also spend fate points as usual to invoke aspects for additional bonuses. Ain't No Grave is a weird west RPG where the characters are people who have died and now find themselves in a dangerous land that may or may not be purgatory. Blades in the Dark Genesys (also Star Wars by Fantasy Flight) Story games, usually one shots: Microscope, Microscope Explorer Dialect Downfall Fiasco Kingdom Follow Noir World Additional aspects emerge from the phase trio (Fate Core, pages 38-44) to help define a character’s backstory and their history with the other characters. Situation aspects are only attached to people («grappled» for example), objects («broken» for example) or zones («slippery», «foggy» or «burning» for example). Given that, I'm not sure what "mechanically concrete" means. Note the difference between invoking and compelling aspects; you've got it wrong under "using aspects". Hopefully they see the point that you can make a ton of easily recognizable characters, the note cards won't have names on them at first, from just two aspects. The setting is urban fantasy/superheroes, with the PCs being the reincarnation of Mythos (whatever legendary figure, from Odin to Jack the Ripper). With non-free form traits (e. The system generally built around failure being a real option . Rangers are such a versatile troop choice! Reasonably low cost for a unit of 5 that has obsec and can do actions, forward deploy for screening and secondaries, Wireweave net to deter charges and deepstrikes, Gloom field to hold the home objective, a bit of sniping to take off the last wound or two from a character with Strands of Fate and still survive with Battle Focus. This is what the Fate Point economy in Fate Core is all about; I can force an Aspect to apply, but only if I stake a Fate point on it. Basically, if the character has an aspect indicating they're a Force user like Wise Jedi Maverick or Hardened Sith Apprentice, they have permission to use the Force to perform actions via the regular skill list. If you have already made a post, edit it, and mention the system at the top. OG Saber died wielding Excalibur, then Latoria wielded Rhongo instead, then the list goes on. Aspects have to line up with the table’s sense of what actually passes muster. Fate/Zero, Fate/hollow ataraxia, Fate/Extra, Fate/EXTELLA, Fate/Grand Order, Fate/Apocrypha, Fate/Strange Fake, The Case Files of Lord El-Melloi II, Fate/Requiem, Fate/type Redline, etc. This is a list of the PCs from my Dresden Files inspired "Buffy meets Community" campaign. Each principle that they use to fuel the ritual adds a +1 or +2 (haven't decided yet) to the roll. This could be an external problem (your Nowhere is this more apparent than with Aspects and Fate points. In short: Fate points are a measure of the ability of PCs and NPCs to influence the story. Cortex has it's own Fate Point equivalent, it has Descriptors (instead of aspects), and a "feel free to cook your own" skill list. Need to unlock hidden spear first which needs Unlock 5 aspects across all weapons (not zag aspects as those are already unlocked, and using blood only lvl ups them), have the list of minor prophecies from the contractor, and reach the final boss A couple of typos under "Aspects". This link may be a helpful resource for this thread: Entries on that site have descriptions. r/fateaspects: A place to post aspects or aspect ideas for the FATE RPG system A community for the discussion and appreciation of the Fate tabletop roleplaying game by Evil Hat Productions. Story-driven for campaigns: City of Mist, mixes PbtA with a touch of Fate aspects. " This is also how Fate Freeport Companion does it and I can't think of a better way. For fate we could tone this down a little but the premise is there. But, you've got it a little wonky. Several of the Ironsworn moves/procedures came out my Fate hacks. This link is how you chose the payment for the Fate Point: the complication of the PC's narrative. If you don't want Fate points, then I recommend keeping the bonus from adding Aspects pretty low. -- High Concept: Self-made Alchemist Wizard Apprentice Trouble: Lovesick Alcoholic Aspect: Wizardly growing pains Aspect: Alchemy at the improv! Aspects are always on, they can be tagged for a bonus or compelled for a Fate Point. The amount of improv in Fate can be intimidating, but communicating with your players is always helpful: "What are you trying to accomplish?" tl;dr: Interesting aspects come from interesting description, so describe interesting environments and the aspects will develop organically. By default it is set in a fantasy world, but I used it to run a sci-fi game and used Stars Without Number to fill in extra stuff where we needed it. They mainly differ from one another in terms of what they’re attached to and how long they last. GURPS is simulationist, so Aspects doesn't really make sense for that system, since Aspects are, kind of by definition, a meta-descriptor. Lastly, the optional roles mechanic is somewhat based on my appreciation of Fate aspects. And you get more of them when your Aspects hinder you in some way. But FATE formalises this by allowing players to invoke aspects. I basically had those ready made because I wanted to show my group how to translate some memorable characters into Fate. 1 wraithlord I'm planning on either getting 11 more guardian defenders or (as some people reccomened) some aspect warriors/rangers. The base ruleset premise is the aspects, die rolling, and the four basic actions. Fate Core is a system to make settings, rather than a "system to build systems". You could take a look at how Whitehack does things. Oct 30, 2013 · This guide is a descriptive categorization of Aspects in FATE. Nothing more. Aslo, Skills and approaches are always on and don't need Fate Points to activate either. Here is the list of entries without the descriptions: Champion of 'Hold On Tight!' Aspects are what make Fate go. So, here is my take on the Halfling race from D&D. You earn fate points by accepting a compel on one of your aspects, (or having an NPC invoke their aspect). After that, the setting is basically up to you, and the second chapter of the book is basically all about how to go about setting that up. However one area where I have been struggling a bit is the list of skills, stunts, extras and obviously aspects. This will free those slots for proper character customization, which is what makes FATE shine. Free Aspect: My 400-Horsepower Supercharged Interceptor. Pretty much the same thing: as long as you are using that compel to get them to grant a character something. Like Fate Accelerated has fewer skills, and tends to use approaches that focus on the way a character does something not their competencies. The "groups" are aspect-like, and you get 5e-style advantage when your group is relevant to what you are doing, no fate-point-economy required. Approaches complement the aspects by marking out how characters put them into practice. When you spend one to invoke an aspect - like you would a fate point - you add 1d4 to your roll or someone else's roll if it makes sense in the situation. The best aspects are double-edged and allow a player to invoke or be compelled by others. In Fate, an aspect is basically narrative permission to spend a fate point to get a +2 or a re-roll. A well-drafted set of aspects covers all the info I want/need/use out of a skill list. Can this description be considered an… Over the course of play they will be able to fill in aspects, their approaches will change, and they’ll be gaining stunts. Character creation starts with a concept for your character. For me the main mechanics differences so far are the aspects and fate points. Stunts need to be activated, either by a specific condition or by spending a Fate point. Aspects do everything they do in Fate Core but here they also establish skill bonuses. Jul 31, 2013 · Let's create a big master list of Aspects to give people ideas for Aspects of their own, or just to copy straight from here! I'll start: Cool topic, SharksDM6. Here's an example character for a Mad Max game: High Concept: Surly Road Warrior with a Heart of Gold. Anyone can invoke or compel any aspect. NWoD 2nd conditions are a long list you have to memorize or reference. I would love to see a new "Fate Expanded" updated Core rulebook taking the Fate Condensed rules and re-expanding upon them with the commentary and fuller examples especially of skill usage and suggested stunts added back in. You (or helpful Players) propose this and the Player agrees or disagrees. There are three aspects listed here, but they all fall under a single "Halfling" aspect. It was written to give players and GMs a brief, effective list of Aspect categories and examples. I should note that I approach aspects the way Over the Edge 1st and 2nd editions advised defining characters' traits. Actually, the 2nd edition of the nwod is one of the systems that makes me long for a way to port FATE aspects to a better (for me) game. So far I would say that some mechanics are somewhat similar to DND5, like skills rolls and the ladder (Difficulty Class). When posting, add a system tag to the title - [D&D5e] or [PF2e], for example. My own personally crafted aspect, I'd originally dubbed it 'weaving' before realizing there was a one-syllable limit to names. Both Fate and Fudge have an adjective ladder and use the same dice, but Fate focuses on the ebb and flow of a meta-game economy, while Fudge is a more traditional system. ). Another idea Aspects could work like weaker hero coins. Fate/Grand Carnival is the 2021 spin-off of Fate/Grand Order, similar to 2011's OVA comedy short series Carnival Phantasm, featuring loads of characters that now make up the roster of Type-Moon's Fate/Grand Order rather than just those from Tsukihime and Fate/stay night specifically. Fate Points are, of course, limited. Oh combat isn't going so hot for you, well since you're the Bearer of the Cursed Flametongue it makes sense that you can spend a fate point to invoke that aspect and the blade erupts, shooting tendrils of fire further and hotter than before enabling you The last part of the characters I wanted to talk about is the Aspects. This is now an aspect of the room/cave/whatever. You can spend fate points to invoke an aspect, to declare a story detail, or to activate certain powerful stunts. I think Fate Condensed is the latest one. Out of the 3, having your aspects be rated skills is the easiest for a GM to control as you constrain the player to using one thing for their roll and don't have to worry about a player attempting to stack 3-4 relevant aspects on top of their approach/skill bonus to get a +3 or +4 on a roll on every roll (which in Fate is HUGE, a +1 in Fate is . This community discusses all variations of Fate, whether it be Core, Condensed, Accelerated or anything else - all are welcomed and encouraged to ask questions and start discussions. To help reinforce the setting, you might modify the procedures described in Fate Core , such as by changing the phase trio or by changing the kinds of aspects that characters have can. You don't need a special system for the Force. a good aspect should be worded so that the player can invoke them for a bonus, and the narrator compel them for a fate point. Fate Core did not make sense to me until it was explained to me by others, and even then I did not feel comfortable in my understanding. The second thing i did is greatly limit the fate point economy. "Fear produces Justice" and "Truth, Justice, and the American Way" make more sense as aspects in Fate Accelerated. When I played Whitehack we pretty quickly decided to allow groups to be phrased as aspects, especially later on as we got higher level. Try starting from the sorts of effects you want the character to have and build the aspects from there. It is a noir investigation game. However, I also agree in that this seems to offer a generic version of BitD, without any of the actual strengths of Fate, which to me are Aspects and the Fate Point economy. If you want to take a very extreme step, you can forgo skills entirely, and use aspects for everything. The sole reason is the aspect management of players limiting their options to lesser set easier to handle. I’ve always really enjoyed the themes. Each carries with them memories of their past, represented by aspects. The Aspect would only be relevant if they wanted to spend a Fate Point on the Aspect to Invoke it for a benefit to the Joking aside, though, as someone who's generally in favor of keeping Fate simple, I don't think you need most of this. I was wondering what the best aspect warriors are and if I should take them or 11 more guardian defenders. Now, if you take a mild consequence, that can often end up being a "free pass" for your opponent to spend a Fate Point on pretty much any roll in combat. Part of the context here is in how aspects work in Fate vs how assets work in Cortex. It just feels bloated. g. Imagine a tree, the trunk represents her in her Lily version then the different branches are going to be different what-if versions of her. It is a work in progress that could use some suggestions. a good aspect can reveal something that the character may not even know. Joking aside, though, as someone who's generally in favor of keeping Fate simple, I don't think you need most of this. Aspects are list items. The Open aspect is anything the player wants that helps round out the concept. When an Aspect is Compelled you receive a Fate Point. The FATE system toolkit gives the drastic option of dropping skills and approaches, but using only aspects. A lot of that depends on how important the attachables are to who your character is. Instead of stats you get Traits which are basically like the Aspects in FATE. They must spend a fate point in order to attempt a "spell," but they can spend the principles from Fate Aspects freely without using additional fate points. The reason for this is it's difficult to remember (especially for the GM!) all of the different aspects in play. I might make a note that ”the city/school comes first” ”if you have power use it” in other systems I'm specifically meaning he's going to lean on people to do dirty work with little regard to their safety. Araki has said that JoJo is an ode to life and a celebration of humanity. This requires a single change to the way aspects work. Everyone gets some number of them 1? 2? 3? at the start of each session. When an Aspect can help you, you point out how it helps, and spend a Fate Point for dice bonuses. But Fate points are not mana, they're not stamina, they're not fatigue, they're not even "karma" handed down by a god--or whatever "power pool" you would devise in a simulation system like GURPS. You could have a primary Value aspect (Loyalty), so that could be compelled to make you do stuff, give you advantages in certain situations, etc. My thought was to give several examples of how the Halfling aspect could be invoked but you don't actually need to use up 3 aspect slots on your character sheet. This will award fate points (like gm intrusions would in some cases). Use one or two aspects to communicate motivations, goals you strive towards or troubles you want to escape/solve. If it were an Aspect (a technology that 2d20 doesn't have), or maybe 2 Aspects, that would fit more with both the Dune fiction and the way people work. Medium-weight races: Have an aspect declare what race you are. So, sure. Every game of Fate has a few different kinds of aspects: game aspects, character aspects, situation aspects, consequences, and boosts. In fate those are specifically aspects. As others have said, I like both Fate and BitD and the premise immediately got me interested. Direct PDF Every Character is a list, an additional list for the current scene and one for background stuff. City of Mist is a PbTA game that is based solely on tags to represent characters' abilities, traits, relationships similar to Aspects in FATE. With new players creating their first Fate characters (and often even with experienced Fate players) it's good to come up with a setting/campaign-specific list of questions that should be answered by aspects. Game aspects are permanent fixtures of the game, hence the name. Fate characters have aspects ("Trained under Montebank", "Nietzschean Warmaster"), skills ("athletics", "burglary"), and stunts (gain a bonus to do that thing in this situation). It’s important to note this because they’re not the same. This is very situation-based, so the best course is to look at (or have in mind or on a list) the PC's Aspects and select one that could have a link to the situation. Invoking Aspects can potentially ensure success. I too have been curious about Aspects-Only Fate for some time, but never taken the time to try it out, and I've never heard of anyone else trying it out. The change of Aspect should be an important event. One of the problems with integration is that if you're keeping Skills AND Attributes, there's some overlap with Aspects. (Of course, you don't have to do either, the rules serve your intent, you don't serve the rules) Think of it this way: aspects are true (even if they aren't the *only* thing that is true) so if weilding a holy blade might get you a audience in any other game, it certainly can in Fate too. Parts 5 and 6 are both about fate and the struggles we have accepting/rejecting fate. It's basically a parody show that takes FGO characters and SPOILER WARNINGS FOR CERTAIN ASPECTS Hi all! This is my first post for this subreddit. Strands of Fate 2e properly explains the concept of Fate Aspects to a more traditional RPG minded hobbyist like myself. One of my issues with Fate was that Aspects don't drive a character's power as much as Skills (I think is what they were called) because 1) Aspects are throttled by Fate Points and 2) Skills can have bonuses that exceed the 'baseline' bonus of an Aspect. You can use this aspect for all the race specific stuff. Then Player A comes up with an aspect for their own PC based on that story. Secondly, assets are loosely derived from Fate stunts; some of my personal Fate hacks used text on cards for managing stunts, and were the genesis of Ironsworn assets. Jan 15, 2024 · This is a list of useful aspects that can be of use to narrators and players using these game system. As DBones said, you invoke any aspect (including situation aspects) by either spending a FP or using a free invoke (usually obtained as a result of a Create Advantage action). The bigger issues is that FATE is highly collaborative: where you are doing your best to make the other characters look great and be cool. Stress is just another list item written like "xxo oo" to mark filled slots. Each aspect named gives a +1 bonus to the roll. You don't cover Free Invokes, which are not the same thing as spending a Fate Point to Invoke an Aspect. If it helps my main opponent is necrons. The Force, like anything, can be easily handled with aspects-as-permissions. In fate you give someone a fate point when they accept your compel. On any given attack roll, you can usually count on there being fifteen or more Aspects that could in theory be invoked-- attacker's aspects, defender's aspects, game aspects and scene aspects, plus sometimes consequences, other characters' aspects and intentionally-created ones. The parts of Fate I like the most are Aspects and the Create Advantage action, because these allow characters to do creative and interesting things which actually have a tangible impact on the game, even when there is no precedent for how to handle the action or effect in the rules. Unless we're talking about a deliberately goofy game like Risus or an extremely freeform game like Fate, which case the expectations are so different that most of your complaints don't make sense. Weapon proficiency stunts are a bad idea period. When a player takes an action, they begin by declaring which character aspects (hero, trouble, fencing, family, or their free aspects) are relevant to the roll. I thought that it might be nice to share what aspects folks use for their characters. Game Aspects. Trouble: Sucker for a Sob Story. Come up with your character’s high concept and trouble aspects. My take on why Saber has multiple versions of her is basically rather similar to a what-if scenario. However the whole idea of adding aspects to everything and using invoke and compel to trade fate points and affect the world is very confusing, especially as everyone in out group is new to RPG's. And I'll probably just do three aspects to start: High Concept, Trouble, and one free aspect. fpci jec jhhb ikynyo pllpkbpw kelbf gdbm vlg qrave kdiw