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Fate and You: Part 3

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Fate and You: Part 3  - Page 2 Empty Fate and You: Part 3




Last time we learned about aspects, but now we learn about actually doing things! How do you do things? You say you do them! But there's a little more to it than that!

Firstly, every action you can take which would require a roll from the GM falls into 4 categories. Create advantage, Overcome situation, Attack, and Defend. Before I go more into detail about what those are, you should be aware of how rolls work!

Rather than using lots of different dice, we only use 4 special ones (or in this case a roll generator) If you clicked the link you would see a bunch of stuff but at the top four symbols. They could be made of 0 + and -. Next to them is a number between -4 and 4. The number there is the result of the roll! The GM sets a value you gotta reach, then someone rolls (probably the GM will roll for you in this case) and then something will happen depending on which of the 4 actions you're taking! There are normally 4 outcomes, Failure (roll too low), Tie (roll just right), Success (roll high), and Stylish Success (roll 3 more than the needed amount).

Create Advantage: Basically, this is the equivalent of status effects in most games. You attempt to either create or discover an aspect. The types they create are Situation or Boost aspects, the main point behind this is to either give you an advantage, or give a disadvantage to your opponent (or learn about an aspect that you are unaware of which would give/take advantage, such as if the opponent has a weakness). Of course, if your target is an opponent, they can try to defend! For this there are 4 possibilities!


  • Failure: It backfires! Instead of creating an aspect to help you, you create one to harm you, or give the opponent advantage! Example: You attempt to Lock on but you roll bad, thus you end up becoming Distracted by trying to lock on! Of course if the GM is feeling merciful and you just barely failed they might just rule that nothing happens.
  • Tie: You create a Boost and get one free invocation! Once used, the Boost goes away
  • Success: You create a Situation Aspect that you or an ally can invoke once for free!
  • Stylish Success!: You create a Situation Aspect which you or an ally can invoke twice for free between the two of you!


You might have noticed the work 'invoke', I'll explain invoking later on, that's why this one is so long!

Overcome Situation: This is the opposite of create advantage! You try to either change or remove an aspect that is either giving you a disadvantage, or the opponent an advantage. A simple example would be unlocking a locked door. Of course, using it on an opponent gives them the chance to defend. Like before, there are 4 possible outcomes.


  • Failure: You get two options here. You can simply fail, or you can succeed at a serious cost. Serious cost could be you, or an ally, suffers harm, or you lose an important item you have. The GM will decide what the cost will be if you choose this path, just remember, make sure what you're so desperate to accomplish is worth it.
  • Tie: You succeed, but at a minor cost. This could be losing an item, or an issue arises. Perhaps you unlocked the door, but what was behind it?!
  • Success: You accomplish your goal!
  • Stylish Success!: You accomplish your goal, but do it in such a way that you actually get a boost from it! Remember the locked door? You opened it and surprised the thugs inside, giving you an advantage against them!


Attack: You launch the offensive! What more did you expect? Outcomes!


  • Failure: Your attack does nothing! Example: Your punch hits the villain's chest and they laugh it off.
  • Tie: Your attack does no damage, but it gives you a boost! Example: Your punch hits the villain's chest, and even though they barely felt it, now they're slightly off balance!
  • Success: Your attack does damage! Example: Your punch hits the villain's chest and they feel hurt!
  • Stylish Success!: Your attack does damage! Also, if you want, you can reduce damage by 1 and gain a boost! Example: Your punch hurt the villain and now they're slightly off balance!


Defend: See the other three? Well, if you try to prevent them, you are defending! This usually happens during someone else's turn and has three results:

  • Fail: You are at your opponent's mercy
  • Tie or Success: Things don't get too crazy, basically your opponent gets their Tie/Failure effect
  • Stylish Success!: Your opponent fails, and you get a boost!


One more thing you can do before a dice roll, you can provide Help, meaning you give up your turn in order to help somebody perform an action, giving them +1 to their roll. There are two catches though: 1. You have to describe how you help and the GM has to rule whether that actually helps or not
2. The GM decides how many people can help before you start getting in each other's way

There, now you know how stuff like that works! What's that? You think just being at the mercy of the dice is unfair? What if, what if I told you that....the future is ours to decide?

We have one major trick up our sleeves, that trick are the aspects, and our power to influence fate!

Lets begin with the most important currency we have, Fate Points! We each start out with a refresh of 3 (more on refresh later), meaning that we have a minimum of 3 fate points at the start of each mission, though if you end the previous mission with more than 3 then you get to continue with those points. Now what do these do? Lets imagine the following scenario!

Link is Defending against Ganondorf's mind control spell, and fails horribly! Now he must obey the Dark King D:
What's this? Link has a Fate Point! He uses it to invoke his aspect Goddess' Chosen. As Goddess' Chosen he is given strength against Ganondorf's dark magicks, thus his fate is changed! He now is able to ward off the mind control spell and keep fighting!

That's right, Fate Points let us control our destinies! But now onto the mechanics of it. When you invoke an aspect, you pay one Fate Point and then one of 4 results occur:

  • You get a +2 to the dice roll you just had
  • You can reroll the dice roll
  • Add +2 to somebody's difficulty roll(total needed to perform an action) making it harder for them to succeed
  • Add +2 to an ally's roll, thus they get help and you keep your turn!


Now then, invoking aspects isn't just something you can do. In fact, the GM can do it too! There is a difference in how the GM can do it though, they get another way to use aspects called compelling. Basically the GM can offer you 1 Fate Point in exchange for making one of your aspects kick in against you.

Link and some soldiers are hiding in a castle recovering from severe injuries. Link is about to use his red potion to heal but what's this? The GM compels Link's Selfless Hero. Link now has two choices, accept the Fate Point and then give the red potion to a soldier and thus enter the next battle severely injured, or he can pay a Fate Point and ignore the compel and then heal himself. The question is, what will he pick?

That's right, you can defend against a compel by paying a Fate Point, but if you have none then you can't defend against it! On the other hand, if you accept the compel, things can get interesting and you get a Fate Point for use later. Risk vs Reward anyone?

Another way compels can work is easy.

Tingle has done it. He finally found a potion to turn him into a fairy! What's this? GM compelled his aspect Unlucky Dreamer and caused him to drop the potion! He had no Fate Points so he had to go with it D:

The GM can also use aspects to make things happen to really make things interesting, far more crazy than Tingle dropping his potion! If you have questions on Fate Points and Aspects feel free to ask, as you all have homework now! We all now have a High Concept, Trouble, and one basic aspect, as well as a name! Now I want you to come up with two more aspects relating to other characters! This could be something as simple as "Saria's Best Friend" to maybe "Fan of Tingle's Maps". If your characters have never met, then perhaps one heard of the other before right? Secondly, an appearance :D

Also remember you can be other races besides hylian, such as deku, zora, goron, skull kid, kokiri, gerudo(though only female for obvious reasons though not obvious if you don't know the lore), poe, etc as long as it is a sentient creature with thoughts, feelings, etc.

Remember to VM/PM the person you plan to have some connection to and get permission :D

Also, just cause they know you doesn't mean you know them so you don't have to have aspects about each other :D
Nopon
Nopon

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Fate and You: Part 3 :: Comments

returnofmastercrazyhand

Post 3rd September 2015, 3:16 pm by returnofmastercrazyhand

when is the next part going to be posted.

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Nopon

Post 3rd September 2015, 5:06 pm by Nopon

Probably tomorrow as I have to finish editing a video tonight

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