Description Approaches Name: Main Concept

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DESCRIPTION APPROACHES NAME

POWERFUL CAREFUL

SWIFT SMART

SNEAKY CHARMING

ASPECTS NOTES

main concept

what sets you apart, your quest

something a little special? a problem?

a power?

a weapon or tool? an organization? roots?

STRESS & CONSEQUENCES GEAR

1 2 3

2 mild
FATE
4 moderate REFRESH
POINTS
6 severe
HERO MOVES MISSION MOVES DARK THREAT MOVES
Take one at the start of the game. Take one at the start of the game. Take one at the start of the game.
Take another when you hit a personal Take another when you hit a milestone for Take another when you hit a milestone against
milestone, but not more than one per session: your mission, not more than one per session: the dark threat, not more than one per session:
O I traveled far by sea or into the Wild O I gained support or followers O I lost someone or something very important
O I reached and/or left the Eternal City O I accomplished alone, against the odds O I was seriously hurt (consequence of 4+)

O VOICE OF A COMMONER - when I speak O TROUBLE FIND ME - when I am far from O I WILL NOT GIVE UP - when I fight the
with regular folks I gain a +2 home and get in trouble, I get to declare a dark threat or its emissaries, I can clear a
O MUSCLES - when I resist something or boost with a free invocation to help me, twice stress box in the middle of a scene
overcome an obstacle powerfully, I can invoke per session O TILL THE END - when I am still on my
a +2 once per session O HARD BARGAIN - when I negotiate for mission against the dark threat, once per
O MY WAY AROUND HERE - when I am in something common but in hard conditions, I session I can cancel an invocation against a
my home environment or similar, I can get a get a +2 consequence of mine, for free
+2 for swift actions O NOT A HERO YET - when I run from O HIDE FROM DARKNESS - when I hide
O WAIT A SECOND - when I take time to do danger, I get a +2 if I do it swift from the dark threat or its emissaries, I can
something careful, I get a +2 once per session O GETTING BETTER - when I try something take a +2 once per session
O INNOCENT CHARM - when I use my for a second time, I automatically get a +2, O BLADE OF LIGHT - when I wield the
charm against a noble in private, I gain +2 once per session appropriate weapon or tool, I always inflict one
O APPRENTICE - take a single magic sphere O LEARNING 1 - when one from the group shift more of damage against the dark threat
and enough True Gold for 2 spells per session has time to teach me a move, I can take that O MY DESTINY - when I use an advantage
or Wicked Silver for 3 (mark now which one) move in place of this one created by others or myself, against the dark
Sphere: O LEARNING 2 same as above, for a threat, it counts as a +3 and not just +2
Uses this session: different move, but from a different character O I WONT HIDE - once per session, when I
give up a cover or a hiding place, in that scene
I can invoke an aspect for +3, not +2

ADVANCEMENTS ADVANCEMENTS ADVANCEMENTS


When you fulfill a requirement and take a new When you fulfill a requirement and take a new When you fulfill a requirement and take a new
Hero Move, you can also (pick one): Mission Move, you can also (pick one): Dark Threat Move, you can also (pick one):
* Switch the score of two approaches * Increase the score of an approach by one * Increase the score of an approach by one
* Change an aspect that is not the main one * Do an advancement of the Hero Moves * Do an advancement of the Hero Moves
* Change one Hero Move for another Hero * Clear a consequence that you had for at * Increase your refresh by one (you can spend
Move least an entire session, and describe how it, but only now, for a Move of any group)
* Take a new Hero Move but reduce your * Take another Mission Move but reduce your * Take another Dark Threat Move but reduce
refresh of one refresh by one your refresh by one

The Hero playbook (1)


DESCRIPTION APPROACHES NAME
POWERFUL CAREFUL

SWIFT SMART

SNEAKY CHARMING

ASPECTS NOTES

main concept

what sets you apart, your quest

something a little special? a problem?

a power?

a weapon or tool? an organization? roots?

STRESS & CONSEQUENCES GEAR

1 2 3

2 mild
FATE
4 moderate REFRESH
POINTS
6 severe
HERO MOVES MISSION MOVES DARK THREAT MOVES
Take one at the start of the game. Take one at the start of the game. Take one at the start of the game.
Take another when hit a personal milestone, Take another when you hit a milestone for Take another when you hit a milestone against
but not more than one per session: your mission, not more than one per session: the dark threat, not more than one per session:
O I traveled far by sea or into the Wild O I gained support or followers O I lost someone or something very important
O I reached and/or left the Eternal City O I accomplished alone, against the odds O I was seriously hurt (consequence of 4+)

O VOICE OF A COMMONER - when I speak O TROUBLE FIND ME - when I am far from O I WILL NOT GIVE UP - when I fight the
with regular folks I gain a +2 home and get in trouble, I get to declare a dark threat or its emissaries, I can clear a
O MUSCLES - when I resist something or boost with a free invocation to help me, twice stress box in the middle of a scene
overcome an obstacle powerfully, I can invoke per session O TILL THE END - when I am still on my
a +2 once per session O HARD BARGAIN - when I negotiate for mission against the dark threat, once per
O MY WAY AROUND HERE - when I am in something common but in hard conditions, I session I can cancel an invocation against a
my home environment or similar, I can get a get a +2 consequence of mine, for free
+2 for swift actions O NOT A HERO YET - when I run from O HIDE FROM DARKNESS - when I hide
O WAIT A SECOND - when I take time to do danger, I get a +2 if I do it swift from the dark threat or its emissaries, I can
something careful, I get a +2 once per session O GETTING BETTER - when I try something take a +2 once per session
O INNOCENT CHARM - when I use my for a second time, I automatically get a +2, O BLADE OF LIGHT - when I wield the
charm against a noble in private, I gain +2 once per session appropriate weapon or tool, I always inflict one
O APPRENTICE - take a single magic sphere O LEARNING 1 - when one from the group shift more of damage against the dark threat
and enough True Gold for 2 spells per session has time to teach me a move, I can take that O MY DESTINY - when I use an advantage
or Wicked Silver for 3 (mark now which one) move in place of this one created by others or myself, against the dark
Sphere: O LEARNING 2 same as above, for a threat, it counts as a +3 and not just +2
Uses this session: different move, but from a different character O I WONT HIDE - once per session, when I
give up a cover or a hiding place, in that scene
I can invoke an aspect for +3, not +2

ADVANCEMENTS ADVANCEMENTS ADVANCEMENTS


When you fulfill a requirement and take a new When you fulfill a requirement and take a new When you fulfill a requirement and take a new
Hero Move, you can also (pick one): Mission Move, you can also (pick one): Dark Threat Move, you can also (pick one):
* Switch the score of two approaches * Increase the score of an approach by one * Increase the score of an approach by one
* Change an aspect that is not the main one * Do an advancement of the Hero Moves * Do an advancement of the Hero Moves
* Change one Hero Move for another Hero * Clear a consequence that you had for at * Increase your refresh by one (you can spend
Move least an entire session, and describe how it, but only now, for a Move of any group)
* Take a new Hero Move but reduce your * Take another Mission Move but reduce your * Take another Dark Threat Move but reduce
refresh of one refresh by one your refresh by one

The Hero playbook (2)


MAKE YOUR HERO
As the Hero, you will be the focus of the first Examples for the second aspect: Give the following scores to your
campaign of the game. If you keep playing past * marked by the demons blood APPROACHES (distribute them as you want):
the first campaign, you might switch archetype * can sense and fight Shadows +2, +2, +1, +1, 0, -1
or carry the game to the point where such * chosen by Sword of Whateverish
archetype is no longer relevant. * communicates with animals of the Wild You can give the scores now, or define them
But right now, youre going to be the one that * chosen by the Elfs freely during the game when you use them.
drives the other characters forward, the one This aspect, even if you dont decline it as a At the start, select one move for each of the
that pushes everybody beyond their limits, the problem, will nevertheless be a problem. This sections.
one with a greater goal to accomplish, even at is the cause, the trigger that will force you to You start with a standard REFRESH of three,
the price of life. leave your previous, ordinary life.
Select your playbook (female or male, theyre and with three MOVES.
the same, just with a different illustration) and For your third, fourth and fifth aspect you can Moves, as described also in the playbook, are
begin the creation process. basically select rather freely, but you must (if taken one from each of the three columns.
you didnt already) give a minimum of a As for the aspects, you can make up your own
background to your character (for example if moves (stunts), as long as the GM approves
ASPECTS: when you pick your first aspect (the them, not just stick to the suggestions.
main concept of your character) you should he lived in the Eternal City, or in another
urban environments of the Seven Nations, or And as for aspects and scores of approaches,
give it a clearly down-to-earth feel. For you can decide what to take also during the
example, valid aspects would be: in rural environments or in the Wild).
game if you didnt pick all three at the start.
* a young farmer who dreams to travel
* a smart teenage orphan If you think the first and second aspect do not
give the GM enough to work with to compel ADVANCEMENTS: during the game, but not
* a soldier with no army
* the skillful apprentice of an artisan your character, go ahead and select now as more than once per session, you can add a new
* a young rebel without a cause your third aspect something a little special, Move, if you have fulfilled one of the
This is where you come from, and what you that sets you apart from those like you; a requirements.
reasonably will have to abandon in your quest problem, something that doesnt quite fit (and * Read the requirements as quite restrictive,
to defeat the dark threat looming on the world. that would be an issue even without the dark not as an fast way to empower your character
The Sage can tell you more about that. threat and your destiny to fight against it). * If you fulfill more than one per session, pick
If you give nothing to the GM to compel, you the one less likely to repeat, and mark that one
When you select your second aspect, here is reduce your chances of gaining fate points. * You can mark only one per session, not one
where you make a twist. This aspect contains for every group
not just something about your hero, but also For the fourth and fifth aspects consider some * You can take one and only one new move
something about the dark threat that you will special power (or a sphere of magic) your per session, not more
oppose. character has, or maybe a special piece of gear, * Finally, when you take a new move, you also
It is important that this aspect sets you apart a special weapon, or also a connection to an make also one and only one of the other
from others: you are the one with the organization, or something about your roots. advancements that are available in the given
responsibility to defeat the dark threat, even if section
you dont know it yet. Note that this aspect At the start, though, you must define the first
can evolve later on, if your quest demands it. and second aspect, and you can freely add the
Use rules for advancements for that. other three during the game.
ONE PAGE RULES SUMMARY
CREATE AN ADVANTAGE CHALLENGES
For EVERY ACTION, such as: Create an FAIL: create or discover no aspect; the GM Proceed roll by roll. On a tie or success, move
advantage, Overcome, Attack and/or defend, creates an aspect against you with a free to the next step. On a success with style, take a
roll 2D6, a white one and a black one. invoc.; an existing aspect turns against you boost (+2) to the next step.
SUBTRACT BLACK FROM WHITE for a result with a free invoc.; success at hard price A failure might compromise the full challenge.
between -5 and +5. TIE: create or discover the aspect, but its just
Add the score of the RELEVANT APPROACH. a boost; or an existing aspect get a free invoc. CONTESTS
Add the score of all RELEVANT MOVES SUCCESS: create or discover the aspect with a Compete but not in a conflict; without harm.
(stunts) if applicable. free invoc.; add a free invoc. to an existing one In every turn, each one rolls the appropriate
TARGET NUMBERS are typically: WITH STYLE: create or discover the aspect
overcome action. The highest result gets one
-1 for trivial with two free invoc.; add two free invoc. to an victory; two victories if it was a success with
+1 for fair existing one. Invoke twice in the same roll style - with three or more shifts. A tie will
+3 for serious cause a twist to be introduced by the GM.
+5 for hard The contest ends at three victories.
OVERCOME
+7 for epic
FAIL: success at hard price; or just fail CONFLICTS
To improve your result: TIE: success at minor cost Action order:
* INVOKE AN ASPECT (of your character, of SUCCESS: accomplish your goal * physical: Swift; tie-break w/Sneaky, Powerful
the situation, etc.) for one fate point: add +2 WITH STYLE: accomplish and gain a boost * non-physical: Smart; Charming, Careful
* THE SAME ASPECT can be invoked only * characters go before NPCs and monsters if
once per roll, unless from a success with style ATTACK/DEFEND
they attack first; otherwise the GM goes first
In your turn:
* GET SOME HELP: +1 for every character FAIL: suffer harm for missing shifts; if only * Move of one zone without obstacles for free
helping defending the GM also gains a boost * Take one or two simple actions
* CREATE AN ADVANTAGE with a separate TIE: inflict one harm or gain a boost, and the * Make an action that requires a roll
action before the main roll, or use a previously same for the GM against you * Defend once for free (without bonus)
created advantage: +2 for every advantage SUCCESS: inflict your harm for shifts or In your turn you can make one action w/roll:
defend completely * Create an advantage
FATE POINTS WITH STYLE: inflict your harm for shifts or * Overcome an obstacle; incl. moving of more
Start every session with a number of Fate one less to gain a boost or two less to create than one Zone or to a near Zone w/obstacles
Points equal to your Refresh. If you had more an aspect with a free invoc.; if defending only * Attack one, or go full defense (+2)
from the previous session, keep that number. you create a boost
* spend a fate point to invoke an aspect
* spend a fate point to determine a fact in An ASPECT remains and can be invoked again
fiction, at your advantage by paying a fate point.
* gain a fate point for accepting a compel for
an aspect at your disadvantage A BOOST goes away after its invocation.
* gain a fate point for conceding a conflict, A SUCCESS WITH STYLE is 3 shifts or more.
and a fate point for each consequence suffered A TIE is like 0 shifts.

The Hero playbook (3)

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