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Game : Rebirth
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==Aspects and Fate Points== Fate Points are spent and regained in several ways, here's what you need to know about fate points: *You may spend 1 Fate Point to make a declaration about the scene or situation (this inn has a basement, there's a night watch station within earshot). You don't need to spend a fate point if this would be blatantly obvious (there's a fire burning in the inn during winter, there's a sword somewhere in the armory, the kitchen has some sharp objects and food). If the declaration conflicts with previous declarations or the GM's description of the scene then the previous description wins. Also, if your declaration is simply too ridiculous or would not work for reasons you don't necessarily know (perhaps the GM hasn't revealed it yet, but all the guards are in the pocket of the local gangs so there's no guard patrol to help you out) then it fails. *You may spend 1 Fate Point for an upshift to a single roll. This cannot be used more than once on a single roll. *You have a 'refresh rate' for Fate Points equal to the number of Aspects you have. Every time there's a significant amount of downtime you can regain fate points up to that number (if you have more fate points than your refresh rate, then you don't regain any). *Whenever you make a 2 upshift stunt you may regain 2 Fate Points instead of 4 motes. *Aspects can cost or grant fate points, see below. The primary purpose of Fate Points is to manage your Aspects in play. Using your aspects in a positive way grants a bonus, but it also costs Fate Points. Having your Aspects used against you will grant Fate Points however. There are three way Aspects may be used: *'''Invoking''' You may Invoke your Aspects, or the aspects of an object under your control. You invoke an aspect by spending 1 Fate Point in a situation where the Aspect would be advantageous (for instance you might invoke the aspect 'built like a brick wall' to resist being knocked down, resist damage, or smacking someone else around. But definitely not performing ballet) and you recieve +1d6 bonus to the roll involved or a reroll. *'''Tagging''' The scenery and other characters can have aspects too. When you want to use these Aspects to your advantage it's called a tag. Tagging an opponent's aspects is just like Invoking one of yours, you spend a fate point, explain how it'll help you, and you gain +1d6 to your roll or a reroll. Of course, you don't necessarily know your opponent's Aspects, in these cases you might guess. If you guess correctly (or at least 'close enough') then the tag works like normal. If your guess is wrong then you get the Fate Point back, unless the fact that you know you guessed wrong reveals something important, in which case you spend the fate point anyway. For instance, if you attempted to tag a hypothetical aspect "Dumb as a Post" on the bumbling, imbecile captian you've been talking to and the GM reveals that the captian doesn't have that aspect (or a similar one). You wouldn't get the Fate Point back, but now you know the captain isn't nearly as dumb as he seems. *'''Compelling''' Compelling is when the GM decides to use one of your Aspects against you (if an NPC does this, it's tagging). Typically Compelling doesn't involve a bonus or penalty, instead the GM declares that you may not or must do something (although generally the 'how') is up to you. If your Aspect is compelled the GM offers you a fate point and requests that your character follow the aspect. If you don't want to follow it, you must give the GM a fate point in order to ignore it. If the GM really feels that this is important he may offer you two fate points (which will require that you give up two fate points in order to ignore), or even 3. For Example: If your character had the Aspect "Short Tempered" and someone important insulted you during a party where it was important that you be on your best behavior the GM would offer you a fate point, requesting that you respond to the insult in some way (how is up to you, a snippy comeback, a challenge to a duel, or a punch in the face). If you really, really didn't want to get into trouble you would buy off the GM with a fate point, and if he really really wanted to start something he could up the ante (but he may also make more extreme requests).
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