Post by Admin on Apr 22, 2015 4:46:03 GMT
The system of Divine Blood.
Divine Blood consists of utilizing the basic system of Strands of Fate. As such, the basic system is simple.
All rolls are done like this: You take four Fudge Dice, which can come up -1, +0, or +1. You roll these dice, compare them to your statistic 'Ability' used and compare
that statistic to your Target Number. If your target number is lower, you win. If your target number is higher, you lose.
Various things can modify it, such as Aspects, Advantages or other things. Furthermore, each player has FATE points, which can be used to manipulate circumstances to
their favor. Fate Points are the key element of the FATE system.
There are three types of situations.
Contests: Two characters roll to see who is better. One roll, winner takes all.
Conflicts: Direct opposition. (Three further types. Mental, Physical, Social.) Roll offs until one character is Taken Out.
Challenges: Rolling several times, until either failure, or success has been reached.
Actions.
Overcome: An attempt to go against a passive difficulty, or win a Contest.
Maneuver: Attempting to use an ability to give yourself an edge. This is similar to an Overcome, but instead of 'victory', you create a type of advantage called an
Aspect.
Attack: This allows you to do damage to a person in one of the three types of Conflicts. Mental, Physical, and Social.
Defend: Prevent an action from being successful, or avoid being hit with a manuver.
Block: Providing an active obstacle.
Spin:
Anytime a character beats the TN by 3 or more, something FUN happens. The effects of Spin vary from place to place, and this will be elaborated on at another time.
Aspects and Fate Points.
What makes a character unique, is that each person has a set of Aspects. Aspects define WHO and WHAT the character is. For instance, a character who is not good with
intelligence, may have "Not the sharpest knife". A character who is quite strong could have "Hulk smash". A character who has pyromancy issues may have "Why is the
building on fire". These aspects may help, or hinder a character. This is through using what is known as Fate Points.
There is a special type of aspects, known as 'Persistent' which does not cost Fate Points to invoke.
Fate points are given whenever a character is Compelled by the troubles of their aspects, and may be Invokd by spending a fate point.
Fate Point uses:
Invoke an Aspect: A character may Invoke an aspect for either a reroll, or a +2.
Power an advantage: Some aspects cost fate points.
Refuse a cutthroat compel: Some aspects are so overpowering, that they cost a fate point to avoid an attempt by the GM to GIVE a fate point.
Declare a story detail: Declare that a detail of the narrative was always there. For instance, if you ever wondered why there are red barrels that explode in every
shoot-em-up? This is why.
Gaining Fate Points
Accepting a compel for effect: You get a fate point whenever the GM adds a story detail that hurts you.
Have your aspects compelled for a reroll or penalty: If someone pays a fate point to make things worse for you, including the GM? You get a fate point. This INCLUDES
maneuvers or consequences.
Conceding a conflict: Whenever you conced a conflict before being taken out, you get a fate point. Furthermore, if you accept consequences, you get a fate point for
each.
Abilities: each character has a set of Abilities, or statistics. Ranked from 1, that being the strength of wet tissue patper, to 6, that being Superman. Abilities are
generally the base for combat, and are probably one of the more imporant abilities of a person.
Speciality Aspects.
These are aspects that tie into abilities, and can be invoked and compelled. Traditionally, they are just used with one ability but they can be used with others if a
VERY good roleplay reason can be given.
The importance of a specialty aspect is simple. It tells a story.
Important Note: In FATE, it is MUCH less important for someone to have a high base stat to represent a high degree of competance. Thanks to aspects and Fate Points,
even someone who is filthy rich can have Resources 1. Similarly, having average strength but an aspect of heavy lifting means you can play someone who is good at
picking things up, but not fighting.
Refresh Rate.
Every character has, at the least, an amount of FATE equal to their Refersh Rate when they start playing. Refresh regenerates at specific times, generally when a
character has been able to rest and recover. Extra fate points are kept if they are over.
Advantages:
Advantages are another way to round out a character. There are three types, each purchased with Advantage Points.
The first is Expert, which represents characters having a knack for something. For instance, someone who's a race car driver might have an agility of 2, but the
advantage "Drives Like Awesome". Many advantages give an automatic +X to a roll, allowing people to easily fill their nich and can be stacked with Aspects.
The second is Heroic Advantages. A character with this can do something REALLY awesome and abnormal. Such as a 'normal' guy who just won't stop, or the ability to look
at someone and tell everything about them.
Finally, there are Power Advantages: The ability to do either do something superhuman or possess an unnatural trait.
Consqeuences:
Sometimes, people get hurt. And when they get hurt, bad things happen. That's what a Consquence is for. These are negative aspects, representing damage. The first time
the GM invokes them is free, and some of them are persistant, which means they cost a Fate Point to avoid.
Final NOte:
Divine blood is not realistic. It is an urban fantasy world. There are two rules to remember. "Is it cool", and "Is it funny". These are your bywords. If a session
ends in calling a snooping reporter a pedophile, chasing after him, leading to an angry mob chasing YOU, being chased by another, LARGER angry mob? You're close.
Extra thing on Aspects.
NOtes on aspects: A player cannot invoke an aspect unless they can be involved with the action. They cannot invoke an aspect not 'attached' to them, or that isn't
something they can use. They cannot invoke an aspect to affect an action they are unaware of.
Compels, meanwhile, can be used by anyone involved in the scene, and must be attached to the target or something the target can interact with.
Special aspect: Boost
A boost is a one-time aspect, that can be used free, once, then disappears.
Special aspect: Tag
An aspect created by the player, such as by a manuver, has one free tag. No fate points are spent, and it can be STACKED with a normal invocation. (Total of +4 for a
bonus, -4 for a penalty) Multiple tags may be slapped together.
Persistant aspects: WHile persistant aspects can never have fate points used, they CAN have a tag stacked on them by manuvers. One tag=+4 max, two tags=+6 max, etc.
Divine Blood consists of utilizing the basic system of Strands of Fate. As such, the basic system is simple.
All rolls are done like this: You take four Fudge Dice, which can come up -1, +0, or +1. You roll these dice, compare them to your statistic 'Ability' used and compare
that statistic to your Target Number. If your target number is lower, you win. If your target number is higher, you lose.
Various things can modify it, such as Aspects, Advantages or other things. Furthermore, each player has FATE points, which can be used to manipulate circumstances to
their favor. Fate Points are the key element of the FATE system.
There are three types of situations.
Contests: Two characters roll to see who is better. One roll, winner takes all.
Conflicts: Direct opposition. (Three further types. Mental, Physical, Social.) Roll offs until one character is Taken Out.
Challenges: Rolling several times, until either failure, or success has been reached.
Actions.
Overcome: An attempt to go against a passive difficulty, or win a Contest.
Maneuver: Attempting to use an ability to give yourself an edge. This is similar to an Overcome, but instead of 'victory', you create a type of advantage called an
Aspect.
Attack: This allows you to do damage to a person in one of the three types of Conflicts. Mental, Physical, and Social.
Defend: Prevent an action from being successful, or avoid being hit with a manuver.
Block: Providing an active obstacle.
Spin:
Anytime a character beats the TN by 3 or more, something FUN happens. The effects of Spin vary from place to place, and this will be elaborated on at another time.
Aspects and Fate Points.
What makes a character unique, is that each person has a set of Aspects. Aspects define WHO and WHAT the character is. For instance, a character who is not good with
intelligence, may have "Not the sharpest knife". A character who is quite strong could have "Hulk smash". A character who has pyromancy issues may have "Why is the
building on fire". These aspects may help, or hinder a character. This is through using what is known as Fate Points.
There is a special type of aspects, known as 'Persistent' which does not cost Fate Points to invoke.
Fate points are given whenever a character is Compelled by the troubles of their aspects, and may be Invokd by spending a fate point.
Fate Point uses:
Invoke an Aspect: A character may Invoke an aspect for either a reroll, or a +2.
Power an advantage: Some aspects cost fate points.
Refuse a cutthroat compel: Some aspects are so overpowering, that they cost a fate point to avoid an attempt by the GM to GIVE a fate point.
Declare a story detail: Declare that a detail of the narrative was always there. For instance, if you ever wondered why there are red barrels that explode in every
shoot-em-up? This is why.
Gaining Fate Points
Accepting a compel for effect: You get a fate point whenever the GM adds a story detail that hurts you.
Have your aspects compelled for a reroll or penalty: If someone pays a fate point to make things worse for you, including the GM? You get a fate point. This INCLUDES
maneuvers or consequences.
Conceding a conflict: Whenever you conced a conflict before being taken out, you get a fate point. Furthermore, if you accept consequences, you get a fate point for
each.
Abilities: each character has a set of Abilities, or statistics. Ranked from 1, that being the strength of wet tissue patper, to 6, that being Superman. Abilities are
generally the base for combat, and are probably one of the more imporant abilities of a person.
Ability table.
Rank -1: ALmost handicapped. Trouble in your daily life.
Rank 0: deficient. (For instance, most people have 0 in psychic abilities)
Rank 1: Mediocre: Less competant then average.
Rank 2: Average: Most people have htis ability.
Rank 3: You are noticed for your talents.
Rank 4: You are one of the most talented people in the general area.
Rank 5: You are in the top of the planet.
Rank -1: ALmost handicapped. Trouble in your daily life.
Rank 0: deficient. (For instance, most people have 0 in psychic abilities)
Rank 1: Mediocre: Less competant then average.
Rank 2: Average: Most people have htis ability.
Rank 3: You are noticed for your talents.
Rank 4: You are one of the most talented people in the general area.
Rank 5: You are in the top of the planet.
Speciality Aspects.
These are aspects that tie into abilities, and can be invoked and compelled. Traditionally, they are just used with one ability but they can be used with others if a
VERY good roleplay reason can be given.
The importance of a specialty aspect is simple. It tells a story.
Important Note: In FATE, it is MUCH less important for someone to have a high base stat to represent a high degree of competance. Thanks to aspects and Fate Points,
even someone who is filthy rich can have Resources 1. Similarly, having average strength but an aspect of heavy lifting means you can play someone who is good at
picking things up, but not fighting.
Refresh Rate.
Every character has, at the least, an amount of FATE equal to their Refersh Rate when they start playing. Refresh regenerates at specific times, generally when a
character has been able to rest and recover. Extra fate points are kept if they are over.
Advantages:
Advantages are another way to round out a character. There are three types, each purchased with Advantage Points.
The first is Expert, which represents characters having a knack for something. For instance, someone who's a race car driver might have an agility of 2, but the
advantage "Drives Like Awesome". Many advantages give an automatic +X to a roll, allowing people to easily fill their nich and can be stacked with Aspects.
The second is Heroic Advantages. A character with this can do something REALLY awesome and abnormal. Such as a 'normal' guy who just won't stop, or the ability to look
at someone and tell everything about them.
Finally, there are Power Advantages: The ability to do either do something superhuman or possess an unnatural trait.
Consqeuences:
Sometimes, people get hurt. And when they get hurt, bad things happen. That's what a Consquence is for. These are negative aspects, representing damage. The first time
the GM invokes them is free, and some of them are persistant, which means they cost a Fate Point to avoid.
Final NOte:
Divine blood is not realistic. It is an urban fantasy world. There are two rules to remember. "Is it cool", and "Is it funny". These are your bywords. If a session
ends in calling a snooping reporter a pedophile, chasing after him, leading to an angry mob chasing YOU, being chased by another, LARGER angry mob? You're close.
Extra thing on Aspects.
NOtes on aspects: A player cannot invoke an aspect unless they can be involved with the action. They cannot invoke an aspect not 'attached' to them, or that isn't
something they can use. They cannot invoke an aspect to affect an action they are unaware of.
Compels, meanwhile, can be used by anyone involved in the scene, and must be attached to the target or something the target can interact with.
Special aspect: Boost
A boost is a one-time aspect, that can be used free, once, then disappears.
Special aspect: Tag
An aspect created by the player, such as by a manuver, has one free tag. No fate points are spent, and it can be STACKED with a normal invocation. (Total of +4 for a
bonus, -4 for a penalty) Multiple tags may be slapped together.
Persistant aspects: WHile persistant aspects can never have fate points used, they CAN have a tag stacked on them by manuvers. One tag=+4 max, two tags=+6 max, etc.