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!AZlS3./ex. 10/24/10(Sun)03:58 No.12552744>>12552607 Then check that link. You can also download the Dresden Files RPG book (Your Story is the player book you want) off /rs/, although it's a small indie company, so if you wind up using it, buy it.
Aspects are basically short, punchy phrases that describe the character, say something about them, are a signature line, etc--things central to the character, or otherwise important to him. These can be good, bad, or a mix of both; you want some 'good' and some 'bad'. In character creation, you associate one or two with each big event or period. For example, let's say I'm making a large, jovial runaway farmgirl turned city militiawoman turned mercenary turned adventurer. I'll start out by giving her the Aspects 'Ox-Big, Ox-Strong' and '"Back on the farm..."'
I'll cover her time in the militia and merc Company with "Discipline of Steel", and decide that she struck out as an adventurer "For Fame and Fortune".
Then, maybe I can flesh out her first adventure, and come up with something relted to it, like "Enemy of the Scarlet Hand", the Scarlet Hand being the cultist-group she helped to stop.
Characters have Fate Points. They start each session with a certain number, and they can spend them to "tag" an Aspect, explaining why it's relevant, and get a bonus. For example, I might spend a fate point and tag "Discipline of Steel" to get a bonus on a saving throw against a Dazed effect, explaining that the soldier's discipline learned as part of an organized mercenary company helps Mara shrug off pain and distraction. |