| Minion GM |
How to build your characters:
For those of you late to the party, here's how to make your character.
1) Determine who you are, get an idea for what you do. Try to fit the setting, in this case, fantasy.
2) Look at this sheet and fill it out as we go
http://www.evilhat.com/home/wp-content/uploads/2013/02/Fate-Accelerated-Cha racter-Sheet.pdf
3) Create your aspects:
a) High Concept: defines who you are, stuff like master burglar, wandering eccentric, pig rider of doom.
b) Trouble: what gets you in trouble or complicates things, stuff like paranoia, avarice, "look, a shiny!"
c) The other three: skill sets, were you trained by the arch-mage or "I make things go BOOM!"
4) Assign Approaches: these are how you character goes about things and what they're best at. Your approaches are on the right side of the character sheet, Careful, Clever, Flashy, Forceful, Quick, and Sneaky. Each gets a value, the values you can assign are +3, +2, +2, +1, +1, +0. High is good.
5) Create Stunts: a stunt is listed in one of several formats, you gain 3 stunts for free.
a) Because I am [awesome in some way], I get a +2 when [Approach][Action] in [a certain situation].
b) Because I am [awesome in some way], 1/session, I can [do this].
6) Set your refresh: your refresh is three, at the start of every session you are reset to 3 fate points. More on fate points later.
If you are confused as to what some of this means, don't worry, read the next post.
| Minion GM |
In this game, you have four actions:
Overcome: allows you to overcome an obstacle of some nature. Pretty simple.
Create an Advantage: you create an aspect with a number of free invocations determined by your success.
Attack: you attack.
Defense: you defend.
So what are Aspects for and what's an Invocation?
Aspects are things you can invoke that describe the situation at hand, be they your skill with arms or the fact that it's pitch black in the cave you're traveling. You have 5 on your sheet just describing you. When you Invoke an Aspect, you spend a Fate Point (unless it's a free Invocation) to gain a +2 to your roll. The Aspect must be relevant. Pitch blackness might grant a bonus to sneaking, but it does not help you to see.
So how do I get Fate Points?
You start with 3 at the beginning of each session. Additionally, you may gain more when your Aspects are invoked against you (this can be more than just your Trouble Aspect and could be any aspect on your person).
So how do actions work?
You choose the action you are taking. Choose your Approach to the problem. You roll 4 6-sided dice. 1-2=-1, 3-4=0, 5-6=+1. Total your score (the cumulative from the dice, your Approach score, any stunts that add to the action, and any bonuses from Invocations). Then you see if you succeed or not. When you make it by 3 or more, you succeed with style.
What's the damage stuff?
You take damage from various things. Damage in combat is the difference between the attack roll and the defense roll (assuming the attack came out higher).
In any case, when you take damage, you mark off up to one stress box and as many consequence boxes as you like these are located at the bottom of the character sheet. The stress boxes are not progressive, the 1 box absorbs 1 point of damage, the 3 box absorbs 3 points of damage. There are no ill effects to marking off stress boxes.
Consequences also absorb a number of points of damage equal to the number beside them. These boxes create Aspects with one free Invocation against you. Not good. If you cannot absorb all the damage, you are taken out in a fashion narrated by your attacker.
Healing:
Stress goes away at the end of the scene.
Mild Consequences too.
Moderate Consequences heal after the end of the following session.
Severe Consequences remain until the end of the scenario.
| Minion GM |
Posting:
To be able to post, you must create an account. I would appreciate it if you could go and type up your character stats on your profile page (in the description section is fine) or send me a copy of your character sheet.
How to format your posts:
At the bottom of the posting menu (the box that you type in to post) there is a part that says: How to format your text (show)
From this list Bold shall be used for what you are saying.
Normal text is for describing player actions.
Italics are for emphasis, and GM use as certain descriptions.
ooc is for describing the mechanics behind an action (see example below)
Spoilers should only be looked at if you meet the conditional at the top. Mostly for GM use. Some spoilers are dice rolls and should never be looked at.
Dice are how you make your rolls, all rolls for this part of the campaign must be made with this function. The preview button allows you to check your roll so you can write your total within the post and possibly add some flair to it.
Example Player post:
I comment, "What a peculiar place!" and search the room thoroughly.
Careful Overcome
4d6 ⇒ (2, 1, 2, 6) = 11 -2 dice, +2 Careful, 0 total, failure
It goes... poorly.
Example of GM spoilers:
Read all of them for now, and learn.