MY FATE D&D

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    TRAITSEach character starts at level 1, with the following:

    One Class aspect (Describe, inc how it can be invoked and compelled)

    One Background aspect (which should indicate social status)

    One Race aspect IF not human (races need to be described in the same waythat classes are)

    One (two IF human) aspect of the player's choosing

    Attributes: shaped by class?

    One Ambition/Goal; one Belief;

    A set of skills based on the class

    5 Health stress boxes (+ class/race mods)

    5 Composure stress boxes (+ class/race mods)

    5 Fate points, with a refresh rate of 3

    ADVANCEMENT

    A PC gains 1 point per achieved adventure goalpoints may be spent to add/increase skills, add/increase Attributes, or add/alter Aspects.It costs 1 point to open/raise a skill, and 4 points to add/increase/alter Attributes orAspects. Skills follow a pyramid form, and highest level skill is set by total of applicableAttributes + Aspect

    Magic and Spells1. Spells are skills, with skill level determining level of spell. They must be charged

    into a (committed to) at the start of the adventure, and can only be changed at arest stop

    2.3. A spell-casting class can invoke their Class aspect to cast a spell. Spells must be

    logically related to the class' specialty. Druids can cast spells dealing with natureand animals, Clerics can cast spells related to their god's domain, and the like.

    a. A spell is a normal ability roll against the target's appropriate ability, and ifsuccessful, it places an Aspect on the target. No one receives a free tagfrom the spell, but anyone can take advantage of the aspect by spendinga Fate Point, as normal. A sticky aspect only lasts the length of thescene.

    Challenges (from D&D)Traps and other dangerous situations can cause stress or consequences, if the roll toovercome them is failed. Use the DC of the trap or save to determine the level ofdifficulty on the roll.

    Monsters have a number of aspects based on their challenge rating (5, +1 for every 4CR) and use their D&D ability bonuses. Their special abilities can be used to define thekinds of actions they can take, and the kinds of aspects that they can tag targets with.For example, a monster with an entangle ability can tag a target with Entangled with asuccessful roll.

    Stats - your abilities total 5 + your level, with none lower than -4.Improvement - levels can give you new ability points, new aspects, and/or new talents.Skills - there are no skills, only talents, which are like ability specializations.

    http://forum.rpg.net/showthread.php?t=299753http://forum.rpg.net/showthread.php?t=299753
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    Magic - there is no spell list. You must spend a Fate point to cast a spell, which createsan Aspect on the target, based on the spell cast. For anyone to invoke or compel theAspect, it costs an additional Fate point.

    Magic may seem unbalanced because of the breadth of possible effects, but it's actuallyquite in line with everything else. To gain the benefits of a spell, the caster must spend at

    least 2 Fate points. Casting a lot of spells means that you will need to also suffer more atthe hands of your Aspects to regain the Fate points that power them. Basically, wizardsare potentially very powerful, but it's balanced by the fact that they will have to suffer themost compels to access that power.

    Treasure and Magic ItemsTreasure acts as a one time Resource skill roll.Magic items apply flat bonuses to rolls, and can define the kinds of aspects that the usercan tag targets with. For example, a +1 Flaming sword adds one to all rolls made with it,and can be used to tag a target with On Fire.