Pokemon Hunter - D&d Style Character Sheet Page 2

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Fate: A primer
Approaches or Skills
First of all, this module goes right on top
The main difference between Fate and
of the Fate system. Fate Accelerated Edition
FAE is whether your character has Approaches or
(FAE) is also applicable, if you'd rather. Either
Skills. Each gives a bonus to relevant rolls. You
way, you need to know the core system; that's
won't be using them in combat for this module;
what this page attempts to solve. If you already
the explanation is long and the Fate rulebook did
know it, feel free to skip to the next page.
it better.
If you are learning it here, you are
suggested to grab a character sheet to look at.
Stunts and Fate Points
Also, we will very much be focusing on
Fate Points are a sort of 'currency'
mechanics here; the Fate system by itself is a
between you and the GM. You pay them invoke
very narrative-focused system, unlike this
one of your character's Aspects, or an outstanding
module, so for a full grasp you will still need to
Situational Aspect on which you no longer have a
see the book.
free invoke. Such invokes give you either +2 on
your roll or a reroll, to be decided after the actual
Aspects
roll. You earn them when you or the GM invoke
Here, you lay down the base of your
one of your character's Aspects against you. This
character. Aspects are general characterizations,
is why it is so important for your character to
such as "Guard Captain" or "Aged Veteran."
have flaws in their Aspects. There should be
These should be core to the identity, and have
active trade between the players and the GM.
both good and bad things for your character. The
Stunts are tasks your character has a talent
official character sheet has a slot each for "High
for. These will typically give you a free +2 on a
Concept" and "Trouble" which are almost always
roll in a specific scenario. Check the rulebook for
wholly-beneficial and wholly-detrimental,
more examples. For this module, stay away from
respectively. It's your choice whether to follow it.
anything related to fighting pokémon or
Later on, the need to have both good and bad
monsters.
characteristics will become clear with Fate
Your character has a default of 3 Stunts
Points.
and 3 Refresh. At the beginning of a session,
your Fate Points are brought up to your Refresh
Resolution
if you're below it. You may trade a Refresh for a
Stunt, but you can't go below 1 Refresh.
When you need to roll dice, you roll 4dF
(called either Fudge or Fate dice). These are six-
Stress and Consequences
sided dice with two minuses, two pluses, and two
blank sides. Each plus and minus adds and
Finally, you have your character's vitals.
subtracts one to the result of the roll, from -4 to
When you fail to stop an attack, the difference
+4.
between your Defense roll and the incoming
Stressful actions are separated into four
Attack roll goes to your Stresses and then, when
categories: Attack, Defend, Advantage, and
you run out of those, your Consequences.
Overcome. Attack is anything direct or offensive,
Stresses are temporary bruises and scratches,
combat or otherwise, while Defense is about
stuff you brush off afterward. They protect you
holding someone off as well as keeping them
from Consequences, which are much more
from reaching an advantage, assuming you are
permanent and can't be dealt with until after
able. Advantage actions are about creating a
combat, or even after the hunt. Each of the boxes
Situational Aspect that gives you an advantage on
can hold that number of points in damage, but
your opponent; doing so gives you and your
note that any box cannot be used more than once.
compatriots two free invokes of it. Overcome
Even if you only put 1 point into the 3-point box,
actions are to deal with Situational Aspects (thus
that box is spent.
removing them). This is the general out-of-
Under Fate Core, your Physique and Will
combat roll as well.
give you additional boxes for their stresses.

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