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03/01/12(Thu)16:09 No.322336>>321938 All rolls in Fate use 4d6. two faces are minuses, two are blank, and two are pluses. (There are special dice, or I just say 1-2 is a minus, 3-4 is a blank, and 5-6 is a plus) The roll is added to your relevant skill. So, if Twilight wants to make a jump, she rolls the dice (6, 2, 3, 3), and adds 1 from Athletics. So she gets an average (+1) result. Now, Twilight has Aspects. Aspect can be invoked to add a +2 to a relevant roll. So, if Twilight were trying to research a magical effect (Lore skill), she'd roll 4d6, and add her Lore Skill (4). Say she rolls 2, 3, 4, 3 . That's only a Good (3) Check. She gives the GM a fate point and says "Surely, CELESTIA'S #1 PUPIL would know that!" and gets a +2, bringing the result to Superb (5). FATE POINTS: In FATE, characters have a refresh rate. This is the amount of Fate points they get when the GM says they refresh. it is also the pool from which stunts and powers draw. So a 6 refresh character may have up to 5 points of powers/stunts, and get a single fate point, or they can choose fewer abilities, and more points. Stunts are passive bonuses to skills in set situations. For Twilight, she's a Capable Researcher, so it takes her [half] the time to find something out through research. Finally, powers: Powers are supernatural abilities of characters. Most Unicorns would have Channeling, which is a focused use of magic in a specific setting (like, only fire, or, can find and manipulate gems). Twilight has Evocation, which allows her to make spells on the fly, representing her greater facility with magic. |