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How to make and play a character: Difference between revisions

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Latest revision as of 21:06, 13 May 2025

  • Mantles
    • The mantle you select for your character encompasses their character type, general role in the game, and place in the supernatural or mortal world.
  • Stunts
    • A stunt reflects specialized training, supernatural gifts, exotic equipment, access to special resources, or anything else granting a unique perk in a particular situation.
  • Approaches
    • Flair: An action that draws attention to you, replete with style and panache.
    • Focus: Time-consuming action in which close attention is paid to detail so the task is properly executed on the first attempt.
    • Force: A display of brute strength rather than subtlety.
    • Guile: An effort focusing on misdirection, stealth, or deceit.
    • Haste: A dexterous movement with alacrity.
    • Intellect: Quick thinking, the solving of complex problems, or accounting for numerous variables at once.
  • Aspects
    • An aspect is a word, phrase, or sentence that highlights something fundamental to your character’s portrayal. Your character is at a minimum going to have three aspects
      • A high concept: one phrase or sentence that communicates their distilled essence.
      • Troubled: a phrase or sentence describing a source of internal or external conflict: a personal weakness, recurring enemy, or important obligation, anything that complicates their existence.
      • Third aspect: anything that can further explain your character.
  • Refresh and fate points
    • Your refresh determines your minimum number of fate points received at the start of each game session.
    • you can spend one refresh per additional stunt you buy at creation and milestones
  • Conditions
    • A condition represents and initiates special rules following certain events during the game.
      • Fleeting: You recover from the condition during a prolonged respite from the action, at the end of the scene, or at some other similarly trivial point.
      • Sticky: Concrete action must be taken to recover the condition and role play or downtime actions is typically mandated.
      • Lasting: Same as a sticky condition but time must pass (usually an entire session), or you must also fulfill a secondary objective, to completely recover.
  • Damage System
    • Stress represents your character suffering fatigue or annoyance, taking a superficial wound, or otherwise feeling the strain of their exertions. you get 6 boxes of stress.
    • In Peril (sticky): Negate up to four shifts of damage from the attack. must take some kind of action to resolve
    • Doomed (lasting): negate up to 6 shift of damage from an attack. must take some kind of action to resolve and let time pass for healing

References

  1. "Dresden Files Accelerated". 12 February 2017.