This is based on a thread over at RPG.net where we were discussing using Spirit of the Century Aspects with the new D&D 4th instead of action points (well actulally using Action points with Aspects).
So my thoughts
Action Points
You begin each adventure with 1 action point equal to your beginning aspects, and you can get another one for every milestone in the adventure (2 encounters, The DM compels an aspect placed on you, or special circumstance defined by the DM).
You can spend none or all action point(s) per encounter to invoke aspects or take one extra action on your turn or, It can be spent on a standard, move, or minor action (for this only one Action point per encounter can be spent).
When you take an extended rest, your action points reset.
And
Character Generation
Part 1: Background
This part covers the character’s youth, from birth to age 14, but in a more abstract sense also covers the core concept for the character as a “normal person”. While youth may be a time of adventure and excitement, it is also the time when we are most shaped by our family and environs. This phase is an opportunity to reflect the character’s family and upbringing. When describing events in this phase, consider answers to the following questions:
- What were the family’s circumstances like? Rich? Poor? Scholarly? Isolated? Pious? Political?
- How big is the family?
- How well does the character get along with his family?
- What nation is the character from? What region?
- How was the character educated?
- What were the character’s friends like? Did the character get into much trouble?
Player Rules
- Write down a brief summary of the events of the phase.
- Write down one aspect that is in some way tied into the events of the phase, or the character’s national, familial, or cultural upbringing.
Part 2: First Adventure
Part two is your character’s first adventure, or run in with danger. Because we’re talking about heroes here, while they may have spent some time in the fields working, or spending time in town, it’s more likely that they spent most of their time on top secret missions for elite soldiers, spies, researchers or squires. Alternatively, they may have spent their time in other parts of the world, dealing with the fall of a kingdom, or exploring the mysterious ancient cities of a past age.
This is the time when the characters start coming into their own, and begin realizing their true potential.
Some questions to consider during this period:
- Did your character fight in a war or serve as a soldier? For whom? Where? In what capacity?
- Were you a member of any secret units? Did you meet any of the other characters there?
- Who was your patron? What happened to him or her?
Player Rules
- Write down a brief summary of the events of the phase. Include the name and fate of your mentor.
- Write down an aspect that is in some way tied into the events of the phase.
Part 3: First Campaign
Part three is the character’s first campaign (series of adventures tied to a common goal), involving him or her! Each player needs to come up with a title for the adventure(s) starring his character, in a fashion reminiscent of the pulp fantasy novels. The general pattern is:
Character Name (vs./in.../and) Adventurous Thing!
Examples: "The Phoenix on the Sword", "The Scarlet Citadel", "The Tower of the Elephant", "Black Colossus", "Iron Shadows in the Moon"
Then, each player needs to think up a story to go with his title. The story doesn’t need to have a lot of detail – in fact, it should be no more detailed than a blurb.
Player Rules
- Write down the title and blurb (a couple sentences at most) for your character’s adventures. Don’t nail down all of the details of it yet (you’ll find out why below).
- Write down an aspect that is in some way tied into the events of the adventure(s). (You can delay doing this, wait to see how the next couple of phases play out, and then choose your aspects at the end).
Part 4: Adventuring Party
At the beginning of this part, the GM writes down all the adventure titles on separate sheets of paper or a set of index cards, shuffles the stack, and hands them out. If a player gets his own adventure, he should trade index cards with the person to his right until everyone has a title that isn’t theirs. The title of the adventure a player is now holding is a adventure that his character had a supporting role in. For each index card, the involved players – the player whose campaign it is, and the player who has just received that character’s index card – should discuss the story, and add one or two sentences to the description of the adventure to reflect the supporting character’s role.
Player Rules
- Add a sentence or two to the description of the adventure you’re supporting cast in.
- Write down an aspect that is in some way tied into the events of the adventure. (Again, you can delay doing this .)
Part 5: Adventuring Party
Part five is identical to part four, with the sole caveat that no character can costar in the same adventure twice.
Player Rules
- Add a sentence or two to the description of the adventure you’re supporting cast in.
- Write down an aspect that is in some way tied into the events of the campaign.
Tags: Fate D&D 4th Edition