Fides – I would like 1-3 picked
What does a character believe? How does this belief influence a character’s actions, especially as an adventurer?
A character’s motivating beliefs are hisfides2 (pronounced fee-days). Using fides during game play adds to the social contract between the players (including the DM). The player defines his character’sfides before the game begins. The DM implements opportunities for fidesto be challenged during the game. A character can earn one Action Point per game session perfides. The only requirement is that the character is played in such a way that he acts based on hisfides. Note that there are no requirements that fides strictly dictate the way a character acts. People act contrary to their beliefs all the time. The sole requirement is that the character be role-played with reference to his
Let’s look at an example:
Jeremiah Dawes believes that no insult should be left unanswered. He undertakes a diplomatic mission to a group of Wampanoag Halflings who are blocking passage along an important river. During dinner with the chief, a warrior insults Dawes’s motives. How does Dawes react to the challenge to hisfides? Does he…
…return insult for insult, possibly turning dinner into an ugly verbal altercation?
…demand satisfaction in the form of duel?
…attack the abrasive warrior?
…swallow his pride and bottle his anger so as to not endanger the mission?
Any of these reactions is an appropriate response to thefides challenge. Undoubtedly other possible
responses exist. In each instance, Dawes reacts based on hisfides and an Action Point is earned.
A player can define as few or as manyfides as he and the DM can agree upon. Of course the DM shouldn’t be expected to work challenges for all of every character’sfides each game session; however, it is reasonable that each character be given at least onefides challenge per game session.
As a character develops, his fides may change.
The player can add new ones, get rid of old ones, or change existing ones. This works especially well whenfides change due to the fides change due to the character’s experiences during the game.
Naturae – I would like 2-3 picked
Fides aren’t the only things that shape personality. They might not even be the most important or revealing. A
character may also have one or morenaturae (pronounced nat-oor-eye), or instincts. Naturae represent those things a character does without much conscious thought in response to a particular situation. Likefides, the player writes his character’s naturae prior to the game’s start. The player creates as manynaturae as he and the DM can agreeably
define. Naturae are different fromfides in three ways.
First, the DM doesn’t need to specifically tailor scenarios to regularly include an opportunity fornaturae to come into play. Also unlike fides, a character can earn an Action Point each time hisnaturae come into
play, but no more than once per scene3. Finally, a character earns an Action Point only for acting the way hisnaturae says he acts.
This reflects the crucial distinction betweenfides and naturae. Fides result from reflection and conscious decision.Naturae are reactions, more or less automatic responses that the character has less control over. Of course, this doesn’t mean thatnaturae dictate action. A character may act contrary to his
naturae. He just doesn’t earn an Action Point for doing so.
Let’s look at an example: Jeremiah Dawes doesn’t lie. He is instinctively truthful. While traveling through the woods near
Jamestown, he and his companions stumble across a dwarven slave escaped from a nearby
plantation. They agree to help the slave get out of Gloucester Territory to where the dwarf has a
chance of remaining free. Along the way north, the party encounters a gang of slave hunters. The
lead slaver hunter asks, “Have you seen any escaped slaves?” What does Dawes do? Does he…
…admit they have seen an escaped slave?
…keep his mouth shut and let someone else do the talking?
…lie to the slave hunters?
Any of these options are acceptable, but only the first one earns the character an Action Point.
A character’s naturae may also evolve over time. He may develop new ones, change old ones, and even lose specificnaturae entirely. As always, these changes work best if they occur in response to the character’s experiences during game play.
Metae- I would like 1 picked dont tell other players your metae just text me or email me
At the start of each adventure (not game session), a player may define onemeta (plural metae, pronounced may-tuh or may-tie if plural) for his character.Metae are goals, but they must be something different than the adventure’s main objective.
Even more so than fides andnaturae, it is imperative that the DM be involved in defining metae since it is the DM’s responsibility to make sure each character’s metae are included in the adventure. For this reason,metae must be defined prior to the start of an adventure. After the first adventure, it is best to definemetae at the end of the current adventure so that they are ready by the next adventure’s beginning.
When the opportunity to achieve ameta arises, the character earns an Action Point as long as he reacts accordingly. Success is not a criterion for earning ameta-related Action Point. The only thing that counts is effort.
Let’s look at an example:
Jeremiah Dawes wants to become a member of a Wompanoag Halfling tribe sorcerer lodge. He needs
to earn the approval of a sorcerer lodge elder and pass the initiation test. After the successful
completion of the diplomatic mission to the negotiate free travel on an important river, Dawes gets his
Succeed or fail, Dawes earns an Action Point for seizing the opportunity to achieve hismeta.
It is entirely appropriate for a character’smeta to change each adventure, especially if the character
achieved his meta when he had the chance.
Summary of Role-playing Action Points
A player can earn one Action Point for:
1. Role-playing with reference to hisfides, earning one Action Point per fides per game session.
2. Role-playing according to hisnaturae, earning one Action Point per natura per scene.
3. Attempting to accomplish his meta, earning one Action Point per adventure.
You’ve read about how Action Points can be earned during game play through a character’sfides, naturae, and metae, but what exactly is an Action Point and what do they do? Also, since I’ve used Latinfor other terms, why not here as well?4 An Action Point is a resource that can be spent to affect the game in a variety of ways. There are three
effect categories: Character Effects, Combat Effects, and Die Roll Effects. Different uses of Action Points have different rules, but one rule always applies:
You cannot spend more than one Action Point per round per effect category.
At the start of each adventure (not each game session), a character gets one Action Point. He gains more Action Points during game play depending on his isfides, naturae, and metae. A character cannot have more than six Action Points at any given time.
Action Points Quick Reference Page
Activate Class Ability Gain a free use of an ability that has a limited number of uses per day.
Emulate Feat Gain the benefit of a feat until the beginning of your next turn.
Spell Boost One spell takes effect at caster level +2.
Immediate Attack Attack threatened foe with melee attack.
Boost Defense Double the normal benefits of fighting defensively.
Extra Attack With full attack, make an extra melee or ranged attack.
Extra Move Action Gain an additional move or move-equivalent action.
Negate a Condition Negate dazed, dazzled, fatigued, shaken, sickened, or stunned.
Negate Critical Negate a critical hit scored on you.
Parry Gain DR 5 against a single attack.
Stabilize Become stable at your current hit point total.
Die Roll Effects
Action Dice Add two Action Dice to your Dice Pool.
Confirm Critical Confirm your critical hit without needing to roll for confirmation.
Second Chance Make another save or SR check on the round after an ongoing effect.