IK Fate Aspects

As part 0.11 of the IK Fate Roadmap, it is necessary to generate a representative sampling of Aspects that characters in the Iron Kingdoms may find useful or interesting. I will break them up into a handful of subcategories for organizational purposes. This is not intended as a complete listing of possible aspects, as a total lock-down of the character-generation process strikes me as antithetical to the Fate system.

Professional Aspects

This subset of aspects describe a character by what he does, and will generally fill the role of D&D character classes.

  • Fighter: Is a well-trained man of arms. Would be used to affect combat resolution with melee or ranged weapons, to perform extraordinary tactical feats, or in the planning and execution of tactical and strategic maneuvers.
  • Berserker: Would be used to affect combat resolution with melee or ranged weapons, for feats of strength and endurance, and for survival lore.
  • Scout/Woodsman: Would be used to affect combat resolution with melee or ranged weapons, for survival lore, and for preparation and detection of ambushes.
  • Thief: Would be used to affect skills generally associated with criminal enterprise and treacherous combat maneuvers.
  • Paladin: A holy warrior and practitioner of divine magic. Exemplifies the virtues of civilization and charity. Would be used to counteract fear or disease, or to affect combat resolution, or to invoke miracles.
  • Cleric: Is a representative of a religious sect. Would be used to counteract disease, invoke miracles, or affect the undead (turning or commanding).
  • Druid: Is a practitioner of divine magic, either on behalf of a nature-related deity or direct manipulation of latent natural power. Can be used to control animals, stone, plants, and the weather. Can be used to shapechange into an animal.
  • Wizard: Is a trained practitioner of arcane magic. Can be used to learn or cast arcane spells. A character with this aspect must prepare spells in advance, but is capable of knowing an unlimited variety of arcane spells.
  • Sorcerer: Is a spontaneous practitioner of arcane magic. Can be used to learn or cast arcane spells. A character with this aspect may cast any spell he knows spontaneously, but is limited in the number of spells known.
  • War-bard: Is a chronicler and keeper of law, a spontaneous practitioner of arcane magic. May be used to assist allies, know an obscure piece of information, and learn or cast arcane spells. A character with this aspect may cast any spell he knows spontaneously, but is restricted in the number of spells known and the types of spells he may learn.

Certain character classes are unique to the Iron Kingdoms, and should also be represented:

  • Alchemist: A scientist and practitioner of arcane magic especially adept at the creation of various admixtures, potions, and such.
  • Arcane Mechanik: A practitioner of arcane magic especially adept at the creation of mechanika.
  • Bodger: A highly-skilled individual that is adept at performing hasty repairs and coaxing machines and mechanika to perform well.
  • Exemplar: A holy warrior dedicated to Menoth, more concerned with a strict adherence to the precepts of his god than to mercy, compassion, or charity.
  • Fell Caller: A trollkin gifted with the ability to perform remarkable feats through use of his voice.
  • Gunmage: A spontaneous practitioner of arcane magic with a particular affinity for pistols.

Professional specificity

One commonly-reported failing of the D&D system is that classes like “Fighter” or “Rogue” are too vague, encompassing too many wildly-divergent character concepts. Some classes are more specific than others, with the Iron Kingdoms-specific classes being good examples. The Druid and Paladin classes have also been reasonably clear-cut core concepts over the years. Even these benefit from some additional depth, possibly creating more opportunities for the player and DM alike to invoke a given Aspect:

  • Winterguard Conscript: this character has been drafted into the Khadoran military as rank-and-file infantry. This may be used in the same way as the Fighter aspect, but carries additional baggage specific to the particulars of being involved in the Khadoran military.
  • Illuminated Mage: This character is a Wizard in the employ of the Order of Illumination, a religious organization affiliated with the Church of Morrow that hunts down necromancers and infernalists. This may be used in the same way as a more generic “Wizard” aspect, but makes available certain resources in the form of certain divine spells and contacts. This aspect also carries with it strong obligations and a laundry list of supernatural enemies.
  • Brother of the Order of Keeping: This character is a member of the Order of Keeping, and ascetic order dedicated to the maintenance and protection of the Church of Morrow’s religious artifacts. This may be used in the same way as the more generic “Monk” aspect, but has more useful flavor.
  • and so forth…

Background Aspects

The Iron Kingdoms is a good setting with a lot of cohesive, well-flavored background. Characters in it should, too. Examples can readily be based on the various sub-cultures or races:

  • Sulese: The character is from the Protectorate of Menoth, from a subculture that is renown for the fervor of its faithful, with a rich history stretching back to the roots of Immorese civilization.
  • Tordoran: The character is from the dominant culture of Ord. Tordorans are known to be capable sailors, intractable warriors, and heavy drinkers.
  • Thurian: The character is from the Thurian subculture. The history of Thurian brigands, pirates, Wizards, and Sorcerers has had an unbroken chain of notable figures for hundreds of years. In Ord, Thurians are a somewhat lower caste than Tordorans.
  • Rhulic: The character is a Dwarf from the nation Rhul. Rhulfolk are fine craftsmen, sturdy warriors, and have an exceptionally rich and complex culture and legal system.
  • and so forth…

General Descriptions

Many of the aspects from the core Fate rules apply well to adventurous characters in the Iron Kingdoms as well. Aspects with specific real-world connotations (such as “Irish”) need not apply.

  • Rich: Outside of the events of play, the character has significant wealth, which is useful in many ways. Sadly, what he has, so many others want…
  • Strong: Break things!
  • Fop: A cultured gentleman can turn to excess. While Fops are usually skilled in social arts, they are also prone to a variety of vices, and have a most unwholesome reputation.
  • Duty: The character owes a duty to some one or thing which should come out of creation. Alternately, the character may simply take all of his responsibilities very seriously.
  • and so forth…