Using Icons

Usually, the Icons that turn up in a relationship roll before the next session is used for planning purposes. However, due to the variety of Icons, and the large number of players, this isn’t possible all the time – even if the story incorporates all the rolled Icons, it would be tangle of plot, conspiracies and events (and what did we say about reducing the paranoia in the campaign?)

Hence, here are the ways you can pro-actively invoke your Icons. With this design in mind, you will find less obvious clues when you are stuck.

Plot Points and Icons
Even if you didn’t roll a 5 or 6, you can still spend a Plot Point to invoke your Icon. Do not worry whether it is conflicted or positive – it’s just the tone of the interaction. However, once you invoke, roll a d10. Score from 1 to 5 means it’s an ambiguous advantage , 6 to 20 means it’s an outright advantage.

Quick Note: I have decided to split Fate Points into 2 pool – Valour and Plot Points. Valour Points are used as per usual, Plot Points is for invoking your One Unique Thing, Backgrounds and Icons. The reason is – well, Fate Points are too important in combat. How does this work? Check out Plot Points and Valour Points.

What can you use Plot Point for?

Each Icon will have a list of skills, knowledge, contacts and boons — the list is not exhaustive, but it is meant for you extrapolated from.

An example – the Wandering Wizard maintains many safe houses and caches of supplies, items and weapons, for he is always wandering from place to place to hunt arcane horrors and to stop the end of the world as we know it. If you have a boon with the Wizard, you could spend it and declare that there’s a safe house near by and it may have some items you need to face the enemy. If it is an outright advantage, you know where it is. If it is ambiguous, either you have to track it down (you’ll find it, just how soon) or the Wizard will ask you something for the favour.

Using Icons

Fate of the True Empress ExtraKun