This is the place to get a look behind the design and development process of the Fireborn RPG. Lead Developer Robert Vaughn and other members of the development team will periodically post a new article about Fireborn's design philosophy and other elements of the game.
The Elements of Fireborn
Earth, Air, Fire, and Water: the four cornerstones of all the worlds of Fireborn, whether spiritual or physical. Every creature in Fireborn is a composite of these elements, called their aspects. Of course, we're not suggesting that living beings are actually made up of these four substances. However, there is something intuitive about the four elements and the roles they play. Likewise, this is a game about dragons. The dragons are, above all else, forces of nature given living form. What better way to represent them than via the
most primal elements from myth and legend?
While many roleplaying games try to define portions of human ability in rigid categories, such as strength, reflexes, intelligence, wisdom, and so forth, Fireborn takes a more holistic approach. Your aspects are not concrete stats reflecting your character’s exact capabilities; rather, they represent potential, focus, and natural talent. They are a reflection of a character’s inner nature, and represent how much of his focus and energy can be directed to accomplish a specific task at hand.
Each character’s aspects are individually rated with a score between zero and six. Zero represents a complete lack of capacity in the relevant area (such as a character who is crippled or suffering from a mental defect), three represents an average human’s capacity in the modern age, and six represents the maximum capacity of a human . . . but not an animal, supernatural creature, or scion, all of whom can perform superhuman feats.
Fire
Action, movement, strength, and primal passions are the domain of the aspect of Fire. This aspect steers aggressive physical action like combat or contests of physical skill, as well as active exertion like lifting or jumping. If you want to smite your enemies and laugh over their corpses, Fire is your best bet. Individuals with high Fire are typically strong, ferocious, have good instincts in battle, and have the attitudes to match. They often resort to violence — and it works.
Air
Reasoning, aggressive logic, awareness, insight, and planning are all governed by the aspect of Air. While predominantly an aspect that expresses itself mentally, not physically, Air can come into play during physical activities that involve careful thought and awareness, like attempting to move stealthily or when interacting with others. Leaders, scoundrels, and mystics all rely on Air, as it denotes characters with keen minds, slippery personalities, or intense demeanors.
Water
A character’s stamina, resistance to disease and minor injuries, and defensive reflexes are controlled by Water. Just as a river flows around a rock in its path or absorbs debris and keeps flowing, so the aspect of Water protects its possessor by allowing him to absorb blows or dodge them. A person with high Water might appear robust and healthy or incredibly swift and agile; the hows and whys aren’t as important as the fact that the aspect of Water is what keeps you alive.
Earth
Willpower, concentration, and sense of self are all part of the aspect of Earth. Earth helps you maintain focus while remaining aware of your surroundings. Add to that the fact that Earth controls your resistance to being affected by spells, your ability to ferret out lies and deception, and the amount of karma you can utilize, and Earth becomes a potent aspect indeed. Individuals with high Earth may be reliable, balanced, wise, or stoically confident.
Dynamic D6
Fireborn uses a new dice system called dynamic d6 to represent the constantly changing attention of participants in an action scene. Heroes in Fireborn don’t just swing a sword or jump a chasm or cast a spell. They feint, dodge, grit through pain, and slash with a weapon, all at once. Combat and contests are fluid, dynamically changing exchanges, whether the battlefield is physical, mental, or social. The dynamic d6 system builds on and accentuates that rhythm. As the name suggests, the system uses six-sided dice. When making a test, a character rolls the number of dice he has in the relevant aspect. So a character jumping across rooftops would roll his Fire dice, a character dodging bullets would roll his Water dice, a character intimidating a foe would roll Air, and a character resisting a mind-control spell would roll Earth.
Skills & Stances
The dynamic part comes in when you add skills. Aspects are natural talent and potential, but one character with a high Fire might be an expert martial artist, while another has never been in a fight in his life but is hell on wheels in the driver’s seat. To represent this training and experience, add skills.
To understand how skills work, keep this in mind: aspects are more than just talent, they also represent your resources, your attention, the amount of energy you can devote to any one act. If you are a trained athlete, yes, you may have excellent strength and agility, but your training comes into play when you use your sense of balance (Water), your timing and hand-eye coordination (Air), and your resistance to pain and weariness (Earth) to increase your performance. Skills take all that into account. Rather than the tired “Attribute + Skill” roll, Fireborn characters make a choice every turn. Any time you wish to use a skill as part of a test, you can roll that many more dice in the aspect being tested... but those dice have to come from somewhere else. When swinging a club at a dreaded beast or a drunken brawler, you can move dice, say, from Water to Fire. The number of dice you can move is equal to your skill in, in this case, Melee. If you’re a novice combatant, you may be able to move one or two dice to Fire to assist with the test. If you’re an expert, you can go for the gusto, really pounding your foe by moving your entire pool of Water dice into Fire. But whether you’re a newbie or a veteran, your attention to swinging that club has to come from somewhere; if you moved all your dice from Water, that means you just left yourself open to a counterattack.
Moving dice back and forth is done several times in a combat; where your dice are situated, whether offensive or defensive, physical or mental, is called your stance.
Edges, Powers, & Legacies
Aspects, skills, and stances are the heart of the Fireborn system, but there’s much more beyond that simple and elegant kernel. Every character has edges like Aggressive, Daunting, Fluid Fighter, and Glory Hound. These are the tricks and talents that separate one street thug from the next, one mystic from another.
Creatures with abilities beyond the human norm, whether they be wild animals or supernatural foes, also have powers. Clarity, Mythic Leap, and Shadow Spinner are examples of these, things that should be impossible for any human to manage... but then, your character isn’t just any human.
Finally, the realization of a dragon’s true abilities lies in its legacy. Legacies are the tapping of a creature’s deepest resources and most terrible self, whether to protect or destroy, heal or harm. These are the signature effects, the abilities that become legends, the weapons that change the world. Legacies give you the power to turn your enemies to stone, to summon storms and lightning to do your will, to immolate your foes in flame or shroud their minds in fear.
In the diagram here, the character has base aspects of Fire 5, Air 4, Water 3, and Earth 2. He is very aggressive and a clear thinker, but doesn’t have a very strong will or a strong survival instinct. When faced with an opponent, he wants to roll more than just his base Fire. Let’s say he has Melee 4 as a skill, so that means he can move up to 4 dice from any other aspect into Fire before rolling. He chooses to move 4 dice from Air, since he’d rather pummel his enemy than trick or outmaneuver him. That leaves him 3 dice in Water if his enemy swings back, and 2 in Earth if anyone tries to hoodwink him or cast a mind-control spell on him.