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    <title>Daggerheart x Fate :: DaggerheartxFate</title>
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      <title>9.Quick Reference</title>
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      <pubDate>Fri, 10 Jul 2026 10:09:09 -0400</pubDate>
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      <description>9. Quick Reference Aspects&#xA;“Counts as an Aspect” means: can you spend Hope on it, or can the GM Compel it? (§1.1). That test matters more than what category it’s filed under. Scene/NPC/Item Aspects, Experiences, and eligible Conditions all qualify. Native Aspects: flat +2 per invoke, 1 Hope each (player) / 1 Fear each (GM), stackable. Experiences keep their own math when invoked (their stated bonus, not flat +2), and only their owning PC can use them. Sharing the word “Aspect” doesn’t mean sharing the number or who can use it. Bookkeeping matters most for Scene/NPC/Item Aspects and their banked free invokes — the only ones with no spot on the sheet. You need a physical or digital surface (cards, whiteboard, shared doc). Experiences and identity are already written down, so they’re not the risk. Soft budget: about 2–3 live Aspects per scene. More than that? Ask if the newest one actually matters, or if it’s just color. Create an Advantage (Establish) Normal action roll → plant an Aspect. Crit = 2 free invokes. Success with Hope = 1 free invoke. Success with Fear = Aspect planted, GM gains Fear. The Scene Clock — different from standard Countdowns (§3.5) Standard Countdowns live inside the story, can run several at once or at different sizes, and can move backward (dynamic countdowns move 0–3 based on roll quality, sometimes the wrong way). They still work exactly as written — this doesn’t replace them. The Scene Clock works like Pandemic’s player deck, not a Countdown: one-way only, always just one per scene, and outside the story (the characters can’t sense it) — a limit on table time, not an in-story threat. Count = the sum of all Spotlight tokens spent, table-wide. No separate tracking needed. Size: 3/player (Standard), 2/player (Major), 1–2/player (Climactic) — a starting point; big or high-stakes scenes get one bigger clock (sized by GM judgment, not the formula), with as many standard Countdowns running underneath it as the story needs. At 0: the consequence announced beforehand locks in — not a fresh complication, a hard stop. Whatever’s unresolved stays unresolved. Weigh both party size and how many complications you expect when picking a tier. Overturning an Aspect Normal action roll → replace or clear an existing Aspect. Crit = cleared/replaced, 2 free invokes on the new Aspect. Success with Hope = cleared/replaced, 1 free invoke. Success with Fear = downgraded, not cleared, GM gains Fear. Failure = unchanged or worse. Spotlight Tracker 3 tokens/player. Refresh at scene end (or per-round, optional tightening). A token is spent when a stake is resolved (roll or GM ruling). Not “any action.” Not “any resource spent.” Aspect invokes never cost an extra token. Applies to all scenes, not combat-only. Compels Offered before a roll, or separately from one — tied to an Experience or a live Aspect. Free to offer. Accept = player gains 1 Hope. Decline = no cost, no gain. Can target any PC, no matter their current Hope — the 6/12 hard caps handle keeping it in check. Never a reaction to a failed roll. Ask, Answer, and Declare Ask (free): unchanged from the core rules. Covers questions and simple statements alike — no separate rule needed. Declare — Aspect-Justified (1 Hope): costs Hope because the player is briefly using GM-like power over the story — putting a new fact in that’s now locked in as true. That’s why it costs something, not because of the Aspect requirement itself. The Aspect requirement is just the guardrail on that power. Must point to something that counts as an Aspect (§1.1). Never grants free invokes (see §2.1’s boundary with Create an Advantage). Contested declarations → Reframe Rather Than Reject (existing GM Principle, no new mechanic). Optional: spend one more Hope to force a contested declaration through anyway. Golden Rule of this supplement: always tell players the stakes before they spend. Complicate, Not Terminate (table philosophy, not an official rule — §8)</description>
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      <title>8.Complicate Dont Terminate</title>
      <link>http://localhost:1313/complicate-dont-terminate/index.html</link>
      <pubDate>Fri, 10 Jul 2026 10:08:38 -0400</pubDate>
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      <description>8. Complicate, Not Terminate (Failure Severity Guidance) (new) This is table philosophy, not an official rule — worth saying plainly instead of letting it pass as settled fact. The core rules only promise Failing Forward: “every time you roll the dice, the scene changes in some way… there is no such thing as a roll where ’nothing happens.’” That’s real, official text — but it stops there. It doesn’t say the change has to match the size of what was actually being risked.</description>
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      <title>7.Tell Players the Rules First</title>
      <link>http://localhost:1313/tell-players-the-rules-first/index.html</link>
      <pubDate>Fri, 10 Jul 2026 10:08:02 -0400</pubDate>
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      <description>7. Tell Players the Stakes First (Essential Requirement) Every tool in this supplement asks players to spend a scarce resource. That includes invoking an Aspect, Create an Advantage, Overturning an Aspect, and the Spotlight Tracker. Each one asks you to spend Hope or a token against a Difficulty number. The core rules don’t require the GM to reveal that number ahead of time. That’s fine at the normal pace of the core game. But this supplement asks players to spend resources a lot more often. Without steady communication about the stakes, spending a scarce resource against an unknown target starts to feel like gambling — not a real tactical choice. That’s exactly the problem this whole supplement exists to fix.</description>
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      <title>5.Overturning an Aspect</title>
      <link>http://localhost:1313/overturning-an-aspect/index.html</link>
      <pubDate>Fri, 10 Jul 2026 10:07:20 -0400</pubDate>
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      <description>5. Overturning an Aspect (new) Fate has a formal move called Overcome. It replaces or clears an Aspect already in play. The earlier version of Create an Advantage in this supplement only covered making Aspects, not unmaking them. This section closes that gap.&#xA;5.1 The Move A PC tries to replace or clear an existing Aspect. They take an action that makes sense in the story. Resolve it as a normal action roll. The GM sets the Difficulty from the story — how big a deal the Aspect is, plus any GM invoke against it per §1.4. Tell the player this clearly before they commit (see §7).</description>
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      <title>4.Compels</title>
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      <pubDate>Fri, 10 Jul 2026 10:06:46 -0400</pubDate>
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      <description>4. Compels 4.1 What a Compel Is A Compel is the GM offering a complication ahead of time. It’s tied to anything that counts as an Aspect (§1.1) — a PC’s Experience, Class/Ancestry/Community identity, an active Aspect, or an active Condition. The player gets Hope in exchange. Unlike invoking an Aspect, a compel happens before a roll, or separate from one entirely. It’s not a reaction to a bad dice result. Don’t use it as one — that would pay for the same beat twice, since Failure with Hope already rewards a bad roll.</description>
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      <title>3.The Spotlight Tracker</title>
      <link>http://localhost:1313/the-spotlight-tracker/index.html</link>
      <pubDate>Fri, 10 Jul 2026 10:06:17 -0400</pubDate>
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      <description>3. The Spotlight Tracker (Extended) 3.1 Base Rule (from the Daggerheart core rules) At the start of a session or scene, each player takes 3 tokens. Spend one token each time a stake gets resolved (see §3.2). When a player hits 0 tokens, the spotlight skips them — until everyone has spent all of theirs. Then tokens refresh.</description>
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      <title>2.Create an Advantage</title>
      <link>http://localhost:1313/create-an-advantage/index.html</link>
      <pubDate>Thu, 09 Jul 2026 22:24:32 -0400</pubDate>
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      <description>2. Create an Advantage 2.1 The Move A player says they’re trying to make something true about the scene, an enemy, or an object. The GM sets Difficulty the normal way, same as any other action roll. This is a fourth kind of roll, alongside Daggerheart’s existing ones (attack rolls, trait rolls, Spellcast rolls).</description>
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      <title>1.Aspects</title>
      <link>http://localhost:1313/aspects/index.html</link>
      <pubDate>Thu, 09 Jul 2026 22:19:33 -0400</pubDate>
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      <description>1. Aspects 1.1 What Counts as an Aspect Aspects and Experiences used to feel like two separate systems. This supplement treats them as one. Here’s the test: if you can spend Hope on it for a bonus (§1.3), or the GM can use it to cause a complication (§4), it counts as an Aspect. It doesn’t matter where it came from. Right now, this list counts:</description>
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      <title>0.Design Intent</title>
      <link>http://localhost:1313/design-intent/index.html</link>
      <pubDate>Thu, 09 Jul 2026 21:30:21 -0400</pubDate>
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      <description>Who is this for? This is for players who want to play Daggerheart&#xA;0. Design Intent Daggerheart is marketed as a collaborative storytelling experience.&#xA;But while Daggerheart’s core rules are something like 70% combat, with little to no mechanics for ensuring true collaborative gameplay, the otherwise compelling design polish, balance, innovative Hope and Fear mechanism might be little more than a variation on a very Dungeons and Dragons (5e) theme.</description>
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