Post by Admin on Apr 22, 2015 4:55:37 GMT
How to make a character.
First, pick out a cool name, and a concept. Human or not? Psychic or not? Immortal or Mortal? Used to physical danger? Used to supernatural Phenomena? Your call.
Character aspects.
The most important part of any character, is the aspects. They should be narrative, and cool, with both advantages and disadvantages. Each one is, essentially, a snarky one-liner.
The first, and most important, is WHO YOU ARE. A one-line summary of a character. "Magic-obsessed goth-girl" "Lovable Demoness" "Idiot Sharkgirl".
The next ones, are four random aspects, though a good idea is the Aspect Alphabet. This aspects alphabet is just SUGGESTIONS.
A is for ambitions, B is for background, C is for Convictions, D is for disadvantages. Pick an aspect, a one-liner, that fulfills each.
Next, take your ability points, and sepnd them on your abilities. Divine blood is ring 12. 5 Refresh, 27 ability points, and 6 advantage points. Each ability costs 1
Ability point, and advantages, well...they vary.
Physical
Agility: Speed, grace, dexterity
Endurance: Health, resiliance, Vigor. Physical Stress Track
Perceptoin: Phsyical sciences, initiative
Strength: Raw power. Physical Stress Track
Mental abilities:
Craft: Creating, programing, singing, sabatoging.
Knowledge: Knowing facts. Can be used to make Declarations
Reasoning: Logic, riddles, puzzles, Math. Can be used to make Declaratoins, and adds to Mental stress.
Willpower: Mental resistance, Mental Stress Track.
Social Abilities:
Deception: Lying, Shadowing, Hiding
Empathy: reading, Counter deceptoin, Psychological healing. (Can be used for Assessments)
Persuasion: Intimidation, Perforamnce, appear, bargaining, convincing: Social Stress.
Resource: Money, Property, Vehicles, Equipment. Social Stress.
Psychic: Warning: The highest are added to each other, most people have 0 in all three, Immortals have all three, Community has one.
Manipulative: Telekinesis, Healing, Energy Control.
Metabolic: Self-healing, Shapeshifting, Enhanced Strength
Sensative: Telepathy, Oracular, Mindscape diving.
Five Speciality Aspects.
The average person, while generally, well, average at such, tend to have a few quirks that spread them out. These are known as Specialty Aspects, and are all tied to
an ability. They may have Well-Honed Tactical Instinct(Reasoning), Not a warrior(Strength), etc.
E is for exceptoinal SKill
F is for Foes.
G is for Gear.
H is for Help.
I is for Inferior Skill.
Advantages.
Every character has three expert advantages, and the rest are purchased with points.
Expert Advantages show years of training or practice in a specific thing, and never cost a fate point. New ones are 1AP.
heroic Advantages cost 2AP, and often require a fate point. They're the ability to do action-movie like stunts.
Power advantages, are the ability to do things no human can do.
Advantages are quite complicated, and as such will not be discussed here. They get their own thing.
Refresh trading.
Refresh can be exchanged for Advantage points, at a rate of 2 refresh for 3 points.
Refresh can be exchanged for EXp, at 1 refresh = 15 EXP.
1 Advantage Pont=10 EXP.
And, yes, the reverse can be used.
Starting Equipment.
"Look at your starting aspects, and pick 5 pieces of equipment related to them". They should not have a higher Cost then your Resources. If you want something more expensive, you have to buy it as normal. You can have an infinite number of zero cost items that make sense. A carpenter doesn't need to worry about having a hammer, etc.
You may also ADD a single facility that gives a bonus equal to +X to a single ability, equal to your resources.. (But only when you're there). Rules for facilities will be expanded later.
(So, six things in equipment total). Equipment should not ALL be at the level of your resources. This is meant to give you a boost, not be an exploit. Furthermore, I'd note that you can still buy stuff by rolling.
Yes, this means someone with Resources 4 can start off with a +4 weapon and +4 armor pretty easily. A canon example of a character doing this in the book occurs, and measures will be taken to ensure it's not too unbalanced. Part of FATE is that you can get a really high bonus, but it's restricted to one VERY specific thing. Even a resources 1 character can get one REALLY good weapon. (See the sample on the sheet).
Comic for simplicity:
Page One Colors: fav.me/d607d0b
Page Two Colors: fav.me/d6kcxg4
Page Three Colors: fav.me/d63x70g
Page Four Colors: fav.me/d697kp0
Page Five Colors: fav.me/d6dsyt3
Page Six Colors: fav.me/d6i55ud
Page Seven Colors: fav.me/d6nchza
Page Eight Colors: fav.me/d6tu31i
Page Nine Colors: fav.me/d6v4krb
Page Ten Colors: fav.me/d6zwrmt
Page Eleven Colors: fav.me/d70vxwg
Advice on good aspects. Good aspects should be double-edged. They have an upside, and a downside. They should be flexible, so there are more ways to invoke them.
They should be clear. FUn, but clear. If people have to ask what it means, it's a bad phrasing. That said, an aspect like "Sings like a cat", is more fun then
"Horrible singing voice"
Another trick? Ask "What matters and why". Note that if you REALLY don't like the alphabet system, you can repeat stuff. And, having at least one serious aspect out of
a bunch of funny, or vice versa, is better design. If all your aspects deal with ONE THING, well, you can't do anything BESIDES that.
First, pick out a cool name, and a concept. Human or not? Psychic or not? Immortal or Mortal? Used to physical danger? Used to supernatural Phenomena? Your call.
Character aspects.
The most important part of any character, is the aspects. They should be narrative, and cool, with both advantages and disadvantages. Each one is, essentially, a snarky one-liner.
The first, and most important, is WHO YOU ARE. A one-line summary of a character. "Magic-obsessed goth-girl" "Lovable Demoness" "Idiot Sharkgirl".
The next ones, are four random aspects, though a good idea is the Aspect Alphabet. This aspects alphabet is just SUGGESTIONS.
A is for ambitions, B is for background, C is for Convictions, D is for disadvantages. Pick an aspect, a one-liner, that fulfills each.
Next, take your ability points, and sepnd them on your abilities. Divine blood is ring 12. 5 Refresh, 27 ability points, and 6 advantage points. Each ability costs 1
Ability point, and advantages, well...they vary.
Physical
Agility: Speed, grace, dexterity
Endurance: Health, resiliance, Vigor. Physical Stress Track
Perceptoin: Phsyical sciences, initiative
Strength: Raw power. Physical Stress Track
Mental abilities:
Craft: Creating, programing, singing, sabatoging.
Knowledge: Knowing facts. Can be used to make Declarations
Reasoning: Logic, riddles, puzzles, Math. Can be used to make Declaratoins, and adds to Mental stress.
Willpower: Mental resistance, Mental Stress Track.
Social Abilities:
Deception: Lying, Shadowing, Hiding
Empathy: reading, Counter deceptoin, Psychological healing. (Can be used for Assessments)
Persuasion: Intimidation, Perforamnce, appear, bargaining, convincing: Social Stress.
Resource: Money, Property, Vehicles, Equipment. Social Stress.
Psychic: Warning: The highest are added to each other, most people have 0 in all three, Immortals have all three, Community has one.
Manipulative: Telekinesis, Healing, Energy Control.
Metabolic: Self-healing, Shapeshifting, Enhanced Strength
Sensative: Telepathy, Oracular, Mindscape diving.
Five Speciality Aspects.
The average person, while generally, well, average at such, tend to have a few quirks that spread them out. These are known as Specialty Aspects, and are all tied to
an ability. They may have Well-Honed Tactical Instinct(Reasoning), Not a warrior(Strength), etc.
E is for exceptoinal SKill
F is for Foes.
G is for Gear.
H is for Help.
I is for Inferior Skill.
Advantages.
Every character has three expert advantages, and the rest are purchased with points.
Expert Advantages show years of training or practice in a specific thing, and never cost a fate point. New ones are 1AP.
heroic Advantages cost 2AP, and often require a fate point. They're the ability to do action-movie like stunts.
Power advantages, are the ability to do things no human can do.
Advantages are quite complicated, and as such will not be discussed here. They get their own thing.
Refresh trading.
Refresh can be exchanged for Advantage points, at a rate of 2 refresh for 3 points.
Refresh can be exchanged for EXp, at 1 refresh = 15 EXP.
1 Advantage Pont=10 EXP.
And, yes, the reverse can be used.
Starting Equipment.
"Look at your starting aspects, and pick 5 pieces of equipment related to them". They should not have a higher Cost then your Resources. If you want something more expensive, you have to buy it as normal. You can have an infinite number of zero cost items that make sense. A carpenter doesn't need to worry about having a hammer, etc.
You may also ADD a single facility that gives a bonus equal to +X to a single ability, equal to your resources.. (But only when you're there). Rules for facilities will be expanded later.
(So, six things in equipment total). Equipment should not ALL be at the level of your resources. This is meant to give you a boost, not be an exploit. Furthermore, I'd note that you can still buy stuff by rolling.
Yes, this means someone with Resources 4 can start off with a +4 weapon and +4 armor pretty easily. A canon example of a character doing this in the book occurs, and measures will be taken to ensure it's not too unbalanced. Part of FATE is that you can get a really high bonus, but it's restricted to one VERY specific thing. Even a resources 1 character can get one REALLY good weapon. (See the sample on the sheet).
Comic for simplicity:
Page One Colors: fav.me/d607d0b
Page Two Colors: fav.me/d6kcxg4
Page Three Colors: fav.me/d63x70g
Page Four Colors: fav.me/d697kp0
Page Five Colors: fav.me/d6dsyt3
Page Six Colors: fav.me/d6i55ud
Page Seven Colors: fav.me/d6nchza
Page Eight Colors: fav.me/d6tu31i
Page Nine Colors: fav.me/d6v4krb
Page Ten Colors: fav.me/d6zwrmt
Page Eleven Colors: fav.me/d70vxwg
Advice on good aspects. Good aspects should be double-edged. They have an upside, and a downside. They should be flexible, so there are more ways to invoke them.
They should be clear. FUn, but clear. If people have to ask what it means, it's a bad phrasing. That said, an aspect like "Sings like a cat", is more fun then
"Horrible singing voice"
Another trick? Ask "What matters and why". Note that if you REALLY don't like the alphabet system, you can repeat stuff. And, having at least one serious aspect out of
a bunch of funny, or vice versa, is better design. If all your aspects deal with ONE THING, well, you can't do anything BESIDES that.