balthazar wrote:
Clergy in a magic-heavy environment?
Okay, now I'm kind of hoping someone goes with this.
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So. Three characters; one Ranger, one Tool-and-die maker, one (probably) Refridgeration Technician. This sounds good to me. So, character creation.
I take it you're all aware of the FATE system, especially with regard to how Aspects work?
In case the answer is "no": Aspects are a centrla mechanic in FATE. You have a certain amount of FATE points, which you can spend to do extra-dramatic stuff - you can spend a FATE point to increase
any role by +2, as long as you can invoke an aspect that is advantageous. For example, if you have an Aspect called "Silver Tongue", you can use a Fate point to gain a +2 when trying to persuade an angry mage that you are not his enemy. (Note that, instead of invoking one of your own Aspects, you can rather tag one of someone else's, or an Aspect of the environment - this still costs you a FATE point,
unless you correctly guessed an Aspect which had not been mentioned before, in which case you may tag it (once, immediately) for free). Alternatively, you may invoke an Aspect for an
effect, spending a FATE point to declare something related to the Aspect. For example, a characer with the "Always Armed" aspect can spend a FATE point to declare that he has
another gun hidden somewhere in his clothing.
Aspects can also be used
against you. For example, you may have an aspect called "Clumsy"; I, as GM, can compel this aspect at any time, offering you a FATE point. If you accept the compel, then something bad happens to you; perhaps you drop a sword at *just* the wrong moment. However, you also get a FATE point in exchange... You do not
have to accept the compel. If you prefer, you may reject it by spending a FATE point (assuming you have some to spend). Compels can escalate - I may offer a two-point or even a three-point Compel. It will take an equal number of points to buy it off, and the severity of the consequences of accepting the Compel go up with the number of FATE points offered... one FATE point may make you drop a sword, but two may make it fly out of your hand into something important.
The
ideal Aspect, therefore, can be used both in your character's favour (spending FATE points) or against him (gaining you more FATE points to spend). Someone with only positive Aspects will find himself running low on FATE points, while someone with only negative will gain a lot of FATE points but have little to do with them...
What Aspects can you have? Anything you want. Make up names for them. We'll get to how many Aspects you start with soon.
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Apart from Aspects, your characters will need Skills. There is a list of Skills in the table on the right over
here (left-hand column only - the right-hand column shows the category of the skill on the left). Looking further down on the page will tell you what each skill does, and how it can be used. You will have one skill at +5, two skills at +4, three skills at +3, four at +2, and five at +1. (You are at +0 in all other skills) This means that you are all genuinely
exceptional at what you do best - your average working Scientist only has a +1 in Science, for example.
You will also need Stunts (see
here and following). You get five of these. If you would like to create your own Stunt, of more-or-less equivalent power, you're welcome to do so; I'll just need to approve it.
Then you need to consider your character's backstory.
The first phase of backstory is growing up, Where was your character born? What sort of family did he have? Who werehis parents? How did his story begin? Describe this time in his life briefly, and create two Aspects relating to his youth.
The second phase is how your character first discovered his talents. Did he train with a secretive set of warrior monks, or did he prefer the more mundane route of a university education? Who was his mentor, and how did he train? Again, create two Aspects relating to this phase of his life.
The third phase is his (so far) greatest triumph as a Hero. What did he do? Take down an evil Corporation? Save someone else's life? Write a scientific paper showing a new Grand Unified Theory? Write one or two sentances describing the events (leave some space for others to help) and create two Aspects relating to this part of your character's life.
Phase four: Guest starring. You have played a part in someone else's greatest triumph! Describe how you helped one of the other characters in their Phase 3 story, and create two Aspects relating to this. (Note that, since this requires waiting for other peoples' Phase 3 stories, it can't be done until you've seen that).
Phase five: Guest starring again! You can't guest star in the same adventure twice; but other than that, this is exactly like Phase 4! Two more Aspects.
Once that is all done, you should have ten Aspects, fifteen Skills, five Stunts, and a complete backstory for your character. And then we can begin!