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fate:character [2013/01/07 20:08]
galacticcmdr [Skills]
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-====== Character ====== 
  
-Creating a character in the Fate system for Miranda is a pretty straightforward event. You settings are determined by what level you are entering the campaign. The character is traditionally designed starting from the aspects before picking your skills and equipment. A well rounded character can be built by simply following the aspect build steps - skills serve as the mechanical hows to the aspect'​s whys. 
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-===== Settings ===== 
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-^ Level  ^ Aspects ​ ^ Refresh ​ ^ Skill Points ​ ^ Max Skill Level  ^ 
-| Beginner ​ | 2  | 4  | 10  | Good(+3) ​ | 
-| Skilled ​ | 3  | 5  | 16  | Good(+3) ​ | 
-| Veteran ​ | 3  | 6  | 20  | Great(+4) ​ | 
-| Hero  | 4  | 7  | 30  | Great(+4) ​ | 
-| Champion ​ | 4  | 8  | 35  | Superb(+5) ​ | 
-| Legendary ​ | 5  | 9  | 50  | Superb(+5) ​ | 
-| Epic  | 5  | 10  | 56  | Fantastic(+6) ​ | 
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-===== Aspects ===== 
-//See also: [[Aspects]]//​ 
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-Aspects are descriptions that describe you as an individual - all characters have access to skills, but your character may have the unique aspect of //Deadliest Pirate on the [[atlas:​Caragan Sea]]//. Some aspects may **unlock** power or restricted skills (see Skills below) based upon their wording. Aspects not only convey positive descriptions,​ but negative descriptions as well. An aspect can be [[actions#​invoked|invoked]] to positively affect a situation or [[actions#​compelled|compelled]] to negatively affect a situation. A good aspect is one that can be seen as both a positive and negative in the character'​s life. 
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-Aspects should be filled out in the following order: 
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-  - High Concept 
-  - Trouble 
-  - Remaining Aspects (up to the maximum allowed) 
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-You do not have to fill out all of your character'​s aspects, but you cannot have more aspects than allowed unless they are temporarily gained during the game. Aspects that are left open can be used at anytime during play, even interrupting a current action. However, once an aspect has been named it is filled in on the character sheet. Aspects can be changed during [[milestones]] gained during play. 
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-<note tip> 
-**Example:​** If Doug is designing up a Heroic Character he gets 4 Aspects. He must determine both his High Concept (//Banished Vizer//) and Trouble Aspects (//The Hand of [[lore:​Uhl]]//​) first. After that he decides to create a third aspect (//A sucker for a good cause//) and hold his fourth until something happens during the course of play. 
-</​note>​ 
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-==== High Concept ==== 
-This could be you early days on the farm, in the army, as a mercenary, or an apprentice or beggar. It is the most important aspect for your character and represents their core. It is not the first stage of your life, but it does represent how you are seen in the story. Examples include //Black Hand Mercenary Captain//, //Storm Wizard of the [[atlas:​Iron Mountains]]//,​ or //Dwarven Silversmith//​. 
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-Miranda is a human-centric world and as such if the character is of any non-human race it must be worded as part of the High Concept for that character. As an example, a human character does not have to have their high-concept be //Human Fire Wizard//, but an [[bestiary:​Elf]] would have to have //High Elven Fire Wizard// to signify that they are an high elf. 
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-==== Trouble ==== 
-The trouble aspect is what causes you the most difficulty. This is often the key hook that can be used to bring your character into the adventure. This could be a //Sucker for a Pretty Face//, //I will believe Anybody//, //In debt to [[lore:The Guild]]// or //My Father is the High Lord//. 
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-==== My Adventures ==== 
-The rest of your aspects can be used to describe your occupations (//I have the finest wares in [[atlas:​Celinus]]//​),​ Friends (//Friends in Low Places//), Legends (//​Deadliest Archer in the XX Selcarian//​),​ or even signature bits of equipment (//Wielder of the Axe of Shades//). 
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-Using an aspect to identify a signature piece of equipment has the advantage that it can never really be taken away from the character as long as the aspect remains. While the character may have to stolen by [[bestiary:​Troll|Trolls]] or lost during a shipwreck, these are temporary conditions 
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-===== Skills ===== 
-//See also: [[Skills]]//​ 
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-Skills are those things that the character is trained to do or has experience in. For [[organizations]] skills represent resources, the power of their navy, diplomatic corp or secret service. For [[constructs]] skills represent installed equipment and capabilities. Skill are described in the [[tables#​Skill Ladder|Skill Ladder]] and displayed as an adjective and a number. For example you can have [[Survival]] at Great(+4) or [[Melee Weapons]] at Fair(+2). General skills can be taken by anyone, while Power skills can only be selected by characters that have an aspect that explains why they can take that skill. 
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-Each skill **costs 1 point for each level** that the character purchases. Purchasing a Great(+4) in Stealth costs 4 points. Unless restricted during character design, all characters get all of the standard skills a Mediocre(+0) for no cost. When purchasing skills the player must follow the stacked boxes design, which means that there cannot be more skills of Fair(+2) or higher level than there are of the level immediately below. This allows the character to have as many Average(+1) skills as they can afford. 
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-As with Aspects, the player does not have to spend all of their skill points. They can hold some of them to make last-second purchases when necessary. 
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-<note tip> 
-**Example:​** Jonathan is designing a Veteran character, which allows him to spend 20 points on skills. He decides on [[Fighting]](+4),​ [[Stealth]](+3),​ [[Alertness]](+3),​ [[Intimidation]](+2),​ [[Rapport]](+2),​ [[Shooting]](+2),​ [[Contacts]](+1),​ [[Athletics]](+1), ​ [[Survival]](+1). This equals 4+3+3+2+2+2+1+1+1 = 19 points, he elects to save the remaining point to emergency buy a skill when needed. 
-</​note>​ 
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-===== Stunts ===== 
-//See also: [[Skills]], [[Stunts]]//​ 
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-Stunts are things that can be done to give bonuses to skills or situations, but unlike aspects they do no represent the individual nature of aspects. Stunts often as those that explain how you can see in the dark or have special martial abilities, can fly or have skin that can turn blades. Most stunts will either provide a new [[Skills#​trapping]] to a skill, give a +1 to a wide application of the skill, or a +2 to a very specific application of the skill. 
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-Stunts may have a pre-requisite that must be on the character before it can be purchased. This stunts can only be used as long as all pre-requisites have been met. The most common pre-requisites are aspects or other stunts. All stunts with pre-requisites will be duly noted by the stunt. Unless stated otherwise a stunt cannot be purchased more than once. 
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-All stunts **cost 1 point** and are purchased with Refresh. A character can have as many stunts as they wish as long as they always have at least 1 Refresh remaining. Any character with 0 Refresh or below becomes an NPC immediately. 
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-<note tip> 
-**Example:​** Jackie is building a Beginner character and has 5 refresh to spend. She purchases Skirmisher ([[Ranged Weapons]]), Acrobat ([[Athletics]]),​ and Network of Contacts ([[Contacts]]). This costs her 3 points, which brings her Adjusted Refresh to 2. 
-</​note>​ 
-===== Starting Equipment ===== 
-//See also: [[Equipment]]//​ 
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-Equipment includes all of the important bits and bobs that a character needs. Each starting character gets 1 piece of equipment costing [[Resources]]-1 (minimum Moderate(+0)) for each starting aspect. A character may combine multiple equipment allowances in order to get something more expensive, gaining +1 for each selection combined. ​ 
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-A character can use one of their equipment allowances and make a Resources check in the hopes of getting a better roll, neither [[Fate Points]] nor [[actions#​maneuvers]] can be used to assist this roll. If the character rolls for their equipment level they must abide by the result of the roll. 
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-Mundane and expected equipment as determined by their aspects and character background does not need to be purchased. This includes basic clothing and other sundry goods, which have a quality of Resources-1. A good rule of thumb is that equipment that adds a trapping or gives a bonus is not considered basic or sundry for the purposes of starting equipment. 
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-<note tip> 
-**Example:​** Aaron'​s character gets 3 pieces of Average(+1) equipment because his is a Veteran with a Fair(+2) [[Resources]]. ​ Instead of three bits of Average equipment, he could get one Fair(+2) and one Average(+1) or one Good(+3) piece of equipment. 
-</​note>​ 
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-{{tag>​fate character}}