Character Creation

See Also: Character Creation

Creating a standard Heroic character in Fate follows the basic premise. You always have the option to hold skill points or aspects back and allocate them during the game.

  • Aspects (High Concept, Trouble, Phase Trio)
  • A Skill Pyramid with a peak of Great(+4)
  • 3 Stunts
  • 3 Refresh

See also: Aspects

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 Caragan Sea. Aspects not only convey positive descriptions, but negative descriptions as well. An aspect can be invoked to positively affect a situation or compelled to limit your character. A good aspect is one that can be seen as both a positive and negative in the character's life.

A character has the following aspects:

  • High Concept, What is the core of the character
  • Trouble; What brings drama into their life
  • Phase Trio; How did you get here and what happened along the way
Example: If Doug is designing his character. He gives him the High Concept, Banished Vizer, and Trouble, The Hand of Uhl. After that he decides to create a third aspect (A sucker for a good cause) and hold his remaining until something happens during the course of play.

The Skill List for Miranda is slightly different from the Default List presented in FateCORE. Survival, which handles natural lore, and Scholarship, which deals with engineering and science, are the additional skills. 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.

  • Each skill costs 1 point for each level that the character purchases.
  • All skills default to Mediocre(+0)
  • During Character Design skills are purchased as a pyramid (1 skill more in the level immediately below), but once in play skills follow the stacked boxes (minimum same number in level immediately below).
Example: Jonathan is designing a character and for this campaign a starting character gets 20 skill points. He decides on Fight(+4), Stealth(+3), Notice(+3), Provoke(+2), Rapport(+2), Shoot(+2), Physique(+1), and Will(+1). He elects to save the remaining 2 Average Skills to be allocated during the game.

See also: Building Stunts

Stunts are things that can be done to give bonuses to skills or situations, but unlike aspects they do no represent the individual. 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. 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.

Stunts will do one of the following:

  • Add a new Action to a skill
  • Add a Bonus to an Action
  • Create a Rules Exception

A good Mad-Libs style way of building a stunt is to fill in the following:

Because I describe some way that you are exceptional, have a cool bit of gear, or are otherwise awesome , I get a +2 when I use pick a skill to pick an action when describe a circumstance .

A character is assumed to have the starting equipment that they need based upon their design and description. As a rough guide a character's Resources skill level can determine the overall quality of their equipment. In general it is assumed that you have the necessary equipment to use all of your skills at your given level.

If a character wants special equipment this would be built as Extras using Stunts, Aspects, or even Skill Levels.