Post by riposte on Oct 25, 2014 17:50:23 GMT
Note: This is a free supplement to be used with the FATE core system's character sheet, which can be found here: www.evilhat.com/home/wp-content/uploads/2013/04/Fate-Core-Character-Sheet.pdf 1)Name
This part is really straight forward. The name of your character will set the tone for character creation.
2)Description
This is short sentence that will be what your character 'deal' or archetype will be.
3)Aspects
Aspects are both your 'High Concept' and 'troubles'. Henceforth when there is a reference to activating an aspect it could be either. Aspects can be activated by spending a Fate Point when the Aspect is relevant to the situation, and nets you one of 4 bonuses to apply either before or after the roll, which will be listed at the end of each benefit.
I) +2 to a skill roll. (Before or After)
II) Pass a +2 to another player (Before or After)
III) Increase a target N/PC's difficulty by 2 (Before or After)
IV) Re-roll a skill check to get a different result. (After)
A) High Concept
This is a shorter version of your description. Consider this your 'job', 'occupation', or 'class.'
B) Troubles
This is a plot hook to your character's back-story and are best phrased as a double edge sword.
C) Compels
In situations where it fits the story, the GM can have your character be in a bad position because their Aspects force them to act upon something less beneficial to them. The player can either spend a fate point to resist acting, or act in the situation and be granted a Fate Point.
4) Skills
Skills make up 100% of the game-play resolution in FATE and arguably is the most important section of the rules as Skills will affect a few different aspects of your character. First off, on the character you will notice what is called the 'skill pyramid'. What you see right off the bat is there are highlighted in black a certain number for each tier of the bonus. You can arrange the skills in any order into these boxes, but before you do there are some things you should know about the skills first.
I) Physique and Will skills will earn you extra stress boxes for their each, separate categories. By default, every one has 2 in each. Also, notice will affect when you go in initiative.
II) There are 4 types of actions in this game: Overcome (which is your basic roll to beat an obstacle), Create An Advantage (which allows you to give your self, or an ally a +2 to a skill), Attack, and defend. All the skills can do a Overcome check, and an Create an Advantage, but as the skills are listed below will have a (Y)es or a (N)o for if you can use them to Attack or Defend.
III) By GM Fiat you may have to take some stills multiple times, representing a different aspect of the same skill. Ask you GM if they are using multi-skills in their campaign setting.
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Athletics
N/Y
Craft
N/N
Empathy
N/Y
Lore
N/N
Provoke
Y/N
Shoot*
Y/Y
Burglary
N/N
Deceive
N/Y
Fight
Y/Y
Notice
N/Y
Rapport
NY
Stealth
N/Y
Contacts
N/Y
Drive*
Y/Y
Investigate
N/N
Physique
N/Y
Resources
N/N
Will
N/Y
*By GM fiat. See the core rules for more details and default rules.
5) Stunts
A stunt is a short sentence which will do one of two things: 1) Use a skill in a different way then it's explicit rules or 2) Gain a +2 to a skill check in a specific way. An example of the first would be if as a gunslinger type you 'Last Action hero' which allowed him to never have to reload in the heat of battle. A hero always has a full ammo! An example of the second might be a doctor type that has 'High Manual Dexterity'. He might have Craft (Medicine) but thanks to his stunt, he can preform surgery even better.
When you write out your stunt, also right the explanation of what exactly it does as well. A GM can always reject or re-word stunts as well to make it suitable or more balanced the world they are implementing.
6) Extras
Extras are a variety of things: Special gear you carry, Vehicles you are known to drive, familiars, or a signature weapon you carry, Extra are special exceptions that don’t fit under an Aspect, Skill, or Stunt. Like many of the other part of these rules, it's something you should check with your GM before writing something down for this section.
7) Stress
Stress functions as how many hits you can take before you lose consciousness. Dipping below that results in death! In addition of Stress points there are also Consequences. Consequences are a way of absorbing a blow by giving a role play disadvantage in a way of a injury that fits the battle. By default every one has 2 stress boxes for both physical stress and mental stress, and 1 Consequence. If you rank your Physique and your Will stat, they will increase as you put it at a higher and higher rank.
+1 & +2 ranks will get you the third stress box for that skill
+3 &+4 ranks will get you the fourth stress box, and the second consequences box.
+5 ranks will get you the extra mild consequences box.
This part is really straight forward. The name of your character will set the tone for character creation.
2)Description
This is short sentence that will be what your character 'deal' or archetype will be.
3)Aspects
Aspects are both your 'High Concept' and 'troubles'. Henceforth when there is a reference to activating an aspect it could be either. Aspects can be activated by spending a Fate Point when the Aspect is relevant to the situation, and nets you one of 4 bonuses to apply either before or after the roll, which will be listed at the end of each benefit.
I) +2 to a skill roll. (Before or After)
II) Pass a +2 to another player (Before or After)
III) Increase a target N/PC's difficulty by 2 (Before or After)
IV) Re-roll a skill check to get a different result. (After)
A) High Concept
This is a shorter version of your description. Consider this your 'job', 'occupation', or 'class.'
B) Troubles
This is a plot hook to your character's back-story and are best phrased as a double edge sword.
C) Compels
In situations where it fits the story, the GM can have your character be in a bad position because their Aspects force them to act upon something less beneficial to them. The player can either spend a fate point to resist acting, or act in the situation and be granted a Fate Point.
4) Skills
Skills make up 100% of the game-play resolution in FATE and arguably is the most important section of the rules as Skills will affect a few different aspects of your character. First off, on the character you will notice what is called the 'skill pyramid'. What you see right off the bat is there are highlighted in black a certain number for each tier of the bonus. You can arrange the skills in any order into these boxes, but before you do there are some things you should know about the skills first.
I) Physique and Will skills will earn you extra stress boxes for their each, separate categories. By default, every one has 2 in each. Also, notice will affect when you go in initiative.
II) There are 4 types of actions in this game: Overcome (which is your basic roll to beat an obstacle), Create An Advantage (which allows you to give your self, or an ally a +2 to a skill), Attack, and defend. All the skills can do a Overcome check, and an Create an Advantage, but as the skills are listed below will have a (Y)es or a (N)o for if you can use them to Attack or Defend.
III) By GM Fiat you may have to take some stills multiple times, representing a different aspect of the same skill. Ask you GM if they are using multi-skills in their campaign setting.
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Skill
A/D
Athletics
N/Y
Craft
N/N
Empathy
N/Y
Lore
N/N
Provoke
Y/N
Shoot*
Y/Y
Burglary
N/N
Deceive
N/Y
Fight
Y/Y
Notice
N/Y
Rapport
NY
Stealth
N/Y
Contacts
N/Y
Drive*
Y/Y
Investigate
N/N
Physique
N/Y
Resources
N/N
Will
N/Y
*By GM fiat. See the core rules for more details and default rules.
5) Stunts
A stunt is a short sentence which will do one of two things: 1) Use a skill in a different way then it's explicit rules or 2) Gain a +2 to a skill check in a specific way. An example of the first would be if as a gunslinger type you 'Last Action hero' which allowed him to never have to reload in the heat of battle. A hero always has a full ammo! An example of the second might be a doctor type that has 'High Manual Dexterity'. He might have Craft (Medicine) but thanks to his stunt, he can preform surgery even better.
When you write out your stunt, also right the explanation of what exactly it does as well. A GM can always reject or re-word stunts as well to make it suitable or more balanced the world they are implementing.
6) Extras
Extras are a variety of things: Special gear you carry, Vehicles you are known to drive, familiars, or a signature weapon you carry, Extra are special exceptions that don’t fit under an Aspect, Skill, or Stunt. Like many of the other part of these rules, it's something you should check with your GM before writing something down for this section.
7) Stress
Stress functions as how many hits you can take before you lose consciousness. Dipping below that results in death! In addition of Stress points there are also Consequences. Consequences are a way of absorbing a blow by giving a role play disadvantage in a way of a injury that fits the battle. By default every one has 2 stress boxes for both physical stress and mental stress, and 1 Consequence. If you rank your Physique and your Will stat, they will increase as you put it at a higher and higher rank.
+1 & +2 ranks will get you the third stress box for that skill
+3 &+4 ranks will get you the fourth stress box, and the second consequences box.
+5 ranks will get you the extra mild consequences box.