Nice, now we just need
Xeron's and
Sirus'.
Anyway,
Kadzar and
GentlemanRaptor: (and
Xeron and
Sirus once you finish your stories)
Now that you have your guest appeareances, and backstory, we'll come up with our 5 aspects.
- High Concept: something that defines you, usually your profession, your main (positive?) personality trait. The idea is that this aspect is something you can almost always rely on when you need to invoke something.
- Trouble: this is what "haunts" you the most. Not necessarily your worst flaw, but the one you want to come up more often and shape the adventure - I'm going to be compelling this one a lot, because if you put it here it means you really want it compelled. Maybe someone's trying to cause problems for you, or you have a compulsion to get in trouble all the time.
(the reason I "decoupled" these from the general backstory "high concept" was mostly so that you can take a look at the whole story and pick something you think is cool, instead of just the first thing that came to mind as "high concept" and "trouble") - 3 Aspects: this is where we don't follow the Vanilla rule too closely: these don't HAVE to be related each to your 1 story and 2 appearances. Take the story as a whole, including your appearances, and come up with 3 aspects that you think are cool. If you can't think of 3, leave (some or all of) them open and fill them in play. The best aspects are those that you can Invoke AND can be used for compels, but it's ok if you want to make separate "flaw" and "advantage" aspects.
Note: There's no "mechanical" difference between these 3 aspects and the HC or trouble. Those two are mostly here so players don't forget to have at least 1 aspect that's for Compels, and another that's for Invokes. A good Trouble can in theory be invoked, and a good HC can in theory be compelled, it's up to you. Also, they're there so that the DM knows which ones to focus on the most.
Next, fill your skill pyramid. The skills are vanilla. Shoot means any ranged attack, including guns, spells, arrows, darts, Donkey Kong barrels (it just has to make sense with your aspects, so someone with "Kingdom's Top Sharpshooter" isn't going to spontaneously start flinging fireballs).
The last part is Stunts. Those always give me trouble, I'm not that good at thinking those
they're generally a Bonus to a skill in certain (specific) situations, or a permission to use a skill that shouldn't normally apply to an action (like, using Physique to open a locked door, if it's made of wood or something).