FATE is usually very story-based. However, the way I usually run it is much more based on fleshing out backgrounds, and then putting the wildly individual characters in an enclosed environment and seeing how the chips fall. So, that being said the most important and first part of the characters will be:
Aspects.
Aspects are basically a short phrase, which will generally point out a specific allegiance, proficiency, alignment or mindset - or all four if you're really tricky. Broad is good, although overly cheesetastic ones will be denied.
The two most important ones are the 'High Concept' and the 'Trouble'.
High Concept is something which sums up almost everything to do with your character. If someone can read that phrase then make a cursory guess at everything else your character is about, then you've done well.
"Disgraced Defender of the Realm"
"Punky Playboy"
"Wizard Private Investigator"
That kind of stuff. Race (and/or class) will almost always be featured in the High Concept.
Trouble is something which will the GM can have some fun throwing at you every now and then. It's almost always a character flaw, or a prevalent enemy, and is rarely used to benefit you.
"Spoiling for a fight"
"Compulsive liar"
"Rebel without a cause"
That kind of stuff.
After that, it's on to background aspects.
These usually revolve around things you've learned, organizations you've joined, or people you've met over the course of your history.
The easiest way to whip up three is to simply do a basic backstory.
- Who were your parents, how did you grow up?
(My parents were poor, I was sold to an orphanage and grew up solitary) - "Prefers to stand alone"
- How did you learn to do whatever it is that you do?
(I got in a lot of fights as a kid, and was recruited into a mercenary company before finishing school) - "Reading is for weaklings"
- A random point of trivia - why you're now where you are, whether anybody has influenced your life.
(The mercenary company I worked for made me pay outrageously for my 'training', leading to substantial debts) - "Owes big money to the red thorns".
Aspects have two major uses.
Firstly, they identify story points which a GM can push in order to get your character into some sort of crazy situation or quest. If your character is a big detractor of the nobility, and comes across a big ponce in the tavern, the GM can nudge your character into picking a fight with them, causing more interesting scenes.
Secondly, they are the easiest source of boosts in this game. To begin with, everyone will be getting a +1 on any skill check which corresponds to an aspect. So if the "Famous swordsman from the East" is in a sword fight, naturally they'll be quite skilled.
The best aspects, therefore, are ones which fit both the criteria. "Famous swordsman from the East" can give a +1 with swordplay, or rapport, but similarly some contentious story points can be brought up if you're recognized whilst trying to sneak into somewhere, or come across someone who hates easterners.
Skills.
Always do skills after aspects. It helps to know which skills might be aided by your aspects, but at the same time it can lead to very wooden characters.
Skill rankings work as a pyramid. You always have to have more lower-rank skills than higher rank ones.
Superb (+5) | | | | | |
Great (+4) | - | | | | |
Good (+3) | - | - | | | |
Fair (+2) | - | - | - | | |
Average (+1) | - | - | - | - | |
As you level up (no experience- it's dependent entirely on what you're doing, how well you're doing, clearing story arcs or if I feel generous), you'll get to add a new +1 skill to your repotoire, and in doing so push another skill further up the pyramid, if it is supported.
Rolling skills will be anywhere from -4 or +4, meaning that having rank 5 in a skill will make failure completely impossible for simple tasks such as throwing mud at a baby or tying two sticks together, but otherwise will have increasingly higher chances of failure.
"Crits" and "Fumbles" are rolled when your roll exceeds or falls short of the requirement by 3, at which point something spectacular (or spectacularly awful) will happen, however rolling par will give you the choice of either failing the action, or succeeding with an unexpected consequence.
Stunts:
Stunts are little quirks which give a boost to a certain skill, allow you to use one skill instead of another, or spend fate to use a skill in an unusual way. There's stunts on the site, but given the setting, people are fine to make their own.
Stunts are different to aspects.
Examples:
Phalanx Fighter: +2 to Fight rolls when allies are on either side
Experienced Horseman: Can use Ride instead of Empathy to gather information about horses' traits, but only when riding them.
Bullseye: Costs 1 Fate, can put a free advantage on a target you hit with a "shoot" attack, relating to a particular body part. Eg: "Pinned foot", "Bruised Throat"
Fate:
Fate is a special resource basically revolving around the personality of characters.
If it's important that you pass a specific roll, and your chatacter's got an aspect which suggests they'd be good at that stuff, then say you're gonna burn fate when you make the action, and it'll increase your success chance.
But the only way to get fate back is when I bribe you into doing things which are detrimental but in-character.
There's a couple of other ways to spend fate, like making assumptions about a place or person,
(E.G. "This guy's a dock thug, so I'm gonna burn fate to see if he's
dimwitted.)
("We're in a warehouse, so I'm gonna assume there's a
Crane-chain I can swing dramatically from")
Or for getting extra invokes on on aspects or advantages you've used up the invokes on.
(E.G. I know that
Broken leg is only good for one invoke, but I wanna burn fate to kick it again, just to make sure he's not planning on getting up.")
-- Useful if you want help on a roll but don't have an aspect which you can trigger fate off.
Or, lastly, for dictating the actions of an NPC based on their aspects (better hit those empathy checks)
(E.G. "Dock Thug is
dimwitted, so when my character gives a complicated reason for why he can't give any money, he probably will take about ten seconds to work it out, y'know, when I'm already at the other end of the alley")
Aspects given through consequences or creating an advantage, however, will get one Free invoke.
Free invokes and boosts you place on yourself or others can also be used to give you a +2 to a roll.
The difference between an Aspect and a Boost is the timeline. Boosts are one use only, and have to be used in the next round, after which they disappear.
Aspects will stick around, so anyone who feels like it can burn fate or roll skills to invoke them again and again.
Stress and Consequences:
Stress is how much bad stuff can happen to you before it starts taking a toll.
Stress comes in three forms: Physical, Mental and Social.
Physical stress being the near-misses and minor nicks of combat.
Mental stress being fear, rage or depression slowly building.
Social stress being loss of face, honor or respect causing resentment in those around you.
Sooner or later, that luck runs out, and you take Consequences. Consequences are negative aspects lasting a longer period of time, and sometimes requiring treatment before they'll heal. However, they aren't grouped into type like Stresses are.
"Arrow in the side" is a consequence, just as "Panicked" or "Wanted by the guard" are. All of them will negatively affect your play.
Stress and consequences both come in ascending checkboxes, 2|4|6, etcetera.
Upon getting hit, damage will be dealt, which will need to be bought off by taking stress and consequences. If you're unable to transfer over all of the damage, you're taken out.
A |2| stress box counts for 2 damage, just as a |4| coins for 4. However, damage will always have to be allocated, so a 1 damage hit can still 'cross out' a |4| damage stress box, if there isn't a |2| box available. Thus, even the weakest hits can end up causing a detrimental effect over time.
People with a high Will, Physique or Empathy will get extra boxes for their corresponding stress- or at even higher levels, an extra consequence box.
To know about the currently skipped stuff, refer to the Fate SRD.
I'll later be attempting to summarize that information here.
Equipment:
FATE doesn't actually have a system in place for how heavily armed and armored your character/henchmen are.
Therefore, I've decided to include a pair of equipment aspects into your character design.
These will essentially function as normal aspects, except they'll be simple, and devoted to only two concepts- your favored weapon and your level of armor. See:
Favored Weapons: Hunting Knife and Throwing Knives.
Armor: Muffled leather.
If you get into a situation where these types of weapons and armor would make your situation better or worse, then they can be triggered like aspects would as per normal.