Game 4 - Fate Core
All right, some recent discussion about RPGs has brought me to look at Fate Core again and decide to use it for the next gorgon archer build.
Now, this is a bit interesting because character and world creation in Fate Core is meant to be collaborative. I could go ahead and just make up these other characters, I've done it before, but I might reach out to some other people this time.
So, character creation is the last bit of creating a game. And I'm going to be thinking about what sort of setting for this.
The first character I did on this blog was for a modern Earth superhero setting, the next two were standard heroic fantasy... well, I was never specific about the Hero System character's setting, but I had in mind some sort of medieval European-based heroic fantasy. I have a couple of good options for urban fantasy coming up in other games. In this case... I think I'm going to go with a sort of sci-fantasy such as Star Wars.
We're going to say the scale is a bit mixed, personal stories against epic backdrop. So instead of being the lead elements of a rebellion or war, they're people trying to survive the collateral of the ongoing issues. So we have two issues to make, a current issue and an upcoming issue.
Current Issue: Corporate Overlords
Upcoming Issue: War of Regimes
The galaxy is one run by oppressive megacorporations but they are soon facing a threat from the outside the form of another empire pressing a war of conquest over the area. I may be leaning a bit into Stellaris here. I haven't named the external empire making the press, yet, they might not even be public knowledge yet. Something coming along later maybe for the GM to shape themselves, or something the PCs will shape with their stories.
This is also sci-fantasy more than sci-fi, so there'll be some weird magic stuff. In this regard it's similar to Babylon 5 or Star Wars. (Or Stellaris in many ways, now I think about it).
So now, to start with we choose some Aspects... Aspects are used to note things that are important about the scene, the story, or the characters. Every location and character have some permanent Aspects attached that rarely change. Even the campaign will have some Aspects.
So, anyway, going to move onto character creation with that decided.
So the first thing we do is determine our character's aspects. We're going to start with two before we get to the collaborative part. These are:
High Concept: a summary of your basic concept.
Trouble: a summary of the most common and pressing problem they have.
"Gorgon Archer" is actually a perfectly fine Aspect to start with as a High Concept, but I do like adding a bit more flavor.
For a moment, I was going to go with "Project: Gorgon Escapee" as High Concept. This establishes a lot about the character and about the world at large as we now have "Project: Gorgon" and what it is to consider. In this case, I'm considering it as a secret gene-splicing project by some corporation meant to produce super-soldiers. (And now I'm drawing on Dark Angel). But I think this better fits a Trouble as while it implies some benefits in the form of whatever enhancements she has, the problems it suggests are much more pressing.
So, back to the High-Concept. The thought I had was "Star-Trekking Enhanced Archer." I'm getting the feeling that she wanders around traveling with different space craft and uses a bow of some sort. I've also referenced potential enhancements her a second time. Having Aspects overlap like this isn't a bad idea. I thought about using "Ship-Hopping" but if one of the other PCs turned out to be a pilot with their own ship, then that wouldn't fit since the PC would likely be spending their time on that one ship instead of switching ships. "Star-Trekking" has the benefit of implying traveling the stars without necessarily suggesting it's all in the same ship.
We're also supposed to name the character now, it occurs to me that I forgot to do that in the Pathfinder and Hero System characters. I might go back and fix that. In this case, let's name her something that we'd get off an experiment and turn to Google translate with "Experiment 15" to come back with "peírama dekapénte" (Experiment 15). And adjust that so that not everyone who speaks great does a head tilt when she says her name (granted, the snakes for hair might do that). "Peira Madekapen" which is the sort of silly thin cover name that might come out of a TV show.
The Phase Trio
Now we start to work on the remaining three Aspects. These come out of their first adventure and how they involved themselves in the first adventures of the other characters.
This is called the Phase Trio and the phases are:
Phase One: Your Adventure - Your character's first spot-light adventure pre-game and an Aspect that gave them.
Phase Two: Crossing Paths - A way your character was a supporting role in someone else's Phase One and an Aspect you gained from that experience.
Phase Three: Crossing Paths Again (It's literally called this) - Same as Phase two but with a second character.
In a 3 player game, you would all end up being each other's Phase Two and Three and be connected twice over. In a four player game, you'd be a supporting role in one other character's story, another character would be a supporting role in yours, and for the third comrade you'd be both supporting and supported by them in your Phase One. And in a 5-player game everyone would have two other people show up as support in their stories and show up as support in two other character's stories.
Her first adventure was about how she got clear of Project: Gorgon and shook the trail of their hunters.
Agents attached to Project: Gorgon tracked Peira to a farming colony run by a rival colony. While there, some type of intrusive creature appeared on the colony, threatening everyone. Maybe the first sign of the empire that will be invading soon, or maybe some project of the corps they needed to test. Peira helped several of the colonists escape the danger and the colony as a whole was written off, leaving Project: Gorgon at least temporarily convinced she was dead.
From this, I'm going to focus on her rescuing some of the local colonists even though it might have been better for her to just escape herself. "Guardian Serpent" comes to mind... it's also starting to hit on the fantasy part of sci-fantasy. But let's add a bit more maybe "Secret Serpent Guardian".... or... you know, let's go for some alliteration and more flavor. "Shadow-Stepping Serpent Sentinel"
Okay, so I reached out to some friends and I got two characters:
A cyborg waitress with base-tech upgrades.
A human nekomaido waitress, bright-eyed and unprepared for terrible things.
For first stories, the cyborg waitress gets hired to do some grocery shopping for a merc and gets caught up in a robbery that she has to fight out of with her not too-impressive tech.
The human found herself stolen from her planet find herself deposited somewhere strange and she's trying to figure out why this happened and figure out how to move forward.
So now, I have to decide how Peira served a supporting role in those stories.
For the cyborg waitress, literally on a milk run, what if there was a chase sequence in both stories and at one point the chases crossed paths, giving each of the two characters an opportunity to gain an edge. In this case, the aspect Peira gets out of this, I'm going to call "Convenient Chaos".
For the other case, Peira probably also recognized the other person's look as a fish out of water and gave her some advice on how to get by in a new place with little to no resources. And we're going to call this aspect "Experienced Drifter".
So, no pilot, but maybe this group does indeed hop from one ship to another. Also, I foresee some light-hearted moments where the gorgon gets roped into doing server work in one place or another. At this point the other two characters would state how each of their characters served a supporting roll in two other stories.
Note that there might be more than 3 players, and the way you decide who's story you had a supporting role in is that character sheets are passed around, clockwise or counter-clockwise, or some other predictable method. And then the sheet is returned. So, everybody is connected to at least two other people. I'm not going to get into the other stories, even the ones where people had a supporting role in her story, because those don't affect her character sheet.
An alternate way to do this is for a person to determine how they were a supporting role in someone else's story as normal, but instead of taking an Aspect from how you supported someone else, you instead take an Aspect from how you were supported. I chose to use the default method from the core book.
Side note, if I were to actually play this, I'd predict some shenanigans with Peira being drafted to do server stuff with the two waitresses.
Skills
Now we come to the part that, admittedly, I long found the most obtuse.
It took me a long while to realize that Skills don't actually refer to skills in the way we talk about them in common day to day parlance. They are instead descriptions of how the character is able to reliably influence the story. Their "skills" from a common sense are often more shaped by their Aspects. I used to get upset that the pyramid structure they use (see below) doesn't represent how skills are built based on my training as a teacher and that some of the things they call skils aren't skills.
I figured this out once they released Fate Accelerated where they used the term "Labels" rather than skills, and the labels were basically personality types. Very much similar to how Monster of the Week or other Powered by the Apocalypse games do.
My best example for this is Bones from Star Trek. He would have an Aspect to be a skilled surgeon and medical professional, but the skill most often related to medicine wouldn't be his highest skill. This is because his primary role in the story has nothing to do with his medical skill and "he's dead, Jim" is one of his most iconic lines. Medical issues are either trivial for him or else very strange and something that takes a lot of effort. So his medical skills could do with a mild to low bonus and be fine. Bones' biggest impact on the story and biggest role is to call people out for being stupid. So his highest skill would likely be "Provoke". He's often the voice of common sense and reminding people of basic morality.
So, now let's get to assigning skills.
You get the following:
One skill at Great (+4)
Two skills at Good (+3)
Three skills at Fair (+2)
Four skills at Average (+1)
In most (not all) Fate Games, +4 is the highest a skill can get. As a farther note the way skills improve at Milestones is that you can either choose a new skill at +1 or you can improve an existing skill by +1 or you can switch the position between two skills. But also there have to be at least as many skills at the lower values as those above.
So you can't improve one of your +1s to a +2 right away, because then there would be four +2s and three +1s. This is the pyramid thing I was talking about... there has to be a foundation for the skills to rest on. You CAN do a column, but getting to that takes some effort.
This was another case where my brain couldn't accept this because you don't suddenly switch from being good at seeing things to being good at punching them, but once I realized these are personality and attention focuses rather than objective capabilities, that was a concern that faded away. I'm still not especially fond of the pyramid structure, but meh.
Anyway, let's list the default skills:
Athletics
Burglary
Contacts
Crafts
Deceive
Drive
Empathy
Fight
Investigate
Lore
Notice
Physique
Provoke
Rapport
Resources
Shoot
Stealth
Will
When I said some of these are not skills, I was thinking: Contacts, Resources, Physique, and Will. These are things that you can improve with effort though, but they're not really skills the way most games mean the term. And again, that's because these aren't skills so much as roles in the story.
So let's see how Peira has the most impact on the story. I don't think it's Shoot, but I am going to put that as a Good skill. I'm also going to take Burglary as a Good skill... but I think her biggest impact on the story is going to be Willpower. Stealth, Physique and Investigate will be the the Fair skills. Then I'm going to go with Empathy, Athletics, Notice, and Fight.
So her skills will look like this:
Will +4
Shoot +3, Burglary +3
Stealth +2, Physique +2, Investigate +2
Empathy +1, Athletics +1, Notice +1, Fight +1
So, she doesn't impact the story much at all with Resources or Contacts, and she doesn't like to attract attention so Deceive and Provoke are also not present. She also doesn't do much with making stuff, knowing things, or piloting vehicles.
So, now we come to Stunts.
Stunts and Refresh
Refresh is the number of Fate Points you start each session with. Fate Points are gained when your Aspects cause you problems and they are spent to activate Aspects or Stunts. (You can also activate Aspects for free via the "Create an Advantage" action). You do not have a maximum number of Fate Points.
Important note from someone whose run a lot of Fate: it is vitally important for a GM to keep the Fate Points flowing. This means you are engaging the characters' story arcs and giving them the fuel to be awesome.
You start with a Refresh of 3 and three free Stunts. You can get new Stunts by reducing your Refresh one for one to a minimum of 1. So you can get to a maximum of 5 Stunts.
Stunts do one of several things:
Add a new action to a skill.
Add a bonus to an action in certain circumstances.
Create a Rules Exception
They very much function similarly to PbtA moves.
There are a number of example stunts for each of the skills in the Core book, a large library of stunts available online by the communities that run Fate, and lots of guidelines for how to build Stunts.
The first thing I'm going to do is make a Stunt for the petrifying gaze. I'm going to say that she can Attack using Will by activating her gorgon powers. This will be a paralysis rather than true petrification. This is fairly powerful, especially since I chose Will as the strongest roll. But I also don't want it to be a commonly used thing, so I'm going to balance it by making it cost a Fate Point to use.
Basically, she can project a psychic jolt through a flash of light, allowing her to paralyze people that can see her face. Making it an AoE introduces collateral damage potential for drama and also balances making it cost a Fate Point, because otherwise attacking with a Skill that normally isn't used to attack is usually fine on its own for a Stunt.
Paralyzing Gaze - Peira can direct her snakes and gaze together forward, forming a psychically active light show and attacking those that can see her face using Will.
For her other two stunts, I'm going to take two of the prebuilt stunts from the core book.
Indomitable - +2 to Defend against Provoke attacks specifically related to Intimidation or Fear.
Always a Way Out - +2 to Create an Advantage whenever you're trying to escape from a location.
Stress and Consequences
Now we come to Stress and Consequences.
Most of this will be gameplay talk so you have context for what the values mean. The actual creation is pretty simple. Default is two Stress Boxes and it will be improved by Physique and Will.
Stress represents the temporary harm a person takes in the course of doing dangerous things. It heals up as soon as you have a chance to take a breath. There are two tracks by default: Physical and Mental. Some versions of Fate will also have other tracks such as the following:
Social - representing your reputation with other people and societal consequences.
Wealth - representing money.
Various power sources like "Energy" or "Soul"
Characters also have 3 Consequences (in some versions of Fate, they will have three Consequences for each track, but by default the consequences are mostly shared). Also, unlike Stress, they don't immediately go away just because you had a minute to catch your breath.
You have to take a deliberate action to recover from a consequence. After this action, the Consequence will recover at a time determined by it's severity.
Mild - After one full scene has occurred. (so if you do the recovery in the middle of a scene it will recover in the middle of the next one)
Moderate - After one full session has occurred. (so if you do the recovery in middle of a session, you will finish healing in the middle of the next session)
Severe - One whole scenario (adventure/mystery) after the recovery action happens.
When you recover, the consequence will either drop one level of severity or will go away completely if it was Mild. You name your Consequences to match the source of the harm.
So if you were attacked emotionally via Provoke trying to scare you and suffered a Moderate consequence you might name it "Frightened" if it was Severe you might name it "Terrified" or, if you want to be more flavorful, "The Fright of your Life" and you would change the name to represent healing after the recovery. So, "Terrified" might change to "Deeply Unsettled".
On the other hand a "Broken Leg" might turn to "Walking Cast".
So, how damage happens. An attack is rolled and the amount by which it succeeds determines the Stress coming in. If you can't account for even 1 Stress, then the character is Taken Out and will no longer be able to take part in the current scene. What this means generally depends on the situation. It could mean that they flee or get knocked out. They might be captured. Or they might be dead. This is largely determined by the players and GM at the moment.
Each box has a value equal to it's position.
Let's say you have 3 Stress Boxes and you suffer 2 Stress from an attack. You would go from this:
OOO
to this:
OXO
If you took 3 Stress instead, it would look like this:
OOX
If you took 1 Stress it would look like this:
XOO.
Now, if the Stress Box for the value you just suffered is filled, you have to go to the next higher value. So, if you were at this:
OXO
And took another 2 Stress you would have to fill in the third box even though it is worth 3 instead of 2 and you'd look like this:
OXX
Alternately, you can suffer a Consequence.
Mild Consequences are worth 2 Stress
Moderate Consequences are worth 4 Stress
Severe Consequences are worth 6 Stress
And again, if you suffer 1 Stress but all of your Stress Tracks and other consequences are filled... you might have to suffer that Severe Consequence for that 1 damage.
Now, that bit of gameplay away, let's get back to character creation.
Physique and Will improve Stress Tracks and give extra Consequences.
Physique of +1 or +2 means she has one extra Physical Stress box. While Will of +3 or higher means she has two extra Mental Stress boxes. For games that allow skills of +5 or higher, the character would also gain an extra Mild Consequence purely for the type of harm related to the skill.
So This is the final result for Peira Madekapen
Peira Madekapen - Refresh 3
Aspects
High Concept: Star-Trekking Enhanced Archer
Trouble: Project: Gorgon Escapee
Shadow Stepping Serpent Sentinel
Convenient Chaos
Experienced Drifter
Skills
Will +4
Shoot +3, Burglary +3
Stealth +2, Physique +2, Investigate +2
Empathy +1, Athletics +1, Notice +1, Fight +1
Stunts
Paralyzing Gaze - Peira can direct her snakes and gaze together forward, forming a psychically active light show and attacking those that can see her face using Will.
Indomitable - +2 to Defend against Provoke attacks specifically related to Intimidation or Fear.
Always a Way Out - +2 to Create an Advantage whenever you're trying to escape from a location.
Stress Tracks:
Physical: OOO
Mental: OOOO
Consequences:
Mild
Moderate
Severe
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