Character Generation Outline
Vision Stage:
- Draw 5 Vision Cards and create a basic character idea from those cards.
Identity Stage:
- Select a character name.
- Create a Motive (High Concept) Aspect.
- Either draw three Fortune Deck Cards to develop the Fault (Trouble) Aspect and Virtue and Fate Aspects, -or- free-form create Aspects for each of them.
- Record Name and Aspects in the appropriate boxes on the character sheet.
Elements, Powers and Magic:
- Divide 20 points among Elements, Powers and Magic.
- Each is outlined below in separate stages.
- Magic is tied to one Element (Earth, Air, Fire or Water).
- Magic cannot exceed Epic (+7) and cannot exceed it's tied Element
Elements Stage:
- Each of the Elements (Earth, Air, Fire and Water) starts at Poor (-1).
- One (1) point raises an Element up the FATE Ladder one step.
- Record the final FATE Adjective in the Element wedge.
Specialty Stage:
- Select one free Specialty per Element.
- Specialties add a +1 to the value of the Element for that particular Specialty.
- Specialties include:
- Earth: thick skin, resisting magic, resisting persuasion
- Air: lying, occult lore, herb lore, oratory, singing
- Fire: archery, jumping, climbing, running, swordfighting
- Water: stealth, sensing ambush, diagnosing illness
- Cross-specialties are also allowed (i.e. using a speciality from one Element with a different Element).
- Record each of the Specialties with the final FATE Adjective and value in the appropriate Element wedge.
Powers and Stunts:
- Stunts can be purchased per FATE Accelerated Edition for two (2) points.
- Powers cost between one (1) and three (3) points, with one (1) point for each Major, Frequent or Versatile feature.
- Each character gets one free 0-point Power that is neither Major, Frequent or Versatile.
- Record the total Power points in the Powers hexagon of the character sheet.
- Record Powers and Stunts in the Powers section of the character sheet.
Magic:
- Spend any remaining points on Magic, with the following rules:
- Magic is tied to one Element (Earth, Air, Fire or Water).
- Magic cannot exceed Epic (+7).
- Magic cannot exceed it's tied Element.
- Record the total Magic points in the Magic heptagon of the character sheet.
- Record the final FATE Adjective and value in the Magic section of the character sheet.
Stress Tracks:
- Calculate Physical and Mental Stress Tracks.
- Physical is based on the Earth Element score.
- Mental is based on the Water Element score.
Earth or Water score | Corresponding Stress Track Size |
---|---|
Poor (-1) or Mediocre (+0) | 2 |
Average (+1) or Fair (+2) | 3 |
Good (+3) or Great (+4) | 4 |
Superb (+5) | 4 + extra mild consequence |
Fantastic (+6) | 4 + extra mild & moderate consequence |
Epic (+7) | 4 + extra mild, moderate & severe consequence |
- Consequences are limited to mild, moderate and severe.
Refresh:
- Default is 3.
- Trade 1 Refresh for 2 more points to spend on Elements, Powers, Magic or Stunts.
- Minimum Refresh is 1.