Drinking & Dragons

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== Epilogue Session: Defining the World ==
== Aspects ==
 
From Fate Accelerated, [https://fate-srd.com/fate-accelerated/aspects-fate-points Aspects & Fate Points]:
To start the campaign we'll be doing some world-building by playing the game [http://www.lamemage.com/microscope/ ''Microscope'']
<blockquote>An aspect is a word or phrase that describes something special about a person, place, thing, situation, or group. Almost anything you can think of can have aspects. A person might be the ''Greatest Swordswoman on the Cloud Sea''. A room might be ''On Fire'' after you knock over an oil lamp. After a time-travel encounter with a dinosaur, you might be ''Terrified''. Aspects let you change the story in ways that go along with your character’s tendencies, skills, or problems.</blockquote>


== Session 0: Building your Characters ==
Each character will have five aspects that describe them. We'll be writing a bunch of possibilities but if you don't like enough of them, you can start with just a high concept and a trouble aspect.
Building characters is play as we define how they know each other and interact with the world.
* Aspects
* Skills
* Stunts


== Aspects ==
;High Concept
Each player will be writing up a list of possible aspects. Will be using the Non-Player Cards to seed aspects. From that list we'll trim it down to five.
: This aspect is the main concept of the character, e.g. ''Playboy Paladin'', ''Punk Rock Ninja'', ''Self-made Alchemist Wizard Apprentice''.
* High concept (required)
;Trouble
* Trouble (required)
: This aspect is something that causes you problems. It can be internal or external, e.g. ''Lovesick Alcoholic'' or ''Disregarded and Ignored''
* Profession
;Three more
* Trait
: These three aspects will be picked from the list of other aspects we'll be writing. This list of other aspects will include relationship aspects with some of the other characters as well as rolls on some random tables that have quirks, secrets, professions, etc.
* Quirk
: ... based on your relationship to each of the other PCs
* Secret
: ... based on your relationship to the Sorcier
* One for each mode
: ... based on some random tables that will be provided.
* A relationship aspect with each other character


== Skills ==
== Skills ==


# Choose three skill modes, assigning +3, +2, and +1 to each. This is the base rank for each skill in that mode.
A note about skills and conflict resolution—don't pour everything into attacking skills. We will be focusing on action and thought instead of violence, so have a balanced mix. Take inspiration from ''Indiana Jones'' or ''The Mummy''. A good rule of thumb is if you have more than one attack skill in your top three ranked skills you may want to move some of them around.
# If a skill appears in two of your modes, give a +1 to it at the highest ranked mode to focus it. If it is in all three of your modes, give it a +2 at the highest ranked mode to specialize it.
# You have 7 points to spend on improving skills.
#* 1 point — Upgrade a trained skill (a skill whose ranking matches the mode it is in) to focused, which adds +1 to the skill rank.
#* 2 points — Specialize a focused skill (a focused skill is one that was upgraded from trained already)
#* 3 points — Specialize a trained skill
# Choose a mode special ability from the modes you've chosen.


=== Modes ===
# Each character has a +4, +3, +3, +2, +2, +2, +1, , +1, , +1, , +1 for skills.
{{#widget:Google Spreadsheet
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|width=100%
|height=400px
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=== Skill List ===
=== Skill List ===
Here are links to read more about each skill. [https://fate-srd.com/fate-core/athletics Athletics], [https://fate-srd.com/fate-core/burglary Burglary], [https://fate-srd.com/fate-core/contacts Contacts], [https://fate-srd.com/fate-core/deceive Deceive], [https://fate-srd.com/fate-core/empathy Empathy], [https://fate-srd.com/fate-core/fight Fight], [https://fate-srd.com/fate-core/lore Lore], [https://fate-srd.com/frontier-spirit/skills#mythology Mythology], [https://fate-srd.com/fate-core/physique Physique], [https://fate-srd.com/fate-core/provoke Provoke], [https://fate-srd.com/fate-core/rapport Rapport], [https://fate-srd.com/fate-core/shoot Shoot], [https://fate-srd.com/fate-core/stealth Stealth], Survival (see PDF), [https://fate-srd.com/fate-core/will Will]
* [https://fate-srd.com/fate-core/athletics Athletics]
* [https://fate-srd.com/fate-core/burglary Burglary]
* [https://fate-srd.com/fate-core/contacts Contacts]
* [https://fate-srd.com/fate-core/deceive Deceive]
* [https://fate-srd.com/fate-core/empathy Empathy]
* [https://fate-srd.com/fate-core/fight Fight]
* [https://fate-srd.com/fate-core/lore Lore, Arts & Sciences]
* [https://fate-srd.com/frontier-spirit/skills#mythology Lore, Mythology]
* [https://fate-srd.com/fate-core/physique Physique]
* [https://fate-srd.com/fate-core/provoke Provoke]
* [https://fate-srd.com/fate-core/rapport Rapport]
* [https://fate-srd.com/fate-core/resources Resources]
* [https://fate-srd.com/fate-core/shoot Shoot]
* [https://fate-srd.com/fate-core/stealth Stealth]
* [[User:Wizardoest/Fate/Survival|Survival]]
* [https://fate-srd.com/fate-core/will Will]
* [https://fate-srd.com/fate-core/fight Weapons]


==== Omitted Skills ====
==== Omitted Skills ====
The keen-eyed may see that skills such as Ride and Notice are not on the list. Notice was removed as perception-type skills are too much of a catch-all for throwing information at the players and a short cut around good roleplaying. E.g. "I enter the waiting room and make a Notice roll to learn more about the Count," versus "I enter the room and examine the bookcase to see if I can figure out more about our host by their taste in books, so I'm going to roll Lore".


==== Adding New Skills and Modes ====
The keen-eyed may see that skills such as Ride and Notice are not on the list. The Notice skill was removed as perception-type skills are too much of a catch-all for throwing information at the players and a short cut around good roleplaying. E.g. "I enter the waiting room and make a Notice roll to learn more about the Count," versus "I enter the room and examine the bookcase to see if I can figure out more about our host by their taste in books, so I'm going to roll Lore".
Perhaps there is a skill that isn't on the list that is important to your character concept. A mounted knight should have a Ride skill to demonstrate their skill with a lance and horse husbandry. For concepts like these, we can create custom modes for your character that have the new skills. I have a strong preference to not do this for everyone (it is a lot of work).


=== Mode Special Abilities ===
==== Adding New Skills ====


==== Combat ====
Perhaps there is a skill that isn't on the list that is important to your character concept. A mounted knight should have a Ride skill to demonstrate their skill with a lance and horse husbandry. For concepts like these, we can create custom skills.


'''Wounded (lasting):''' Combatants have an extra lasting condition that they can use to absorb four shifts of physical injury. When you’re Wounded, death is on the table when you’re taken out. To begin recovery, another character who is capable of seeing to your injury must overcome an obstacle of Great (+4) or higher, in quiet and ideal conditions (as in, not in the field). You recover fully at the end of the next session.
== Stunts ==
 
==== Intrigue ====
 
'''Wanted (sticky):''' The Wanted track has five check boxes. When you are Wanted, you’re in some amount of trouble with the law. People know who you are. They might even be a little afraid of you. You can use that to your advantage. When you trade on your reputation to convince someone to do something for you, you may check off boxes of Heat for a bonus on the roll, +1 per box checked.
 
The more boxes you have checked off, the more trouble you’re in; if you only have one or two checked off, you might get hauled in for questioning if you get taken out of a scene. With four or five checked, you might be imprisoned instead. In addition, any law enforcement agents looking for you get +1 to their rolls for each box of Wanted checked.
 
Every scene you spend not getting in trouble with the law (and not generating more heat) allows you to clear one check box.
 
==== Banter ====
 
'''Center of Attention:''' When you check this box, you are the star of the show. You gain a situationally appropriate aspect to reflect this in the scene for free. When you do this you gain a boost that you may give to another character, provided it fits in the narrative.
 
'''Talk Our Way Out of It:''' When you are the Center of Attention, you may use Rapport to defend from physical attacks as you attempt to confuse or negotiate your way out of the situation.
 
==== Aristocrat ====
 
'''Favors (sticky):''' The Favor track has three boxes. You may check a box to call in favors at any time, gaining +2 for each favor on any roll which would narratively apply. (Yes, they may all be stacked on a single roll.)
 
As you trade more and more favors you are drawn into the web of your connections and this will complicate your life. The only way to uncheck a favor box is to do a favor in return. Sometimes these favors are simple and only require an Overcome roll (+2, +4, or +6) to repay but from time to time there may be in-game ramifications to repay the favors.
 
==== Naturalist ====
 
'''Quarry:''' When you check this box, write down the target of your quarry. You need to have time to examine or consider your quarry, usually a few minutes or more. This may be a single creature or a small band of creatures. Until you declare a new quarry you gain +2 on Overcome and Create Advantage rolls to find or set a trap for them and Weapon:2 when attacking them.
 
'''At Home in Nature:''' You can survive only in nature for any length of time comfortably.
 
'''Trackless Step:''' You are skilled at traversing the environment and leave only a trail that the most skilled may follow. As a result, you may only be tracked by someone with a Survival skill equal to or higher than your own or someone who has an aspect related to skilled tracking.
 
==== Sage ====
 
'''Preparedness is Key:''' Any time that you create an aspect by researching a solution, gain an extra free invoke on that aspect.
 
'''Obsessed:''' Check this box to gain a +4 to any research roll while also gaining an aspect that represents what you gave up to get that knowledge, e.g. ''Up All Night'', ''Owe a Favor to a Minor Devil''. Uncheck this box when this aspect has been resolved.
 
==== Acolyte ====
 
'''Grace:''' The Grace track has three stress boxes. When you check off a box of Grace, choose from the following:
* You gain Armor:2 from opponents of your faith for the scene.
* You gain Weapon:2 against opponents of your faith for the scene.
* You gain a +4 to an Overcome roll to aid another in removing a condition or aspect.
To uncheck a Grace check box, you must accept a compel that serves your faith or beliefs.
 
==== Commoner ====
'''Better Teamwork:''' When you work together with another character, instead of giving a +1 bonus you give a +2 bonus to the roll as long as you aren't the one making the roll.
 
'''Overlooked:''' When you check this condition, you are no one of consequence for the current scene and you gain a narratively fitting aspect until you take an action of consequence.


== Stunts ==
# [https://fate-srd.com/fate-accelerated/stunts Read this primer on stunts], ignoring the fact that it talks about approaches and not skills.
# [https://fate-srd.com/fate-accelerated/stunts Read this primer on stunts], ignoring the fact that it talks about approaches and not skills.
# [Optional] More reading about stunts. [https://fate-srd.com/fate-core/building-stunts Fate Core talks about Stunts], [https://fate-srd.com/fate-system-toolkit/stunts Advanced rubrics for stunts].
# [Optional] More reading about stunts. [https://fate-srd.com/fate-core/building-stunts Fate Core talks about Stunts], [https://fate-srd.com/fate-system-toolkit/stunts Advanced rubrics for stunts].
Line 114: Line 64:
=== How do I write a stunt? ===
=== How do I write a stunt? ===


Don't worry if you aren't comfortable writing up your own stunts. It takes a little experience to get them just right. Randy will help you out.
Here is a [https://fate-srd.com/atomic-robo/stunts great breakdown of what stunts can do]. Don't worry if you aren't comfortable writing up your own stunts. It takes a little experience to get them just right. Randy will help you out.


=== Adding a little Magic to your character with a Stunt ===
=== Adding a little Magic to your character with a Stunt ===


You may spend a stunt to gain a magical ability from [https://fate-srd.com/venture-city/powers-catalog this list of powers]. You may only gain one such ability and only its basic form, nothing else. None of your other stunts may affect or be useable with your magical ability.
You may spend a single stunt to gain a magical ability from [https://fate-srd.com/venture-city/powers-catalog this list of powers]. You may only gain one such ability and only its basic form, nothing else. None of your other stunts may affect or be useable with your magical ability. (Your power can grow as the campaign goes on.)
 
== Stress, Consequences, and Conditions ==
 
=== Stress and Consequences ===
 
Each PC will have two stress tracks to absorb stress—Physical and Mental. Each track has three boxes that can absorb one point of stress each. When absorbing stress you may mark off any number of these boxes.
 
Each PC will have three consequences—Mild, Moderate, and Severe. These consequences may absorb any kind of stress. A mild consequence absorbs 2 stress, a moderate one 4, and a severe one 6.
 
=== Condition track: Wealth and Favors ===
Each PC will have a Wealth and Favors condition track with one box. If the character's high concept is tied to money or influence, then add another box. This box may be checked off to give a +2 bonus or a reroll to a roll so long as it makes narrative sense. This track may also absorb stress, again if it makes narrative sense. Some extraordinary Resources rolls may require the use of this box.
 
To reset a checked box the PC will either have to return a favor or find additional wealth. This could be an Overcome roll of +4 for each box (rolled separately), finding treasure in a monster's lair, or a plot point in the narrative.

Revision as of 22:18, 18 September 2016

WIP

Aspects

From Fate Accelerated, Aspects & Fate Points:

An aspect is a word or phrase that describes something special about a person, place, thing, situation, or group. Almost anything you can think of can have aspects. A person might be the Greatest Swordswoman on the Cloud Sea. A room might be On Fire after you knock over an oil lamp. After a time-travel encounter with a dinosaur, you might be Terrified. Aspects let you change the story in ways that go along with your character’s tendencies, skills, or problems.

Each character will have five aspects that describe them. We'll be writing a bunch of possibilities but if you don't like enough of them, you can start with just a high concept and a trouble aspect.

High Concept
This aspect is the main concept of the character, e.g. Playboy Paladin, Punk Rock Ninja, Self-made Alchemist Wizard Apprentice.
Trouble
This aspect is something that causes you problems. It can be internal or external, e.g. Lovesick Alcoholic or Disregarded and Ignored
Three more
These three aspects will be picked from the list of other aspects we'll be writing. This list of other aspects will include relationship aspects with some of the other characters as well as rolls on some random tables that have quirks, secrets, professions, etc.
... based on your relationship to each of the other PCs
... based on your relationship to the Sorcier
... based on some random tables that will be provided.

Skills

A note about skills and conflict resolution—don't pour everything into attacking skills. We will be focusing on action and thought instead of violence, so have a balanced mix. Take inspiration from Indiana Jones or The Mummy. A good rule of thumb is if you have more than one attack skill in your top three ranked skills you may want to move some of them around.

  1. Each character has a +4, +3, +3, +2, +2, +2, +1, , +1, , +1, , +1 for skills.

Skill List

Omitted Skills

The keen-eyed may see that skills such as Ride and Notice are not on the list. The Notice skill was removed as perception-type skills are too much of a catch-all for throwing information at the players and a short cut around good roleplaying. E.g. "I enter the waiting room and make a Notice roll to learn more about the Count," versus "I enter the room and examine the bookcase to see if I can figure out more about our host by their taste in books, so I'm going to roll Lore".

Adding New Skills

Perhaps there is a skill that isn't on the list that is important to your character concept. A mounted knight should have a Ride skill to demonstrate their skill with a lance and horse husbandry. For concepts like these, we can create custom skills.

Stunts

  1. Read this primer on stunts, ignoring the fact that it talks about approaches and not skills.
  2. [Optional] More reading about stunts. Fate Core talks about Stunts, Advanced rubrics for stunts.
  3. Each player gets 3 free stunts
  4. Each player get 3 points of Refresh. In the game, Refresh is the number of Fate points you start a session with. You may spend up to 2 points of Refresh on stunts (cost of 1 point per stunt). If you are new to Fate, it is recommended that you not spend Refresh. (You'll be able to purchase new stunts with refresh between every session.)
  5. At the end your character will have between 3-5 stunts, with most characters having 3.

What are stunts?

Stunts are analogous to Feats in d20 games. They are a circumstantial boon for your character. Unlike Feats in other systems, Stunts are completely custom written by the player for their character.

How do I write a stunt?

Here is a great breakdown of what stunts can do. Don't worry if you aren't comfortable writing up your own stunts. It takes a little experience to get them just right. Randy will help you out.

Adding a little Magic to your character with a Stunt

You may spend a single stunt to gain a magical ability from this list of powers. You may only gain one such ability and only its basic form, nothing else. None of your other stunts may affect or be useable with your magical ability. (Your power can grow as the campaign goes on.)

Stress, Consequences, and Conditions

Stress and Consequences

Each PC will have two stress tracks to absorb stress—Physical and Mental. Each track has three boxes that can absorb one point of stress each. When absorbing stress you may mark off any number of these boxes.

Each PC will have three consequences—Mild, Moderate, and Severe. These consequences may absorb any kind of stress. A mild consequence absorbs 2 stress, a moderate one 4, and a severe one 6.

Condition track: Wealth and Favors

Each PC will have a Wealth and Favors condition track with one box. If the character's high concept is tied to money or influence, then add another box. This box may be checked off to give a +2 bonus or a reroll to a roll so long as it makes narrative sense. This track may also absorb stress, again if it makes narrative sense. Some extraordinary Resources rolls may require the use of this box.

To reset a checked box the PC will either have to return a favor or find additional wealth. This could be an Overcome roll of +4 for each box (rolled separately), finding treasure in a monster's lair, or a plot point in the narrative.