Character Creation and Info
When using the dice roller, it's automatically set to Fate system dice so don't need to change any settings.
All results are set to this scale:
+8 Legendary
+7 Epic
+6 Fantastic
+5 Superb
+4 Great
+3 Good
+2 Fair
+1 Average
+0 Mediocre
–1 Poor
–2 Terrible
Threats and obstacles will have a Difficulty Rating set to this scale, with the lowest being 0 representing things easily overcome while higher numbers represent difficult stuff. To overcome an enemy or obstacle, your dice result has to meet the target's Difficulty Rating. If you rolled below it, the thing will either have a description of the consequences of failing or I will simply say what happens to you.
If you rolled 3 or more higher than the requirement for passing, that's a Critical success. When getting a Critical, you can apply the following twice and at no cost to Fate Points:
Take a +2 on your current skill roll before or after you’ve already rolled the dice.
Reroll all your dice if you're unhappy with a result you just received.
Pass a +2 benefit to another character’s roll, if it’s reasonable that what you did would be able to help them.
Add +2 to any Difficulty Rating to something in the environment or create one that wasn't already there if it’s reasonable that what you did could lead to such a thing.
At any time during RP, if you think of a creative way that your character can gain an advantage, you gain the above bonuses as well, but instead of picking two of them, can only pick one unless you thought of an extremely potent advantage that makes sense to have more than one buff.
Skills
Skills buff dice rolls results. If your character is fighting with a sword, and has a rating of 'Great' in the Blade skill, it provides +4 to whatever you rolled.
Pick skills:
One Great (+4) skill
Two Good (+3) skills
Three Fair (+2) skills
Four Average (+1) skill
Mediocre (+0) is the default
for any skill you do not take.
List of Skills:
(The descriptions for these will be expanded upon soon, don't nave to pick anything yet!)
Agility
Enhances ability and grace of movement when running, jumping, climbing and dodging incoming danger. Although Agility is a good choice for dodging most attacks, some might be less effective to mitigate with Agility.
Strength
Enhances raw physique and endurance. Handling heavy objects, breaking things, using heavy weapons and armor and even reducing physical damage taken is much easier with robust strength.
Will
Where strength represents physical fortitude, will represents power of mind. Having robust will helps resist mental stress and conditions, resist psychic attacks, become shielded from persuasive influence, and work through complex mental obstacles such as needing to think of solutions quickly.
Perception
Enhances ability to see and hear. Good perception allows one to notices hidden things such as traps, treasure and stealthed foes before they lay an ambush. Perception can also help avoid certain attacks and discover weaknesses.
Blades
Balanced armaments that shine in duels and usually light enough to afford use of another hand. Although blades are less effective against heavy armor, skillful use of them can disarm foes along with a host of other techniques.
Polearms
Reliable weapons that are better at puncturing armor than blades, and sometimes create advantages thanks to their long reach. Although simple to use with little skill, at higher expertise can perform dazzling flourishes and complex techniques.
Martial Arts
Mastery in either unarmed styles of combat or an eclectic mix of exotic weapons. These styles of fighting are very niche and most suited to very specific circumstances.
Bows
Traditional and most oft wielded weapons during the days of the empire, and still remain widely used despite firearms becoming more prevalent. A skilled bow user can make deadly armor-piercing snipes without the noise and expense of a firearm.
Guns
Although they can be costly to maintain and sometimes unreliable, there is no easier way to create a kill zone and create threat than with firearms. The finest marksmanship paired with a fine weapon can lay waste to multiple enemies in a short time, even those with armor.
Stealth
An art as old as time. Individuals able to silently traverse the shadows have always held the potential to cause tremendous change for good or for ill. Being good at stealth ensures you have the knowledge to keep footfalls silent and a mind cool enough to move through areas while avoid wandering eyes. The more complex an area is, the more possibilities there are to stealth without detection.
Thievery
Picking locks, tampering with doors, and using sleight of hand to retrieve an item unnoticed are the hallmarks of thievery. Thievery also has to do with code-breaking knowledge and getting through electronic systems. High degrees of expertise also opens up the possibility to sabotage without making a sound.
Engineering
Since the decline of the empire and the barrier isolating the heartlands, the enigmatic technologies that once kept civilization running have become completely inaccessible. As such, practical methods of engineering once deemed primitive became prevalent all over the isles. Engineering knowledge allows repair, maintenance and augmentation of anything with moving parts. With enough time, materials and the right blueprints, creating complex items becomes possible. Also affords insights and advantages when faced with mechanical threats.
Nature
The vast catalogue of flora and fauna in the wild is a daunting affair, especially with countless mutated variants introduced over the years. One knowledgeable in nature can identify and safely harvest potent reagents, create and treat toxins, as well as know weaknesses and useful properties in wildlife. Nature knowledge also provides survival skills in remote locations such as finding shelter and securing sustenance, especially important in Red Zones rife with scarcity and danger.
Treatment
Conventional knowledge to do with medical procedures. Skill with Treatment lets you use first aid and even perform surgeries for conditions minor to severe.
Swimming
The ocean is vast and prevalent. Rich in a multitude of vital and rare resources while also hiding treasures both ancient and new, swimming well can pay off in interesting ways. With aquatic infiltration becoming a popular and effective tactic, swimming can ensure reaching important targets successfully while avoiding detection. Being good at swimming also provides more agility in water, even while fighting, and allows longer breath holds when submerged. Swimming techniques and conditioning also lead to more air conserved while scuba diving.
Allure
The art of both subtle and not so subtle ways to get someone to do exactly what you want, or atleast get them closer to that. Allure isn't only about being charming, but being persuasive and effective with words. Those very skilled in the art of Allure can solve a surprising amount of problems with their charisma alone and make friends out of enemies. Allure can even momentarily distract or lower a foe's guard in combat if they happen to possess a weakness to being charmed or simply have a weak will.
Gravitas
The force and power of presence alone, without even having to do anything. Those with high gravitas have an aura that can either coax great fear or inspiration depending on what kind of person wields it. Terrifying gravitas has the potential to make allied NPCs more efficient and unquestioning, as well as creating moments of hesitation and low morale in enemies. Inspirational gravitas provides a small chance to make allied NPCs perform something they couldn't do under normal circumstances, and help improve teamwork with other player characters.
Command
Being able to get the most out of larger groups in a fight, come up with clever strategies, and coordination during naval engagements requires a tight grip on command skills. Knowing how to effectively lead others to create an advantage is difficult, especially since it asks for clever innovation, so it's rare to see impressive commanders unless they already came from a military background.
Psychic
A very rare condition that isn't well understood, but beginning to be a highly sought after asset. Some show their psychic gifts in very subtle ways that go unnoticed, while others visibly enough that they produce visual phenomena. Psychics can influence physical reality with the force of their thoughts and the ability to influence and peer into the minds of others. Establishing long lasting mental links that transcend great distances between two individuals that both have psychic powers has also been said to be possible.
Wrath
An often untapped power that lays dormant in the recesses of the soul, sometimes never awakened. Due to its dark and volatile nature, most advise against steeping too deeply into wrath once it's discovered and unbound at will. Tapping into wrath carries effects that vary greatly depending on the individual. Some are able to muster up vicious strength and fury with their wrath, and some are even able to channel it in the form or fire or lightning. Wrath tends to only become harnessable when having taken stress and injuries, with more dangerous levels of wrath awakening when enduring increasingly severe levels of pain.
Vehicle
Mechanized transports and war machines, particularly watercraft, have had their importance increased exponentially since the decline of the empire and the first wars for control in the isles began. Having high competence with vehicles improves manoeuvrability and avoiding danger while piloting, and makes attacking and defending in a vehicle less risky. Many impressive and death-defying stunts and tricks can be performed by a skilled pilot.
Resources
Your personal background or clan name may carry significant prestige, rapport or wealth depending on how high this skill is. Resources allows you to start the game with more money and assets than normal, and allow you to call in more wealth or items you may need over the course of the RP. This skill may also represent reputation with helpful groups that might be able to lend their assistance. NPCs might also recognize your background and act differently in varying degrees depending on how high the skill is.
This message was last edited by the GM at 20:06, Thu 16 June 2022.