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10:56, 28th April 2024 (GMT+0)

Character Creation and Info.

Posted by XethrylFor group 0
Xethryl
GM, 2 posts
Tue 24 May 2022
at 01:07
  • msg #1

Character Creation and Info

If you're just getting started, you don't need to know all of this right away, focus on getting your character idea down first and then can slowly get used to the rules as you go. If you prefer, I can can provide you with a training scene to guide you along and practice getting the hang of rolling and combat in a controlled environment.
I modified a lot of the FATE rules and changed the names of some things to try make it more accessible for an rpol rp.

When setting up a character profile, go to Character Details tab at the top-left, then click edit description. Enter a decently detailed physical appearance, personality and background. Note that all player-characters are Amazonian in origin, so they must be female (there is an enemy race where this is not the case, and you might eventually discover through RP what this all means). If you need a reference for filling all of this out, check out the profile of my NPC named Falke.

The first thing to choose is your character's genetic background. You get a little bonus depending on what you chose. If you want, you could also be a hybrid, where you choose one aspect of a genetic background, and another belonging to a different group.

Sovereign: Makes up most of the population, who have grown to be adaptable enough to the problems presented by the archipelago over the centuries to have established impressive queendoms. +1 to Physical Stress capacity and +1 to any combat skill
Divergent: A genetic makeup that often results in rare and exotic skin pigmentation. Divergent often have a keener sixth sense that sometimes makes them unnerving company. +1 to Mental Stress capacity and +1 to any mental skill
Panthera: Those of this makeup are often found in deep jungle communities. They bear subtle feline features that are prominently expressed through non-human ears and a tail.
+1 to Agility skill and +1 to rolls dealing with staying out of sight
Elfin: There were times in Exayne's history when these were outcast from greater civilization and allowed isolated enclaves. They are usually a little taller, and graceful in appearance with very pronounced ears that let them hear very well. The Elfin also have a gift of being more in tune with the natural world. +1 to Perception skill, +1 to Nature skill and +1 to Bows.


Next enter a section called Fate Points. This is where you will keep track of them, and it's a valuable resource so try remember how much you have. You start with 3. If you ever have less than 3, your Fate Points will reset back to 3 after your character rests a full day. Above 3, you can accumulate as many Fate Points as you can, they only reset if you have less than 3.

After that put in a section called Aspects. Your character can have 5 Aspects. These are details of significance about your character that can be just about anything you can think of, such as personality or descriptive traits, beliefs, major events in the past, significant relationships, important possessions, issues or whatever else you can think of as long as its closely ingrained  and personal to your character. If you have trouble thinking of Aspects I could help you come up with them. During the game when an Aspect is beneficial and it makes sense to apply to in a situation, you can spend a Fate Point to choose a Benefit:
• Take a +2 on a 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 the Aspect 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 the Aspect could lead to such a thing.

Your Aspects can also be detrimental things that create problems, complications and danger. In return, when you RP negative Aspects coming into effect you gain a Fate Point. But beware that sometimes I may escalate the situation into something unexpected when this happens.

Next section is Stress. Instead of HP, if you failed to prevent something bad happening to you, you gain a Stress point. By default you start at 0/2 Physical Stress, and 0/2 Mental Stress. There will be various ways to burn off Stress.

When a type of Stress reaches it's maximum, the next time something bad happens to your character it takes up a Condition Slot. There are two slots for Minor Conditions which each can hold 2 damage points each, one for a Moderate Condition which holds 4 damage points, and one for a Severe Condition which holds 6. Damage is the amount by which you lost a roll. So if you lost a roll by 3, you can distribute that damage into any Condition Slot of your choosing, so you can fill one Minor Condition with 2/2, and the other Minor Condition Slot with 1/2. You could also distribute that damage to the other more severe slots if you want, however Moderate and Severe slots will inflict harsher and more difficult to cure debuffs on your character than Minor ones (be especially careful about filling the Severe slot, as it can be life threatening). If every Condition Slot is filled, your character is knocked unconscious or dying depending on the severity of the debuffs, but may still be rescued. A character that survives being taken out will probably require a hefty recovery process.
This message was last edited by the GM at 03:56, Tue 07 June 2022.
Xethryl
GM, 4 posts
Wed 25 May 2022
at 21:37
  • msg #2

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.
Xethryl
GM, 7 posts
Thu 26 May 2022
at 21:22
  • msg #3

Character Creation and Info

Specials

Special abilities are tied to your skills and have no cost to using them. If a special is especially powerful it will cost a Fate Point to use.
By default you can pick three Specials. If you want 1-2 to more Specials, you bring down your passively replenishing Fate Points from long resting by 1 each.
You are encouraged to come up with your own Specials, but here is a list of some if you prefer choosing from a list or need some ideas.

Agility Specials

Blazing Sprint: You're hard to keep up with and don't lose momentum and stamina when running full speed. You can move two zones instead of one in a turn as long as no obstacle stops you. Also gain +2 Agility when trying to run away, pursue, or race as long as no obstacles stop you. Immediately after moving a zone if there is a gap, +2 to vault it.
Acrobatic Mobility: You're able to exploit obstacles, buildings, heights and gaps to the fullest to keep moving. +2 to Agility when dealing with any kind of difficult terrain and obstacles.
Escape Artist: Your body is flexible in ways that make twisting and reaching to get out of predicaments more reliable. +2 to Agility when dealing with traps and ensnarements.
Agile Counter: Exploiting momentum gained during a fight can catch enemies off-guard. When you succeed on a defend action against an opponent’s Fight roll using Agility, you can Stun (-2 stats for a turn) a target as long as they are not Armored. Alternatively you can give yourself a +2 boost to your next melee attack on that target. If you roll was a critical, +3 instead.

Strength Specials
Conditioning:
Your muscle mass is evenly toned and refined from long hours of wearing armor or wielding heavy weapons. Weight penalties from equipment are reduced by 1.
Destructor:
You've enjoyed destroying things all your life and its become something of a fine art. +2 when using force to break objects or alter anything in the environment. If spending a Fate Point, it's +4 instead.
Sheer Endurance: Your body is steely and robust enough to sometimes dampen or fully resist what could have been a grievous wound. At the cost of Fate Points, -1 each to the damage you just took.

Psychic Specials
Psycho Barrier
You can block speeding bullets by conjuring a barrier of force. +2 on Psychic whenever you have to defend against range weapons.


(more to come, section in progress)
This message was last edited by the GM at 04:17, Fri 10 June 2022.
Xethryl
GM, 14 posts
Tue 7 Jun 2022
at 01:20
  • msg #4

Character Creation and Info

Combat

When fighting most enemies, it will be set up something like this:

[Enemy Name] [Quality] [Damage] [Health]
[Traits]

[Quality] is the result your roll has to meet to pass.

[Damage] is the amount you take if your Defend roll fails (more on that soon). Ranged enemies may have a trait that states how they deal their damage to distant targets.
Health is how much damage the enemy can take before defeat. There will be more on how much damage your character does later in the thread.
Lastly, [Traits] are a list of special modifiers and rules the enemy may have. Some enemies might have traits that make them more resistant to rolls for physical attacks, and some may have a trait that makes resistant to mental attacks for example.

Rolling Actions

If it's not against another player or NPC in The Cast list, you can take as many actions as you want, whether you play the encounter out slowly or decide to have your character try blitz through. However past 4 actions in a single post, you take a -1 penalty 'Fatigue' penalty to all rolls to signify your character is overextending themselves. Beyond 8 actions that penalty is -2. When someone else posts actions, the Fatigue clears.

If the combat is versus another player or NPC in The Cast list, each turn is always locked to 4 Actions instead.

Attack: As the name says. Pick a skill that you believe will harm the target. By default if unarmed your damage is 1, 2 if you are armed. You can also attack a foe mentally, which may lead to them hesitating, gaining a debuff, or even giving up completely if the result is potent enough (You'll have to wait for me to make a GM response if you're attempting an unorthodox attack or creating a debuff).

When you attack however, your character will take the target's Damage stat unless you use a Defend action afterward to prevent it. If you choose to take the Damage, it goes into Physical Stress.

If you roll a tie with the target's Quality, the damage for your attack is reduced by 1.

Attacks can also be a Critical Success if they went 3 over the target's Quality, and instead of the usual benefits of that outlined earlier in the thread, you also choose to add +2 to damage instead.

If you roll two Attack actions in a row, that's called a 'Reckless' bonus, where the second one gains +1 to its result, and +1 damage, but you'll take one more damage from the next source.

Defend: Use this to prevent taking Damage.  Can also use this if anticipating incoming damage from some source. Agility to use your character's movement, or Strength to block will likely be the common skills used to Defend. Psychic users can block projectiles upon reaching 4 Skill.

If two of your actions in a row are Defend, you get a small 'Evasion' bonus that increases the result of the second Defend roll by 1 and further reduces to the next source of damage by 1.

Create Advantage: This action doesn't count toward the Fatigue penalty outlined before. If your character has any Aspects where it would make sense that they'd help in the fight, you can cite it and claim a Benefit (those were described earlier in this thread). If used this way, you don't need to roll a dice to see if that Benefit can be claimed.

You can also use this if you believe something in the environment can be exploited, or anything at all that you could think of to create an advantage, and roll using whichever skill is appropriate to create it. This might have a lot of potential depending on what it is, and you'll have to wait for me to GM what the effect will end up being.

You can use Create Advantage multiple times to stack Benefits or change the nature of the encounter.
This message was last edited by the GM at 02:10, Mon 11 July 2022.
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