Mar 19, 2019 8:57 pm
Here is where we will do Step-by-Step Character Creation. I am not requiring you to have connected histories, but it might make it interesting if did work out some details to connect you to another PC.
So I am going to take a page from the Wearing the Cape book and rearrange the Aspects a smidgen. Instead of High Concept, Trouble and three Background Aspects, we will use a Power Aspect, a Hero Aspect, Trouble and two Background Aspects
Step One: Power Aspect - This aspect describes your origin and powers in a nutshell. As an example, Superman might have the Power Aspect: Kryptonian Power House Ubermensch. Spider-Man might be Radioactive Spider-powered Teen. This aspect should almost always be useful when throwing down against other Supers or saving civilians during missions, so a lot of the action scenes.
Step Two: Hero Aspect - This Aspect is meant to reflect your outlook on Hero Work, your public persona. Often in comic books, one might look to a character's epithet for this Aspect. Spider-Man is sometimes called Your Friendly Neighborhood Wed-slinger. Or Batman is famously called The Dark Knight Detective. This aspect should come into play most often in social situations, calming civilians, Provoking your enemies, negotiating new sponsorship contracts, that sort of thing.
Step Three: Trouble Aspect - This aspect is the same as your normal the Fate Core. This is the biggest issue your character faces in life. It needs to be a real issue for them, and not something that can be easily fixed. You might have a family to take care of, or a day job/profession you'd rather be doing but can't for some reason. For an example from comics, Batman might be said to have the Trouble "The death of my parents still haunts me." or Captain America might have "The battle may end, but not the war." This aspect should be compelled almost once a chapter (my term for a short segment of story...like a 3-6 issue arc in an ongoing comic. In the Golden Age it would come up once an issue, but trend change) to cause issues for your Hero. I might threaten a loved one or cause your PC to choose between the two lives they are trying to live, that sort of thing.
Step Four: 2 Background Aspect - These aspects are basically freebies. You can do almost anything with these aspects to fill out your character. This is a great place to put secret identity details you might want to be able to call upon. Spider-Man might put something like the famous "With great power comes great responsibility" quote from Uncle Ben. Batman and Iron-Man might have "Billionaire Playboy Philanthropist by day" for another example. These aspects will be most useful if you keep the "double-edged sword" concept in mind when creating them. Sometimes you want to be able to call on them for a bonus, sometimes you want the GM to compel them to earn a Fate Point.
Step Five: Skills - We are using the standard list of skills you can find here on the Fate SRD. However, there are three changes to what they represent. At the end of a chapter (again, I will let you know when this is) I will award the "points" your hero has earned for their most recent missions. At that time you will make a test using the skills Contacts, Rapport, and Resources. Your results will determine how many of the points you potentially earned you will get. Like any other skill test, you will be allowed to invoke Aspects, or employ stunts that might be applicable assuming you have the appropriate resources.
Contacts during this phase will represent how well the city or other government officials view your Hero. If you created a lot of collateral damage to city infrastructure, or just even just a big mess that slows down city business, the challenge will be higher than it might otherwise be.
Rapport during this phase will represent how the public views your Hero. If you saved a lot of people or put yourself in harms way to protect non-heroes, stay after to sign autographs, show up at community events, or if you just ham it up for the cameras, the people will love you. If you show anti-social tendencies or are perceived to be responsible for civilians being injured, they will throw you under the bus. There is a weekly show where fans can call or go online to up-vote their favorite heroes. Just a warning though...the people can be fickle.
Resources during this phase represent your relationship with your Sponsors and how well you are paid. This test has a similar metric to the Rapport. If your sponsoring corporation has a favorable view of your hero you can expect to be treated well. Or you might catch the eye of a more lucrative contract. Fail this test to often and the sponsor may decide to drop you or they might impose more restrictions on your conduct.
So now that you know how the skills differ from typical uses in Fate, you can distribute your points. Basically, you give one skill +5, two skills +4, three skills +3, four skills +2, and five skills +1. All other skills default to +0. This is a bit more than usual, but I want to reflect that these characters are super-human. To put all this in context, a skill at +4 is considered peak human perfection. Olympic athletes have an Athletics skill of +4 in their chosen sport. Your character can, if you choose and the dice are on your side, outshine every normal human and take home gold in any event you choose. (this doesn't even factor in your powers yet.)
Step Six: Stunts/Powers - As mentioned in the other thread, we will have Stunts become Super Powers. In a normal game of Fate, you have 3 free Stunts and 3 Refresh that can be exchanged for Stunts at a one-for-one ratio. In this game, you will have 10 free stunts to build your powers and/or reflect other tricks you may have picked up in life, as well as 3 Refresh that you can trade for more powers or stunts.
The vast majority of characters have only one power, but learn cool tricks to do with that one power so that it looks like they have many powers. For example, if I made Superman for this game, I would name the power Kryptonian DNA (aka...Super Toughness). This would cost me 1 Stunt out of the 10 freebies. From there I would buy all the other powers he has, further Enhancements like Master Super Toughness, Implacable, and/or Juggernaught, then the other powers like Flight, Super Strength, Energy Blast(Heat Vision), etc, until i felt I had replicated the comic book Superman as best I could without going over my limit of 12 points, I say 12 because you can spend Refresh on Stunts as well, but you have to have a Refresh of 1 at the end, those are the rules.
If I were trying to make a Batman style character, I probably wouldn't buy as many powers. Technically he has none of course but for the purposes of the game, he would at least have Super Intelligence and one or two Enhancements after that. The rest I would spend on individual Stunts separate from the Powers. I would probably look at stunts from the individual skills on the SRD. The Stealth skill entry for example has Ninja Vanish. That is very Batman appropriate in my opinion. The SRD is a great resource for designing stunts, but I am happy to help if you need it.
Step Seven: Stress and Consequences - This step is pretty easy and we are just using the rules from the Core rules. Characters typically have two Stress tracks. Physical and Mental. You can think of these like Hit Points. If you run out of Stress boxes and take a hit...you are out of the scene. What "out of the scene" means varies a lot depending on the situation. It does not mean your character is dead...unless you want it to. We will enter a negotiation phase outside of the action. The GM has ultimate authority, but my mandate is to make the game interesting. If capturing your hero is best we will do that, but in this game making them lose standing in the ranks is probably my go-to result. Of course this is a comic book based story so death is rarely final. it could be fun to have your character die and bring them back. The possibilities are practically endless.
The one thing about Stress that I often forget is that skills Physique and Will can increase the number of Stress boxes you have. Physique gives you extra Physical Stress boxes and Will gives you Mental Stress Boxes. Check those skills on the SRD for more details, but I will double check your sheet for the proper number of boxes.
Consequences are a secondary kind of damage. You use Consequences to mitigate how much Stress you take when hit with an Attack. All PCs have three Consequence boxes, a Mild, Moderate and Severe. Each of these boxes can absorb Stress, but give you temporary Aspects that make life harder. Perhaps you are hit by a villain with Super Strength and take 3 Stress. You can choose to take a Mild Consequence, negating 2 of that stress, and write Cracked Rib in the slot for your Mild Consequence, then fill in one box of Physical Stress. Physique and Will at a high enough level can grant extra Consequences. I will check for that as well.
So I am going to take a page from the Wearing the Cape book and rearrange the Aspects a smidgen. Instead of High Concept, Trouble and three Background Aspects, we will use a Power Aspect, a Hero Aspect, Trouble and two Background Aspects
Step One: Power Aspect - This aspect describes your origin and powers in a nutshell. As an example, Superman might have the Power Aspect: Kryptonian Power House Ubermensch. Spider-Man might be Radioactive Spider-powered Teen. This aspect should almost always be useful when throwing down against other Supers or saving civilians during missions, so a lot of the action scenes.
Step Two: Hero Aspect - This Aspect is meant to reflect your outlook on Hero Work, your public persona. Often in comic books, one might look to a character's epithet for this Aspect. Spider-Man is sometimes called Your Friendly Neighborhood Wed-slinger. Or Batman is famously called The Dark Knight Detective. This aspect should come into play most often in social situations, calming civilians, Provoking your enemies, negotiating new sponsorship contracts, that sort of thing.
Step Three: Trouble Aspect - This aspect is the same as your normal the Fate Core. This is the biggest issue your character faces in life. It needs to be a real issue for them, and not something that can be easily fixed. You might have a family to take care of, or a day job/profession you'd rather be doing but can't for some reason. For an example from comics, Batman might be said to have the Trouble "The death of my parents still haunts me." or Captain America might have "The battle may end, but not the war." This aspect should be compelled almost once a chapter (my term for a short segment of story...like a 3-6 issue arc in an ongoing comic. In the Golden Age it would come up once an issue, but trend change) to cause issues for your Hero. I might threaten a loved one or cause your PC to choose between the two lives they are trying to live, that sort of thing.
Step Four: 2 Background Aspect - These aspects are basically freebies. You can do almost anything with these aspects to fill out your character. This is a great place to put secret identity details you might want to be able to call upon. Spider-Man might put something like the famous "With great power comes great responsibility" quote from Uncle Ben. Batman and Iron-Man might have "Billionaire Playboy Philanthropist by day" for another example. These aspects will be most useful if you keep the "double-edged sword" concept in mind when creating them. Sometimes you want to be able to call on them for a bonus, sometimes you want the GM to compel them to earn a Fate Point.
Step Five: Skills - We are using the standard list of skills you can find here on the Fate SRD. However, there are three changes to what they represent. At the end of a chapter (again, I will let you know when this is) I will award the "points" your hero has earned for their most recent missions. At that time you will make a test using the skills Contacts, Rapport, and Resources. Your results will determine how many of the points you potentially earned you will get. Like any other skill test, you will be allowed to invoke Aspects, or employ stunts that might be applicable assuming you have the appropriate resources.
Contacts during this phase will represent how well the city or other government officials view your Hero. If you created a lot of collateral damage to city infrastructure, or just even just a big mess that slows down city business, the challenge will be higher than it might otherwise be.
Rapport during this phase will represent how the public views your Hero. If you saved a lot of people or put yourself in harms way to protect non-heroes, stay after to sign autographs, show up at community events, or if you just ham it up for the cameras, the people will love you. If you show anti-social tendencies or are perceived to be responsible for civilians being injured, they will throw you under the bus. There is a weekly show where fans can call or go online to up-vote their favorite heroes. Just a warning though...the people can be fickle.
Resources during this phase represent your relationship with your Sponsors and how well you are paid. This test has a similar metric to the Rapport. If your sponsoring corporation has a favorable view of your hero you can expect to be treated well. Or you might catch the eye of a more lucrative contract. Fail this test to often and the sponsor may decide to drop you or they might impose more restrictions on your conduct.
So now that you know how the skills differ from typical uses in Fate, you can distribute your points. Basically, you give one skill +5, two skills +4, three skills +3, four skills +2, and five skills +1. All other skills default to +0. This is a bit more than usual, but I want to reflect that these characters are super-human. To put all this in context, a skill at +4 is considered peak human perfection. Olympic athletes have an Athletics skill of +4 in their chosen sport. Your character can, if you choose and the dice are on your side, outshine every normal human and take home gold in any event you choose. (this doesn't even factor in your powers yet.)
Step Six: Stunts/Powers - As mentioned in the other thread, we will have Stunts become Super Powers. In a normal game of Fate, you have 3 free Stunts and 3 Refresh that can be exchanged for Stunts at a one-for-one ratio. In this game, you will have 10 free stunts to build your powers and/or reflect other tricks you may have picked up in life, as well as 3 Refresh that you can trade for more powers or stunts.
The vast majority of characters have only one power, but learn cool tricks to do with that one power so that it looks like they have many powers. For example, if I made Superman for this game, I would name the power Kryptonian DNA (aka...Super Toughness). This would cost me 1 Stunt out of the 10 freebies. From there I would buy all the other powers he has, further Enhancements like Master Super Toughness, Implacable, and/or Juggernaught, then the other powers like Flight, Super Strength, Energy Blast(Heat Vision), etc, until i felt I had replicated the comic book Superman as best I could without going over my limit of 12 points, I say 12 because you can spend Refresh on Stunts as well, but you have to have a Refresh of 1 at the end, those are the rules.
If I were trying to make a Batman style character, I probably wouldn't buy as many powers. Technically he has none of course but for the purposes of the game, he would at least have Super Intelligence and one or two Enhancements after that. The rest I would spend on individual Stunts separate from the Powers. I would probably look at stunts from the individual skills on the SRD. The Stealth skill entry for example has Ninja Vanish. That is very Batman appropriate in my opinion. The SRD is a great resource for designing stunts, but I am happy to help if you need it.
Step Seven: Stress and Consequences - This step is pretty easy and we are just using the rules from the Core rules. Characters typically have two Stress tracks. Physical and Mental. You can think of these like Hit Points. If you run out of Stress boxes and take a hit...you are out of the scene. What "out of the scene" means varies a lot depending on the situation. It does not mean your character is dead...unless you want it to. We will enter a negotiation phase outside of the action. The GM has ultimate authority, but my mandate is to make the game interesting. If capturing your hero is best we will do that, but in this game making them lose standing in the ranks is probably my go-to result. Of course this is a comic book based story so death is rarely final. it could be fun to have your character die and bring them back. The possibilities are practically endless.
The one thing about Stress that I often forget is that skills Physique and Will can increase the number of Stress boxes you have. Physique gives you extra Physical Stress boxes and Will gives you Mental Stress Boxes. Check those skills on the SRD for more details, but I will double check your sheet for the proper number of boxes.
Consequences are a secondary kind of damage. You use Consequences to mitigate how much Stress you take when hit with an Attack. All PCs have three Consequence boxes, a Mild, Moderate and Severe. Each of these boxes can absorb Stress, but give you temporary Aspects that make life harder. Perhaps you are hit by a villain with Super Strength and take 3 Stress. You can choose to take a Mild Consequence, negating 2 of that stress, and write Cracked Rib in the slot for your Mild Consequence, then fill in one box of Physical Stress. Physique and Will at a high enough level can grant extra Consequences. I will check for that as well.