Character Creation

May 18, 2025 2:55 am
A place to compare notes, ask questions, or merely seek guidance on your character.
May 18, 2025 2:59 am
I've been working on a GP character sheet in case others want to use it. I got some feedback. please tell me if there are others so I can update it before people start using it.
[ +- ] Case & Soul
May 18, 2025 3:01 am
Thanks again for putting the time in on the character sheet, Ironmonger!
May 18, 2025 3:04 am
Oh, and some questions about how the system works. When the game says "Strive is part of your Skin/Steel/Soul", what does that mean? Does that mean you get 3 dots in the corresponding resistance? When it says you get 3 dots in your strive, is that for skin, steel, or soul, or is that to put in actions that are under that category (meaning if skin I could put them under rush, skulk, and/or steady)?

Also, I see we get 3 dots based on our past and 2 based on our future. I assume these are the 9 actions. Does having a dot mean you start with 2d6, or is 1 dot just 1d6 and having no dots means the 2d6 keep lower roll?

This is my first forged in the dark game, so I feel like i get 80% of the rules but stuff like this is where I've never had anyone to ask this too before.
May 18, 2025 3:31 am
Okay, so, Skin, Steel, and Spirit aren't like other stats, you can't raise them directly. Instead, their value is determined by how many of the Actions in their category you have at least one dot in.

For the sake of example, if someone had a single dot in Skulk and Steady, their Skin would be rated at 2. If they buy another point of Skulk as an Advancement, that doesn't impact their Skin because they already have Skulk.

Strive being moved into a particular category means that there's a forth stat in that category. That means that, immediately, their Resistance is one level higher (because Strive comes with dots in it), but also that they can take it one level higher than most other people.

For a task, you roll a number of dice equal to the number of dots you have in that action. If you have zero dots, you can still roll, but you roll 2d6 and take the lowest (this is why being Bound or Locked is worse than simply having no dots in something, your odds might not be great going in untrained but at least you can try).

As an interaction, remember that you can always spend 2 Stress to Push Yourself and gain +1D to a test. This includes stuff that you have no dots in. (If something is Locked, you can't even do this. If it's Bound, you can Push Yourself to make an attempt, but don't get the +1D).
May 18, 2025 1:05 pm
Okay, so skin, soul, and steal are not things you invest in, but rather that have 1 dot per action you have invested in at least 1 dot, and strive becomes an action under one of those 3 resistance categories so that category can have 4 dots potentially but the others have a max potential of 3 dots?
May 18, 2025 4:31 pm
Yes (though you wrote "Steal" instead of "Spirit" - that's okay, I've been saying Resistances when I should be saying Abilities). Abilities are kind of how FitD incentivizes you to spread your points around instead of hyper-specializing. Of course, that interacts kinda interestingly with Strive and Bound/Locked Actions, which effectively specialize you anyway.

You get weird little design nooks like that when one person builds off another's game engine. I find it interesting, but I'm also glad that I have a little experience with more conventional FitD games to contextualize it.
May 18, 2025 4:53 pm
Okay, I think I understand better. I may update the character sheet I made to be a bit more automated based on this knowledge, like having the amount of points in skin be based on how many of the 3/4 actions you have a point in rather than making you say how many points you have.

Before I look at playbooks, what is the recommendation of party composition regarding CASE and STATION playbooks? Is it best we are all case or all station or is it good to have 1 or 2 case and the rest station?

It sounds like a station playbook can't really deal meaningful damage to someone in a case, so if there are going to be gifts and someone is a station are they a liability?
Last edited May 18, 2025 4:54 pm
May 19, 2025 8:29 pm
Here is a revised version of the character sheet based on by better understanding of how the abilities and actions work. If you put at least 1 point in an action, the correct attribute will get +1 point. Additionally, the bound and locked section was moved next to the actions instead of being a text box you had to list out and remember to look at
[ +- ] Case & Soul v2
Last edited May 19, 2025 9:10 pm
May 19, 2025 9:16 pm
As for what i'd want to play, assuming we are playing a Front-Line or Vanguard group, I'm thinking I'll play a Tactician (with rush bound) if it would be good to play a CASE or a Tanker station playbook. Engineer might also be good.
May 19, 2025 11:57 pm
So, there isn't really a default ratio here. The important thing to me is that everyone plays something they want to play. There are benefits to both CASE and STATION playbooks. That said, the STATION playbooks are kind of intrinsically support books, if there are no CASE pilots they aren't really holding anything up. You can cludge it with stuff like the Tanker, Captain, and Soldier, but you're kinda choosing to ice skate uphill at that point.

I guess, if you held me at gunpoint, I'd say that I'd prefer there be a minimum of one CASE pilot, but I can work with anything from 1 - 3. It just colors the kinds of stories that can be told -- and I have ideas for quite a few.
May 20, 2025 9:22 pm
I built a CASE Tactician and a CASE Ace today, if either of those will work.

Aha, I see Ironmonger42 brought on of those to the party already so I’ll look harder at my Ace. (Cel, my old PC would have been the Tactician, but since this timeline is a little earlier… she could certainly be an Ace or something else and later turn into a Commander / Tactician.)

Question, are there just the five pips for Actions coming from Past and Future?
Last edited May 23, 2025 9:29 pm
May 20, 2025 9:52 pm
If our 3rd player also wants to play a CASE then we can decide if we want to all be case playbooks and really focus on the mech play or if I should play a a station playbook to facilitate missions that call for mechs but need a man on the ground to make things happen
May 21, 2025 6:04 am
Hmn. From what I recall of your old pilot, Harr, I think a Commander with Bound Sway would be a good fit. The extra Spirit from her Strive would help with her bullet proof reputation, but her unwillingness to indulge in social niceties was also well established. That said, that version of the character was pushing 40 -- there's certainly no reason she wouldn't be cutting her teeth as an Ace today.

Yes, you get 3 Dots from your past, 2 Dots from your Future, and of course your Strive which is there to make sure you're quite competent at what your playbook focuses on. Also, a reminder, characters are starting with [2] moves (my concession to how relatively slowly pbp levels up).
May 21, 2025 6:35 pm

Should we all play CASE playbooks (as opposed to a mix of case and station?

Yes
Vote to view results.
No
Vote to view results.
May 22, 2025 12:01 pm
I see we have 2 votes (me being one) that wanted to all be CASE playbooks. I would say we should wait to see what the 3rd player says, because if they really wanted to play a station, I wouldn't want to force them to not do that. I was thinking we all be CASE if we are all on board with that (so 3 votes yes, even 1 vote no means no kind of thing)
May 22, 2025 5:15 pm
As someone new to the system, I don't have a clear understanding of the difference. Unless it means something like that if one person plays station, they are risking being put into a side thread that might not exactly be running parallel to the rest of the action.
May 22, 2025 5:21 pm
I am new to the system too, but my understanding is that CASE playbooks all get a mech, and none of the stations do, but stations get a set of tools or people that could be very useful depending on the type of game we want. I imagine stations support cases, but can't fight enemy cases. A station might infiltrate an enemy base on foot and find a prisoner of war while the cases cause a distraction and fight other mechs, for example (I think)
May 23, 2025 1:52 pm
eep the ball rolling, here is what I'm thinking as for as what It's want to play:
If playing a CASE:
Main: Tactician
Backup: Datanaut

If playing a STATION:
Main: Tanker
Backup: Hacker

I will say, though, if we are doing a vanguard and we are exploring, I'm not sure how good datanught and hacker would be if we aren't fighting enemies with tech, so if that is the case I'd swap my backups to Commander and Engineer
May 23, 2025 6:21 pm
Ironmonger is correct. All the CASE Playbooks get a mech, and in terms of straight up combat potential the CASE playbooks are the kings (starting with a Fine Weapon at your preferred range that doesn't take any Load will do that).

The STATION Playbooks tend to open up new avenues the plot can go down. For the sake of example, having a Captain means the crew doesn't have to bum rides from Factions or Freelancers. A squad of Soldiers is better equipped to go room to room and capture high value targets or rescue hostages, where a CASE is mostly just going to flatten the whole building. A Doctor is going to be better able to dissect and study alien invaders, perhaps revealing new and unsettling things.

As for the Invaders not using tech ... well, that's not true, even if their combat units are more on the Kaiju end of things. Even with that in mind the Martian datasphere is still present.

It is true, however, that Stations are frequently doing their thing independently of the CASE pilots. Different specialties and all that. That said, the additional opportunities that they bring to the Crew often open up secondary objectives and other opportunities for additional Beats.

The Crew can somewhat bridge the gap with Freelancers (pay some Beats, get NPC CASE backup for a mission) or Cohorts (NPC's on the payroll who provide more Station-esque support).
May 23, 2025 9:30 pm
Celestine says:
Hmn. From what I recall of your old pilot, Harr, I think a Commander with Bound Sway would be a good fit. The extra Spirit from her Strive would help with her bullet proof reputation, but her unwillingness to indulge in social niceties was also well established. That said, that version of the character was pushing 40 -- there's certainly no reason she wouldn't be cutting her teeth as an Ace today.
Yeah, I think I’ll roll with Evangeline. I decide soon on which path she was on as a youngun.
Quote:
Yes, you get 3 Dots from your past, 2 Dots from your Future, and of course your Strive which is there to make sure you're quite competent at what your playbook focuses on. Also, a reminder, characters are starting with [2] moves (my concession to how relatively slowly pbp levels up).
Ah, thanks for the reminder on that.
May 23, 2025 9:34 pm
And I will say that I like the split / different playbooks, but it does make me want to suggest that Cel turns this into a full-on troupe game. =]
May 23, 2025 9:55 pm
Not sure it is clear, are we doing 3 CASE playbook characters, or a mix?
May 24, 2025 2:09 am
I don't know that it matters, as I think Cel's said it will just color the stories we tell, the setting, etc. I think we two are going CASE, but I don't know that E has made a decision.

Will be submitting my sheet tonight.
May 24, 2025 9:38 pm
Ok, if I have the right of it, Ironmonger42 is starting with a CASE Tactician and Harrigan is running CASE Ace? What CASE Design are you guys running?
Last edited May 24, 2025 9:39 pm
May 24, 2025 11:03 pm
I plan to use a Frontline mid range CASE with modular Design for 6 load and ready for anything for +1 load while not in a case (should I have to get out of lose the case)
Last edited May 25, 2025 12:52 am
May 25, 2025 12:28 am
Not to put words in Harrigan's mouth, but the character submission I have is a Commander piloting a front-liner w/ a mid-range signature weapon, with Resourceful and Mass-Produced.

(I'll admit, I half-expected to see Notable Style on the sheet).
May 25, 2025 5:09 pm
I might have gotten something wrong.

Notable Style is a SOUL MOVE, and I thought those were only available as an Advance.
Quote:
SOUL moves can be taken by both CASE and STATION playbook characters when they earn an Advance. There’s no limit to the amount of SOUL moves you can take, just like you can take as many CASE or STATION moves as you want.
Did I miss an instruction where I should be picking a SOUL MOVE too? Also, what makes you say you expected to see Notable Style, Cel?
Esidrix, Cel has it spot-on for my PC. Front Line Unit, CASE Commander. In terms of the frame, I could easily switch to Assault or Scout if we want more versatility. I also might drop Mass Production and go with Trick Weapon -- providing stronger melee or long-range support in a pinch if needed.
May 25, 2025 5:36 pm
I am done with my character mechanically but I am trying to figure out their past and future to make sense of my decisions. Since I am figuring out the system, I am choosing something that gives me a lot of flexibility so I can experiment and see what happens.

Tactician with bound rush with 1 dot in steady, access, and discern and 2 dots in duel. My moves and modular Design and ready for anything. I see him as a very prepared person who is decent at watching what is happening from a distance but not long range distance and is careful to formulate a plan before going in.
May 25, 2025 6:23 pm
Step 5 of Character Creation says that you choose a move from "whatever lists your playbook has access to." "Lists" being plural, suggests to me that the Soul List is available to everyone, and also their CASE or STATION moves.

As for why "Notable Style", I mean, you put "Zipper-Busting Curves" in your Look line. That qualifies in my brain, and the Sneak penalty is ... very memeable.

https://i.ytimg.com/vi/gnwSo5WW8Ws/hqdefault.jpg

I'm gearing up for my tabletop crew right now, Ironmonger, but I'll look over your character and see what advice I can offer after we're done.
May 25, 2025 10:11 pm
A) Hey, good call — I didn’t consider those other lists, but now will.
B) Notable Style: fair! Boy it’s cool to have a GM who reads sheets carefully! =]
May 25, 2025 10:26 pm
…you do think CASE playbooks have access to STATION moves? That seems a stretch to me, but you’re the GM!

I will also say… these numbers (five pips) seem rookie-like…
May 25, 2025 10:45 pm
Okay, updates made to Eva’s sheet, leaning more heavily into her command / leadership. There are a -lot- of good SOUL moves!

Question: do we all choose the same Crew Upgrade?
May 26, 2025 2:49 am
Harrigan says:
…you do think CASE playbooks have access to STATION moves? That seems a stretch to me, but you’re the GM!
Naw, naw. They have CASE or STATION moves as appropriate. If it's a CASE Playbook, they have CASE & SOUL, if it's a STATION Playbook they have Station & Soul. Sorry if I didn't make that clear, was in a bit of a scattered rush.
May 26, 2025 2:52 am
Harrigan says:
Question: do we all choose the same Crew Upgrade?
The CREW playbook is shared with all other players, so, yeah, you'll make a choice together and all benefit from the same starting Skill. Similarly, you'll have to agree among yourselves who the Crew has worked with and worked against in the past.
May 26, 2025 3:32 am
Got it. I'll adjust that stuff once we've made a group decision.

Team, thoughts on...

https://i.imgur.com/xnZtKjf.png

I like Priority Treatment, but am fine with any of the Upgrades. In terms of Moves, it again looks like me like we'll choose that when we fill the Crew XP track.
May 26, 2025 4:33 am
I am good with priority treatment or the scout, either
May 26, 2025 8:44 pm
Ok, I have to put the details on paper, but I'm looking at Recon with a Long range weapon.
May 27, 2025 1:59 pm
Not sure what back stories each of us are running, but I am going with a classic. Ex military with a wife and kid that lived on the Jupiter colony. With family killed, he is looking for a way to prevent future disasters, and maybe some revenge (though probably only if he figured out which alien either led the charge on Jupiter or is generally in charge). He was infantry and became a case pilot to advance these goals. He's very calm and collected, preferring steady and duel for offense.

I am open to ideas about how our crew formed.
Last edited May 27, 2025 2:00 pm
May 27, 2025 10:56 pm
To me, the genesis of our crew still comes back to who we’re working for / aligned with.

I was thinking Evangeline was former CASPR, but now with ARES… if that works for everyone. Thoughts?
May 28, 2025 12:42 pm
Ok, I'm not quite following the character creation, or maybe I am and don't realize it. I'm trying to use Ironmonger's character sheet, thanks for that. The 3 dots of strive, I can split between the 3 action groups as I feel like, but to a max of 2? The Past and Future dots, do they need to go to actions that align with the narrative for the past/future that I write?

Never mind, thanks for having your characters public, that makes more sense seeing how you guys did it.
Last edited May 28, 2025 12:45 pm
May 28, 2025 2:57 pm
Posted, Seth Slade, Dog of War, Recon + Long range.
May 28, 2025 4:17 pm
All CASE Squad it is! Good by me.

So, while I was reviewing characters once again, I realized that the character sheet is actually missing an entry, and that we'd kind of all missed a step in character creation. On page nine, step six of character creation, there's a list of traits. You take two of them, and gain a XP for each one you use on a given operation (I'm used to this mechanic being tied to a Crew's reputation, which is how it slipped the net). I certainly don't want to be cheating you guys out of XP.

Also, just as a thing, give a bit of thought to what your Armament is. It's a signature weapon, after all, it should say something.

Isaac is looking good. If you're looking for the standing space military, you'll want the Sol Defense Force. Having connections to the Cygnus Group through his wife also isn't a stretch -- could be something convenient to Flashback for in the future.

Seth just needs a little touch up. Your Past and Future are both short an Action, though you have the right number of them marked on your Attributes list. Niggling detail, no big thing. I appreciate mercenary attitude, but given his profit motive, would you rather have had him been a Mercenary than directly tied to CASPR? Cerberus used to be three, separate merc groups before they put aside their differences to take a shot at CASPR, those are connections you can pull on later. Also, just a small point, my intention is to lead things off with the procurement of a ride for the Squad to get to Mars, so I'd rather avoid having Seth left on Mars (this is also to make sure all PC's have the same level of exposure to the Invaders at the start).
May 28, 2025 4:24 pm
My bad I missed that last part. I will add a section to mine at the end of perhaps at the bottom of the basic information section
Last edited May 28, 2025 5:19 pm
May 28, 2025 4:35 pm
For those using the character sheet I made, add this where you'd prefer (I put mine at the end of Basic Information). Remove spoiler tags if you don't want it to collapse.

[spoiler="How I operate"]
Choose 2 from the following:
[table=]
[_=0/1]agility | [_=0/1]tenacity | [_=0/1]negotiation | [_=0/1]shrewdness
[_=0/1]fear | [_=0/1]ferocity | [_=0/1]stealth | [_=0/1]technical skill
[_=0/1]teamwork | [_=0/1]trickery | [_=0/1]compassion | [_=0/1]devastation
[_=0/1]charm | [_=0/1]performance | [_=0/1]speed | [_=0/1]intuition
[_=0/1]wisdom | [_=0/1]sacrifice | [_=0/1]influence | [_=0/1]chaos
[_=0/1]heroism | [_=0/1]tracking | [_=0/1]cruelty
[/table]
[/spoiler]
May 29, 2025 3:18 am
I included those two traits previously under 'Modes of Operation.'
May 29, 2025 2:35 pm
@Celestine - I thought it was the dots that mattered, not the Action. If I add two more actions, then I can't have 2 dots in the ones I chose.

Updated background, see if that works for the game.
May 29, 2025 5:22 pm
The dots are the crucial element, and there's nothing saying you can't take the same Action twice. Knowing that you did take the same action twice at the same step just helps me key in to how you view the character, as opposed to when their Future reinforces their Past.

As for the updated background, it fits a bit more smoothly. Thanks for working with me on that.
May 30, 2025 12:29 pm
No problem, just looking to tell a good story.
Jun 1, 2025 6:06 pm
Want to make sure we’re not stalling because we’re going round on final details we can settle later…
Jun 1, 2025 8:51 pm
I am good to start and retroactively agree on some stuff that wasn't super settled
Jun 2, 2025 12:27 pm
Sounds good to me. I'm out of town for work until Wednesday afternoon. But I'll check in by phone at least once a day.

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