Players should create a High Concept for their character. This should be a short phrase that sums up the basis for their character, such as “Military Officer.” A player can get more descriptive if there is a virtue or some basic word that they feel should also establish their character, such as “Honest Military Officer” or “Reluctant Military Officer.” Anything that is on the most basic level of your character should somehow be summed up in the High Concept.
* This High Concept counts as an Aspect, a major aspect that defines a huge portion of your character’s life, but an aspect that can be invoked or compelled all the same. So, choose wisely!
Phases – The character will now define the major events in their lives through the next 5 phases, 2 history phases and 3 story phases
a. History Phases
i. The two history phases constitute major times in the character’s life such as early childhood and when the character entered adulthood. Theses phases should each cover an expanse of years within the character’s life. Each phase needs to describe when it took place and some details about what happened in the character’s life.
ii. The character gets two aspects from each history phase
b. Story Phases
i. The first story phase is a previous adventure from the characters life starring the character. This needs a title and some details about what happened (similar in length and detail to the back of a paperback book).
ii. In the next two story phases, the character must “Guest Star” in stories from other player characters. Players should describe their stories and others should select which ones they feel they could guest star in. Each story should average 2 guest stars, although this can vary based on the party size.
iii. The character gets one aspect from each story phase.
c. At the end of the phases section, each character should have Seven aspects plus their High Concept
a. A player can spend a characters starting skill points to define what skills the character is good at. The skills are defined further in the Skills section.
b. Players must preserve a pyramid in their skills. Namely, a character cannot have more Superb skills than he does Great, Good, Fair or Average. Nor can a character have more Great skills than he does Good, Fair or Average, and so forth.
a. Here, a player can spend their base Ability Points to grant their character Mortal Stunts. These can be whatever the player desires, assuming the GM agrees. Some examples are supplied in the Character Options section, but they can be anything that fits into the created universe and the GM’s planning.
b. Any Ability Points that a player does not spend on their character gets added to the base amount fate points that player receives at the start of each session.
Each character has three stress tracks: Physical, Mental and Social. The amount of stress slots that a character has in each track is determined by a certain skill. For Physical, this skill is Endurance. For Mental, this skill is Conviction, and for Social, this skill is Presence.
Each character already has 2 slots per track. They receive more slots depending on their ability with the track’s skill. If the skill is Average (+ 1) or Fair (+ 2), then the character gets an additional slot. If the skill is Good (+ 3) or Great (+ 4), the character receives a second additional slot. If the skill is Superb (+ 5) or greater, the character receives an additional mild consequence for that track for each two full levels above Good (+ 2).
Number of Stress Slots per skill level
|Skill||Totat # of Stress Slots|
|Mediocre (+ 0)||2|
|Average (+ 1), Fair (+ 2)||3|
|Good ( 4)||4|
|Superb (+ 5)||4 plus an additional consequence|
a. A player now determines their character’s number of starting Fate Points. Each character starts with 2 starting Fate Points plus however many Ability Points that the player did not spend.
b. After finding this number, this becomes the characters Refresh. At the start of each session, or in between major arcs in a session, if a character has less than this number of Fate Points, they “refresh.”