Character Creation

Character Creation Summary

Background

Select a character’s Race, Origin, and whether they fight as a Warrior, Rogue, or Mage (mages all having the Mage origin). These three things must all be named in the character’s Background: aspect (e.g. Young Elven Mage, Castless Dwarven Warrior, Ambitious Human Templar Rogue); though other defining characteristics can be added.

Trouble

Select the core (intrinsic) conflict of the character for their Trouble: aspect (e.g. the elven mage may be Apostate, the casteless dwarf’s Dishonored Family may have once been highborn, and the Templar must never reveal he Doubts the Chant).

First Aspect

The character’s first aspect, along with how they wound up with the party will be decided (negotiated) as part of their intro story.

Future Aspects & Inherited Aspects

The character will earn new aspects through play as the campaign advances; and also inherits aspects not found on his/her sheet from their Race and Origin.

Skills
Skill Details

Characters receive 8 skill points at start, with the standard FATE skill pyramid rules (a skill must rest on a skill of a lower level, one can’t have 2 level 2 skills with only 1 level 1 skill, etc). Starting skill cap is +2 (Fair) The following skills will be used:

  • Athletics
  • Burglary
  • Control (Mages Only)
  • Craft
  • Deceive
  • Defense
  • Empathy
  • Investigate
  • Lore
  • Melee
  • Notice
  • Physique
  • Rapport
  • Shoot
  • Stealth
  • Survival
  • Will

Abilities and Spells
Ability Trees

Characters begin with 1 Ability point to spend on a Level 1 ability or spell (if a mage). Abilities (and spells) are in leveled paths that must be learned in order (level 1 ability, then level 2, then level 3, before taking a level 4). Ability paths are limited by a specific skill (e.g. Melee for weapon abilites). Spell paths are limited by their specialization rank. A character cannot take an ability or spell of a level higher than their rank in the limiting skill or specialization.

Refresh and Additional Advantages or Weakneses

Starting FATE point refresh level is 6. A character’s Race and Origin will reduce this (to no less than 1). This can be increased (to no more than 6) by taking justified, agreed upon Weaknesses specific to the character (on top of any inherited from race or origin), or decreased (to no less than 1) by taking Advantages specific to the character.

Character Creation

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