Character Creation

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Simply follow the steps in the Fate Core System with these principles in mind. Race and ethnicity is important enough in the realms to warrant special mention among your character aspects. If your idea for your character doesn’t stray too far from a typical old-world fortune seeker then ignore the racial aspect for now and flesh out your hero. If however, you plan on playing someone from the realms’ more exotic locales, an unusual ethnicity or someone who isn’t human then you should look over the racial aspects section in the Dungeon Master’s guide. Faerûn is home to many varied and different peoples but man is very much the dominant species in city and town (with a few notable exceptions). Suffice to say that anyone not human or even halfling should probably mention it – it will likely get mentioned by others anyway.

The core rules of Fate are clear on the need for aspects to be well defined and crucially, understood by everyone at the table. Simply taking the aspect Sun Elf  or Shield Dwarf  is too broad and open to all kinds of abuse by the player. Counting Elf  among your aspects should not give the player carte blanche to invoke on a wide range of actions from swordplay to magic or agility as is the implication in the Freeport Companion. This interpretation is closer to the kinds of class abilities found in Dungeons & Dragons. One of the dangers of opening play up to this kind of aspect or interpretation there of is that it devalues the other aspects that make each scene unique. This is true in any game of Fate, not just the swords & sorcery genre. Why bother working to take advantage of your environment or your opponent’s weaknesses if you can just fall back on that Elf  aspect to improve all manner of attack actions, including magic? If however your aspect is defined as Sun Elf Bladesinger – that tells us something, not alone that your character is a sun elf but that they have also been trained in a specialised form of swordplay that prioritises defensive posture and tactical positioning. The exact martial and magical skills of your character can be further expanded on with stunts. Indeed many of the stunts listed in the Freeport Companion could be easily reworded or even reinterpreted as aspects.

A racial aspect in Fate of the Forgotten Realms could say something about a cultural background, a training in a specific field, a real-world profession or even a problem that the character is saddled with – a Trouble aspect, e.g. No Love for Half-Orcs . Given that aspects are expected to be double-edged, simply attaching a racial qualification or ethnic description to an aspect is enough to suggest potential compels, e.g. Illuskan Skald  or Gnome’s Nose For Potions . Unless you’re playing a very typical heartlander, at least one of your aspects should inform us of your ethnicity.

After you’ve completed the phase trio, select and rate your character’s professions. Then pick or invent your allotted number of stunts. Finally determine your refresh rate.

N.B. Players should apply common sense when rating their professions. They should sensibly reflect the character’s aspects. If you want to play a forest gnome with Brute rated at Great you had better have a damn good reason why such a diminutive figure would posess such strength  – enchanted tribal tatoos or some special ‘jungle juice’ perhaps? Regardless, it should still refer back to a character aspect.

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