You are on page 1of 4

FATE Core

Character Creation Steps:


1. Decide on your ​High Concept​ and ​Trouble​ aspects
2. Choose 3 more Aspects using the ​Phase Trio
3. Choose Race
a. Decide if Dragonmarked
4. Choose Skill Ranks
5. Make ​Stunts
6. Determine ​Stress Tracks and Consequences

Starting Refresh:​​ 4

Basic Skills:
● Athletics
● Burglary
● Contacts
● Craft/Artifice (if specializing in magical technology)
● Deceive
● Empathy
● Melee
● Investigate
● Lore
● Notice
● Physique
● Provoke
● Rapport
● Ride
● Resources
● Ranged
● Stealth
● Will
Starting Skill Ranks:
● One Great (+4) skill
● Two Good (+3) skills
● Three Fair (+2) skills
● Four Average (+1) skills

Races:
Pick a race. Your race is an Aspect that constitutes all aspects of that race whether it’s
invoked/compelled or not. (e.g. Changelings can shapeshift even if you don’t invoke the aspect)
Races Include, but are not limited to:
● Changeling
● Dragonborn
● Dwarf
● Elf
● Gnome
● Half-elf
● Half-orc
● Halfling
● Human
● Kalashtar
● Shifter
● Warforged

Dragonmarks:
For the cost of 1 refresh, you may take the Dragonmark aspect of the mark you choose. This
aspect constitutes all uses of your dragonmark whether it’s invoked/compelled or not (e.g. A
person with the Mark of Storm can use Ranged to shoot lightning even if you don’t invoke the
aspect.)
● Mark of Detection
● Mark of Finding
● Mark of Handling
● Mark of Healing
● Mark of Hospitality
● Mark of Making
● Mark of Passage
● Mark of Scribing
● Mark of Sentinel
● Mark of Shadow
● Mark of Storm
● Mark of Warding
Aberrant Dragonmarks:
Specific abilities of an Aberrant Dragonmark vary between characters as no two marks are alike.
It is very common to have the mark act as your trouble aspect, and make sure you indicate a
basic idea of what the mark’s power is (ex. ​Aberrant Dragonmark of Ice)​ . You gain some kind of
complication from your mark which activates each time you use it, but this also allows you to
take one stunt related to the mark’s power. An example is your character slowly losing their
sanity. The extra for this could be:
Use of my dragonmark's power slowly drains my health. Each time the corruption
stress track is filled, my mind slips further. The Corruption stress boxes clear, but
I may be freely Compelled at a later time due to the lurking insanity the mark
brings.

Be sure the stunt’s usage is connected to whatever the consequence of using your mark’s power
is. For example:
My dragonmark's power gives me the ability to make any terrain advantageous to
me. I may take one Corruption stress to attempt to Create Advantage on the
environment without using my action​.

Magic and Psionics:


For the cost of 1 Refresh, you may change one of your aspects to reflect your magical or psionic
abilities. This aspect allows you to use your skills in ways consistent with the magical or psionic
system you use, regardless of whether it is invoked/compelled. For example, if your character is
telekinetic, you may use Physique to pick up objects with your mind or Ranged to fire a blast of
psychic energy at your foe.

If the character cannot use their abilities for some reason, they either cannot perform an action
that would normally rely on the abilities, or the GM may increase the difficulty of the action to
reflect this. For example, a telekinetic with high Physique because of his powers would normally
be able to use it to lift a heavy rock. But if they lose the powers, they either can't lift the rock at
all or the difficulty is increased to represent the loss of their abilities.

Magical Healing:
You may use your mystical or spiritual abilities to heal the wounded. To heal someone you must
roll against their highest Physical Consequence (+6 for Severe, +4 for Moderate, +2 for Mild). If
you succeed, starting with the lowest, you may reduce each of their Physical Consequences to
the next open Consequence Slot and remove a Mild Consequence altogether. This ability only
affects mundane Physical Consequences - consequences of magical, mental, social, (un)holy
nature cannot be healed with this power.

You may use this ability any number of times per session, but for every time after the first in a
session you must spend a Fate Point -- whether you succeed or not.

Because magical healing is strenuous on the target, the healed character gains the aspect
Exhausted​ which disappears after they rest for an amount of time depending on the extent of the
healing. A few cuts may take a few hours, a broken limb could take a day or two. However, it is
always a shorter amount of time than it would have taken for the wound to heal naturally.

You might also like