Difference between revisions of "Geos:Fate-Fudge Rules:Characters:Character Creation"

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* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the ''Female'' aspect.  Female characters without this aspect will still experience discrimination, though it won't be as blatant, and they won't get Fate points for it.
 
* The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the ''Female'' aspect.  Female characters without this aspect will still experience discrimination, though it won't be as blatant, and they won't get Fate points for it.
 
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. <!--Link--> PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don't, their heritage is merely a special effect.
 
* Most of Geos is also racist (well, speciesist.)  Currently, the only PC-suitable nonhuman race is the Ayrin. <!--Link--> PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded.  If you play a halfling, you must take the Ayrin aspect.  Fae-descended characters may take a suitable aspect - if they don't, their heritage is merely a special effect.
* A member of the Brotherhood of Foresters must have:
+
* A member of the [[Brotherhood of Foresters]] must have:
 
** The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)
 
** The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)
 
** At least two points in (armed) combat skills.  Bow is very common.   
 
** At least two points in (armed) combat skills.  Bow is very common.   

Revision as of 14:15, 10 November 2008

Character Creation

Beginning Geos PCs have eight aspects. These aspects are not organized into phases, but players are encouraged to describe their character's history and background.

Characters in the 2008 Geos campaign do not have stunts. A more cinematic campaign could include stunts.

Each aspect comes with four skill points, which can also be spent on extras. Since Geos character creation doesn't use phases, the skill pyramid only needs to be balanced once, when character creation is complete.

Some aspects warrant special rules:

  • Characters with a fae heritage may invoke that aspect to add +2 to any roll involving magic, so long as the effect is natural. (Calling rain from a cloudy sky is natural, calling rain from a clear sky is not.) If they do, the first negative collateral aspect is always the injury consequence Exhausted. The character is -1 to all rolls until they have a chance to rest for fifteen minutes.
  • Some aspects may modify skills. An aspect like Weapon Master could, for example, give a character +1 in every weapon skill they haven't spent skill points in. Polyglot reduces the cost of languages by 2 (min. 1). Once taken, these aspects can't be swapped out until the character's skill point total is balanced.

Characters with certain backgrounds may require related aspects and skills:

  • The human-dominated lands of Geos, as a rule, discriminate against women. A female character may take the Female aspect. Female characters without this aspect will still experience discrimination, though it won't be as blatant, and they won't get Fate points for it.
  • Most of Geos is also racist (well, speciesist.) Currently, the only PC-suitable nonhuman race is the Ayrin. PCs may also be fae-blooded - take an aspect like Changeling or Faerie Blooded. If you play a halfling, you must take the Ayrin aspect. Fae-descended characters may take a suitable aspect - if they don't, their heritage is merely a special effect.
  • A member of the Brotherhood of Foresters must have:
    • The aspect Member of the Brotherhood of Foresters (not necessary for former Foresters.)
    • At least two points in (armed) combat skills. Bow is very common.
    • Area Knowledge 2 in the character's patrol region.
    • Endurance 1. A specialty in Hiking is particularly appropriate.
    • Language (Rhye) 1 (partially fluent). Rhye is a lingua franca among Foresters.
    • Observation and/or Perception at level 1.
    • Survival 2, or Survival 1 with a specialty in Woodlands or Mountains.
    • Stealth 1.
    • Social Status (Imperial) 1 - all Foresters are freedmen.
    • Many Foresters also have Group Knowledge (Rhye or Greenwood Elves), Boating, Athletics, Profession (Hunter or Gamekeeper), Chiurgy, Riding, and Reputation. A few even understand Rhye magic and rituals - this is, of course, a carefully kept secret.