Geos:Fate-Fudge Rules:Characters:Extras

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Extras[edit]

Extras are like skills, in that they are bought with skill points, but they represent more what you have than what you know. Including extras in the skill pyramid is optional – they never form a pyramid of their own, and may support higher-level skills.

Resources: The amount of income one has above what it required to survive respectably (if frugally) at the character's social station. A serf with Resources 0 would barely be able to feed himself and his family, while a baron with Resources 0 would have a run-down manor, a few hundred acres and a handful of servants.

Income (varies): Similar to Resources, only in this case the resource is not monetary. It could mean favours, goods, thauma, or a steady source of information. Unlike Resources, Income has no connection with Social Status.

Social Status (varies): Social status is dependent upon culture; the default for player characters is Former Imperial. Serfs, slaves and indentured freeedmen have Status (Former Imperial) 0. Unindentured freedmen (even the poorest) and priests have status 1. Knights and squires have status 2, as do many senior clergy, whereas true nobles and high clergy (bishops and higher) have a status of 3 or greater. Other cultures interpret levels of Social Satus differently.

Influence: This extra measures one's influence – specifically, political influence over and above what one would have according to their Social Status. Meddling in mundane political affairs for reasons other than survival is frowned upon by most Wizards of the Imperial tradition, but there are always exceptions.

The reach of one's political influence is widened by advancing levels in this extra. A character may specialize in a specific type of influence, e.g., among wizards, in the Deistic Church, in a specific county, etc.

Reputation: This determines how widely your reputation is spread, and how likely you are to be recognized. Without invoking a related aspect (e.g., Respected, Feared, Hated), this Resource gives a generic +1 on reaction rolls. Specialization (in a specific region, or among a certain class of people) is both permitted and encouraged.

Ally/Allies: Each skill point taken gives the Ally (or group of Allies) one aspect.

Unique Property: Any thing the character owns (including real estate) can be given aspects by spending skill points. Each skill point equals one aspect for the property or object.