The Free City of Riverhold
Character creation will follow normal Fate 2.0 rules, with the following specifications and modifications.
Phases are thematic in nature, rather than adhering to any strict measurement of time. the first phase for a character is his origin, describing his birthplace, family, and childhood. After that, phases should be marked by life changes, milestones, and challenges. If time passes without the character doing much of anything extraordinary, that phase should cover a fairly substantial period of time. Otherwise, there the exact duration of a phase is up to the player and the GM.
Players are required to write at least a sentence or two describing what occurs to their character during each phase. Longer descriptions are helpful, but players are encouraged to leave some portions of their character’s backgrounds open, leaving them to be defined during the course of the game.
New characters will begin the game having completed seven phases. During each phase, the character will gain four skill points and one Aspect. The maximum starting value of any skill is +4, and the maximum value of any Aspect is 3.
Players are free to simply calculate all skills and Aspects after the phases are described, rather than step-by-step, ss long as the final result meets the requirements of the skill pyramid, and provided the character still makes sense.
Aspects can be beneficial, detrimental, or anything in between. A negative Aspect is a direct line to earning Fate points, while positive Aspects can be used to gain advantages in the game. While a PC’s Aspect can be anything the player and the GM agree upon, an ideal Aspect should have both a positive and negative side.
For example, Greed is a well-balanced Aspect. It can be used by the PC to assist in haggling, business propositions, and conveniently having a surplus of a particularly needed item. The GM can use it to tempt the PC with wealth and luxury, and it provides an excellent motivator for plot events.
Sample aspects: Ambitious, Anger, Attractive, Bloodlust, Brave, Confident, Courtier, Cowardly, Dependable, Destiny, Disfigured, Doomed, Drunkard, Duty, Exiled, Famous, Gang Member, Glory Hound, Greedy, Hatred, Honest, Hunter, Jealous, Kind, Knight, Large, Lazy, Leader, Lust, Meticulous, Nervous, Obsession, Outlaw, Outsider, Peasant, Pious, Politician, Practical, Pride, Priest, Respected, Rival, Self-Destructive, Slave, Small, Soldier, Stubborn, Superstitious, Suspicious, Traveler, Treacherous, Troublemaker, Ugly, Vain, Vengeful, Veteran, Vice, Violent, Vow.
The following list contains all skills standard to the campaign. If there is something you want your character to be able to do that is not covered here, it might be better suited as an Aspect. If need be, new skills may be added to this list as long as they do not cause a rules imbalance.
For ease of play, all skills that a character does not develop default to zero, but this does not mean that a character can attempt highly specialized tasks without training. The GM will apply modifiers during the course of play to any untrained skill attempts based on the situation.
|Archery||Bows and crossbows|
|Athletics||covers climbing, running, swimming, jumping, and other similar actions|
|Artistic||(specify Painting, Sculpture, etc.)|
|Boating||handling small watercraft|
|Brawling||Unarmed combat and improvised weapons|
|Burglary||covers lockpicking, breaking and entering, etc.|
|Craft||(specify Smithing, Stonecutting, Carpentry, etc.)|
|Driving||operating carts, wagons, carriages, etc.|
|Endurance||health, resilience, and stamina|
|First Aid||covers basic emergency treatment|
|Herbalism||used for a wide variety of folk remedies, some more effective than others|
|Knowledge||(specify a particular area of knowledge or study, such as geology, architecture, history, etc.)|
|Languages||each rank equates to one additional, non-native language when play begins|
|Literacy||one rank will make the character literate in every language he speaks|
|Medicine||covers long term care, pharmacology, and surgery|
|Melee||covers the use of close-combat weapons|
|Might||may represent a combination of size and/or physical strength|
|Perception||covers alertness, observation, and awareness|
|Performance||(specify Musician, Singing, Dancing, Juggling, etc.)|
|Profession||(specify Butcher, Clerk, Cook, Farmer, etc.)|
|Resolve||can measure willpower, courage, or faith|
|Sleight of Hand||covers ledgermain, filching, etc|
|Stealth||covers sneaking and hiding|
|Streetwise||covers knowledge of gangs, illicit goods, fencing, the criminal underworld, etc.|
|Survival||starting fires, foraging for food, building temporary shelters, wilderness navigation, etc.|
|Throwing||covers thrown axes, spears, knives, etc.|