Monday, March 11, 2013

Stranger Shores: Character for a Hangout Game

On Thursday, I am GMing a hangout game in the Stranger Shore setting. The game is supposed to serve as a short introduction into FATE Core. I've prepared five characters for the players to choose from. The skills are already adjusted to reflect the latest changes to FATE Core. All characters still have aspects and skill slots for the players to customize them. The faction names are explained in this post. All characters start with Refresh 3, stress boxes are based on Physique and Will respectively (and thus not listed).

Malthusian Fallen Angel

High Concept: Fallen Angel
Faction: Malthusian Conspirator
Community: Shady Dealings

Skill Pyramid:
Great (+4): Contacts
Good (+3): Elemental Control (Light), Resources
Fair (+2): Fight, Shoot

Stunts & Extras: 

  • Sinister Reputation: You can use Contacts instead of Intimidation to create advantages based on the fear generated by the sinister reputation you’ve cultivated for yourself and all the shady associates you have.
  • Seven League Stride: By apparently walking straight into a wall or a shadow, the character can teleport to another location within one day travel of his current location. The player needs to spend a FATE point to use the stunt.
  • Elemental Control (Light): Can use light to overcome obstacles, create advantages, attack and defend.

Humanist Community Leader

High Concept: Coarse,yet gentle Ogre
Weakness: People & things are fragile
Faction: Humanist Spokesperson

Skill Pyramid:
Great (+4): Physique
Good (+3): Provoke, Empathy
Fair (+2): Fight,

Stunts & Extras: 
  • Brutal: Use Physique instead of Fighting to physically attack a physically unharmed opponent.
  • Tough Hide: Armor:2 vs all attacks causing physical stress.
  • Incredibly strong: gain +2 to Physique, when overcoming any physical obstacles to movement.

Demonic Geneticist

High Concept: Purified Demon
Weakness: Cold-wrought iron
Faction: Darwinist Geneticist
Job: Researcher at GenTech Industries

Skill Pyramid:
Great (+4): Lore
Good (+3): Elemental Control (Fire), Investigate
Fair (+2): Fight,

Stunts & Extras: 
  • Scientist: Gain +2 to Lore, when creating advantages related to biological research.
  • Flaming whip: Gain Weapon:2 when physically attacking with your flaming whip
  • Elemental Control: Fire. You can use fire to overcome obstacles, create advantages, attack and maybe even defend.

Iconoclast Warlock

High Concept: Wicked Warlock of the North
Weakness: For whom the bell tolls
Faction: Iconoclast clawing at the gates of Faerie

Skill Pyramid:
Great (+4): Witchcraft
Good (+3): Lore, Will
Fair (+2): Deceive, Notice

Stunts & Extras: 
  • Witchcraft: You can use the Witchcraft skill to overcome obstacles and create advantages
  • Warlock: You can use the Witchcraft skill to attack and defend.
  • Knowledgeable: You gain +2 with Lore when creating advantages related to the weaknesses of supernatural creatures

Albigensian Nephilim

High Concept: Haughty & arrogant Nephelim
Faction: Disgusted Abligensian
Community: Fear and Loathing in Juneau

Skill Pyramid:
Great (+4): Provoke
Good (+3): Sorcery, Will
Fair (+2): Fight,
Average (+1): Physique

Stunts & Extras: 
  • Indomitable: Armor:2 vs all with Provoke or Witchcraft/Sorcery attacks causing mental damage
  • Sorcery: You can use your Sorcery skill to overcome obstacles and create advantages
  • Curse Heaven! You can use Provoke instead of Sorcery to attack people in churches, cemetaries and other sacred places mentally

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