Post by gamedave on Jun 10, 2019 12:13:36 GMT -5
Character Creation
I'm planning on discussing the campaign and character creation more in-depth in person when we meet, but here's some basics.
We're going to be using FATE Core as a base (available as a pay-what-you-want-PDF and as an SRD. We'll also be using some bits and pieces from other FATE products, including the Atomic Robo RPG.
Character Idea
Each character needs a High Concept Aspect, a Trouble Aspect, and a Name. If you want a weird character (see "Weird Skills", below) it should be reflected in your High Concept.
The Skill Pyramid
As in standard FATE Core, pick one skill at Great (+4), two at Good (+3), three at Fair (+2), and four at Average (+1). All other skills are at Mediocre (+0). There are some tweaks to this.
Weird Skills
Characters in Agents of E.P.I.C. can be downright weird. Cyborgs, super-soldiers, and psychics are some of the less weird Agents. Weird agents have weird skills. If you want a character with special abilities and powers, create a Weird Skill to reflect your character concept. Each Weird Skill is a unique, separate skill.
So, for example, if you want a Cyborg, create a Cyborg Skill. If you want a psychic, create a Psychic Skill. If you want a psychic cyborg, you'll need to create a Cyborg Skill and a Psychic Skill. This is intended to be a loose system, so if you'll have to discuss your concept with the GM and the rest of the table to decide if it can be covered by a single Weird Skill, or if it needs to be broken up into multiple, narrower skills.
By default, a Weird Skill can be used to Create an Advantage and Overcome. It can also be used to Defend against itself. If you want to use your Weird Skill to Defend more broadly or to Attack, each requires a Stunt.
So, for example, you can use Psychic to Create an Advantage to set up an Attack using the Provoke Skill. However, if you want to actually directly attack someone with a psychic blast using your Psychic Skill, you need to create the Psychic Blast Stunt.
Peak Skills
Each character is a unique special snowflake. To help make sure everyone's snowflake nature is respected, we'll be using Peak Skill limitations. No player characters may share the same Great Skill. Also, no player characters may share the same Good Skills.
For example, if Max the Maddening has Provoke at Great (+4), no other player character may have Provoke at Great (+4). Iris the Irritating may have Provoke at Good (+3), though. No other player character could then have Provoke at either Great (+4) or Good (+3).
Player Characters may share any number of Fair (+2) or Average (+1) skills.
Weird Skills are each considered individual skills. So more than one character can have a Peak Weird Skill, as long as they are different Weird Skills. For example, Sammy the Cyborg could have the Cyborg Skill at Great (+4) while at the same time Patsy the Psychic could have the Psychic Skill at Great (+4).
Schrodinger's Skills
Each character should select their Peak Skills (one at Great (+4) and two at Good (+3)) at character creation. Other skills can be filled in as the campaign progresses. In fact, unless it's vital to your character concept, everyone is highly encouraged to leave their three Fair (+2) and four Average (+1) skills blank until they come up in play.
The Phase Trio
I'll be honest. I find the "Phase Trio" clunky. If players want to use it, that's fine, but I'm not planning on forcing everyone to do so. You can pick your "other three" Aspects freely, without needing to create a detailed narrative justifying them.
As with Schrodinger's Skills, you should feel free to leave these Aspects open to create during play.
Gear
In Agents of E.P.I.C., as in most FATE settings, you are assumed to have any normal gear a person would be reasonably expected to have, including any gear needed to perform any skills they have.
For example, any characters with Shooting can be presumed to have a handgun. You can describe this handgun with any narrative fluff you and your table are comfortable with, but in terms of game mechanics, it just allows you to make Shooting Attacks.
If you want Gear that does more than the basics of allowing skill use, use a Gear Stunt.
Gear Stunts
With a Gear Stunt, you have a special piece of signature gear that provides additional game mechanic benefits.
Pick two:
Note that taking a Gear Stunt has an inherent limitation. Gear may be lost, stolen, broken, or confiscated. Depending on the specifics of the Gear, there may be situations in the narrative where you just won't have access to it. However, you won't permanently lose any piece of gear for which you've created a Gear Stunt. Generally, the worst that will happen is that you temporarily lose access to it until the beginning of the next adventure.
I'm planning on discussing the campaign and character creation more in-depth in person when we meet, but here's some basics.
We're going to be using FATE Core as a base (available as a pay-what-you-want-PDF and as an SRD. We'll also be using some bits and pieces from other FATE products, including the Atomic Robo RPG.
Character Idea
Each character needs a High Concept Aspect, a Trouble Aspect, and a Name. If you want a weird character (see "Weird Skills", below) it should be reflected in your High Concept.
The Skill Pyramid
As in standard FATE Core, pick one skill at Great (+4), two at Good (+3), three at Fair (+2), and four at Average (+1). All other skills are at Mediocre (+0). There are some tweaks to this.
Weird Skills
Characters in Agents of E.P.I.C. can be downright weird. Cyborgs, super-soldiers, and psychics are some of the less weird Agents. Weird agents have weird skills. If you want a character with special abilities and powers, create a Weird Skill to reflect your character concept. Each Weird Skill is a unique, separate skill.
So, for example, if you want a Cyborg, create a Cyborg Skill. If you want a psychic, create a Psychic Skill. If you want a psychic cyborg, you'll need to create a Cyborg Skill and a Psychic Skill. This is intended to be a loose system, so if you'll have to discuss your concept with the GM and the rest of the table to decide if it can be covered by a single Weird Skill, or if it needs to be broken up into multiple, narrower skills.
By default, a Weird Skill can be used to Create an Advantage and Overcome. It can also be used to Defend against itself. If you want to use your Weird Skill to Defend more broadly or to Attack, each requires a Stunt.
So, for example, you can use Psychic to Create an Advantage to set up an Attack using the Provoke Skill. However, if you want to actually directly attack someone with a psychic blast using your Psychic Skill, you need to create the Psychic Blast Stunt.
Peak Skills
Each character is a unique special snowflake. To help make sure everyone's snowflake nature is respected, we'll be using Peak Skill limitations. No player characters may share the same Great Skill. Also, no player characters may share the same Good Skills.
For example, if Max the Maddening has Provoke at Great (+4), no other player character may have Provoke at Great (+4). Iris the Irritating may have Provoke at Good (+3), though. No other player character could then have Provoke at either Great (+4) or Good (+3).
Player Characters may share any number of Fair (+2) or Average (+1) skills.
Weird Skills are each considered individual skills. So more than one character can have a Peak Weird Skill, as long as they are different Weird Skills. For example, Sammy the Cyborg could have the Cyborg Skill at Great (+4) while at the same time Patsy the Psychic could have the Psychic Skill at Great (+4).
Schrodinger's Skills
Each character should select their Peak Skills (one at Great (+4) and two at Good (+3)) at character creation. Other skills can be filled in as the campaign progresses. In fact, unless it's vital to your character concept, everyone is highly encouraged to leave their three Fair (+2) and four Average (+1) skills blank until they come up in play.
The Phase Trio
I'll be honest. I find the "Phase Trio" clunky. If players want to use it, that's fine, but I'm not planning on forcing everyone to do so. You can pick your "other three" Aspects freely, without needing to create a detailed narrative justifying them.
As with Schrodinger's Skills, you should feel free to leave these Aspects open to create during play.
Gear
In Agents of E.P.I.C., as in most FATE settings, you are assumed to have any normal gear a person would be reasonably expected to have, including any gear needed to perform any skills they have.
For example, any characters with Shooting can be presumed to have a handgun. You can describe this handgun with any narrative fluff you and your table are comfortable with, but in terms of game mechanics, it just allows you to make Shooting Attacks.
If you want Gear that does more than the basics of allowing skill use, use a Gear Stunt.
Gear Stunts
With a Gear Stunt, you have a special piece of signature gear that provides additional game mechanic benefits.
Pick two:
- +1 to one situational application of one skill
- Weapon:2
- Armor:1
- Add a new action to a skill (functions once per session)
Note that taking a Gear Stunt has an inherent limitation. Gear may be lost, stolen, broken, or confiscated. Depending on the specifics of the Gear, there may be situations in the narrative where you just won't have access to it. However, you won't permanently lose any piece of gear for which you've created a Gear Stunt. Generally, the worst that will happen is that you temporarily lose access to it until the beginning of the next adventure.