SiliconKitten
Secretly a GemKitten
Hello!
This RP uses Fate Core for its system. So knowing how to create a character is an important part of the rp. Also, character creation isn't the same as other rps. Making a character shapes how the story can be told, having an influence on the game your choices matter.
If you're unfamiliar with Fate Core then you and I are in the same boat. I just picked up the system from [@Grey] so I'm very new to how it works. But I'll use my understanding to help you create a character for this game. Here is a link to an site which gives us the rundown of the characters.
http://fate-srd.com/fate-core/character-creation
This RP uses Fate Core for its system. So knowing how to create a character is an important part of the rp. Also, character creation isn't the same as other rps. Making a character shapes how the story can be told, having an influence on the game your choices matter.
If you're unfamiliar with Fate Core then you and I are in the same boat. I just picked up the system from [@Grey] so I'm very new to how it works. But I'll use my understanding to help you create a character for this game. Here is a link to an site which gives us the rundown of the characters.
http://fate-srd.com/fate-core/character-creation
- The Character Sheet
- High Concept and Trouble
- Name and Appearance
- Character Aspects
- Skills and Stunts
- Fate Points
- the Dice, Stress, and Consequences
- Getting Approved
The Character sheet should look something like this:
Gemstone:
Appearance:
High Concept:
Trouble:
Other Aspects:
Skills and Ranks:
-
-- Stunt:
-
-- Stunt:
-
-- Stunt:
-
-
-
-
-
-
-
A characters High Concept and Trouble are the building blocks of the character. A high concept is the initial impression of a character that helps to define the rest of the character. High Concept is easy to make; however, for this RP we are creating Gems, a being from outer space that consists of a gemstone and a body constructed of energy from the gem. Normally, simply saying that "I want to play a Gem" would be a high concept. But in this RP you'll have to take it a step further. Add an adjective or position to the sentence.
"I want to play a New Gem from the incident of 1994" works much better in this rp. If you're reading the SRD then there are more examples of creating a high concept.
Keeping with the process, a Trouble is essential. A personal struggle or problematic relationship are two was to describe a Trouble. An example for this rp is "Controlling and prude" could describe a character. An important note on Trouble is that it can be used against your character and in favor of your character. Fate Core describes this process as Invoking where you can spend a fate point to give yourself an advantage where your Trouble can help you instead of hider you. On the other hand the GM, being me, can invoke your trouble against you.
Because this RP will deal with relationships, Troubles pertaining to a character's personality are important and well worth writing.
A very important part about Trouble is that it can be used to Compel a character. Compelling a character is the process of playing on their trouble. Lets say your trouble was "Wanted by the US government" then it could be compelled by me the GM for government agents to find you. By taking on this encounter you gain a Fate Point which can be used later. However you can also use a Fate Point to avoid this situation outright if the context makes sense.
The key to both Hight Concept and Trouble is that they are tools for telling a character's story, not bonuses or skills themselves.
Naming your character is an important part of this RP because your name also describes your gemstone. A name like Pearl means your gemstone is a pearl. The canon characters from Steven Universe: Rose Quartz, Pearl, Garnet, Amethyst, Ruby, Sapphire, Jasper, Peridot, Lapis Lazui, Opal, Sugilite, Alexandrite, Malachite, Rainbow Quartz, and Sardonyx are all gems that cannot be used in this rp. Whether Gems can share names with other gems is unclear in canon but with so many gemstones that exist, it is preferable that you take on your own gem.
The second part of this step is choosing your appearance. Gems are capable of shapeshifting therefore can decide what they look like. Usually they'll stick with one look and alter it slightly over time. For example: Amethyst is purple so she keep herself purple no matter what form she takes.
Character aspects describe a character in some way which are generally used in your favor.
Each character needs at least 4 Aspects: 1 pertaining to a personality trait, 1 pertaining to character background or profession, 1 pertaining to an important possession or important feature of the character, 1 pertaining to a relationship to another character, and/or pertains to a title, reputation, or obligation the character has. You can choose to have a 5th aspect if you wish.
The SRD of FATE Core has a wonderful list of examples which I'll link you to.
http://fate-srd.com/fate-core/types-aspects
Here we go! This part of Fate is a lot more conventional than other mechanics. You get a pyramid of skills that help define how your character participates in the rp.
Skills ranked by their bonus +1 to plus +4 for starting characters.
Each character gets one Great (+4) skill, two Good (+3) skills, three Fair (+2) skills, and four Average (+1) skills for a total of 10 skills.
What is a skill?
Here's the SRD's definition.
"A skill is a word that describes a broad family of competency at something..."
The system gives us a few key skills that almost every RP uses in some way or another. Keep in mind that having a skill means you are assumed to have the tools to use that skill. I will also give examples of how Gems can use these skills in character. I won't be listing everything but the SRD has a long list to look at. I'll let you know if a Skill isn't worth your time having, like Driving.
BUT FIRST: here's how each skill can help you in the rp.
Skills let you use Basic Game actions that let you do things in the RP.
Overcome: Using a skill you want to overcome an obstacle of some kind. Example: using the Athletics skill you can overcome a large gap between two high places, jumping over the huge space with an overcome action.
Create an Advantage: using a skill you want to make it so you have an advantage over an opponent. This action creates Aspects which can be invoked against various challenges or opponents. Example: using the Stealth skill you can create the Aspect: well hidden to invoke whenever you need to use a surprise attack or when someone else is looking for you.
Attack: in conflict when you want to inflict harm physically or mentally the attack action is the one. example: using the fighting skill you force an opponent to take a Consequence or Stress which accumulate enough to force them out of combat or they may perish trying to harm you. More explained later.
Defend: is when you try to prevent a foe from doing an action against you. Example: Using the Physique skill you can prevent yourself from taking a small blow where someone else of lesser statue might be affected.
Its important to note that the context of a situation can prevent skills from doing all four of these actions. Such as Notice. You can't attack or defend just by noticing a laser shoot at you. You have to act!
But here are the basic skills which will be used in the RP.
Athletics: the versatile mobility skill which Gems can use to get around obstacles in various places like a forest, city streets, roof tops and more. Overcome, Create Advantage and Defend.
Crafts: able to create from mechanical parts or other various forms, Crafts in this rp will primarily deal with getting human machines to operate and old gem technology to activate. Overcome and Create Advantage.
Deceive: use this skill to bluff your way through a situation through misdirection. Overcome and Create Advantage.
Empathy: the emotional notice skill, seeing someone exhibit certain mental conditions can help you. Overcoming and Defend are related to the context were empathy may help you understand a difficult relationship issue or from the mental attacks of another person. Overcome, Create Advantage, and Defend.
Fight: more or less related to your personal weapon, fight is a broad skill defined by a melee interaction. Its counterpart shoot is identical but handles range. Overcome, Create Advantage, Attack, Defend.
Lore: drawing knowledge from various sources, this skill covers a lot of areas such as old Gem technology and human technology and human culture. You don't really need to worry about having this skill but its still notable because it will come up later. Overcome and Create Advantage.
Notice and Investigate: two skills related to perception their major difference is time. Notice is reactive while investigate takes more time. It is completely possible to have no notice skill but able to investigate very well and vice versa. Overcome and Create Advantage.
Physique: a skill about the body, it provides a mechanical benefit too. This skill can be used when your muscles and bulk are useful. Will is the mental counterpart. Overcome, Create Advantage, and Defend. The mechanical benefit is described later.
These are the very basic skills that a character needs to use. You'll notice that I've listed only 9 skills. You're free to check out the SRD for other skills or to try proposing your own.
Now for Stunts.
A stunt is a special way a skill can be used, like special training, a unique ability, or otherwise. Essentially a stunt in an aspect that can be invoked to grant some type of advantage. You get 3 stunts for any 3 skills. The SRD describes 3 stunts for each of their basic skills but here's an example.
A stunt is a special thing that happens in special situations. They don't cost Fate Points to utilize because they can't always be used. An example for an Empathy stunt is: "Flexible Personality: your rolls get +2 in rolls defending against mental harm when fused with another Gem." It's situation enough to justify no cost in Fate Points but still appears enough in the rp to justify use.
Some characters may want to use stunts more often to display that the uniqueness of the stunt is more central to the character. In those situations it may cost a Fate Point to utilize instead of relying on a specific situation.
One such example with with Garnet from the canon series. She has the Stunt of Future Vision on her Investigation which lets her reroll a single die from an investigation roll once per scene for free. She can do it again for a fate point in the same scene. Garnet may use this stunt on another skill like fighting or athletics. It is very much a potent stunt.
Fate Points are great things that allow you character to invoke aspects for personal gain. You'll start with 3 Fate Points in each session. You can lower this to 2 or 1 per session if you also want an additional Stunt for your character.
You gain a Fate Point when your are Compelled. A compel is when the GM, being me, looks at your character and uses their Trouble in some way to compel your character to act. Remember, you can spend a fate point to avert this compel but doing so isn't always possible or recommended depending on the context of the situation.
Stress and Consequences are two methods of staying in a conflict. Each time you or a foe attack each other mentally of physically the idea here is to get each other out of the way.
During combat both you and a foe will be rolling a skill and adding the dice.
IMPORTANT:
The dice of FATE Core are 4 sided and you'll always use 4 of them in a roll. Each of these die had 6 sides, two with a plus (+1), two with a minus (-1), and two with nothing (+0). When you try to make an action you add the skill's rank plus the result of the die. If an Aspect or stunt applies to the roll then those will also be configured into the roll. This is how all rolls work no matter the action.
There are 4 results of the dice.
Fail: if you total is lower than needed then you fail at the action and... don't get want you want, get what you want at serious cost, or suffer mechanical consequences for it. Its up to me which of these occur.
Tie: if your total is equal then you succeed at a cost or get a not so great version of what you want.
Succeed: If your total is higher by 1 or 2 then you get what you want at no cost.
Succeed with Style if your total is higher by 3 or more then you get what you want and can get some type of advantage with it.
The important part about knowing the result needed comes from the GM. I'll be determining how hard it is for an action to be successful, choosing when you'll only need to get past passive opposition (a stagnant number) or active opposition when an obstacle is good enough to challenge you. In both cases it's a matter of context.
Back to Stress and Consequences.
When harm is applied to you directly you have 2 methods of continuing the fight and 2 options getting out of the fight.
The first method is with Stress. Stress is the way you narrowly avoid harm by getting out of a situation through the extreme ways. Every character gets four boxes that represent stress. These are a 1 point box and a 2 point box for Physical and the same for Mental.
When a foe rolls and you defend but his/her result is 1 point higher than your result then you can use your point box to stay in the action. Depending on if its physical harm or mental harm means which stress box is taken. If a stress box is already taken, lets say that you already used your 1 point box then you can use your 2 point box. Just remember that difference between the result can only be negated by a stress box of equal or higher number. (A difference of 2 can only be taken by stress boxes of 2 points or higher.)
Higher Physique and Will give a character more Stress boxes.
Average (+1) and Fair (+2) give a character a stress box of 3 points. Good (+3) and higher give the character a 4 point stress box and a 5 point stress box. If a character has Superb (+5) or higher then that character gets an additional Mild Consequence slot.
So a character with Physique of Great (+4) has 5 physical Stress boxes (1, 2, 3, 4, and a 5), 2 Stress Boxes (1 and a 2), and 2 Mild Consequence Slots, 1 Moderate Consequence Slot, and 1 Severe Consequence Slot.
Consequences are notable because they last for a bit of time instead of vanishing like Stress. They are used to reduce harm by 2 for Mild, 4 for Moderate, and 6 for Severe. Taking a consequence is like taking damage or another form of harm. It may last a long time after the fight but eventually it can be removed. To take a consequence all you have to do is use up a slot and let the GM give you an appropriate disadvantage. In combat your opponent gets a free invocation on that disadvantage, which also means you can inflict them on a foe and use them once for free.
In some cases you may wish to reduce a foe's harm to you by taking a consequence then using a stress box. This is entirely possible, just remember that your Stress boxes and Consequence slots are a valuable resource. In this RP death isn't a huge problem because Gems can retreat to their gemstone to regenerate. However, the damage to a gemstone can lead to death or an unstable and monstrous form.
To be clear about combat, a character can make a movement action to a zone freely and also take a single action. You action can take the form of an active defense which means you need to forgo an action in the round to provide yourself a good defense, otherwise you'll only get to use Passive opposition.
And example would be running into the middle of a battle. You may want to fight the boss but in the middle of his pack of goons you could be attacked. If you strike the boss then you can't defend against a goon's attack in the same round. Lets say your fighting is Good (+3) that means a foe only needs 4 points or more to harm you. If there's an aspect on the battle ground like Dark and Dim the foe could invoke it for a +2 along with any stunt they might have. Both get added to their skill rank and a die roll which may easily harm you because you weren't paying attention to them.
Likewise its possible to capitalize on a foe that isn't aware of you, using situation aspects to your advantage.
Post you CS here and wait for it to be approved. Since a character can relate to another character with an aspect you can have 1 reserved when more characters have been approved for the rp.
A very important part of this universe is the ability for characters to fuse together. To fuse the participants must trust each other enough that their energy will combine without instantly falling apart. Usually the process has a quick ritual of dancing with ones own style as if trying to focus the aspects of oneself then share it with another Gem.
Although this quick dance isn't required, its a very common practice.
Being fused means that you and another player are essentially sharing a character. PM each other over the details of a character and their actions, whomever posts first will post the character but the actions of that character should always be agreed between the two players. If the characters would normally disagree then the two players should recognize this and account for it accordingly.
The benefits of fusion are as follows:
Combine all skills together then add +1 rank to the top 6. The skills that are higher take priority in the list of skills. Fusions get 10 skills max so two characters should look like this:
Red -
Fighting Great (+4)
Physique Good (+3)
Provoke Good (+3)
Rapport Fair (+2)
Will Fair (+2)
Notice Fair (+2)
Investigate Average (+1)
Empathy Average (+1)
Deceive Average (+1)
Lore Average (+1)
Blue -
Investigate Great (+4)
Notice Good (+3)
Empathy Good (+3)
Lore Fair (+2)
Athletics Fair (+2)
Fight Fair (+2)
Will Average (+1)
Physique Average (+1)
Deceive Average (+1)
Craft Average (+1)
Their combined list should be
Investigate Superb (+5)
Fight Superb (+5)
Physique Great (+4)
Notice Great (+4)
Provoke Great (+4)
Empathy Great (+4)
Rapport Fair (+2)
Lore Fair (+2)
Will Fair (+2)
Athletics (+2)
Any stunts that a character has can be transferred to the fusion as long as the fused character has the relevant skill.
Aspects is where things get complicated, essentially the GM and the characters must create the new aspects of the fusion using the two previous characters as a base for personality and aspects. Some fusions will be ruled as unstable because the trouble of two characters may worsen.
When a fusion's mental stress boxes are full then each action they take may result in defusion. The fused character rolls with the will skill each turn. Depending on the context the difficult of remaining fused could start at fair or higher as a passive opposition. In rare cases active opposition between the two fused characters who don't mesh well, will provide a heightened challenge.
Last edited by a moderator: