A HERO’S FATE…
“A Jedi Knight? Jeez, I’m out of it for a little while, everyone gets delusions of grandeur! " – Han Solo
Character generation follows the process outlined in FATE Core. The skill list matches FC exactly but just have been renamed to fit the Star Wars aesthetic.
Download the .XLSX from OneDrive
In this campaign your characters are human (or near-human enough that they pass for one). I really wanted to explore the story from their point of view to start; we’ll do alien races in future games :)
As per FATE Core, your characters will have 5 Aspects: High Concept, Trouble, Background, Phases 1 – 3 (Your Adventure, Crossing Paths, Crossing Paths Again)
Your High Concept must reference your character’s Force Sensitivity.
|ALL Aspects must be accompanied by at least 2 invokes and 2 compels. This ensures I understand that Aspect’s intention. If you have difficulty coming up with 2 invokes and 2 compels, it is probably too weak to support in play.|
|Establish your PCs relationship (how they met, why they get along) in your back story and formalize that relationship with an Aspect (i.e. Han Is The Brother I Never Had)|
Standard starting refresh of 3. Minimum of 2 (i.e. you can purchase one additional Stunt)
SKILLS & STUNTS
For skills, starting characters start with:
1 Great (
2 Good (
3 Fair (
4 Average (
See Skills & Stunts for a complete selection. For stunts, refer to the FATE Core book & other resources on the web. All stunts require GM approval.
Starting number of stunts: 3. You can increase this to 4 buy using one of your starting Refresh.
Mental Stress Track has 2 boxes (modified by Will)
Physical Stress Track has 2 boxes (modified by Might)
Resource Stress Track has 2 boxes (modified by Wealth)
Dark Side Stress Track has 2 boxes (increase +1 maximum with stunt implying resilience to the Dark Side, i.e. Strong Is The Light In This One).
Please look at Character Generation Rules: Extras for details.