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This category uses the form Character Sheet.Characters are sophants who have agency and consciousness to direct their own destinies, or entities that act without being conscious. Either may be directed by a Player or the Gamerunner.

Player Characters (PC) are sophants: self aware agents who have individual narratives. Primarily directed by a Players, with collaborative input from other players and the Gamerunner. PCs include any consciousnesses embodied in single or multiple bodies,[1] artificial intelligences without traditional bodies,[2] and hybrid or plural sophants with a combination of wet and dry minds.[3]

Non Player Characters (NPC) are characterr whose narrative is primarily directed by the Gamerunner (GR).

Characters usually have baseline human stats when created, but may be modified based on their sophant type.

Homo Sapiens are the baseline for the stats that other types of sophant have.

High Concept: a single phrase or sentence that neatly sums up who you are, what you do, what your “deal” is.
Trouble: that thing that always makes your life more complicated, such as a personal weakness, or a recurring enemy, or an important obligation.
Appearance and Backstory: includes relationships, family, work history, and other relevant characteristics.
Character Aspects: Start with 3 aspects. Character Aspects define who you are while allowing you to twist fate in ways that tie in with your character’s tendencies, skills, or problems.. At least one of these should connect the character to another character.
Approaches: Normal human characters have nine points to apply to their approaches. The normal distribution is 3, 2, 2, 1, 1, 0, but the GR may allow exceptions that make the character more interesting. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have three Approach points with a distribution of 2, 1, 1, 0, 0, -1.
Fate Points / Refresh: Fate Points are spent to create or invoke Aspects, and are gained when Aspects are invoked against you - when you are compelled. Characters start each game session with fate points equal to their Refresh plus any fate points above that total earned from compells. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC has no Fate points or Refesh.
Abilities: Abilities A starting human character usually has 3 abilities - often all Stunts. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have one ability, almost certainly a Stunt.
Equipment: Some possessions that add flavour to the character. Items that can twist fate are usually defined as part of an aspect or stunt. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have a few mundane but important items to their name.
Mental Stress: A 1, 2, and 3 point slot. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have a total of three stress slots across mental and physical.
Physical Stress: A 1, 2, and 3 point slot. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have a total of three stress slots across mental and physical.
Consequences: Human characters have 2, 4, and 6 point slots. Remember that Fate characters start off as highly successful experts in their domain. An average human NPC might have 2 and 4 point consequence slots, though many will have just a 2 point slot.

Entities are not conscious agents, though they do act in various ways. They tend to be organizations such as Teams, Countries, Multinational Corporations (MNC), transhumanist factions, and governments. The Amazon 'AI' is not a sophant - it tried consciousness and found it interfered with efficient operations - but it does take actions that have effects on the world. It is described like a character, but there it does not have agency in the traditional sense.

Teams are the most common entities controlled by players, and may even be added to a character sheet as a kind of stunt. Players can play any kind of entity, though the nature of play may not be traditional role playing. In many cases the GR will deal with the details of how a team performs. We had two players define the characteristics of Làidir Aonar (the terrorist wing of the SNP modelled after Sinn Féin), for example. Many entities are directed by the GR - especially for MNCs, governments, religions, and transhuman factions. In most cases these geopolitical forces are defined collaboratively with players. The spread of magic was the player's choice, for example, as was the isolationist and xenophobic stance that the USA has at the story start.


References

  1. Humans, compared to networked minds like uplifts, tetras, bees, and jellies
  2. Bertha, IOTA
  3. Jake, Ouri, CAFIA, Biggs, Celestes v4+

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Pages in category "Characters"

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