Here's where you can post character sheets. I have 'pirated' this code from Inem, used in his Pirate Fate Game, because I absolutely love a well formatted table! I tweaked it a bit to fit Bulldogs as well. The code is behind the spoiler, and an example sheet is included below.
Ask in OOC if you have any questions.
[table=head;width=800]{colsp=2}[SIZE="5"][B]NAME / SPECIES[/B][/SIZE]
[B]FATE POINTS:[/B] 3| [B]REFRESH:[/B] 3
[table=head;width=400][B]ASPECTS[/B]
High Concept/Aptitude: [tt=X]X[/tt]
Trouble/D Class: [tt=X]X[/tt]
Background:[tt=X]X[/tt]
Background:[tt=X]X[/tt]
Captain:[tt=X]X[/tt]
Berth:[tt=X]X[/tt]
Berth:[tt=X]X[/tt]
[/table]
[table=head;width=400][B]Species Abilities[/B]
[tt=X]X[/tt]
[tt=X]X[/tt]
[tt=X]X[/tt]
[tt=X]X[/tt][/table] | [table=head;width=400]{colsp=5}[b]SKILLS[/b]
[B]Superb (+5) [/B] | | | | |
[B]Great (+4)[/B] | x | | | |
[B]Good (+3)[/B] | x | x | |
[B]Fair (+2)[/B] | x | x | x |
[B]Average (+1)[/B] | x | x | x | x
[/table]
[table=head;width=400][b]STUNTS[/b]
[tt=X]X[/tt]
[tt=X]X[/tt]
[tt=X]X[/tt]
[/table]
Background:He's a history buff, well tuned to several cultures and histories, which sometimes helps him understand things but also makes him pretty quirkyVersed in the Eclectic
Background:He's travelled a lot of space, and been almost anywhere. So there's connections and complications pretty much anywhere as wellI Know This Neighborhood
Captain:Because he's so honest, the Captain subconsciously avoids him. It's nice for staying off the radar, but not when you need to know what's going on or it's paydayCaptain? Captain Who?
Berth:He has a huge crush on Z, which is one of the few things that actually shuts him up. In fact, in damn near shuts him down when she's paying attentionZ Makes Me Tongue-Tied
Berth:R00-TR, the ship's robot, seems to despise organics. He's probably going to be the death of each of us.R00-TR Will Kill Us All
Species Abilities
Use Athletics instead of Resolve when testing against fatigueMarathon Training [-1]
Gm can compel once per session - Insatiable when it comes to material possessions and acquisition of statusPsychological Weakness [+1]
When using storytelling in a conversation, gain +2 on Rapport maneuversNarrative Communication [-1]
SKILLS
Superb (+5)
Great (+4)
Engineering
Good (+3)
Resolve
Shoot
Fair (+2)
Haggle
Systems
Physique
Average (+1)
Athletics
Pilot
Empathy
Contacts
STUNTS
Can freely declare that any Contact from a Contacts roll is also a Marisuvian. Furthermore, gain +1 to any social rolls when interacting with another MarisuvianThere's a Familiar Face
Can perform makeshift repairs or construction without the proper tools, and gains +2 to Engineering when doing so.Jury-Rigger
When you bluntly apply your mind to a problem over time, you gain +2 to resolve for doing soCeaseless and Tireless
Marked as property of the Bratva gang, but useable as portable toolkit. Aspect Upgrade. +1 Engineering upgrade*Bratva Stamped Portable Repair Kit
Flavor/Other Items
Item
Deluxe Sized Hip Flask
Notes:
Keep your "Captain" and "Berth" Aspects open for now, at least until we establish our Captain. Then you can create that and attach to two other PCs.
If your skill corresponding to a stress track (see the following), or a Species Ability that affects your stress track/consequences, you will need to add additional boxes to account for that. Physique of +2 or better gets an addition stress box for Winded. Resolve of +2 or better gets an additional stress box for Angry. Resolve or Physique score of +4 or higher (either) gets an additional stress box for Stunned.
If you have Armor, add a line in the Consequence area for the appropriate amount (your armor pick will tell you which). If you do NOT have armor, or do NOT have shields, strike that heading out (but don't remove it).
Items purchased with Gear Points may have Aspects (purchased Armor and Weapons have Aspects, Shields or Tools only do if you purchase that upgrade). Mark them with an Asterisk (*) if they're an Aspect. Use [TT=X]X[/TT] tag to note upgrades. Any other items you want to mention that are either flavor or attached to a high skill (but didn't come from Gear Points -- so maybe a light weapon, or basic tool, etc.) should just be listed normally.
Last edited by kdtompos; Nov 29th, 2020 at 11:18 PM.
The ferocity of an 'unarmed' Zephron is legendary. Zephrons are armed with teeth and claws that are the equivalent of light weapons.Natural Weapons (-1)
The Zephrons are unparalleled at finding nearby prey. When the target of a tracking attempt is within 5 miles, you may reduce the difficulty to track the target by two shifts.Psychic Tracking (-1)
Zephrons have the ability to change the colors and patterns of their skin to blend in with their surroundings. They gain a +2 to all hiding-related Stealth checks.Chameleon (-1)
This species is particularly susceptible to disease, as witnessed by the devastation the Ghost Virus caused on their planet. Members of the species suffer a –2 penalty when attempting to resist the effects of diseases.Disease Vulnerability (+1)
When moving as part of another activity, a member of this species may move one additional zone for free in a conflict.Extra Speed (-1)
Zephrons can leap prodigious distances. Members of this species gain a +2 bonus to overcome obstacles with Athletics while jumping.Leap (-1)
Zephrons are hard-wired predators, and have a tendency to view others as prey. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.Psychological Weakness (+1)
You can use modern drugs to get someone going in combat. Once per session, inject someone with your special cocktails to make a Science overcome roll against a difficulty of Good (+4). If you succeed, you give them two free fate points, usable only during this conflict. If you succeed with style, you give them an additional boost. If you tie, you give them one free fate point. If you fail, they take 2-stress hit. Once the encounter ends, if they spent any of the free fate points you gave them, the character takes teh consequence 'Exhausted' in their lowest available consequence slot.Booster
Once per session, when you spend a fate point to make a declaration based on your knowledge of absurd science, you can create an aspect with two free invokes on it related to your declaration.Weird Science
energy shield looks like a puka neckless.Light Shield
Weapons
Item
Tier
Natural weapons. Tail is probably bundled in there too.Teeth and Claws
Light
Tools
Item
(a tricorder) A portable sensor-computer-recorder-analyzer-reference tool. Used for environmental scanning, data analysis, physical analysis, and recording data and light reading. "Tricerabox™ (Aspect: "Apex Zephron technology." Compel: hard to find parts. Invoke: Yes, it has that function somewhere.*)
Flavor/Other Items
Item
A blown glass bong with a broken base that has been "repaired" by gluing a Nobel prize for a new base.Galactic Nobel Prize Bong
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Last edited by Still_Pond; Jan 27th, 2021 at 01:24 PM.
"The Abbot" / Reliable Industrial Machines model: U-P-48807
FATE POINTS: 2
REFRESH: 2
ASPECTS
High Concept/Aptitude: Invoke: "You're a beauty. What've you got under the hood?" / Compel: "We can't shoot it, it's a classic!!!!"Utilitybot with Ship-envy
Trouble/D Class: Invoke: "Actually, I think this leg might be an improvement on the standard issue!" / Compel "In hindsight, I don't think this leg is graded for cargo loading."Discontinued, Refurbished, and "Good Enough" Parts
Background:Invoke: "Actually, the high-class around here would probably prefer to dine at Botheby's." / Compel: "These newer models are all just shiny chassis and no class!"Used to be Luxury
Background:Invoke: "Actually, I think I might know a guy who can get us in." / Compel: "Say, wasn't you one 'em Collective bots wan'ed for that big heist a while back?"Sordid and Storied Past
Berth:Invoke: The fighter-by-way-of-predator fighting style of Roki pairs well with The Abbot's gladiatorial teamwork experience when fighting side-by-side. Compel: BONK! Given their differences of origin, communication is key to avoid... mishaps...You Go High, I Go Low (Roki)
A robot’s mind is not fixed. They can be reprogrammed to perform other tasks. If an engineer spends a few days working on the robot, the engineer can completely rearrange the robot’s skill configuration with an overcome obstacle roll using Engineering against a Good (+3) difficulty, including completely removing a skill or adding new ones. A success with style means that the reprogramming effort takes much less time. The only restriction is that the robot must retain the same number of skill points. The robot can perform this task on itself but must spend a Fate Point to do so.Reprogrammable (-2)
Robots don’t sleep. If they have sufficient fuel or a recharge, they can continue working indefinitely, not counting wear and tear. Robots must spend some downtime defragmenting their systems, reinitializing their code, and recharging their batteries, but a robot can be considered alert at all times. Additionally, any task that would normally take a few days or longer takes only a day or two if the robot decides to devote itself to it full time.Never Sleep (0)
Robots don’t need to breathe. This means that they’re able to function in any atmosphere, even liquid ones, and are also unaffected by a complete lack of atmosphere.Don’t Breathe (-1)
Robots can operate easily in temperatures down to freezing and heat well above a biological comfort level. Extreme cold or extreme heat can still damage a robot’s parts by freezing its fluids or melting insulation or internal plastic, though. A robot can survive a vacuum indefinitely, although sudden decompression may cause damage. A robot cannot be affected by diseases or poisons that infect biological beings. A robot may ignore any environmental aspect that the GM decides would not affect a robot.Machine Resistance (–3)
With regular maintenance, a robot is effectively immortal. Robots are not affected by the ravages of age during play and could have been around for hundreds of years. Additionally, even a robot that dies might be rebuilt and revived given the right parts are recovered.Immortal (-1)
Robots are particularly vulnerable to electro-magnetic attacks. Electro-magnetic attacks against a robot are treated as if they were weapons of one higher tier than they actually are. For example, a medium electro-magnetic attack is treated as a heavy electro-magnetic attack.Electro-Magnetic Vulnerability (+1)
Robots cannot heal damage and must be repaired through Engineering. None of a robot’s consequences or conditions will recover without outside assistance. A robot’s conditions are different from an organic character’s. Instead of Winded, a robot has the condition Overheating. Instead of Stunned, a robot has the condition Rerouting. A robot can be jury-rig repaired using Engineering against a difficulty level equal to the consequence or condition being healed. Mild consequences and minor conditions have a difficulty level of +2 to repair and require overcoming an obstacle with Engineering; moderate consequences and maor conditions have a difficulty level of +4 to repair with Engineering; severe consequences and critical conditions have a difficulty level of +6 to repair with Engineering. A robot can also buy repair parts and services using its credits. A robot can mark one box of credits to buy materials to heal mild consequences and minor conditions. A robot can mark two boxes of credits to buy materials to heal moderate consequences and major conditions. A robot can mark three boxes of credits to buy materials to heal severe consequences and critical conditions. These prices can be negotiated with the Haggle skill as normal.No Natural Healing (+4)
Robots are treated like slaves or furniture in most parts of the galaxy. They aren’t considered to have free will, so most beings don’t care if they’re rude to a robot, and plenty of places have outright paranoia towards robots. Whenever you first interact with a new community (planet, space station, colony ship), roll one Fate die. On a (+), the community is friendly and welcoming to robots. On a (blank), the community is Suspicious of the Machines. On a (1), the community is filled with Anti-Robot Prejudice.We Don’t Serve Your Kind (+1)
Robots are often fitted with extra limbs to help them to do their jobs. Once per conflict, a robot with extra limbs can take two actions in a single round.Extra Limbs (-1 Optional)
SKILLS
Superb (+5)
Great (+4)
Physique
Good (+3)
Engineering
Systems
Fair (+2)
Contacts
Resolve
Shoot
Average (+1)
Athletics
Fight
Larceny
Pilot
STUNTS
You are incredibly tough, impossibly so. Once per conflict, you can defend from a physical attack with Physique so long as you rely on your sheer body strength to endure the blow.MADE OF STEEL
You know how to disrupt enemy sensors and jam weapon lock-on attempts. You gain +2 to defend against ship-to-ship attacks using Systems.MASTER JAMMER
High Concept/Aptitude: Invoke: He's persistant and stubborn. Not afraid of hard work or getting dirty, and great at making things work with shoe-strings and bubblegum. He knows junk, he knows hardship, he's comfortable at the bottom. Compel: The "over-the-hill" and "out-of-luck" parts are easy compels to bring on aches, injuries, or rough patches of luck when you need things to go right. Life just doesn't work that way for him. Never has.Over-the-hill, out-of-luck, Third-chance, junker/salvager.
Trouble/D Class: Invoke: These are his motivation and method of relaxing/numbing the pain. When he doesn't over-indulge, he excels at things that might suffer from panic/stress. Compel: Over-indulgence tends to make him sloppy and any 'repairs' he attempts suffer for it. Mechanically or socially sloppy, tends to get in other people's way trying to do his best but flounders.Cigars and alcohol.
Background: Invoke: He's good in a fight, tough, able to endure hardship, independent, etc. Invoke it for bonuses when the chips are down, he's being abused, or working on his own. Compel: I might compel it to have him refuse help, preferring independence. Maybe he takes the rough and tumble path when words would've worked better, because that's all he knows. "What was that? Say it again to my face."Sink or Swim
Background: Invoke: He lost love once and won't suffer it again. He isn't a sucker for a pretty face or nice words, Isn't easily lured in by women or made to act out because of feminine wiles. Compel: There's an angry rival somewhere out there that works for the 'Corporation' that could easily sabotage Gerald. Gerald tends to steer clear of Corporation presence.Angry Ex-wife
Captain:Invoke:Because his projects might need to be hidden, he has built in fail-safes, redundancies or backup plans for when they go wrong. Compel: Sometimes, things can't be easily jostled no matter how well-built they are. Some projects suffer from being hidden at a moment's notice, causing them to become unstable or dangerous when used.Throw a tarp over it
Berth:Invoke: Abbot and Gerald tend to help each other when it comes to making repairs or modifications, It's productive to have someone to bounce ideas off of. Compel: Abbot and Gerald have great ideas and they both think they are right, One knows better than the other but who knows what?Talk Shop - Abbot
You know how to conserve your energy when undergoing lengthy athletic activity. You may use Athletics instead of Endurance when making tests against fatigue; in most other cases, you may complement any Endurance rolls with your Athletics.Marathon training (-1)
Marisuvians are insatiable when it comes to material possessions and acquisition of status. The GM can compel this attribute as if it were an aspect once per session. If the player wishes to avoid this compel, she must spend two fate points to refuse.Psychological Weakness (+1)
When a Marisuvian has the chance to use storytelling in a conversation, they gain a +2 to place a Rapport maneuver.Narrative Communication (-1)
SKILLS
Superb (+5)
Great (+4)
Engineering
Good (+3)
Haggle
Physique
Fair (+2)
Survival
Fight
Resolve
Average (+1)
Athletics
Pilot
Systems
Shoot
STUNTS
Use Engineering instead of Physique when tearing through junk or salvage, because for you it's more about knowing where to break through than sheer force.Junk It!
Use Physique instead of Systems when dealing with old or outdated computer systems. Just give it a little bump.Kick It!
Rich Kid Fresh Outta Arthropod Academy
Top of the class, along with all 276 of her siblings. Unusually strong competitive instincts and siblicide often ensure that only a handful of a brood this size survive into adulthood, but when you're incredibly rich parents buy off the academy, you all get participation-diplomas and captaincy of whatever available ship you choose. She has all the perks of someone who scraped and clawed their way to the top, without any of the confidence, experience, or grit that typically accompanies it. She has a lot to prove.
Invoke: She does still have some deep contacts and rich-kid resources that could be called upon, and an academy education opens doors, even if it wasn't fully earned. She knows the protocol, has the bars on her uniform, and enough of that optimistic naivety of youth to give it a shot. Compel: The degree is joke though, and most know it. The reality she knows is a privileged one within the bubble of academia and wealth. She's also a large Arthropod in a galaxy of roughly 80% humanoids... so finding decent chairs and clothing that fits are a b****.
Untested, Unproven, and Unaware
Even the credentials she has aren't really earned, so she has no idea what she's doing. She's optimistic and naive, but has never actually done any of this type of work, never cut her teeth on true competition or hardship, and never had to critically think through the process. In fact, she actually CHOSE this assignment, because the concept of "Class D" has no meaning to her.
She saw a dossier that included a nobel laureate, a top-of-the line utility droid, an Hikari bodyguard of renown, and a mechanic with an unbelievable amount of experience, and thanked the suns for her incredible luck. Their ship, the TBD didn't even have any specs, which clearly meant that it was some manner of top-secret, experimental tech.
Invoke: They say ignorance is bliss, which is one of the few ways this could work out in her favor. If you don't know how bad things really are, you may panic less. She's also a relative nobody, which has its perks if you want to ignored or underestimated. The crew is also likely to get away with a lot of things she would normally disapprove of, if their clever, since she's so clueless of reality. Compel: Far more options here. She has no true skills, no actual experience, no grit, no patience, and no idea what's really going on or expected of her. She makes ignorant blunders, but does so with the authority of one who was given incredible power. With great power comes something, something, something. I'm sure it's one of her pristine textbooks.
Delusions of Grandeur
This is the management style. She thinks this crew and position must be top of the line, and expects it to uphold that illusion. She will tolerate nothing less than prestige, high-efficiency, and impeccable performance. If you've been treated your whole life like a precious snowflake, then you expect the whole galaxy to conform to the weight of your incredible singularity. She is the best. This crew is the best. Everyone you encounter will undoubtedly acknowledge the same.
Invoke: She can probably make a good first impression, or talk a big talk since she actually believes this garbage. Maybe she'll help spring for higher quality gear, or lux lodging? Compel: You'll be expected to look good, likely without the resources for that to be very likely to pull off. She'll turn her nose up at, well... ALL of the jobs that are considered Class D; and shady or undignified activity will need to remain covert even within the confines of your ship. And when you do finally undertake something, there will be no such thing as "good enough," which might as well be the true motto of Class D. You're happy just to survive or call it day - adequate is a high enough bar on its own.
Last edited by kdtompos; Dec 6th, 2020 at 10:21 PM.