Triple Toon Tuesday: Nora, Cornelia, and Magatha (Fate Core)


Upon first glance at the Fate Core character sheet, it looked almost laughably simple; truthfully, it was a breeze to charge through creation, but I quickly realized that my write up would be incomplete without more content. After all, the characters were meant to be created together, tied to each other through aspects and trouble. This is a creation concept that I can really get behind as a Dungeon Master! Getting the party together is no longer one of the biggest hurdles to draw an uninspiring blank at. Plus, it helps flesh out your world and adventure before you’ve even started rolling; PC input at its finest!

I really enjoyed writing these because they foster good role playing partnerships and, in a way, together they present an entire adventure hook (making the DM’s job a whole lot easier.) I’d say the hardest part was Stunt creation, but it really is a unique game mechanic that I can appreciate and there are a lot of premade Stunts that EH provides you with.

I left the Consequence slots empty so that, should anyone wish to save or print these characters for use, they could more easily write them in as they go along. Please also note that the Stress Track boxes are actually represented by boxes which you could shade as needed. As these are my first Fate Core characters, I’m always open to advice and suggestions.

Game: Fate Core
Books Needed: Fate Core System, Fate Core System Wiki also used (for Stunts).
Recommended Setting: Medieval fantasy or low tech era (like, flintlock pistols are the fanciest weapons you see.) Obviously designed to function as a starting level party.

CHARACTER ONE

ID
Name: Nora Thompson
Description: Tall and muscular with short cropped hair and dark skin, Nora takes her job as Captain seriously; but though the city is practically in shambles, she keeps coming back to the castle with empty manacles. She has a few small scars on her face and arms, and is nearly always seen in her armour and with her sword and shield – not that she ever gets to use them. She is frustrated and confident of her skills, but growing less thankful of her position each day.
Refresh: 3

Aspects
High Concept: Underutilized Captain of the Guard
Trouble: Bound to a Broken Kingdom
Other Aspects: 1.) The Royalty is Acting Strange; 2.) Information for Your Freedom, Thief; 3.) Rescued by a Princess, of All People

Skills
Athletics: +3
Burglary: +0
Contacts: +1
Craft: +0
Deceive: +0
Drive/Ride: +0
Empathy: +0
Fight: +4
Investigate: +2
Lore: +0
Notice: +1
Physique: +3
Provoke: +0
Rapport: +2
Resources: +0
Shoot: +2
Stealth: +1
Will: +1

Extras
A-Ten, Hut!: You’re a high ranked military official and as such are easily recognized (and typically respected and obeyed) by any other military officers. In uniform/armour, you likely have patches, symbols, medals, or other items that signify your rank and country; these may be recognized in other areas.

Stunts
Protector: You are an expert bodyguard. +2 to defend with Athletics whenever you pull someone out of harm’s way at great personal risk to yourself. 

Warmaster: +2 to Fight rolls made to create an advantage against an opponent, provided the opponent has a fighting style or weakness you can exploit.

Army on the Edge of My Blade: You take no penalty—and grant no bonus—for being outnumbered, no matter how preposterous the numbers. 

Mental Stress (Will): □ □ □
Consequences
Mild:
Moderate:
Severe:

Physical Stress (Physique): □ □ □ □
Consequences
Mild:
Moderate:
Severe:

CHARACTER TWO

ID
Name: Miss Cornelia Zork
Description: Eldest of the Zork Princesses, Cornelia hates the responsibility of her station and rebels wherever possible; cutting the sleeves off of her blouses, painting crude designs on her show horse, running away from her gaurds, and so on. Her younger Sisters all envy her and take great offense at her blstant disregard of her title. She has magically dyed, bright green hair (that her Mother hates), is short and pudgy, and absolutely never wears “proper attire”.
Refresh: 3

Aspects
High Concept: Anarchist Princess
Trouble: Unhappily First in Line for the Throne
Other Aspects: 1.) This Tea Tastes Strange, Dear Sister; 2.) The Swift Dagger Guild, They’ll Never Find Me There; 3.) Totally Meant to Save Nora While Knocking Out My Sister. Totally.

Skills
Athletics: +1
Burglary: +0
Contacts: +3
Craft: +0
Deceive: +0
Drive/Ride: +1
Empathy: +2
Fight: +0
Investigate: +0
Lore: +2
Notice: +1
Physique: +0
Provoke: +0
Rapport: +3
Resources: +4
Shoot: +2
Stealth: +0
Will: +1

Extras
All Will Bow Before Me: You’re a member of nobility and thus typically immediately recognized and treated accordingly depending upon your location (and how well your subjects like you.) Some neighboring kingdoms may recognize you as well, but this is often restricted to other members of nobility and frequenters of the estates (gaurds, servants, etc..) This can affect the Deceive skill.

Stunts
Instant Functionary: You’re skilled at seeing the shape of an organization from the underside, and in organizations of sufficient size, you can easily convince anyone that you’re just another cog in the machine. This allows you to substitute your Resources skill for Deceive whenever pretending to fill the role of a minor functionary of a target organization.

Child of the Court: Gain a +2 bonus to any attempt to overcome obstacles with Rapport when you’re at an aristocratic function, such as a royal ball.

Scion of the Court: (Requires Child of the Court.) When you overcome an obstacle with Child of the Court, you may additionally create a situation aspect that describes how the general attitude turns in your favor. If anyone wants to try and get rid of this aspect, they must overcome Fair (+2) opposition.

Mental Stress (Will): □ □ □
Consequences
Mild:
Moderate:
Severe:

Physical Stress (Physique): □ □
Consequences
Mild:
Moderate:
Severe:

CHARACTER THREE

ID
Name: Magatha Griffin
Description: Tan, of average height, weight, looks, and dress, Magatha mastered the art of blending in to a crowd during a childhood spent on the streets, begging for scraps and pinching purses (and then knocking over fruit carts and running for her life, but that’s another thing entirely.) The Swift Dagger Guild is a band of thieves that lay claim to the Southern end of the Queendom (the slums and sewers, where they hide themselves); which Magatha had been vying fervently for a position in for years. She eventually was accepted (by virtue of persistence more than skill), but you botch enough jobs and they threaten to toss you out. So now Magatha has to nick something really nice, or she’s a street beggar once more.
Refresh: 3

Aspects
High Concept: Worst Thief of the Swift Dagger Guild
Trouble: Don’t Screw Up This Time!
Other Aspects: 1.) Honest Livings Are For Chumps; 2.) Didn’t I Try to Rob Your Carriage That One Time?; 3.) Okay, the Captain Lives Here. Don’t Burgle This House. Noted.

Skills
Athletics: +1
Burglary: +3
Contacts: +1
Craft: +2
Deceive: +4
Drive/Ride: +0
Empathy: +0
Fight: +0
Investigate: +0
Lore: +1
Notice: +1
Physique: +0
Provoke: +0
Rapport: +2
Resources: +0
Shoot: +2
Stealth: +3
Will: +0

Extras
Street Rat: You were raised (quite likely by yourself) on the streets. You know the ins and outs of the city, all about its seedy underbelly, who to talk to for information or goods, and routes and tricks for quick escapes. You also have a reputation for those who recognize you from your youth or past crimes – many reputable neighborhoods or shops will forcibly eject you to “keep the riffraff out.” More often than not, this is a thief’s background.

Clumsy: You’re a bit of a klutz, typically at the worst possible moment. This may be due to not paying close enough attention to your surroundings, anxiety under stress, a habit of overestimating your own abilities while underestimating your surroundings or opponents, damned bad luck, or just being naturally clumsy. You’ve been the hapless victim to many traps and trips, and as such may suffer a penalty when performing delicate work.

Stunts
Face in the Crowd: +2 to any Stealth roll to blend into a crowd. What a “crowd” means will depend on the environment—a subway station requires more people to be crowded than a small bar.

Fast Talk: You get a +2 to overcome obstacles with Deceive, provided you don’t have to talk to the person you’re trying to deceive for more than a few sentences before blowing past them.

Tripwire Sensibilities: You’ve run into enough traps that you’ve developed an instinct for avoiding them. You may roll Burglary instead of Investigate or Notice in order to spot or defend against a trap.

Mental Stress (Will): □ □
Consequences
Mild:
Moderate:
Severe:

Physical Stress (Physique): □ □
Consequences
Mild:
Moderate:
Severe:

Happy Gaming,
TheDungeonRat

Any image or information provided pertaining to Fate Core or any expansions is the sole property of Evil Hat Productions and any authors or artists therein. This post is made without profit and I claim no ownership of content.

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