Characters begin with 2 key aspects as per Fate Core: their High Concept and their Trouble.
After, players create 3 additional Aspects for their characters. The first is their race trait. Create an Aspect representing their race. If you’re playing a human, you can either create a race trait or simply create another mission-related Aspect as below.
- Forest friend [Elf]
- Quiet rage [Tiefling]
- Taciturn [Dwarf]
- Decedent of Eruna [Dragonborn]
- Unshakable faith [Deva]
The second Aspect revolves around why the PC joined the Shields, or even more specifically, who they trained with and what what they learned. This creates some back story about the PC’s early experiences with the Shields.
- I owe Newton everything
- Hero of Gatton
- Trained in the Fishery
- Turned it all around
- If it moves, I can track it
The third Aspect is created through cooperative storytelling, linking the PC with the rest of their Shield mates. Specifically, tell a story about one of your important missions, and create an Aspect from that. This can be your first mission together or a more recent one, but the story should involve the other PCs and say something interesting about your character.
- I’ve got [PC name’s] back
- Smooth with the ladies
- Headlong into danger
- I’ve got a potion for that
- It’s not my fault!
In addition to each PC’s 5 Aspects, the group will also have an Aspect, representing the group’s dynamic and (hopefully) camaraderie. This can be invoked like any character Aspect by spending a Fate point, and this particular Aspect represents the time the PCs have spent together and the hope they bring to one another. Players should discuss their group’s dynamic, and work together create an interesting Aspect (which ideally should contain the word “we” or “our”).
- We fight as one
- Something to prove
- Been there, done that…sign our travel vouchers
- We laugh in the face of danger
- Our devotion is our shield
The campaign has two aspects which players (and the GM) can invoke:
1- Alm protects
2- The coming DOOM
Players start with the standard skill pyramid from Fate Core. The skills in this game are as follows:
Two skills have been renamed from the Core book: Lore is now Knowledge and Shoot is now Ranged. Ranged also covers thrown weapons, like hurling spears or daggers.
In addition to skills, players may also use their skill points to take powers. Each power is granted to those of great faith, and it is rare that anyone possesses more than one (although it’s not unheard of, particularly in Deva). Each power grants a number of things a character can do with them, which can be further enhanced by taking stunts. Each power represents one of the three domains of Alm: Glory, Life, and Protection.
You are infused with the Glory of Alm and are a formidable foe against the forces of evil.
You possess the power to heal, and your touch staves off disease, pain, and even death.
You faith in Alm is your shield, and you can use it to protect yourself and others.