Fate Guidelines

Hi guys, this is Nullar's player, organizing a bit of info for her (and your) benefit! This will be mostly about basic FATE mechanics and how our experience with FATE will differ from most others due to our Homestuck setting. Feel free to do small edits in here (such as spelling, correcting stats, etc,) but try to let me know if big changes or overhauls are needed, as I'd like to keep this organized my way for my benefit.

Building/Maintaining a Character Sheet
Some parts of your character sheet are pretty self explanatory (like the name and description!) but others are a bit more in depth. All of us already have our sheets done but Milestones are a great time to improve or fine-tune aspects, skills, and stunts.

High Concept, Trouble, And Aspects
Your high concept should be two-four words, usually humorous in nature, that summarize your character pretty well. The wording should be fairly neutral, and a great high concept will be something that a) you can invoke for your benefit (trading in a fate point to do so) and b) your GM can compel, giving them an opportunity to give you a fate point. Don't forget, you can suggest compels to the GM, basically offering to screw over your character temporarily to gain a fate point! However, if what you suggest won't affect the narrative enough or offer a challenge, the GM has every right to say no or change the terms.

Your trouble should be your character's biggest flaw. A great trouble will be one you can invoke as well. This should be something that will come up VERY often with regard to your character.

Your aspects should be more neutral qualities that can be either good or bad. A great aspect is one that comes up often, like your trouble. When coming up with an aspect, try to think of three or four different situations you could use it to create an advantage, and three or four ways the GM could use it to make your situation worse. If you can't do this, you probably need a different trouble! That rule really applies to all of these, though.

Skills
Your skills will always make a pyramid. We started out with one +4, two +3s, 3 +4s, and 4 +1s. When deciding your skill tree you should keep two things in mind-


 * What skills does your character think are most worthwhile?
 * Which skills are they ACTUALLY good at?

For example, your character wants to be a MMA fighter. Awesome! But, let's say he just does a lot of practicing at home alone watching Youtube videos for technique. His Computer skill could be a +4, but his strife skill might only be a +2. If your character has formal training in fencing, awesome! Strife +4, as long as they're using a similar weapon to strife. Your character spends day and night making art, cool! Crafts +4. However, if your character wants to be a long distance runner but has asthma, you should probably keep Athletics at a +1 maximum, no matter how much they practice or try.

Skills used in this game with short explanations:


 * Computers: This is a skill unique to our game. It's application is fairly self explanatory- it's used to control and, at higher levels, hack programs and computer systems. This skill is not often used to attack or defend in a physical or social setting, but can be used to create an advantage. Someone trying to defend against a hacking attempt can attempt to overcome with another Computers roll.
 * Strife: Also unique to our game, this skill combines all forms of attack. As such, it is used almost entirely for attacking in a physical setting. To defend against a strife roll, one must roll Athletics to dodge.
 * Trolling: The last of our unique skills, trolling includes all forms of provocation and intimidation. This skill is used to attack in a social setting, but also to create advantages and overcome (???). To defend against a trolling attempt, one must use Will. (or empathy? idk rofl)

WORK IN PROGRESS OMG
 * Will
 * Physique
 * Crafts
 * Athletics
 * Strife
 * Trolling
 * Deceive
 * Rapport
 * Resources
 * Burglary
 * Stealth
 * Contacts
 * Lore
 * Investigate
 * Notice
 * Drive