Character Creation Worksheet

CHARACTER IDEA
PHASE TRIO
*
!
This Fate Core character sheet has been designed to be user friendly, keeping unnecessary changes to a minimum. Use the pencil icons to switch between editing mode and play mode, where you are able to then use Aspects, Skills and Stunts.
ID
ASPECTS
p
BOOSTS & SITUATION ASPECTS
Free Aspect
p
SKILLS
p
Legendary (+8)
Epic (+7)
Fantastic (+6)
Superb (+5)
Great (+4)
Good (+3)
Fair (+2)
Average (+1)
Mediocre (+0)
Poor (-1)
Terrible (-2)
STUNTS
E
p
Requires Fate Point?
Overcome
Create an Advantage
Attack
Defend
Bonus Shifts:
Roll Skill?

EXTRAS
E
p

Permissions :
Costs :

STRESS
3
CONSEQUENCES
Aspect k
3
CONDITIONS
p
k Aspect

Fleeting

Sticky

Lasting

NOTES
p

Notes

p

Settings

Display Options
Show First Time Hints

Show hints that might be useful for first time players or those upgrading from the previous sheet design.

Show Phase 0 Tab

If you are starting with a Phase 0, then you can use this tab to build up your ideas.

Show Notes Tab

Set this if you would prefer the notes to show on a Tab of their own.

Rollable Ladder

Make the values on the Ladder rollable.

When rolling from the ladder, what header should be used?

Show Fate Points

NPCs and Extras don't usually have their own Fate Points so uncheck this to hide the Fate Points and Refresh boxes

Use Conditions instead of Consequences

Use the Conditions from the Fate Toolkit to replace Consequences

Roll Options
Show Help Info on Rolls

Show hints that might be useful for first time players on rolls.

Show Character Name on Rolls

Show the Character's name on the Roll output. This is useful when rolling other character's Aspects.

Game Defaults
Run First Time Setup

Run scripts to setup the sheet for a default character.

Default Stresses and Skills

When setting up a default sheet, what stress tracks and their guiding skill should be set up? e.g. "Mental:Will,Extra:3"

Default Consequences

When setting up a default sheet, what consequences are the default consequences? e.g. "2,4,6"

{{fatePoints}}
Refresh
{{#charname}}{{charname}}'s {{/charname}}Refresh is {{refresh}}. {{#rollLess() pointsNeeded 1}}No{{/rollLess() pointsNeeded 1}}{{#^rollLess() pointsNeeded 1}}{{pointsNeeded}}{{/^rollLess() pointsNeeded 1}} Fate Point{{#^rollTotal() pointsNeeded 1}}s{{/^rollTotal() pointsNeeded 1}} needed to reach the Refresh.
{{#showInfo}}
Info
At the start of a new game session, all Player Characters should replenish their Fate Points up to their Refresh.
{{/showInfo}}
{{fatePoints}}
{{^showInfo}}
Fate Points
{{/showInfo}} {{#showInfo}}
Info

You spend Fate Points to make your character awesome. You can either declare a story detail or invoke an Aspect, and some stunts are so rare that they require a Fate Point to activate. If you are running low, then you can suggest a Compel against an Aspect.

  • Declaring a story detail should be something that helps you in the scene. This can be things like "I'm Aspect X, so it makes sense that I've met this NPC in the past" or "Due to Aspect X, I was smart enough to bring a map of this town before leaving" or "I know this language because of my Aspect X". Work out the detail with the GM and if a decision is reached then pay the Fate Point and the story detail is now fact.
  • Invoking an Aspect is used when rolling a Skill. The Aspect has to have something to do with the Skill being rolled. You can either re-roll the Skill or gain two additional shifts (+2) to your roll. You can stack multiple Invokes on separate Aspects but they all have to make sense as to why they would help.
  • When you are running low on Fate Points, keep a look out for an opportunity to suggest a Compel. When something goes wrong for your character because of an Aspect, that is a compel. The GM should already be planning for some mayhem due to your Aspects, but don't be afraid to suggest one for yourself.
{{/showInfo}}
{{fatePoints}}
{{#bonus}}
{{bonus}}
{{/bonus}}
{{#isCompel}}Compel{{/isCompel}}{{^isCompel}}Invoke{{/isCompel}} Aspect
{{#isCompel}}Compelling{{/isCompel}}{{^isCompel}}Invoking{{/isCompel}} {{#charname}}{{charname}}'s {{/charname}}Aspect "{{aspect}}".
{{#showInfo}}
Info
{{#isCompel}} Something negative is about to occur due to an Aspect. Discuss the details with the GM and then either accept the Fate Point from the person doing the Compelling, otherwise if it is from the GM pay them a Fate Point to prevent the Compel. {{/isCompel}} {{^isCompel}}

Invoking an Aspect costs 1 Fate Point and depending on when it is invoked will change what it does:

  • When rolling a Skill, choose one of the following:
    • Re-roll the Skill
    • Gain two additional shifts (+2) to your roll
    The Aspect has to have something to do with the Skill being rolled. You can stack multiple Invokes on separate Aspects but they all have to make sense as to why they would help.
  • At any other time you can declare a Story Detail that helps you in the scene. Examples are:
    • "I'm Aspect X, so it makes sense that I've met this NPC in the past"
    • Due to Aspect X, I was smart enough to bring a map of this town before leaving"
    • "I know this language because of my Aspect X"
    Work out the detail with the GM and if a decision is reached then pay the Fate Point and the story detail is now fact.
{{/isCompel}}
{{/showInfo}}
{{fatePoints}}
{{skill}}
{{#rollGreater() skillRoll 7}} Legendary {{/rollGreater() skillRoll 7}} {{#rollTotal() skillRoll 7}} Epic {{/rollTotal() skillRoll 7}} {{#rollTotal() skillRoll 6}} Fantastic {{/rollTotal() skillRoll 6}} {{#rollTotal() skillRoll 5}} Superb {{/rollTotal() skillRoll 5}} {{#rollTotal() skillRoll 4}} Great {{/rollTotal() skillRoll 4}} {{#rollTotal() skillRoll 3}} Good {{/rollTotal() skillRoll 3}} {{#rollTotal() skillRoll 2}} Fair {{/rollTotal() skillRoll 2}} {{#rollTotal() skillRoll 1}} Average {{/rollTotal() skillRoll 1}} {{#rollTotal() skillRoll 0}} Mediocre {{/rollTotal() skillRoll 0}} {{#rollTotal() skillRoll -1}} Poor {{/rollTotal() skillRoll -1}} {{#rollLess() skillRoll -1}} Terrible {{/rollLess() skillRoll -1}} ({{#rollGreater() skillRoll -1}}+{{/rollGreater() skillRoll -1}}{{skillRoll}})
{{#showInfo}}
Info
Skills are used to achieve one of four outcomes:
  • Overcome
    • Use the overcome action to achieve assorted goals appropriate to your skill.
  • Create an Advantage
    • Use the create an advantage action to make a situation aspect that gives you a benefit, or to claim a benefit from any aspect you have access to.
  • Attack
    • Use the attack action to harm someone in a conflict or take them out of a scene.
  • Defend
    • Use the defend action to avoid an attack or prevent someone from creating an advantage against you.
{{/showInfo}}
{{fatePoints}}
{{stunt}}
{{#requiresFatePoint}}
A Fate Point must be spent to activate this Stunt
{{/requiresFatePoint}}
Skill : {{skill}} - {{skillShiftLevelText}} ({{#rollGreater() skillShiftLevel -1}}+{{/rollGreater() skillShiftLevel -1}}{{skillShiftLevel}})
Stunt Type : {{typeText}}
{{#rollBetween() type 1 2}}
Action :
    {{#isOvercome}}
  • Overcome
  • {{/isOvercome}} {{#isAdvantage}}
  • Create an Advantage
  • {{/isAdvantage}} {{#isAttack}}
  • Attack
  • {{/isAttack}} {{#isDefend}}
  • Defend
  • {{/isDefend}}
{{/rollBetween() type 1 2}} {{#rollTotal() type 2}}
Bonus : {{bonusShiftsText}} (+{{bonusShifts}})
{{/rollTotal() type 2}} {{#isSkillRoll}}
Skill Roll : {{#rollGreater() skillRoll 7}} Legendary {{/rollGreater() skillRoll 7}} {{#rollTotal() skillRoll 7}} Epic {{/rollTotal() skillRoll 7}} {{#rollTotal() skillRoll 6}} Fantastic {{/rollTotal() skillRoll 6}} {{#rollTotal() skillRoll 5}} Superb {{/rollTotal() skillRoll 5}} {{#rollTotal() skillRoll 4}} Great {{/rollTotal() skillRoll 4}} {{#rollTotal() skillRoll 3}} Good {{/rollTotal() skillRoll 3}} {{#rollTotal() skillRoll 2}} Fair {{/rollTotal() skillRoll 2}} {{#rollTotal() skillRoll 1}} Average {{/rollTotal() skillRoll 1}} {{#rollTotal() skillRoll 0}} Mediocre {{/rollTotal() skillRoll 0}} {{#rollTotal() skillRoll -1}} Poor {{/rollTotal() skillRoll -1}} {{#rollLess() skillRoll -1}} Terrible {{/rollLess() skillRoll -1}} ({{#rollGreater() skillRoll -1}}+{{/rollGreater() skillRoll -1}}{{skillRoll}})
{{/isSkillRoll}}
{{description}}
{{#showInfo}}
Info
Stunts are what set your character apart from the rest of the flock. Anyone can be a Great (+5) Fighter but how many others can Create an Advantage with a Fair (+2) Bonus when they smash the ground with their great war-hammer making everyone "Unsteady on their feet"?
  • Overcome
    • Use the overcome action to achieve assorted goals appropriate to your skill.
  • Create an Advantage
    • Use the create an advantage action to make a situation aspect that gives you a benefit, or to claim a benefit from any aspect you have access to.
  • Attack
    • Use the attack action to harm someone in a conflict or take them out of a scene.
  • Defend
    • Use the defend action to avoid an attack or prevent someone from creating an advantage against you.
{{/showInfo}}
{{fatePoints}}
Extra : {{extra}}
Permissions : {{permissions}}
Costs : {{costs}}
{{description}}
{{fatePoints}}
{{^aspect}}
Consequence
{{#charname}}{{charname}} is t{{/charname}}{{^charname}}T{{/charname}}aking a {{worthText}} ({{worth}}) consequence.
{{/aspect}} {{#aspect}}
{{#isCompel}}Compel{{/isCompel}}{{^isCompel}}Invoke{{/isCompel}} Aspect
{{#isCompel}}Compelling{{/isCompel}}{{^isCompel}}Invoking{{/isCompel}} {{#charname}}{{charname}}'s {{/charname}}Aspect "{{aspect}}".
{{/aspect}} {{#showInfo}}
Info
{{^aspect}}

Taking a Consequence is how real damage is dealt during a conflict. When you use a consequence slot, you reduce the shift value of the attack by the shift value of the consequence. You can use more than one consequence at a time if they're available. Any of the hit's remaining shifts must be handled by a stress box to avoid being taken out.

{{/aspect}} {{#aspect}}

Conflict has caused a lasting injury or setback for the character. The character that caused this gets a free Invoke of the aspect but anyone can invoke the aspect against the character if they know it is there.

{{#^rollTotal() isHealing 1}}

The wound is still relatively fresh and will need treating soon before things get worse. Treatment and how long the wound can go untreated for scales with its severity.

{{/^rollTotal() isHealing 1}} {{#rollTotal() isHealing 1}}

The wound has been treated and the character is on the mends but the memory of it still lingers. The wound will be completely healed with time depending on the severity and once gone the consequence slot will be opened up again for use.

{{/rollTotal() isHealing 1}} {{#isCompel}}

Something negative is about to occur due to an Aspect. Discuss the details with the GM and then either accept the Fate Point from the person doing the Compelling, otherwise if it is from the GM pay them a Fate Point to prevent the Compel.

{{/isCompel}} {{^isCompel}}

Invoking an Aspect costs 1 Fate Point and depending on when it is invoked will change what it does:

  • When rolling a Skill, choose one of the following:
    • Re-roll the Skill
    • Gain two additional shifts (+2) to your roll
    The Aspect has to have something to do with the Skill being rolled. You can stack multiple Invokes on separate Aspects but they all have to make sense as to why they would help.
  • At any other time you can declare a Story Detail that helps you in the scene. Examples are:
    • "I'm Aspect X, so it makes sense that I've met this NPC in the past"
    • Due to Aspect X, I was smart enough to bring a map of this town before leaving"
    • "I know this language because of my Aspect X"
    Work out the detail with the GM and if a decision is reached then pay the Fate Point and the story detail is now fact.
{{/isCompel}} {{/aspect}}
{{/showInfo}}