FATE. Roleplay System

## Character creation

United Commonwealth of Planets uses a variation and specifically developed version of the FATE. Roleplay System in order to add dynamic responses to roleplay and combat situations.

Creating a character in the fate system is fairly flexible and allows for "on the fly" character development however there are some things that need to be set with initial character creation which will be outlined here.

## Step-By-Step Character Creation Guide

1. Access the Character Creation Sheet using **GoogleDocs**. The link is posted above.
2. Click **File - MAKE A COPY** and then **SAVE** a blank copy either to your **Computer** or **GoogleDrive**.
3. Enter your character name in the **[NAME]** section.
4. Enter your character's description in the **[DESCRIPTION]** section. **(Optional)**
5. Enter your character's **SPECIES** using the **DROP-DOWN MENU** in the **[SPECIES]** section of the character sheet. **(If your DO NOT see your species listed, please use the blank option at the BOTTOM of the DROP-DOWN MENU to create it yourself)** This will automatically apply your Racial Traits (Fate System) to your character sheet. If you are creating your own species, you can create your own racial trait.
6. Enter your character's **PRIMARY CAREER** in the **[CAREER]** section. Your character will automatically obtain all the stats/items listed for that chosen primary career listed in Career Traits.
7. Enter your character's **SPECIAL TRAIT** in the **[SPECIAL]** section of the character sheet. Your Special Traits (Fate System) are special abilities your character gains by being the listed species type. These can either be generic for being a generical type of species or from being a member of a specific species.
8. Choose **4 Main Skills** to assign points into. These go from **+4** being the highest, to **+1** being the lowest. Use the **DROP DOWN MENU** for each section to assign these skills, they will automatically be added to totals displayed at the side of the character sheet.
9. Add your **SECONDARY CAREER CHOICE** into the **[EXTRAS]** section of the character sheet. Your secondary career selection allows you to pick 1 Stat boost from another Career in Career Traits based on your character's history before doing the job they are doing now.
10. Design a maximum of **3** Abilities to use with your character, examples of abilities are shown on the **DISCORD**.

## BEG Character Guide

### Traits

* Traits 1: **Racial** - Racial Traits (Fate System)
* Traits 2: **Career** - Career Traits
* Traits 3: **Special** - Special Traits (Fate System)

### Skills:

Choose **4 Skills** to augment, this will allow you to assign from **+4** to **+1** to a specific number of skills. Skills are also boosted by Career Traits, some Racial Traits (Fate System) and some Special Traits (Fate System) which will be automatically added to the character sheet.

**List of Available Skills:**

### ***General Cross-Class Skills***

* ***Athletics (Cross-Class/Security)***
* ***Empathy (Cross-Class/Command/Medical)***
* ***Notice (Cross-Class/Science/Operations/Engineering)***
* ***Physique (Cross-Class)***
* ***Willpower (Cross-Class/Intelligence)***
* ***Exotic Manipulation (Cross-Class)***
* ***Stealth (Cross-Class/Intelligence/Marine/Security)***

### ***Command Skills***

* ***Persuade (Intelligence/Command/Communications)***
* ***Lore (Command/Science/Medical/Engineering)***
* ***Diplomacy (Command/Communications)***

### ***Engineering Skills***

* ***Fabrication (Engineering/Operations)***
* ***Repair (Science/Engineering/Operations)***
* ***Propulsion (Engineering)***

### ***Science Skills***

* ***Investigate (Science)***
* ***Physics (Science/Engineering/Operations)***
* ***Computing (Science/Engineering/Operations)***

### ***Tactical/Security Skills***

* ***Fight (Security/Cross-Class)***
* ***Provoke (Security/Command)***
* ***Shoot (Security/Cross-Class/Intelligence)***

### ***Operations Skills***

* ***Pilot (Operations/Engineering)***
* ***Luck (Operations)***
* ***Transporter Operation (Operations)***

### ***Medical Skills***

* ***First Aid (Medical/Science/Intelligence)***
* ***Biology (Science/Engineering/Operations/Medical)***
* ***Genetics (Medical)***

### ***Communications Skills***

* ***Contacts (Communications/Intelligence)***
* ***Statecraft (Communications)***
* ***Electronic Warfare (Communications)***

### ***Intelligence Skills***

* ***Lie/Intimidate (Intelligence)***
* ***Covert Intelligence (Intelligence)***
* ***Subterfuge (Intelligence)***

## UCP Points Explanation

### FATE Point Explanation:

These points granted at the start of the mission based on the players base fate points are use by players to take certain actions such as invoking as aspect, declaring a story element. activating a particularity powerful stunt or extra (generally one's that allow the player to create items or having powers that allow for ranged attacks even when unarmed) or to block the invocation/compulsion of their own aspects against them they are earned by accepting said invocations/compulsions.

## General Combat Rules

**IN COMBAT** - The RP resorts to a TURN BASED SYSTEM - Starting member is whoever on your term has the highest NOTICE skill, this acts very similar to initiative in D&D but is a state that you can buff on your character sheet.

**TWO PHASES** - TURNS in combat ALWAYS have 2 PHASES, the MOVEMENT PHASE and the COMBAT PHASE. The movement phase always occurs before the combat phase EXCEPT for in the case of an ABILITY or CRITICAL HIT. ABILITY ACTIVATION must occur BEFORE the COMBAT PHASE

**DO NOT** design abilities that do more then 1 damage/healing per use. Abilities may give you multiple buffs/debuffs/attacks but you are NEVER able to do more than 1 damage or healing in a single ability without the use of CRITICAL HITS

**CRITICAL HITS** - Critical state occurs when you roll **EXACTLY 12** with **1 D12** during a skill check (both combat and non-combat). Critical state in combat will **ALWAYS** reward you with either;

* **MELEE WEAPONS:** Provide a **FLAT DAMAGE INCREASE** of **+1 BONUS DAMAGE**
* **RANGED WEAPONS:** **APPLY ENERGY TYPE CRITICAL EFFECTS**. (LISTED HERE)
* **NON COMBAT ROLES:** **APPLY A CRITICAL SUCCESS EFFECT BASED ON TYPE OF ROLL**.

**CRITICAL FAILS** - Critical fails occur when you roll the lowest possible number on a skill check. They are AUTOMATICALLY CONSIDERED A FAILURE regardless of skill modifiers on your character sheet. However you can use a FATE POINT in order to prevent the CRITICAL FAIL EFFECT which will be decided by the GM, resulting in the END OF YOUR TURN

When designing a **MOBILITY** ability, there are some strict rules that must be followed;

* Mobility or repositioning abilities MUST be once per battle
* Mobility abilities can allow you to attack the same turn but you may not
	+ Reset Cooldowns
	+ Cost Nothing

When designing a **SUMMON ABILITY** (Turrets, Drones etc)

* The summon cannot exceed 2 health under any circumstances
* Will take its turn on your turn
* Cannot do more then 1 damage per turn, even with Critical Effect.

## Experience System

In the Character Sheet, under **EXTRAS** you can mark down your **EXPERIENCE LEVEL**. These are given for each successful RP that you take part in. After you have 5 of these, you can choose 1 of the following effects;

* **+1 Bonus to Any Skill**
* **+1 Ability Slot**
* **+1 Inventory Slot**
* **+1 Maximum FATE point**

At **10 EXP**, you gain access to your **ULTIMATE ABILITY**, which is an extremely powerful ability unique to you. These abilities can only be used **ONCE PER GAME** and provide unique bonuses, such as **BREAKING THE DAMAGE CAP** of 1 damage/healing per ability.

These points are **NON-TRANSFERABLE** between Alts.

Experience Levels are not retroactively earned, so everyone should have none at the moment are obtained from attending roleplays on sim. All Experience Levels must be approved by the CO of that ship. Additional experience can be given out by the CO for actions during RP's (No more then 3 to 3 different people).