Character Creation

Character Creation can be a rather confusing process, so it is highly advised to get your GM or an experienced player to help you with it. The process is split into several stages, some of which may end up being completed in play as you get to know the character. This isn't a be-all and end-all guide, but it should help.

The sections to making a character are: Personality/Backstory, Stats, Brushstrokes (and the abilities that come under them) and Aspects. A brief overview will be given here.

And always remember rule 7: Don't take the piss.


You need to know who your character is first, do this and then work out what stats go with them, as it tends to help make them more real. This step you need to work with your GM on. Your backstory should answer these questions as a rule:

  • Name? (or something that works as one)
  • Personality, how will they react in a fight? To surprises?
  • How did they get their skills? (Particularly magic wise if from the circa 2025 Coinciverse)
  • What connects and includes them in the plot? This is the most important one

These will help you create your Aspects that sum up who your character is, past and present. However they tend to be difficult to come up with so I usually give people time to think about them while sorting everything else out…

You backstory will also help you sort out what equipment you're likely to have, again, how much you have have is up to GM discretion.


There are 9 stats you can change and one which is the total of all the other stats called Limit. The 9 main stats are:

Health Track stats:

  • Resilience: Resilience + 3 = HP track.
  • Tenacity: Tenacity + 3 = SP track.
  • Stamina: Stamina * 2 = MP/Energy track.

Physical stats:

  • Melee: Active physical stat. Physical attack and other physical skills such as lifting and breaking things. No long range weapons
  • Agility: Passive physical stat. Often called Dodge, also does climbing and is Physical defence

Mental stats:

  • Acuity: Active mental stat. Social attack, long range weapons, detailed tasks (ie engineering), general intelligence
  • Resolve: Passive mental stat. Mental defence, Social defence, stubbornness

Magical stats:

  • Will: Active Magical stat. Fine magical control, things not exploding. Note: Can also cover consciously keeping control of yourself/your emotions.
  • Power: Passive magical stat. Uncontrolled or unrefined magic, making things explode.

Each stat (including Limit) has a base value of 1. NPCs and enemies are not beholden to this. Human characters with no experience usually have 10 points to share between their stats to start with. Having a thought-out backstory gives 5 more (this can be changed at GM discretion.)


A character’s Limit defines how much stress you can handle, designed for limit on what mind, body and soul can take. It is decided by how many points total you have:

10-19 = 1

20-29 = 2

30-39 = 3


Your Limit sets a cap on how much you can recharge and heal in one go, essentially how much you can take before you’ve abused yourself too much and need to rest. This can be got around through Sponsored magic or Plot, but it will have consequences after (see your GM).

A character can only cope with their Limit multiplied by Resilience / Tenacity / Stamina track per day. So a character with a limit of 3 and Stamina of 6 (12MP) could use 36 MP a day.

Example of how a Limit works:
Howitz is in a long-running battle where he is forced to go Epic while using Sponsored magic from his god the Judge. This means he uses a lot of MP per round, gains a lot of Debt, and comes up against his limit. If he were just using his own power his body would be unable to cope with channeling any more magic and thus simply run out, dropping him out of Epic with the usual exhausted consequences. Their magic would return as normal once they slept.

However it is the Judge running things, and the God has no Limit, meaning he can continue to use his power through Howitz. The GM decides that the Judge has overridden Howitz’s limit by forcing the channels open, damaging them in the process so that they cannot be closed. Any power he recovers for the next week flows straight out, leaving him with no usable magic.


What a person can do can be looked at in two ways, areas of expertise/competence (Brushstrokes) and specific things within that they have learnt along the way (Abilities).

Brushstrokes are paid for with your total number of Fate Points, otherwise known as your Refresh, permanently lowering the amount of FP you get per session in exchange for a certain specialism. If 1 Refresh goes into a brushstroke then you get +2 to all rolls concerning it. If you pay 2 Refresh you get a +4 and 3 for +6.

Brushstrokes do not need to be magical, they can be things like 'Army Skills', 'Martial arts' or even something as simple as 'Shouting at people'.

Characters usually start with 7 Refresh.

A notable exception to this is Hybrid Auras, which can get two auras. Either pay 2 Refresh to have 4 points to split between two auras; or 3 Refresh to have 6 points to split between two auras. It is suggested that you choose a 3/1 or 4/2 split, as people naturally tend to favour one or the other.

Example: Howitz is a Light/Gold hybrid. He decides that he will pay 3 Refresh and take +4 Light and +2 Gold. He could have taken +5 Light and +1 Gold, but thinks he will use Gold enough to make the +2 useful, but not enough for a +3.

Abilities are separated into groups called Skill trees or just Trees for short. These are often specialised applications of your talent or skill, such as attacking multiple people in one go. These are things you have learnt or developed along the way and are paid for with Experience points.


These are a major part of the system. The simplest way to explain them is that they define things. Personal aspects for a character they describe who they are. Scene aspects describe major factors that define the environment the characters are in. Aspects should be able to be used to your advantage as well as your disadvantage.

Aspects can be ‘Tagged’ or ‘Compelled’ using Fate Points (FP). A tag helps you out, a compel messes things up.

Important note: This means making aspects for characters is hard, as you need to find something that a) describes your character b) can be used to your advantage c) can be used to your disadvantage.

When you tag something you spend an FP and get once of several effects:

  • Allow your four Fudge dice to be re-rolled, eg. Eternal curiosity to keep trying
  • Give you a +2 bonus, eg. Accident Prone to fall over and make an enemy’s attack miss.
  • Declare something about the scene. (For example to state that a room is ‘Pitch Black’)
  • Make something interesting happen (Speak to the person running the game)

If an aspect is used to the characters disadvantage then that character gains the FP. When the GM (person running the game) does this it is called a compel. If a player is being compelled they can either choose to accept the compel, gain the Fate Point and act according to that aspect or they can spend a FP to buy off the compel. Example:

Jon has the aspect ‘The Dragon Inside’ to represent his anger and the raw power of his magic. In a battle he has 3FP and tags ‘The Dragon Inside’ to increase the power of a blast by using his anger to fuel it, spending an FP to leave him with 2FP and getting a +2 to his attack. A little while later the GM compels him on it to get him to give into his rage and attack everything in sight. If he wanted to resist the compel he would have to pay an FP, leaving him with 1FP. Instead he chooses to accept the compel and take the course of action the GM gave him, ending up with 3FP.

FP are also awarded for a critical fail (——) on the fudge dice if that roll and the consequences are taken. As with a compel this usually causes things to go hilariously wrong.

A temporary aspect is exactly what it sounds like, an aspect that is only present for a short time. It can be treated just like any other aspect and usually has a free first tag. Players can create these by doing a manoeuvre against an enemy, passing a skill check to achieve a certain affect.

For a fuller explanation of what can be done with aspects see the FATE rulebook section on Aspects

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