Celemina more typically has her phone held down at waist level and neck craned down to glance at it while The Man isn't watching.
That is both hilarious and adorable to imagine sunny butt doing that, while also munching on a cake.

Yes, a whole cake.
Edit: Old joke is old, so I should lay off for a bit...maybe.
 
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Just something I decided to make a little while ago. Ryouga's rival clearly deserves a sheet all his own. :V

(And now the stain of the original Ranma sheet that id319 made all that time ago may be washed away.)

Note: For people just looking to apply, this is a weird complicated sheet heavily reliant on the custom 'magic' system we've made with some weirder stunts.

Ranma Saotome
High Concept: Heir to the Saotome School
Ranma Saotome is a martial artist who was raised from a young age to be the heir to his family's style, the Saotome school of Musabetsu Kakutō Ryū, or Indiscriminate Fighting Flow. He's unlocked the usage of ki to empower himself, fighting primarily in hand-to-hand using his incredible physical prowess and bucket load of techniques to win the day. His main focus is on speed and agility, and is considered to be a fighting genius, able to revise techniques and come up with new ones on the fly. He's utterly devoted to the art of combat and relishes a challenge. Unfortunately, his father has saddled him with more than a few issues during his 13-14 year long training trip, ranging from a phobia of cats, a curse that turns him into a girl with cold water, marriage promises, and some distinctly non-feminist views.​
Trouble: Ranma Saotome DOESN'T LOSE!
His biggest weakness however, is his absurd pride. Ranma simply does not let things go. He can't abide being shown up in his areas of pride(mainly combat and his own intense vanity), and his pride and refusal to lose has dragged him into more than a few battles and conflicts that a moments thought would lead to the conclusion he'd actually be better off losing or giving up... such as vanity battles over his girl forms appearance, or getting him stuck in a Martial Arts Cheerleading competition wherein he must prove his love to somebody whose guts he despises. On the other hand, this refusal to give up and ever let things lie gives him a stubborn determination that sees him through almost anything. As long as he wins the rematch(no matter how many it takes), his pride will be satiated and he can confidently go back to considering the whole affair a win, no matter how much pain he put himself through. The only times he really backs down from a challenge is if the opponent is so ridiculous that the prospect of fighting them is practically an insult.​
Anything Goes
Ranma's father, Genma Saotome was not your normal martial artist; in fact, he's best described as a manipulative, dishonorable coward. Ranma hasn't taken the worst of Genma's traits, but there's more than a little bit of his father in him, and he will do whatever it takes. However absurd or obviously against the spirit of the rules the tactic, Ranma will use it. He's a pragmatist in that way. Indeed, while he "doesn't lose", running away and thinking of a new plan of attack before coming back at the enemy is considered the Saotome School Final Attack. He's a natural trickster, and isn't afraid to get in his opponents head for an advantage. He pretty reguarly takes advantage of his girl form to mooch free food off of people. On the other hand, he comes off as fairly untrustworthy. He has his own idea of honor, but it's not exactly normal.​
Duty of a Martial Artist
Genma drilled some ideals in his son's head that the old man himself would never act on; things a small part of him believed but never had the heart to attempt. It's a martial artists duty to protect the weak, and their responsibility since time immemorial to deal with monsters. Ranma takes those to heart. In the end, he's a good person at heart, albeit an abrasive one. Even if he hates someone, he'll still help them. He doesn't attack those who can't defend themselves(with the exception of certain rivals in weaker forms who are really asking for it), and he doesn't like to kill. In addition ,he takes it upon himself to deal with menaces, taking requests from city councils to go deal with various mishaps that are proving beyond the capacity of the police. He's not exactly a superhero... but sometimes he comes close.​
Grown Up On The Road
While Ranma and his father would stay in areas and forge relationships for short time periods, for all intents and purposes, Ranma has spent nearly his entire life traveling and training, and only recently settled down in Nerima with the Tendos. He's experienced with living in conditions that are distinctly substandard, and is perfectly at home in the wilderness. He and his father, rather than taking a boat or plane, swam to China as part of their training. However, this isolation sometimes stunts his ability to read a situation. He is prone to opening his mouth and inserting his foot in emotional situations.​
Skills:
Superb (+5): Martial Arts, Athletics
Great (+4): Ki Martial Arts, Provoke
Good (+3): Will, Physique
Fair (+2): Deceive, Empathy
Average (+1): Rapport, Lore​
Stunts:
Awakened Martial Artist
You have Martial Arts skills that enable you to use your ki energy in unusual ways within the body to amplify your direct, mundane fighting skills. With the Martial Arts skill, you are capable of doing all the things that would normally be covered under the Fight skill, but you're able to push them to impossible heights. You can perform dizzying barrages of punches and kicks, catch every shard of an explosion of shrapnel, seemingly teleport with rapid movement, and similar feats of superhuman melee combat, most of which may be adjusted by stat packages if applicable. It is possible to learn new techniques working under this theme. With the Ki Martial Arts skill, you are able to use your ki powers for outward expressions of energy. You may use it to overcome darkness with the light of your battle aura, create cold to counter heat and create wind, create spheres or beams of energy to fire at your foes using emotions as a focus, turn your aura to stealth techniques, defend your mind with emotional control via your aura. These attacks are usually not adjusted by stat packages. It is possible to learn new techniques keeping in with this theme.​
Forceful Spirit
Your battle aura and energy blasts now benefit from the same strength enhancing effect your body enjoys, at least to a limited extent. When using outward energy expressions to attack, such as from the Ki Martial Arts skill, they benefit from the + to damage included in your Enhanced Strength stunt, whatever its level is.​
Dairokken (Ki)
A skill shared by basically every Ranma 1/2 martial artist, but goes unnamed in its home series. A limited precognitive ability that enables the character to predict and react to surprise attacks, as well as sense the ki of others. You've merged your ki sense and physical senses into one; when it comes to most situations(countering stealth and determining turn order being the primary ones), you may use Ki Martial Arts in place of the Notice skill.​
1000 Seas Path
The more dramatic name for the Umisenken, or Way of the Silent Thief. A martial arts style based around burglary. When using a Ki Martial Arts technique that is rooted in hiding yourself, you don't show up on any form of supernatural detection; magic sense and detection, ki sense, precognition; all are unable to detect you. While purely mundane senses are able to locate you(you aren't invisible), as far as the supernatural is concerned, you don't exist.​
Technique Revised!
You're a genius in the fighting arts, able to adapt your techniques into new forms to deal with new threats or situations on the fly. Once per scene, at the cost of a fate point, you may revise one of your currently known techniques martial arts/ki martial arts, taking its base principles to come up with something new that might be better suited to the situation at hand. Examples of techniques learned in this manner are the Single-Hundred Hit Amaguriken, Hiryu Korin Dan, and Hiryu Hyo Toppa/Hiryu Gyoten Ha.​
Nekoken
You are very, very phobic of cats. Common housecats are one of the most horrifying things you can possibly imagine. So horrifying, in fact, that overexposure to them can lead to a short-term descent into madness where you become convinced you are, yourself, a cat. Given forced exposure and expenditure of a fate point, you may enter the Nekoken state which adds +2 to Martial Arts attacks, and an additional +1 to Athletics(same as a tier in Enhanced Speed), and allows the 'ki claws' weapon to be used. The downside of this is the vast majority of special techniques are sealed, and your mentality is that of a cat; while you can still tell friend from foe, you are relatively easily distracted unless already angered by the opponent. You'd really rather play with some string, take a nice nap on a friends lap, or indulge in catnip. Once the initial stimulus is removed, you'll still be in the Nekoken state. Usually it takes some form of separate shock(Jusenkyo curse transformation seems to work) or help from a friend to calm down before your sanity returns.​
Enhanced Speed-Tier 2
Enhanced Strength-Tier 2
Enhanced Durability- Tier 1
Quick Healer- Tier 1​
'Equipment':
Ki Claws (Martial Arts); Weapon:6 (sealed outside of Nekoken)
Phoenix Pill; Armor:5 vs heat and fire attacks. Has no effect on any other attack type.​
Stress and Consequences:
Physical ΟΟΟΟΟΟ
Armor:5 vs heat/fire based physical stress
Armor:1 vs all physical stress
Mental ΟΟΟΟ
[2][4][6]
[2K][2K]​
Refresh: 2

Enhanced Speed-Tier 2
You're able to move far faster than the eye can see, or at least so fast that you're only a blur.
  • You always go first in turn order unless there are other entities present who share this ability. If others with this are present, determine turn order among yourselves using Notice. Tier 3 Enhanced Speed trumps this.
  • All your Athletics checks are made at +2, including dodging.
  • Whenever moving as part of another physical activity, you may move two zones without taking a -1 penalty for the supplemental action.
  • Difficulty factors from moving are reduced by 4 when rolling Stealth
Enhanced Strength-Tier 2
You are really damn strong. You're able to lift and break things you shouldn't, and people in your way tend to be very, very sorry.
  • Gain a +6 to your Physique score whenever rolling to to lift or break an inanimate object, wall, or possibly stationary magical barriers.
  • Gain a +2 to Physique when rolling it in conjunction with a grapple; this also allows you to inflict a 3-stress hit on a grappled opponent as a supplemental action.
  • With attacks that depend on muscular force, stress you inflict is increased by +4 on a successful hit.
Enhanced Durability-Tier 1
You're unusually tough and have incredible fortitude. You can take more punishment.
  • Naturally have Armor:1 against all physical stress
  • Two additional boxes of physical stress capacity.
Quick Healer-Tier 1
You recover from punishment fast, and you can keep going for longer than normal.
  • When recovering from physical consequences, you don't need to succeed at an action that justifies recovery. It begins automatically.
  • Out of combat, you recover from consequences as if they were one grade lower in severity. Severe recovers in a day to a week with no other justification, Moderate in around 30 minutes to an hour, and Mild disappears when you clear out your stress track.
  • You may skip a night of sleep with no ill effects.
  • In combat, once per scene, you may clear away a Mild physical consequence as a supplemental action.
Musabetsu Kakutō Ryū: Your basic fighting style. Punches, kicks, karate chops, etc. Martial Arts Attack, Weapon:4
Assessment: Your knowledge of the intricacies of melee combat is more than a personal advantage. You can use it to figure your opponents out too. Martial Arts Create An Advantage.
Kachu Tenshin Amaguriken: Performs a lot of melee attacks very quickly. Functions as a single Martial Arts Attack at 'Weapon:4'. On targets with Armor lower than 3, add +2 to damage. On targets with Armor:3, no change. On targets with higher armor, -2 to damage.
Kachu Tenshin Amaguriken (Block): Using the same burst of high speed used to attack, but instead to defend. Catch or block of incoming attacks at once. Martial Arts Defend.
Single-Hundred Hit Amaguriken: Punch the exact same spot a hundred times so quickly it seems to be one single hit. 'Soak' based defenses, aka, tanking it or blocking it, cannot endure this attack and are not usable to defend against it. Martial Arts Attack, Weapon:4/5
Momentum Redirection: A counter move that uses a a small long object(such as a smoking pipe, paper fan, or similar) to catch and redirect a physical attack to launch the opponent skyward into the air via their own strength. Martial Arts Defend.
Rapid Movement: Focus your energy to your legs and disappear from view in a burst of speed resembling, and acting somewhat like, teleportation. While using this repeatedly to get somewhere is slower than your natural speed, it can still be a great tool in battle as it renders your path impossible to follow. Martial Arts Overcome or Create an Advantage
Nekoken: A flurry of absurdly fast scratches. Very dangerous. Martial Arts Attack, uses 'Ki Claws' weapon.
Haku Dato Shin Sho: A fast series of burning jabs to the back used in the stealth technique of Umisenkens Ghost Stance. Martial Arts Attack, Weapon:4
Haku Dato Shin Sho Actual Use: Using high speed movement and stealth, silently pilfer stuff from peoples pockets, remove the equipment from their bodies, or steal things from a house. Martial arts Overcome/Create An Advantage.
Saotome Empty-Handed Strike: Actually a high speed massage. Overcome sore muscles, paralysis, or exhaustion aspects on another person.
Battle Aura: Most martial artists give this off invisibly whenever they are in battle, but it can be called up more focused to appear as light. Ki Martial Arts Overcome or Create an Advantage.
Ghost Stance: The battle stance of the Umisenken. This isn't quite an invisibility spell, but it does make the gaze and senses of others simply slide off of you and moving silently, allowing Ki Martial Arts to be used to hide and sneak. Combined with Rapid Movement and Enhanced Speed, you can vanish from sight almost instantly. Ki Martial Arts Overcome, Create an Advantage, or Defend.
Soul of Ice: Through rigorous training, you've managed to bring your aura to create an icy calm over your mind. This is primarily defensive, shielding your thoughts and emotions from mental attacks and create an advantage. Ki Martial Arts Defend, Armor:3.
Body of Ice: Your icy battle aura brought out into the air around you. Chill the air to change the flow of heat and set up for the Hiryu Shoten Ha and its variants or directly inflict cold damage on something you can touch. Ki Martial Arts Create an Advantage or Attack, Weapon:3.
Moko Takabisha: Your sheer force of ego is so strong you can shoot it at things to cause physical damage. A ki blast powered by confidence. Ki Martial Arts Attack, Weapon:3.
Double Moko Takabisha: Fire two Moko Takabisha at once. Ki Martial Arts Spray Attack, Weapon:3.
Hiryu Shoten Ha: Create an icy tornado that turns the power of heat against itself. Requires set-up with the Body of Ice to collect heat, either from fire attacks, a heated enemy, or simply heat scattered throughout the air. It can also lead into another attack. Ki Martial Arts Create an Advantage or Attack, Weapon:3/4
Hiryu Korin Dan: Using the Hiryu Shoten Ha to drive all collected heat and heat scattered throughout the battlefield to a central location high above, follow the tornado up, and then by driving an icy fist through that collected energy, launch an enormous ki blast down and devastate the battlefield... or put serious, serious hurt on someone who has been carelessly spraying a lot of heat around. Ki Martial Arts Attack, Weapon:4.
Hiryu Hyo Toppa: A variation of the Hiryu Shoten Ha that, instead of creating a large tornado, channels it into a razor thin, incredibly cold, drilling air blast meant to spear through an enemy, freeze them solid, and shatter them. Cannot be defended against via heat shields or fire based defenses, which it greedily sucks up to fuel its own wind. Requires a lot of set-up and a lot of heat to be present. Ki Martial Arts Attack, Weapon:3/4.
Hiryu Gyoten Ha: A Hiryu Hyo Toppa aimed downwards. Ki Martial Arts Attack, Weapon:3/4.
 
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Darth Invictus - Tobah Tethys [WAITING]


Okay, I'll give it a shot, how's this?


Tobah Tethys/Shining Sulis


High Concept: Hidden Wellspring in the Eye of the Sun

Originally a newfoal the being now know as Tobah Tethys is a unheard of example: A newfoal who regaiend his mind. In truth it was never lost, injured in an accident and placed in a medically induced coma he was left behind when the Equestiran forces overran the hospital in Britain where he was being treated. Like all humans he was doused with the potion and converted, but with his mind dormant and hidden, there was nothing the potion could sense to erase, so it simply created a new personality when he was converted into a unicorn. Days, weeks, months, maybe even years later his mind simply...woke up again


Trouble: You Cannot Step in the Same River Twice - If you step in a river twice the flow of water means you're not stepping in/on the same river the second time, change is constant and cannot be undone, what once was is gone forever. Tobah's overwhelming desire is to try and return both himself and the world to how it once was, but deep down he knows it can't ever go back to how it used to be, and fears that the same may apply to him


Aspects:

Steward of the Past:
Tobah knows that Celestia is going to erase humanity's past and heritage and keep the shinier baubles for herself so he's interested in saving as much as he can, artifacts, art, literature, maybe even buildings at some point. He sees himself like a monk in the Dark Ages, it being his duty to record/rescue something so it's not lost and humanity remembers what they're fighting for

Broken Conduit: The personality created by the conversion isn't entirely gone and fragments of it are still around, flashes of memories, emotions, mannerisms pop through every so often, usually in times of panic and stress. As a result he's a link of sorts to what a newfoal might act like, offering a way for the BAMF/Steel Company/etc the chance to gain insights into life behind the lines in Celestia's ever expanding empire

Living Mask - He walks like a newfoal, can talk like one, can act like one, can put on the mask of one if needed, so the enemy won't see him coming, surely a valuable tool for the resistance but worrying, because if he can slip back under that mask so fully and so quickly, is it really a mask?


Skills:

Superb (+5): Magic/Hydrokinesis, Will
Great (+4): Crafts, Lore
Good (+3): Rappor, Shoot
Fair (+2): Fight, Investigate
Average (+1): Empathy, Athletics, Physique


Stunts:

Magic (Hydrokinesis) [-1] - Your magic is inclined towards manipulating and controlling water, attacking with constructs and drowning deluges, creating advantages with torrents and currents, defending and overcoming obstacles in similar fashions, and so forth.

Finely-Tuned Mystic Senses [-1] - Your horn has granted you access to a sixth sense. You may use Magic to detect other sources of magic that stand out from the background, and you get +2 to Magic when doing so.​

Tidal Surge [-1] - Grant +2 to a specific action using a magic once per scene if it takes place near a body or decent amount of water if it would use a large amount of it

Scalpel over Sword [-1] - Gain a +2 boost to hydromancy for precision use of water

Detail Oriented [-1] - Gains a +2 boost to crafting when working with small objects and can use magic to aid in crafting

Dowsing [-1] - Can make use of any fluid with hydromancy where a majority of its makeup is water


Stress and Consequences


Physical: OOO
Mental: OOOO
Consequences: [2][2M][4][6]
Cons: [M][M][M]
Refresh: 10
 
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Okay, I'll give it a shot, how's this?


Tobah Tethys/Shining Sulis


High Concept: Hidden Wellpsring in the Eye of the Sun

Trouble: You Cannot Step in the Same River Twice

Aspects: Steward of the Past, Broken Conduit, Living Mask
Neat. Just keep in mind that sometimes it's good to not go full purple prose, because the aspects also have to be able to be understood by everyone reading them. I get you're going for a newfoal analogy though.

What do you have in mind for Broken Conduit?
 
Okay, I'll give it a shot, how's this?


Tobah Tethys/Shining Sulis


High Concept: Hidden Wellpsring in the Eye of the Sun

Trouble: You Cannot Step in the Same River Twice

Aspects: Steward of the Past, Broken Conduit, Living Mask

I have to ask:

Are you sure that's spelled right?

Neat. Just keep in mind that sometimes it's good to not go full purple prose, because the aspects also have to be able to be understood by everyone reading them. I get you're going for a newfoal analogy though.

What do you have in mind for Broken Conduit?
Creative names...but can you explain those a bit, Darth?
 
I have to ask:

Are you sure that's spelled right?

Sulis was a Celtic water goddess, worshiped at Bath where she was said to be responsible for the healing springs, so whoever named him upon conversion knew a bit of the local lore and had a flair for irony


Creative names...but can you explain those a bit, Darth?

Tobah is an ancient term used by ancient Britons for a well, Tethys for the ancient ocean, he can't remember exactly who he was at the start, he only knows the name he had as a newfoal so he rejects that and chooses a new one.

Wellspring is both a play on his hidden presence within the ranks of the newfoals and the fact he has a considerable amount of magic potential but doesn't know how to properly apply it, not on par with Twilight but still an innate talent for water magic newfoals aren't expected to have

You Can't Always Step in the Same River Twice is a quote from Heraclitus, the idea being that if you step in a river twice the flow of water means you're not stepping in/on the same river the second time, that change is constant and cannot be undone, what once was is gone forever. Reflecting Tobah's desire to try and return both himself and the world to how it once was, but deep down knowing it can't ever go back to how it used to be, and that the same may apply to him

Steward of the Past is based on what I asked Cyreni earlier, Tobah knows that Celextia is either going to destroy/erase humanity's past and heritage or keep the nicer bits for herself so he's intersted in saving as much as he can, artifacts, art, literature, maybe even buildings at some point. Basically if they went on a mission to Paris he'd insist on stopping by the Louvre or Versailles to try and salvage something, anything so the history of humanity isn't gone forever. He sees himself like a monk in the Dark Ages, it being his duty to record/rescue something so it's not lost and humanity remembers what they're fighting for

Living Mask reflects that he walks like a newfoal, can talk like one, can act like one, can put on the mask of one if needed, so the enemy won't see him coming, surely a valuable tool for the resistance but worrying, becuase if he can slip back under that mask, is it really a mask?


What do you have in mind for Broken Conduit?

The idea is that the personality created by the conversion isn't entirely gone and fragments of it are still around, flashes of memories, emotions, mannerisms pop through every so often, usually in times of panic and stress, so he's a link of sorts to what a newfoal might act like, offering a way for the BAMF/Steel Company/etc to look

And whatever sort of, well, link the Newfoals have with Celestia (in terms of a vague magical connection not a hive mind or direct psychic link or anything like that she could use to take over his mind) is still there, it's akin to a phone with wifi turned off, except sometimes it turns back on on its own
 
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Could you add those explanations to the aspects in question? That would be great, and we can then get started on the next part of your sheet. Though you'll want to edit your High Concept and make it a little more utilitarian, since while it tells me who and what he is, it kinda doesn't at the same time. Is he a unicorn? A pegasus? An earth pony? Etc.

As a pointer, newfoals here don't have any sort of direct connection to Empress Celestia. They're all reprogrammed, more like, given a default personality by the Potion to completely and totally replace the original one, and fanatical loyalty towards her. Whenever a newfoal is made the original person effectively dies, though in your case...

Anyways. Skills are next. Every threadmarked sheet has an example of how you can arrange the skills you want, some of them coming with custom skills to repreesent esoteric abilities such as magic, using the Force, super kung-fu skills, and so forth. You get 31 skill points to spend here, and you must arrange them like columns or pyramids: for every +2 skill, there's a +1 skill, for every +4 skill, a +3, +2 and +1 skill, so on and so forth. Skill cap is +5. Usual skill arrangements are two skills at each rank and three at +1, three skills at +4 and below and four at +1, one skill at +5, two at +4 and three at +3 and below.

This is the default skill list, and where you'll pull the bulk of your skills from. Tough, burly guy? Take some Physique. Professional liar? Deceive. Craftspony? Crafts. Thief? Burglary. Skilled people reader? Empathy. Stubbornly resistant? Will. And so forth. For your water magic, you'll take a custom skill called Magic (preferably Hydrokinesis, if you plan on taking multiple 'schools' or 'elements') and list out what you do with it- and don't worry, basic telekinesis is covered with this because that's a thing all unicorns do.

Of note, if you take Physique and Will, you'll get extra physical stress boxes and mental stress boxes, respectively, and if either of them are at +5, you get an extra consequence for their respective damage- more health, basically, though I'll cover that later. Any questions?
 
Hmm...I wonder what a Newfoal presented with our Celestia would say? Or at least Tobah...

How long has the Empress been all fire hair and the like?
 
In the vein of chargen...

Next thing you'll want to do is figure out what stunts you want to take. Stunts are, essentially, the neat things that your character can do that sets them apart from someone who might have the same sort of skills- people with a high Deceive are all great liars, but one might have focused on making foolproof disguises while another could be a feinting swordsman while yet another could lie so effectively it could be construed as a mental attack! Likewise, someone might have a knack for deadlifting with Physique, while someone else is better at grappling. And that's just considering the 'normal' flavors of stunts, where anyone could theoretically train or learn how to do something someone else can do- things like having wings for flying, a horn for magic, super fast regeneration, and other superhuman abilities/traits are also covered by stunts.

Stunts cost refresh to have. Refresh determines how many Fate Points you'll start the game with, the more points you have, the more control you'll get over the whims of the dice and even the narrative itself at times. The fewer points you have, the stronger and more capable your character becomes. Our refresh cap is 16, and every player must have at least 1 refresh by the end of chargen. It's recommended you spend at least half of your refresh, otherwise you'll find yourself lacking even despite the mountain of FP you'll have.

A good, mechanical way to write stunts is "Flavor text, therefore you get {effect} in {situation}," or "Flavor text, therefore I can {effect} in {situation}." It's a pretty basic formula, but it works for 95% of stunts and is what I recommend people do unless they're trying for a particularly strange stunt. The general power level expected from stunts is thus: as a rule of thumb, 1 refresh generally nets you...

-- +2 to a skill in a narrow situation.
-- +1 to a skill in a broad situation.
-- +1 to a group of related skills in a narrow situation.
-- Substituting one skill for another in a situation.
-- A rules exception in a narrow situation.

There are other conditions you can use to modify the cost-to-benefit ratio, such as adding an activation cost in Fate Points, limiting the stunt's number of uses or tacking on some form of drawback, but the above is a nice baseline to refer to. This game is considerably far from standard FATE however, and we're using a few hacks, so if you want, you can just tell me what you want your character to be particularly good at/what tricks they have, and I can turn it into stunts. (Powerful, if unskilled hydromancy? Flawless newfoal acting? Etc.)

As you might have seen on other character sheets, some stunts cost more than others, and some stunts are also attached to gear and whatnot. Broadly speaking, if a piece of gear just offers flat armor or functions as a basic, no-bells-and-whistles weapon, it won't eat into your refresh. As soon as it starts doing things like granting you super strength, pinpointing targets for easy shooting even in terrible visual conditions, turning yourself invisible, and so forth, it counts as having more powers and stunts and thus costs refresh.
 
As you might have seen on other character sheets, some stunts cost more than others, and some stunts are also attached to gear and whatnot. Broadly speaking, if a piece of gear just offers flat armor or functions as a basic, no-bells-and-whistles weapon, it won't eat into your refresh. As soon as it starts doing things like granting you super strength, pinpointing targets for easy shooting even in terrible visual conditions, turning yourself invisible, and so forth, it counts as having more powers and stunts and thus costs refresh.
For an example, Kamen Rider related stuff can be rather refresh heavy, due to how much stuff is in the suit and weapons. Or at a possibly nerfed level, as seen in my sheet.
 
Super late edit: Next thing you'll want to do is figure out what stunts you want to take. Stunts are, essentially, the neat things that your character can do that sets them apart from someone who might have the same sort of skills- people with a high Deceive are all great liars, but one might have focused on making foolproof disguises while another could be a feinting swordsman while yet another could lie so effectively it could be construed as a mental attack! Likewise, someone might have a knack for deadlifting with Physique, while someone else is better at grappling. And that's just considering the 'normal' flavors of stunts, where anyone could theoretically train or learn how to do something someone else can do- things like having wings for flying, a horn for magic, super fast regeneration, and other superhuman abilities/traits are also covered by stunts.

Stunts cost refresh to have. Refresh determines how many Fate Points you'll start the game with, the more points you have, the more control you'll get over the whims of the dice and even the narrative itself at times. The fewer points you have, the stronger and more capable your character becomes. Our refresh cap is 16, and every player must have at least 1 refresh by the end of chargen. It's recommended you spend at least half of your refresh, otherwise you'll find yourself lacking even despite the mountain of FP you'll have.

A good, mechanical way to write stunts is "Flavor text, therefore you get {effect} in {situation}," or "Flavor text, therefore I can {effect} in {situation}." It's a pretty basic formula, but it works for 95% of stunts and is what I recommend people do unless they're trying for a particularly strange stunt. The general power level expected from stunts is thus: as a rule of thumb, 1 refresh generally nets you...

So they're not special attacks but more like areas of expertise that can affect certain situations where they're relevant?

So instead of having, say a water spell that turns all water to ice I could have expertise in moving finite amounts of water (or fluids that are mostly water) around which could translate into being able to use tiny amount of water as tools or weapons if/when needed? Like moving around the water in someones stomach to make them throw up?
 
So they're not special attacks but more like areas of expertise that can affect certain situations where they're relevant?

So instead of having, say a water spell that turns all water to ice I could have expertise in moving finite amounts of water (or fluids that are mostly water) around which could translate into being able to use tiny amount of water as tools or weapons if/when needed? Like moving around the water in someones stomach to make them throw up?
They could be either, actually. Stunts exist to give your character cool stuff that goes beyond basic skills and skill trappings. Flash freezing and aquatic constructs and bloodbending are both totally viable, and are hardly the end of what's possible.
 
They could be either, actually. Stunts exist to give your character cool stuff that goes beyond basic skills and skill trappings. Flash freezing and aquatic constructs and bloodbending are both totally viable, and are hardly the end of what's possible.
One thing you also have to remember is that the remaining Refresh you get from spending it on Stunts and special items can be used to do some cool things as well, like Rerolls.
 
They could be either, actually. Stunts exist to give your character cool stuff that goes beyond basic skills and skill trappings. Flash freezing and aquatic constructs and bloodbending are both totally viable, and are hardly the end of what's possible.

Looking at the Fate site it seems like I can have a couple at the start then train to get more in-game? Is that right?

I have an idea for a few of them, one tied to magic, one to crafts and another to investigate
 
Looking at the Fate site it seems like I can have a couple at the start then train to get more in-game? Is that right?

I have an idea for a few of them, one tied to magic, one to crafts and another to investigate
You can start with as many as you have the refresh to buy, and you can change them up in the IC when milestones are hit; if something's not working you can replace it for something more relevant or refund it, or if you want something new you can acquire it, and so forth. There aren't any free stunts here, we've diverged from baseline chargen a bit, so it all comes out of refresh- but my recommendation is to treat, like, 8 refresh as the free stunts and the rest as extra refresh to purchase more or use as Fate Points.
 
You can start with as many as you have the refresh to buy, and you can change them up in the IC when milestones are hit; if something's not working you can replace it for something more relevant or refund it, or if you want something new you can acquire it, and so forth. There aren't any free stunts here, we've diverged from baseline chargen a bit, so it all comes out of refresh- but my recommendation is to treat, like, 8 refresh as the free stunts and the rest as extra refresh to purchase more or use as Fate Points.

And we all start off with how much refresh?
 
And we all start off with how much refresh?
16, as I mentioned. Everyone needs to have at least 1 by the end of character generation though, which means that the spendable amount is just 15.

This does grant a ton of leniency when taking stunts and powers and whatnot, so don't worry about going overboard. You can buy an entire alicorn with room to spare under this system.
 
16, as I mentioned. Everyone needs to have at least 1 by the end of character generation though, which means that the spendable amount is just 15.

This does grant a ton of leniency when taking stunts and powers and whatnot, so don't worry about going overboard. You can buy an entire alicorn with room to spare under this system.

Good to know, I'll go and add a few stunts now

Edit: @Cyreni added a few, are they any good or do I need to get more technical?
 
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16, as I mentioned. Everyone needs to have at least 1 by the end of character generation though, which means that the spendable amount is just 15.

This does grant a ton of leniency when taking stunts and powers and whatnot, so don't worry about going overboard. You can buy an entire alicorn with room to spare under this system.
Good to know, I'll go and add a few stunts now

Edit: @Cyreni added a few, are they any good or do I need to get more technical?
You can't buy a full power or even half power Draconequus. A rather nerfed one is possible though, as shown with my sheet.
 
Good to know, I'll go and add a few stunts now

Edit: @Cyreni added a few, are they any good or do I need to get more technical?
So just to let you know, alerts don't trigger on post edits.

For your hydromancer...
Tidal Surge - Grant +2 to a specific action using a magic once per scene if it takes place near a body or decent amount of water if it would use a large amount of it

Scalpel over Sword- Gain a damage modifier when using small amounts of water in magical spells and/or when shooting

Detail Oriented - Gains a boost to crafting when working with small objects and can use magic to aid in crafting

Dowsing - Can make use of any fluid where a majority of its makeup is water
I forgot to mention this earlier, but you'll need to take the racial template of Magic [-1] and Finely-Tuned Mystic Senses [-1] for a unicorn PC. The first is part of the permissions you need to have magic, and the second is essentially detect magic. Totaling up, you've got [-6] in stunts so far, which means you've still got 10 refresh.

Magic (Hydrokinesis) [-1]
Your magic is inclined towards manipulating and controlling water, attacking with constructs and drowning deluges, creating advantages with torrents and currents, defending and overcoming obstacles in similar fashions, and so forth.​
Finely-Tuned Mystic Senses [-1]
Your horn has granted you access to a sixth sense. You may use Magic to detect other sources of magic that stand out from the background, and you get +2 to Magic when doing so.​

And for the ones you have...
Tidal Surge [-1]
This is fine as-written.​
Scalpel Over Sword [-1]
Weapon values* are actually not all that big of a deal here since weapons are so common and ubiquitous. Something like a bonus to the Hydromancy skill itself for precision uses of water is totally fine to grab though.​
Detail Oriented [-1]
Should come with a solid number. Say, +2 to Crafts. Magic being usable to assist is already possible as just a Thing Characters Can Do by creating advantages, such as with prep work.​
Dowsing [-1]
Expanding your Hydrokinesis is also perfectly fine. This is good.​

Anyways, I must be heading to sleep soon.


*Weapon values differ from skill values in that WVs only add damage to an attack if the attack roll ties or exceeds the opposing defense roll. The skill roll determines how hard something is to dodge and how much stress it deals, an attack rated at +1 can be defended against entirely with a defense of +1. +1W3, however, means a defense of +1 will still get hit with 3 extra shifts, though a defense of +2 will evade the whole thing.
 
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