Character Sheet - Sakura Sato
Gender: Male
Age: 21
Hair: Dark
Eyes: Dark
Hobbies: None
Aspects
Average Everyday Protagonist
Slave to the Whims of the Voters
A Hunter
Skills at Average (+1)
Athletics: The Athletics skill represents your character's general level of physical fitness, whether through training, natural gifts, or genre-specific means (like magic or genetic alteration). It's how good you are at moving your body. As such, it is a popular choice for nearly any action-y character.
Will: The Will skill represents your character's general level of mental fortitude, the same way that Physique represents your physical fortitude. In settings where magic or psychic abilities are common, contests of Will are popular occurrences.
Rapport: The Rapport skill is all about making positive connections to people and eliciting positive emotion. It's the skill of being liked and trusted.
Crafts: Crafts is the skill of working with machinery, for good or ill.
Stunts
The Trap Shall Be Laid Henceforth: Without spending a Fate Point, create an advantage 'A trap has been laid' once per Episode.
Extras
Absolutely Boring Background Story
Health Box:
[1] [2]
Stress Box:
[1] [2] [3]
Consequences:
[2] [4] [6]
Fate Points
You can spend fate points to invoke an aspect, to declare a story detail, or to activate certain powerful stunts.
You earn fate points by accepting a compel on one of your aspects. Sometimes, a compel means your character automatically fails at some goal, or your character's choices are restricted, or simply that unintended consequences cloud whatever your character does.
Actions Available To the Likes of You
In FATE, the work isn't just in the hands of the 'DM' or 'Narrator' or 'Chronicler' or 'Whatever'. It's also in your hands. Each skill may be, with some leeway, used in different-than-intended ways. However, they normally fall under 'Four Actions'.
Overcome: True to its name, you tackle some kind of challenge, engaging task, or hindrance related to your skill.
Create an Advantage: Whether you're discovering something that already exists about an opponent or creating a situation that helps you succeed, creating advantages allows you to discover and create aspects, and lets you get free invocations of them.
Attack: You try to harm someone in a conflict. That harm may be physical, mental, emotional, or social in nature.
Defend: You try to keep someone from harming you, getting past you, or creating an advantage to use against you.
All rolls will be thrown here:
Roleplaying Dice Roller · Rolz
FATE rolls very specific 'Fudge' dice, which go from +1 to -1, and to which your modifier is then added. Usually, 4 Dice are always rolled, and the invocation of aspects grants a reroll of Dice or a +2 modifier... and that's pretty much it.
As always, this Character Sheet as well as the World Sheet will be continuously updated throughout the 'Anime Season'.
Keep a very good eye on them.