Let's keep this moving, folks. I'm going to head on to character creation next, so take a little bit of time and really think about what sort of character you want. That said, look up the FATE corebook so you know what you're doing when it comes to creating aspects. If you don't, bad things will happen. But, I'll still put the basics on here so you can get started or something.
Copied from the manual:
When creating your character:
• Aspects: come up with your character’s high concept and trouble aspects.
• Name: name your character.
• Phase One: describe your character’s first adventure.
• Phases Two and Three: describe how you’ve crossed paths with two (or more) other characters.
• Aspects: Write down one aspect for each of these experiences.
• Skills: pick and rate your skills.
• Stunts: pick or invent three to five stunts.
• Refresh: determine how many fate points you start play with.
• Stress and Consequences: determine how much of a beating your character can take.
The moment you sit down to make the game and characters, you’re playing Fate. This style of character creation does three things to reinforce that. First, character creation tells part of the characters’ stories, just like any other game session does. Characters that really come alive have histories of their own and with each other. This establishes where they’ve been, what they’ve done, and why they continue to act against the issues they face, together or in opposition. There’s an ongoing story you’re now stepping into—it’s just that the most interesting parts haven’t happened yet.
Second, it sets the stage for the next part of the story. Each arc of a story sets up the next, so that they flow into one another in a natural evolution. Character creation needs to set up the first story arc.
Third, character creation in Fate is collaborative. As with game creation, character creation is best done as a group activity. Doing all of this together builds a strong foundation of communication between the players and GM, and this process has a number of ways to establish connections between the characters and the setting.
...
ok, this is actually a lot of stuff to copy and write. Use that stuff as a guideline, the rest you're going to have to find
here. Download the first pdf under Fate core downloads. That should give you all the information you need to start.
Remember, they actually consider making the character like your first session, not as something to do before the game 'starts'. It's all collaborative, which is what I've been pushing for so far. So really make sure to do what you can to make this first session - of sorts - shine!
Now, we can all use the pm system on here to collaborate on the characters backstories (hint hint, your characters are almost guaranteed to know each other), but it might go faster if we could actually talk. I'm thinking we could use skype (or some other program if you want, though skype would be easiest for me to set up) to facilitate the creation process. After all, talking is faster than writing out pms. This is entirely optional, so if you're not comfortable with this don't worry.
Thoughts on all this? Please, leave something below so I know you're all still interested and willing to see this through!
-----
Ok, that's out of the way. I'm going to introduce that race I wanted to put in this game.
Race name: Cinarum
Cinarum are a magically inclined race, and possess two bodies in a sense. At their truest form, they are a floating ball of pure energy and fire, free to fly and unleash powerful magic. In practice, though, they are limited by these forms. Out in the relative cold of the world, they are vulnerable and lose their heat after only a few days, and subsequently die. Thus they typically inhabit a second body, what they call their ilignus. It is a humanoid body made of charcoal and burnt wood. In this form they are safe, though they cannot fly and their magic is lessened. It is unfathomably rare to see an unsheltered cinarum outside the hottest of deserts. There, they walk the wastes, a semi-nomadic people that form loose tribes, for in the deserts they have no fear of dying if caught outside their ilignus.
Children are not given an ilignus until one year of age, and consistently grow through shells until they reach maturity at the age of 30. A full grown cinarum, when in their ilignus, can reach anywhere from 5 to 7 feet in height. A cinarum near the end of their life, at around 200 years old, can be as tall as 9 feet.
They possess no genders, but for simplicity’s sake most explain they can switch between male and female at their choosing.