Character creation in FS3 is meant to be quick and easy.
Who are you? This is the most important question when designing a FS3 character. It drives every Ability you take. A disconnect between your concept and your skills is the fastest way to raise a red flag when your character is reviewed.
Ability Points (AP) are a way of measuring the sum total of your character’s abilities. Every ability you pick and every rating you choose contributes toward your total AP rating.
Different kinds of abilities cost different number of AP, as explained in Choosing Abilities below. Action-oriented things are given more weight than background things, simply because they’re far more likely to come up during the course of the game.
You don’t start off with a fixed pool of AP. Instead, the system counts up how much you’ve spent to give you an AP total.
A game may restrict the maximum allowable AP by alt, by faction or any other criteria. Consult your local game policies for details.
Tip: If your character uses too many AP, ask staff for help. They may be able to help you adjust your points or re-work your concept to one that better fits the theme. Avoid shaving essential skills just to save points. A character missing essential skills is as much of a red flag as an overpowered character.
Some characters will have higher AP totals than others. Is that fair? Sure it is, as long you realize that it’s the player’s choice. Characters in FS3 have equal opportunity, but ultimately you pick what you want to play.
The system is designed so that abilities central to the game’s “action” cost more than other abilities. A Navy SEAL will obviously have more action-oriented skills than a master cook (unless the cook is also Stephen Seagal). They’re both great at what they do - one just needs more AP to get there.
But why would you want to play a lower-powered character in the first place? Why not maximize your allowable AP rating?
Dice are fun, but story is the most important thing. Telling a story about a wide-eyed young recruit or sidekick can be fun. And John McClane in Die Hard wasn’t particularly powerful, but he’s one of the most badass action heroes ever. In the right story, everyone can have a chance to shine.
The following sections will guide you in determining your Abilities.
Attributes represent basic abilities that everyone has to some extent. Attributes boost related skills, and come into play when no skill directly applies. See Conflict Resolution for details.
The specific list of Attributes will vary from game to game. For an example, see FS3 Core.
Attributes are rated from 1-4.
|1||Poor||You are below average. (less than 40th percentile)|
|2||Average||You are about average. (40-60th percentile)|
|3||Good||You’re better than average. (60-80th percentile)|
|4||Exceptional||You’re considerably above average. (more than 80th percentile)|
You receive Average in all Attributes for free. Each additional rating costs 2 APs.
You may spend at most 14 APs on Attributes. You may not have more than 2 Attributes rated 4.
Tip: You don’t gain any points for taking a rating 1 in an Attribute. It costs the same as rating 2. Rating 1 is there solely for roleplay flavor if you want to denote a disadvantage.
Action Skills represent your training/knowledge in areas that are likely to come up in action/conflict situations during the game. For more details about using skills, see Conflict Resolution.
The specific list of Action Skills will vary from game to game. For an example, see FS3 Core.
Action Skills are rated from 0 to 8, based on your training and experience.
|0||Unskilled||You grew up in a cave or something and know absolutely nothing about this.|
|1||Everyman||You know what the average inhabitant of the game world would know.|
|2||Fair||You’ve still got a lot to learn, but you can handle easy stuff.|
|3||Competent||You have competence at a junior-professional level, but lack finesse or experience.|
|4||Good||You are thoroughly competent at a general professional level.|
|5||Great||You understand nuances and shortcuts, and can handle even challenging situations with ease.|
|6||Extraordinary||You are an expert, and can pull through even in dire circumstances.|
|7||Amazing||You have mastered your field and few can compare. Example: an All Star athlete or world-renowned scientist.|
|8||Legendary||You are one of the best that’s ever lived. Example: Einstein or Beethoven.|
If the descriptions in the rating table above aren’t enough, you can use the Detailed Ratings as a guide.
A few tips about Action Skills:
The ‘Everyman’ rating covers the average layperson’s ability. Even for a specialty skill like medicine or piloting, that’s going to mean some amount of knowledge. Someone with Everyman piloting probably knows to pull back on the stick to make the plane go up. Everyman medicine means knowing to put ice on a bruise and how much aspirin to take.
Unskilled is when you’re really hopeless - worse that average. For example, in the 100 universe there are people from a space station interacting with people from a post-apocalyptic Earth. The Grounders know nothing about technology, so it would make sense for them to have Unskilled in tech skills and firearms. Similarly, most of the Arkers from the space station are Unskilled in Earth-based survival skills.
Most settings will not need to distinguish between Unskilled and Everyman.
Some Action Skills are so broad that you need to pick a specialty. For instance, your paramedic’s “Medicine” skill might be really good, but it doesn’t cover brain surgery. If you take a specialized ability higher than Fair, you must choose a specialty.
You automatically get the Everyman rating in each Action Skill for free. Each additional rating costs 1 AP.
You may have at most 3 Action Skills rated 5+, 2 rated 6+ and 1 rated 7+. These limits apply to the total number of skills, so if you have a 6 and a 7, that counts as both 1 at 7+ and 2 at 6+.
If you have a specialized ability higher than Fair, you must choose a specialty. The first one is free. Every additional specialty costs 1 AP.
Tip: You don’t gain any points for taking a rating 0 in an Action Skill. It costs the same as rating 1. Rating 0 is there solely for roleplay flavor if you want to denote a disadvantage. Bear in mind that this disadvantage is significant. “Everyman” represents your average person. For example - Everyman in piloting is someone who maybe saw some movies and played a flight sim game. Lower than that would be pretty low indeed.
Background Skills represent arts, sports, hobbies, professions and any other skills not covered by Action Skills.
Valid Background Skills will vary from game to game. For an example, see FS3 Core.
Background Skills have a compressed rating system, because it isn’t necessary to fret over whether your baseball hobby is at a 2 or a 3:
A few tips for selecting Background Skills:
You must take at least 1 Background Skill. You can have up to 6 rating points of Background Skills for free. Additional Background Skills cost 1 AP each.
Languages represent the languages that your character can speak and/or read. The specific list of Languages will vary from game to game.
Like Background Skills, Language Skills have more descriptive ratings.
Your reading level is assumed to be on par with your speaking level, unless otherwise specified.
Advantages are used on some games to represent things a character has that are not skills - resources, rank, connections, etc. Valid Advantages will vary from game to game. Some games may not use them at all.
Advantages have compressed ratings like languages and background skills. The precise meaning of each rating should be set by the game admin, since advantages mean different things on different games.
Advantages cost 2 AP per rating by default, but individual games can adjust this cost.