Creating Your Character
See Session 0 For Starting your Character. This will help explain some of the aspects and what's needed to complete your character.
Aspect: High Concept
Your High Concept is who you are and what you can do. You can do other things, but this how everyone else sees your colonist. To fit well with the game, having colonist in your High Concept will help a lot, since colonists are pretty jack-of-all trades people, definitely prone to improvisation. During the game, you can spend Fate Points to Invoke your High Concept to do extra cool stuff if what you are trying to do is reflected in your High Concept.
Here's a few examples:
- Veteran of the [X] turned colonist. X could be anything.
- Colonist Adventurer -- climbing the next mountain.
- Curious Botanist with the greenhouse on deck four
- Colonial Survival Specialist Who can make the hard decisions
- Cantankerous Doctor who's been all over one planet already
Something might come to you.
Aspect: Trouble
Characters get into good trouble. So pick your trouble accordingly. Troubles can affect shipboard or planetary life, or may be a very strong compulsion. A Fear of Cats will not get you as many Fate points as Prone to Vertigo might. Many times, you'll pick your trouble as you get to know your character better, after Session 0.
Your Trouble is how you can get more fate points. Troubles are compelled and usually make your life more complicated. Pick a trouble that describes the kind of trouble you want to get into. You can even use it to get yourself into trouble. That's called a self-compel, which gives you a fate point. The GM and other players can compel fate points. If you refuse the compel, you have to spend a fate point. That means you can't resist compels if you don't have a fate point. You'll get a fate point either way, which is why you make sure your trouble is the kind you want to get into.
Aspect: Relationship
This is an OPTIONAL aspect that you take with another character. This might come out of your Phase Trio. This can be very helpful when assisting someone.
Free Aspects
This are optional and also could come out of the Phase Trio. Take up to two more.
Skills
Skill List and Skill Descriptions
Stunts
These are things you're really good at. Then tend to happen in certain circumstances. An EVA specialist might get a +2 to overcoming obstacles when outside the ship. Because You're on a Rigorous Exercise Program You get a +2 to resist zero gravity bone and muscle deterioration. A Sniper could get +2 to creating the advantage In My Sights.
Stress and Consequences
Stress is also called Plot Immunity because you totally get to describe how you take the hit. It could miss entirely, just have it make sense and there's no detriment.
Fate Points and Refresh
http://fate-srd.com/fate-condensed/aspects-and-fate-points