
Iron Tom Bonney |

Oh, I have my own supply. I was raised in a tavern!
So I got a copy of the book. I'd like to select endure elments and cure light wounds for my spells, and I'll carry a cutlass and a blunderbuss as my weapons. I might even carry two as many pirates did. I feel like I'm ready for the seas anytime, just need to complete the character build.
I also have a villain in my backstory: my ex-cpatain who runs a slaver boat (sort of the anti-Kate Carver). I don't know how big a player he is in the industry, but he's definitely a ruthless and dangerous guy.

Abbas Majidi |

I think I will repurpose Abbas here as my wizard. I think I am going to go with 4 stunts, 3 of which will will be "Manipulator, Seer, and War Wizard" so I might need some help with spell availabiliy from those in the know?
Am I right that because of the lack of strict association between stunt and stat I could build a CHA/WIS based personality but have mechanically spells that are arcane in process/nature? (Spell book, components, etc) Do the spells themselves tie to the traditional stats to resolve actions or set saves or anything?
I think my backstory will revolve around basically having had a rise to potnetial prominence as a more "traditional" wizard and then having become a sea hermit once I realized the "truth" about magic and the sea...not quite sure what brought me back into the fold? Could be Carver or an encounter with one of the other PCs?

Rae Keisinger |

This week has been lousyville but I am still a person who exists and am interested.
So I proposed my concept and trouble as:
High Concept: "Professor turned Swashbuckling Vixen"
Trouble: "Adrenaline Junkie"
Which is what I think I'm still going with. As I said in (I think?) the Recruitment thread, my character would have been basically a teenage streetrat here in town, got in over her head, someone died, so she got out of the life. She went off to school and then became a teacher. Something's brought her back to town for the first time in years, and now that it's been more than 10 years, she's basically itching to get back into the life of crime. I'd want to be playing heavily with the "Junkie" part of the trouble. I genuinely want it to feel like she is a recovering drug addict.
So I think my idea with my stunts is that they will roughly chronicle my life? My first will involve being a stray youth - something involving stealing or pickpocketing or something like that? Then my second will be based around the studious side - maybe a general "Bookworm" thing? And then the third would probably be social manipulation. Maybe something like a Disguise - she's presented herself as proper in social circles, as clever in academic circles, and as tough with the underworld.
In essence, I'd be going for what in Pathfinder is the Investigator class - the mixture of the Rogue's trickery with the Bard's knowledge.
I don't have a villain in mind with my backstory - it's mostly Rae overcoming herself.

Iron Tom Bonney |

http://fate-srd.com/stunt-maker/
Get inspired!
Also, there are stunts in the free core rule pdf and I'd have to relook at the freeport pdf.
Third Human From The Left (Charisma): As a human in Freeport, you’re one of many thousands, and people (even other humans) tend to see you as nobody in particular. You gain a +2 to all Charisma-based overcome obstacle or gain an advantage attempts to blend into crowds or otherwise remain inconspicuous.
Half-Elf Mummer (Charisma): You gain a +2 to overcome obstacle actions related to impersonating someone, creating disguises, etc.
Half-Elven Grace (Dexterity): You gain a +2 bonus to Dexterity-based Overcome Obstacle actions related to acrobatics, balance, or similar athleticism.
Those are just a couple from race stunts, the stunts liked by the GM above are the only "generic" stunts from the book besides magic.

Rae Keisinger |

Oh yeah, that's great! I'd been looking at this page, which is also helpful, though falls a bit short when you consider how different the skills are with this adaptation.
I super like the ones you've posted, although I suppose since we're going pirating over urban intrigue, I'll have to adjust some things for sure. It suddenly occurs to me that a stunt based around Disguise may not exactly be useful on the open ocean.

Abbas Majidi |

CAn anyone help with spells who has a copy of the book?
Slavery is a marketplace right? So maybe a villain of note is someone who either we have all incidentally foiled in their rise to success or someone maybe some of us inadvertently aided and now we are with Carver to undo that (or at least that is why we first joined up?)

Iron Tom Bonney |

Let's see:
War Wizard (2 spells): Arcane Shield, Arcane Armor, Endure Elements are the abjuration options; burning hands, darkness, lightning shield, magic missile, and shatter for evocation.
Manipulator (3 spells): Alter Surface (area control), Call Mist, Grace (dex boost), Knock, Minor Telekinesis (mage hand), power (str boost), seal (arcane lock)
Seer (3 spells): Detect impurity (disease/poison), detect magic, fortune are the entry spells.
There are more options based on picking another, like fireball requires magic missile and burning hands - or clairvoyance requiring arcane sight with requires one of the detect spells. I don't know what you want to focus on...

Abbas Majidi |

Hmm
For now I'll probably do something like:
WW: Endure Elements and Shatter
Mani: Alter Surface, Minor TK, Call Mist
Seer: Detect I, Detect M, Fortune
Basically I am going for "wizard that aids in sailing" so more utility over out and out damage. At least at first ;)

Iron Tom Bonney |

Control Weather requires Call Mist and 4 transmutation spells or 3 Nature spells.
With "Shaman" and "Manipulator" and "Manipulator" you can start the game controlling weather.
Alternatively, you can reduce your refresh by 1-2 and pick 1-2 more stunts but you won't have as many FATE points. To cast a spell it costs a fate point, mental stress, or takes extra time to cast.

Abbas Majidi |

Well I am going to pick one more stunt not spell related in an effort to give myself some flex. I think Control Weather is a nice brass ring to chase so I'm content to not have that out of the gate.

Iron Tom Bonney |

With "Shaman" and "Manipulator" and "Manipulator" you can start the game controlling weather.
Accomplished Spellcaster, not another manipulator...

Moon Papa |

Hey all, I think I'll bow out of this for now, as to avoid over-extending my self on the forums here.
My lady and I have just brought home a new-born ( and our first) child, and as interested as I am in eventually exploring the FATE system, I don't know if I have the time to do so as of now.
Best of luck however A' Pirating!
Happy Gaming

YoricksRequiem |

I'm considering changing my character entirely because the more I think about it, the more what I had in mind feels more suited to urban intrigue than pirating. I'm still mulling over what I might do instead, though.
My lady and I have just brought home a new-born ( and our first) child, and as interested as I am in eventually exploring the FATE system, I don't know if I have the time to do so as of now.
Congrats on the new baby, Moon Papa! Understandable that you wouldn't have time now. Enjoy the sleep deprivation. ;)

YoricksRequiem |

Yeah, I think that should work. The three points of my character were going to be a) Stealth / Rogueish, b) Bard / Knowlede, and c) Blending in / Social Manipulation. And I think most of that will still stay in essence, but I think you're right that skewing it towards Acrobatics will help.
I'm thinking that in her young days she could have used acrobatics as a means to break into high buildings, escape via rooftops, etc, but with the emphasis being more on the escape than the breaking in. She could have been crass and just broke windows and it still works. Then the second aspect proooobably won't change much? I'm not sure how much general knowledge will be useful where we are on the open sea, but I could have some geography and history that could come in handy? And finally, the social manipulation thing will probably not change much.
I guess we have 3-5 stunts and it affects how many Fate points we start with?
I'd probably want stunts that are like:
- Half-Elven Grace (Dexterity): You gain a +2 bonus to Dexterity-based Overcome Obstacle actions related to acrobatics, balance, or similar athleticism.
- Flexible Honesty (Charisma): Gain +2 to all Charisma-based Overcome actions used to bluff, lie, impersonate someone, and the like.
- Combat Panache (Charisma): When attacking with a precision melee weapon such as a rapier, foil, or dagger, you may use Charisma rather than Strength.
And the fourth would be the one that's Intelligence based. The only thing I found similar in the book was this:
- Sea Lore (Intelligence): As an experienced captain, Xavier gains a +2 bonus to Intelligence-based Overcome actions to know sea stories, nautical details, and other sea lore.
But since I wouldn't be as adept with the sea, I'd probably rather do something with nature (plants / creatures)?

Iron Tom Bonney |

A lot of the sailing is probably covered by aspects or generic checks. I don't have a dedicated sailor stunt, but I'm an experienced sailor so if need be I can use a FATE point to improve my ability check.