Spelljammer - Dragon Jubilee
Spelljammer – Dragon Jubilee
Elevator Pitch: The PCs have traveled into Outremer Space on the Dragon Jubilee, a traveling caravan of shops, vendors and entertainment that travels from Sphere to Sphere, and rumor has it, plane to plane, buying and selling goods to bring them elsewhere, in the pursuit of adventure and profit. As some of you have partaken of the Dragon’s Amnesty you may have your own past you wish to escape, or just to see what’s out there and find your own future.
(If reading through the PDF, the character creation section is on page 17 (Page 15 of the book) and continues on to page 30 (28 of the book))
The available races for the game are broken up into three groups. Groundlings, Native Spelljammers, and Jubilee Travelers.
Groundlings are those races from Sestile who as a whole have no idea that Spelljamming exists, making your character a fish out of water type or a backwater yokel stepping out into a wider world. Races in this group are typically Humans, Elves, Half-Elves, Gnomes, Halflings, and Dwarves.
Native Spelljammers are those races from Outremer Space who posses knowledge of Spelljamming and use it regularly in the setting. These would be the humans, lizard folk and halflings of Aquintallia, elves, drow and half-elves from the Outremer Subsystem, dwarves, tinker gnomes, Giff and halflings on the Stoneale platform and the Norse of Niffelheim. Half-Orcs and even illthid can be found living in the Ghostworlds as well.
Jubilee Travelers are those who have come into Outremer Space via the Dragon Jubilee. Many of them are young dragons or half dragons looking for fortune and their own destiny. The traditional cast of elves, dwarves, humans and other humanoids are also abundant working on the caravan of ships that make up the Jubilee, as well as stranger other planar creatures and beings from Strange Spheres.
As for Class/Occupation, the FATE system is pretty free form, allowing you to build something that hopefully meets your concepts.
Step 1) Aspects
Each character begins the game with a max of 8 aspects of their choosing. Of these 8 three have special significance and will be gone over individually. If you wish to use a Power Skill you will need to have one aspect related to how you have access to that power. This will most likely be covered by your High Concept, but can also be taken care of by your race (for example being a drow unlocks being able to take the Element Shadow skill) or another aspect (for example your warrior can have the aspect “Former wizards apprentice”).
The mandatory aspects every character should have are as follows:
High Concept: This is the one sentence that describes who and what your character is. Doing so often covers their race and occupation. For example “Drunken Dwarven Battlerager” “Half-dragon PI” or “Last Knight of the Dusk Court”. If your High Concept does not cover your race and you are a non-human, you must have one other Aspect which covers your racial choice.
Trouble: Your trouble is the central conflict that drives you character, which can be either an external force, or an internal force. While many things may make your characters life a living hell/more interesting, this is the one that everything seems to use as an axis of “Oh hell no.” Examples can be, “On the run from my shotgun wedding.” “I was a whole man till the Negoi came” or “So many women, not enough time.”
Alignment: In traditional D&D there is a 9 point Alignment scale from Lawful Good to Chaotic Evil and many shades in between. Here we are a lot more freeform in our definition of alignment. This is an indication of your characters driving principles and outlook on life. Examples “Might makes right” “If they didn’t nail it down, they didn’t want it that much anyway.” “Every dragon for themselves”
For your remaining aspects looking in the chapter sited at the bottom of the section of the Anglerre book for more examples. It is suggested but not mandatory for you to take aspects to link your backstory with other characters in the party to form stronger ties and create a shared backstory from before the game even began. No character existed in a vacuum.
If by the time you finish chargen you do not have all 8 aspects filled, this is not a problem. You only need to have the three mandatory aspects full and maybe one or two others to ensure you have enough for tagging and compelling during play. The rest can then be filled in during play.
For reference, Chapter on Aspects starts on page 55 of the pdf (53 of the book). A large list of examples is on page 57 (55 of the book).
Step 2) Skills
After Aspects are picked, you will have 20 points with which to purchase skills. Skills are arranged in a “pyramid” with each higher level of the pyramid giving you a bonus one more than the level below it. These bonuses ranging from 1 at the bottom to 8 at the maximum level. The highest you can buy at the start is Great (+4).
Buying a skill at Good (3) costs 3 points, at Great (4) 4 points, and so on. To buy a skill at any particular level, you must have at least 1 more skill in the level below it. For example, to purchase 1 Great skill, you will need at least 2 Good skills.
Two skills, Endurance and Resolve can be used to raise your Physical and Composure stress (these work as your HP to an extent, and mental stability), respectively. Depending on the level at which it exists in your skill pyramid, they will give you 1, 2, or 3 more stress boxes for their tracks.
- Legendary +8
- Epic +7
- Fantastic +6
- Superb +5
- Great +4
- Good +3
- Fair +2
- Average +1
- Mediocre +0
Any skill you do not explicitly buy are counted as being at Mediocre level, and do not give a bonus when you roll to use them. (With the exception of Power Skills, which must be purchased to use)
For reference the chapter on Skills begins on page 63 of the pdf (61 of the book). With the actual skill list being on page 64 (62 of the book). For information on how to use a skill, page 12 of the pdf (10 of the book) has a brief rundown. If you wish your character to have any special abilities (ie magic) these are covered by the Power Skills, found on page 118 of the pdf (116 of the book), with a list of available skills found on page 123 of the pdf (121 of the book).
Step 3) Stunts
Your characters begin the game with 2 Racial Stunt slots and 4 General Stunt slots. Racial Stunt slots are taken up by those stunts which are unlocked by your racial choice and can only be used for those stunts. General Stunt slots can be used for any stunt tied to your skills, Powers, or even Race as you chose.
Note: Skills often have subheadings broken into Stunts and Trappings. Buy purchasing a skill, you have access to all of its Trappings, which do not count against your total General Stunts.
For reference, page 37 of the pdf (35 of the book) to page 47 (45 of the book) list Stunts that are tied to Occupations. I also do not use the rules regarding Restricted Equipment, so that stunt is not needed, and ignore it if it is listed as a requirement for purchasing any other stunts. Racial Stunts are listed on page 31 (29 of the book) through page 36 (34 of the book). Skill Stunts are listed with their associated skill starting on page 65 (63 of the book) through page 116 (114 of the book). Power Stunts are listed on page 118 (116 of the book) through page 141 (139 of the book).
Your total number of General Stunts taken is also used to calculate the total Fate Point Refresh your character has. 10 – Total taken General Stunts = Fate Point Refresh. For starting characters this is equal to 6 as 10 – 4 general stunts gives us 6.
Step 4) Equipment
Resource rolls are not required to equip your character. In general I trust you to choose items that make sense for the character concept and aren’t terribly unbalancing when it comes to mundane stuff. The Equipment chapter begins on page 48 of the pdf (46 of the book)