Showing posts with label character creation. Show all posts
Showing posts with label character creation. Show all posts

10/19/2013

Malena Character Sheet

While Malena isn't likely to be played at the table beyond brief stints as an NPC, the fact that my fiction has likely made her GM plot hook fodder means I'd like her to have stats, so I'm taking a chance to do that and give a bit of a bio for her.

Full Name: Malena Haumea
Aliases: -
Calling: Defender of Children
Nature: Gallant
Pantheon: Atua
Divine Parent: Hina
Attributes
PhysicalSocialMental
Strength••••(x)(x) Charisma •••(x)  Perception•••(x)(x)
Dexterity••••(x)(x)(x) Manipulation ••  Intelligence•••
Stamina•••••(x)(x)(x) Appearance ••••(x)  Wits•••••(x)

Abilities
Academics ••
Animal Ken ••

Art (Dance) ••
Athletics •••

Awareness •••
Brawl ••••
Command

Control (Car) 
Craft

Empathy ••
Fortitude ••
Integrity •••
Investigation
Larceny
Marksmanship

Medicine ••
Melee ••••
Occult ••
Politics ••
Presence •••
Science
Stealth ••

Survival ••
Thrown


Languages
  • English
  • Hawaiian
Birthrights
Ukupanipo's Bite ••• - Paired koa wood beaded bracelets with a shark tooth inlaid on the largest bead.  They transform into Ku'eku'e Lei-o-mano, a sort of round knife which fits over the knuckles of each hand.  These provide access to the War, Water and Guardian purviews and enhance Malena's speed in combat and deal extra damage.


Na`au holokū ••• - This garment, assumed to originally be a holokū style dress given its name, can change  its form to become any normal style of clothing.  However, there is a catch.  Somewhere on these clothes must be a representation of the moon and eels.  Malena frequently makes these prominent, but has been known to wear a long black dress with eels gripping the moon as the clasp at her neck.  This dress provides the stats of heavy clothing and access to the Moon, Animal (Eel), Illusion, and Prophecy perviews. 


Anuenue puka • - An anklet of puka shells providing access to the Fertility and Health perviews, each shell in the anklet appears white on first glance, but each shimmers faintly with a different color of the rainbow.

Hōkū Honu Isle ••• - This Terra Icognita was gifted to Malena by her mother upon Malena's ascension to demigodhood. It sits on the site of the Detroit Seamount and comprises the area that island comprised before it collapsed and sank into the sea.  Malena has a large compound just inland from the eastern shore of the island.  The compound never existed on the island when it was above the waves, but is built in the style of a 1940's military base and hospital.  Sea turtles frequently arrive on this beach to lay eggs.  Unbeknownst to Malena, the volcano on the eastern half of the island has a fallen star at its core.  The island is inhabited.

Honukane •
• - When sea turtle eggs on Hōkū honu hatch, they generally birth mundane sea turtles, but on the night of the full moon, they birth ethnically Hawaiian humans with green hair.  These individuals stay on the island to tend to its vegetation and protect the volcano.  While most operate independently, a group of them have adopted Malena as their leader and serve to maintain and protect her compound on the island.


Weapons
  • Ku'eku'e Lei-o-mano - as hadseax ACC:1 DMG: 2L DEF: 0 Speed: 4
Boons
Know Tapu
Warrior's Mana
Animal Communication
Animal Command
The Subtle Knife

Assess Health
Blessing of health?
Water Breathing
Water Control
Changing States

Prophecy
Warrior Ideal
Green Thumb
Toxic Thorn
Hero's Mana

Declare Minor Tapu
Unseen Shield
Heal/Infect
Silver Blessing
Mana •
Mana 
Animal 
Animal 
••
Illusion 


Health 
Health ••
Water 
Water ••
Water •••


Prophecy 
War •••
Fertility 
Fertility ••
Mana 


Mana 
Guardian 
••••
Health •••
Moon ••


Willpower •••••••

Virtues
Conviction
Courage•••
Expression•••
Endurance

Knacks
  • Holy Rampage (Str)
  • Untouchable Opponent (Dex)
  • Body Armor (Stam)
  • Benefit of the Doubt (Cha)
  • Subliminal Warning (Per)
  • Armor Crusher (Str) (bonus points)
  • Perfect Partner (Dex)
  • Holy Fortitude (Stam)
  • Omnidexterity (Dex)
  • Under Pressure (Stam)
  • Social Chameleon (Wits)
  • Environmental Awareness (Per)
  • Knockback Attack (Str)
  • My Eyes Are Up Here (App)
  • Spatial Attunement (Per) (bonus points)
  • Widespread Appeal (Cha) (bonus points)
Combat
  • DV: 20
  • Join Battle: 8
Soak
9 Bashing
7 Lethal 3 Aggravated 
Armor
3B1 L
Legend •••••
Legend Points: 25/25
Experience
  • Total: 80
  • Spent: 77
  • Remaining: 3
Malena was born in the town of Kaunakakai, Molokai, Hawaii.  Her father, Ano, was among the last workers at the Kalaupapa colony working with sufferers of Hansen's Disease.  As a young man, he taught the children of the colony, and his own parents were doctors serving the colony.  So perhaps it was no major surprise that the goddess Hina was drawn to Malena's father.

She left not long after her daughter's birth, but a few days later a young woman called Nalani arrived at Ano's home.  She claimed to be Malena's half-sister, born a number of years earlier than the child and sent by Hina to care for the girl.  Despite his initial resistance, Ano consented and treated the girl like a daughter.  Nalani told Malena stories every night, recounting the history of the Atua and telling the child her mother was the goddess Hina and that she was chosen.

This gave Malena a rather driven personality, with the young girl never afraid to speak her mind and pushing boundaries.  She was a bit of a tomboy at times, but still managed to have many of the local boys wrapped around her finger.  None of them stood much of a chance, though.  Malena knew none of them was her equal.

At 15, Malena was Visited by her mother and tasked to do as Nalani had done for her.  She went to live with a man named Palani and his newborn child, Grace.  Nalani, feeling unprepared to move on, stayed to care for her adoptive father.  Malena cared for her sister as she had been cared for, teaching her to dance and to tell the old stories.  And on some nights when Grace was cared for by his father, a mysterious girl would be seen on the streets, saving children from those who would prey on them.  As she grew, Malena took on bigger and badder targets, breaking up child labor and catching predatory adults.  And 15 years later, Hina Visited once more.

Grace went to care for the next sister, continuing the cycle.  Ready to at last enter the next phase of her life, Malena threw herself into the war with the Titans. Wherever children were threatened with slavery, injury or death at the hands of Titanspawn, an avenging angel descended.  In whispers, they told their families of their fierce savior, like a Polynesian warrior woman of old.  And so Malena's legend grew.  She dated other Scions, finding them closer to her peers, but she never felt they quite measured up.  She ascended to demigodhood after defeating a descendant of Kaupe who had attempted to set up a barony in the forests of Molokai.

5/12/2013

Characters I've Played: Eli/Rosie

Rifts has long been one my favorite settings.  Giving me a game world where "anything can happen" isn't just a catchphrase but typically an important part of gameplay really gets my creative juices flowing.  The system can sometimes frustrate me (like when it took us two hours to get through a 4 turn combat), but the setting always overcomes my distaste.  As such, I have many, many characters who hail from the world of Rifts.  But the ones to follow here are probably my favorite.

In case you don't know, Rifts is set on a technologically advanced Earth many years after a magical apocalypse that opened gateways (rifts) to other times and places throughout the multiverse.  This meant demons, dragons, elves, dinosaurs, superheros, Cthulhulian horrors, aliens, and giant bugs poured through onto Earth already rich with mecha, artificial intelligence, genesplicing, super-steroids, and lasers.  And then people discovered psychic and magical powers as the world crumbled around them, both from the invasions and the natural disasters causing and caused by the rifts.  Rifts also has a "prequel" setting called Chaos Earth, which will be relevant here.  In Rifts, the rifts have been open for hundreds of years; in Chaos Earth players play characters who are experiencing the first days of the apocalypse that will create Rifts Earth.

Taking to heart all of that, I came up with a dual character idea the last time we attempted to play Rifts that I think will carry forward as the most likely character for me to reuse.  The "main" character of this dual idea is Master Sergeant Eli Mercer, NEMA (Northern Eagle Military Alliance, a joint US, Canada, and Mexico military force) Fire and Rescue (nicknamed Roscoes) trainer, from the Chaos Earth setting.  The "secondary" character is Rose Marie "Rosie" Mercer, a wilderness scout obsessed with finding pre-rifts artifacts (thus a Legacy Scout in game terms), from the Rifts setting.  Rosie and Eli are bound to one another, though they don't know this at first, by a strange form of temporal displacement in which one of them is present in the world (at the time of the Rifts setting) and the other vanishes during that time.  Then, suddenly, they switch.  To them, no time has passed, but they appear wherever the other had been.

As usual, I'll stat them both out in Fate Core.  I'll start with Eli.

Name: Eli Mercer

The High Concept for Eli is a little more bland than my usual fare, but because it's got to pack a lot of information about his job and training in, there isn't as much room for flexibility.
High Concept: NEMA Roscoe Master Sergeant

Eli's trouble, though, is where things can get a little juicy.  He's on the other end of the apocalypse.  The military he worked for is gone.  And he's bound to a girl he's never met and likely never will.  That's a lot to pack in.  Mechanically, though, the fact that he and Rosie switch places is important (and works great as a compel in Fate Core).  I could use something like "Time and Space Displaced" or "The Other Side of Armageddon" here, but I think neither quite sums it up.  I think focusing on the thing that's hardest for Eli will fit best.
Trouble: Bound for Change

Eli's first phase aspect (aka background), is all about where he's from.  And in this case, I think it can help me bring back something from an aspect idea I passed over.  Eli's a fighter who'll always push to keep going, and he's definitely in a hard situation.
Phase Aspect (Background): Lost the Apocalypse, but Still Fighting

The second phase aspect is about guest stars, but Eli's weird situation doesn't present well for that.  Rosie's already tied to him and most of what's gone on in his life is well separated from the world he's in now.  But it might be able to match up later.  Still, a big aspect of Eli is that he's a skilled melee fighter and determined rescue operative.
Phase Aspect (Guest Star 1): Up Close and Personal

Same thing applies for the third phase aspect.  Another facet of Eli's personality that might be worth playing up a bit is that he's calm and generally willing to put a positive spin on things.  He's been trained to deal with the worst, so he's rarely overawed or intimidated.  He's also extremely well-trained physically, having to work in high pressure situations and preform extreme physical tasks, especially when wearing his NEMA-issue power armor.
Phase Aspect (Guest Star 2): Resilient Spirit, Armored Body

To keep this from getting too insanely long, I'll spare the justifications for Eli's skills.

Great(+4): Fight
Good(+3): Will, Investigate
Fair(+2): Athletics, Empathy, Shoot
Average(+1): Physique, Craft, Drive, Rapport


Eli's stunts are all fairly straightforward.  He has a stunt called "Carry it Forward" which allows him to use the momentum of a successful melee attack into a second attack.  Another called "Roscoe's Intuition" which allows him to use Investigate to Notice people in danger situations.  And a third called "Jury-Rigger" which gives him an extra +2 on trying to fix mechanical devices.
Stunts:
Carry it Forward
Roscoe's Intuition
Jury-Rigger

Now for Rosie.

Name: Rose Marie "Rosie" Mercer

Her high concept is all about her curiosity.  Rosie wants to discover the past and will search the modern world to find it.  She can also sense temporal anomalies  which fits in well with her curiosity, as she's more likely than not to seek them out.
High Concept: Time-Sensitive Relic Collector

Trouble for Rosie is mostly about her connection to Eli.  She feels acutely the time she loses while he's occupying her space in the world and it frustrates her that she can't figure out why it is happening.
Trouble: My Life is No Longer Mine Alone

Rosie's background is fairly tied in to the setting.  She was trained in Fort Hawkins in Florida, where she was within striking distance of quite a few potentially important areas of research into the pre-rifts world.  This is the key for her background.
Phase Aspect (Background): Trained by Pennant and Gran

Rosie is well-tied to the Rifts world and has lots of opportunities to guest star, serving as a guide or informant.  She's also got a lot of gear collected from these excursions and can pull from these things at need.  Her current prized item is a NEMA jeep (which was once Eli's) filled with NEMA gear.
Phase Aspect (Guest Star 1): My Jeep's Got Just the Thing

For a second guest star situation, I think the thing that should be brought out about Rosie is that she's fairly gifted.  She's pretty.  She's smart.  She's technically savvy when most people aren't.  And she's fully aware of these things.  She tries to stay humble, but she's pretty proud of her girl-genius status.
Phase Aspect (Guest Star 2):  Brains, Beauty, and the Best Toys

Skills:

Great(+4): Investigate
Good(+3): Notice, Shoot
Fair(+2): Athletics, Empathy, Will
Average(+1): Physique, Craft, Drive, Rapport


Stunts:
Rosie is a bit trickier for the stunts, but I think there's a couple that stand out.  She's got "Target-Rich Environment" for when she's got to get her gun-fu on against overwhelming odds.  She can use "Just a Southern Belle" to use Rapport for Deceive when trying to charm an opponent into believing her.  And "Fixing Old Stuff is Fun" to give her a bonus for fixing up pre-rifts mechanics.

So I think that sums this pair up.  They're a lot of fun to play, and hopefully I'll get another crack at it someday.

4/16/2013

Characters I've Played: Thorren

The goal of this type of post is to update a character that I've played before and intend to play again, though on occasion I may share a character who I probably won't play again.

Thorren was a character I created for Sunday Game Group's Dungeons and Dragons 4th Edition campaign in a homebrewed setting in which our group would be playing "monsters" struggling to overthrow a human-elf-eladrin kingdom which enslaved or oppressed all the other races of the world. The intent, eventually, was for the PC's to raise an army and lead the assault on the corrupt kingdom and overthrow it.

Thorren Bluffwatch was a Minotaur Seeker. Given that most of the members of the game played World of Warcraft or WarCraft III, we often referred to him as a Tauren, and the Bluffwatcher NPC type from WoW inspired Thorren's last name. As a Seeker, Thorren was of the primal power source and focused on using that power to aid him in making ranged attacks.

Rather than making Thorren an archer, I chose to make him a thrown weapon focused Seeker, giving him a hammer bound to return to him and a number of axes, javelins, and knives to be thrown situationally. Thorren's abilities generally focused on the production of ice or lightning effects.  He was great fun to play even though the Seeker is a fairly underdeveloped, flawed, and unsupported class in DnD 4e.

In the interim, I've picked up playing WoW and Thorren became a Tauren Shaman, with a leaning toward lightning and fire powers.  So in remaking him for a potential RPG, I'd like to incorporate both versions of Thorren.  As is typical based on Sunday Game Group's system of choice, I'm going to do this exercise in Fate Core's ruleset (just as I did for myself, here).

As a quick reminder, this means I'll need a name, a high concept, three phase aspects, a skill pyramid, and some stunts.  If you'd like more of a breakdown on these, go back and check out my previously linked post for a more detailed rundown.

Naming this character is a simple choice.  The name was inspired by the videogame and transferred out and then back in, so keeping it the same is a no-brainer.
Name:  Thorren Bluffwatch

Next up is the High Concept.  As the most likely place for me to play Thorren is in a Fate WoW RPG as has been discussed several times by SGG, it seems to make sense to involve his race and class here.  Tauren Shaman would be the simple way, but I always try to aim for making the High Concept more dynamic, so I'll try to add a bit on here.  I think Thorren's personality is probably the element missing in this situation.  Thorren's personality, in my mind is based strongly on his loyalty to his friends, people, and the Horde, so I'll call him a Steadfast Tauren Shaman.
High Concept: Steadfast Tauren Shaman

As before, I think of the first phase aspect as "back story" so here's a good opportunity to get in why Thorren is called Bluffwatch.  Tauren have a clan society (pretty clearly influenced by Native Americans) in which children can take on either their parent's surname or a name created by their deeds.  I've always intended that Thorren's family took the name Bluffwatch for being renowned defenders (with keen perception) of the bluffs (or, in WoW terms, Thunderbluff) that are their home.  Thorren carried on in this tradition for a time and took the name, but has since set out on broader adventures.  I summarize this in Generations Watching the Bluffs.
Phase One (Background): Generations Watching the Bluffs

The second phase-aspect is generally the first "guest star" situation that will link a character to the others in the party.  Given that I don't know who else will be in the party, I'll try to leave it a bit open ended.  In terms of the original game, Thorren met his companions because he had been captured by humans who hoped to sell him into gladiatorial slavery, but he escaped with his band of adventurers.  In WoW terms, I tend to consider that Thorren should have entered the lore of the game about when I started playing, and so probably first began his wider journey during the Cataclysm.  So I'll attempt to incorporate those things together.  I think something like, Forced to Battle, talking of Thorren's duty and the fact that he doesn't always look for the battle.  Fighting for Others might actually better sum up my general concept and get back to Thorren's personality, but lacks the outside influence.  I'll split the difference as best I can.
Phase Two: Called to Fight for Others

Third phase is another "guest star" with the same limitations at the moment.  In this case I think it's time to speak to Thorren's connections to nature.  In the original version, he was tied to lightning and ice, and in the WoW version he was tied to lightning and fire.  But in both, he could call upon spirits to aid him.  I think I'll focus on the lightning (or something near to it) and the spirits since they're a commonality.  And I think I have something that sounds cool.
Phase Three: By Ghosts and Thunder

Now for skills.  In the DnD game, Thorren was noted for his perception (which has lived on in SGG by the phrase "what do your ____ eyes see?" since we riffed off Lord of the Rings' "what do your elf eyes see?" by replacing "elf" with "Tauren").  In WoW terms, he's also renowned for his vigilance.  Seems only fitting that his strongest skill be notice.  From there I think fight and empathy make a lot of sense, given that he's a strong fighter in both settings and Shamans in WoW theoretically gain their elemental powers by communicating with and understanding the spirits.  Trailing along with that empathy would have to be rapport and lore, given that they'd strongly correlate the same connections.  I'd include shoot in that same tier as Thorren has always had an element of ranged combat to him, though less so in WoW than in DnD.  I think his Tauren size lends Thorren the physique and athletics skills, he has some ability to ride (aka the drive skill),  and his work and loyalty to the horde have gained him the contacts skill.

Great(+4): Notice
Good(+3): Fight, Empathy
Fair(+2): Lore, Rapport, Shoot
Average(+1): Physique, Athletics, Ride, Contacts

Now to finish off with stunts.  These are the most likely things to change upon actual game play dependent on how we work elemental powers in game. That said, I think the first stunt I should take is one that allows for Thorren to use Empathy to make attacks using elemental powers. To make it aspect-y I'll dub it Speaker to Elements. Next I think I'll add an ability to play off Thorren's ability to notice at a prodigious rate. I'll use it to allow him to use his notice for a trapping of investigate. It seems only right to call it What Do Your Tauren Eyes See? The final stunt should be about Thorren's connections, I think and his ability to call on allies. I'll take a line from the game and call it The Horde is Family.
Stunts: Speaker to Elements
What Do Your Tauren Eyes See?
The Horde is Family

So someday, Thorren will be ready to play again. I'm looking forward to it.

4/13/2013

An Exercise Completed

A while back, I wrote a piece on how I would make myself in a game using Fate Core.  It took me a while, but I finally put together a cover photo based on that.  At the moment, it lacks the stunts, because I found not having them felt "tidier" but I reserve the right to change my mind again!

3/20/2013

An Exercise Worth Trying

Fate Core is coming.  I saw over on Reddit/RPG/ that some folks had made Fate Core (made by Evil Hat) style Facebook cover images.  I've statted myself out in Fate before (under the Strands of Fate system), but I think it could be fun to do it again as it's been a couple years and I'd like to put up a character sheet as a cover photo on Facebook.  So let's go through the steps of character creation to do just that.

First is the obvious one!  I need a name, but since I already have one, this is easy!
Name: Keith

Next up is the High Concept. That's "who I am."  In past Fate games I've played characters such as "Captain Eyepatch," "Heavy Metal Emissary of the Phoenix," "Overconfident Kid," "Tough-as-Nails Biker Grrl," and "Steampunk Suit-wearing Inventor."  For myself, I think I should highlight my job and my aspirations.  My job is as a program manager at a group home and my aspiration is to be a writer.  So I need to play with those a bit because they're not dynamic yet and don't flow together.  (Dynamic, in this instance means I need to be able to invoke it, calling upon the descriptor for a bonus to one of my rolls.)  For "writer" I like the term "hard-writing" for the pun and the fact that it sounds "active" and therefore easier to invoke. For the program manager position, the first couple things that come to mind are "program manager" or "group home manager."  Honestly not very dynamic sounding.  And "program manager" isn't very immediately descriptive.  However, I have a backup plan.  In a staff meeting last month, I jokingly described my job duties as "damage control."  That has some potential as a dynamic descripton.  Modifying slightly, I get "Damage Controller."  All together, that gives me "Hard-writing Damage Controller." Much cooler than "Group Home Program Manager who Wants to Write."
High Concept: Hard-Writing Damage Controller

Trouble is an aspect that's about challenges.  It can be an enemy ("The Alliance"), a personal issue ("Hot Headed and Stubborn"), something that makes a job tough ("Striking Appearance"), a physical limitation ("Sickly and Small"), a lack of knowledge ("Supernatural Cherry"), or other issue ("Nothing Without My Suit").  For me, I feel a trouble is easy to pick out; it's a physical issue for me, revovling around a knee I've had issues with for more than half my life.  It impedes my ability to exercise the way I'd like, has given me body inage issues in the past, and frequently aches fiercely. Perfect material for a trouble.  Again it has to be able to be called upon, in this case as a detraction from one of my rolls called a "compel."  So I can't trot out a full description.  My initial idea here is "Oft-wrong Knee" but I don't think that describes very clearly.  Perhaps "Half a Knee Short" is a little better, playing off the surguries and kneecap fracture I've had.  It's good enough to run with now, and if I was playing me as a character I could always change it up later to better suit what I mean.
Trouble: Half a Knee Short

The phase one aspect is one I've always interpreted as "where I came from."  I try to use it to say something about the character's family or why they are where they are.  One of the things I'm proud of on my mom's side of the family is the strength of will several of my relatives have shown, being able to decide on a good course and follow it through to the end in the face of temptation.  So I'm going to go with "Inherited Force of Will" to refer to the moments when I can emulate the strong folks in my family.
Phase One Aspect (Background): Inherited Force of Will

Phase two is about a "guest star" and how interactibg with that person changed your story.  Typically, this works best in a group where people can trade story ideas and create aspects together.  But since this is a solo exercise, I'll fudge it a bit.  I'm going to go back to when my friend Dyer and I used to take practice weapons out and spar in order to get exercise.  I'm calling it "Sunday Night Sparring."
Phase Two Aspect (Cross-over 1): Sunday Night Sparring

Phase three is another guest star.  Pardon me if it's corny, but this aspect has got to relate to the fact that I'm married.  Given that I wear a titanuim wedding band, it's an easy aspect (with bonus semi-pun).  Being married us a big and important part of ny life and it's natural for it to fit in here and would theoretically give sone plot hooks for a game.
Phase Three Aspect (Cross-over 2): Titanium Bond of Love

Skills should be pretty self explanatory.  We all have them.  In Fate Core a pyramid system is used, with the "best" skill of a character at the top with at least one more skill on each level as it goes down.  I like to start with the top of the pyramid and work my way down.  The hard part here is ranking them.  It'd be easy to put something like "craft" or "knowledge" at the top to represent my schooling/writing skills, but I actually think I'd like to put Rapport at the top because it relates to my work and to my aspiration.  The tier below that, I think, should contain Will and Crafts to continue linking back to my high concept and aspects.  Beneath that, I'd place Lore/Knowledge, Fight, and Empathy.  On the bottom of my pyramid would be Drive, Athletics, Investigate, and Notice.  I think leaving Resources off my list is justified by the fact that while I have a good income, I rarely have extra cash at hand.
Skills:
Great(+4): Rapport
Good(+3): Will, Crafts
Fair(+2): Lore, Fight, Empathy
Average(+1): Drive, Athletics, Investigate, Notice

Stunts are about the things you can do that set you apart or where one skill allows you to succeed in place of another.  Players usually start with three to five stunts in game, so I'm going to roll with the low end and choose three.  The first stunt I have in mind would allow me to use Will in place of Physique (which, you'll note, I didn't have in my skill pyramid) in order to test my endurance.  I've done this, I think, numerous times in my life, so I feel like it's fitting.  To make it catchier, I'll also give it an aspect style name.  Second, I want have a stunt that will emphasize my ability to make connections between current events and someone's backstory; this is a stunt which will give me a bonus to my rolls rather than letting me substitute a skill for another.  Again, I want an aspect-y name, so I'll tie it to my aspirations as a writer.  Third and final, I want a stunt which creates a rules exception (so I've used all three types!), so I'm going with a stunt which will allow me to gain a second chance at defending against a social attack.
Stunts:
Soft Body, Strong Will: Use Will in place of Physique when determining endurance.
Seeing Real-life Plot: +2 to Rapport when learning of or knowing about someone's life story.
Whoa, Take it from the Top!: Gain a second defense roll against social attacks during a single challenge.

So that's what I've got!  I'm pretty happy with it and I feel like I'm still very familiar with the basics of Fate Core, which is great to say for a game system that hasn't even officially released!  I'm looking forward to the day it reaches my doorstep, that's for sure!