Role: What do you want to do in the tank? Some tanks need a crew member to pull double duty.
- Tank Commander: In charge of the general care of crew, spotting targets and coordinating the crew. They generally don't fire weapons or drive themselves, although they may if you have no other crew.
- Gunner: Lob shells, spot targets, and are second in command when the TC is absent.
- Loader: Shove shells with Physique, spot tanks, fix mechanical issues, cook, and generally keep the tank running.
- Driver: Steer the machine and take care of the tank during downtime. On some tanks, like assault guns or casemate tanks, they also aim the main weapon.
- Radio Operator: Operate the radio and sometimes fire a bow-mounted MG. Usually the commander does this on late-war tanks.
Team: Has your character been on a Sensha-do team? Which ones? Provide a name and brief description of each team and their specialty.
Aspects: High Concept & Trouble +
3 Phrases (Optional) Your high concept is a "Elevator Pitch" that sums up your character in a few words.
Fate Points are used to
Invoke Aspects.
Fate Points: 3 (Barring extra
Stunts)
Refresh: 3 (Barring extra
Stunts)
Physical: Physique-Based
Morale: Will-Based
Wealth: Using
Wealth Stress, determined by GM after profile is submitted.
Consequences: 2-4-6. Leave Blank.
Physique-Based
Skills: Great (
+4)
Agility: Athletics and the traditional
Fight element balled up into one. Scurrying around places and throwing objects like smoke canisters would fall under Agility.
Cooking: This skill involves cooking, but also chemistry and pyrotechnics, like tweaking a recipe for propellant (highly against the rules, by the way!)
Connections: This skill is an amalgamation of
Contacts and
Resources from the default list. It is used when reaching out to old friends, inventing new NPCs, and has limited use for acquiring extra resources or hard-to-find items. It is more personnel-oriented than
Resources and does not reflect wealth.
Electronics: This is the other half of the
Craft skill, which involves electrical repair, tinkering, and use of the radio or communications devices.
Scout: "Scout" involves pathfinding and outdoors-y activities. To a lesser extent it can be used for obseving something, like
Notice but it's primarily used with an ourdoors / survival context.
Physique & Will: Having points here increase your character's capacity for
Stress. Physique is for Physical Stress, Will is for Morale Stress. The mechanics behind stress and consequences will be described later on.
1-2 = 1 Extra Slot
3-4 = 2 Extra Slots
5 = 1 Extra Minor Consequence
Stunts: 3 Stunts.