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"Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission." (URL)
- Giant Robot Battles
- FATE Game
- Short-Term RP
- Universal Century "Real Robot" Action
- Player rolls 4d6, calculations handled by GM!
- Lethal, Fast-Paced Play
- Target Size: 6 Players
Join the Earth Federation Space Forces, become a pilot of the budding mobile suit corps and destroy Zeon! Or... be captured and "convinced" to fight for the Federation's cause. In an experimental unit, you'll be forced to scavenge and make the best of limited resources. Inspect colonies, live aboard a crappy Salamis cruiser and risk certain death in massive space battles. (Call it Gundam: Bad Company 2.)
This is an interest check for a small series of RPs set in the Universal Century. Each game is going to be small, squad based and lethal. Players will upgrade their standard-issue suits, capture prototypes and fight through major battles in the Universal Century. If you do live, you can use your characters in future RPs with perks from the experience gianed.
I'm aiming for several small RPs in all:
One Year War
Operation Stardust - Gryps War
Axis Zeon - Char's Counterattack
Laplace Incident
Operation Stardust - Gryps War
Axis Zeon - Char's Counterattack
Laplace Incident
IRC Room
You can get onto IRC via a site, or using a browser like Pidgin, mIRC or Chatzilla.
Network:
Channel:
You can get onto IRC via a site, or using a browser like Pidgin, mIRC or Chatzilla.
Network:
Code:
/attach freenode
Channel:
Code:
/join #DAMAGED
Mechanics
FATE
This game runs off Fate Core, so reviewing the Basics would be prudent if you're not already familiar. Combat and challenges in FATE are decided utilizing 4d6. Each die can give a +, - or 0, which effects the skill rolled for a given action. FATE runs off of a FATE point economy - points are rewarded by the GM for being true to the nature of a character. They can be spent to affect dice rolls.
Some Key Differences from SRD:
- Notice does NOT influence turn order. Whomever posts first.
- We're using a Non-Standard Skills List.
- Manuevering happens alongside normal firing.
- Ranged Attacks cover 3 Zones with most weapons. Thrown Attacks cover 1 Zone.
- The Advantage Lock On can be made using the new EW (Electronic Warfare) skill for extended range attacks.
- Suits have premade profiles with various modifiers to skills, resistance to damage and so forth.
- You gain Fate Points from Hostile Invocations.
- 4d6 for FATE die / Fudge die.
1-2 = -1
3-4 = 0
5-6 = +1
Altered Skills
Defensive | Offensive | Support | Social | |
Notice | Electronic Warfare* | Stealth | Burglary | Lore |
Physique | Shoot | Medicine | Contacts | Provoke |
Piloting* | Melee | Crafts | Deceive | Rapport |
Will | Resources | Empathy | Investigate |
Electronic Warfare & Melee: EW is used when hacking, firing guided weapons and utilizing sensors. Some weapons use EW in lieu of Shoot, such as missiles. Some weapons, such as Bazookas can have their range extended if the pilot uses EW to Lock On. EW is also used to check for enemies when jamming is not intensive, and can counter certain kinds of attacks. Melee is also used for thrown weapons, improvised or purpose-made, like grenades and Gundam hammers.
Physique and Piloting: Physique handles all evasion rolls when on foot, and dealing with gee forces from high-stress maneuvers. Piloting covers general evasion and position in Mobile Suits, playing a role in dodging and creating Advantages.
Crafts: This handles mechanical repair, tinkering and setting traps, as well as Rearming with fresh weapons, fuel and ammunition at a hangar.
Provoke: This skill is used to irritate and start conflict in the conventional sense, but players can also make attacks with Provoke to damage another character's Mental Stress track.
Physique and Will add Stress Tracks.
Formatting stolen from @Mina.
Character Creation
Join the Earth Federation Space Forces and help crush the Principality of Zeon! (Open to player input.)
While for the most part I'll track changes to mobile suits, FATE requires a certain amount of information to be tracked in a character's profile. Try to also include details on their appearance, history and personality. Small arms tend to be a fairly minor detail in the scheme of things. Here's a primer on making a character in FATE:
Character Creation
Fate Points
FATE runs off Fate Points. Refresh is how many points you reset to at the beginning of a scenario. Three Refresh is default. Fate point themselves are consumable and can be rewarded for acceping GM copels (described later.) These points are what allow you to influence rolls in the game by triggering various Aspects.
Aspects
Aspects in a general sense are elements of a situation that can be brought into play. Environments, mobile suits, players and ships have them, and some can be created when taking damage or winning a Create Advantage roll.
Fate Points are used to activate your character's Aspects. Aspects are essentially phrases that help explain and flesh our your character. You have a "High Concept" that sums up the entire character, a "Trouble" that disadvantages them, and three others. If you get a bad roll, you can find a relevant aspect and Invoke it to get a +2 or reroll. For example, you get sent reeling with a punch, but since you had A Rough Upbringing you decide to spend a Fate Point and give yourself the +2 you need to take the hit.
Aspects also tell the GM what sort of conflict you would appreciate for your character. A tragic past, trouble with relationships, maybe being head-strong and not thinking things through. The GM can Compel these aspects in a negative way against you, which rewards you Fate Points.
Example:
Being a disgruntled veteran can be Invoked in a positive way where the character's experience helps you, or Compelled by making them hesistant to do necessary things or to trust people. Most Aspects work in multiple ways like this.
Skills
Skills & Stunts are what make your characters unique from NPCs. Most NPCs only have two or three skills, but your PCs are highly competent and have a bevy of them. The "Skill Pyramid" is your starting array of skills. If the GM specifies it's "Great" or +4, you have one +4 skill, two +3 skills, three +2 skills, etc. These add to your dice rolls. We're going to be using Great, or +4. Your skills should end up looking like this:
This RP makes use of a slightly altered skill list. New skills are marked with asterisks.
*New Skills
Stunts
Stunts are more or less abilities that your character has access too. They may be ones that can be used repeatedly, once per scenario, or at a Fate Point cost. A typical example is being able to swap one ability for another, or getting a +2 to a skill in specific situations. Fate has a Stuntmaker and the Evil Hat Productions Wiki has a list of stunts. Some need some minor tweaks, so Stunts are generally a case-by-case issue.
You get 3 Stunts by default, additional ones take 1 Refresh.
Examples:
Stress & Consequences
Physical: [] []
Morale: [] []
Consequences:
When building your character, the skills Physique and Will directly influence your "Stress Tracks." You start with two in each track.
Stress is not "health." Stress are like freebies for taking an attack without being affected, so dodging an attack, getting a graze, using cover. Stress boxes are sequential. So four boxes is actually 1-2-3-4.
Stress goes 1-2-3-4
Consequences go 2-4-6.
When attacked, the difference between your defense and the incoming attack is a Shift. To handle it, you can only check off one stress box (Physical or Morale) and add a Consequence. If you can't take the attack at all, you die or are incapacitated. Consequences are left blank, as they're GM-created Aspects with a free invoke against you. They can range from mild things like Feeling Woozy or Pulled Muscle, to serious injuries / mental trauma.
Example
Leon is in a fighter and rolls Piloting. With a skill of 2 and a roll of 2, he gets a +4 against attacks.
With the assistance of teammates and boosts, the enemy anti-air gunner gets a staggering +9. A shell explodes across the front of his fighter and peppers his cockpit.
This is 5 Shifts, so you'd likely have to check off your third box and add a consequence:
Physical: [] [] [X] []
Morale: [] [] [] []
Consequences:
Minor: Controls are Sluggish
The GM could later Compell this Consequence against Leon, adding to the difficulty of a check that uses his aircraft to dodge. Same applies on foot.
*New Skills
Equipment
Past these basics, tracking a character's equipment or possessions will not be necessary]. There is some gear that your character will be issued as a default, but the amount of detail given to fluff or not is up to the player.
FATE runs off Fate Points. Refresh is how many points you reset to at the beginning of a scenario. Three Refresh is default. Fate point themselves are consumable and can be rewarded for acceping GM copels (described later.) These points are what allow you to influence rolls in the game by triggering various Aspects.
Aspects
Aspects in a general sense are elements of a situation that can be brought into play. Environments, mobile suits, players and ships have them, and some can be created when taking damage or winning a Create Advantage roll.
Fate Points are used to activate your character's Aspects. Aspects are essentially phrases that help explain and flesh our your character. You have a "High Concept" that sums up the entire character, a "Trouble" that disadvantages them, and three others. If you get a bad roll, you can find a relevant aspect and Invoke it to get a +2 or reroll. For example, you get sent reeling with a punch, but since you had A Rough Upbringing you decide to spend a Fate Point and give yourself the +2 you need to take the hit.
Aspects also tell the GM what sort of conflict you would appreciate for your character. A tragic past, trouble with relationships, maybe being head-strong and not thinking things through. The GM can Compel these aspects in a negative way against you, which rewards you Fate Points.
Example:
- High Concept: Disgruntled Veteran
- Trouble: Skeptic
- Father to His Men
- Well Read
- Earnest
Being a disgruntled veteran can be Invoked in a positive way where the character's experience helps you, or Compelled by making them hesistant to do necessary things or to trust people. Most Aspects work in multiple ways like this.
Skills
Skills & Stunts are what make your characters unique from NPCs. Most NPCs only have two or three skills, but your PCs are highly competent and have a bevy of them. The "Skill Pyramid" is your starting array of skills. If the GM specifies it's "Great" or +4, you have one +4 skill, two +3 skills, three +2 skills, etc. These add to your dice rolls. We're going to be using Great, or +4. Your skills should end up looking like this:
+4 | Piloting | |||
+3 | Shoot | Notice | ||
+2 | Physique | Stealth | Will | |
+1 | Melee | Electronic Warfare | Rapport | Empathy |
Defensive | Offensive | Support | Social | |
Notice | Electronic Warfare* | Stealth | Burglary | Lore |
Physique | Shoot | Medicine | Contacts | Provoke |
Piloting* | Melee | Crafts | Deceive | Rapport |
Will | Resources | Empathy | Investigate |
Electronic Warfare & Melee: EW is used when hacking, firing guided weapons and utilizing sensors. Some weapons use EW in lieu of Shoot, such as missiles. Some weapons, such as Bazookas can have their range extended if the pilot uses EW to Lock On. EW is also used to check for enemies when jamming is not intensive, and can counter certain kinds of attacks. Melee is also used for thrown weapons, improvised or purpose-made, like grenades and Gundam hammers.
Physique and Piloting: Physique handles all evasion rolls when on foot, and dealing with gee forces from high-stress maneuvers. Piloting covers general evasion and position in Mobile Suits, playing a role in dodging and creating Advantages.
Crafts: This handles mechanical repair, tinkering and setting traps, as well as Rearming with fresh weapons, fuel and ammunition at a hangar.
Provoke: This skill is used to irritate and start conflict in the conventional sense, but players can also make attacks with Provoke to damage another character's Mental Stress track.
Physique and Will add Stress Tracks.
Formatting stolen from @Mina.
Physique and Piloting: Physique handles all evasion rolls when on foot, and dealing with gee forces from high-stress maneuvers. Piloting covers general evasion and position in Mobile Suits, playing a role in dodging and creating Advantages.
Crafts: This handles mechanical repair, tinkering and setting traps, as well as Rearming with fresh weapons, fuel and ammunition at a hangar.
Provoke: This skill is used to irritate and start conflict in the conventional sense, but players can also make attacks with Provoke to damage another character's Mental Stress track.
Physique and Will add Stress Tracks.
Formatting stolen from @Mina.
Stunts
Stunts are more or less abilities that your character has access too. They may be ones that can be used repeatedly, once per scenario, or at a Fate Point cost. A typical example is being able to swap one ability for another, or getting a +2 to a skill in specific situations. Fate has a Stuntmaker and the Evil Hat Productions Wiki has a list of stunts. Some need some minor tweaks, so Stunts are generally a case-by-case issue.
You get 3 Stunts by default, additional ones take 1 Refresh.
Examples:
- Pop Smoke!:
Discretion is the better part of valour, at least for you. On a successful defence with Piloting, you may sacrifice your next action to immediately flee, making an overcome action with Piloting and using your total on the defence roll as your total on the overcome roll. ("Run Away!," adapted from DFRPG-Resources - Stunts) - Steady Hands:
Once per scene, you may reroll a failed Piloting roll for free. - Volley:
Volley. When you combine Shoot skills with your allies, you contribute an additional +1 bonus. (Peter Blake)
Stress & Consequences
Physical: [] []
Morale: [] []
Consequences:
When building your character, the skills Physique and Will directly influence your "Stress Tracks." You start with two in each track.
Fate SRD "Stress and Consequences" said:Physique helps with physical stress, and Will helps with mental stress. Either skill grants one more stress box of the respective type (physical or mental) if rated at Average (+1) or Fair (+2), or two more stress boxes if rated at Good (+3) or higher. At Superb (+5) or higher, they also grant an additional mild consequence slot. Unlike the standard three, this consequence slot is specifically restricted to either physical harm (Physique) or mental harm (Will).
Stress is not "health." Stress are like freebies for taking an attack without being affected, so dodging an attack, getting a graze, using cover. Stress boxes are sequential. So four boxes is actually 1-2-3-4.
Stress goes 1-2-3-4
Consequences go 2-4-6.
When attacked, the difference between your defense and the incoming attack is a Shift. To handle it, you can only check off one stress box (Physical or Morale) and add a Consequence. If you can't take the attack at all, you die or are incapacitated. Consequences are left blank, as they're GM-created Aspects with a free invoke against you. They can range from mild things like Feeling Woozy or Pulled Muscle, to serious injuries / mental trauma.
Example
Leon is in a fighter and rolls Piloting. With a skill of 2 and a roll of 2, he gets a +4 against attacks.
With the assistance of teammates and boosts, the enemy anti-air gunner gets a staggering +9. A shell explodes across the front of his fighter and peppers his cockpit.
This is 5 Shifts, so you'd likely have to check off your third box and add a consequence:
Physical: [] [] [X] []
Morale: [] [] [] []
Consequences:
Minor: Controls are Sluggish
The GM could later Compell this Consequence against Leon, adding to the difficulty of a check that uses his aircraft to dodge. Same applies on foot.
Quick-Reference said:Rank: What rank you want, open to adjustment from GM.
Aspects: High Concept & Trouble + 3 Phrases (Optional)
Skills: Superb (+4)
Refresh: 3
Stunts: 3
Stress Tracks: Physical & Mental
Consequences: 2/4/6
Possessions: Homes, cars, weapons, anything of value financially or emotionally.
Defensive | Offensive | Support | Social | |
Notice | Electronic Warfare* | Stealth | Burglary | Lore |
Physique | Shoot | Medicine | Contacts | Provoke |
Piloting* | Melee | Crafts | Deceive | Rapport |
Will | Empathy | Investigate |
Code:
[b]Name:
Gender:
Age:
Rank:[/b]
[b]Description / Appearance:[/b]
[b]Personality & History:[/b]
[b]Refresh:
Fate Points:
Physical:
Morale:
Consequences:[/b]
[b]Aspects:[/b]
[b]Skills:[/b]
[b]Stunts:[/b]
[b]Possessions:[/b]
Equipment
Past these basics, tracking a character's equipment or possessions will not be necessary]. There is some gear that your character will be issued as a default, but the amount of detail given to fluff or not is up to the player.
Rankings
Non-Commissioned OfficersPetty Officer Third Class (PO3)
Petty Officer Second Class (PO2)
Petty Officer First Class (PO1)
Chief Petty Officer (CPO)
Master Chief Petty Officer (MCPO)
Petty Officer Second Class (PO2)
Petty Officer First Class (PO1)
Chief Petty Officer (CPO)
Master Chief Petty Officer (MCPO)
Commissioned Officers
Warrant Officer (WO)*
Ensign (ENS)
Lieutenant Junior Grade (LTJG)
Lieutenant (LT)
Lieutenant Commander (LCDR)
Commander (CDR)
Captain (CAPT)
Commodore (CDRE)
Rear Admiral (RADM)
Vice Admiral (VADM)
Admiral (ADM)
Ensign (ENS)
Lieutenant Junior Grade (LTJG)
Lieutenant (LT)
Lieutenant Commander (LCDR)
Commander (CDR)
Captain (CAPT)
Commodore (CDRE)
Rear Admiral (RADM)
Vice Admiral (VADM)
Admiral (ADM)
The EFSF uses Naval rankings.
*Warrant Officers are considered between an NCO and CO, with additional responsibility compared to enlisted but less authority than normal officers.
Mobile Suits
Mobile suits and ships make use of pre-made profiles which can be tweaked by player upgrades. Generally, players will roll certain skills to levy favors from staff or capture enemy equipment. If a player survives a campaign, they may even get to use their suit in the next installment, if they wish.Zaku Profile
Aspects:
N/A
Optional Equipment: (11/12)
Description:
- The First
- Legacy of Hate
- Leaden Fists
- Sluggish
- Rugged
- "This is matter of honor!":
+2 Melee in unarmed combat. - Gas Throw:
The Zaku can throw objects to the standard weapons range of 3 zones. - S-Mines:
Fire antipersonnel charges from the Zaku to eliminate nearby infantry and light vehicles. - Zeonic Engineering:
One per scenario the Zaku can reduce the severity of a Moderate Consequence to Mild, or eliminate a Mild Consequence altogether. (Fate Core, p.119 "Tough as Nails")
N/A
Optional Equipment: (11/12)
Weapons
Weight is in parantheses (1).
Weight is in parantheses (1).
- Heat Hawk Type 3 (1)
- +2 Melee
- ZMP-47/105mm Machine Gun (2)
- +1 Shoot
- H&L-SB21K/280mmA-N Zaku Bazooka (2)
- +3 Damage
- Range 4 (Locked On)
Consumables
Equipment that has a finite amount of uses. Weight is in parantheses (1).
Equipment that has a finite amount of uses. Weight is in parantheses (1).
- 1 x 105mm Machine Gun Drum (1)
- Spare ammunition to Reload 105mm Machine Guns.
- 280mm Rockets (1)
- Spare ammunition to Reload 280mm Zaku Bazookas.
- MIP-B6 Cracker Grenade (1)
- +3 Damage
- "Blinder" Cracker Grenade (1)
- Invokes Blinding Flash
- 2 x Sturmfaust (1)
- +4 Damage
Type | General Purpose | Sensors | DC 2 | Stress | [] [] [] | ||||||
Generation | I | Energy Def. | 0 | Mild Conseq. (2) | [] | ||||||
Repair | DC 2 | Physical Def. | 0 | Moderate Conseq. (4) | [] | ||||||
Reactor | 899 KW | Acceleration | 0 | Severe Conseq. (6) | [] |
Key Terms
Generation: In the One-Year War, suits will all be Generation I. Later on, new developments will create more modern suits. A higher generation adds an automatic modifier to rolls.
Sensors: This defines the default difficulty of checks using EW to spot enemies and Lock On with guided weapons. If it's 2, you need to roll higher than 2 for a basic spot check.
Repair: The difficulty for mundane repairs and rearming. If it's 2, you need to roll higher than 2 for a basic repair check.
Physical / Energy Def.: The suit's basic resistance to physical and beam weapon attacks respectively. These modify an attack roll.
Acceleration: A bonus to evasion and outrunning rolls using Piloting, which also adds difficulty to Physique rolls in high stress manuevering.
Weight (0/10): The capacity of the mobile suit to carry extra equipment. Most optional equipment will have a weight listed (x).
Sensors: This defines the default difficulty of checks using EW to spot enemies and Lock On with guided weapons. If it's 2, you need to roll higher than 2 for a basic spot check.
Repair: The difficulty for mundane repairs and rearming. If it's 2, you need to roll higher than 2 for a basic repair check.
Physical / Energy Def.: The suit's basic resistance to physical and beam weapon attacks respectively. These modify an attack roll.
Acceleration: A bonus to evasion and outrunning rolls using Piloting, which also adds difficulty to Physique rolls in high stress manuevering.
Weight (0/10): The capacity of the mobile suit to carry extra equipment. Most optional equipment will have a weight listed (x).
Weapons
Weapons
Weight is in parantheses (1).
Consumable Equipment
Equipment that has a finite amount of uses. Weight is in parantheses (1).
The above is a possible loadout for the Zaku, which offers a mix of the sort of weapons seen in the RP. Most suits come with melee weapons built in, but the Zaku does not, so the inclusion of a heat hawk takes up weight. Some weapons, like the machine guns and bazooka can be fired repeatedly and reloaded, while grenades and Sturmfausts are expended upon their use.
Key Terms:
Weight is in parantheses (1).
- Heat Hawk Type 3 (1)
- +2 Melee
- ZMP-47/105mm Machine Gun (2)
- +1 Shoot
- H&L-SB21K/280mmA-N Zaku Bazooka (2)
- +3 Damage
- Range 4 (Locked On)
Consumable Equipment
Equipment that has a finite amount of uses. Weight is in parantheses (1).
- 1 x 105mm Machine Gun Drum (1)
- Spare ammunition to Reload 105mm Machine Guns.
- 280mm Rockets (1)
- Spare ammunition to Reload 280mm Zaku Bazookas.
- MIP-B6 Cracker Grenade (1)
- +3 Damage
- "Blinder" Cracker Grenade (1)
- Invokes Blinding Flash
- 2 x Sturmfaust (1)
- +4 Damage
The above is a possible loadout for the Zaku, which offers a mix of the sort of weapons seen in the RP. Most suits come with melee weapons built in, but the Zaku does not, so the inclusion of a heat hawk takes up weight. Some weapons, like the machine guns and bazooka can be fired repeatedly and reloaded, while grenades and Sturmfausts are expended upon their use.
Key Terms:
- Locked On: This is the range a weapon has when the target is Locked by an EW Advantage roll. Otherwise the weapon follows the standard range of 3.
- Reloading: Failing an attack roll may require reloading a weapon from time to time, which is an additional Shoot roll (DC 2) that consumes spare ammo. Going to a home ship also restocks all ammo.
- +2 Shoot / Melee: +/- modifier for the actual roll to hit.
- +2 Damage: Adds +2 after your shot hits. 2 shifts become 4, 1 becomes 3, 0 becomes 2, etc. Doesn't actually apply unless you get a hit above a Tie (0).
- Invokes Blinding Flash: This automatically Invokes an aspect on the target once, unlike an unnamed boost or aspect you can save for later.
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