Monday, February 16, 2015

FATE Inspired by Battletech, Part 3

FATE Points & Stunts
So whereas characters have 3 stunts and 3 refresh points they can spend on more stunts, 'mechs have Equipment Points they either spend on 'mech stunts or allocate to specific types of Equipment Points.

Regular FATE points can be spent to invoke 'mech aspects and pay for 'mech stunts. Equipment Points can be spent to do so as well. Some 'mech stunts mention which type of Equipment Points they require (any FATE points will do).  In general though, each type of equipment point can only be used for stunts and aspects related to two skills.

Equipment Points
Structure Points (Simple): Myomer muscles strain, metallic bones fracture, and engine components blister and fry under massive outpourings of energy and radiation. Structure points aren't a certain number of a thing, but how Tonka-fucking-tough this 'mech is and how far past the quoted specs you can push it before it breaks. Structure points can be used for stunts and aspect invocations related to Maneuver and Ruggedness skills.

Ammo Points (Simple): Bullets, drones, and even reserve coolant pods fall under the category of ammunition. Anything that a 'mech stacks up on that it'll use up in the field will work. It's assumed most 'mechs with ammunition-based weapons use those weapons frequently. Ammunition points represent massive outpourings of ammunition or the use of very limited quantities of specialized ammunition. Ammunition points can be used for stunts and aspects related to Electronics and Accuracy.

Neural Interface (Advanced): A mechwarrior's link with their machine is complicated and a little silly, but like any road in Boston, it's a complicated, silly, two-way street (There are no two way streets in Boston; only streets with braver drivers). Much like the structure points, neural interface points are about how much further past the limit a mechwarrior can push their machine until it fails. In this case, it's the 'mech's ability to support a deeper neural connection with the pilot in question and perform acts of incredible precision. Neural interface points can be used for stunts and aspects applied to rolls related to the Maneuver and Accuracy skills. In a simple game, they become structure points.

Batteries (Advanced): Theoretically, an on-board power system will either A) be so small as to be easily charged from the main power supply of the 'mech and therefore not limited in uses or B) be so great that it would serve as a superior form of main power for the unit. None the less, battery points are reserve power units that are harder to detect than a 'mech's primary fusion plant. They can be called upon to push additional brute-force performance out of the 'mech's myomers, and provide additional juice for sensors and communications systems. They can be used for stunts and aspects related to Ruggedness and Electronics rolls. In a simple game, they become ammunition points.

Gyroscope (Advanced): The most fragile part of the 'mech, it's also essential to keeping the 'mech balanced and stable. A very specific form of structure points, it can be used for stunts and aspects related to Ruggedness as well as Accuracy. In a simple game, gyroscope points become structure points.

Computers (Advanced): Computer points don't just represent the raw computing power of the 'mech, regulating its systems and creating firing solutions--the Accuracy skill and some aspects cover that. Computers represent "temporary overclocking," unique code snippets, and libraries of false signals and encoding methods that an electronics systems can emit, detect, identify, or decrypt. It also represents an ability to determine structural stability of buildings, rock formations, dense forests, and other terrain, projecting optimal paths of traversal. Computer Points can be spent for Stunts and Aspects on rolls related to Electronics and Maneuvering. In a simple game, they become ammunition points.

Whenever these rules reference a FATE point, they refer to FATE points spent by a pilot or the expenditure of Equipment Points for any related skill.

Stunts
Ruggedness
Locomotive: This 'mech can use their Ruggedness skill in place of their Maneuver skill for rolls where the 'mech moves through an obstacle instead of around it.

Axe: The 'mech can use their Ruggedness skill in place of their Accuracy skill for rolls against adjacent units. The difference between a weapon attack carried  out with a 'mech's Ruggedness skill and a standard physical attack which is carried out with the same skill is that aspects and advantages which apply to most weapon attacks will apply to attacks made with an Axe. You can get electronics warfare support with an axe attack but not a punch. I don't make the system, I just...wait.

Composite III Armor: Successful attacks against the 'mech have their damage reduced by one shift. If the attack is reduced to 0 shifts of damage, the attacker still gets an advantage on the target. A 'mech may only have one armor aspect, trouble, or stunt.

Composite IV Armor (2 equipment points): Successful attacks against the 'mech have their damage reduced by two shifts. If the attack is reduced to 0 shifts of damage, the attacker still gets an advantage on the target. A 'mech may only have one armor aspect, trouble, or stunt.

Composite V Armor (3 equipment points): Successful attacks against the 'mech have their damage reduced by three shifts. If the attack is reduced to 0 shifts of damage, the attacker still gets an advantage on the target. A 'mech may only have one armor aspect, trouble, or stunt.

Tough as Rivets: The 'mech just shrugs off damage. Operates as per the Physique stunt, "Tough as Nails" on pg 119 of the FATE Core book. Removed damage needs to be repaired, but it's ignored in the short-term.

Fightin' Hands: The 'mech's hands are dexterous and strong, more so than those of other 'mechs. Not only can they be used for very fine acts, but they give the benefits conferred by the "Grappler" stunt on pg 119 of the FATE Core book.

Five Point Palm Exploding Heart Technique: As per "Heavy Hitter" stunt on pg 111 of FATE Core book.

Maneuver
Bumper 'Mech: The 'mech may spend a FATE Point to treat an enemy unit as hindering terrain and can pass through them with an overcome roll.

Coil Chassis Package: This allows a 'mech to move in an almost human way, letting it climb, crawl, hold objects, dance, or even perform calisthenics with remarkably human dexterity. It gets +2 on checks that would otherwise be difficult because of its lumbering, 'mech frame. Dodging incoming fire does not matter unless they're avoiding it in a way no other 'mech could because it's a rumbling, teetering, tank on legs.

Black Grasshopper: The 'mech may make incredible leaps and even fall from great heights with very little harm to itself. It gets a +2 bonus on any maneuver checks related to leaping across or over something. The 'mech can also spend a FATE point to make a vertical jump as high as the 'mech, make a horizontal jump twice the 'mech's height, or halve damage from falling (round down).

Myomer Acceleration Signal Circuitry/Supercharger/Turbo Boost: There are a number of systems which are capable of boosting a 'mech's speed over the short-term. Improved myomer fibers, supercharging the 'mech's fusion engine, and even pushing that one button once per episode. As per the "Sprinter" stunt on page 98 of the FATE Core book.

Zebra Stripes: There are a finite number of sensors and attack attitudes, even on the wild battlefields of the future. Zebra Stripes aren't actual stripes, but a series of electromagnetic emitters embedded in a 'mech's armor. Their movements to avoid attacks are based on a series of specialized katas. 

Whenever they perform these accurately, the attacking unit experiences something between an exploit and a hack. Its sensors recognize the emissions as something other than the target unit and begin calculating attack vectors for tanks, trees, starships, and even civilian units. The induced errors are often temporary, but can linger in some cases. Works as per the "Dazing Encounter" stunt on page 98 of the FATE Core book, but against Accuracy attacks instead of Fighting attacks.

Bootknife Tazer: An electromagnetic weapon, the Bootknife Tazer is a small device or series of devices with a very limited range. It's often used by smaller 'mechs to capitalize on failed physical attacks by larger 'mechs. Works as per the "Dazing Encounter" stunt on page 98 of the FATE Core book, but against Ruggedness (and Axe) attacks instead of Fighting attacks. A Bootknife Tazer can only be used as an offensive weapon if a 'mech pays for the Axe stunt, above.

Accuracy
Strong Firepower: Whenever this 'mech succeeds on a Accuracy attack, they may add one to the shifts of damage dealt.

Overwhelming Firepower (2 equipment points): Whenever this 'mech succeeds on a Accuracy attack, they may add two to the shifts of damage dealt.

Irresistable Firepower (3 equipment points): Whenever this 'mech succeeds on a Accuracy attack, they add three to the shifts of damage dealt.

Meat Cleaver: One (or more) of the 'mech's weapons deal a large, solid amount of damage to a small area, chewing off limbs and coring smaller units in just a few hits. A players making an Accuracy attack can spend a FATE Point on that attack to use this ability. If they hit, any shifts of damage that are reduced with a stress box, then the attack deals two additional shifts of damage.

Example: A Thug is hit by an Atlas using its Meat Cleaver stunt. The hit is for two shifts of damage. The Thug has only a 2 point stress box, a 3 point stress box, a mild consequence box, and a moderate consequence box to reduce the damage. If they opt to reduce the damage with the mild consequence then that's that.  If they choose to take a stress box, then the attack increases to a four shift hit and they have to use either one stress box and a mild consequence or both stress boxes to reduce the damage.

Scattershot: One (or more) of the 'mech's weapons deal a spread of small damage all over the surface of the target, finding gaps in armor and destroying fragile components. A players making an Accuracy attack can spend a FATE Point on that attack to use this ability. If they hit, any shifts of damage that are reduced with a consequence box, then the attack deals two additional shifts of damage.

Headcapper (2 equipment points): As per Meat Cleaver, but any attack that succeeds with style, whether a FATE point was spent or not, will deal an additional two damage to the mechwarrior of the target 'mech.

Sandblaster (2 equipment points): As per Scattershot, but any attack that succeeds with style, whether a FATE point was spent or not, will deal an additional two damage to the mechwarrior of the target 'mech.

Supreme Loadout (3 equipment points): As per "Headcapper" & "Sandblaster." Accuracy attacks which succeed with style deal three shifts of damage to the target 'mech's pilot, even if no FATE points were spent. All of the supreme loadout's abilities are activated with one FATE point.

Crush 1-4 (1-4 equipment points): Crush refers to incidental weapons, targeting, and structural systems  which give a bonus to any skill (up to that skill's level) against non-mech things. Infantry, vehicles, air units, building, cliffs, holes on the ground that are too small, and infantry. Motorcycle units suffer double crush bonuses (no limit) as both vehicle and infantry. Skateboard units are immune to crush bonuses, as they are neither vehicles or infantry. Bicycle units only don't count if exactly one of the participants is French. 'mechs are also immune to crush bonuses.
Things that aren't 'mechs - Things that are not 'mechs, but are war material (infantry, tanks, bunkers) attack 'mechs normally. Civilian elements and buildings, as well as wildlife deal half damage (RU) and take double damage. This means that a 10 civilians can probably punch a 'mech to death and that an infantryman and a civilian wearing the same clothes will have drastically different survival rates from an encounter with a 'mech.
Hell-O Targeting Computer: Works as per the "Called Shot" stunt on page 125 of the FATE Core book.

Buckler Integrated Fire System: Aspects created with the Accuracy skill can add an additional invoke, as per the "Uncanny Accuracy" stunt on pg 125 of FATE Core.

Electronics
Satellite Uplink: An uplink with an overhead satellite allows the 'mech's unit to understand the layout, weather, and nature of the terrain of a battle. Functions as per "The Power of Deduction" stunt on pg 113 in FATE Core, using Electronics in place of Investigation.

Deep Scan: The 'mech can use Electronics to gain knowledge of another unit's aspects. As per "Body Language Reader," pg 117.

Avengeful Stealth Armor: If you have any concealment bonuses, you may use Electronics in place of Maneuver to defend against Accuracy attacks. You cannot have more than one armor aspect, trouble, or stunt on a 'mech.

Part 1: Intro & Skills
Part 2: Aspects & Trouble
Canon Examples
Non-Canon Examples

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