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Post by Sutton on Aug 26, 2010 22:05:10 GMT -5
This will be a demonstration of the FATE rules system, and an ordinary arena match in the sense that it will be adversarial and someone is going to win while someone else loses. Our Setting: A covert research base, on the dark side of the moon. Our Participants: Team Echo, a group of special operations troops infiltrating the facility to steal top secret intelligence and sabotage the research operations. Commanded by Me. "Fremlin's Wrath", a cell of dedicated freedom fighters searching for a new weapons system being developed at the facility, as well as data including the names and faces of the rumored moles within the resistance. Commanded by SgtKill. The Marines who guard the facility are also present, but are negligible is power. They will remain at their posts and engage any intruders with their actions each turn. Our Rules: The fight will last for TEN turns. At the end of the ten turns, the performance of the two teams will be scored based on the objectives they have achieved and their casualties. Objectives based on recovering items require bringing them to your start point. Map: The Legend: 1: Main Airlock Entry point for Fremlin's Wrath Cramped 2: Cargo Bay Entry point for Team Echo Filled with all sorts of interesting crap 3: Living Quarters COMPLICATED [Max interation range 1] Collateral Damage One Marine Squad, located in the central zone 4: Armory I need guns. Lots of guns. SECURITY DOOR: Level 3 Contains one Marine Squad 5: Science Lab No, don't touch that! It's very fragile! SECURITY DOORS: Level 2 6: Command Center SECURITY DOOR: Level 4 Sensitive Electronics Contains two Marine Squads 7: Archive Room SECURITY DOOR: Level 2 Contains one Marine Squad Team Echo Objectives: Secure the intelligence from the Archives room - 4 points Deny the intelligence in the Archives room to the militants - 1 point (doesn't stack with above) Plant a virus in the Command Center [Target 3 Computer check] - 2 points Steal Scientific Research - 2 points Science Lab destroyed - 1 point Fremlin's Wrath Objectives: Secure the intelligence from the Archives room - 4 points Deny the intelligence in the Archives room to Team Echo - 1 point (Doesn't stack) Steal a cache of explosives from the Armory - 2 points Steal Scientific Research - 2 points Science Lab destroyed - 1 point Score Penalties: Team member killed in action - 1 point Team member left behind - 2 points
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 26, 2010 22:12:08 GMT -5
Fermlin's Wrath is ready to take vengeance on the Horrible Feds! Here is the crack team chosen to do it.
Commander Stagon Rinhoff:
Aspects: Born Leader Only a few more days until retirement… Battle Scarred
Stunts: Good at Coordinating Defense Members of my team in the same zone can use my Tactics Skill for Defense
Skills: Rank 3- Tactics Rank 2- Demolitions, Computers Rank 1- Alertness, Close Combat, Slug Weapons
Tracks: Health: [][][] Composure: [][][]
Fate: 3
Gear: Armor Slicer Harm 0 Pen: 2 Range: 0-1 Civilian “Good at slicing through armor, but not much else”
AA-24 Flechette Shotgun Harm: 2 Pen: 1 Range: 0-1 Civilian
Combat Armor: Defense: 5 Agility Pen: -1 Civilian Flexible Pressure Suit “Armor is from the day I signed up.”
‘Gunny’ Ryan Stienberg:
Aspects: Guns are my life. Best of the Best Bouts of Unjustified Killing Rampages
Stunts: MG Slug Throwers
Skills: Rank 3- Slug Throwers Rank 2- Stamina, Agility Rank 1- Energy Weapons, Alertness, Resolve
Tracks: Health: [X][][][] Composure: [][][][]
Fate: 3
Gear: Combat Armor: Defense: 5 Agility Pen: -1 Civilian Flexible Pressure Suit “Compartments for spare clips.”
M9 CQC Rifle Harm: 2 Pen: 3 Range: 1-2 Full-Auto
Mark-1 Prototype Laser Pistol Harm: 1 Pen: 3 Range: 1-2 Civilian Rechargeable Compellable ‘Low Battery’ Undetectable “Fancy Light Show and that’s about it”
Corporal Tammy Stiffly:
Aspects: Childhood Gymnast Eyes of a Killer Speed, Agility, and Efficiency in one package
Stunts: Natural Swordsman Use Agility for Close Combat
Skills: Rank 3- Agility Rank 2- Slug Throwers, Intimidate Rank 1- Stamina, Resolve, Medical
Tracks: Health: [][][][] Composure: [][][][]
Fate: 3
Gear:
Flexibility Armor Defense: 1 Stamina Mod: +2 Agility Mod: +2 Flexible Lightweight Power Armor ‘Out of Juice’ Servos
Duel Pistols Harm: 1 Pen: 2 Range: 0-1 Civilian “Double the gun, double the bullets.” Fighting Knife Harm: 1 Pen: 2 Range: 0-1
Private Tank Nelson:
Aspects: Toughest Sonuvagun this side of the system. Big, Dumb, and Durable. Just Point and Shoot
Stunts: MG Slug Throwers
Skills: Rank 3- Stamina Rank 2- Slug Throwers, Brawling Rank 1- Demoltions, Agility, Alertness
Tracks: Health: [][][][][] Composure: [][][]
Fate: 3
Gear: Power-Armor Defense: 5 Stamina Mod: +2 Agility Mod: -2 Pressure Suit Power Suit ‘Out of Juice’ Armored Penetrators Very Heavy
M930 Grenade Launcher Harm: 3 Pen: 1 Range: 1 Explosive “Integrated into Left Arm”
17mm Railgun Harm: 3 Pen: 2 Range: 1-2 High Recoil “Integrated into Right Arm”
Aspects On Team:
"We Got A Plan. Stick To It." (Freetaggable by Team Fremlin)
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 26, 2010 22:17:25 GMT -5
A lone guard starts to doze off in his chair as his fifth hour of shift is about to finish right about no- an explosion is heard through the halls. He never finished his fifth hour of shift. As the smoke clears a heavily armored team coming streaming in, clearing the airlock and hall. Their armor is a bit on the older side, and scoured with heat marks, scuffs, dents, and scratches. The commander scans, then says"Clear! Tank, Tam, I want you on those archives ASAP. Eliminate all in your way. Me and Gunny will take the armory, meet up outside the armory to extract, got it? I want us in and out in a few minutes, understood?"They all get to their assigned tasks and cry out."Sir, yes sir!"
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Post by Sutton on Aug 26, 2010 22:21:02 GMT -5
Team Echo[/u]
Kelly Blackstone - 'Snake-eyes' Eye for ambushes – hostile and otherwise Fight smart, fight dirty Playing hero is for idiots and suicides. I'm neither. Tracks Health [ ][ ][ ] [ ] Composure [ ][ ][ ] [ ] Skills 3 – Tactics 2 – Slugthrowers, Agility 1 – Stamina, Resolve, Alertness Stunts MG Slugthrowers Gear
Heavy Rifle Range 2/5 Harm 2 Pen 3 Out of Ammo
Combat Suit Defense 3 Lightweight Flexible Power Suit Out of Juice Pressure Suit[/size]
Nikita Petrenko - 'Grizzly' 290 pounds of muscle Not the sharpest knife in the drawer, but he has his moments I've never met anyone who could outsmart bullets. Tracks Health [ ][ ][ ] [ ][ ] Composure [ ][ ][ ] [ ] Skills 3 – Stamina 2 – Resolve, Slugthrowers 1 – Brawling, Tactics, Demolitions Stunts MG Slugthrowers Gear
Assault Autogun Range – 2/4 Harm – 2 Penetration – 1 Out of Ammo Full Auto High Capacity Transfer Aspect – Rain of Death
Personal Combat Walker Defense 5 Power Suit Out of Juice Servos Very Heavy[/size]
Jack Calvin - 'Sawbones' Stay with me, it isn't that bad. I'm a doctor, not a killer. Yelling at me WON'T make me go faster, so give it a rest. Tracks Health [ ][ ][ ] Composure [ ][ ][ ] [ ] Skills 3 – Medicine 2 – Resolve, Alertness 1 – Energy Weapons, Agility, Science Stunts MG Medicine Gear
Laser-Taser Range 1/3 Harm 2 Pen 1 Civilian Non-lethal
Hazard Suit Defense 3 Civilian Power Suit Out of Juice Servos Pressure Suit Transfer Aspect - Marked Medic
ARD-6 Sophisticated Sensors Only about a foot long Silent engines, VTOL Capability, this bird has it all Tracks Health [ ][ ][ ] Skills 3 – Agility 2 – Alertness, Stealth 1 – Tactics, Communications, Computers Stunts Silicon knows no fear NO composure track, immune to composure track attacks Gear
Integrated 'Armor' Defense 0 Civilian Pressure Suit Powersuit Out of Juice Sensors Servos Jump Jets[/size]
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Post by Sutton on Aug 26, 2010 22:26:01 GMT -5
The cargo bay is still when the sound of the detonation echoes through the compound. "Fucking hell. Echo team, get out and get ready for combat, we're moving early."
Within seconds, several crates have been opened from the inside, and a group of soldiers have climbed out. They open a few other crates and collect their gear - armor, weapons, a recon drone. The plan was that they'd wait a few more hours until there was a changeover in the guard schedule, then use the resultant distraction to provide the best chance of success. So much for that plan.
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 26, 2010 22:41:11 GMT -5
Alright, so lets start out with Agility rolls to see how far everyone gets by rolling Agility.
Tank: Total mod: -2 (Armor) +1 Skill = -1
Roll +1 -1 Mod means net of 0, so he free-moves to the next zone.
Tammy's mod: +2 (Armor) +5 Skill = +7
Roll 0 + 7 Mod means she gets a total of 7. Movement Cap of 2 zones + Free zone means she gets 3 zones towards the Archives.
Gunny's Mod: -1 Armor +2 Skill = +1
He gets a +1 Roll +1 Mod means he can move 2 zones + free-move means hes with in the corridor facing the LQ.
Commander's Mod: -1 Armor -1 Skill = -2
+1 Roll -2 Mod means that hes with tank from free-move.
I end my turn with that.
The Gunny and Tammy start off quickly, but Tank's heavy armor and the Commander's old age make them lag behind, moving only one third as far as the others.
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Post by Sutton on Aug 29, 2010 1:57:14 GMT -5
Alright, so, basically - In FATE based games, including Diaspora, the particular incarnation of FATE we are using here; the core mechanic is rolling '4dF' (4d3-8, for those not using Funny Dice) and adding your skill/item/etc ratings to that result. Higher is better.
So, in this case, the main thing we're doing is rolling our Agility skills to move. You get a Free Move of one zone each round, regardless of what action you take, but you can make Agility checks to move further for when you really want to go. In MOST cases, these checks for further movement are limited to 2 extra zones of movement above your freemove.
So -
ARD-6, Snake-eyes and Sawbones are all going to make movement actions on top of their Free Moves.
Grizzly doesn't have the agility skill, so instead he is going to use his Slugthrowers skill to place an Aspect on himself - Locked and Loaded, ready for war
Aspects are short descriptive statements about a character, zone, object, etc. They can be 'tagged' by spending a Fate Point (a meta-game currency all characters have access to) to gain a +2 on a check in which they are relevant. In the case of this encounter, all participants are beginning with 3 Fate Points. Aspects can be placed with skill checks as your action for a round. Freshly placed aspects generally come with a 'Free Tag' - you can count the aspect as tagged without spending a Fate Point or counting against the number of aspects you may tag in a given round.
ARD-6: Roll +2, Skill (Agility) +3, +2 for having Jump Jets = +7 total. Snake-eyes: Roll +1, Skill (Agility) +2 = +3 total Sawbones: Roll +1, Skill (Agility) +1 = +2 total Grizzly: Roll 0, Skill (Slugthrowers) +2 = +2 total
So, Grizzly succeeds his check and places the aspect, while the other two can move further. Snake-eyes and Sawbones both get the maximum 2 extra zones of movement, but ARD-6 has the 'Jump Jets' armor quality, which removes the cap on zones moved in addition to boosting the checks. It can rocket a full 7 extra zones if it chooses to.
Grizzly ends up in the Upper-Right corner of the Cargo Bay, Sawbones and Snake-eyes end up in the vertical corridor segment where the horizontal corridor merges in; and ARD-6 is stopping in the left/lower side of the corner (near the Command Center).
Grizzly double checks his weapon settings as the squad takes off ahead of him - Snake-eyes and Sawbones moving at a jog down the corridor while the drone zips away at breakneck speed. Fire selector on automatic, fresh magazine loaded, capacitor at full charge, sight calibrated - ready to go. He strides across the cargo bay, leaving small dents in the metal floor from the massive weight of his armor as he goes.
Meanwhile, a good distance ahead, the recon drone reaches the end of the hallway. It floats quietly to the corner and peeks around, halting when it sees multiple approaching figures - Echo team has made contact with the enemy.
END OF TURN ONE - NINE TURNS TO GO[/u]
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sgtkill
Expierienced
"*pulls out shotgun* I like to keep this*chic-chic* For close encounters."
Posts: 658
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Post by sgtkill on Aug 29, 2010 22:57:45 GMT -5
Alright, First off I'm going to freemove Tammy to 4 zones 'West' of 1, putting her 2 zones from the Recon Drone.
She will then take a shot with her pistols at the drone, taking a -2 per zone outside her max range (She has a max range of 1 on her pistols, so a total of -2 on her shot.)
Total Mod: +2 Skill -2 Range +1 Harm = +1
She gets a roll of +2 +1 Mod means she gets a +3 on her attack versus whatever ARD-6 rolls for its defense.
Gunny is gonna move towards the Armory to grab some grenades and the explosives.
0 Roll -1 Armor +2 Skill makes it a total of +1. He makes it to the T intersection.
Tank is rolling Agility to move up to join Tammy. Total mod is +1 Skill -2 Armor = -1 total
+2 Roll -1 Skill = +1. He moves up to 1 Zone behind Tammy.
The Commander is going free-move one zone to to make a Tactics Check to place the aspect "We Got A Plan, Stick To it." on his team.
Roll 0 +3 Skill = +3. The aspect is placed.
As the team moves up, Tammy first sees the drone peer around the corner. She quickly calls in"Target Sited End of A Corridor by Archives, possibly a defense drone. Proceed with Caution."Seconds later, she fires at the drone, scoring a few glancing wounds. The Gunny runs down the hall and peers around the corner to see 2 people at the other end, one armed."Got armed contacts by Armory, either guards or something else."With the signs of battle already in the air, Tank thunders down the hall, making enormous dents in the floor. The Commander Stops and directs the team."Don't forget the plan. Its more important to get the files and leave than to risk us dying. The explosives in the armory aren't worth getting killed over."
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