FATE - Battletech 2950 Playtest Campaign [Closed] (Inactive)

Game Master Tareth

Link to FATE-Battletech Draft Rules - v3

FATE Core - SRD

FATE Sample Mech and PC Sheets


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Just setting up a potential new PBP campaign to playtest the FATE Core rules homebrewed to fit the Classic Battletech setting during the late Third Succession War period. Rules are linked in the campaign tab along with other key information as I get it added.

Since this is very much a trial run of these rules, I'm keeping the campaign closed to a few invitees and the focus will be a bit more on the rules rather than the RP. Although the whole goal of putting this into the FATE system is to dramatically increase the RP potential of the Battletech universe and all of its setting materials and background. So the RP will definitely happen, or at least that is the hope.

More to come...

Dark Archive

Set up gameplay or I'm forget about thiiiiiiiiiiiiiiisssssssssssss....... =p

Oh man, so hyped.

Haven't been this hyped since I play tested my own playtest of my Savage BattleTech rules.

Hopefully this will go at least slightly better.... ._.


Current modified rules are linked in the campaign tab along with a link to the regular FATE SRD.

Atlas, if you want to start working up a character, go for it. We just need aspects, a couple of stunts, and skill ranks for now.

I'm putting together stats for a few more light mechs.

To get this started you all will be newly recruited members of the Recon Lance for the mercenary unit formerly known as Bucky's Brigade. Betrayed by the unit's second in command. Your initial mission was to hit a set of warehouses that were to contain supplies and munitions for the pirates while the main force drew out any defenders. Instead the warehouses were empty and your company is essentially no more. With no dropship, no money, no contract, and a lance of pirates in pursuit, the goal for the moment is to survive and then find work, a way off planet, get revenge on Halderman, or all of the above.

Dark Archive

Alright let's get some numbers!

I have my concept down, but I'll hold off on which particular alias and name I'll use until we see who else we got.

Aspects:

High Concept: Technophile!
Born with a wrench in their hand.

Trouble: Curiosity Trumps Caution.
Would blow up a planet just to hear the boom. Possibly even the one they were standing on.

Early Years: Beloved scion of Steiner.
Saved the life of a minor noble of House Steiner.

Combat: Jury Rigormortis.
Can make a thing work loooong past the point it has any right to.
(Not sure how this'll interact with KIGAAC, but we'll make it work. I only just now thought of that wonderful pun and I don't wanna waste it. =)

Inter4ction: TBD

Skills & Stunts:

+4 Engineering(Tech){BattleMech}
-Keep It Going At Any Cost:

+3: Gunnery, Computer Systems

+2: Piloting, Shoot, Notice,

+1: Resources, Science, Sensors, Toughness
-Feel The Burn

Refresh: 3


Heyas Tareth, Atlas thought I might be interested in this so I'm going to pitch a rough idea. I don't know the system at all and the Docs file isn't open access so all I know for sure right now is the most basic starting concept stuff:

High Concept:
virtuoso pilot with something to prove "Chip on his Shoulder"

Trouble:
can't resist a good challenge "Triple-dog Dare"

First Phase:
nearly bounced from UNDECIDED SCHOOL for a dangerous maneuver attempting to impress classmate "Make the Mech Dance"

The basic idea is someone who wants to be the best pilot of all time. It isn't about combat, shooting, or anything but the complete mastery of a mech's movement. And making sure everyone knows/sees that mastery in action. He would have the same sort of reaction to being called chicken as Marty McFly, compulsively doing something foolish just to prove his skill.


Dickie, welcome aboard and thanks for giving this a try. Sorry, I thought the draft rules file was set up to share with anyone who has the link. I think the link above is fixed now, so let me know if it still doesn't work. Apologies in advance for typos, confusing sentences, lack of layout, etc. this is definitely an early draft and evolving all the time.

It is totally okay to leave a couple of Aspects blank for now. It is actually an option in the base system to fill them in as you go. Otherwise, I like the ones you've come up with.

Atlas, looks good on your concept front. And same goes for your aspects. Since we're really testing this out for the first time, if something ends up totally broken or doesn't work, we'll just adjust as we go.


Hey guys, just starting to look through stuff. New to both Battletech and FATE, but I've been intrigued by the latter for a while. Probably going to work up some kind of criminal...need to read more lore to know what that could look like.

Dark Archive

Excellent!

For all things BattleTech look here.

This map should help get you started.

Oooo! The MechWarrior back catalog might come to GOG with the MS/Activision merger!


Oh, is Mechwarrior Battletech? Remember jamming some Mechwarrior 3 on my killer Windows 95 tower back in the day.


Mechwarrior is indeed Battletech. :)

Dark Archive

Oh man, I remember the local MPC marketing something that could W95 as the "Speed Demon!"

Yeah, if you played MW3, you'll be just fine. =)

And if you played MW, you'd like the latest Battletech game. (Now out on GOG! =)

They guy who made FASA got his rights back and has re-made it in a better image.

There's also Shadowrun Returns, which also kicks it in da buttocks.


Alright, here's a quick stab at an Aspect for a pickpocket. Probably better as a spycraft or stealth stunt, not really sure.

Finger Dippin' Good! - Whether a needler handgun, plasma grenade, or the key to a Vulcan VL-5T, useful objects of questionable origin seem to magically appear when you're around.

Dark Archive

Okay, street cred time.

Tareth, I know you say that you've played and beaten every BattleTech game under the sun. We've all heard it, no need to go in to it.

But have you played....Inception?

How about Revenge?

Oh man I played da BUTT out of those things. Revenge is obviously the technically superior game, but nothing touches Inception for PC driven RPG goodness.

Well, I mean, the greatest CRPG ever made is Matrix Cubed...but that is another story.


Wow...entering the way back machine now. :)

Yep, I do remember the Crescent Hawk games. Played the heck out of them in between my group's weekend BT 'free for all - Solaris' games. (If we were taking a break from DnD, GURPS, Rolemaster, or original Champions. Ah the crunchy days.)

Of course those Crescent Hawk games didn't have the same 'freedom' as the more recent BT games with their procedurally generated content, but I remember the first story line being pretty good and the mech combat a blast.


High Concept:
There's Always Larceny - Growing up among high-tech sector raiders taught you that the fastest way to get ahead was to put someone else behind.

Trouble:
Do you have any Grey Poupon? - Spoiled by the riches of galactic-level pirate booty, you settle for nothing less than the best.

Skill Tree:
Great: Spycraft
Good: Stealth, Sensors
Fair: Investigate, Resources, Contacts
Average: Culture, Athletics, Shoot, Will

Is the Burglary skill not a good fit for the genre?

Would something like Sneak Attack/Trick Attack be a better stunt for spycraft, stealth, or the relevant weapon skill? One of the most fun incarnations of the classic rogue ability for me was in Starfinder, where the pickpocket skill would be rolled to make unexpected shots...like a sly gunslinger.

Dark Archive

Looking good Mishima!

Hey just a quick point. Do you wanna swap maybe resources and contacts for piloting and gunnery?

This is a Battletech game so a lot of time will probably be spent in mech combat. I'd hate to have you bored for all that time.


Well I was thinking Sensors would be my main mech skill, electronic countermeasures and fooling enemy sensors sort of things. I've never been one to shy away from a fringe specialty and that sounds more fun to me than the ol' pew-pew. But if running and gunning is as deep as the combat gets then yeah might change.


What I'm currently working with:

High Concept:
virtuoso pilot with something to prove "Chip on his Shoulder"

Trouble:
can't resist a good challenge "Triple-dog Dare"

First Phase:
nearly bounced from UNDECIDED SCHOOL for a dangerous maneuver attempting to impress classmate "Make the Mech Dance"

Skills:
+4 Athletics
+3 Piloting
+3 Sensors
+2 Gunnery
+2 Contacts
+2 Fight
+1 Computer Systems
+1 Notice
+1 Stealth
+1 Will

Like I said before, I'm not super familiar with the system, so taking it slow, so feedback is more than welcome. Still trying to determine a name and figure out where I hail from. I typically default Federated Suns, but might try something different.

Oh, how is 'mech assignment going to be handled? When I tend toward the pilot Ace types I typically prefer lights or mediums, usually with JJs. If I need to change anything around for that, please let me know. I probably just need to go over the custom rules in Docs when I get off work.


Oh, on the topic of the old games? "Crescent Hawk's Inception" on the Commodore 64 was literally my introduction to the BT universe. I still respect (the real) Katrina Steiner and have sore feelings for the Combine because of it, lol. Frustrating copy protection until you memorized 'mech components!


Mishima: An interesting idea on being more of a "Sensors" jockey. I think it is worth giving a try. I see it kind of as you are running around using the Create an Advantage Action to give boost and free invokes to ally Defend rolls with ECM or ally Attack rolls by 'spotlighting' a target's position. Or pinging those targets hidden in some heavy visual blocking fog or atmosphere. You might want to switch out one of your +1's for Piloting just to give yourself a bit of a better chance to Defend and add to your survivability.

And if it doesn't work, we can revamp.

As for Burglary, I just envision most of those actions falling under Spycraft or Computer Systems for electronic locks and cracking mech security codes and the like.

Dickie, looks good PC wise. I'm starting things out on the Periphery, just to keep us from having to worry too much about all of the general canon. So any House you want to hail from will work. The planet your on now is just outside of Free Worlds space, but it certainly isn't necessary to be from the FWL.

As for Mechs, you all start out in Light's as part of the now abandoned Recon Lance from Bucky's Brigade. So far I have stats for the Locust, Stinger, Commando, Jenner, Panther, and Urbanmech.

I'm thinking the best way to do it for initial character generation is simply have each of you roll a d6 against that list. One = Locust to six = Urbanmech in the same order as above. (I know, an Urbanmech wouldn't usually be anywhere near a Recon Lance, but maybe that's one reason Bucky just got whacked, because he made decisions like that. ;) )

Then if PC's want to horse trade a little for something that suits your skill set better, that's fine. There will be opportunities for salvage and upgrades as we go. Atlas took some solid Tech skills and stunts so my guess is you all will be sitting well for those opportunities.


dickie wrote:
Oh, on the topic of the old games? "Crescent Hawk's Inception" on the Commodore 64 was literally my introduction to the BT universe. I still respect (the real) Katrina Steiner and have sore feelings for the Combine because of it, lol. Frustrating copy protection until you memorized 'mech components!

Hah...yep. As bad as the old Sierra games that used to have you flipping through the rule book for some word on Page 7, Paragraph 3, line 2.


Hope for a Panther or Wasp, expect the trashcan, lol.

I recall getting an Urbanmech in CHI and immediately wanting to get rid of it. "Oh, I wonder what that autocannon is all about! Wait, how many MPs? Yikes!"

Dark Archive

I just tried to spin up Curse of the Azure Bonds for old times sake.

I got as far as the first screen's "On the code wheel find...".

Hey can we modify the mechs we get? I mean assuming we have a drek-hot techie that can make it happen. ;)

If I get stuck with a UM I have thoughts on how to improve it. Oddly enough I came up with these thoughts after that Revenge mission where you only get a lance of urbanmechs.

Dark Archive

dickie wrote:

Hope for a Panther or Wasp, expect the trashcan, lol.

I recall getting an Urbanmech in CHI and immediately wanting to get rid of it. "Oh, I wonder what that autocannon is all about! Wait, how many MPs? Yikes!"

DUDE! You got the UM! That means you escaped from the arena with it! That rocks ass!

I tried so hard but apparently its the only mach in the game the shops can't modify.

Oh man I played that game so much just for a chance to step on infantry. :}


Yes, it will be possible to alter Mech's. Some things might be possible in the field, others will require more robust facilities. I haven't really determined the line of demarcation. It might be as simple as if the module is the same size and, for weapons, type as that being replaced then it can be done in the field especially for Tiny, Small, or even Medium sized modules. For larger systems or if the module is bigger or smaller or weapon of a different type (Ie. Energy to a ballistic) then you might need better facilities or the way to rig something since you've got to add ammo, rip out extra wiring, etc. Or if you are forced to do field work the target rolls are higher and you can still succeed but with maybe an added Glitch that can't be dealt with until reaching a better facility.

I'm kind of thinking that for a simple weapon replacement to swap out something destroyed in combat with the same type/size of weapon would be a Tech Overcome action vs +2 passive opposition. Maybe for each additional significant change different size, different weapon type, Star League era vs modern, no facilities, etc. then add +2 to that passive opposition. Keep in mind in FATE a failure doesn't necessarily mean the task isn't successful, but it might take longer or gain an aspect (I've been calling these Glitches for Mechs) that is less favorable.

I'll try to write some of this up a bit more clearly in the rules for the next draft.

Dark Archive

Can any modifications be done during CharGen?


I didn't know it was a feat to get it, lol. Then again, I never did it a second time and my mom played the game as well (before becoming hopelessly addicted to Ultima V, cool mom) and never got it.


Sounds like an awesome mom for sure.

Going to try and nail down House and/or criminal organization and a few character elements today.


Atlas2112 wrote:
Can any modifications be done during CharGen?

Since this is brand new, I think I'd rather not have modifications to mechs during chargen. I will allow a change of a mech stunt to something else, but I'd like to leave the base armor, IS, weapons and movement as is. I've tried to build them as close to the original TRO's as the system might allow and I just want to see how it all works before we all dive in to optimize and fix them.

Plus, that let's us see how the Tech/repair/modify/salvage/purchase equipment rules might play out. Part of the RP elements will be actually finding and building a Rapport with that legit, or not, weapons dealer or that tech wiz who has some R&D equipment he'd just love to try out but needs a willing guinea pig.


So I'm leaning towards the Tortuga Dominion. Could it be that my character was somehow involved in the betrayal in the first post? Or who are the big players there, who are Halderman and Bowman aligned with?


Tortuga Dominion is outside of Federated Suns space. It is a ways away, but that is fine because, I'm guessing you may have needed to get far away which is how you end up signing up with a backwater, no name outfit like Bucky's Brigade.

As far as any of you know, Bucky Bowman was just another merc with no real leanings except the highest paying contract. However, some occasional scuttlebutt had him down as at least having some sympathy's for the Free World's League and may have been doing some general recon of the Periphery realms bordering FWL territory. None of this is confirmed.

Having only joined the unit a few weeks earlier, you all know even less about Halderman. He was second in command, led the unit's Fire Lance and spoke with an accent you've heard associated more with Cardff and the Alarion Province of the Lyran Commonwealth.

As a newer recruit, you would not have been a key part of the betrayal. Not enough time to build trust, etc., but if you wanted to be a supporter who was trying to earn that trust, that would work.


Once I have some actual PC names, I'll get started with some additional intro/background posts. :)


I'll be using this one.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Jack E. Powers, reportin'!


Here is dickie's character! I'm leaning toward FWL for homeland.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Ha! Are we brothers?

Or perhaps cousins of the Ancient and Most Noble House of Powers? =3


Is that where I got the name from? I was exhausted last night, lol. I must have subconsciously absorbed it. Change it or leave it? Cousins or "I'm Mechwarrior Powers, this is Mechwarrior Powers. No relation."


Descendants of the great Austin Powers of course. Mechs that have hairy chests.

One thing I'm still a little unclear on is the sorts of technology available. It seems to be less than Star Trek (no teleportation or gravity manipulation) but lasers and fusion are really advanced. The strongest WMDs are still nuclear/biological.

Then mechs have neurohelmets for balance control, etc. Is there an Internet?


How's this for a Sensors stunt:
What in the WORLD could that be?? - An advancing battalion armed to the teeth? A lone expensive mech ripe for the plunder? Using clever sensor tricks you can manipulate the movements and attention of enemy units on the battlefield.


Available technology varies widely, although in general it has deteriorated substantially from the heights of the Star League. The manufacture of many goods, including mechs is very limited. The number of new jumpships built per year is minuscule.

COMSTAR basically has an interstellar monopoly on FTL communications through their control of all Hyper Pulse Generators on those planets that have them. So there is no interstellar internet per se.

Individual planets might have an internet or complete satellite or cellphone-like coverage, or they might not if they've been 'bombed back to the stone age.' In the Periphery, some planets may never have had planet wide comms, instead only having comms covering populated areas.

But unless it is run by one of the anti-Tech groups, it can generally be assumed there is some kind of local 'internet' style communication/network. However, again depending on the local government, the security and access of such a network may be high or low or require registration/security clearance or totally open.


Nilelane wrote:

How's this for a Sensors stunt:

What in the WORLD could that be?? - An advancing battalion armed to the teeth? A lone expensive mech ripe for the plunder? Using clever sensor tricks you can manipulate the movements and attention of enemy units on the battlefield.

Sure this could work. I think from a FATE mechanics stand point, it would grant you a +2 bonus when attempting to Create an Advantage on the battlefield using the Senors skill.


I'm going to see if I can recruit one more person to join our little test, but I'll start to get things rolling over the weekend. Unfortunately, work is shaping up to be really busy today, so I may not have time until tomorrow to get any substantial posts up.

Meanwhile, I'll leave it to the Powers boys to figure out if they are related and which one is from the Black Sheep side of the family. ;)


Alright, I'm going to try and nail down one more Aspect but then will be ready to go. Leaving the other 2 background Aspects blank to be completed in-game.

Did you want us to roll for the mech?

1d6 ⇒ 3


Sure, you all can roll for your mechs.

Nilelane: Commando


Will be off tomorrow and can take time to finalize the characrer then. Any particular info/format you'd like in the classes/levels field?

Mech: 1d6 ⇒ 6

The slow trashcan it is! I certainly set myself up for that one, huh? Lol, well, let's see how talented of a pilot he really is!


Carlton: I think key things for the class/level fields would be number of Fate Points you have. (Everyone starts with 3 Fate Points by the way.) Your current PC physical and mental stress. I'm not sure from there what will be most useful. I'm thinking having everyone's Sensors skill might be helpful for GM checks and passive type stuff. But we will just have to see how it all goes.


I don't mind trading mechs if commando is better for you. I don't know Battletech so its all the same to me. :)


"Are you saying you don't think I can handle this rust bucket? Anyone can do great things in a Commando, but have you ever seen an Urbanmech do this?

It will be easy to get Carlton to do crazy things, lol, just question his abilities =P

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

I think that the Powers' boys are related. Distantly, perhaps, but they've seen each other when they were growing boys and there was a Sphere-wide virtual family reunion. At some expense there were Hyperpulse pics and messages between a goodly number of worlds where there were established Powers families. The caption from Jack's clan was "From our Ancient and Most Noble House to yours. May the Sphere always have lots of Powers!"

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK

Alright time to stop screwin' around and get to mah mex rollin.

1d6 ⇒ 4

See, now, the Jenner is a perfect example of a mech that could be so much better if I could just modify it a bit.

"Atlas, are all mechs perfect examples of things that could be good if you could just modify them a bit?"

...yes.

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