FATE - Battletech 2950 Campaign (Inactive)

Game Master Tareth

The Third Succession War grinds ever on providing the more mercenary minded mechwarriors of the Inner Sphere opportunities to gain fame, fortune, and power or a quick death at the end of a PPC. How will your newly formed mercenary company fair upon the war torn battlefields of humanity?

Latest version of FATE: Battletech Core Rules

Cederville Copper Mine


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Physical Stress: _ _ _ | Mental Stress: _ _ _ | Consequences: 2 () 4 () 6 () | Fate Points: 0 Mech: Wasp | Armor: 2/2 | Heat: 0/4

Sorry, was busy over the weekend with a barbecue-and-board-games get-together with some friends, I'm caught up now. It is going to take a bit of time for us to get comfortable with the system, I'm sure.

I debated using an invoke on that Jenner but it's in such sorry shape it seemed a waste...

Liberty's Edge

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

@Charly: Nice shootin' Tex! Also, don't forget that the WASP has both a Medium Laser (Heat:2) and a Short Range Missile 2 (Heat 1). Tareth may want you to say which one you are firing, but you have enough spare heat to fire them both! (That's one of the up-sides of the WASP: You don't really have to worry about overheating, so feel free to move as fast as you want while FIRING ALL OF THE GUNS scouting.

@GM: I have questions.
1) Do I have to use the 2 Boosts against the target that I got them from? The rules say that the person who -got- them must use them, but not that they need to be used against the same target. It seems like I should, but if Karma is a universal bank....

2) Is -every- weapon that hits a Internal Damage roll? Or just "If an attack-action hits (no matter how many weapons are involved) if the amount of internal structure damage is greater than zero, then there shall be one roll, and not more than 1 roll" kinda thing?

3) Yes, I will move up to Zone -2 to support Gunny like I said I would. That having been said, I'm starting to feel bad for the Jenner. I'd like to not fire the MGs at him because the others have certainly earned that kill and I'd hate to steal their glory. =)

4) Can we spend Fate points to modify an Internal Damage roll?


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]
Jack Elroy Powers wrote:


4) Can we spend Fate points to modify an Internal Damage roll?

LoL... Trying to invoke an ammo explosion and decimate Gunny's new engine?


Hey all. We've got dinner guests over this evening. I'll answer questions and bump us forward tomorrow.


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

Enjoy dinner. There is no rush.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

@Jack: Charly's after Salvage, not slag! That's why she used the laser.

But for future reference, do I roll for everything at once or is it separate? If the latter, do I get the same modifiers for both rolls?


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |
DM - Tareth wrote:
Hey all. We've got dinner guests over this evening. I'll answer questions and bump us forward tomorrow.

Like Deigon said, no rush. We'll be here whenever you get a chance to post. :)


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

I think in a normal attack each weapon is rolled separately, because you can target more than one Mech with a -2 modifier per target. "Alpha Strike" "I'm unsure. In my opinion, it should still be each weapon. If it's one attack, then the entire attack could be avoided with a single defend. Increasing a single defend with an aspect to avoid an alpha strike, would be a no brainer. That's simply my opinion though.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Alpha Strike: Spend a FATE point. You make a single Attack using all of your functioning weapons verses a single target. This attack is made at +2.

It's all or nothing, but you do get a +2 on the roll.

So you could fire everything at one target and roll for each weapon if you don't have the stunt.


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

Looking at it a bit closer, I believe you are correct about it being all or nothing.

Liberty's Edge

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

@Meatbag:

I think DM - Tareth said that in FATE you only get one action (apart from moving) so it might be to shoot or try and get an enemy to surrender.

In this case, I'd take the shooting at the Panther because I don't think there will be much of the Jenner left to surrender. ^_^

Mind you, this is going to be a VERY good idea in a couple rounds. If the Griffin is the last mech standing, can you try to get them to surrender? If we could get an in-tact Griffin out of this fight. Just...wow. Oh man! =D

Liberty's Edge

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

LET'S DO IT!

EVERYONE: No one touches the primidone Griffin until the very end. When it's the last mech standing, Lape will make a Persuation check saying something like: "It used to be 6 on 4.
It is now 6 on 1.
You can be alive outside of a working mech.
Or dead inside a broken one.
Your move, creep."

Or something like that.
Meatbag might be able to help with that.

ALSO, y'all might be able to do that when it's down to the Griffin and the Locust. I don't know what a Griffin and a Locust can accomplish that just a Griffin can't, but I leave that up to you talking people to decide.


Okay...getting caught up on some of the questions:

Jack: I think that Boosts generated from an Attack or Defend action should only usable against the original target. First, trying to keep track of them will be a challenge. But more importantly, an aspect or a boost needs to be relevant to the situation. Since most Attack/Defend boosts are going to be very specific to an individual enemy, it wouldn't make sense for them to transfer. Finally, I think it could just get to be over powering very quickly especially in a reverse of the current situation where the enemy is a little more powerful than the PC's.

For Internal Damage: I'm inclined to make it the 'not more than one roll' kind of thing. I haven't put much thought into it at this point. But again, keeping it to one minimizes the need to roll a bunch of times. I also think it would be too overpowered to roll for every weapon as that could cascade very quickly. And again, not just for enemies but for PC's as well.

No FATE points to modify Internal Damage rolls. We'll just leave those to the gods of chance to decide. :)

Gunny: For the Alpha Strike stunt, it is one Attack roll for all weapons. Basically the Attacker benefits by firing everything at once. So it does allow you to load up that attack roll. But I did roll separate Defends for each weapon involved because otherwise I could just as easily nerf the single attack by spending FP's on my Defend. (I also rolled really crappy, so I really couldn't even Defend one of the hits very well.) If we go along and AS really seems overpowered, I can revisit, but for now we'll give it a try as is.

Jack/Markus: Yep, Jack is correct. One action per round. The Gunnery would be an Attack action. The Rapport roll would be an Opposed Overcome action vs the enemy's Will.

Markus: The enemy still gets to go before your next turn, so feel free to retcon or confirm which of the two actions you want to go with on your next turn.

Lapeidra: Same goes. The enemy gets to go before your next shot at the Panther.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK
Charlotte "Charly" Takahashi wrote:
"Awwwww man. Why'd Meatbag have to slag half the Jenner," Charly asks. "If we keep the mech, we'll have to replace all of those parts, and I don't trust Jack to do it."

I've noticed that you've been putting me on blast, but to this point I've ignored it because I can't know what your angle is.

You are trying to start a flame war?


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99

Apologies Atlas, I apparently have this bad habit of coming up with stuff that I find funny or think would be cool then not clearing it with the people that are involved before running with it.

So, let me just say this up front. This isn't personal between you and I as players. I was playing off something that you said in your first post about Jack not getting to look at the Lyran's stuff and getting to take it apart. That and the way Jack was talking combined with the idea of Charly having issues getting her Wasp moving due to Stiff Joints quirk to explain why she wasn't participating in the skull/bull session to lead to this little bit of narrative.

Charly has had exactly five hours of combat time in a mech before this. She spent the trip in simulators to learn how to not die and possibly contribute in a positive way. This meant that she couldn't do the repairs herself. Jack, being the other major gearhead in the company, would have been the obvious person to oversee the repairs needed to her mech. This lead to the idea that Charly thinks Jack's no good as a mech tech, probably because she didn't have any clue about exactly how badly her wasp had gotten beat up in her first fight and he was the last one to work on it.

She thinks Jack has no idea what he's doing, and it just ties into her Trouble, Good with Machines, Not People. That's why she's giving him smack.

As I said, I should have cleared it with you first, but despite being 33, I'm apparently going on 4 and not thinking things through. I am sorry if I caused trouble. It was an opportunity for me to start working out her personality, and I seem to have stepped on your toes. Sorry about that.

On the other hand, This isn't the first time our characters have clashed. Just know that it's really nothing personal. I consider you a friend and I'd be mortified if I did something that offered you insult.


Female | Skills: +4 Rapport; +3 Gunnery, Pilot (BattleMech); +2 Athletics, Fight, Notice; +1 Toughness, Will, Investigation | Stunts: Read the Battlefield (Investigate), Popular (Rapport) | FATE Pts: 3 | Aspects: Lapeidra, Terminator; Scratch My Back...; This Girl Can Take the Heat; Jump Head First; There are a Lot of Crazies Out There | Toughness: [_][_][_][_] Will: [_][_][_][_]
BattleMech:
PANTHER | W:4 R:6 J:2 | Heat Sinks: 4 | Armor: [X][X][X][X][X][X] Heat: [_][_][_][_][_][_] | PPC: 4,2/4,4; SRM4: 1d4,0/2,2 (Ammo: 25) | Aspect: Solid Fire Support | Quirk: Misaligned Targeting Array

I saw your humor, Adam. You can certainly roll with that, Atlas. I'm putting up with you calling me Lape.

Liberty's Edge

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

Hey, I asked if you had a nickname!

I can't be expected to type more than 4 letters. That's almost like work!

Liberty's Edge

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

Ahem. Anyway.

Ah! Okay, yes, Adam, that makes sense now. Now, I didn't see that. Even now it looks like:

Phase 1: Wasp has issues.
Phase 2: ???
Phase 3: Jack is bad at things! (and profits!)

But we've all had things that sounded good in our head and, for some reason, the universe doesn't play along. Yes, that looks like it could've done with a good deal more work, perhaps in expounding the reasoning as to how that conclusion was reached.

Of note, sometimes I've had ideas like that, and then I realize that, meh, that would be a lot of work, and then it doesn't seem to fun. ^_^

Alright, now that I'm in on the joke, sure, let's run with it.

There is a caveat: You also must refer to Lapeidra as Lape. ^_^ (Now who's seeing the humor! Ha!)

Liberty's Edge

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

Actually, Lapeidra Apolonia, if you could please voice your support for The Griffin Plan, that would be great. It kinda hinges on you using your penultimate skill at a crucial moment.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Oh, I can fill out those steps.

Step -1: Charly hears Jack complaining that the other guys wouldn't let him within 20 meters of their mechs so he could look, touch, dismantle, rebuild them.
Step 0: Charly then hears this masterpiece of gibberish and technobabble. (Okay, it might be totally correct in the Battletech universe, and it just sounds that way to me.)
Step 1: Charly's Wasp has issues.
Step 1.5: Charly was busy training and learning how to fight a mech on the voyage over.
Step 2: Jack's our company's only other mechtech (As far as I know,) and ergo the last one to touch it before getting Charly had to get ready for the drop.
Step 3: Based on the chatter, the issues with the mech, and the fact that he was the one who would have been supervising repairs on her Wasp, she assumes that Jack can't be trusted around anything more complex than a spanner, a nut, and a bolt.
Step 4: Her natural lack of personal skills and her propensity for speaking her mind (Wrench Turner, Quick Learner, Free Thinker) combine with frustration to make her just a bit waspish, especially towards Jack.

Like I said before, it was nothing personal, just me being a bit bone-headed while thinking about how Charly would act. In turn, I hope you'll accept this peace offering of something awesome worth sharing.

===

And in related ramblings, I watched this video and learned a bit more about how pilots communicate with thier mechs. Admittedly, it's a hundred-plus years into the future from where we are, but I think it'd still hold true.

If you don't have time to give it a watch, the gist of it is that Mechs and Pilots talk to each other, making them less like tanks and more like extensions of one's self. That's something cool, and I can see that being a fun story beat, but I think I want something better than a beat-up Wasp for Charly to start learning that bit about Battlemechs.

Oh, and thank God we're not fighting elementals. That would be terrifying.

Liberty's Edge

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

OH, this might be important:

All: The weapons data on the mech sheets in the second half of the handbook is the old data. If you'll look at page 39, you may notice that (most of) the weapons all do 1 point more than it says on the mech sheets. (Like, on the Phoenix Hawk it says the machine guns to 0 damage, but on page 39 is says 1 point).

And medium lasers do 2 points.


Jack: Ack! I could've sworn I'd updated all of those. Dang. Something must not have saved or an older version got loaded back in.

Thanks for catching that. Yes, everyone, the damage rating in the weapons table are the correct ones. If what is on your mech sheet is different, use the listing in the table. I will try to get that all sorted and updated soon, but it'll take a bit of time. Sorry for the confusion.


Female | Skills: +4 Rapport; +3 Gunnery, Pilot (BattleMech); +2 Athletics, Fight, Notice; +1 Toughness, Will, Investigation | Stunts: Read the Battlefield (Investigate), Popular (Rapport) | FATE Pts: 3 | Aspects: Lapeidra, Terminator; Scratch My Back...; This Girl Can Take the Heat; Jump Head First; There are a Lot of Crazies Out There | Toughness: [_][_][_][_] Will: [_][_][_][_]
BattleMech:
PANTHER | W:4 R:6 J:2 | Heat Sinks: 4 | Armor: [X][X][X][X][X][X] Heat: [_][_][_][_][_][_] | PPC: 4,2/4,4; SRM4: 1d4,0/2,2 (Ammo: 25) | Aspect: Solid Fire Support | Quirk: Misaligned Targeting Array
Jack Elroy Powers wrote:

OH, this might be important:

All: The weapons data on the mech sheets in the second half of the handbook is the old data. If you'll look at page 39, you may notice that (most of) the weapons all do 1 point more than it says on the mech sheets. (Like, on the Phoenix Hawk it says the machine guns to 0 damage, but on page 39 is says 1 point).

And medium lasers do 2 points.

That makes a big difference. I was wondering why you were so scared of the Jenner.

And to the "plan," I can't imagine what Lapeidra can do that will make a difference. I'd be happy if you guys want to just alpha strike them out of existence.


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

DM What do you do when you receive an odd point of internal damage. I.E. 1, 3, 5 etc. The book material says each internal stress box absorbs 2 points of damage.

Also, do you prefer to roll for the internal damage yourself, or do you want us to roll for it when it occurs to us.

Liberty's Edge

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

EVERYONE we're going to do The Griffin Plan next round (because it looks like everyone did a good job destroying the Locust) so I need everyone to do two things:

1) DO NOT SHOOT THE GRIFFIN. If it surrenders, we will want to use it. It will be hard to do that if it's destroyed. =)

2) Lapeidra is going to ask it to surrender. She is VERY VERY good at talking to people. I expect this will go well.

3) Meatbag: The way Teamwork works is everyone with at least a +1 in the skill that is being used just says they are "helping" and then the person doing the thing gets a +1 to their roll. So it would be great if your action next round is "helping" Lapeidra in her asking the Griffin to Surrender.

It will be a Rapport roll versus the Griffin pilot's Will, so we want big numbers.

Lapeidra: If you can narrate your way into using a Fate point to add +2 to this roll, now is the time to do it! Fate points refresh at the end of combat so there's no need to save it!


Okay all. I'm fine with you all trying to convince the pirate to surrender. However, and this is a fairly big however, in FATE it is NOT a single roll like it might be in 5E or PF. This is where those mental stress tracks come into play and the fact that consequences can be mental as well as physical.

So given the already hostile nature of the situation and the intent to cause harm by both the enemy and the PC's, this is another type of conflict. Just one with words rather than lasers and PPC's.

So this isn't a one round, one roll kind of thing. I'd say at least two turns, maybe more depending on how the dice roll. And the enemy will be able to act (ie. Attack, etc.) on his turn.

I say this not to prevent you from the attempt (I think it is a cool and reasonable idea), but as something that might play out differently than it would in other systems.

Liberty's Edge

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

...what?

I'm sorry, I thought FATE was a "story" driven system. Meaning that there would be factors that affect things apart from "game rules says...."

In this story someone set out with three friends to go...not be killed. Go and watch this outpost and don't bother anyone else, or whatever.

Those three friends have now been killed, and, after inflicting NO LOSSES on the attacking party, this person will be given a chance to surrender, by someone who is VERY good at talking.

I don't see how this translates to the same as two business leaders hashing out contract negotiations.

Perhaps the FATE roll could work, but there needs to be reasonable factors considered. Such as:

1) For every two degrees above a success, that should continue to contribute to the Mental track, or whatever.

2) The factors are: +1 for every friendly killed in the action. -1 for every enemy killed. Therein for even exchanges there would be no weight given to casualty rates. But for lopsided engagements there absolutely should.

I think that's reasonable.

Yes there -was- hostility. And that hostility is 3/4 killed.

The winner has been declared.

There is no escape. There is no help coming. It's just a matter of whether the loser is willing to lose their life to inflict damage that will be repaired in, literally, one hour.

"Do you want to surrender?"
"What terms are you offering?" *BLAM* *BLAM*
"Well I guess that's a no."

You can continue to adhere to this rule, and that's fine. But understand that if one side has a VERY enforceable offer of "You either stop fighting and surrender or you will die" and the other side says "nah, it'll be fine" and keeps shooting, then there is no way a rough-and-tumble merc group is gonna sit and suffer this fool.

Hence every combat will be a to-the-death engagement.

Which is fine, of course, and it's best we establish that early.


Charly: You're piloting roll would have created an advantage. But since it was geared toward the Panther and the Panther no longer exists, any advantage went away. Same goes for both Gunny and Markus' successes fighting the Panther. Also, any specific aspect can only be invoked by a PC once per turn. So you can use the Inspiring my Comrades aspect for the first shot, but not the second.


Female | Skills: +4 Rapport; +3 Gunnery, Pilot (BattleMech); +2 Athletics, Fight, Notice; +1 Toughness, Will, Investigation | Stunts: Read the Battlefield (Investigate), Popular (Rapport) | FATE Pts: 3 | Aspects: Lapeidra, Terminator; Scratch My Back...; This Girl Can Take the Heat; Jump Head First; There are a Lot of Crazies Out There | Toughness: [_][_][_][_] Will: [_][_][_][_]
BattleMech:
PANTHER | W:4 R:6 J:2 | Heat Sinks: 4 | Armor: [X][X][X][X][X][X] Heat: [_][_][_][_][_][_] | PPC: 4,2/4,4; SRM4: 1d4,0/2,2 (Ammo: 25) | Aspect: Solid Fire Support | Quirk: Misaligned Targeting Array

To invoke an Aspect, do we also need to spend a FATE point?

And, as to the plan, I'm grudgingly on board. Lapeidra will have to rationalize the value of a Griffon versus taking revenge on the pirates. She'd much prefer to eradicate them. Her Rapport attempt will not be very nice. I'm in favor of the idea of social combat. If it only takes one check to cause someone to surrender the most valuable thing they will ever own, the same could be done to any one of us.


Lapeidra: Yes, generally you need to spend a FATE point to Invoke an aspect. IF someone successfully Creates an Advantage then usually there is one free invocation, so no FP needs to be spent. A success with style will grant two free invocations.

But it is worth noting that a fail on a Create Advantage gives the Opposition the aspect with one free invocation.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Ah I got ya. Could you put that in OOC whenever that happens? I'm easily confused sometimes. :P

And roger that on invoking an aspect. Small Laser is at a +2 for the Gunnery Roll then.

As for trying to compel the pirate to surrender. We have to keep in mind you don't get to be a pirate captain or lieutenant without being a ruthless sonovab&#*&. This guy's almost certainly no shrinking violet, and will have motivations of his own that we are not aware of. That said, I think we can make some assumptions.

First, that mech is his livelihood. Without it, he's going to have a hard time finding work even if we don't capture/kill him.

Second, he knows what the likely sentence is for piracy. He's a criminal and most criminals will do whatever it takes to not get caught.

Third, his mech could take any of use 1v1.

Fourth, we don't have anything blocking him from just running.

Given that, my bet is he runs and takes his chances dodging long range fire, and probably taking potshots as the opportunity arises to thin our numbers. We are all still up, but Gunny got hurt. if he books it, we'll have a hell of a time catching him.

Of course, if he decides he can't get away, he could get gutsy and try taking one of use hostage. He catches Lloyd or me when we aren't under cover, he could take us, easy. A lucky hit to disable us and he can just stand there targeting the cockpit of the mech.

For that matter, he could also say to hell with it and try taking as many of us as he can with him. He's still in the heaviest, hardest hitting mech on the field. He could try killing us starting with the Wasps and Gunny.

So, no, I don't think it makes sense for this to happen in a single roll unless Lapeidra manages to shake him so badly that he sees surrender as his only viable option. For that matter, our words will likely have to be backed up by actions as we break his will to fight.

As for Fate being story driven, you are correct, but there's also the characters in the story to consider. Who's to say that this pirate boss even liked the rest of the crew he was with. He may have hated their guts and is ticked that they lost their mechs while getting themselves killed. (Note: I think the Panther's pilot is the only fatality so far. The Jenner's pilot ejected. The fate of the Locust pilot is yet to be decided.) For all we know, we did him a favor by eliminating dangerous, ambitious headaches. As I said, he could choose to run and get off world somehow. He could decide to take a hostage and try his luck negotiating a way out for himself. He could also decide to go berserker on us and try killing as many of us as he can before going done. What he does will depend on his state of mind, his personality, and his menu of options.

TL;DR: You're right about Fate being story driven, but stories are driven by the characters in them, and based on what we know and can reasonably assume about this guy, it's not likely that he'll just roll over on us.

Liberty's Edge

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

Lapeidra: Please do go ahead and initiate the Social Combat to see if the Griffin wants to surrender. GM said it might take a couple rounds so lets start it now. The Locust bought a round.

It looks like this might be aided by a little "Steiner Negotiating". =]

At the very least we'll learn more about how the Rapport skill works, and learning the system will pay off later!

Liberty's Edge

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

@Lloyd: Don't forget that you can spend a Fate Point to add +2 to just about anything. It looks like we can use "Rain Rain Go Away" for just about anything, so if your Defensive Pilot roll is close, now is a good time to add 2 to it. (Apologies if this was obvious, I'm only just realizing this now myself. =)

Also, feel free to fall back and continue to use the Sensor trick. I think that that move is more powerful than any weapon. If it lands the Griffin becomes the biggest paperweight ever, so it's been forcing the GM to use up his FATE points.

Liberty's Edge

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

Good shooting, Charly!

Hey, quick question: Why do you keep referring to it as a Small Laser?

The Wasp has a Medium Laser. It's even written on your sheet. ^_^


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Because I'm a dummy sometimes and got it stuck in my head that the Wasp has a small laser.

Okay, based on that Charly's Wasp is up to 2 Heat Stress since she would have had 2 instead of 1 from her jump and first salvo on the Locust and wouldn't have any spare capacity to dump the heat.


Physical Stress: _ _ _ | Mental Stress: _ _ _ | Consequences: 2 () 4 () 6 () | Fate Points: 0 Mech: Wasp | Armor: 2/2 | Heat: 0/4

I suppose I haven't thought my little Wasp was doing anything worth spending a Fate point on. :D I don't recall what was said about what constituted a 'session' for us to recover them.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Posting this here to not muck up the game thread, but I second Lloyd being compelled by his "It's okay as long as it's not a Sim" aspect.


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]

Question on Melee combat: When conducting a melee attack, does that take the place of other attacks? For example, could you fire your (M) laser or machinegun in the same round you performed a melee attack?


Gunny: A good question. You can either make a ranged Attack using your weapons OR a melee attack. There are a few reasons for this. First, the two types of attacks use different skills. Gunnery and Piloting. In order to maintain the one action rule, then you can't make two rolls using a different skill. (Obviously, we are making multiple rolls using Gunnery, but they are all with the same skill.) This makes sense from a narrative perspective in that it would be very difficult for someone to focus on getting a target lock with all the weapons systems and then also focus on maintaining balance and motions necessary to kick, punch, or club.

I know regular BT has it set so that you can fire torso mounted weapons and still punch, but not your arm mounted weapons and probably a bunch of other rules. The goal of using FATE is to eliminate a lot of that fine detail tracking, so it is a one or the other choice.

Now I could see a Stunt, that could allow a person to spend a FP to make a punch and include firing a single weapon at the same target all using Piloting for a single roll. Basically foregoing the 'tracking and targeting' and instead just pressing the trigger based on instinct and timing as you swing.

Lloyd: Generally we will Refresh Fate points after a mech battle scene unless there is a compelling narrative reason why the group wouldn't get a chance to regroup for a bit.

Markus: How are you getting to the +6 in your Alpha Strike roll? I see +3 for your Gunnery, +2 for Alpha Strike, +2 for the final free Invoke of the Inspiring Comrades. So that would be a roll of -1+3+2+2 = +6. Are you spending another FP on top of that, if so what Aspect are you Invoking? Even still that would be a total of +8.

Gunny: If Markus is using the last free invoke for "Inspiring My Comrades" you'll need to spend a FATE point to invoke it again.

Charly/Lloyd: That would be a reasonable Compel situation. What do you propose the complication is? Does Lloyd freeze up in combat? Stumble into a crater damaging his mech? Something else?


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

I think freezing up until he succeeds on a will roll would be good.

Liberty's Edge

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

That seems a bit excessive. He's already lost a full round of actions.


Physical Stress: _ _ _ | Mental Stress: _ _ _ | Consequences: 2 () 4 () 6 () | Fate Points: 0 Mech: Wasp | Armor: 2/2 | Heat: 0/4

Good question... a "Shaken" aspect with a free invoke for hostiles might make sense? It's been a while since I've done Fate, I don't have a good feel for what a good complication would be.


Just in case anyone is wondering, the Bob and Weave Stunt is meant to be similar to an Alpha Strike in reverse. Spend a FP and gain +2 to all Defends for the turn. It looks like it can be pretty powerful, but so is Alpha Strike. I'd probably limit it to light mechs only going forward because it just wouldn't make a lot of sense for a heavies or assaults to be able to do that.

Looking at the compel explanations in the SRD, they suggest the following:

There are two major categories for what a compel looks like in the game: events and decisions. These are tools to help you figure out what a compel should look like and help break any mental blocks.

Event Compels
You have ____ aspect and are in ____ situation, so it makes sense that, unfortunately, ____ would happen to you. Damn your luck.

Decision Compels
A decision is a kind of compel that is internal to the character. It happens because of a decision he makes, hence the name. It looks like this:

You have ____ aspect in ____ situation, so it makes sense that you’d decide to ____. This goes wrong when ____ happens.

I'd say this is more of an Event compel. So maybe it's something like...

You have a It's Great so Long as I Forget it's not a Sim aspect in a real combat situation where you nearly took damage, so it makes sense that unfortunately you freeze up momentarily in combat. Will your companions question your reliability? Can you convince them you aren't afraid? Can you convince yourself?

That's one option. Totally open to something else. But think of this more as an actual narrative/story based complication than just a quick skill overcome. The freeze might only last one round, but its the questions and reactions afterward that might be the real issue. Up to you all how you'd like to RP that out if at all.

Liberty's Edge

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

Good job that round, everyone!

All: Please do NOT fire on the Griffin. Lapeidra has a very, very good chance of winning it for us next round.

Also, since I don't know what's about to happen with Gunny, we might really need a good mech for him very soon. *heh*

Lapeidra: Good job. I'm sorry for all the things I said. Please just hit him again with your unique charisma and charm and I'm sure you'll bring him and his mech over safely. (Also, you are at +4 to his +2 and the GM is Straight Outa Fate Points. So it looks good!)

Everyone else: Make that f+~*ing Locust PAY!!!


Physical Stress: _ _ _ | Mental Stress: _ _ _ | Consequences: 2 () 4 () 6 () | Fate Points: 0 Mech: Wasp | Armor: 2/2 | Heat: 0/4

Yeah, that makes sense! He's frozen up this round which I'm sure will be noticeable to everyone.

Liberty's Edge

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

GM Tareth:

I might be wrong, but it looks like you may have missed something.

It looks like Charly's ML attack hit, but the damage was not applied to the Locust.

It might not make a difference, but seeing as how it would be 2 points of IS and a Critical Hit roll, it might just save Gunny. =)


Jack: You're correct. I forgot to record the actual damage down below. I did note in the narrative that its machine guns were knocked out and yes, Charly gets a roll on the Internal Damage table.


FATE: 0/3 | Skills: +4 Athletics | +3 Piloting, Gunnery | +2 Engineering (Tech), Resource, Shoot | +1 Contacts, Fight, Toughness, Will, | Stress (Physical): [_] [_] [_] [_] [_] | Stress (Mental): [_] [_] [_] [_] Griffin: Armor [_] [_] [_] [_] [_] . [_] [_] [_] [_] [_] . [_] [_] | Heat [_] [_] [_] [_] [_] . [_] + [_]
DM - Tareth wrote:

Gunny: A good question. You can either make a ranged Attack using your weapons OR a melee attack. There are a few reasons for this. First, the two types of attacks use different skills. Gunnery and Piloting. In order to maintain the one action rule, then you can't make two rolls using a different skill. (Obviously, we are making multiple rolls using Gunnery, but they are all with the same skill.) This makes sense from a narrative perspective in that it would be very difficult for someone to focus on getting a target lock with all the weapons systems and then also focus on maintaining balance and motions necessary to kick, punch, or club.

I know regular BT has it set so that you can fire torso mounted weapons and still punch, but not your arm mounted weapons and probably a bunch of other rules. The goal of using FATE is to eliminate a lot of that fine detail tracking, so it is a one or the other choice.

OK, this makes sense. I was wanting clarity on this for more of a curiosity than anything to do with our current situation. I know in the last released BattleTech game, they have it set up that only small weapons fire on a melee strike. I.E. Small lasers or machineguns, etc. I’m completely ok with whatever the expectation is, so long as I understand it.

DM - Tareth wrote:
Gunny: If Markus is using the last free invoke for "Inspiring My Comrades" you'll need to spend a FATE point to invoke it again.

OOPS, failed to catch the fact that he used the universal aspect. In that case, the MISS would become a HIT. Gunny has used all of his FATE and will now take 2 internal damage.

Internal Hit Chart: 4d3 - 8 ⇒ (2, 3, 2, 1) - 8 = 0

COOLANT LEAK -1 HEAT REDUCTION EACH ROUND. TAKES A +2 TECH ROLL TO REPAIR.

This leave Gunny with (1) over his current Heat bar.

HEAT:
A Battlemech is able to absorb some heat without taking structural or other system wide damage, but after a certain point, both pilot and machine suffer if a Battlemech isn’t sufficiently cooled. Just like armor, each Battlemech has a Heat stress track. Any excess heat remaining at the end of a player's turn is applied to the stress track. If all a mech’s heat stress boxes are filled, then any excess heat is applied to the internal structure of the mech. Should heat continue to build and all internal structure boxes are filled, the pilot takes physical stress damage and potentially consequences and the player must roll on the Heat Overload Table. See the Battlemech Heat Table for base stress and reduction amounts.

Based on this, (1) additional point of damage would be applied to the Commando's internal for a total of (4) damage, which includes the previous (1) point that jacked up his leg.

This brings me back to this question.

Deigon Black "Gunny" wrote:
DM What do you do when you receive an odd point of internal damage. I.E. 1, 3, 5 etc. The book material says each internal stress box absorbs 2 points of damage.

I'm thinking there's a chance that the stress boxes might not apply anymore with the optional internal chart, but I'm not sure. It also says the pilot takes physical heat stress but doesn't state how much or if there is a defend for that or not. I.E. Toughness roll. It also refers to a Heat Overload table, which I'm missing in some way.


Female Tech turned Mechwarrior Physical Stress: 2/2, Mental Stress: 3/3 | Consequences: | FATE Points: 3 || WSP-1A "Wasp" | Heat Stress: 4/4 | Armor: 2/2, IS: 10/10 | SRM 2: 50/50 |

Internal Damage: 4d3 - 8 ⇒ (1, 3, 1, 2) - 8 = -1 Damaged Leg Actuator

Well, that's kinda ironic given that she's not about to continue engaging the Locust pilot now that she knows about Deigo holding her son hostage.

By the way, I feel like that Charly should probably have a compel on her trouble, Good with Machines, Not with People here. She's engaging in trying to intimidate a pirate captain with her non-existent people skills while her emotions are running in overdrive, and she is very well aware of how badly overmatched she is. That said, I'm not sure what kind of complication would result. Diego's already going to have an easy time turning the tables on Charly. She's tough minded, but she's not battle-hardened.

Thoughts?


Male Armor 5/9 Heat 4/6 Fate 1/3 Human Noble mechwarrior Phoenix Hawk High concept Firepower solves everything Fault: I pissed off that important guy
DM - Tareth wrote:

Gunny: A good question. You can either make a ranged Attack using your weapons OR a melee attack. There are a few reasons for this. First, the two types of attacks use different skills. Gunnery and Piloting. In order to maintain the one action rule, then you can't make two rolls using a different skill. (Obviously, we are making multiple rolls using Gunnery, but they are all with the same skill.) This makes sense from a narrative perspective in that it would be very difficult for someone to focus on getting a target lock with all the weapons systems and then also focus on maintaining balance and motions necessary to kick, punch, or club.

I know regular BT has it set so that you can fire torso mounted weapons and still punch, but not your arm mounted weapons and probably a bunch of other rules. The goal of using FATE is to eliminate a lot of that fine detail tracking, so it is a one or the other choice.

Now I could see a Stunt, that could allow a person to spend a FP to make a punch and include firing a single weapon at the same target all using Piloting for a single roll. Basically foregoing the 'tracking and targeting' and instead just pressing the trigger based on instinct and timing as you swing.

Lloyd: Generally we will Refresh Fate points after a mech battle scene unless there is a compelling narrative reason why the group wouldn't get a chance to regroup for a bit.

Markus: How are you getting to the +6 in your Alpha Strike roll? I see +3 for your Gunnery, +2 for Alpha Strike, +2 for the final free Invoke of the Inspiring Comrades. So that would be a roll of -1+3+2+2 = +6. Are you spending another FP on top of that, if so what Aspect are you Invoking? Even still that would be a total of +8.

Gunny: If Markus is using the last free invoke for "Inspiring My Comrades" you'll need to spend a FATE point to invoke it again.

Charly/Lloyd: That would be a reasonable Compel situation. What do you propose the complication is? Does Lloyd freeze up in combat? Stumble into...

Let me double check yeah you are right I derped, brainfart, +6 was supposed to be the total.

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