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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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
Deigon Black "Gunny" wrote:
I doubt the hawk is the only Mech to contend with. If I'm thinking correctly that digger is likely going to be a nasty melee Mech.

Agreed.

Liberty's Edge

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

If it ever got into melee range, yes. But I see no need for that to happen. Now that we have two mechs that out-range the Hawk, we should be able to keep both enemy mechs at arms length.

Specifically, if we come from two directions, and one group has the Griffin and the other the Panther, then for whichever group the mining mechs goes for, that group can fall back while shooting it. The other group can then advance on the Hawk and reduce it.

I can go into greater details if this is yet unclear.

This also assumes they aren't talked down right away. We know some mechjocks are forced labor so between the two, at least one should be. Maybe the work mech will turn and claw into the Hawk! :)


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

Perfectly clear.


Male Probably human Computer Scientist 1/ Character Synthesizer 20/ Crazy 99
Markus "Meatbag" von Steinchen wrote:
Charlotte "Charly" Takahashi wrote:
@Markus: Just curious, what did you do while you were serving?

Extended conscript, never left Germany. Most military relevant things were guard duty and playing opfor during maneuvers. I do speak Russian, so I got to "play" Serbian radicals a lot, a couple of grunts from my unit also had Russian backgrounds, so they got assigned as well.

I got chewed out by an irate US lieutenant colonel who, while having learned Russian at university (his Russian was indeed pretty solid, and he could recite some parts of war and peace by heart), could not understand the russian communications we were using (we were using our own mobile phones for realism, and they had little issue listening in), partly because of my severe German accent speaking Russian, and partly because about every second word we used was some kind of swear word.

Our german Oberst protected us, stating that "nope, their use of Russian is mostly realistic, although his german accent is a bit over the top, being more intense then what they use for Hitler in Russian WW2 movies, but get used to every second word being a swear word, and yes, *Blyad* can mean about 50 different things, at least".

When was this? I didn't know about Russian forces using civilian tech to communicate until last year when they invaded Ukraine.

And yeah, even I know that most of Europe, much less eastern Europe and Russia, are much more blase about profanity than we are in the US, especially the more conservative parts.

Still interesting to hear about the wargaming aspect. I know a little (and I do mean a little, about enough to fill up a small notecard) about wargames and how they're run.

Apologies if I'm being a bit too nosy. Curiosity is engaged on this one.


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 |

Plan sounds okay to me.


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:

If it ever got into melee range, yes. But I see no need for that to happen. Now that we have two mechs that out-range the Hawk, we should be able to keep both enemy mechs at arms length.

Specifically, if we come from two directions, and one group has the Griffin and the other the Panther, then for whichever group the mining mechs goes for, that group can fall back while shooting it. The other group can then advance on the Hawk and reduce it.

I can go into greater details if this is yet unclear.

This also assumes they aren't talked down right away. We know some mechjocks are forced labor so between the two, at least one should be. Maybe the work mech will turn and claw into the Hawk! :)

Attack and fallback sounds like a viable plan to me, as long as there aren't other mitigating factors. Powered down Mechs, more diggers than we thought, a crap load of foot solders with shoulder launchers, etc.


Gunny wrote:
DM-Tareth, Is the griffin the same as the one in the rule book, with the same quirk and aspect? Also, so I can list things correctly in the profile, how many armor slots where repaired?

Yes, the quirk is the same. The aspect is "Common Across the Inner Sphere" which is one reason why Jack is able to work on it so quickly. He's seen plenty of the things before.

As for the actual repairs, I believe it was calculated that he could add back 3 armor stress boxes in the hour of time. So total available armor stress is 4.

Oh, Lapeidra did invoke the mech's Quirk so the PPC is still at -2 right now. Something you won't actually discover until firing it for the first time, but wanted to let you know. Deigo never fixed the problem.


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 wrote:
DM-Tareth, Is the griffin the same as the one in the rule book, with the same quirk and aspect? Also, so I can list things correctly in the profile, how many armor slots where repaired?

Yes, the quirk is the same. The aspect is "Common Across the Inner Sphere" which is one reason why Jack is able to work on it so quickly. He's seen plenty of the things before.

As for the actual repairs, I believe it was calculated that he could add back 3 armor stress boxes in the hour of time. So total available armor stress is 4.

Oh, Lapeidra did invoke the mech's Quirk so the PPC is still at -2 right now. Something you won't actually discover until firing it for the first time, but wanted to let you know. Deigo never fixed the problem.

Copy on all of that.

To fix the quirk, what does it take? An overcome, or do I need to spend a FATE point to make the attempt?

That is, once Gunny realizes the problem exists.

I should have the Mech listed in Gunny's profile latter tonight.


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
AdamWarnock wrote:
Markus "Meatbag" von Steinchen wrote:
Charlotte "Charly" Takahashi wrote:
@Markus: Just curious, what did you do while you were serving?

Extended conscript, never left Germany. Most military relevant things were guard duty and playing opfor during maneuvers. I do speak Russian, so I got to "play" Serbian radicals a lot, a couple of grunts from my unit also had Russian backgrounds, so they got assigned as well.

I got chewed out by an irate US lieutenant colonel who, while having learned Russian at university (his Russian was indeed pretty solid, and he could recite some parts of war and peace by heart), could not understand the russian communications we were using (we were using our own mobile phones for realism, and they had little issue listening in), partly because of my severe German accent speaking Russian, and partly because about every second word we used was some kind of swear word.

Our german Oberst protected us, stating that "nope, their use of Russian is mostly realistic, although his german accent is a bit over the top, being more intense then what they use for Hitler in Russian WW2 movies, but get used to every second word being a swear word, and yes, *Blyad* can mean about 50 different things, at least".

When was this? I didn't know about Russian forces using civilian tech to communicate until last year when they invaded Ukraine.

And yeah, even I know that most of Europe, much less eastern Europe and Russia, are much more blase about profanity than we are in the US, especially the more conservative parts.

Still interesting to hear about the wargaming aspect. I know a little (and I do mean a little, about enough to fill up a small notecard) about wargames and how they're run.

Apologies if I'm being a bit too nosy. Curiosity is engaged on this one.

2003/2004.

Donbass seperatists have been using civilian tech since 2014 (they managed to restart some T34s from World War 2 cementaries too), as did Maidan forces when they seized power before that (they still do, having a mixure of miltech and civilian tech is a feature for both armies). Both sides make use of civilian tech right now. Also to make use of self made drones etc. .
We were pretending to be Serbian paramilitaries as opfor, not Russian (or even just Serbian) regulars, mixture of civilian and miltech was pretty spot on imho.

For the Maidan side in particular in the current conflict, emitting signals that cannot be hidden as civilian is very risky on account of Russian artillery superiority, they have gotten pretty good at reducing their electronic signatures massively (in some aspects learning from their LDNR adversaries from the 8 years of war before that), to a level where their batallion equivalents emitt about 3 times less then a Russian equivalent and 10ish times less then a US equivalent (this is taking into account that Nato formations are bigger then Russian formations).


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 |

Okay, I can see that. I can also kinda understand why the Lt.Col. was getting bent out of shape. 9/11 was still fresh in everyone's minds and we would have just invaded Iraq. Doesn't excuse him being rude, but does help put it into context.

I'm also not surprised that US emits a lot compared to other nations. Between datalinks, communications, and everything else that goes on, there's a lot of transmissions happening.

That does brings up the question of what kind of data can we pass between each other in game. Do we have a shared map that we can mark up over a tactical network? Can we pass track quality data? Can we pass targeting quality data? How integrated are infantry and air support? What kinds of countermeasures do we have available to us? For example, can we cook anyone on our mechs by venting coolant?


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

considering our weapons have essentially WWII targeting capability, I'm surprised we're getting away with as much as we already are.


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 |

That's a good point.

Actually, this is one of the issues that I have with settings like 40k and Battletech where humanity has regressed for some reason. The existence of some technologies implies other technologies, and at least in those two settings, the writers never bothered to sit down and figure it out it seems. For example, a fusion reactor small enough to fit in a mech and powerful enough to make all of the CVNs in the world wet themselves implies that we can mass produce superconductors, have extremely powerful computers to manage the fusion reaction, can store hydrogen or helium in way that can fit into a mech and still leave room for everything else, and the system's connections are simple enough to make plug and play swaps feasible.

Each of those implications has implications of its own. Computing power has to be cheap and plentiful to put what is essentially a supercomputer onto a machine of war that is almost certain to take losses. We can probably make metallic hydrogen and store it at industrial scales. We probably have room temperature superconductors since cryogenic proofing is one of those things that is both expensive and doesn't go well when there's explosions about. And the implications keep flowing from there.

The issue is that for something like a cheap, reliable fusion reactor to exist, you almost have to have cheap, powerful computing, and that means that we should have access to much better optics, sensors, and a host of other things that go into making a fighting vehicle. For that matter, you'd also need to have a really good electronics manufacturing capability to make a neurohelmet. We're just now getting to the point where we can make something like a proto-neurohelmet, and we are really good at making electronics.

So yeah, probably shouldn't have started asking those questions. It's started me analyzing the setting as I tend to do when I try writing something.


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

I do feel like the aesthetic and game mechanics came before the explanations for them in Battletech, which does inevitably lead to some gaps...


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 |

That tends to be how it goes. And yeah, it does leave a lot of gaps.

At least it's on the level of Star Wars or Star Trek for sheer technobabble and handwaving though.


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Gunny: It requires the Pilot to make a Tech Overcome vs +2 to temporarily remove the quirk effects. To permanently remove the Quirk requires a Downtime project.

Charly: Yes, best not to dig too much into the in game technology relative to our modern systems and general logic. There were plenty of hand wavy assumptions made when it first came out and likely several others that could have made more sense back in the 80's but definitely didn't age well given all the advances just in the last 40 years.

I think my basic assumption is to lean heavily into the LosTech aspect of things. Meaning most of the really advanced technology, or perhaps more importantly, the ability to manufacture advanced tech was wiped out in the first and second succession wars which featured a lot more devastating, mass destruction type weaponry and tactics. Nukes, bio-weapons, etc. were all used in those early war years until the Ares Conventions were developed out of desperation to retain what little capacity and capabilities were left. This left some of the most advanced planets of the Star League era little more than ruined, barely habitable shells.

Then you have entities like Comstar who have turned many advanced tech systems like HPG communications into semi-mystical or religious items. Comstar especially hoards tech for its own purposes. So where they may have access or capacity to more advanced tech, they aren't sharing it with the rest of humanity. I imagine there are a few other megacorps or wealthy entities that could also be suppressing or hoarding tech for their own reasons. Not as powerful as Comstar, but still powerful enough to keep something under wraps or out of others hands.

Finally, there are a handful of planetary systems that can still produce the computing power, materials, tech, etc. capable of creating battlemechs and jumpships but they are heavily guarded and subject to the desires and orders of the major Houses. In addition, the ones that did survive the initial bombardments and fighting weren't the top of the line facilities. Thus what capacity they have isn't as good as the Star League era and that limited capacity is focused almost entirely on supporting the immediate war efforts and needs of the Houses.

So I see the Inner Sphere as a more war torn version of Traveller's Third Imperium where all kinds of worlds exist. Some may be trapped (or have chosen to live) in a very low tech society closer to the 17 or 1800's (or earlier). Others might be much more advanced with a working global internet and satellite communications, maybe a space elevator or other really advanced tech systems. But even still, the most advanced planets still wouldn't have warp drive, nanotech, living machines or fully functioning AI, or some of the other major sci-fi tropes that are more common these days.

For our purposes at the moment on Stettin III, you're in a total backwater abandoned colony. You've got shared access to old data records and maps that haven't been updated since before the colony was considered lost or abandoned. They still show the general lay of the land fairly well but much is overgrown or in ruins now. Communications within the team are fairly easy and you can transmit radio signals between mechs. You've got a good range for radio comms. I think we can assume there's some kind of basic encrypted wireless capacity between mechs to allow for data sharing, cat videos, etc. I would think wireless data ranges would be more limited but better than our typical home wireless range now. Scanner systems would include radar, infrared, magnetic, and probably a few others but again of generally more limited range. I would assume some form of ECM does exist but is fairly basic and generally offset by the oppositions own ECM and scanners. Thus it is more about the person working the equipment and what they can get out of it rather than the equipment itself (Skill contests). There is no satellite network or anything so comms with your allies at point Alpha are more limited and occasionally unavailable if the relaying dropship is out of range or orbit for some reason.


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 [_] [_] [_] [_] [_] . [_] + [_]

Thanks DM-Tareth. All that information adds context and depth.

Here is a copy of what I have for the Commando and its current condition. If it makes things easier, anyone is welcome to copy and paste the info into their profile, granted you will have to add the BBC code to bold what you want.

The Commando:

COM 2D COMMANDO
Class: Light
Tonnage:
Gunnery:
Piloting:
Sensors:

Armor: [X] [X] [X] [X]
Heat: [_] [_] [_] [_] + [_]
Heat Reduction: 4
Walk: 4 / -2
Run: 6 / -2
Jump: 0 / -2

Aspects: Punch Above My Weight.

WEAPONS:
SRM 4: Type-Missile | Rating-1d4 | Range 0/2 | Heat-2 | Size-Small | Availability-Uncommon
Ammo: 23/25

SRM 6: Type-Missile | Rating-1d6 | Range 0/2 | Heat-3 | Size-Medium | Availability-Very Common
Ammo: 12/15

Medium Laser: Type-Energy | Rating-2 | Range 0-2 | Heat-2 | Size-Small | Availability-Very Common

INTERNAL STRUCTURE
[X] [X] SRM 4
[X] [X] SRM 6
[_] [_] SRM 6
[_] [_] Medium Laser
[_] [_] Gyroscope
[_] [_] Fusion Engin

STUNTS
Knockout Punch Spend a Fate Point to add +2 to a Piloting Melee Attack Action.

QUIRKS
Weak Engin This MECH sports an undersized engine for its tonnage. Decrease its normal MP BY 2.

INTERNAL DAMAGE ASPECTS
Damaged Leg Actuator CAN ONLY BE REPAIRED IN A REPAIR FACILITY AND A +2 TECH ROLL. MOVEMENT IS REDUCED TO HALF UNTIL REPAIRED. IF THIS IS THE SECOND TIME THIS HAS OCCURRED WITHIN THE SAME ENCOUNTER THEN THE LEG GAINS THE DESTROYED ASPECT AND THE MECH CAN NO LONGER MOVE.

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


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 [_] [_] [_] [_] [_] . [_] + [_]

OK, the Griffin should now be properly displayed in Gunny's profile. I corrected the damage of the Griffins LRM 10 from 1d3 to 1d4, which is what the weapon is listed at. I also brough the Griffins heat reduction up from 4 to 6, do to it having a heat sink allocation on its internal structure. In addition, I brought the PPC's heat generated from 4 to 6, which is what the weapon is listed to have. I assume its internal structure is only 10 and not 11 because its armor was increased. Similar to the Commando. If I have any of this incorrect, let me know.

One last thing: Does the LRM 10 still have a full 12/12 ammo payload, or should this be reduced due to Diego using some?


Gunny: Diego did fire the LRM a couple of times. I think only twice, one hit, one miss. So LRM ammo should be 10/12.

Liberty's Edge

High Concept: Technophile! Trouble: Curiosity Trumps Caution. PHOENIX HAWK
DM - Tareth wrote:
As for the actual repairs, I believe it was calculated that he could add back 3 armor stress boxes in the hour of time. So total available armor stress is 4.

How dare you, sir! I have not skill at shooting mechs, nor have I high friends or deep pockets. My tongue is not coated with honey and I have at best a tangential relationship with sensors. But in the matter of gluing armor back on in the field I yield to no man, sir, to no man!

Let all men know by these presents that a point of armor taketh an hour, but can be reduced by 15 mins by rolling a Tech 2, and another 15 unto a minimum of 15 mins. So and hence! a skilled mechanic canst thou repaireth a point every quarter of hour, needed only a roll of 4 per each!

Repair rules:

Armor
replacement and ammunition reloads can be completed at the rate of clearing one
armor stress box per hour or a full mech reload in one hour. These times can be
reduced by a successful Tech Overcome vs +2 with each success shift reducing the
time by 15 minutes to a minimum of one quarter hour.

As you are one who doubts my power, I giveth rolls here, and let none again question my skill with wrench and hammer!

My first roll was well above a 4, and here are more:

4d3 - 8 + 6 ⇒ (3, 2, 3, 3) - 8 + 6 = 9

4d3 - 8 + 6 ⇒ (3, 2, 1, 1) - 8 + 6 = 5

4d3 - 8 + 6 ⇒ (3, 3, 3, 3) - 8 + 6 = 10

4 15 minutes. 4 points of armor. Gunny, taketh thou Griffin's armor to FIVE, lest I must needs ask someone for satisfaction upon the field of honor.

=p


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: Diego did fire the LRM a couple of times. I think only twice, one hit, one miss. So LRM ammo should be 10/12.

OK, Adjustment made.

@ DM-Tareth: Could I get a confirmation on the extra armor slot repaired by Jack?

I have a question in regard to Mech Quirks: Are they always in effect, like the Commando's -2 to its movement? Or is that something that requires a compel before the negative effects are felt?


Gunny: Sure, take the extra armor. For Quirks it depends on the specific quirk. Some are just always in effect or triggered by an event. For example, Biofeedback happens whenever IS damage is taken. Others must be Invoked/Compelled before taking effect. But once they are, then the effect is in place until the issue is repaired or no longer relevant. For instance, Faulty Ammo Load might be in place until you have a chance to reload. So since your Griffin's quirk was invoked during the last combat and it hasn't been discovered/repaired, it is still in effect.

Jack: Just so I'm clear, how are you getting the +6 on all rolls? I get the +4 for your Tech skill. But the other +2 is what I'm missing. Are you assuming a +2 for Teamwork from Markus and Gunny? If so, you can only get a +1 because Markus doesn't have any Tech skill. It doesn't really change the result, but I just want to make sure I'm following things correctly.

So are you all heading north to the dig site or straight to the mine?

Liberty's Edge

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

I have Keep It Going At Any Cost, +2 to tech rolls when away from facilities or in combat. I basically built my character around this sort of thing. :)

We all said we are going to the dig site and doing The Plan. Which is Charley's double envelopement


Jack: Got it. I forgot about your stunt. Thanks.


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

Not that I want to take away anything from Jack, but how does that stunt make any sense? And don't we have to spend a Fate point when using a stunt? This is not clear in the rules. Maybe that's in the core but I forget.

Also, I see we can use a Fate point after the refresh to buy a new stunt. I'll be doing that.

Liberty's Edge

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

I already justified it by saying that I found a bit of lostech that does the work of an entire forge.

And you're thinking of aspects.


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

You shouldn't have to justify it if it's in the rules. I'm assuming Tareth put it there and would like to know his thinking. Finding a bit of lostech that does the work of an entire forge seems like it should be worth a fortune. That explanation makes it even more gratuitous.

from the Rules:
FATE Points
Fate points are a measure of how much influence you have to
make the story go in your character’s favor. You can spend fate
points to invoke an aspect, to declare a story detail, or to activate
certain powerful stunts.
You earn fate points by accepting a
compel on one of your aspects or via a Refresh.


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

Again, I don't want to take anything away from anyone's character, I just want the game to make sense to me, and right now it feels like we're beta testing the rules, which is fine if that's the case. Just want to know what to expect and to what extent we have input and influence on the game mechanics.

I guess the most trouble I'm having is where the storytelling aspect of Fate seems to be in conflict with the dice rolling and all the modifiers. Those things should work hand in hand, right? This goes to a gripe I have with pbp Pathfinder when you're making a Diplomacy check, and you write some amazing monologue and then dicebot says, Nope! I'm waiting for the day the DM says, "I value your effort. Screw dicebot, you succeed!"


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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

I roll the dicebot first, and then write either an amazing monolouge or a hilarious comedy of Atlas sized Steiner ineptitude.


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: Sure, take the extra armor. For Quirks it depends on the specific quirk. Some are just always in effect or triggered by an event. For example, Biofeedback happens whenever IS damage is taken. Others must be Invoked/Compelled before taking effect. But once they are, then the effect is in place until the issue is repaired or no longer relevant. For instance, Faulty Ammo Load might be in place until you have a chance to reload. So since your Griffin's quirk was invoked during the last combat and it hasn't been discovered/repaired, it is still in effect.

Thank you for taking the time to explain this DM-Tareth.

FATE Skills: I will agree with Lapeidra in the fact that context of information can be completely interpreted different, depending on who's reading it. That said, I hope DM-Tareth is patient enough to sort-out all the questions that this type of thing brings. After glancing through the RAW on Battletech skills, I noted the skills that require FATE points, state so in the description. This leads me to believe that skills that don't call out the need for FATE points are in effect all the time.

EXAMPLES
Logistical Genius: Spend a FATE point, you reduce the Time or Cost to Resupply by 2 shifts.

Rally the Troops: Spend a FATE point to give anyone directly under your Command a +2 bonus to any single roll they choose during their next turn.


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

I believe stunts that give +2 to a skill in a limited situation are fairly common in FATE. What we may be missing is having field repair rolls be more difficult than normal--so that the +2 would be more or less just evening things out (rather than making field repairs better than normal repairs).


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 [_] [_] [_] [_] [_] . [_] + [_]
Lloyd Flint wrote:
I believe stunts that give +2 to a skill in a limited situation are fairly common in FATE. What we may be missing is having field repair rolls be more difficult than normal--so that the +2 would be more or less just evening things out (rather than making field repairs better than normal repairs).

This makes sense to me as well.


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
Lloyd Flint wrote:
I believe stunts that give +2 to a skill in a limited situation are fairly common in FATE. What we may be missing is having field repair rolls be more difficult than normal--so that the +2 would be more or less just evening things out (rather than making field repairs better than normal repairs).

that makes sense, but at the risk of trying define situations with numbers in a game that isn't supposed to be about that. FATE and Battletech are not an obvious match.


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

In the context of FATE I actually prefer Atlas' lostech explanation, except that it's like giving a 1st level fighter +4 plate mail as starting equipment.


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 [_] [_] [_] [_] [_] . [_] + [_]

On my end, I feel it works fine. It does require a bit of explaining in order to iron out what the expectation is, but I have been enjoying the game so fare. Like all fantasy role playing games, you can't over measure the game with reality. Its fantasy, meant to extend our current understanding of things. Attempting to have the game make sense is fine as long as it doesn't break the game. Same can be said about all fantasy RPGs.

An example of this would be Jacks supper tool. He has a skill that states "you always have the right tool for the job". His interpretation of that played out as he has a multi-tool that can change the molecular structure of materials in order to compensate for not having the right tool. As far as I know, we haven't unlocked the ability to do things like that in real life. Although some sciences have progressed with understanding in things like string theory, which if realized might allow for string resignation to be controlled or manipulated. It's still unproven. So, back to SiFi, were things like replicators or quantum Muli-tools possibly exist. The tool should allow for any type of repair without the need of a specific tool but be limited as to not allow something like creating a SRM 4 out of air.

Simple breakdown. Too much reality in a SIFI game can ruin the emersion. Not enough reality and the game feels wonky or cheap. It's a fine balance.


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

By that example, which I think is spot on, having the tool and the stunt should merely allow for the repair roll in lieu of a mech bay, but make the task no less difficult and the character no more skillful. Having the tool and the stunt allows him to make the repairs when otherwise he wouldn't. Another +2 and that's where it feels like a FATE point should be part of the deal, the same as if you were using an aspect. You're getting to do something you normally couldn't and getting +2 to it.

Where this gets out of hand is in the middle of combat when he starts in with a Scottish accent saying things like, I'm givin 'er all she's got, captain!

I'm picking on Jack but I think if we did an audit of skills and stunts we'd find several examples like this.


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 see you're point, Gunny, but I'd also posit that both sci-fi and fantasy need to have rules and limits in place to prevent deus-ex-machina situations. I'll just leave it at that rather than going on another rant about how the setting breaks if you start using logic on it.


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

Other stunts I think look broken:

Dazing Counter

Actually, that's it. All the rest feel balanced, in that they apply to specific situations where the situational aspect is not also a benefit, or they require a FATE point or have a limited use clause. IMO, Dazing Counter should be a "Spend a FATE point" 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 [_] [_] [_] [_] [_] . [_] + [_]
Lapeidra Apolonia wrote:
Where this gets out of hand is in the middle of combat when he starts in with a Scottish accent saying things like, I'm givin 'er all she's got, captain!

OK, that one made me laugh a little.

Lapeidra Apolonia wrote:
By that example, which I think is spot on, having the tool and the stunt should merely allow for the repair roll in lieu of a mech bay, but make the task no less difficult and the character no more skillful. Having the tool and the stunt allows him to make the repairs when otherwise he wouldn't. Another +2 and that's where it feels like a FATE point should be part of the deal, the same as if you were using an aspect. You're getting to do something you normally couldn't and getting +2 to it.

So, in this example, Gunny currently has a +1 in Engerineering Tech. We would say he can't attempt repairs without the aid of proper equipment, which includes a Mech Bay. Jack, on the other hand, has a more refined and higher-level skill that allows him to attempt repairs on the battel field. When he utilizes that same skill with the proper equipment / Mech Bay, he then gains the +2 to reflect his higher level of skill. If the +2 bonus is required in the field, it cost 1 FATE point. (Shrug) does that make any sense?


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

We're getting closer. I don't see why the stunt alone would make you more gooder at something. I kinda think if it were a specialization for a specific model mech then your rule makes perfect sense. Say you have that old Commando and you know every bolt, weld, and wire. Your stunt gives you a +2 to fix it in a mech bay and burn a FATE point for +2 to repair it in the field. This bonus could extend to customizing mechs when we get to that point. Wanna fit an AC20 on that Griffin?

Since we can add a new stunt at every refresh you could eventually gain that stunt for any and all mechs in our arsenal. By now you could have it for any two of our mechs.


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 [_] [_] [_] [_] [_] . [_] + [_]
Lapeidra Apolonia wrote:

We're getting closer. I don't see why the stunt alone would make you more gooder at something. I kinda think if it were a specialization for a specific model mech then your rule makes perfect sense. Say you have that old Commando and you know every bolt, weld, and wire. Your stunt gives you a +2 to fix it in a mech bay and burn a FATE point for +2 to repair it in the field.

Since we can add a new stunt at every refresh you could eventually gain that stunt for any and all mechs in our arsenal. By now you could have it for any two of our mechs.

This is where we separate in opinion. Many of the skills, when selected, allow for a flat +2 bonus.

Grappler. +2 to Athletics rolls made to create advantages on an enemy by wrestling or grappling with them.

This does not specify or limit its use. All grappling all the time with any enemy.

Charisma: Because you are an inspirational leader, you gain +2 to create advantages with Command when you try to maintain or improve the morale of your followers.

This is not situational or limited. It grants a flat +2 when employing this skill.

Encryption Expert. You’ve a gift for cracking or developing codes. Gain +2 when attempting to break or encode electronic data.

This is not limited to a specific kind of code or computer. It grants a flat +2.

Political Junkie. You get +2 on any rolls related to the current politics or military situation regarding any one of the major Houses of the Inner Sphere.
Lie Detector. +2 to all Empathy rolls made to discern or discover lies, whether they’re directed at you or someone else.
Read the Battlefield. You’ve a keen eye for terrain and tactics. Gain +2 when trying to create an Advantage using terrain or other features of the nearby surrounding area.

So on and so on.

Anyway, if the group feels that “Keep it running at any cost” is OP, then we should visit the idea. Limiting this ability to where it's only affective with one specific Mech is a bit too limiting in my opinion. As jack pointed out earlier. His entire build revolves around being an in the field Tech. He quiet literally is the Battle Tech version of Scotty. Able to do things, in the field, that most Techs couldn’t even dream of. He has a 4 in engineering and further focused that skill specifically for in the field repairs. I think there should be some leeway with this.


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

Yes, I had reviewed all of the stunts. In every other case the benefit was either specific to some uncommon action, like grappling or discerning lies, or part of a create an advantage action, which does not convey an immediate benefit and is taxed by action economy.

As I said previously, we're not looking at this through a new character lens. Why shouldn't it take time and experience to learn to hot fix a new mech? Scotty represents a legendary 20th level character. We are cadets on our first cruise out of spacedock.


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

And anyway this has already been ruled on. In one of the original Recruitment posts, Atlas voiced concern that his build was broken and that Tareth was annoyed about it. Tareth replied that he was not annoyed about it and has not objected to the build.

I don't know that I care, because it is a non-combat sort of thing that we'll all benefit from. It keeps the story moving if we don't have to go back to the Leopard after every skirmish. I would encourage Charly to also get this stunt now with the refresh.

I really don't want to change anything. Lapeidra can talk people into giving away their battlemechs. We all have something. I'm just trying to figure out how to play FATE Battletech. It's not feeling much like FATE to me yet.


Sorry all, had a very busy day yesterday so I'm just getting caught up on all of this. Will try to address things as I can.

First, some stunts require spending a FATE point others don't. It just depends on the stunt. There are lots of stunts in the FATE core rules that don't require spending a FATE point.

Second, the stunt may feel overpowered at the moment, but we've only been through one combat and really very few repairs. Repairing basic armor is meant to be pretty easy, even in straight BT canon. The stunt itself was a potential way to help keep the group in the field a little longer and could reflect a variety of narrative reasons a good tech could do so. Better at salvaging useful scrap. Always keeps a few key chipsets and components close at hand. A good mind for 'kitbashing' different mech parts. Having the right tool on hand. Etc.

Jack has chosen a LosTech narrative to describe the stunt. That's fine. And right now, not many people would know about this bit of LosTech. But indeed it could be worth a fortune, and there might be times as word gets around that someone comes looking to acquire it through some means. Bribery, Theft, Force? All could make for good story complications.

In the meantime, you've got a Commando that needs some more significant repair, a Jenner that could be rebuilt, and a Griffin you all totally want to rework. That will all take time and a variety of Tech and other rolls and resources.

Third, as I've said, this is totally a homebrew set of rules. They've been playtested a little, but certainly not put through any kind of a professional playtesting, so yes, this would be kind of a beta or even alpha version. And I am certainly open to making adjustments and changes as we go along. I think that's evident in how we've already changed a lot of things around internal structure damage, etc.

Fourth, I just have to say that Dazing Counter is straight from the FATE SRD. So I'm not taking the heat for that one if everyone thinks it is overpowered. :)

Finally, on Refresh I may need to clarify a little. You start with a Refresh of 3. If you purchase a new stunt then Refresh would drop to 2 meaning you would only regain 2 FATE Points at the beginning of a scene. Another stunt purchase would drop Refresh down to 1. So only 1 FP regained. Refresh is the number of FATE points you regain, if you lower it you lower the number of FATE points you'll get overall.

Refresh can increase, but only when the group reaches a [url="https://fate-srd.com/fate-core/advancement-change"]Major Milestone[/i]. (Basically similar to Leveling Up, but happens less often at least compared to the early levels of PF/5E.)

Hopefully as we all get more familiar with the rules and FATE in general, things will start to feel more FATE-like. We'll see. It could be the whole thing is an absolute fiasco and big fail. But hopefully not quite that bad. :)

I will try to bump the story along later today.


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

I never played Fate but I am having fun. Mostly by being the Steinererst Steiner possible.


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

Markus, your rp is very entertaining.

DM - Tareth wrote:
Finally, on Refresh I may need to clarify a little. You start with a Refresh of 3. If you purchase a new stunt then Refresh would drop to 2 meaning you would only regain 2 FATE Points at the beginning of a scene. Another stunt purchase would drop Refresh down to 1. So only 1 FP regained. Refresh is the number of FATE points you regain, if you lower it you lower the number of FATE points you'll get overall.

So if we choose to buy a new Stunt, do we lose the FATE point from this next session only, or from ALL subsequent sessions?


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 |

The latter.


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

You lose the automatic regain of FATE points--your refresh is your minimum 'start of session' number of FATE points, which for us I believe is at the end of combat. So you would forever after only refresh up to two FATE points after combat if you reduced your refresh to pick up a new stunt, until we hit a major milestone.


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 |

Refreshes aren't the only way to get Fate points, though. I think the idea was for them to be spent and regained through compels.


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

Worth it for a good stunt. As Gunny pointed out, there are several stunts with free bonuses to create an advantage actions.


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

Do Battlemechs have windows? Or once inside do you rely on cameras to see around?

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