And now on to the topic that was the
first one that came to mind as possibly problematic when I started
thinking about how to convert Dawning Star to FATE: equipment.
Dawning Star is a game where a character's equipment should run from
the character defining weapon of choice to the mass produced sidearm
of little interest, and the tech level runs from stone knives all the
way to weapons that throw small singularities at you.
In FATE Core your average character can
only take two points of stress before starting to suffer consequences
if they want to stay in the fight. The primary way given to model
weapons is to have them increase the amount of stress inflicted on
the target, which is done by giving them the Weapon: (amount of extra
stress inflicted) trait, while armor is a flat reduction of the
amount of stress inflicted on a target (written as Armor: amount of
stress reduced). Personally I don't think this has enough
granularity for what I want to do with Dawning Star. With the
existing Weapon rules getting hit with anything past Weapon: 2 is
pretty much instant consequences for most characters unless they're
wearing armor, so armor becomes required to survive. Which is not
desirable. Plus it lets high levels of Armor make it really hard to
hurt people (though, as with all things with FATE, you can come up
with some cool advantage or really stack the aspects on to power
through someone in heavy armor).
Ideally I'd like the choice of weapons
and armor in setting to matter, so players. have a good reason to
choose an EDF-9 Auto-Pistol over a EDF-15 Assault Rifle. To make
each weapon feel unique I'd need more than range and damage to make
it work, so I was thinking of adding stunts to each weapon. So
something like:
EDF-9 Auto-Pistol:
The standard sidearm of the Dawning
Star Republic.
- Weapon: 1
- Range: 1 zone
- Concealable: +2 to Stealth checks to hide the weapon from visual inspection.
- Armor Piercing: Reduces the effectiveness of armor by 1.
- Capacity: 15
EDF-15 Assault Rifle
The standard longarm of the Dawning
Star Republic.
- Weapon: 1
- Range: 2 zones
- Burst Fire: Consume 5 shots for a +2 bonus to attacks.
- Armor Piercing: Reduces the effectiveness of armor by 1.
- Capacity: 40
Lumin Sword
A sword made from a rare material from
the ruins of Eos that is especially effective against vaasi.
- Weapon: 1
- Range: Melee
- Glow: Lumin swords provide enough light to read by in the zone they are inside when drawn.
- Vaasi Bane: When used in an successful attack against the vaasi, the attack inflicts two additional stress.
And armor:
Rought Outs
Heavy work clothes worn by murcow
ranchers made from leather, heavy clothes, and kevlar scraps.
- Armor: 1
- All-Weather: Gain a +2 bonus to Survival checks to defend against inclement weather.
EDF Combat Armor
Heavy combat armor used by EDF assault
forces.
- Armor: 3
- Sealed: The armor is environmentally sealed, making the wearer immune to gas, radiation, and other environmental threats.
- Electronics Suite: The suit has built in radio, GPS, computer, and sensor suite.
- Aspect: Heavy and Not Subtle
The goal would be to give each item two
stunts or so, with some have an aspect as well. My hope is to stat
out each weapon and each suit of armor so they are close to equal,
and then each character can choose some number of weapons to begin,
plus being able to find more in game through loot, Resources, etc.
Weapons and Armor from greater tech levels, such as the
aforementioned singularity weapons, would be limited to loot since
they cannot be constructed given current tech levels.
Another idea was allowing each player
one weapon they can assign additional stunt or aspect to so they can
customize it. This would be a unique version of the weapon, and
could be lost in play. Giving everyone a signature weapon seems like
a fun idea, but it is aspect bloat, which I do not want to get into.
Aside from weapons and armor, most
equipment in Dawning Star would be the “allows me to use my skills”
sort of equipment. I was thinking of maybe allowing players a stunt
or two of special gear, but again, bloat. I personally like games
where having the right gear at the right moment can totally save the
day, so I'd like to encourage at least some inventory work in Dawning
Star. How that is encouraged without adding too much additional
stuff to keep track of I do not know.
Another possibility for the firearms- base the damage and some of the special stunts on the ammunition, and use the ability to chamber the ammunition to better differentiate the individual weapons. For example:
ReplyDeleteCavTech Mark VII Revolver:
An inexpensive handgun often used for personal protection by civilians
Weapon: 1
Range: by ammo
Concealable: +2 to Stealth checks to hide the weapon from visual inspection.
Capacity: 7
Compatible Ammo Types: Standard, Armor piercing, Lasercaps
Incompatible ammo types: Anti-personnel, Magnum, high velocity
High velocity Ammo:
Rounds made with advanced materials and propellants to allow for increased range and accuracy.
Ammo:1
Range: 2 zones
Special: +1 to accuracy
Special: If fired at a target in melee range, reduces the effectiveness of the targets armor by 1.
Lasercaps:
Relatively new to the battlefield, these modified rounds dispense with the chemical propellants and physical projectiles, replacing them with a high energy diode laser and rechargeable capacitor. while inherently useful, they don't provide the necessary inertia to cycle most autoloaders
Ammo:1
Range: 2 zones
Special: +2 to accuracy
Special: Reduces the effectiveness of the targets armor by 2.