I have decided to trim down the Approaches of vehicles somewhat since I don’t think that all of the standard player Approaches are required; I have decided to go with the following Skills/Approaches:
- Speed : Representing sailing speed and maneuverability.
- Used to attack if ramming.
- Used to defend if attempting to avoid damage via maneuverability.
- Combat: Representing the ships ability to both deal out punishment and to receive it.
- Used to attack with cannons or other weapons.
- Used to defend if attempting to deal with damage via the ships innate toughness.
Below are the list of statistics that I have come up with for numerous different ship types:
I have amalgamated stress with the number of crew a ship possesses; for each point of stress the ship has 10 crew, during a combat each of these can be used to soak one level of stress (in addition to the option of using the ship’s consequences). Any ship reduced to half crew or less has it’s Approach/Skill scores halved (rounding down) until it can replenish crew (the ship stress boxes can only be ‘healed’ by taking on more crew).
If a player character is onboard then they may choose to take stress intended for the ship on their own character instead should they so wish.
Each of the ships received two fate points that can be used with it’s Aspects, and player characters can also use their own fate points to aid the ship, but only if they have an appropriate Aspect.
The Stunt Cannons means that when a ship fires it may target all enemies is the same zone using a single roll, the enemies then make seperate defence rolls to avoid harm as normal; any differences in scale are added/deducted to any stress caused after defence rolls have been made.
The below vehicle scale is based on the scale rules from Legends of Anglerre.
I was forced to scrap the idea of having no stress boxes, only consequences because I wanted to make the larger scale vehicles more difficult to kill but didn’t want the players/GM to have to track a vast number of additional consequences.
Each vehicle has it’s approaches rated at +0 by default and receives a number of points (based on their scale) to spend on increasing their ratings on a one to one basis.
Vehicles can only directly attack others that are a maximum of 2 scale points lower or higher than their own (individual human sized characters count as scale 1), each Stunt devoted to this matter can increase this limit by a single point.
Otherwise Stunts generally work the same as normal in Fate Accelerated (either adding a +2 in certain circumstances or allowing the vehicle to accomplish something ‘cool’ 1/session as per the Fate Accelerated rulebook); each Stunt costs a point of the vehicles Refresh (no vehicle may have a Refresh of less than 1).
Anyone who has read this blog will know that i’ve devoted a considerable number of posts to trialing various methods of represented spacecraft for my Fate Core Rogue Trader game and that, after a lot of consideration, I settled on a fairly narrative style of adjudicating them.
Recently in my Serpents Fall
G+ hangout Fate Accelerated fantasy game the players have captured a pinnace
(a small ship) from an enemy pirate; inevitably at some point the players will want to make use of this ship (and quite rightly too) so i’ve started early musings about how to represent the ship (and potentially other vehicles) using the Fate Accelerated system.
These are my early musings:
- Vehicles should have the same basic approaches as players (Careful, Clever, Flashy, Forceful, Quick & Sneaky)
- Vehicles should also have Aspects and Stunts in the same way as players.
- Vehicles should not have stress boxes, only consequence boxes (because it’s more interesting when a ship or vehicle is hit to have it cause a noticable effect).
- Players should be able to take vehicle stress on their characters if they choose in order to spare the vehicle damage (and to represent being injured by falling masonry, timbers, etc)
- Players should be able to substitute their characters Approach score for certain of the ships default scores.
- Vehicles should have some indicator of scale and how this affects their interactions with vehicles/individuals or smaller/large scale.
I hope in future posts to expand on this and come up with some quick and easy rules for vehicles in Fate Accelerated 🙂