- Abundance of natural resources
- Theocratic government
- Wise sages
I’ve always shied away wearing metal armour at LRP (live-action roleplay) before, partly due to the often high costs associated with such equipment and also due to the fact that my one attempt to wear partial chainmail had resulted in a lot of back pain even with a large leather hero belt supporting much of the weight. However, recently I was lucky enough to be given two pieces of metal armour (shoulder pauldrons and a set of arm bracers) by a couple of friends; as anyone who knows me will tell you, I love free stuff and so determined to give metal armour another go- my excursions to the Outcast system proved an ideal run out for the metal armour.
The armour I was given was pretty rusty when I got it and I did not have time (or the knowledge how) to clean it prior to the event and so I wore it as it was; I had a great time during the event (as detailed in this post) and was able to cope with the weight of the metal armour (although I did end up going to bed early most nights due to fatigue). Whilst at the event I was able to ask a few people there who have experience of metal armour and caring for it (such as CJ Bateman) for any tips and advice they might give me about how I look after the armour.
The process below is based on what they told me and some additional research that I did into the subject.
Step 1: Removing the Rust
There were two main ways that I had found online to remove rust from metal without have to use specialised cleaning materials; the first was to use white wine vinegar and scouring pads, the second was to soak the plates in diet coke for a few days.
I decided to attempt the white wine vinegar method first; a quick trip to Morrison’s furnished me with the necessary vinegar and scouring pads and I set to work on the armour when I got back.
The vinegar had the effect of making the armour plates take on a slightly duller finish but this didn’t particularly bother me and it was possible to visibly see the rust being removed from the plate.
Having spent an awful lot of time recently working on my FAE NWOD hack i’ve been going to great lengths to keep the rules as simple as possible, capturing the feel and mood of the World of Darkness without bolting on loads of unnecessary additional rules and sub-systems that would slow the game down without really adding all that much to it; as well as the character generation session for my God Machine Chronicle FAE game this weekend i’ve also got another session of my Rogue Trader FATE game on Sunday (not to mention playing in a Pathfinder game that a friend is running on Saturday) and so i’ve been leafing through my hack rules in advance of the session.
The plan for the next game has always been to include a couple of space fights in them; since we changed to using the FATE rules we haven’t really gone in for any big space combats as we adjusted to using the new rules and it’s about time IMO that we test drive the hack rules for space combat. Originally the space combat rules in my hack were very much based on the Diaspora rules with a few tweaks and alterations by myself; the players have a number of build points which they use to purchase skills, aspects and stunts for their ship with each ship having multiple stress tracks and various other bits and pieces. Although I was quite pleased with it when I first finished writing up that part of the hack, looking at it now the rules really do seem a little bit over the top and more suited to a strategic wargame or miniatures game rather than a narrative-based RP game.
With that in mind I decided to dust off the rules and see if I could simplify them using some of the lessions that i’m current learning from Fate Accelerated Edition.
The first step, I decided, was to throw out the notion of variable build points (based on vessel size) to create a ship and the use of multiple stress tracks. I decided that i’d give the ships some basic skills (the words in blue show the skills that players can use instead if they are crewing that section(if applicable)); the players can pick one at Great (+4), one at Good (+3), one at Fair (+2) and the remaining one at Average (+1).
- Engine (drive(spacecraft)) – used to make maneuvres and initiative rolls
- Hull (crafts(tech use)) – used in defence and affects stress tracker
- Trade (resources) – used for trading and maintenance
- Weapons (shooting)– used to make attack rolls
Ships would have a refresh of three fate points, deducted by 1 for everyone stunt beyond the first that was taken, they would also receive 5 Aspects (as with normal FATE characters).
By default the ship would receive 2 stress boxes and 3 consequences boxes (with the standard 2, 4 and 6 values) in the same way as a character.
- If the Hull skill is Average (+1) or Fair (+2) then one more stress box is added.
- If the Hull skill is Good (+3) or higher then two more stress boxes are added.
- At Superb (+5) or higher an additional mild consequence slot is added.
Another stunt that would like possesses by the flagship of Admiral Blacks fleet is:
Stunt – Large ship
This stunt adds an additional stress box to the ships character sheet.
Combat Zone Layout
I decide to use three zones for space combat (that I would represent on the table with index cards) with a single ’empty’ card represent the vast emptiness of space and the other two each containing something related to the systems aspects. For example: if the combat took place around Catan Prime then there might be an asteroid in one zone and a burning world.
These elements will be Aspects in their various zones and function as normal Aspects, for instance someone could spend one of their fate points to gain a +2 to a defensive hull roll because they are taking cover behind the asteroid.
Ships would only be able to fire/engage with enemy vessels in the same zone but would be able to move between zones freely on their turn as per the FATE rules, possibly with a roll if there was some sort of impediment to movement (like an asteroid belt or something similar).
As i’ve said in previous posts one of my players was missing from the last session and another unfortunately couldn’t stay for the whole session and so I didn’t spend time converting over the character of the missing player (also it was one that I wanted to take a little more thought over); determined to get a bit of a head start on copying across neater versions of the character sheets I had a quick skim through the FATE Core preview pdf, and liked the look of the cut down skill list and simplified character sheets. I wondered whether it would be possible for me to write up the characters using the FATE Core system’s simplified character sheet and still maintain the essence of the characters.
- Crafts: A catch-all making/repair skill that I will use in my game to replace engineering and repair skills, the type of crafting will be determined by the character’s high concept.
- Drive: This will be used for driving/piloting all types of vehicles, players can take stunts or aspects to represent any advanced skill with particular types of vehicle.
- Lore: I am planning to use this for knowledge rolls in my game, any specialised fields of knowledge being represented by stunts or aspects.
- Will: This skill is going to be used (in addition to it’s normal uses) to represent psychic strength (for those who have psychic stunts).
- York Benetec (Navigator)
- Psychic: Substitute Will skill for another skill by expending 1 fate pt (this also allows skill rolls to occur at range); if the player doesn’t want to spend a fate point they may still perform the action but it takes 3 times as long.
- Navigator: May navigate a ship through the warp using his Will skill to determine time taken for the journey.
- Enginseer Prime Pak (Techpriest)
- Mechandrite arm: Player may spend 1 fate point to use craft skill instead of any other skill in a test, if the player doesn’t wish to spend a fate pt then they can still do the action but it takes twice as long.
- Servo-skull: Allows the player to perform actions using the craft skill (as per the mechandrite arm stunt) but at range.
- Lord Captain Black (Rogue Trader)
- Ship: Lunatic Pandora (Cruiser)
- Confessor Cornelius
- Inspire the Faithful: Allies may use Rapport skill in combat (the max level is 3 unless Cornelius spends a fate point).
- Plasma Pistols: H 3 PEN 3 Energy weapon (ranged)
- Power Sword: H 2 PEN 2 Energy weapon (melee)
- Neural Whip: H 1 PEN 0 Energy weapon (melee)
- Body Armour: 3 AP