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Hyper Core will be using the [https://fate-srd.com/fate-core | Fate Core] System with features from [https://fate-srd.com/fate-condensed | Fate Condensed] and the [https://ryanmdanks.wordpress.com/2013/02/11/fate-core-mechwarrior-hack/ | Mech(Warrior)] hack by Ryan M. Danks. I am trying to add enough mechanics to make it feel like a Mecha game, but otherwise keep everything as streamlined as possible.
 
Hyper Core will be using the [https://fate-srd.com/fate-core | Fate Core] System with features from [https://fate-srd.com/fate-condensed | Fate Condensed] and the [https://ryanmdanks.wordpress.com/2013/02/11/fate-core-mechwarrior-hack/ | Mech(Warrior)] hack by Ryan M. Danks. I am trying to add enough mechanics to make it feel like a Mecha game, but otherwise keep everything as streamlined as possible.
 
==Character Creation==
 
 
Characters have 5 aspects as normal, a High Concept, a Trouble, and 3 other character aspects.
 
 
Characters will start with '''12 skill points''' and a starting skill cap of '''Good/+3'''. This should allow highly specialized characters to start with '''2 columns''' of skills rather than an expanded pyramid.
 
 
Characters start with 1 free stunt and a Refresh of 2. This allows the player to purchase two additional stunts for their characters.
 
 
Physical and Mental Stress tracks start at 3 boxes each, and each box is only worth 1 stress. Each skill point in '''Physique''' or '''Will''' adds an additional stress box to the Physical or Mental stress track, respectively.
 
 
As of right now, characters can mark off both Physical and mental stress while in Mecha combat.
 
 
Characters start with no consequences. Only vehicles get consequences in Hyper Core, this is to reflect the power difference between humans and giant robots.
 
  
 
==Skills==
 
==Skills==
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===Skill Additions===
 
===Skill Additions===
'''Pilot''' is used to control Mecha. Rather than a separate skill, it equals the character's '''Athletics''' or '''Drive''' skill, whichever is higher. This reinforces the fact that soldiers or athletes (Athletics) make good Mecha pilots, but race car drivers, fighter pilots, even recreational drone enthusiasts (Drive) can too.
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'''Pilot''' is used to control Mecha. Rather than a separate skill, it equals the character's Athletics or Drive skill, whichever is higher. This reinforces the fact that soldiers or athletes (Athletics) make good Mecha pilots, but race car drivers, fighter pilots, even recreational drone enthusiasts (Drive) can too.
  
 
'''Presence''' Your force of personality, MAKING people do what you want. Intimidation, Provoke, Command, etc…
 
'''Presence''' Your force of personality, MAKING people do what you want. Intimidation, Provoke, Command, etc…
  
 
'''Manipulation''' Your social deftness. GETTING people to do what you want. Deception, Persuasion, Bargaining, etc…
 
'''Manipulation''' Your social deftness. GETTING people to do what you want. Deception, Persuasion, Bargaining, etc…
 
==Scale==
 
 
We will employ two types of scale, '''Size''' and '''Speed'''.
 
 
*Size 0: Humans/regular vehicles
 
*Size 1: Mini-Mecha/Anti-Mecha vehicles
 
*Size 2: Mecha/Large vehicles
 
*Size 3: Bases? Battleships?
 
 
Each level of Size difference grants Weapon 2 or Armor 2 to the person with the size advantage. Primarily used for combat.
 
 
*Speed 0: Human
 
*Speed 1: Slow vehicles, fast animals
 
*Speed 2: normal vehicles
 
*Speed 3: Racecars, slow aircraft
 
*Speed 4: Jets
 
 
Each level of Speed difference grants +2 to Drive to the person with the speed advantage. Primarily used for chases.
 
 
==Mecha==
 
 
All Mecha have the following:
 
 
A '''High Concept''' aspect.
 
 
A '''Size''' rating, as determined by the frame.
 
 
A '''Speed''' rating, as determined by the frame.
 
 
A number of '''Stunts''', as determined by the frame.
 
 
*Since Size grants Weapon and Armor rating, Mecha stunts should be bonuses to rolls or die Maximization.
 
 
*At the start of the game, only two of the Mecha stunts can be energy based, the others must utilize some sort of external fuel, missiles or ammo.
 
 
A number of '''Consequences'', as determined by the frame.
 
 
*Mild Consequence – the defender chooses a module to disable
 
*Moderate Consequence – the attacker chooses a module to disable
 
*Severe Consequence – both the attacker and the defender choose a module to disable
 
 
*If you don’t have any modules left to disable, the consequence generates a Free Invoke for the inflicting character to use as per standard Fate Core.
 
 
*Players can and should utilize their personal stress boxes to avoid damage while in their Mecha, but Mecha also have consequences.
 
 
===Mini-Mecha===
 
Extra Aspect: "Dual Form Mecha"<br>
 
Size: 1 <br>
 
Speed: 3<br>
 
Module 1 (utility/mobility stunt)<br>
 
Module 2 (primary weapon/action stunt)<br>
 
Module 3 (open stunt)]<br>
 
Mild Consequence:<br>
 
Moderate Consequence<br>
 
Severe Consequence<br>
 
 
===Standard Gen-3A Mecha===
 
Size: 3<br>
 
Speed: 1<br>
 
Modules...<br>
 
 
Consequences...<br>
 

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