YsFanatic
Senior Member
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Name:
Gear Points: 3
Refresh: 3
Fate Points: 3
Aspects:
HC:
T:
A:
A:
Skills:
Stunts:
Stress Boxes
Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]
Walker
Name (Frame type)
Description:
Default Range: (Short or Long)
Role bonus-
Aspects
HC:
T:
A:
Gear
Stress Boxes
Physical: 1 [ ] 2 [ ]
Energy: 1 [ ] 2 [ ]
Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]
Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]
Lasting
Damaged Control Systems 1 [ ] 2 [ ]
Gear Points: 3
Refresh: 3
Fate Points: 3
Aspects:
HC:
T:
A:
A:
Skills:
Stunts:
Stress Boxes
Physical: 1 [ ] 2 [ ]
Will: 1 [ ] 2 [ ]
Walker
Name (Frame type)
Description:
Default Range: (Short or Long)
Role bonus-
Aspects
HC:
T:
A:
Gear
Stress Boxes
Physical: 1 [ ] 2 [ ]
Energy: 1 [ ] 2 [ ]
Conditions
Fleeting
Disrupted Sensors 1 [ ]
Power Shortage 1 [ ]
Sticky
Broken Armor 1 [ ]
Damaged Weapon 1 [ ]
Malfunctioning Reactor 1 [ ]
Twitchy Actuator 1 [ ]
Lasting
Damaged Control Systems 1 [ ] 2 [ ]
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Walker Only
Piloting: The ability to properly control a Walker in demanding situations. Takes the place of Athletics when in a Walker
Energy Weapons: Skill in using Lasers and Plasma weapons. Reflective Armor can resist these.
Kinetic Weapons: Proficiency with conventional style weapons such as shotguns and cannons in addition to railguns. Resisted by Reactive Armor.
Explosive Weapons: Missile and rocket type weapons fall under this category. Anti-Missile Systems (AMS) can help defend against them.
Melee Weapons: Covers the ability to use any melee weapon. No special defense available but you have to be in the same Zone and the defender can use Piloting or Melee Weapons to defend.
Energy Management: The ability to properly manage the Walker’s energy supply. The higher the skill, the more Energy stress boxes at +1 and +3.
Electronic Warfare: The ability to use, and resist, advanced electronic devices like jamming devices.
Engineering: The ability to understand a Walker’s construction and where it can best take hits or how far it can be pushed when avoiding attacks. More ranks can give additional Physical stress boxes for the Walker at +1 and +3 ranks.
Shared
Notice: The ability to detect things in your environment. This can include hidden people/Walkers, unusual terrain features, items that are suddenly missing, and so on.
Provoke: Offensive Skill for social conflicts largely aimed at intimidation and otherwise getting a negative emotional reaction out of someone..
Rapport: The ‘nice guy’ social conflict skill. Can’t be used to do social attacks, but you can use it to make friends and help keep people from making you look bad.
Empathy: Like Notice, but for emotions. Can be useful when trying to figure out things about a character’s personality or possibly find out an Aspect that the NPC has. Can also help defend against Deceive actions or social advantages being made against you. Also important for recovering from mental Consequences.
Deceive: The art of faking people out. Could be by lying to get past someone, doing some kind of distraction or feint to leave a target open, or coming up with some kind of disguise and/or fake identity. Can be used to defend against Empathy rolls made to figure out your motives.
Will: Essentially the strength of your mind. Can be used for various mental challenges or to create Aspects indicating that you are focusing on a certain task. Helps defend against mental attacks made with Provoke. Increases the amount of Mental Stress boxes you have at +1 and +3.
Stealth: Skill has fairly obvious uses. Sneaking past things, creating advantages related to you hiding, and defending against Notice attempts.
Knowledge: Renamed Lore skill. The big brain skill. Can be used when trying to understand something, recall useful information, or creating Aspects related to things your character knows about for example.
On Foot Only
Athletics: Physical fitness. Useful when trying to outrun someone, getting past obstacles hindering travel between Zones, and is the default defense skill against physical attacks.
Security: Renamed Burglary skill. Used when dealing with security measures like locks, computer firewalls, and the like.
Contacts: Can be used when trying to find someone. Also helpful to create story details by creating Aspects where you know someone who can take of a problem for the group. Can also deal with reputations about a character. Can be used to defend in certain situations.
Crafts: Building, repairing, or fixing things is what this skill is basically about.
Drive: The ability to operate common vehicles. Largely the same as Piloting or Athletics, just for cars, bikes, and so on.
Infantry Melee: Your ability to wield melee weapons while on the ground is represented by this skill. It is equivalent to the Melee Weapons skill for Walkers.
Investigate: If you want to play detective, this is the skill. While Notice is more for noticing things in the spur of the moment, this skill is about taking your time to carefully examine or research things or people to learn about them.
Physique: The raw physical strength of your character’s body is covered by this skill, in addition to their general toughness. Can be used to overcome situations needing strength or creating advantages related to such. Provides extra Physical Stress boxes at +1 and +3.
Resources: Your material wealth and how you use it. If there is a problem that can be solved with money, this is the skill for it. Does not help with upgrading Walker Gear as that is handled via Gear Points.
Infantry Ranged: The ability to use infantry rifles, handguns, and so on. Functions the same as the ranged weapon skills for Walkers.
Piloting: The ability to properly control a Walker in demanding situations. Takes the place of Athletics when in a Walker
Energy Weapons: Skill in using Lasers and Plasma weapons. Reflective Armor can resist these.
Kinetic Weapons: Proficiency with conventional style weapons such as shotguns and cannons in addition to railguns. Resisted by Reactive Armor.
Explosive Weapons: Missile and rocket type weapons fall under this category. Anti-Missile Systems (AMS) can help defend against them.
Melee Weapons: Covers the ability to use any melee weapon. No special defense available but you have to be in the same Zone and the defender can use Piloting or Melee Weapons to defend.
Energy Management: The ability to properly manage the Walker’s energy supply. The higher the skill, the more Energy stress boxes at +1 and +3.
Electronic Warfare: The ability to use, and resist, advanced electronic devices like jamming devices.
Engineering: The ability to understand a Walker’s construction and where it can best take hits or how far it can be pushed when avoiding attacks. More ranks can give additional Physical stress boxes for the Walker at +1 and +3 ranks.
Shared
Notice: The ability to detect things in your environment. This can include hidden people/Walkers, unusual terrain features, items that are suddenly missing, and so on.
Provoke: Offensive Skill for social conflicts largely aimed at intimidation and otherwise getting a negative emotional reaction out of someone..
Rapport: The ‘nice guy’ social conflict skill. Can’t be used to do social attacks, but you can use it to make friends and help keep people from making you look bad.
Empathy: Like Notice, but for emotions. Can be useful when trying to figure out things about a character’s personality or possibly find out an Aspect that the NPC has. Can also help defend against Deceive actions or social advantages being made against you. Also important for recovering from mental Consequences.
Deceive: The art of faking people out. Could be by lying to get past someone, doing some kind of distraction or feint to leave a target open, or coming up with some kind of disguise and/or fake identity. Can be used to defend against Empathy rolls made to figure out your motives.
Will: Essentially the strength of your mind. Can be used for various mental challenges or to create Aspects indicating that you are focusing on a certain task. Helps defend against mental attacks made with Provoke. Increases the amount of Mental Stress boxes you have at +1 and +3.
Stealth: Skill has fairly obvious uses. Sneaking past things, creating advantages related to you hiding, and defending against Notice attempts.
Knowledge: Renamed Lore skill. The big brain skill. Can be used when trying to understand something, recall useful information, or creating Aspects related to things your character knows about for example.
On Foot Only
Athletics: Physical fitness. Useful when trying to outrun someone, getting past obstacles hindering travel between Zones, and is the default defense skill against physical attacks.
Security: Renamed Burglary skill. Used when dealing with security measures like locks, computer firewalls, and the like.
Contacts: Can be used when trying to find someone. Also helpful to create story details by creating Aspects where you know someone who can take of a problem for the group. Can also deal with reputations about a character. Can be used to defend in certain situations.
Crafts: Building, repairing, or fixing things is what this skill is basically about.
Drive: The ability to operate common vehicles. Largely the same as Piloting or Athletics, just for cars, bikes, and so on.
Infantry Melee: Your ability to wield melee weapons while on the ground is represented by this skill. It is equivalent to the Melee Weapons skill for Walkers.
Investigate: If you want to play detective, this is the skill. While Notice is more for noticing things in the spur of the moment, this skill is about taking your time to carefully examine or research things or people to learn about them.
Physique: The raw physical strength of your character’s body is covered by this skill, in addition to their general toughness. Can be used to overcome situations needing strength or creating advantages related to such. Provides extra Physical Stress boxes at +1 and +3.
Resources: Your material wealth and how you use it. If there is a problem that can be solved with money, this is the skill for it. Does not help with upgrading Walker Gear as that is handled via Gear Points.
Infantry Ranged: The ability to use infantry rifles, handguns, and so on. Functions the same as the ranged weapon skills for Walkers.
This list is just for examples and starting points. Feel free to use anything here, but you are also free to come up with your own things. Gear can be modified and upgraded over time as well. While some Gears, namely Weapons, have some overlap, narratively they would be best suited for different upgrades. Like Lasers would be more precise and accurate than Plasma Cannons but it makes sense that the plasma would be better for raw damage via an optional mechanic for Fate that I am using.
Weapons
Large Cannon: Allows for Kinetic attacks at Long Range, Gear does not work at Short Range
Burst Cannon (upgrade for Large Cannon): Gear gains +1 to attacks using Kinetic Weapons
Large Railgun: Can use Kinetic Weapons at Long Range, Gear does not work at Short Range
Large Plasma Cannon: Can use Energy Weapons at Long Range, Gear does not work at Short Range
Large Missile Launcher: Can use Explosive Weapons to attack at Long Range, Gear does not work at Short Range
Vertical Missile Launcher (Upgrade for Large Missile Launcher): Can do indirect Explosive Weapons attacks at Long Range if there is a spotter with the correct equipment.
Large Rocket Pod: +1 to attacks using Explosive Weapons at Short Range
Laser Rifle: Allows for Energy Weapons attacks at Long Range
Improved Autocannon: +1 to attacks made with Kinetic Weapons at Long Range
Shotgun: +1 to attacks made with Kinetic Weapons at Short Range
Sniper Cannon: Can use Kinetic Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.
Energy Sniper Cannon: Sniper Cannon: Can use Energy Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.
AP Shells (addon to regular Cannon Gear): Cannon Gear gains Weapon: 1
Aerodynamic Shells (addon to regular Cannon Gear): Cannon Gear gains +1 to attack at Long Range
Shattersky Shells (addon to Cannon regular Gear): Range of Cannon Gear changes to Short Range
LR Rockets (addon to Rocket Gear): Rocket Gear can be used to attack at Long Range
HE Rockets (addon to Rocket Gear): Rocket Gear gains Weapon: 1
Barrel Stabilizers (upgrade to Railgun Gear): Railgun Gear gets +1 on Kinetic Weapon rolls.
Charging Capacitor (upgrade to Railgun Gear): Can sacrifice an Energy Stress box to use Railgun Gear to attack at Extreme Range.
Support
Reactive Armor: Armor 1 against Kinetic attacks, only 1 Armor can be equipped
Reflective Armor: Armor 1 against Energy attacks, only 1 Armor can be equipped
AMS: Armor 1 against missile and rocket based attacks
Power Amplifier: Can use Energy Stress boxes to increase Energy Weapon attacks by the respective amounts.
High-speed Optics: +1 to attacks at Short Range
Precision Optics: +1 to attacks at Long Range
Improved Artificial Muscles: +1 to attacks using Melee Gear
Camouflage Armor: +1 to Stealth vs enemy Notice rolls, only 1 Armor can be equipped
Forward Boosters: +1 movement between Zones
Evasion Boosters: Can use an Energy Stress box to improve Piloting when dodging an attack by the indicated amount.
Electronics
Targeting Jammer: Can roll Electronic Warfare to negate a piece of enemy electronic targeting Gear being used against you for 1 turn.
ECM: +1 to Stealth to hide from enemy sensors
Missile Fire Control System: +1 to attacks using missile or rocket based Gear
Cannon Support System: +1 to attacks using cannon Gear
Advanced Kinetic Targeting System: +1 to attack using bullet type weapon Gear
Weapons
Large Cannon: Allows for Kinetic attacks at Long Range, Gear does not work at Short Range
Burst Cannon (upgrade for Large Cannon): Gear gains +1 to attacks using Kinetic Weapons
Large Railgun: Can use Kinetic Weapons at Long Range, Gear does not work at Short Range
Large Plasma Cannon: Can use Energy Weapons at Long Range, Gear does not work at Short Range
Large Missile Launcher: Can use Explosive Weapons to attack at Long Range, Gear does not work at Short Range
Vertical Missile Launcher (Upgrade for Large Missile Launcher): Can do indirect Explosive Weapons attacks at Long Range if there is a spotter with the correct equipment.
Large Rocket Pod: +1 to attacks using Explosive Weapons at Short Range
Laser Rifle: Allows for Energy Weapons attacks at Long Range
Improved Autocannon: +1 to attacks made with Kinetic Weapons at Long Range
Shotgun: +1 to attacks made with Kinetic Weapons at Short Range
Sniper Cannon: Can use Kinetic Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.
Energy Sniper Cannon: Sniper Cannon: Can use Energy Weapons to attack at Extreme Range (more than 2 Zones away), Gear does not work at any other range.
AP Shells (addon to regular Cannon Gear): Cannon Gear gains Weapon: 1
Aerodynamic Shells (addon to regular Cannon Gear): Cannon Gear gains +1 to attack at Long Range
Shattersky Shells (addon to Cannon regular Gear): Range of Cannon Gear changes to Short Range
LR Rockets (addon to Rocket Gear): Rocket Gear can be used to attack at Long Range
HE Rockets (addon to Rocket Gear): Rocket Gear gains Weapon: 1
Barrel Stabilizers (upgrade to Railgun Gear): Railgun Gear gets +1 on Kinetic Weapon rolls.
Charging Capacitor (upgrade to Railgun Gear): Can sacrifice an Energy Stress box to use Railgun Gear to attack at Extreme Range.
Support
Reactive Armor: Armor 1 against Kinetic attacks, only 1 Armor can be equipped
Reflective Armor: Armor 1 against Energy attacks, only 1 Armor can be equipped
AMS: Armor 1 against missile and rocket based attacks
Power Amplifier: Can use Energy Stress boxes to increase Energy Weapon attacks by the respective amounts.
High-speed Optics: +1 to attacks at Short Range
Precision Optics: +1 to attacks at Long Range
Improved Artificial Muscles: +1 to attacks using Melee Gear
Camouflage Armor: +1 to Stealth vs enemy Notice rolls, only 1 Armor can be equipped
Forward Boosters: +1 movement between Zones
Evasion Boosters: Can use an Energy Stress box to improve Piloting when dodging an attack by the indicated amount.
Electronics
Targeting Jammer: Can roll Electronic Warfare to negate a piece of enemy electronic targeting Gear being used against you for 1 turn.
ECM: +1 to Stealth to hide from enemy sensors
Missile Fire Control System: +1 to attacks using missile or rocket based Gear
Cannon Support System: +1 to attacks using cannon Gear
Advanced Kinetic Targeting System: +1 to attack using bullet type weapon Gear