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Futuristic Mercenary Dawn: Steel Phoenixes OOC

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Alright, so as for handling the game mechanics in your battle posts, the basic layout is pretty simple. At the bottom of the post you'll either encase the info with (( )) or put it in a spoiler tab.

Here is an example.
((Character A uses Explosive Weapons +3 to attack Enemy 1
Dice: +2
Total: 5

Evasion roll: +1))

As you can see I'd want you to clearly identify what skill you are using to attack what enemy with, then the dice roll from either here or Discord followed by the total. For Evasion I'll add in the skill that applies on my end, which will normally be Piloting/Athletics unless you are being attacked in melee, in which case your own melee skill (if its higher than the applicable dodge skill) would be used instead. Only one Evasion roll to dodge attacks during the whole turn as that would be simpler then doing separate rolls for every single attack coming your way. This will also apply to the enemy, they only get one Evasion roll for the turn.

Now an example with Gear in play
((Character A uses Explosive Weapons +3 to attack Enemy 1
Dice: +2
Large Rocket Pod: +1
Total: 6

Evasion roll: +1
If needed, Evasion Boosters use 4th Energy stress box))

As you can see, not much different than the base. Main thing I would point out is that I'm fine with 'if' statements when you are utilizing a limited resource like stress boxes or Fate points. In that case I'll only use the resource if it is needed to dodge the attack, and of course the bonus would apply to all your Evasions in that round. Naturally you can leave out the 'if' statement if you are aiming for 'success with style' which would give a Boost with a free invoke against the attacker. More info about 'success with style' will come with the second battle.

The stuff in the next example will be covered more in the second simulator battle, but I'm including it here for easier reference. It's largely the same as the above example with the Evasion Boosters though.
((Character A uses Explosive Weapons +3 to attack Enemy 1
Dice: +2
Use 2 free invokes on Covering Fire for +4
Total: 9

Evasion roll: +1
Use Fate point to invoke You Can't Catch Me if needed))

Main difference with this example is that sometimes you'll have free invokes on an Aspect that you can use at no cost to yourself, such as with the Covering Fire Aspect in the example. In this case the character was using two free invokes to boost their attack so they would do more shifts of damage, assuming they hit in the first place. If not all of those invokes are needed to finish off an enemy, I'll remove any extras so they are ready for the next round.

The last thing I want to go over is creating an advantage. That's basically when you roll a skill to try to create an Aspect, be it terrain based, on an enemy, or something else. This action can also be used to create free invokes on existing Aspects or to promote a Boost to a full Aspect (more on Boosts later if they come up in this fight, if not then for the second battle).

For example
((Character A uses Kinetic Weapons +3 to try to create Aspect 'Covering Fire' to aid their allies.
Dice: +2
Total +5

Evasion roll: +1))

Then when I update I would include if you succeed in making the Aspect and with how many free invokes. Other examples would be say, creating a Pinned Down Aspect on an enemy target, realizing that a particular Walker has Poor Mobility via Knowledge, or using Provoke to intimidate someone to be Afraid of Character A. Creating or enhancing Aspects in this way can be really useful as it lets you essentially create resources that can be used to turn the battle in your favor, which is especially useful if the enemy is really hard to hit and/or has a high attack skill.

So that's basically what I'm asking for right now. We can fine tune it later based on how these simulator battles go.
 
2. Extraction/repair Module: harvests energy or parts from enemy mechs to repair friendly ones. Repairing a mech reduces a Consequence by one tier (eg. moderate -> minor, minor -> null). Each Consequence can only be modified once, and the person being repaired cannot move during the turn.

Null gets her own Tier? 🤩 I don't know what to say.
 
Alright, lets go over some mechanics that are much more likely to show up in this battle.

Consequences: Since when you take a hit you can only use a single stress box to absorb the damage, anything that isn’t handled by the stress box will go to either Consequences or Conditions (or possibly both if its a particularly nasty hit). Unlike stress boxes, Consequences don’t automatically renew after a conflict is over. Generally someone has to do an action via a skill roll to help you start recovering, or you can do it yourself at a higher DC. In regards to what skills would be used to help a character recover, that would depend on the nature of the Consequence. Generally speaking, physical injuries would be handled by Knowledge and mental consequences by Empathy. For hasty field repairs on Walkers, Crafts would be the skill of choice, though arguments could be made for Engineering as well.

For Walkers, between contracts or whenever you have access to repair facilities between battles all Consequences will either be fixed (Mild and in some cases Moderate) or start to be repaired (Moderate and Severe) in which case at the next repair chance they will be finished. For the characters themselves, Mild Consequences generally linger for a scene after the recovery has started, Moderate for a ‘session’ (several scenes or whatever makes sense for the situation), and Severe last for a whole ‘scenario’ which is generally the length of time it takes for something important to the story be taken care of. When a character suffers a Consequence, be it to themselves or their Walker, it acts like an Aspect and their enemies get a free invoke on the Consequence. Having an appropriate skill at +5 will give you an extra Mild Consequence for that type of stress.

Conditions: Conditions are like Consequences as they can help deal with damage that is more than you can handle with just a stress box. Generally speaking they are easier to get rid of than Consequences in that Fleeting ones are gone after the conflict is over and Sticky ones go away when it makes sense for them to go away, in this case when you have a chance to conduct repairs. The Lasting one is more akin to a Consequence as it can’t be fixed by a single trip to a repair bay, a second session of repairs will be needed for it to be cleared. Like with Consequences, the enemy gets a free invoke on each Condition you get.

Conceding: When things are looking bad, you can Concede. Doing that will take you out of the conflict, but gives you some narrative control over what happens to you. When you Concede you get a Fate point just for doing so, and in addition to that you get additional Fate points for any consequences you suffered in the conflict. Because you have some narrative control over what happens to you, Conceding will typically mean that you can safely make it home with the group regardless of how the rest of the battle goes. However, there has to be some kind of consequence for Conceding, as in the enemy gets something out of this. For Walker battles for example, perhaps a piece of Gear takes damage and has to be repaired, or your Walker is salvaged by the enemy and the group has to retrieve it.

Being Taken Out: If you don’t Concede and take more stress than you can handle, you are taken out and the opposing party (normally me) gets to decide what happens to you narratively, which will be more harsh than if you had Conceded. Such as destruction of Gear or possibly of the Walker itself depending on how bad the last hit was. In addition, if the group is forced to retreat then the group may have to leave you behind, forcing you to either survive on your own or be taken prisoner.

Walker Destruction: If your Walker is destroyed, generally you’ll get a replacement for free…. But it may not be of the same Frame as what you had before and you’ll have to wait until after the next contract to swap it to what you want. Destruction of your Walker doesn’t mean all your Gear is destroyed, if the group wins the battle your Gear could be salvaged.

Compels: Compels are when someone, be it a GM or another player, offers a Fate point to have one of your Aspects, normally the Trouble, cause a story complication in the current scene. You can use the Fate point immediately if you accept, alternatively you can pay a Fate point to refuse the compel. If you feel that the compel doesn’t fit the narrative, talk it over and if an agreement can’t be reached, then the compel can be dropped.

Hostile Invokes: If a character invokes one of your Aspects against you via a Fate point, you get that Fate point at the end of the scene to use later on.
 
Artillery: Characters can spot for the person doing indirect fire support, what kind of spotting depends on their Notice rank. 0 Notice means hitting everyone in the Zone, including allies. +2 Notice means hitting all targets in the Zone with the damage being split between them, +4 allows for targeting of a particular target. For area bombardment, the targets don't normally get an Evasion roll unless there is an Aspect in play that would offer cover. Spotters allow for indirect fire to their current Zone or an adjacent one.
 

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