Diaspora is a role-playing game with a focus on hard(ish) science-fiction
adventure. You build a universe, you build characters, and then you play with
them in it.
Underpinning the game is the task resolution system described in this
chapter.
All conflicts in Diaspora are resolved using the FATE mechanics as elaborated
in Spirit of the Century and available from the System Reference Document
for that game, available on the Internet.
You roll your set of four fudge dice, which yields a result between -4 and +4,
you add an appropriate skill, and then you compare against some difficulty
level, which might be someone else's roll or might be a level imposed by the
referee.
Diaspora is a set of mini-games. Each of these use fate dice, Aspects, and
other elements from the FATE system but the may have other distinctions. These
mini-games are:
Diaspora is not a game in which the players drive the action without the
input from the referee, who only establishes the setting and mediates the
rules. But many of the ways players can use their characters' skills give the
player some power over narration.
The guiding principle is say yes or roll the dice. When a player has an idea
about what he wants to happen, it can often be the case that what he wants
doesn't mesh with what the referee wanted. Look at the idea, ignore your plans,
and either say yes or set a difficulty and make them roll to see what
happens.
Rule
Say yes or roll the dice.
Alternatives to yes exist that are not no. One popular one is, yes, but
…: In this case the referee agrees but adds a complication. If everyone is
grinning and nodding, the referee has succeeded. Another is yes, and …: Here
the referee agrees and escalates the player's idea even further.
Players sometimes get to say something that’s true without much mediation from
the referee.
We also talk frequently about the table. The table is the sum of the players,
the referee included, with all opinions weighed equally. The table is the
consensus, and it is more important than any single player's authority,
including the referee's.
Rule
The table is the consensus.
We grant equal weight (though your table may choose otherwise) to
all players throughout the first session. Cluster, world, and character
creation are all egalitarian pursuits.
In place of hard rules, what Diaspora rewards is narration: narration from the
players, and from the referee. Giving details of what you want to happen within
the game is as important as working out what roll on the dice is needed for
success. Both, of course, will happen. The talk around the table will always be
a mix of in-game-character-based narration and out-of-character rules
discussion. There are no necessary mechanical consequences of narration in the
game, but it may still prove to be the most memorable of the session.
Player authority and character integrity are both important. Because of the
fate point economy, it will often be the case that the player wants something
to happen that the character would not. Two things follow from this.
First, the referee keeps very little mechanical information secret. Mechanical
details, such as aspects and skills, are not hidden from the players (unless
there is a game-based reason why that might be). Players are always maintaining
a double awareness at all times, and the tension between player and character
is something that the FATE system exploits powerfully.
Second, there is a continual back and forth between these two levels, and
narration, from the players and from the referee, becomes essential. A player
narrates what he wants to happen, which may lead to an out-of-character
tabulation of whether a roll is needed and what the target number might be.
Dice are rolled, and the result leads to more narration (from the successful
player, from the referee, or from the table generally) giving an
interpretation of the roll within the game.
Abstraction facilitates narration, because it allows the players to define
constraints or accomplishments for themselves. Narration feeds into the
rules, which then in turn provide opportunities for the interpretation of a
given roll, in the form of more narration. It's all about the stories.
The Ladder
In FATE, successes and difficulties are rated by numbers or by the terms on
the Ladder. Our Ladder here is slightly different from the Spirit of the
Century Ladder, in that the term Fair is replaced by Decent.
The words only applicable directly when a single character acts. Since an apex
Skill is at level 5 (as we will see in character generation) and since the best
result from a roll of the dice is +4, a result of +9 represents an
exceptionally successful attempt at something by a dedicated professional.
While higher numbers are possible (through the invocation of Aspects, described
below), most numbers in the game, when all things are considered, are single
digits. If one is looking for appropriate adjectives to describe an action, it
is often the difference between two rolls that might determine the quality of
success. So, in an opposed roll (described below, in which a player roll is
compared against a referee roll) results of 7 against 5 represent a decent
success.
Fueling almost all interactions in Diaspora is the fate point economy.
Characters have fate points, as do ships, and the referee has an unending
supply. Even if a given interaction doesn't actually lead to an exchange of
fate points, the possibility that it might do so inevitably affects player
choices. Fate points are limited, and as a scarce resource, players will be
looking to spend them carefully, and collect them zealously. If a player wants
something to happen and the dice have said no, then fate points provide a
mechanism for the player to create success.
Fate points use other qualities of a character to create in-game effects; that
is why the precise wording of an aspect can be so important. The natural
instinct for players is to hoard fate points, and save them for a big flourish
at the end. But there are rewards to be had in keeping the flow of fate points
relatively constant. Maybe not for every roll, but regularly, fate points
should be spent by players, or should be offered by the referee, to create a
sense of them as units of trade, as a genuine economy, that creates an ebb and
flow throughout the session.
All characters and some things will have Aspects. These short phrases indicate
what is important about the character. Scenes might have Aspects, maps might
have Aspects, systems, worlds, and cities might all have Aspects. Give a thing
an Aspect when you want it to have a feature but don't need a specific rule
mechanism to govern how that feature operates. Instead you are declaring that
something is important and leave it to players to determine how to make it
important.
There are a number of ways that aspects come into being, and a number of
ways they can be used during conflict (whether that's just a skill check
during regular role-play or a specific roll in a combat sequence).
Rule
Any time you roll the dice, you could bring Aspects into play.
- you can invoke one of your own Aspects after you roll the dice.
You narrate how the Aspect affects the roll and, assuming everyone at the
table nods assent and says that's cool, you can add +2 to your roll or
re-roll. You pay a fate point immediately.
- you can tag an Aspect on something else that's relevant to the roll
after you roll the dice. That could be an Aspect on your opponent, an
ally, on a map or any other Aspect that's relevant and not on
your character. Take +2 on your roll or re-roll. You pay a fate point
immediately.
- You may only tag one Aspect on each related scope per roll:
- one Opponent Aspect
- one System Aspect
- one Scene Aspect (if one exists)
- one Zone Aspect (if one exists)
- one Ship Aspect (if a ship is relevant)
- one Campaign Aspect (if one exists)
- one Ally's Aspect
In addition, any number of free-taggable Aspects from any scope may be
tagged and don’t count against your tagging limit (that is, you can
tag two free-taggables at zone scope and still tag a third if there is
one for the usual fate point cost).
- You can compel an Aspect on your opponent before you roll the
dice. In this case you offer your opponent a deal related to his Aspect:
he can take the deal and one of your fate points or deny the deal and
give you a fate point. Outside of a combat sequence the deal can be quite
free-form and it is a negotiation between players and not between characters.
You might offer the Referee a deal relating to an NPC, a deal relating to
an ally or most commonly a deal offered by the Referee to a character's
player. During a combat sequence the effects of a compel are far more
constrained (and dealt with in detail in the appropriate section).
- You can compel an Aspect on a scene or zone (or anything for that
matter). You offer the referee a deal related to the Aspect: he can take
the deal and one of your fate points or deny the deal and give you a fate
point. In or out of combat, the deal is free-form and it is a negotiation
between players and not characters. You might offer the Referee a deal
relating to any scope as mentioned above.
Aspects come into being in several ways:
- player characters start with 10 Aspects derived from the character
generation stories. They get a fate refresh of 5 fate points at the
beginning of a session.
- spaceships start with 5 Aspects created by the designer (some forced
by the design process). They start each session with five fate points.
- scenes, maps, campaigns, and things get Aspects at the discretion of
the referee. The referee has an unlimited supply of fate points.
- players can put an Aspect on a character or scene with a Maneuver.
A maneuver is an action your character takes that will change the status of
something and this status change will be represented by the addition of an
Aspect. The referee will decide what to roll (either a Fixed Difficulty
Roll or an Opposed Roll – see the Resolution section) and on success
the target acquires an appropriate Aspect.
Having an Aspect of your choosing placed on an enemy is pretty powerful all by
itself, but there is an additional power: an Aspect placed as a result of a
maneuver can be tagged without paying a fate point once by the maneuverer or
an ally (it is free-taggable). It can be tagged normally subsequently as long
as the Aspect lasts, but the first time (and only the first time) is free.
Rule
Place an Aspect on an opponent or a scene with a Skill check (static or
opposed, as determined by the referee). If successful, the target now has the
Aspect. This Aspect can be tagged once for free and thereafter for a fate
point.
First, the acting player declares his intended action and, if there is one, its
target. Next, the player managing the order of events (usually the referee)
asks for compels.
Any player can compel the acting player’s character. If someone does, he offers
a story based on one of the acting player character’s Aspects and presents a
fate point. If the acting player accepts, he receives the fate point and
complies with the compeller, forfeiting his action. If he denies he must pay
the compeller a fate point. During combat, the compeller can demand only one of
two things: inaction or forced movement. The mechanical specifics of these is
described in each combat mini-game.
The referee, however, can compel at any time, in or out of combat, and the
effects of the compel are not constrained. That is, the referee can offer
pretty much anything as a compel, as long as it ties in to the Aspect well.
Once compels have been resolved, any actions that can be taken will be
resolved. This usually means that dice are rolled and a Skill value added.
Players may invoke an Aspect of theirs, narrating how it relates to the
situation, pay a fate point, and gain either +2 on their roll or the right to
re-roll. They may tag an Aspect on their opponent, narrating how it relates to
the situation, pay a fate point, and gain +2 on their roll.
Players may tag as many free-taggable Aspects as they like that exist on their
opponent and gain +2 on their opponent for each.
Players may use any spin accumulated by them or an ally to gain +1 on their
roll. Any number of spin points may be used towards a given roll.
Rule
Compels happen before the dice hit the table. Invokes, tags, and spin happen
after the dice hit the table.
There are a couple of possible kinds of tasks you might run into:
The referee sets a difficulty level and tells you what skill you need to use.
You throw your fate dice, add them to your skill and if it's equal to or
greater than the difficulty, you succeed. If you fail or want to improve your
result, you can invoke an Aspect and spend a fate point for +2 or a re-roll. If
you still are not satisfied with the result, you can try to bring in another
Aspect. And so on.
Rule
A fixed difficulty roll is made with 4dF + Skill against a target value
established by the referee based on the estimation of the task's
difficulty (the Ladder may be a useful tool here).
The result is the number of shifts obtained. Zero shifts is a success. Rolls
that use shifts for effects do not generate effects with zero shifts. These may
be useless successes.
You want to beat someone else at something. The defender rolls defensively and
you need to meet or beat that roll offensively. Use fate points as before to
increase your result. Your opponent may well do the same.
Rule
An opposed roll is 4dF + Skill compared against an opponent's 4dF +
Skill. Attacker and defender may use different skills. The result is the
number of shifts obtained.
Zero shifts is a success. Rolls that use shifts for effects do not generate
effects with zero shifts. These may be useless successes.
The degree to which you beat your target value is your shift. Shifts may
have a mechanic effect. In combat, for example, shifts determine the amount of
damage done. If you exceed your opponent when you make a defensive roll that
does not have any effect other than being a successful defense, you don't get
shifts. Instead, for every three by which you exceed the attacking roll, you
generate spin.
Spin can be used by you or an ally to gain +1 on a roll – basically your
defensive maneuver put your opponent at a disadvantage or one of your allies
at an advantage somehow. You need to use up spin by the time the turn comes
back to whoever generated it – he's the last person that can take advantage.
It can be handy to throw some kind of token on the table to indicate spin and
let anyone pick it up. Index cards with the generator's name on it greatly aid
remembering when it expires.
Rule
Each number above the target value is called a shift. Hitting the target number
exactly is a success, but generates no shifts. When an attacker fails by three
or more (negative three shifts), the defender gets spin.
Spin can be spent by the defender or any ally, and must be used before the end
of the defender’s next turn. Defenses that can harm the attacker (such as
defending against Electronic Warfare in space combat) do not generate spin
because they already have an effect beyond successful defense.
At any time a player can pay a fate point and declare a true fact
about the world as pertains to the character’s apex Skill. The referee
can return the fate point and modify the fact but cannot simply deny
it altogether.
Sometimes it makes sense to have two skills interact to form the basis of a
check.
- Skill A is Limited by Skill B
- This indicates that Skill A is used for the check but at a level no
higher than Skill B.
- Skill A is Amplified by Skill B
- This indicates that Skill A is used for the check. If Skill B exceeds Skill
A, then an additional +1 is granted.
When you want an action to succeed but have the degree of success (or failure)
determine how long it took, the referee should set the difficulty and the base
time needed to resolve (picked from the Time Track in the sidebar). Each shift
generated moves up the track one line. Negative shifts move down the track one
line for each shift.
Some tasks might fail altogether with negative shifts, but potentially go
faster with greater success.
The referee can decide that a task cannot fail if the character takes all the
time in the world to finish it. In that case, negative shift does not signify
failure but additional time needed, by moving down from the base time set
accoring to the rolled result.
The first session of a Diaspora campaign is used to create the setting and the
characters. At the time of this first session it is not necessary to have a
referee (what some games call the Game Master or GM). Everyone can have
complete narrative authority over the pieces they will create.
Designate someone as caller. This person will guide the group through the
application of the rules and perhaps take notes on the results, even though the
caller’s creative input need not be any greater than that of any other player.
You will create a handful of systems and find out what they are like, filling
in details with your own stories as you make sense of the system statistics.
You will then link these systems into a structure called the cluster, which
will show which systems are connected to which other systems by slipstreams.
Faster-than-light travel between stars only occur along these paths. Once this
geometry is established, it can be useful to go back to the systems and write a
little more—how do the various surpluses and deficiencies affect traffic on the
slipstreams? Who supplies slip ships? Who competes?
The first step in creating a cluster is to create the set of systems that will
belong in it. The caller shall assign each player, including himself, one or
two systems. The total number of systems usually is between six and ten.
Systems will be described by their statistics, and their Aspects. Details can
be elaborated through narrative, but will have no mechanical effect in the game
unless accompanied by Aspects.
Each system represents some place in space where humans might reside. A place
where two slipknots exist—those mysterious points in space that allow limited
faster-than-light travel. Nothing else is written in stone—a system can be
completely empty but for the slipknots, and that’s got to have a story.
Typically a system consists of a star and some attendant planetary bodies. It
could be a as familiar as a yellow star with eight worlds, one of which is
habitable, or as exotic as an artificial quintet of neutron stars and a vast
field of rubble a thousand million miles away. These things are for you to
determine. They are what you invent to make sense of the statistics.
- Each player (including the referee) is assigned the worlds they will develop.
Everyone will use slightly different notation, but numbering the worlds to be
generated on a piece of paper, allowing three or four lines per system, is
sufficient. We find it helpful if everyone records the information for
themselves as the process is underway.
- In turn, each player determines the attributes for their system. Systems have
three attributes:
- Technology
- Environment
- Resources
Attributes are generated by a roll of the dice (4dF): the typical world will
therefore be T0 E0 R0, or a system with a sustainable garden world which is
actively exploring space.
- The Slipstream Guarantee. It is suggested (though perhaps not strictly
necessary) that at least one system be able to create and maintain slip-capable
ships. If no system in the cluster has T2 or higher, give the system with the
lowest sum of attributes and the system with the highest sum of attributes each
T2.
- Each attribute value corresponds to a short phrase (see the table below),
which may become (and will certainly influence) one of the system’s Aspects.
These may be noted, but as they derive automatically from the attribute value,
they may just be borne in mind as the procedure continues.
- Each player shall give each of their systems a name.
- Players give each of their systems two Aspects that reflect their unique
identities, extrapolated from the attributes. The final result is under the
control of the table authority. Give it two Aspects that describe things that
are not represented by the numbers or that are implied by the numbers. These
things might relate to politics,philosophy, geography, hydrography, local
astrography or history. Or something else…
- The relationship between the systems within the cluster is then developed.
The procedure is described below in the section Linking Systems.
- Players should now examine their systems and their place in the cluster and
add a final Aspect to each system to reflect their place in this implied web of
trade and politics. Discuss the ramifications of these worlds and their
placement—who is the hub? Who controls technology? Can the resource-heavy
worlds defend them? Do they need to?
- Finally, the player generating the system should write a brief paragraph
describing life in it. This will get fleshed out further through character
generation and further through play, so it’s not necessary that it be
comprehensive. A few questions that one might want to answer include:
- What does the sky look like here?
- How does the average person live?
- Why was this system colonized?
- What has changed since then?
In Diaspora, systems are separated by unknown volumes of space—their positions
in the universe are so diverse as to be likely unknown and possibly unknowable.
And yet they are connected into a tight cluster of only a few stars by some
currently inexplicable laws of physics. These connections, the slipstreams,
take only an instant to traverse, but in that instant vast quantities of heat
accumulate and must be dissipated upon arrival.
Slipstream points (slipknots) are located at a distance roughly 5 AU
(astronomical units) above and below the barycenter, which is the point around
which all bodies in the system revolve. How close you need to be to this point
is determined by the technology level of your slip system—a small device, but
capable of translating the ship across unknown distances pre-determined by
hidden geometries of our universe.
You can re-use your clusters as often as you like—there is room in any one of
them for more than one campaign—but they are small enough that it’s simple to
build a new one every time you make characters if you prefer.
You have already created some number of Worlds, so now we're going to
determine how they are connected. The Caller will draw a line of Systems,
using the initial letter of each system name to identify it.
For each system, the owning player will roll four fudge dice.
- On a negative result, connect the system to the next neighbour in the line.
- On a zero result, connect the system to the next neighbour in the line as
above, but also, if a system further down the list has no connections,
connect to that neighbour.
- On a positive result, do all that you do for a zero result and if another
system further down the list has no connections, also connect to that
neighbour.
Continue for each system until all systems are connected. The second to last
system never needs a roll – it will always connect only to its next neighbour.
That’s your cluster! It will have natural hubs and relationships between
systems with positive and negative resources. Each world is connected by one to
five links to other systems. Next we will discover which worlds can exploit
these links and which will have to pay to engage in interstellar trade.
- Technology
- Because of the nature of the game, the technology scale is privileging space
exploration technology over other technological advances. Associated with each
tech level is a whole host of other technological advances, and these may be
extrapolated in the world design, and may be clarified with Aspects.
- Environment
- Generally a high-environment system is going to see vast immigration. How the
local system inhabitants feel about that will drive regional politics and
adventure.
- Resources
- The resource value of a system is what drives the economy. It tells you if the
system is economically dependent on other systems, or if it is supporting them.
In order to cultivate a system, invent the flow of trade in this way: every
system with a R-2 or less is getting something from somewhere, and every system
with an R2 or more may very well be the source. Knowing what these economic
factors are should create plenty of room for competing interests and establish
some conflicts between systems.
Attribute Ratings
| Rating |
Technology |
Environment |
Resources |
| 4 |
On the verge of collapse |
Many garden worlds |
All you could want |
| 3 |
Slipstream mastery |
Some garden worlds |
Multiple exports |
| 2 |
Slipstream use |
One garden and several survivable worlds |
One significant export |
| 1 |
Exploiting the system |
One garden and several hostile environments |
Rich |
| 0 |
Exploring the system |
One garden world (perhaps additional barren worlds) |
Sustainable |
| -1 |
Atomic power |
Survivable world |
Almost viable |
| -2 |
Industrialization |
Hostile environment (gravity but dangerous athmosphere) |
Needs imports |
| -3 |
Metallurgy |
Barren world (gravity, no athmosphere) |
Multiple dependencies |
| -4 |
Stone Age |
No habitable gravity or athmosphere |
No resources |
Creating a character uses a process that creates significant interaction in
each others’ backgrounds. No Diaspora game begins, “You all meet in a space
bar,”—how all the characters know each other and even what dirty secrets they
share will all be considered as part of character creation. By this stage you
may already have selected a referee from your group to run the game. That’s
cool and natural. Resist, however, the temptation for the referee to not make a
character. There are several rewards to the inclusion of the referee in this
process.
First, when there are more than three characters being created there are
characters who do not necessarily know each other except as a “friend of a
friend” and this is cool.
Second, and perhaps more importantly, it creates the opportunity for players to
change roles as the campaign progresses—if a player has a story in mind and an
urge to referee a game to trigger it, it’s a great deal of fun if the
prior referee can grab his character and join a new game in a familiar story
line.
Original Material
You can download two different character sheets from the Diaspora home page:
Character creation is ideally done as part of the first session: characters
develop naturally out of the system development, and the process of making
characters in turn elaborates crucial details about the cluster. Characters are
composed of four mechanical elements: their Aspects, their Skills, their
Stunts, and their stress tracks (Health, Composure, and Wealth).
- Aspects
- are short, evocative statements that describe the character in ways that can
be used mechanically both for and against the character as well as being points
at which the referee can suggest actions to players for their characters.
- Skills
- are the basic abilities of the character, chosen from a list provided later in
this section, and used mechanically to add to the basic roll during any
conflict in which the Skill is relevant.
- Stunts
- are new rules that apply to the character.
- Stress tracks
- are indications of how stressed the character is physically, mentally, and
financially.
Aspects derive from the character’s background. Skills and Stunts
are selected after the background is constructed. Stress tracks have a
basic rating modified by some Skills and Stunts.
Some phases are collaborative.
For each phase, players should follow this procedure:
- Write a short paragraph describing the events of this phase (think in terms
of allocating no more than five minutes for this each time; less is fine)
- In turn, read them out to each other. This is important, as it helps others
learn about your character at the same time that you do.
- Select two Aspects, derived from the written paragraph. They can literally
be phrases pulled from the paragraph or new phrases relevant to the phase. This
can be done individually, or as a consultative process with the table. Once
selected, everyone should read out their two derived Aspects. You’ll find that
there is plenty of fiddling with Aspects at this point—have fun with it and
don’t get too stuck on procedure: your core objective is to come up with cool
Aspects, and so listening to the table and how they respond to your ideas can
often yield exciting results.
- Repeat for each of the five phases, until each character has ten Aspects.
Going through the five phases for four characters might take 45-60 minutes,
including reading aloud the gradual development of the characters after each
phase.
Rule
Characters have ten Aspects
- phase one: growing up
- This phase should establish the character’s home system and maybe some
information about his family and upbringing. Information written here might
reasonably feed back into the system description for the world: it’s likely
that the player will find new ideas percolating about the world as he wonders
about his character’s place in it. The two Aspects derived from this phase
might include features of the home world, such as how its technology or
political structure impacts the character.
- phase two: starting out
- This phase describes the character picking a direction in life. It might be a
career choice or an education or it might be a circumstance forced upon him,
but it should be a formative choice that establishes who the character has
decided he will be.
Career decisions often mean the player decides whether the character has gone
to space before, and, if so, in what capacity. Does he serve on a ship? Is he
part of some military or government organization? An independent trader? A
belter mining asteroids? Scientist, ninja, spy?
Perhaps he is a barbarian, uncomfortable with all the technology that drives
the cluster; perhaps he is an explorer, or a drive mechanic, or someone who
never found a career, and has been wandering the stars looking for purpose…
- phase three: moment of crisis
- Now players will write a brief description of an event that created change in
the character—something that the character would talk about later (maybe to his
pals around drinks, maybe only to his wife, maybe to himself while in his sleep
with the cold sweats and the voices and the screaming).
The moment of crisis must reference the character of the player to your
right—you want to bring them in as an observer, or a participant, or even as
the focus of the event. This is an opportunity to help define another character
as well as your own.
- phase four: sidetracked
- This phase is about events out of your control. As with life, not everything
goes as planned, and it may be that your life has taken an unexpected turn.
This phase revisits the player to your left character’s moment-of-crisis
event from your character’s perspective. They wrote you into their background in
phase three—now is your chance to tell it the way your character saw it happen.
- phase five: on your own
- In the final phase, write briefly about where the character is now. What are
his immediate needs and goals? What is he doing to get by in a hostile
universe?
Rule
Players select 15 skills for their character and rank them in the pyramid:
one at level 5, two at 4, three at 3, four at 2, and five at 1.
Selected Skills should be logically consistent with the character’s background
material as elaborated in the Aspects phases but there are no hard and fast
rules for selection. Skills are selected so that they are appropriate for the
characters about whom we’ve now learned quite a lot (with even more existing in
the players’ imaginations). Players will also select three Stunts (see below).
Some players may prefer to select their Stunts before their Skills, or at the
same time. This process may require some revision of Aspects or some
redefinition of character direction.
One approach for new players is to choose an apex Skill first—what the
character does best. Stunts may follow from that. Finally, the size of the
various hit tracks is calculated. This process might take another 20-30 minutes
perhaps, yielding completed characters.
There are many Skills from which characters can choose, most of which
represents a specific area of learned knowledge. Each Skill is presented with a
brief overview, and some idea of what a character choosing this Skill as their
apex might be. In each case, though, the precise range of a given Skill’s
effect is to be determined by the referee in consultation with the table.
Rule
An attempt to use any Skill that is not in the character’s Skill pyramid does
so at an effective Skill level of –1.
Within this list, there are three classes of Skills that have been identified
explicitly.
- Combat Skills
- represent the ability to use a weapon in personal combat; other Skills are of
course useful in combat (Agility, Alertness), but do not convey the ability to
use a weapon.
- Space Skills
- represent the ability to fill a position on a spaceship that is relevant to
space combat; other Skills are of course useful in space (Aircraft, EVA), but
do not convey specific Skills relevant to the space combat mini-game.
Further, three Skills (Assets, Resolve, and Stamina) have a direct impact on
the length of a character’s
- stress tracks:
- with these three Skills alone, an untrained character is considered to have a
default of zero for the purposes of determining stress track length (i.e. a
character untrained in Resolve will still have three boxes in their Composure
stress track); checks on these Skills are still made at -1.
Most characters will want at least one combat Skill and one space Skill, or
will have a good story for why they do not.
- Agility
- measures how fast, flexible, and dexterous a character is. Use Agility to
throw for accuracy (opposed attack roll to hit someone with a rock), to dodge
an attack (opposed roll against an attack roll), or to vault a fence (fixed
difficulty). It is most typically used as a movement check in combat. Apex: an
acrobat or similar athlete; his speed and precision of movement are legendary.
- Aircraft
- the ability to pilot all forms of aircraft, including interface vehicles into
low orbit. Apex: a pilot capable of daredevil stunts and precision aerobatics
that win awards.
- Alertness
- determines just how on the ball a character is. Alertness checks might be made
to establish whether a character spots a hidden character (opposed roll,
Alertness against Stealth) or to fix an order of action in combat. Apex:
unsurprisable, the character with apex Alertness might be a highly trained
martial artist or a highly skilled observer such an investigator or military
scout.
- Animal Handler
- represents the ability to control, break, and ride animals (as appropriate) on
all worlds for which the character has Culture/Tech. Apex: a master of animals,
perhaps running a circus or someone with a preternatural ability to commune
with animals.
- Archaeology
- archaeology in the cluster is the study of earlier civilizations, before the
most recent fall. An archaeologist might possess broken fragments of knowledge
of higher tech, the residue that might have survived the inevitable collapse,
on all worlds for which the character has Culture/Tech. Note that Archaeology
in a cluster is not strictly an academic pursuit. In fact in most cases it is
not academic at all—it can be industrial, technical, and secretive. In a sense
it is closer to prospecting than what we think of as archaeology, hence its
division from the Science Skill. Apex: an intuitive locator of artifacts, able
to find signs of ancient habitations in the slightest perturbation of orbit or
change in colour of foliage; his past finds are legendary and probably
dangerous.
- Arts
- understanding of the literature, history, and fine arts on all worlds for
which the character has Culture/Tech. Apex: a renowned researcher and teacher
in her field whose opinion is sought after by others whenever controversy
arises, or a highly-skilled creative genius.
- Assets (track)
- the Assets Skill is the only way to be rich. Money is never tracked
independently. It is used in practically any roll related to a purchase and it
establishes the length of the character’s Wealth stress track. It models the
availability of cash, but also contacts, convertible properties, loans, and
even an ability to evade debt collection. Apex: a tycoon with the resources of
worlds to bring to bear. Small worlds, mind you, but worlds.
- Brawling (combat)
- fists, feet, found weapons. Apex: the Brawler might be an accomplished
professional fighter, a spiritual martial arts specialist, or a military
trainer. She might also just be someone with a lot of experience in crummy
bars.
- Brokerage
- knowledge of interstellar trade and how to manipulate it. Directly assists
ship maintenance Assets checks if ships are hauling cargo or passengers. Apex:
the Broker is a legend amongst traders and speculators of any system she’s
passed through. She always finds a bargain and always finds a desperate buyer
and, when times are really tough, she knows how to make her own luck. After all
when she makes a decision, whole stock markets follow.
- Bureaucracy
- facility with handling the people and paperwork associated with government and
other institutional processes. Use your Bureaucracy Skill when filing for a
license to mine an asteroid or to find the person responsible for paying out
your slipship insurance. Apex: taking Bureaucracy as a apex Skill flags the
character as a professional pusher of paper, certainly, but more interestingly
a professional pusher of people in a professional, procedural context; this is
the kind of person that knows how to game corporate and government processes to
get what he wants from people who attend more closely to their procedures and
paperwork than the reality of what they are doing. Which is most everyone.
- Charm
- sometimes you want to sway your opposition on looks and a smile. Whatever you
want and wherever that might lead, Charm is your one-on-one persuasion Skill.
Apex: the apex Charmer might be a celebrity, trading on her status and fame to
persuade, or might be one of those smooth, naturally friendly people that
everyone just wants to please. Either way she is legendary for it, whether
through fame or infamy, or just police rap sheets for fraud and confidence
tricks.
- Close Combat (combat)
- knives, swords, spears, etc. Apex: the Close Combat specialist can always find
a use for an apparently archaic weapon. He’s the one that knows the gladius is
the best possible boarding weapon as long as the defenders don’t have pikes (or
fusion cannons), but, more, he’s confident (and correct) that he can get inside
a shooter’s guard before the trigger is pulled. He might be a famous swordsman
(an entertainer or a duellist) or he might be a low-profile but in-demand
trainer for military or private interests.
- Communications (space)
- different from the Computer Skill, Communications uses communication and
computer assets and is primarily offensive: it’s about hacking, subverting,
destroying, or otherwise incapacitating data and data carrying systems. In the
space combat system, Communications is used to augment Electronic Warfare
attack and defense rolls. Outside of that system it might be used for all
manner of nefarious and destructive communications—jamming, hacking,
eavesdropping, spoofing, and so on. Apex: the Communication specialist has
communication equipment with her at all times, ready to communicate with
anything even if she has to jury rig a solution to do it; once in communication
she owns the channel, capable of manipulating its contents and endpoints to her
own needs. She’s a security specialist wearing both hats and may be famous,
infamous, and/or wanted by the police.
- Computer (space)
- the computer engineer is the one coping with data-related disasters. He wrote
the security policy and he can repair and restore in real time. In space
combat, this Skill is used as part of the damage control phase. Outside of
space combat it might be used to evaluate data system, use a sophisticated
computer to find some hidden data, or reprogram a device to perform a new
function. Apex: Computer as a apex Skill describes a person obsessed with the
detail of computer function and operation, possibly at the expense of
application knowledge. In deep multi-collapse databases he might even be a kind
of archaeologist, able to dredge up obscure ancient algorithms and craft them
to the current purpose to great effect. Every problem looks like a computer
problem to the Computer specialist, and it often is—he’s the guy that wired the
airlock to ignore safety interlocks and blow those boarders out of the hull,
and then fixed it afterwards.
- Culture/Tech
- represents the facility of the character with culture and technology of a
given system in the cluster. Apex: Culture/Tech is a special Skill and having
it as an apex Skill is more of a quantitative statement than qualitative: you
have travelled widely, and are at home in most systems in the cluster; you
might even be able to pass yourself off as a native of somewhere else.
- Demolitions
- an understanding and experience with the controlled use of explosives and
related devices. This Skill would pertain at least as much to defusing
explosives as to setting them off and includes knowledge of effective use of
the explosives for demolition and excavation: you know how much to put where in
order to get the effect you want. Apex: the Demolitions guy gets the most done
with the least; he can manufacture efficient explosives from stuff in the
ship’s locker, and can use those improvised explosives to destroy a bridge
because he also knows the weak points on such structures.
- Energy Weapons (combat)
- lasers, plasma weapons, lightning guns, or anything else that does harm with
energy. Apex: energy weapons are only really efficient at T2 and above, so the
Energy Weapons expert is an unusual enthusiast for this specific kind of
weapon. She takes advantage of obscure features of her preferred weapon type,
like the zero flight time and the high energy density in storage on the device,
to get every ounce of advantage—she shoots down drones, sets low-power lasers
on overload so they explode, can get energy from one device to another, can
modulate the power on a laser to use it as a communicator, and hits everything
she aims at. Her fascination with the specific form of weapon likely borders on
nerdish.
- Engineering (space)
- your ship’s engineer is the guy that keeps the hulk in space, moving, and at a
temperature you can all live with. He’s also the guy that repairs damage from
battle or accident and generally knows what’s where. In space combat, this
Skill is used as part of the damage control phase, to repair damage to the
Frame stress tracks on spacecraft. Outside of space combat it might be used to
fix Consequences on a ship, assess the state of a vessel, or make a gadget
related to spacecraft and their drives and power plants. Apex: choosing
Engineering as a apex Skill means being the engine room miracle worker—when the
pilot needs a little bit more V-shift from the motors, he delivers; when the
damage seems irrepairable, he gets critical systems back online.
- EVA
- the Extra-Vehicular-Activity master knows her way around the outside of a
spaceship and the equipment needed to do that. Use the EVA Skill to patch a
pressure suit, get people into emergency gear fast, hang onto the hull under
thrust, or find an obscure way into someone else’s space station. Apex: a
specialist in EVA knows everything there is to know about wearable vehicles.
Anything you climb into and operate like your own limbs, she is comfortable
with it and ready to fight if need be; she is used to working surrounded by
lethal environments like vacuum, oceans, ammonia atmospheres, and lethal
vegetation leaking poisoned spores; she knows what a WALDO is and how not to
hurt herself with it; she can climb the outside of a spaceship under thrust and
get back inside safely. When the only safe place is the centimeter between your
skin and the inside of the suit, the EVA expert runs the show.
- Gunnery (space)
- this Skill gives command over all the many ship’s weapon systems, whether
torpedoes or beams. It is used to augment weaponry rolls in the space combat
system but it can be used outside that system to declare or discover
capabilities of examined equipment or to modify existing gear for good or ill.
Apex: the Gunnery specialist is familiar with all forms of ship-to-ship weapons
in offensive, defensive, and creative use. Of course he can hit an enemy vessel
at a hundred thousand meters with a coilgun battery, but he also knows how to
rig a missile as an observation drone or signal with a fusion torch. He’s aware
of every computer interface and targeting algorithm available for running
weapons and he has distinct preference; his customised weapons console is
probably incomprehensible to any lesser user.
- Intimidation
- sometimes you want to force the other guy to back down or act against his
interests and, violent though you may be, you don’t feel like shooting him just
yet. Intimidation is your first stop before combat. An opposed Intimidation
versus Resolve might be used to bluster your way past guards. Apex: choosing
Intimidation as an apex Skill creates a character that is used to getting his
way without being right. He can threaten subtly or overtly, bringing to bear
knowledge of weapons or bureaucracy, but he always threatens: when he wants
something from you, you know you are in danger.
- Medical
- low levels reflect basic first aid; advanced levels reflect the skills of a
professional surgeon or internist. Apex: the Medical expert might be a renowned
doctor or just an especially skilled Emergency Medical Technician; whichever
she is, she gets things done: this person is not by nature a theorist but
rather a practical healer of people.
- MicroG (combat)
- the facility to move and fight in a very low-gravity environment, such as a
ship under low or no thrust or in space. When fighting in these micro-gravity
environments, characters use the MicroG Skill instead of the appropriate combat
Skill (replacing Agility for movement, and Brawling, Close Combat, and Slug
Thrower for doing damage; energy weapons are recoilless and still use the
Energy Weapons skill). The MicroG expert must still be trained in the replaced
Skill, of course—no matter what rank his MicroG, he still uses an untrained
weapon type at a rank of -1. This makes a MicroG expert a versatile and
creative combatant but only in this specialized environment. MicroG could also
be used to perform other difficult tasks while in micro-gravity, such as
finding a way to get leverage to unjam a warped door or maneuvering to put a
“Spinning out of control” Aspect on an opponent.
Though this Skill supplants combat Skills while in micro-gravity it does not
confer any special familiarity with the weapons—checks to clear jams,
disassemble, re-assemble, fix sights, or otherwise manipulate the weapon itself
use the appropriate weapon skill. Apex: the MicroG specialist is completely at
home in very low gravity, able to find a grip or brace on any surface and never
making “up-bias” mistakes—he’ll pick whatever orientation is most advantageous
at any time, using recoil to advantage and instinctively ignoring ballistics
and coriolis effects. When fighting in close he never makes the mistake of
looking for friction leverage, but always fights isometrically, bracing against
his opponent and himself.
- Navigation (space)
- locating that envelope of space where the slipstream can be entered is tricky
business, and the Navigator is the one who knows it inside out. This Skill is
used in the space combat system to decide the placement of most ships at the
beginning of a fight. Navigation might be used out of combat to plot efficient
paths through a system or to find a planetary object that isn’t supposed to be
there. Apex: the dedicated Navigation specialist is a cerebral mathematician
capable of juggling a thousand variables in a dynamic state with great
precision. She knows where things should be, how fast they should be going, and
what the fastest or most efficient way through is. She may be well known in
some circles and totally unknown in others; it’s possible no one anywhere knows
her name, but only that she is uncatchable—or inescapable—in space.
- Oratory
- when you need to be persuasive to a crowd, you need to speak to them with that
honeyed voice and careful elocution that makes them want to love you. Use
Oratory to rile up a crowd or talk one down. Apex: the Oratory specialist has
made his life’s work communication with the masses; his gift is in persuading
crowds, taking advantage of rhetorical and emotional tools that make people
believe. He’s likely well known, his face recognized; he may be a media
personality or a politician.
- Pilot (space)
- someone has to fly these things! Pilot Skill is used in the space combat
system to influence each turn’s positioning roll. It also might be used outside
of that system to resolve an escape scene quickly or to conduct a complicated
orbital maneuver. Pilot Skill refers specifically to the big long-haul reaction
drives ship in use for intra- as well as inter-system travel, but not for
interface vehicles that ply the space between ground and orbit. Apex: the
hotshot Pilot identifies herself with her craft, understanding that the basics
of spaceships are the same no matter where you go or how technology changes.
She knows how much further you can push a motor past its design specs, and can
tell from the hull vibration just how dangerous a maneuver is; she manages heat
and burn so as to gain maximum tactical advantage over other vessels, and is
probably in demand by private military ventures and criminals—everywhere else
you can survive with a mediocre pilot.
- Profession: <choice>
- players choose a profession and can expect to perform any tasks related to
that profession using this Skill rank. Apex: an apex Professional is the best
at what he does, gracing the cover of appropriate trade magazines and is sought
after for advice by lesser professionals; he is at the cutting edge of his
profession’s development and speaks frequently at large, very serious
gatherings; he may be on committees, setting standards for his area of
expertise.
- Repair
- the ability to effect mechanical and electronic repairs, excluding computer
repairs, weapon maintenance, and spaceship drive maintenance. Apex: to the
Repair expert nothing is broken, just temporarily out of commission; missing
parts can be fabricated from substitute materials, broken things can be glued
or welded or braced, electronics can be re-purposed from one device to another
with just a little logic from this third thing between; she has a tool for
every purpose and a box full of minimum essential parts, all adaptable to
myriad purposes.
- Resolve (track)
- this is how dedicated a character is to his objectives. Just how far is he
willing to go? While Resolve primarily determines the length of the Composure
stress track, it would also be used to defend against covering fire (defensive
roll to oppose a Composure attack with a weapon) or to oppose Intimidation
attempts (defensive roll to oppose an Intimidation roll). Apex: a person with
peak Resolve is a cool, cool customer; under the direst of circumstances he
does not shake, press the wrong buttons, or make bad choices, but rather he
proceeds with his purpose unshaken and all his faculties intact; he is
virtually immune to any form of persuasion unless he decides to be persuaded.
- Science
- an understanding of the principles of physics, mathematics, chemistry, and
biology. Apex: a character with apex Science Skill is a scientist of some
renown—known, sought after, published, and cited all over the cluster, or at
least the system. She knows her field and remains something of a
jack-of-all-trades in other fields, bringing her vast knowledge and earnest
desire for facts to bear on all problems.
- Slug Throwers (combat)
- firearms, whether black powder, cordite, or obscure binary propellants. Apex:
this character is your classic movie gunslinger, familiar with all projectile
hurling weapons and their nuances. She can patch ammunition to sabot through
too large a barrel, she can overcharge a binary propellant magazine to get
better penetration, and she knows ballistics tables better than you know the
galley menu after seven years on the same ship. She hits what she aims at every
time and has a preternatural intuition for when you are going to expose
yourself from cover; she’s a killer.
- Stamina (track)
- measures the character’s general well being and strength. It is primarily used
to establish the length of the character’s Health stress track, but would also
be checked when exposed to disease (fixed difficulty check) or to lift heavy
weights. Apex: the Stamina specialist is a superman. He eats right, lives well,
trains his body, and as a result he finds himself immune to normal disease and
able to stress his body almost indefinitely. He’s a powerful athlete: a weight
lifter, an endurance runner, and an Aphexian buzzclouder. Alternatively, his
augmentation may be unnatural, the result of technology rather than good
living. He is almost unstoppable by natural means.
- Stealth
- this is the Skill for sneaking around, and avoiding notice. Apex: the local
equivalent of the mythical ninja, the Stealth specialist is never seen or
heard. She is not just hyper-aware of her surroundings and how they make her
apparent, but also a master of available technology whether that’s light
bending meta-material clothing or lampblack. She almost certainly uses her
Skills professionally, and it’s hard to imagine how that’s legal, though she
might be an ex-special-forces military professional or perhaps a famous
practitioner of an obscure local sport. She always enters the room unnoticed
and departs without comment.
- Survival
- the ability to survive in the wilderness: building fires, making shelters,
surviving hostile environments, etc. Apex: the Survivalist knows everything
there is to know about making the basics of life support from whatever is
handy; any dabbler can make do in the wilderness of an earth-like planet for a
few months, but this extremist can find air enough in frozen gases to top up
his tanks and has the adapter for her suit to do it; she knows what animals you
can eat, can make a fire, and can make a lethal trap from something flexible
and something sharp. Left alone almost anywhere, she will still be there when
you get back.
- Tactics
- the ability to make the right choices in the heat of combat. Use your Tactics
Skill to place unpleasant Aspects on your opponents as a maneuver (“Out in the
open!”) or on the scene (“Fog is rolling in”). The implication is that this was
always true, but that the character with Tactics can make it useful to himself
and his allies, so now it is an Aspect. Apex: a character with Tactics as his
apex Skill is a master at moving men through hostile situations—he always
chooses the best cover, times his actions at the expense of his opponents, and
provides the best advice; he’s probably a military man or a member of an elite
police unit and he’s seen combat before.
- Vehicle
- the ability to drive all terrestrial vehicles, on land and water. Apex: the
character with Vehicle as his apex Skill is able to drive practically anything
as long as gravity (or an artificial equivalent) is pinning the bottom of the
vehicle to something. He’s the go-to person for getaways and pursuits
planetside.
- Profession
- Profession is the only Skill that can be taken more than once. It represents
the character’s familiarity with the expectations of a given profession. Anyone
with two levels in a given profession may confidently present themselves as a
member of that profession, whether it be cobbler or diplomat. Note that a
knowledge of professional standards can at times be separate from a practical
expertise in the necessary subject areas. Profession: Astronomer (which
involves the necessary Skills associated with holding the profession) is
different from both Science (which might include astronomical knowledge as part
of a general appreciation of science) and Navigation (which is the applied
knowledge, using astronomy in the field, as it were). A player wishing to play
an astronomer may wish to invest in all three Skills, or only some of them;
each combination could yield slightly different stories. Profession allows the
player to choose a particular career for his character not otherwise covered in
the Skill set.
- Culture/Tech
- Culture/Tech represents the ability to get by on other planets within the
cluster, and covers anything that would be part of regular civilian day-to-day
life. It won’t make you an atomic plant engineer, but it will let you wire up a
VCR. The intent is more exclusive than inclusive—it’s more useful in how it
keeps characters from easily performing basic tasks way outside their area of
familiarity. Culture/Tech works differently than other Skills, in that ranks
indicate the total number of systems in which the character is comfortable: it
is not something that is subject to rolls, though lacking the Skill in an
appropriate context might create a penalty to rolls on other Skills. For every
rank in this skill, you get by in one additional world in the cluster.
So someone with Culture/Tech 3 would note all the worlds on which the character
is comfortable (i.e. the home world and three others). On the character sheet,
they could use the system letter code to indicate their comfort zones: “C/T 3
(A, B, F, D).” This means that someone with an apex investment in the Skill is
comfortable on most worlds in the cluster, but it’s unlikely that anyone is
happy everywhere.
Players may select familiarity with cultures that do not actually exist in
order to represent historical knowledge or re-enactment hobbies. If you are
playing with the Weapon Familiarity optional rules below, this can be a cool
way to build a high technology person with an interest (and facility) in
ancient forms of warfare.
- Languages (optional)
- Some games may wish to add the issue of language comprehension. If so, this
Skill can be included. It works like Culture/Tech with each rank corresponding
to one language you can speak fluently other than your native tongue. (All
characters are assumed to speak one language fluently).
Every character has three stress tracks: Health, Composure, and Wealth. Each
has a relevant Skill that can modify the number of boxes in the track. Some
Stunts can modify the number of boxes as well. The Health track is associated
with the Stamina Skill. Composure is associated with Resolve. Wealth is
associated with Assets.
Tracks start out with three boxes in them, which represents a character
untrained in the relevant Skill. If the relevant Skill is 1 or 2, the track is
4 boxes; if it is 3 or 4, the track is 5 boxes; if it is 5, the track has 6
boxes.
- Health
The Health stress track represents how close you are to sustaining an injury
that will affect your performance and require time to recover from. It does not
represent actual injury. The Health stress track is modified by Stamina.
The Health stress track takes hits when a character loses a combat check—he
takes a bullet, gets burned by a laser, is cut by a knife, or is punched in the
eye. It’s not an effective injury unless it causes a Consequence—there is no
mechanical effect to having a box filled in a track. It’s when boxes you don’t
have get filled that you have trouble.
- Composure
The Composure stress track represents how close you are to mental breakdown.
It does not represent the degree of actual breakdown. The Composure stress
track is modified by Resolve.
The Composure stress track takes hits when a character loses a social combat
check and sometimes when under fire in combat. As with Health, it’s not an
effective hit until a Consequence is applied.
- Wealth
The Wealth stress track represents how close you are to having real financial
trouble. It does not represent actual debt or financial ruin but rather how
close you are to feeling the ramifications of debt. The Wealth stress track is
modified by Assets.
The Wealth stress track takes hits when a character fails a Wealth check when
buying something or assisting with monthly ship maintenance. It follows all the
same rules as the other stress tracks do, though recovery can take longer.
Any time you are taking hits to a stress track, you can reduce the number of
hits with Consequences. A mild Consequence reduces the incoming hits (usually
shifts) by one, a moderate Consequence reduces them by two, and a severe
Consequence reduces by four. Normally you can have at most three Consequences
and no more than one of each kind. Each Consequence is a kind of Aspect and
represents real damage: “Shattered jaw” or “Hopelessly depressed” or “Hunted by
loan sharks” are all good. Each is free-taggable by your enemies once.
Consequences are discussed in more detail in each combat chapter.
When you take a hit that would go off your stress track, you are Taken Out.
Whoever scored that fatal hit gets to decide what happens to you. You could be
dead or you could just be unconscious. Or, with a financial hit, you could be
slaving away in a burger joint with no prospects of happiness or promotion.
At any time in a fight of any kind, if you have not been Taken Out, you can
offer a concession. Referees especially like this to keep villains alive for
another day. A concession is something you offer to end the combat instead
of play it through. If your opponent accepts it, it’s true. Good concessions
give something up but keep you in play. Things like, “I tell him the
combination to the safe but sneak out while he’s not looking, escaping back to
my safe house” or “Our ship escapes through the slipknot but our motors are not
working so we’re stranded on the other side” are great.
Each character also selects three Stunts, from a list of general Stunt types.
Players are expected to define what exactly their Stunt does based on the
general rule for the type of Stunt they have selected.
Rule
Characters have three Stunts.
There are four well-defined categories of stunts: military-grade, have a thing,
skill substitution, and alter a track. There is also room to build your own
stunts without reference to these categories, which we call “free-form” stunts.
- military-grade
Apply to one Skill. Military-grade (MG for short) provides a qualitative
difference to its Skill: it allows you to make rolls in circumstances where you
would not be able to otherwise. For weapons and armour, the character can now
use and have access to non-civilian weapons. For space Skills, the effect
varies by system; see Space Combat.
For other Skills the player may have to invent the effect. The precise effects
of a military-grade Stunt can vary from game to game and from character to
character.
- have a thing
The character has an important thing at his disposal. This might be a
spaceship, property, or something else. Note that this does not help with
monthly maintenance costs, and so a character with this Stunt who has taken a
slipship may be assuming obligations he otherwise wouldn’t face.
- Increased technology
- with the referee’s approval and a good narrative, the thing may be at one
tech level above the cluster maximum: e.g. “Grandma’s blaster” an ancient T3
laser pistol that survived the last collapse. This works better for personal
weapons or armour than for a spaceship, though conceivably two Stunts could
justify owning a spaceship a tech level higher than the system maximum (not to
exceed +4, naturally).
- Integral equipment
- when a character’s design demands that some piece of standard equipment be
intrinsic to his body, this Stunt provides it. Choose a piece of equipment of
T0 or lower and it will always be present. Use Aspects to provide limitations
if that feels necessary. Applying this stunt twice could grant functionality of
a T2 or T1 piece of gear.
- Skill substitution
Apply to one Skill, to benefit either yourself or an ally.
- Swap a Skill
- Some Skill you have can be used in place of some other Skill you also have, to
a maximum value of 3. If you want to use a high-ranking Skill at a higher
level, this Stunt costs you a fate point each time it is used (high-ranking
Skills can be used at level 3 without paying a point).
- Use my Skill
- allies can use the Skill you specify (or they may use it as another Skill)
instead of their own, to a maximum value of three. You need to explain how this
works and it should be conditional so that is not universally applicable.
- Take a bonus
allies can use a Skill of at least level 3 to receive a +1 bonus to a roll,
as specified. When there are restrictions, the effects may operate at the scale
of space or platoon combat, subject to the approval of the referee.
Note: Using a “Take a bonus” Stunt in space combat counts as the character’s
action for that phase, and risks incurring Skill penalties for further actions
later in the turn.
- Alter a Track
- Improve the length or functionality of one of your stress tracks and the way
hits on them are mitigated.
- Free-form stunts
Stunts like Military-grade that can have a player-defined effect are approved
under the authority of the table—that is, they are acceptable when there is
consensus from all players.
Other Stunts might be created at the discretion of the table.
Characters should be considered to start with whatever equipment is relevant to
their Skills and any trivial equipment should be present if needed unless
lacking the item advances the plot. The only equipment that is guaranteed to be
with the character when they need it is equipment that is represented by a
“Have a thing” Stunt.
The referee cannot take away equipment specified as a Stunt from a player’s
character unless the player agrees and the Stunt is changed. This does not
imply that an owned spacecraft (through a Stunt) cannot be Taken Out in combat,
but rather that Taken Out cannot mean total loss of the craft with no chance of
repair or replacement, unless the owning player agrees.
Rather than itemizing in a list, starting gear is assumed based on the Skills
players select for their characters; quality of gear might also be affected by
the Skill level: a character with EVA 1 might have an old T1 suit worn by her
father; a character with EVA 4 might have a sleek T3 suit, custom fitted.
Some Skills imply access to some kinds of equipment. Below are a list of
associations that one can afford to take for granted, though, unless the
equipment is represented by a “Have a thing” Stunt, it’s not guaranteed to
always be with the character—it can be lost or destroyed. This list can be
extended, according to the decision of the table: the standard is
whatever’s reasonable.
Automatic Skill Gear
| Agility |
access to a gym. |
| Aircraft |
certification, silk scarf. |
| Arts |
toolkit, or database of relevant information. |
| Brawling |
gold teeth. |
| Brokerage |
certification, contacts. |
| Bureaucracy |
a personal organizer and communicator. |
| Close Combat |
one appropriate weapon. |
| Communications |
hand computer. |
| Computer |
hand computer. |
| Energy Weapons |
an energy weapon. |
| Engineering |
an iron ring (certification), toolkit, access to a machine shop. |
| EVA |
a pressure suit. |
| Gunnery |
certification. |
| MicroG |
velcro shoes. |
| Navigation |
certification, computer with database of star charts for the cluster. |
| Pilot |
a license to fly in system (certification). |
| Profession |
player choice based on chosen profession. |
| Resolve |
sunglasses. |
| Science |
database of relevant information. |
| Slug Throwers |
a slug thrower. |
| Stamina |
running shoes. |
| Survival |
emergency kit, rations. |
| Vehicle |
certification, fuzzy dice. |
Nothing guarantees the continued presence of the equipment, unless there is
also an Stunt to cover it.
Many people will want the highest technology gear for their characters, and it
is worth keeping track of the technology rating of anything purchased, if only
because that can possibly serve as an Aspect at moments of crisis.
Nevertheless, things do not stay at the same quality once they are invented,
and a T3 hand computer will be far superior to a T0 one.
Creativity can be rewarded, especially when the benefits come at the level of
role-playing, rather than at the level of the specific combat sub-games. A
highly advanced knife might not do any more damage, but perhaps is made of a
memory plastic—when inactive, it is a simple cylinder of plastic but becomes
activated by smacking it against a hard surface, and the cylinder deforms to
become a hard, sharp, combat blade.
Similarly, an energy weapon might have a biometric check associated with it,
allowing only the owning player to use it (this would be similar to making the
weapon integral). Something like this might be hard to find, and it may be
illegal, but it does not require a special Skill or Stunt to use.
The first few minutes of every session are set aside to manage some
accounting and preparation that needs to take place before actually
getting down to the game. This is called the refresh. In FATE this is
when you get your fate points assigned for the session. In Diaspora
there is some more going on.
Assign fate points for each character and each spacecraft.
Characters get five fate points each. Fate points are not recorded
between sessions, so at the refresh all characters start with five no
matter how many they ended the last session with. Spacecraft similarly
get five fate points.
Players may make adjustments to their characters to represent changes
and experience as a result of the last session.
Characters should be checked to see if they qualify for any healing.
Specifically, any severe Consequences that have been carried
completely through the last session (that is, they were inflicted the
session before the last session) can finally erase that consequence.
All Health and Composure stress is cleared. Wealth stress might be
cleared (see Stress Track Recovery).
If the session begins at an appropriate facility, any spacecraft may
make a maintenance roll now using modifiers based on the prior session
(for determining whether the vessel was engaged in trade, and so on).
Occasionally a session will narrate away large blocks of time as downtime. It’s
perfectly reasonable for the referee to offer one or even several refreshes to
let the players decide how this time has affected their characters. A referee
may grant two or three refreshes to the players to indicate major life changes
that take place over several months.
Players usually regain fate points between sessions, when a refresh occurs. If
the referee left things at a cliffhanger, he is entitled to say that no refresh
has occurred between sessions. By the same token, if the referee feels that a
substantial amount of downtime and rest occurs in play, a refresh of fate
points may occur mid-session. Normally each character starts each session with
exactly five Fate points.
During the refresh, a player has the option to change his character in
three ways.
- A player may move any Skill up the Skill pyramid one place (though not past
level 5) and then must move a Skill from that new rank down one level. This
must happen within the Skill pyramid, always having one Skill at rank five, two
at rank four, and so on.
- A player may change an underused Aspect for an Aspect relating to in-game
events from previous sessions.
- A player may exchange one Stunt.
Characters may therefore change from one session to the next, and can
develop Skills and interests as time progresses. Nevertheless there is
clear continuity from one session to the next.
Downtime can remove the accumulated effects of hits to the Health and Composure
tracks.
Rule
Health and Composure stress tracks are cleared any time there is a refresh.
Wealth stress box hits don’t go away as easily as other stress.
Rule
Wealth stress track hits are cleared at the end of any session in
which the character takes no hits or Consequences against his Wealth
stress track.
Consequences fade with time. How long this takes depends upon the
severity of the Consequence, which in turn depends upon how it was
received.
Mild Consequences are removed any time the character has the opportunity to sit
down and take a breather for a few minutes. These Consequences will usually
last until the end of the current scene, unless there is no break between
scenes.
Moderate Consequences require the character get a little more time and
distance. A good night’s sleep or other extended period of rest and
diversion is required.
Rule
Both mild and moderate Consequences are removed each time there is a refresh.
Severe Consequences will generally linger for the entire session following the
one it was received. That session should contain a month or so of in-game time
explicitly spent recuperating.
Rule
Severe Consequences must be carried through one complete session (from
beginning to end) in which the stress track associated with the Consequence
does not take any hits, and are removed at the next refresh.
One aspect of conflict in the stories you will tell is going to be
combat, whether physical or social, and that will require some kind of
mechanically represented opposition.
This process acknowledges that the player characters are exceptional.
They aren’t superheroes, but they are exceptionally competent.
It’s not necessary to create statistics for all characters that the referee
will bring into play. In many cases the referee need only establish their
single Skill rank in much the same manner as he would estimate a difficulty
level for a static check.
Non-Player Characters (NPCs) have Skills in a pyramid just as the
regular player characters have, but the peak value of the pyramid
might be lower than 5. A moderate-threat NPC, for example, might be
capped at Skill rank 3 (a “3-cap” character, for short): one Skill at
3, two at 2, and three at 1. NPCs have one Aspect for each rank in
their apex Skill, one fate point per Aspect, and Stunts as
appropriate (no more than 3).
This is a sufficient representation for thugs, policemen, goons, and
villains. While six Skill slots does not seem like many (compared to
the fifteen of the player characters), in practice it works because
these characters have context-appropriate Skills. NPCs, in most
cases, need only be functional in a given environment, for a short
time (often only one scene), and are designed for that circumstance.
There remains, however, enough variability that a given opponent may
still have a rank in a Skill that the player characters lack, and can
then be co-opted and introduced into the larger story.
NPCs have Health and Composure stress tracks derived from their Skill
pyramid as player characters do.
When non-player characters have not been made in advance, it is possible for
the players to define Aspects for these characters through maneuvers. This
might encourage the referee to fill out the card in other ways. The creation
of NPCs becomes a collaborative process.
The referee can decide not to allow the suggested Aspect, but should offer the
player something else, another Aspect to help fill the character out. This
means that a player’s actions do not need to determine the Skills and abilities
of the NPCs they encounter, but that through the process of interaction the
players will come to know who it is that they are dealing with.
In most cases, NPCs will not take Consequences: any hit over their stress
tracks takes them out of the scene. Only in cases where the referee needs the
character kept alive (for plot, or because a player character has an associated
Aspect) should NPCs be given Consequences.
Animals can be modeled precisely as non-player characters, but animal Skill
diversity is probably not as high. Instead give them a Skill column: one
Skill at each rank starting at some maximum. Add a Stunt to round them out. No
Skill should exceed level 6. Some Skills (such as Stamina and Resolve) will not
affect tracks, but can still be used to achieve maneuvers and defenses. Any
appropriate integral equipment can be modeled based on the nearest human
equivalent; in most cases, it should be powered by a new Skill, Natural
Weapons. All Natural Weapons or armour would also require a Stunt analogous to
Integral Equipment.
Common animal Skills are: Agility, Alertness, Brawling, Charm, Intimidation,
Resolve, Stamina, Stealth, Strength, Survival, and Tactics. Some animals also
have a Skill in Natural Weapons, which is not available to PCs (humans with
built-in weapons from a Stunt use Brawling).
Animals only have Health and Composure tracks, of whatever length the referee
deems appropriate, based on the size and mass of the creature in question. A
small animal might have one or two boxes, anything about human sized is three
to five boxes, larger animals are 6 to 8 boxes, and giant animals may be 10
boxes or more.
Hunting larger animals therefore requires attrition, wearing down the
tracks with multiple hits. Such animals can do extensive damage, and
then retreat or flee. When they first achieve a hit, the players
decide whether or not they want an opposing animal to take
Consequences. If they do, then victory means the players can narrate
the conditions of the victory (trophy!); if they do not, then the
referee does (which may be death, but may also be flight).
Sometimes even non-player characters are too much to represent a certain kind
of threat. A pack of dogs, say, or a gang of teenagers, doesn’t need full
representation in the system. In such cases, establish a threat level to
represent how much trouble these mooks are. They will be represented without
Skills or Aspects. Instead they have a single stress track that is used to mark
all hits. The number of unchecked boxes on this track is also their attack and
defense value for all cases. Any hit that goes past the stress track defeats
all of the mooks represented by it. With mooks you do not apply the First
Blood rules.
All science fiction spacecraft have a distinctive feel derived from their
setting, and this is no different in Diaspora. Spacecraft in Diaspora are big.
Space, of course, is bigger, and in the end size didn’t make a great deal of
difference, no matter how we chose to simulate spacecraft design.
Spacecraft are built around a symmetrical Frame, attached to which are the
motors, which take reaction material and convert it into something pushed out
the back end; that’s how ships travel through space. We largely abstract the
fuel from the conversion process since the bulk of the ship’s total mass is
reaction material, which is consumed and needs constant replenishment. Without
reaction material, there’s no way to go anywhere.
Ships cannot enter atmosphere, as the gravity would crush the frame.
All travel between planet surfaces and orbiting stations or
spacecraft is done through interface vehicles.
When traveling, ships accelerate to the midpoint of their journey,
turn around, and decelerate. No dogfights, no Immelmann or Crazy Ivan
maneuvers: safe travel means accelerating to a midpoint at 1.0-1.5 G,
turn around, decelerate at 1.0-1.5 G, over a period of several days.
Ships are built like office towers, with small decks stacked on top of
each other, which experience gravity only when the ship is under
thrust.
Heat is always a problem, and an inability to dissipate heat can get one into
trouble. Burn your engines too much, or fire too many lasers, and you start to
have problems in combat yourself, because of an inability to radiate heat into
the darkness of space.
Both Heat and Frame tracks can be attacked in combat, from which a ship may
receive Consequences. A third track, the Data track, represents the ship’s
computer system: data hacking and electronic warfare (EW) generally seemed a
fun and powerful dimension to add to space combat.
These concerns combine to suggest that a ships payload section is relatively
small (10-30% of the ship’s mass), Given the limits on payload, space for crew,
weapons, cargo, and extras is limited. Slipdrives are small to allow FTL travel
within the design constraints (i.e. we wanted ships both with slipdrives and
with guns), and so the limit on FTL travel comes from the point of departure,
well above the ecliptic of the system.
A ship’s V-shift rating models its ability to change vectors: that will
represent a blend of acceleration, maneuverability, and structural strength.
Activating a slipdrive is relatively simple: flick a switch and you’re
there. A robot could do it. Problem is, you can’t predict within a
hundred thousand kilometers where that will be. Nor how fast you’ll be
going. Nor in what direction. Since a ship emerging from the slipknot
has, essentially, a random vector, in almost every case one loses by
going through with momentum. Except in emergencies, pilots tend to
decelerate as they approach the knot.
A person with sufficient training and a good computer with up to date
information, however, can significantly reduce the unknowns: momentum
can usually be preserved, even if the entry vector cannot be governed.
The process requires sophisticated problem solving and pattern matching that is
just not available directly to computers until the dream of artificial
intelligence is realized (T4). This makes automation practically useless for
military operations.
Rule
When exiting a slipstream, make a Navigation roll against the Time
Table, measuring the positive or negative shifts against a target of
“a day”. The result is the time to orient the vessel and begin normal
travel. If a ship had entered the slipknot without control (e.g. if
there had been no deceleration), this roll is made at -2.
Automated navigation systems always score a -4 on a Navigation roll
(that is, they don’t roll: they always generate -4 shifts) unless it
has T4 equipment. T4 equipment has arbitrary behaviour under the
narrative control of the table or the referee.
All spacecraft have a Heat stress track that keeps a record of how hot
the vessel is compared to how fast it can dissipate the heat. This
stress track is used in combat. It also absorbs the heat that is
generated while traversing the slipstream. On arrival after a slip, a
ship with a T2 slipdrive has its Heat track filled. A ship with a T3
slipdrive has its highest box marked, but none below. T4 slipdrives do
not generate Heat stress in the slipstream.
If a ship enters combat as it enters the system, the initial detection
phase of the ship combat system replaces the orientation check. Ships
leave combat oriented.
Note that a much worse roll, -3, would mean a disastrous overshot, and
require “a few weeks” to re-orient. The ship might not have enough
supplies for that, and suddenly the story becomes one of deep-space
rescue.
We are postulating realistic reaction motors whose efficiency changes as
technology increases, but which are still fundamentally operated by sending
some reaction mass out the back at high velocity, usually by heating it. The
performance of a spacecraft is measured by its V-shift Skill for game
mechanical purposes.
Advances in technology only change little in the fact that reaction mass makes
up for a majority of system level ships, with the best mass/payload ratio
approaching but not going under 5:1 for 1G of thrust. Radical changes should
only be expected at the far end of T4 development.
In general, travel times will be determined by the referee or the table, but
you may want more detail. The following table gives some guidelines,
highlighting the common case: travel between the slipknot and the habitable
orbit zone of most stars.
Intersystem Travel Times
| V-shift |
Acc.(g) |
Duration (extended range) |
typical range to slipknot (5AU) |
Earth to Moon (400,00 km) |
Earth to Mars (.5 AU) |
Earth to Pluto (30 AU) |
Earth to Oort cloud (1 ly) |
| 0 |
0.01 |
130 (520) days |
65 days |
34 hours |
17 days |
6 months |
40 years |
| 1 |
0.1 |
40 (160) days |
20 days |
11 hours |
5.5 days |
56 days |
12.5 years |
| 2 |
0.5 |
18 (72) days |
9 days |
5 hours |
2.5 days |
25 days |
5.5 years |
| 3 |
1 |
13 (52) days |
6.5 days |
3.5 hours |
2 days |
18 days |
4 years |
| 4 |
1.5 |
10 (40) days |
5 days |
3 hours |
34 hours |
14 days |
3 years |
| 5 |
2 |
9 (36) days |
4.5 days |
2.5 hours |
29 hours |
12 days |
2.8 years |
| 6 |
3 |
8 (32) days |
4 days |
2 hours |
24 hours |
10 days |
2.3 years |
Interplanetary distances are closest approach. Safe to say that the
Oort cloud is forever out of reach to human travel: no one has enough
r-mass to run a motor for 2 years and no one would be able to live
under 3G acceleration for that time anyway.
Moving around inside the system can be extrapolated from these
numbers—the typical distance to a slipstream entrance from a world on
the ecliptic is around 5AU, which is a little less than the distance
from the sun to Jupiter. Typical destination inside a system will be
around that number—much less inside a planetary system, traveling from
moon to moon.
Resources
Ships generally carry enough r-mass to reach a slipknot and back, with
some to spare. You can go faster, using all your r-mass, to a closer
destination.
Civilian ships never travel at more than 1G (V-shift 3) for longer
than a full day.
Military ships never travel at more than 2G (V-shift 5) for longer
than a full day.
Any ship thrusting at its full V-shift for at least the rated time to
slipknot has the free-taggable Aspect Low on r-mass.
Any time someone attempts to free-tag a Low on r-mass Aspect, the
ship’s navigator may make a Navigation check against target 3 to deny
it, indicating that he has plotted an extremely efficient course.
A ship that travels at speeds two V-shifts lower is conserving r-mass
to maximize effective travel range. It may use the extended range
duration for the (adjusted) V-shift rating.
Overburn
A ship may travel at one V-shift higher than its stat value for no
longer than the time it takes to reach a slipknot (overburn). On
arrival the Heat track is filled and the ship acquires the
free-taggable Aspect “Low on r-mass.” If you can count on a refueling
point right outside your slipstream, you can use the next better
category: a V-shift 2 can reach the entrance point in 6.5 days,
arriving empty and helpless.
Following an overburn, a ship has an effective V-shift 0 until it can
re-supply. For purposes of combat, the Aspect and Heat track problems
should be enough to deal with.
Extended Range
Ships with the Extended range Stunt cannot conduct an overburn,
since they are not outside the design efficiency envelope for mass
versus drive design. They can, however, travel for 4 times the normal
period. So, whereas a V-shift 2 vessel normally has a duration of 18
days (twice the slipknot distance), one with the Extended range
Stunt has a duration of 72 days but cannot run faster than V-shift 2.
Note that this does not speakch to life support duration.
Any ship can be assumed to carry a year’s worth of life support material.
Extended range vessels carry twice that.
If you arrive in the middle of a firefight with a free-taggable Aspect and a
full Heat track, you are probably screwed and soon to be Taken Out anyway. If
you arrive in that state at a way-station, you are totally not screwed—in fact
you’re fine. If there’s no fight and no way-station, then that’s a story in
itself, so tell it! You don’t need a mechanism to tell you what to do.
Wealth in Diaspora is a player choice. It’s not a reward granted by
the referee to player characters but is instead integral to the
character each player has intended. As such, there’s no economic
mini-game that players can play to get their characters rich. You want
to be rich? Make Assets your apex Skill. Want to model getting rich?
Use the advancement system to shift Assets up your pyramid until it’s
your peak stat. Players are in complete control of this. But we still
want to model the fact that characters are not in control of it.
Sometimes they can afford something and sometimes they can’t. And
sometimes they buy it anyway.
All items have a Cost attribute, whether they are spacecraft or candy
bars. Some big items (mainly spacecraft) also require regular
maintenance checks. The Cost attribute is an exponential scale that
represents the difficulty a character might have in scraping up the
funds (whether cash on hand, selling stocks, or acquiring loans) to
get the item. And spacecraft require constant upkeep; owning a ship
(through a Stunt, and perhaps supported by an Aspect) does not confer
the resources needed to maintain it. This is modeled on a required
roll each session.
Purchasing an item is a Assets Skill check against the Cost of the
item. Regardless of success or failure, the character gets the item. A
failure does generate a hit on his Wealth stress track equal to the
number of negative shifts: mark that box and all the character’s boxes
below it. If the box is already marked, then mark the next higher
available box and all below it. As always, a character can take a
Consequence to reduce or remove the number of shifts. The Wealth
stress track accrues hits and is mitigated by Consequences (which
again come out of your precious three) and could lead to being Taken
Out (in this case smothered by debt, working as a fry-cook forever, or
dodging loan sharks).
As Assets is, unlike all other Skills, tied to something fairly
concrete, free-tagging multiple Aspects set up by maneuvers simply
doesn’t work—or rather it works too well: three characters without a
nickel can each perform a maneuver to place a free-taggable Aspect on
the situation (or vendor or whatever) and then a character with, say,
Assets 5 could tag all three for an extra +6 bonus and buy a star
system. Since that’s not what we want out of the economic system, in
this case only free tags may not be stacked. Purchases are a personal
affair.
Rule
When making purchases, the character whose Assets Skill is being
rolled (and whose Wealth track is at risk) may invoke a single Aspect
(free-taggable or otherwise), and may receive no other help.
Example cost
| Cost |
Example |
| 1 |
Hotel (per day), close combat weapon |
| 2 |
Civilian slug thrower |
| 3 |
Military slug thrower, single passage ticket to another system,
civilian energy weapon |
| 4 |
Vehicle (ground), pressure suit, military energy weapon |
| 5 |
Interface vehicle, vehicle (specialty) |
| 6 |
Civilian spaceship, a nice house |
| 7 |
Huge house with servants |
| 8 |
Military spacecraft |
The cost of things is determined by the referee: while the economics
of a given system will depend on the overall cluster, the table above
is offered to give approximate price-points.
If an item falls between two Cost points, the higher number is used.
Specific prices and currency are dependent on the system or cluster,
of course, but each additional Cost point should represent
substantially increased expense. For any character with an Assets
Skill, a roll for Cost 1 items should only be required if the result
is potentially interesting for the narrative: if failure is boring,
items should simply be granted.
Wealth stress track hits don’t go away as easily as other stress. The
“combat” of finance is an ongoing issue and characters are never very
far from it. Consequently, recovery requires time explicitly spent
recovering finances. It only requires that the downtime exists.
Recovering Stress Hits
Wealth stress hits must be carried for one complete session. At the
end of the first session in which no new Wealth stress or Consequences
have been acquired, erase all Wealth stress.
recovering consequences
A mild Consequence is cleared when the stress track is.
A moderate Consequence can be cleared by anyone (including the
character) with an Assets check against difficulty one as soon as all
Wealth stress is cleared. It is automatically cleared if it is carried
through a complete session with a clear Wealth stress track.
A severe Consequence can be cleared by anyone (including the
character) with an Assets check against difficulty four as soon as all
Wealth stress is cleared. It is automatically cleared if it is carried
through a complete session with a clear Wealth stress track.
Note that time spent clearing Wealth stress effects still triggers
maintenance checks, except now you aren’t running the ship either. If
you want a ship with no trade value, you better have a bankroll to
fund it.
When you sell something, you clear the checked Wealth stress track boxes up to
the Cost of the item, less one (less two if the object is stolen or otherwise
compromised). Selling many small items cannot remove the extremes of financial
stress, but can provide “breathing room” on the track. Consequences can also be
cleared by selling things. In addition to removing stress hits, selling a Cost
4 item will remove a mild Consequence, a Cost 5 item removes a moderate
Consequence, and a Cost 6 item a severe Consequence. This assumes there is a
plausible buyer, reasonable title to the object is held, etc.
If a character sells an item that is owned from a Stunt, then all financial
effects are cleared, but you lose the Stunt (at the end of the session, a new
Stunt is selected, as per the Experience rules; the Stunt selected must reflect
the new conditions and the narrative).
No other advantage is conferred from selling something: as the Assets
Skill is a character Skill and changes according to the experience
rules and in accordance with the player’s wishes (and is balanced with
other Skills), characters cannot become “rich” in any mechanical sense
except through juggling Skills during the refresh. The Assets Skill,
like all game statistics, are effects and not causes: causes emerge
only through narration justifying the effects, as with everything
else. This means that when your spacecraft has become a crippling
burden, making you a combat liability because you are carrying around
so many Consequences, selling it has only one effect: clearing your
stress.
Some things you have need regular maintenance, and certainly a spacecraft is
one of those things. Some resource is being expended and we want to model that
in a way that creates pressure.
These rules are intended to integrate specifically with spacecraft
economic issues and model a simple cargo ship at least breaking even
in regular service; similar rules should be used for any item with a
base Cost of 6 or more that a player may own. Treat equipment with the
Cheap stunt as two levels of Cost higher than its base Cost. Cheap
is never cheap in the long run.
Every session, the first time a spacecraft is at a station equipped to
perform maintenance, a maintenance check is made. Every month of
downtime that passes during the session, another maintenance check
must be made. This includes downtime that occurs in order to make
repairs.
If a player has a full Wealth track and a ship, to remove the Wealth
stress he needs a month of down time, but still needs to roll on the
ship maintenance. This could easily turn into a downward spiral as a
month downtime could require another month downtime….
The ship needs to roll it’s Trade Skill against a target value of
zero, the target value modified as below:
- Station is a lower technology than the ship: add the difference
- For each Consequence on the ship, add 1 (this pays for repairs if
repairs are possible here—so now’s a good time to see how long they
take)
- If no maintenance check was made last session (possible if the ship
was never at a station), add 2
- If the ship was not used for commercial work since the last
maintenance check, add 2 (see below)
Only ship Aspects may be used to modify the roll, and they use ship fate points.
This assumes the ship is working full-time to maximize legal cargo or
passengers, etc., but still allows two periods of three days per month
on planets for shore leave (adventure!). It does not imply anything
about how much time it takes to ply the space lanes—presumably the
combination of V-shift and Trade value on the ship describe how it
makes its money. It does imply that all or most of the flight time is
devoted to the ship’s commercial purpose. If the ship has spent more
than travel time to and from a slipknot doing something other than
servicing their commercial purpose, add 2.
Success indicates that the ship remains solvent: crew is paid, fuel is
fresh, docking fees and local taxes are paid, minor repairs are made,
and a percentage is kept for annual maintenance. This abstract system
does not measure any huge profits: it is assumed that running
spacecraft is not going to yield huge personal profits. The ongoing
use of the ship is, essentially, the reward (again, unless the player
chooses to model profits by raising his Assets skill).
Failure on the roll must be mitigated by Consequences on the ship just
as combat damage is, but, since there is no “track” for this damage,
it always gets a Consequence on a failed roll, which is repaired as
any other damage Consequence. That Consequence will be mild. If a mild
Consequence is already on the vessel, then a moderate Consequence is
taken. If a mild and moderate Consequence are already on the vessel
then a severe Consequence is taken. If the vessel already has three
Consequences, then it is Taken Out: inability to accept a financial
Consequence means the ship is repossessed (or at least marked for
repossession), or suffers some similar fate.
Failure also negatively impacts the owner (whoever has the ship as a
Stunt or who holds the title if it was bought during play). On failing
a ship maintenance roll, the owner takes a hit to his Wealth stress
track according to the degree of failure. This may have its own
Consequences.
A failure might also be mitigated by a character’s credit check—-the
target value is the amount by which the cargo roll was missed.
On a successful Trade roll, crew members may use any shifts to clear
their Wealth stress track hits. The crew will have to negotiate who
gets to use how many shifts, if that proves an issue. Each shift may
be used to remove one hit anywhere on one character’s Wealth track, at
the decision of the owning player (or as negotiated by the table).
Shifts from a Trade roll cannot be used to clear Wealth Consequences.
Optional Modifiers
The following modifiers may be added to increase the choices players can make
about the trade their ship conducts, at the discretion of the referee (or the
table, as appropriate). Use these when the focussing on trade, otherwise they
are not necessary and can be skipped.
Situational modifiers which result from player choices may affect the Trade
roll by -2: extended shore leave, sub-optimal cargo, etc. These are additive.
If the ship is on a subsidized trade route (limiting the choice of
planetfall for the characters, and requiring a schedule to be kept, as
determined by the referee), or if it is trafficking in illegal cargo
(opening many potential hazards in the event of a failure) the Trade
roll gains +2. Only one of these benefits may be claimed.
Ships may elect to spend their time speculating, which introduces the
potential for greater gains (and greater losses!). The effects of
speculative cargo may have a positive or negative value: roll the
dice, and apply –2 to the Trade roll if the result is negative, no
effect if zero, or +2 to the roll if the result is positive.
Further, if a ship has been engaged in some adventure other than the
pedestrian trading of cargo from one system or another (or however it
is a ship usually earns its keep), that adventure may yield value that
can be put towards the maintenance roll, at the discretion of the
referee. He should allow some fraction of (part of, all of, or
possibly more than) the ship’s Trade rating to be rolled for
maintenance this period even though no trade as such was accomplished.
Any ship with a Trade value of 2 should be able to stay solvent in the
normal course of things. Once one roll is missed, however, the
consequences of debt accumulate rapidly which can put huge (fun)
pressures on the players.
Long Term Downtime
Sometimes player characters are not in contact with their ship for
extended periods. In this case, where the characters are not
conducting ship’s business but are also not using the ship for
anything, don’t go making a lot of maintenance rolls. Instead assume
that the ship has been properly mothballed or leased or is otherwise
taking care of itself. Make a single maintenance roll and call it a
day. No one wants to roll twelve times in a row when a character with
any common sense would have considered the storage and care of his
prized possession. Assume the characters are smart and resourceful,
especially when it’s not fun or interesting to do otherwise.
In Diaspora we are interested in dealing with various forms of combat as more
detailed structures than a simple roll of the dice, because combat games are
fun. As an adjunct to this, we want the combat games to stand on their own—you
should be able to make up guys and run a big fight with no role-playing context
and no referee. So the primary combat mini-games of Diaspora—personal combat,
social combat, platoon combat, and space combat—can be played with or without
the context of the role-playing game.
You can skip any or all of these subsystems. If combat
mini-games don’t interest you, the core mechanisms of FATE are
certainly sufficient to resolve issues, whether gunfire is involved or
not.
There are four “scales” to combat in Diaspora: personal combat, space combat,
social combat, and platoon combat. This demands that we address the issue of
the interface between them: what happens when a guy shoots a spaceship? Or the
reverse?
Nothing.
To make that a little clearer, individuals do not affect space combat directly.
Spacecraft do not affect personal combat directly.
There is no strict mechanical interaction between stats in one mini game and
stats in the other. Any interaction is part of the table process of negotiation
for effect common to all the combat systems. So, shooting your laser (a
personal combat weapon) at the hull of a spaceship does not cause hull damage
(a space combat statistic) to the spaceship.
It might, however, be done to add the Aspect Weakened Hull to the zone in the
context of personal combat. A spacecraft firing a shipboard weapon at people on
the planet’s surface does not do Health damage, but it might place the Aspect
Under bombardment on the zone in the context of personal combat, or it might
be the equivalent of an area-effect grenade going off (or more).
But the point is, the resolution must come into the context of one of the
mini-games: there is no interface. Bombarding a planet might add the Aspect
Ruthless killer on a ship in the context of space combat, but the planetside
effects, if pertinent, would need to be determined in the context of personal
combat. If during social combat someone starts firing an assault rifle, the
social combat is deemed unsuccessful, and a new map is drawn for the personal
combat. Any strict mechanical linkage between Skills and stats of one system
and Skills and stats of the other system will be intrinsically broken, though,
so don’t do it.
The rules for each of the sub-systems have at least the following parts: the
map, the Sequence, and detail of the Sequence. The map describes the terrain in
which combat is fought. In all sub-systems, it is abstracted, like so much of
Diaspora, to allow a rough-and-ready feel without a great deal of preparation.
The Sequence outlines the order of combat, and is presented both in outline and
with detailed explanations. Wherever relevant, a list of equipment is provided:
guns and armour in the chapter on personal combat, typical units for platoon
combat, and ships in the chapter on space combat.
There are four combat mini-games in Diaspora.
- Personal combat
- whenever things go south in a scene and the result is violence. Personal
combat assumes that there’s an interesting map to be drawn and that there is
something at stake. Before starting establish what the objectives are and
what’s at risk—are the characters trying to escape? Trying to capture
something? Beat a clock? Draw the map, set a timer if appropriate, and go.
Player character Skills are highlighted.
- Space combat
- when, in space, some vessel wants another vessel to behave other than the crew
desires, go to combat. As with any other combat, set the risk and set the
objective. Space combat rewards escape, evade, and incapacitation over simple
destruction: equal ships beating on each other is less interesting. Ship
capabilities are highlighted with characters having minor influence on results.
- Social combat
- whenever a role-playing scene is stalling with players over-thinking,
planning, or otherwise not getting down to the nuts and bolts of a problem,
take them to social combat. This turns the problem into an immediate tactical
one where they have to solve specific problems in easily managed pieces. Use
this to break up any session that’s nursing a problem but not dealing with it.
This is going to handle seductions, debates, murder mysteries, and year-long
political battles. Character Skills are in the spotlight.
- Platoon combat
- in military campaigns, you will sometimes find that there are scenes needing
resolution that involve dozens or even hundreds of people, vehicles, and other
weaponry. This is the tactical warfare mini-game, letting you get down to
traditional wargame objectives with FATE mechanisms. Tank assaults, commando
raids, or desperate defensive hold-outs are all well modeled. Player character
Skills take a background role, influencing results but dominated by the effects
of technology and tactics.
Combat in Diaspora is lethal. Intimidation is a useful Skill but
during combat (and often outside of it) true intimidation derives from
the genuine danger a weapon puts the characters in. The stress tracks
you’ll be marking are Health and Composure on individual characters.
A combat session should take place on a map laid out in zones.
Transition between zones may have some action cost associated with it
(doors, etc.) or not, using a mechanism referred to as a border. Range
is measured in numbers of zones, and is pretty loose; but generally:
- Characters in the same zone are in hand-to-hand combat range. They can
punch, grapple, and stab with ease.
- Characters in adjacent zones can be poked with sticks with some
effort—a couple of meters distant or so.
- Characters five zones apart are at the limit of effective rifle
range—hundreds of meters.
This is deliberately abstract, and involves some deliberate bending of
space. Maps for a good Diaspora fight should be kept simple. We like
to lay a piece of paper over the playing area and then sketch the map.
When a few terrain elements have been laid down, it should become
obvious how to divide it into zones and apply zone Aspects and pass
values.
Avoid laying out a grid. The zone system rewards non-orthogonal
layout. Zones should not only represent strict distances but also
represent the relationships between space and ease of travel and view.
Wide open spaces can be big, for example, while rooms in a spacecraft
or building can be much smaller, becoming zones with their walls as
boundaries. A long straight corridor can reasonably be a single zone
if it is narrow enough that you couldn’t swing a broadsword in it.
Some heuristics for zones inside structures include:
- Rooms with doors that close are a zone, no matter how small.
- Split big zones up simply because the range is long (if the space is
big enough to swing a broadsword).
- Overall, try to keep the basic rules for zone ranges: same zone is
punching, adjacent zone is poking, two zones away is throwing, three
or more is shooting. Four zones is enough to credibly claim you can
escape.
Write the Aspects right on the map. If a zone has an Aspect (and this
is a great way to model terrain effects), just write the Aspect right
on the zone.
Borders can have pass values. Any borders between zones that is
especially difficult to cross will have a pass value—the number of
shifts (from a successful move action) needed to pass through the
border. Basic doors might have a pass value of 1 or 2. Dogged hatches
might have a much higher pass value: perhaps 4 or higher. A pass value
may be zero, as in an open room or an automatically opening door.
Borders that have a state change state when the pass value is paid and remain
in that state until the pass value is paid again. So a door that someone has
already paid to pass through is now in the open state and costs nothing to pass
through until someone pays 2 movement successes (shifts) to close it. Some
borders may have a state that is not reversible—for example an obstacle that
must be dismantled somehow and cannot easily be put back together—in which case
the border reverts permanently to the new state’s pass value (probably zero,
but a referee could get creative here). Note then that the pass value is also
the cost to change state, even when it is in a state where the effective pass
value is zero.
A simple notation for borders is to use a digit representing the pass value.
For borders with two states, separate the three (cost to open, cost to pass
while open, cost to close) pass values with a slash. A low stone wall might be
represented simply with a 2/2/2 or just 2. A dogged hatch might be 4/0/4, and
would cost 4 shifts to open at which time its pass value is zero. It would take
4 shifts to then close it again. Punching a hole in a thin bulkhead might be
represented 20/4/X—costs plenty to get through and is never all that easy to
crawl through the hole and isn’t reversible.
Some pass values:
- A dogged hatch
- (hard to open, stays open, hard to close): 4/0/4
- An automatic door/hatch
- (opens on a button push and closes automatically): 1/1/1
- A barrier of burning tires
- (hard to clear, stays cleared): 8/0/X
The situation is slightly different for outdoor locations, where too
many zones clutter the map.
Rule
Outdoors all brawling and close combat weapons have a range of 0
(combatants must be in the same zone).
An overhead map may have several zones. A region that is hard to pass may be
split into more zones. Visual cues on a map can be used exactly as a worded
Aspect. There may be zones without Aspects. These are areas that don't offer
tactical options. The personal combat system presented here is well suited to
simple maps.
Spacecraft will typically be organized with small decks stacked along
the axis of thrust so that the ship’s acceleration provides “gravity”
for the occupants. This presents a minor problem for running personal
combat: the decks are not going to be very big or very interesting, so
a familiar overhead deckplan view might not be the best way to
proceed.
Another possibility is to display the ship in lateral cross section
instead of the usual overhead view and increase the abstraction. In
this case (or any case where you want to use a cross section instead
of a floorplan—a fight in an office building, for example) it will be
handy to invent a Stunt that makes a whole set of zones (a deck or a
storey) behave accordingly. We’ll call that set of zones a “level.”
- Cluttered
- a cluttered level is full of things that block line of
sight and make movement difficult. It can still be huge (two, three,
four, even five zones), but the clutter means that weapons cannot be
used beyond range zero.
- Complicated
- a complicated level is such that it is impossible to
acquire line of sight past an adjacent zone.
around the shaft, or a floor in a hotel with many rooms. The maximum
range characters can engage in is one zones regardless of the number
of zones in the level.
- Open
- an open deck has no interesting obstructions and characters can
engage at any range.
When using a cross sectional map, it is not necessary to represent literally
the features of the interior.
As with the overhead map, borders are given numeric values for the number of
shifts needed to cross.
Combat occurs according to a strict sequence of events. In order to
run the Sequence, one player should be named the caller (usually the
referee, but if one player’s character is not physically present, it
makes sense for him to call, while the referee controls the
opposition). The duty of the caller is to run the Sequence: he ensures
that each phase is given sufficient time and that there is a smooth
pace as phases proceed. The caller should have the Sequence Summary in
front of him during the game.
While objectively it is more appealing to poll characters in order of
some Skill (Alertness is the usual choice, with ties broken by
Agility), in practice this does not have a huge impact on play except
to slow it down and confuse the order. A more effective solution for
actual play is for the caller to select a player by any criteria he
likes and then poll players clockwise or counterclockwise around the
table.
Rule
The caller decides on the order in which players will declare actions
in the combat Sequence.
Combat is organized into turns of non-specific length, but each
representing something between twenty seconds and a minute, depending
on the actions described. Consequently, it may be assumed that more is
happening within each round than is actually being described, and in a
given round a guy with a pistol might shoot an opponent, or he may
defend against multiple attacks by shooting (but never hitting) in the
direction of his attackers.
In combat, each player may only use a given Skill only once per round.
You cannot use the same Skill for offense and defense in the same
round.
Each player’s turn consists of a “free” one-zone move and an action.
The “free” move may constitute eroding a pass value by one.
The action will fall into one of four categories: attack, move,
maneuver, or do something else.
If an attack action is declared, the player will announce their
character’s action for the round and will interpret it, with the
assistance of the caller, in game mechanical terms as a Skill test
roll of some kind with appropriate results.
Attacks roll 4dF + the appropriate Skill and add the weapon’s harm
value. The Defender rolls 4dF + an appropriate Skill + any defense
conferred by armour. Armour defense is reduced by weapon penetration,
though no lower than zero. See the weapon tables to find the harm and
penetration values for weapons. See the armour tables for the defense
values of armour.
A weapon used inside its minimum range or outside its maximum range
applies a modifier of -2 to the roll. Brawling and Close Combat
weapons may not be used outside of the weapon’s maximum range unless
they have a Stunt that allows it.
Both attack and defense rolls may now be modified by invoked Aspects,
tagged Aspects, spin (though only one of each type: see Playing with
Fate) and any other available modifier.
The difference between the attacker’s roll and the defender’s roll
after all modifications is the number of shifts. If this number is
positive, the attack was successful. If zero or negative the attack
fails. If the result is -3 or lower, the defender gets spin.
For each successful attack, damage is noted, and mitigated as per the
Damage section below. If this is the first time the character has been
hit in this session, the damage is to both Health and Composure stress
tracks as per the First Blood section below. Free tags resulting from
Consequences are immediately available to the next opponent character
to announce action (or any following opponent, until the free tag has
been tagged).
Leave defensive rolls on the table (note the value on a piece of paper
or the map if Aspects have been tagged or invoked—the value left at
the table is the roll + Skill + any Aspect related improvement). If
the character is attacked a second or further times, before acting,
use the roll on the table whenever the same skill is used for defense.
This “one defensive roll per round” rule has tactical ramifications.
First, if you get a bad defensive roll expect to be ganged up on.
Second, if you get a great defensive roll you could generate multiple
spin counters.
When it’s your turn to act, remove your defensive roll record.
Composure Attacks
A Composure attack is conducted exactly as an attack above, but the
damage done is to the Composure stress track only.
Any attack can be made against either Composure or Health tracks. They
are made with any weapons Skill. Characters may attempt Composure
attacks without using weapons, in which case the character also gains
the temporary Aspect, “Sitting duck.” (A given table may decide that
MG Intimidation could avoid this result Aspect, and allow Intimidation
attacks in combat without penalty). Armour affects Composure attacks
just as it does Health attacks but only those that use a weapon.
Any attack that would normally cause damage to the Health track can
instead be used to damage the Composure track if the attacker so
desires and declares before the dice are rolled. The attack is
conducted exactly as normal with all modifiers unchanged.
Any combat action allows a character to move a single zone. If,
however, the player declares his whole action to be a move, he may
roll Agility (or MicroG if in a microgravity environment) against
difficulty zero and count shifts. He may use these shifts for movement
in addition to his free move of one zone for up to two additional
zones.
A character may move no more than three zones in a single turn,
including the free move. Excess shifts can be used to erode pass
values, though.
Borders with a multiple move cost to pass through (like a closed door
or difficult terrain) can be moved through with one turns’ expenditure
(if it’s sufficient) or can be eroded over multiple turns. So, for
example, trying to move through a closed door with pass value 2, a
player adjacent to it could erode it by 1 and still make a combat
action or forfeit his combat action and make a Agility roll. At a
minimum he will erode the pass value by 1 but he may well generate
enough successes to open the door and move through it. Any number of
successes may be brought to bear on border obstacles as long as the
three zone movement limit is maintained.
A player may wish to place an Aspect on a zone, a character, or the scene. This
can represent anything from distracting the opponent to changing the
environment of the conflict. Before the maneuver, the player may choose to
move his character one zone.
The maneuvering player makes a roll at 4dF + an appropriate Skill (as chosen
when narrating) against target zero. If the roll is successful he places the
Aspect.
A successful maneuver roll places a free-taggable Aspect on a person, or zone.
Maneuver rolls can be modified by invokes, spin, tags, and so forth as any
other roll.
Any free tags placed by maneuvers at this time are immediately
available to the next character to announce action (or any following
character, until the free tag has been tagged).
Aspects that have been placed on a zone may also be used to compel anyone in
that zone, just as that character’s own Aspects might be used in a compel.
Write that Aspect right on the map! The caller should determine whether the
Aspect placed is permanent or transient.
- Permanent Aspects
- are Aspects that affect the person or terrain directly for
the scope of the conflict.
- Transient Aspects
- are Aspects that derive from the continuous action
of an individual. Transient Aspects last only until the placing
character acts again, though he may use the Aspect in this last turn
of its existence.
Aspects placed on a character can be removed by the character on his
turn. If the Aspect is still free-taggable, he may free-tag it and
remove the free-taggability without a roll as his action. If it is not
free-taggable, he may remove it with a maneuver against himself at
target zero. Success erases the Aspect.
Players invariably will want to do something that doesn’t naturally
fall into one of the above three actions. This is fine, and is subject
to table consensus and a plausible narrative. A player may want to
jury-rig a circuit, by making a Repair roll (against a difficulty
determined by the referee), or shut off the engines, by making a
piloting roll (against a difficulty determined by the referee), or any
of a host of other things. Here are some further ideas, with
mechanisms to deal with them.
Seal a Suit
When a pressure suit has lost integrity (i.e. when the player has
received a Consequence from his Health track), that hole needs to be
fixed.
When a suit capable of resisting the hostile environment loses
integrity, the wearer must make an EVA Skill check against difficulty
4 to repair it instead of a combat action. Each turn this check is
failed the character sustains a Composure and Health track hit on a
box equal to the amount the check was missed by (negative shifts).
If the player refuses to declare a repair action and instead takes a
combat action, he automatically takes four shifts of damage to both
Composure and Health tracks. These shifts may of course be mitigated
by Consequences.
Some environments may set a different difficulty target (and
consequently a different level of automatic damage) to represent
lesser danger—the difficulty of 4 is intended to model a zero pressure
environment.
Apply First Aid
Someone with the Medical Skill may wish to help an ally during combat.
The target number for success is the highest box marked on the Health
track. The number of shifts indicates the track box (and all marked
boxes below it) that are erased. If that track box is not marked the
next lower marked box is erased. The assisting character receives the
temporary free-taggable Aspect Sitting Duck unless the character
has Military-grade Medical.
Create an Obstruction
One way to inhibit movement is to create an obstruction, which applies
a pass value to the border between two zones. The precise nature of
the barrier, and its duration (whether it needs to be maintained or
whether it is permanent) depends entirely upon the narrative offered
by the player, and is subject to table approval.
The player declares a target zone boundary and declares a Skill to be
used, then narrates his attempt. He rolls 4dF + Skill against target
value 2. Bring all the Aspect invokes, tags, and spin to modify the
roll that you would for any other roll.
If any shifts are generated, the player may place a pass value of two
on any single border of the zone he has declared as his target
(2/2/2). If a pass value already exists on the border, it may be
incremented by +1 (+1/+1/+1).
As with other combat actions, the decision to do something else may be
preceded by a free one-zone move. The player can be compelled to
prevent the action; if a compel is accepted the player’s action ends.
Whatever the result, the process should be narrated once it is
completed.
When a character has been hit by an attack that generates shifts, she
may take damage. Before marking the damage, she may reduce the shifts
by applying one or more Consequences: a mild Consequence reduces the
number of shifts by one, a moderate Consequence reduces the number of
shifts by two, and a severe Consequence reduces the number of shifts
by four.
After mitigation by Consequences, the remaining number of shifts
indicate the box to be marked on the appropriate stress track. Mark
this box and all boxes below it. If the highest box to be marked has
already been marked, the damage “rolls up”: mark the next higher open
box and all below it.
A player may only ever have a maximum of three Consequences and may
only have a maximum of one of each type regardless of the track the
Consequence was scored against. This means that a character suffering
economic hardship (see Chapter 4) is easier to take out.
The defender determines the precise wording of the Consequence
(subject to reasonableness, as determined by table authority).
A character is out of play when he sustains a hit past the end of any
stress track. This means a person can be Taken Out without ever taking
a Consequence and therefore without ever taking any serious damage! A
person that takes eight shifts past his Health stress track cannot be
saved. That’s a one-shot kill… or maybe there’s a better way to
narrate it?
The attacker narrates taking out his opponent (subject to
reasonableness, as determined by table authority). Anything that suits
the method (gunfire, punching, whatever) and that genuinely removes
the character from play is suitable.
When narrating how an opponent is Taken Out, it is essential to
articulate how and if the opponent can return to the game. A ship that
has been Taken Out is no longer able to participate in space combat,
but could, in theory, be boarded (where it could revert to the
personal combat game). Or it could be destroyed (in which case it
could not re-enter the game). This gives a lot of power to the victor,
and should be an incentive to players to offer concessions when things
aren’t going their way. A major opponent Taken Out in personal combat
can no longer fight, but the long-term repercussions are determined by
the narrative. Being Taken Out might also change features of a
character sheet, though this requires some negotiation.
Characters cannot begin removing Consequences until the associated
stress track has been cleared (and this is not instantaneous but
rather dependent on the number of boxes and the associated Skill).
Recovering Stress Box Hits
Stress box hits are not real damage. They are the sweats, panic,
scratches, “only a flesh wound,” and so on: nothing that can’t be
fixed with a tiny amount of downtime and nothing that actually affects
performance. Consequently all Health and Composure stress track hits
are cleared at the first instance of downtime, whether that’s a fancy
hotel room with no one fighting in it or just the three days’ travel
time to the slipknot.
All Health and Composure stress hits are erased after a few days
relaxing downtime. The table should rule when enough time has passed
or whether the downtime was sufficiently relaxing.
Recovering Consequences
Healing Consequences is governed, in the first instance, by an
external time frame, which forces players to endure the effects of
combat through the rest of the session.
- A mild Consequence is cleared as soon as combat is over.
- A moderate Consequence remains until the end of the session.
- A severe Consequence must be carried through one complete session in
which the associated stress track is never marked. If it is incurred
during session one, it is gone no sooner than the end of session two,
and if the associated stress track takes hit in a fight during that
session, you’ll need to hold the Consequence through yet another one.
Medics
In addition to the purely mechanical process of recovery described
above, there may be narrative reasons to introduce the need for actual
medical help. The following guidelines are suggested, when pertinent.
A mild Consequence can be treated by a medic without a roll after the
combat in which the wound was sustained is over. It requires a
first-aid kit.
A moderate Consequence remains until a medic can make a successful
check against difficulty zero. Base time to heal is a week with
(positive or negative) shifts modifying time to solve by one per
shift. It requires a medical clinic (such as would be found on an
ambulance or in a ship’s sick bay), and the technology rating of the
facility is applied as a modifier to the roll.
A severe Consequence can be healed by a medic rolling against
difficulty 4. It requires an advanced medical facility such as would
be found in a hospital, and the technology rating of the facility is
applied as a modifier to the roll. The referee may decide that the
facility is, despite technology, better or worse equipped and apply
this as a modifier to the difficulty. This takes one month, modified
by the number of shifts achieved. In no case is the impact of the
severe Consequence removed before the end of the session following the
one in which it was received.
example: getting a finger shot off
Getting shot is scary. Even when you are a professional.
When a player marks a Health stress track hit and has not yet marked
any Health or Composure boxes, the Composure stress track is also
marked at the same value (and all boxes below, as always). After this
initial combat shock all attacks are against Health or Composure but
not both.
Note that Consequences reduce shifts before they are marked as damage,
so they do not have to be applied separately for each of the Health
and Composure tracks here. This means that when first hit, a player
must decide whether to take a Consequence that will have a doubled
effect (but making the character more vulnerable in the next round) or
decide to tough it out, in hopes of finishing the fight quickly.
Who wants to count bullets? Not us. It’s way more fun to have an
Aspect, and let your opponents decide when you run out of bullets.
Anyone using a slug thrower automatically gets the Aspect “Out of
ammo” to be compelled liberally, but which cannot be free-tagged.
Anyone who has used a slug thrower to make an Area of Effect attack
(fully automatic fire, a Stunt that some weapons have to allow
multiple attacks in the same zone) gets the Aspect “Out of ammo” to be
compelled liberally, and it can be free-tagged each time the weapon is
used for an Area of Effect attack.
Any weapon or armour that does not have the Civilian Stunt requires a
Military-grade Skill in order to use. It may be the case that it is
sufficient at some tables to deny access and not explain, but it might
be more satisfying to have a mechanism. A character without the
appropriate Military-grade stunt can use the military equipment (at
her Skill level), but only by paying a fate point for each roll. Thus
the player can have her character use the superior but unfamiliar
equipment, but with an attendant loss in fate points.
Sometimes a fight will take place in an environment where the
integrity of armour is important not only to absorb combat damage but
also to resist environmental effects. These environments might include
low pressure, high pressure, or toxic atmospheres. In these cases a
loss of suit integrity (any Health track Consequence) has serious
ramifications.
A hostile environment suit has lost integrity when the wearer takes
any Health track Consequence.
When fighting in zero or low gravity the scene has the Aspect, “Zero
gravity” or “Low gravity.” This can be tagged as usual by
participants.
Some weapons are recoilless, and are designed for low gravity, and
these will have the Low Recoil Stunt.
All attacks using weapons without the Low Recoil Stunt use the MicroG
Skill instead of their preferred Skill (Brawling, Close Combat, Slug
Thrower).
MicroG rolls may also be called for to perform movement or other
activity in zero or low gravity.
In some contexts the shifting of gravity can lead to interesting play
environments. This might lead to a permanent penalty on all action in
the scene: e.g. “Sloping gravity” (when a ship is rotating under
thrust, for instance), where all actions are done as if in gravity
(i.e. without the MicroG Skill) and are at -2; or Stuttering
microgravity (if a drive keeps kicking in and out), where all actions
are as in MicroG, but at -1; or Low gravity, where all actions are
at -2, using the better of MicroG or the relevant combat Skill. These
environmental effects may be determined by the referee as the map is
designed, or they may be a consequence of player actions.
The MicroG Skill does not confer knowledge of the maintenance and
repair of any weapons: for that, checks need to be made against Slug
Throwers or Energy Weapons, as applicable.
The referee may determine penalties that apply in MicroG environments:
without a handhold, it simply may not be possible to throw a grenade
effectively.
Sometimes it’s fun just to make one-off characters and have them shoot
at each other. To play independently as a tactical war game, you need
three things: a map, a story, and characters.
Someone is chosen as caller. Either the caller or the table draws a
map. Is it a shoot out in an airport? A race to secure a bunker at the
top of a hill? A boarding action in a submarine or a spaceship?
Whatever the case, you need a map to play on.
You can start with a blank piece of paper, and take turns drawing
features, until it looks good enough. Feel free to write words on the
map too – these can become Aspects and help clarify what’s what.
Once that is done, divide the map into zones. You don’t want too many,
but enough to allow opportunities for getting outside of range, and to
allow movement. When drawing zones, it is often helpful to go from
corner to corner: that means it is always clear when a character
enters an area (from a door, or otherwise along a side) what zone he
is in.
The process of drawing a map has already begun to determine what the
story is: is this a fight to the death? Are there teams? Is most of
the table maneuvering against a small cadre controlled by the caller
(or by someone else)? Is there a difference in tech level between two
sides? Whatever the case, articulating the story that is being told
might mean that you go back and change the map slightly, add an Aspect
to a zone or two, or whatever.
Most important is that the story articulates victory conditions, which
need not be the same for all players. Is this a fight to the death? An
attempt to capture someone alive? Someone working to escape detection
and get out of a building, or sabotage a spacecraft’s drives? Whatever
the case, the victory condition might be defined in terms of time: get
off the ship in eight turns; spend two turns alone in the engine room
setting explosives.
Once the map and the story are determined, everyone should spend five
minutes (no more) making one or two characters to push around the map.
Skills
Given the limited focus of this tactical game, 3-cap characters should
be sufficient: pick one Skill at level 3, two at level 2, and three at
level 1. Everything else is considered untrained. While any Skill
might be taken, the following list presents Skills particularly
relevant to this mini-game: Agility; Alertness; Brawling (combat);
Close Combat (combat); Energy Weapons (combat); EVA; MicroG; Resolve
(track); Slug Throwers (combat); Stamina (track); Stealth; Tactics.
Stress Tracks
Characters should only concern themselves with Health and Composure
stress tracks. Each is three boxes long. If the character has Resolve
at level 1 or 2, the Composure track has four boxes; if he has Resolve
3, the Composure track has five boxes. If the character has Stamina at
level 1 or 2, the Health track has four boxes; if he has Stamina 3,
the Health track has five boxes.
Stunts
Every character selects a Stunt. Making something Military-grade or
altering how a stress track works are both obvious choices. (For some
stories, it may be desirable to allow two Stunts per character; that’s
fine, as long as it’s the same across the board).
Aspects
Each character should have three Aspects, revealed to all at the
table. Each character also begins with three fate points.
Making a note card for each character, placed in front of the player
with all the relevant information and a small pile of fate points
stacked on top keeps all the information clear at all times.
This is obviously scaled back from the RPG, and introduces a slightly
different calculus for what constitutes a success. With reduced
characters, teamwork, particularly in laying down maneuvers to be
free-tagged, is rewarded.
Weapons break down into the following categories, each represented by
a Skill of the same name:
- Brawling
- Close Combat
- Slug Thrower
- Energy Weapon
Weapons not designated as civilian can only be employed by characters
with the appropriate Military-grade Stunt. That is, non-civilian slug
throwers require the Military-grade Slug Throwers Stunt, and so forth.
The statistics of weapons are:
- Harm
- modifier to offensive roll
- Penetration
- negative modifier to armour Defense value
- Minimum range
- range below which a penalty is applied to offense roll
- Maximum range
- range beyond which a penalty is applied to offense roll
- Cost
- the target number for Wealth rolls to acquire the weapon
Most equipment needs little more than a list of their statistics, and
so at the end of this chapter there will be a table of all the
equipment tidily presented in a way that’s easy to use during actual
play. Each can benefit from a little cluster-specific story, though,
so feel free to write that. Give the weapons technical sounding names
and military designations. Give them manufacturer’s names and model
numbers. Make them yours.
Weapons have Stunts and Aspects.
Brawling involves the nitty gritty fighting with fists, found weapons,
clubs, and knives. Brawling weapons do not have Aspects or Stunts.
The Close Combat Skill covers all melee weapons, all of which are
civilian. If a player wishes his character to own such a weapon it
should simply be granted. There is no obvious reason to differentiate
or restrict. Assets check to acquire a blade anywhere is 1.
The Broadsword includes any long two-handed blade, including battle
axe. While not a common weapon, where technology and industry have
fallen behind, these are the mainstay of the heavy infantry.
Any long stick with a pointy end is a spear. These stats model all
pole-arms. Wherever technology has fallen, these cheap and effective
weapons will be common. In some cultures spears might also be found as
part of a spacecraft’s defensive equipment—a long pointy weapon could
be particularly effective in the narrow confines of a ship.
Some Close Combat weapons are designed to be thrown. These will have
the Thrown Stunt and they get to be re-used indefinitely, as with a
firearm or laser. They get the Out of ammo Aspect to model this.
Close Combat Stunts
- Civilian
- weapon may be used without Military-grade.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its offensive roll to
each target in a zone including the firer.
- Free modal
- this weapon can be used in either of two modes as the user wishes.
- Integral
- this weapon is built in to the wielder.
- Non lethal
- weapon can only be used for Composure attacks.
- Stealthy
- weapon does not appear to be a weapon outside of combat.
- Versatile
- This weapon may be thrown, using the Agility Skill, at range 1-2. Normal
penalties for exceeding this range (-2 per band) apply. The weapon may only be
re-used if the character goes and spends an action picking it up from the
target zone.
- Thrown
- This weapon may only be thrown, using the Agility Skill, at range 1-2. Normal
penalties for exceeding this range (-2 per band) apply. Weapon has the Out of
Ammo Aspect which may be compelled.
The basic cost for a civilian slug thrower is 3, modified by the difference
between the weapon technology and the technology of the system in which it is
purchased. Thus a T2 combat rifle requires and Assets check of 3 in a T2
system, but 5 in a T0 system and only 1 in a T4 system. Civilian weapons are
one level cheaper.
Slug Thrower Stunts
- Awkward reload
- Out of ammo Aspect is free-taggable (or free compel) after
regular fire and not just area of effect fire.
- Civilian
- Makes the weapon available to those without the Military-grade Stunt for slug throwers.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone including the firer.
- Free modal
- as Modal but is set automatically rather than as an action.
- Full auto
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone. AoE effect cannot be used in
the same zone as the firer. After firing on full auto, the firer’s
Out of ammo Aspect is free-taggable.
- High capacity
- Out of ammo cannot be free-tagged.
- High recoil
- weapon can only be fired every other round unless the firer is prone.
- Low recoil
- weapon can be fired without penalty in low gravity.
- Modal
- this weapon has multiple modes that can be selected with a combat action.
- Non lethal
- weapon can only be used for Composure attacks.
- Undetectable
- any Skill check made to detect this weapon is made at -2.
Slug Thrower Aspects
Some weapons have Aspects. The weapon becomes a new scope of Aspects
that can be tagged in addition to the usual ones on friends, foes, and
places.
- Out of ammo
- automatic Aspect on anyone firing a slug thrower. Free-taggable after a Full
Auto area of effect attack.
- Military equipment
- any weapon that does not have the Civilian Stunt has the Military
equipment Aspect.
- Concealed
- automatic Aspect on anyone with a weapon with minimum range:0
The basic cost for an energy weapon is 4, modified by the difference
between the weapon technology and the technology of the system in
which it is purchased. Thus a T3 laser pack requires and Assets check
of 4 in a T3 system, but 6 in a T1 system and 3 in a T4 system.
Civilian weapons are one level cheaper.
Energy Weapon Stunts
- Civilian
- makes the weapon available to those without the Military-grade Stunt for
energy weapons.
- Dispersed fire
- weapon can fire as an Area of Effect weapon, applying its offensive roll to
each target in a zone.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone including the firer.
- Free modal
- as Modal but is set without an action.
- High recoil
- weapon can only be fired every other round unless the
firer is prone.
- Low recoil
- weapon can be fired without penalty in low gravity.
- Modal
- this weapon has multiple modes that can be selected as a combat action.
- Non lethal
- weapon can only be used for Composure attacks.
- Undetectable
- any Skill check made to detect this weapon is made at -2.
Energy Weapon Aspects
- Out of juice
- energy weapon gets the Aspect, “Out of juice,” which one might compel to
restrict actions in order to conserve energy.
Armour not designated as Civilian can only be employed by characters
with the Military-grade EVA Stunt or any Military-grade personal
combat Stunt. A referee would be perfectly right to rule by context
(say, for example, that chain mail can’t be used with Military-grade
EVA), but writing those down as rules would just create a ton of
uninteresting exceptions.
Rule
When in doubt, have everyone agree to be reasonable.
Armour has three statistics: Defense, Stamina Mod, and Agility Mod.
The Defense rating of armour is the amount by which an attacker’s roll
is reduced automatically. It may be modified by the attacking weapon’s
penetration value. The Stamina Mod applies to powered armour only—it
is the amount by which the wearing character’s Stamina rolls are
modified when a Stamina Skill check is made. Note that the Stamina
Skill is not modified—the roll is modified, and the Health stress
track is not affected.
The Agility Mod applies to all armour, positive values implying
powered armour. This value modifies all Agility rolls made by the
wearer. Note that the Agility Skill is not modified—the roll is
modified. Thus a character with an untrained Agility Skill and powered
armour with an Agility Mod of +2 would roll 4dF -1 (untrained Skill
value) + 2 (Agility Mod) for any Agility checks. Most armour will have
a negative Agility Mod, representing the awkwardness or discomfort of
wearing the armour.
Armour has cost 3, modified by the difference between the armour
technology and the technology of the location at which it is
purchased. Civilian armour is one cost level cheaper.
Armour Stunts
- Civilian
- this armour requires no special training to don and use.
Unless this Stunt is purchased, the armour is Military-grade.
- Flexible
- this armour easily shifts with the wearer, allowing greater mobility.
- Lightweight
- this armour is made of a lightweight material.
- Pressurized
- this armour acts as a pressure suit, carrying its own
supply of oxygen and power for heat and communication.
- Power Suit
- this armour is powered.
- Servos
- armour enhances mobility.
- Sensors
- armour is equipped with enhanced sensor equipment.
- Crushing fists
- armour is designed for punching through people.
- Armoured penetrators
- armour is designed for punching through other armour.
- Long range
- armour is designed with extensive power and environmental
resources: it does not have the “Out of juice” transfer aspect.
- Jump jets
- armour has limited flight capability. Wearer gains +2 to
any Agility checks for the purpose of movement and has no maximum
movement rate.
Armour Aspects
- Very heavy
- referees should happily compel this to ruin roads, damage
bridges, and get the authorities mad where it refers to high
technology armour. For lower technology armour it may merely imply
awkwardness, restricted vision, and other encumbrance effects
appropriate to the armour being described. It might reasonably be
compelled against Stealth checks and so forth too.
- Out of juice
- powered armour gets the Aspect, “Out of juice,” which
one might compel to restrict actions in order to conserve energy.
Industrial equipment: the armour is intended for civilian industrial
use rather than combat.
Spacecraft are large, relatively fragile things pursuing their goals
at high velocity in the dead of space. They are constrained by their
available reaction mass, the mass allocated for trade cargo, and
their ability to dissipate heat. When they test each other to
destruction using the assorted weapons of space combat—beams,
torpedoes, and electronic warfare—they are chiefly pursuing goals of
domination or escape. This system emphasizes these goals. The stories
we want to tell include:
- an inferior ship escaping from the authorities
- a hostile vessel capturing cargo
- a threat so powerful the only real option is to surrender
- a convoy of merchants and escorts safely defending itself from marauders
Space combat occurs on a simple map that emphasizes pursuit in order to provide
a simple and fast system.
Combat occurs in phases. First is the detection phase which
establishes the initial positions. Then the positioning, electronic
warfare, beams, torpedoes, and damage control phases are repeated in
order until everyone is happy, dead, or escaped. Order of action is
controlled by social pressure: a player is designated caller for the
fight and that person controls the transition from phase to phase (see
sidebar on “Social Initiative”). If a player wants to act in a
particular phase, he announces his action. The advantage of going
first goes to the one that speaks first. The advantage of going last
goes to the person who speaks last. When the caller calls for a change
of phase, it is possible that some players failed to act in time.
Diaspora assumes that spacecraft have a fully functional crew aboard, who draw
a salary and are able to man their stations competently. There is no need to
flesh them out unless there are role-playing reasons to do so, and player
characters can work beside an undifferentiated crew happily.
Except as noted below, all combat crew positions on a ship are assumed to be
staffed by someone with a Skill level of 2. PCs serving aboard such ships may
use their individual Skill levels, but if they choose not to (e.g. if they ride
as passengers), there is always someone who can do the job.
A ship’s Trade value is not used in combat, and therefore there is no default
broker aboard to assist with maintenance rolls.
The exception to this is a spacecraft that has the Skeleton Crew Stunt, in
which case all the jobs in combat must be taken by a known individual (either a
player character or an NPC who has been developed) who is trained in the
relevant Skill. In particular, Communications and Gunnery stations, if they
have a positive value, may not be operated by an untrained individual.
For each crew position, there is only ever one person doing a given
job at a given time. One Navigator rolls in the detection phase, and
only one Computer expert rolls to repair the Data track.
A PC may occupy more than one position on the ship, but it becomes
challenging during combat. Each Skill associated with a combat phase
normally requires a single crew member to staff it.
Rule
Staffing more than one crew position during combat earns a -1
cumulative penalty to the effective Skill level.
A gunner may fire beams offensively and defensively without penalty,
but would receive a penalty on the torpedo roll if he has fired beams.
Rule
Each crew member may only act once per phase in combat.
A single gunner may not fire beams defensively and launch torpedoes in
the same phase.
Spacecraft are the unit of scale in this mini-game, and not player
characters. They have their own Skills (V-shift, Electronic Warfare,
Beams, and Torpedoes), Stunts, Aspects, and stress tracks (Frame,
Data, and Heat). The mini-game will involve rolling those Skills to
achieve results and marking damage against those stress tracks.
Spacecraft can mitigate stress hits with three Consequences, just as
characters do. You will find a list of ships at the end of the
chapter, and later a method for creating your own.
Spacecraft not designated as Civilian can only be flown by characters
with the Military-grade Pilot Stunt. Further, offensive use of the EW
ship Skill can only be done by characters with the Military-grade EW
Stunt. Aspects listed are meant as suggestions: every ship has its own
quirks and personality.
Our map is a piece of ruled paper, number each line from -4 to
4 and place (or draw) ship models on the lines.
Moving a ship between the 3 and 4 bar (or the -3 and -4) costs 2
shifts. Moving a ship from the last bar off the map costs 3 shifts.
Because of the constraining boundaries (escaping the map is escape
from combat, or forced removal from combat) we have to see the map as
also abstracting relative velocities. That is, we are not collapsing
3-dimensional position information into 1-dimensional (range) position
information. Rather we are collapsing everything about the current
4-dimensional space state of an object into a position on the map.
Therefore the map should be read thus:
- The distance between two vessels is their separation in space. The
distance between two vessels does not encode their bearing, heading,
or velocity.
- The distance between a vessel and the nearest boundary is, roughly, a
measure of its vector (both direction and magnitude) away from a
hypothetical ship at range bar 0.
When a player determines position, then, he is determining the range
between his placements but he is also determining their relative
velocities. Placing two ships at the zero line means that not only are
they close, but they are not moving relative to the hypothetical
observer. More importantly, they are not moving relative to each
other.
This need not be true of two ships sharing the -4 line. They may have
widely diverging vectors though they are close in space or they may be
far apart on parallel vectors. Should they remain in this map location
at the end of the next turn, the transition should be read as the
vessels have diverged and then re-converged, retaining large
differences in velocity vectors. They could be seen as “braiding”
around each other.
Where it is desired that ships be in close proximity to each other and
sharing vectors and at the same time be distant from other vessels,
formation and tethering rules may be used to collapse the ship
representations.
Placing a ship near the boundary indicates that that vessel is moving
rapidly away from the battle.
So when we have a case of three fleeing ships placed near a boundary
being pursued by one ship some bars away towards the zero line, we do
not just have three ships far away from a pursuer. We have also
indicated by map position that the three ships are already moving much
more rapidly than the pursuer, and in different directions. This is
why an excellent V-shift roll on the part of a pursuer can only allow
him to move one vessel: he must now choose between moving one pursued
vessel towards him, modeling a change in relative distance and
velocity between the two (he has cut off after one vessel) or he can
move himself closer to all three but also closer to the edge,
indicating that he’s trying to maintain distance to all of them but at
the same time acknowledging that he now has a massive velocity vector
that doesn’t necessarily intersect with any of them: by averaging
their hypothetical directions he’s not actually pursuing any. If he
doesn’t make the shot it’s unlikely that he will be able to change his
velocity enough to keep at least one from escaping.
This abstraction denies some level of tactical decision from the
players. A player cannot, for example, decide to apply thrust left by
noticing his opponent has applied thrust right. But more importantly,
a player can’t really decide on low level group tactics like “we’ll
all fly in different directions.” Those decisions might well be
encoded in a great Navigation roll at the outset that lets him
position all his vessels near the escape line, but that level of
tactical decision-making is actually embodied in the Skill of the
character rather than the player. A lousy Navigation roll might leave
a player with no options at all—he got outfoxed and found himself in
the middle of a bad situation with no relative velocity and with his
(smarter) friends moving rapidly away. The player, in a way, decides
how to deploy the tactical abilities of his characters.
Collapsing four dimensions of state into one is going to lose some information
in the process. But for every board state and state change, there is an
interesting and believable story that can be told. Further, the stories that
are told are definitive of the genre—out-matched pursuit, well-matched
firefights, and blockade running.
The space combat mini-game operates using a form of social initiative.
While often it is possible for the caller to start with one player who
wants to act first and to proceed simply around the table, the
stalemate-inducing anxieties of the uncertain commitment of resources
over time can be fun to play with—it creates the eerie feel of
submarine combat, reducing the information available as decisions get
made. For each of phases 1-4, the decision to act first resides with
the player who states that they act first, with the caller determining
priority if more than one person speaks at a time (or the table if the
caller is controlling one of the affected ships).
Going first entails a commitment of resources, and responses to the
initial action can be proportionate, using the information of how much
the first player has committed.
Rule
Resources, once committed, can only be increased. They are never decreased.
As each phase ticks by, players may hold back attacking to wait until
they see if they are being attacked and by how many, or they may
strike hard and fast, filling their Heat track and hoping for a quick
kill (or escape!).
Space combat is played in turns, each of which might represent fifteen
to thirty minutes of in-game time—this too has been largely
abstracted. Each turn consists of several phases, and each phase will
offer a test—an opportunity to cross-compel, a roll, and an
opportunity to tag and/or invoke Aspects.
The phases are:
- Detection
- Position
- Electronic warfare
- Beam
- Torpedo
- Damage control
Before a fight can start, everyone needs to find each other. Position
will be plotted on a linear scale from -4 to +4 on the map. As always,
before any dice are rolled, the caller will ask for compels, at which
time players can compel each other to fail to act. Failure to act in
this case is represented by an automatic result of -4 (dice are not
rolled and Skills are not considered: your final result for your
Navigation check is -4).
A Navigation check is rolled by each ship’s navigation officer, and
all rolls are ranked. Ties are resolved by raw Navigation Skill. The
highest ranked Navigator will place two of the ships to be played on
the map anywhere except the two most distant lines (-4 and 4). The
next highest rank then places a single ship and this continues until
all ships are placed. The lowest ranking Navigator places nothing.
The ship which wins the detection round may also decide if there will
be a positioning roll in the first turn (only). Once all the ships are
placed, the winning ship in this phase decides whether to proceed to
phase 1 or directly to phase 2. This allows a ship to attempt escape
without engaging in combat immediately on being detected—going to
phase 1—or it allows it to use the tactical position from the
detection phase for an optimized initial combat round - going to phase
2.
In the event of a tie between two ships (as might happen when two
standard T2 merchant ships meet, with default navigators), if neither
ship is willing or able to invest fate points to gain victory, ships
are placed randomly, based on a roll of the fate dice (it is only in
this circumstance that a ship may begin at the 4 or -4 band).
As always, before any dice are rolled, the caller will ask for
compels, at which time players can compel each other to fail to act.
Failure to act in this case is represented by an automatic result of
-4 (dice are not rolled and Skills are not considered: your final
result for your positioning check is -4).
Spacecraft positions are plotted on a simple linear scale from -4 to
+4. Ships begin as they were placed in the detection phase. At the
beginning of each round of combat, pilots jockey for position. All
pilots roll their ship’s V-shift rating limited by their effective
Pilot Skill (i.e. if one character is serving both as Navigator and
Pilot, then the Pilot’s effective Pilot Skill is reduced by one). Note
also that this is not simply a modifier to the roll: since V-shift is
limited by effective Pilot Skill, this penalty might affect
performance for the first turn as well.
In addition, ships may apply burn: by running their drives over
rating, they can exchange Heat for an advantage in maneuver, improving
the V-shift roll. Any ship may declare that it is applying burn, state
the value and add that value to their roll (not to the V-shift
rating). They immediately take a hit to their Heat stress track equal
to the value of their burn, marking that box and all unmarked boxes
below it. If the highest box to be marked is already marked, mark the
next higher open box. Before marking the damage to the Heat stress
track, the pilot may reduce the detrimental effects through
Consequences exactly as mitigating combat damage. The caller may allow
negotiation of burn declarations at his preference, though generally a
declared burn rating by a ship’s player must stand.
Ships may choose not to use their drives in order to bleed heat. Each
turn that the V-Shift is not engaged allows the highest filled box in
the Heat track to be cleared immediately. This decision results in an
automatic -4 final result for the positioning check, which might still
be modified by Aspects, but no dice are rolled and no Skill is used.
No burn declarations can be made once the caller declares the bidding
closed and asks for dice on the table.
Only the highest roller may alter any ship’s positions:
- He may move himself the difference between his roll and the lowest roll, or
- He may move any ship with a lower roll up to the level of the
difference between them.
He may not, however, move any vessel more map bands than his own
vessel’s V-shift rating. Remember, moving a ship between the 3 and 4
bar (or the -3 and -4) costs 2 shifts, and moving a ship from the last
bar off the map costs 3 shifts.
If the winning positioning roll is tied, the next highest roll is the
winner. This presents some interesting tactical choices for fate point
expenditure: sometimes it’s advantageous to forfeit your awesome roll
so that your ally, who rolled lower, can make use of his better
V-shift, for example. You might then use an Aspect to force a tie so
that you lose control.
If a ship exceeds the band at -4 or 4, they leave combat, whether
forced off by others or maneuvered off by their own pilots. In this
fashion a really excellent pilot in a hot ship can cut down the odds
by positioning enemy vessels off the map until he faces only one
opponent. Similarly, more than two ships chasing a single ship can
usually keep the lone opponent on the map through positioning.
As always, before any dice are rolled, the caller will ask for
compels, at which time players can compel each other to fail to act.
Failure to act in this case is represented by the ship being unable to
declare a target.
Before any destructive weapons are used, each ship may conduct
electronic warfare, pitting its communications officer against the
enemy. If a communications officer has Military-grade Communications,
she may pick a target and roll the ship’s Electronic Warfare (EW)
rating, amplified by her effective Communications Skill (if the
communications officer has acted in any of the previous phases, there
is a cumulative -1 penalty for each phase she has acted). The defender
also makes a roll, of his ship’s EW rating, amplified by the
communications officer’s effective Communications Skill. The rating
may be zero, in which case there is there is no crewman staffing the
position unless this is done by one of the PCs. Ships may have a Stunt
(Firewall) that automatically provides a defense value of 2, and which
may not be modified. Subtract the defender’s modified roll from the
attacker’s.
As with any roll, these results can now be modified by tagging or
invoking Aspects and paying a fate point to get +2 or re-roll.
Positive values are treated as shifts against the defender.
Negative values are treated as shifts against the attacker.
Whoever has shifts against him will take a Data stress track hit to
the ship. Before damage is calculated, the player may apply
Consequences to reduce the number of shifts: a mild Consequence
reduces the shifts by one, a moderate Consequence reduces the shifts
by two, and a severe Consequence reduces the shifts by four. Recall
that no entity can have more than three Consequences of any kind and
never more than one of each type.
Once the final number of shifts are determined, the corresponding box
on the Data stress track is marked and all open boxes below it are
also marked. If the highest box to be marked has already been marked,
mark the next highest.
Note that only one roll is made for each ship, so in some cases with
more than two ships in play, a single roll may defend against multiple
attacking rolls as well as conceivably acting as the attacking roll on
a declared target. Note also that a good defense against hacking can
inflict damage on the attacking Data stress track, even if the
defending communications officer does not have Military-grade
Communications.
The Electronic Warfare (EW) defense roll is persistent through this
phase, but the total may be added to over the course of the phase
through the spending of fate points. An outnumbered ship may still
mount a reasonable defense.
Beam weapons subsume all relatively short range unguided weaponry, so they may
be described as lasers of various wavelengths, artillery, rockets, railguns,
electromagnetically propelled storms of small projectiles, particle beams, or
anything else that suits the setting developed at the table.
As always, before any dice are rolled, the caller will ask for
compels, at which time players can compel each other to fail to act.
Failure to act in this case is represented by a failure to declare a
target in whatever phase the player ship was compelled.
A ship with a Beam Skill can attack at a value from 1 up to the full
Beam rating.
All combat rolls, offensive and defensive, are made at the Beam rating
amplified by the gunner’s Gunnery Skill (that is, the Beam rating is
used and increased by one if the Gunnery Skill is higher). If the
gunnery officer has acted in any of the previous phases, there is a
cumulative -1 penalty to the effective Skill level for each phase he
has acted. Defensive rolls are made once for each defensive system but
stay on the table—that defensive roll you made against Beams stands
throughout the Beam Weapons phase, complete with any modifications
from invoking Aspects, using spin, etc. Defensive rolls are persistent
through the phase, so it can be handy to note them on the ship card or
use a coloured 12- or 20-sided die set to the result. Sometimes we
write them on the map. Offensive Beam rolls are distinct from
defensive Beam rolls (from the Torpedo phase) and should be recorded
separately.
A roll with no modification is made to oppose all incoming Beam
attacks. Ship’s may have a Stunt (Vector Randomizer) that changes the
base from 0 to 2.
When Beams are fired offensively the attacker must declare what Beam
rating he will apply. He may apply any value from 1 to the full Beam
rating. Note the Beam value used.
Beams firing at three or more bands range subtract 2 from the roll.
Attacks are resolved as they are declared, again leveraging social
pressure to determine who goes first: the caller closes the call for
targets by announcing a final call, and counting slowly to three (if
necessary—if your caller is fair and fun, he’ll leave plenty of time),
after which no further targets can be announced.
Subtract the final defender’s sum from the attacker’s to find the
number of shifts. The defender may reduce these by applying one or
more Consequences:
- reduce the shifts by one by applying a mild Consequence
- reduce the shifts by two by applying a moderate Consequence
- reduce the shifts by four by applying a severe Consequence.
Recall that no entity may have more than three Consequences and never more than
one of each kind.
As always, before any dice are rolled, the caller will ask for
compels, at which time players can compel each other to fail to act.
Failure to act in this case is represented by a failure to declare a
target in whatever phase the player ship was compelled.
Torpedoes attack at the spacecraft’s Torpedo Skill rating.
All combat rolls, offensive and defensive, are made at the Torpedo
rating amplified by the gunner’s effective Gunnery Skill (that is, the
Torpedo rating is used and increased by one if the effective Gunnery
rating is higher). If the gunnery officer has acted in any of the
previous phases (including the Beam phase), there is a cumulative -1
penalty for each previously active phase. Defensive rolls are made
once for each defensive system but stay on the table—that defensive
roll you made with the Beams stands throughout the Torpedo Phase,
complete with any modifications from Aspect invocation, spin, or other
sources. As these rolls are persistent through the phase, it can be
handy to note them on the ship card or use a coloured 12- or 20-sided
die set to the result. Sometimes we write them on the map. Though
persistent, defensive rolls are distinct from offensive rolls and
should be recorded separately.
A Beam roll is made to oppose all incoming Torpedoes. To do this, the
beam position must be staffed. If Beams were fired in the Beam Weapons
phase, then the roll may be made as usual, amplified by gunner’s
effective Gunnery Skill. If Beams were not fired, then there must be a
trained crew member available to man the beams in this phase: normal
penalties and bonuses apply, but since each crew member may only act
once per phase, a ship with a single gunner (as might happen with a
skeleton crew) may have to choose between offensive Torpedo fire and
defensive Beam fire. Beams so used may also have been fired
offensively, and defensive fire may cause damage to the Heat stress
track. Ships with no Beam rating or those unwilling to fire Beams
defensively, roll with a base of 0 unless they have a Stunt (Point
Defense) that changes the base from 0 to 2.
When Beams are fired defensively the attacker must declare what Beam
rating he will apply. He may apply any value from 0 to the full Beam
rating. Note the Beam value used. If the sum of the offensive Beam
used plus the defensive Beam used is greater than the total Beam
rating, then the ship takes a hit on the Heat stress track equal to
the difference and marks all boxes below as well.
Torpedoes firing at one or zero bands range subtract 2 from the roll.
Attacks are resolved as they are declared, again leveraging social
pressure to build an initiative order as in the Beam phase. The caller
closes the call for targets by announcing a final call, and counting
slowly to three, after which no further targets can be announced.
Subtract the final defender’s sum from the attacker’s to find the
number of shifts. The defender may reduce these by applying one or
more Consequences:
- reduce the shifts by one by applying a mild Consequence
- reduce the shifts by two by applying a moderate Consequence
- reduce the shifts by four by applying a severe Consequence.
Recall that no entity may have more than three Consequences and never more than
one of each kind.
Damage control checks may now be made on Frame stress tracks (using
one crew member’s effective Engineering Skill) or Data stress tracks
(using one crew member’s effective Computer Skill). Since each crew
may only staff one position per phase, the same individual may not be
responsible for both rolls. If the engineer or computer officer has
acted in any of the previous phases, there is a cumulative -1 penalty
for each previously active phase. The target number for success is the
highest box marked on the relevant track. The number of successes
indicate the track box that can be erased. Erase it and all unmarked
boxes below it.
The Heat stress track cannot be repaired during combat, except by
shutting off engines, as described in the positioning phase.
Shifts for a given attack are calculated by the difference between an
adjusted attack roll and an adjusted defense roll.
Consequences can be used to buy down these shifts before they are
applied as damage. Mild Consequence reduces the number of shifts by
one, a moderate Consequence reduces the shifts by two, and a severe
Consequence reduces the shifts by four. A ship may only have a maximum
of one Consequence of each severity. A ship can have no more than
three Consequences total regardless of the type of track the
Consequence was on: Frame, Data, or Heat. The actual Consequence is
named by the defender.
A Consequence is also an Aspect and can be free-tagged (once) by any
opponent at any time after it is applied, and tagged or compelled as
usual thereafter.
Once the number of shifts has been modified by Consequences, the
corresponding box on the specified stress track is marked and so are
all open boxes below it. If the highest box marked has already been
marked, mark the next higher open box. If you must mark a box off the
high end of the stress track, the ship is Taken Out.
Unlike Consequences, the attacker narrates the final state of the
defeated ship (exploding in a blaze of glory; empty derelict;
captured), subject of course to final approval by the referee. This
may be a reason for the crew to voluntarily take themselves out before
it comes to this, either by surrendering, agreeing to a tether, or
jumping into the lifeboats!
This also means a ship can be Taken Out without ever taking a
Consequence and therefore without ever taking any serious damage! A
ship that takes eight shifts more than its Frame stress track cannot
be saved. This is the canonical piracy success: the winner chooses to
narrate the Taken Out result as surrender and an undamaged ship is
captured.
If the relevant conditions are met, being Taken Out may also include
an enforced Tether as a step towards coupling (see Special Maneuvers
below). Ships that are Taken Out may not be used for positioning
advantage in subsequent turns: it is usually best simply to remove the
counter from the map.
Consequences can be compelled, tagged, or invoked just like any other
Aspect. Their description is up to the controlling player but must
obviously appear to be negative and meet with the table’s approval as
a suitable description of the effects on the vessel. And remember, if
you forced the Consequence you can tag it once for free!
Remember that at any time during the fight but before damage is
marked, any spacecraft owner may negotiate a concession rather than
play out.
Stress box hits are not real damage. They are alarms going off,
rattled crew, shrapnel dinging off the hull, shutting down
non-essential systems, blowing air to avoid explosive decompression,
and so on. Nothing that can’t be fixed with a tiny amount of downtime
and nothing that actually affects performance.
Remember that Heat track hits may be cleared by not using drives for a
turn. Each turn that the V-shift is not engaged allows the highest
filled box in the Heat track to be cleared.
All stress box hits are cleared at the first instance of downtime,
whether that’s time in dock or just the time in transit to the
slipstream.
In calculating time to repair, there are two scales that must be kept
in mind. First, is in-game time. Repairs take time, and this has to be
modeled somehow. More important, however, is living with the
repercussions of a space combat in real time, from the player’s
perspectives. While clearing a mild Consequence is possible right
after combat, and a moderate Consequence can be repaired with any
respectable facility, severe Consequences should be felt by the
players; they should realize that they have seriously hurt their ship.
Consequently, the soonest that a serious Consequence can be removed is
at the end of the session following the one when it was received:
players must carry the effects of severe damage for at least one full
session in addition to the session the damage is received, during
which time the Consequence should be continually compelled by the
referee if the ship is being used.
A mild Consequence can be repaired by an engineer or computer expert
(depending on the type of Consequence) without a roll after the combat
scene is over.
A moderate Consequence remains until the engineer or computer expert
can make a successful check against difficulty zero. Base time for
repairs is a week with (positive or negative) shifts modifying the
time to repair by one per shift. It requires docking at a repair
facility within one technology rating of the ship. If the only repair
facility available is of an inappropriate technology rating, treat the
Consequence as Severe for repair purposes.
A severe Consequence can be repaired by an engineer or computer expert
against a difficulty four. It requires docking at a repair facility
within one technology rating of the ship (though the referee may
decide that the facility is, despite technology, better or worse
equipped to repair the vessel and apply this as a modifier to the
difficulty). Repairing a severe Consequence also forces an extra
maintenance check. Regardless of when the maintenance work is done,
the Consequence is only removed at the end of the session after which
it was received. (If the referee needs a guideline for the time of
repairs, he may say it takes one month, modified by the number of
shifts achieved; such time pressures, however, do not outweigh the
need for the severe Consequence to be borne for a full session).
Tethering offers increased performance for ships in formation, at the
expense of some autonomy for vessels. Tethering need not be physical,
and any viable picture may be used to describe it: slaving the
computer, perhaps; tethering could also be useful for slipping
(“Convoy”). Two (or more) ships in formation may be said to be
tethered, if one of the two following conditions are met: either both
ships agree to be tethered and one agrees to lead, or one ship wishes
to tether and lead and the other has been Taken Out with a compatible
narrated result.
There is always a primary ship when ships are tethered; one leads the
other (or others). Multiple ships may be said to be tethered together,
but only one can be leading. Only fate points from the lead ship can
be spent while ships are tethered. As with formation flying, models
are pressed together, but tethered ships gain the temporary Aspect
“Tethered.” Tethered ships may not fire on other ships within their
formation. They may be disengaged at any point, but only at the
discretion of the leader. In the positioning phase, only the leader
makes a piloting roll. Tethered ships may only move as fast as the
V-shift of the slowest ship, and may not initiate a burn.
In any turn, individuals from a lead ship may board any ship to which it is
tethered. At this point, the game would normally revert to the individual
tactical game: characters fight boarders! See Personal Combat.
However, boarding can be addressed within the space combat game with
an opposed roll, where any positive result for the boarders indicates
the boarding action to be successful by the end of the following turn.
Relevant Aspects include “Boarding crew,” “Bunch of thugs,” “Tight
security,” or “Elite marines,” but not “Tethered.” Ties favour the
defending ship, however, and any ship that withstands a boarding party
for three turns has repelled the boarders, and is no longer tethered.
If it was tethered as a result of being Taken Out, it remains Taken
Out, but requires new narration, this time provided by the defender
(since he succeeded in repelling boarders). (These rules could also
become applicable if the players stumble onto a boarding situation, or
are asked to escort a target ship that is then attacked by pirates:
the pirates board the target, while the characters in their ship
maneuver about).
All ships have a nose coupling mechanism which may be attached to the
base of the mast of any one other ship and can be used to tow (or,
actually, push) the other ship. The coupled ship must be Taken Out or
tethered, and need not have a working drive.
Two coupled ships move at the lead ship’s V-shift rating -2. The lead
ship gains the temporary Aspect “Slow to respond,” and the coupled
ship’s counter is removed from the map: the coupled ship may not fire
weapons or take any other actions in the space combat game until it is
decoupled. Ships couple or decouple during the positioning phase as an
action. If ships decouple, the lead ship loses its temporary Aspect
and regains full use of its V-shift, and a counter is placed on the
current range band to represent the decoupled ship. Derelicts are not
placed on the map.
This combat Sequence is presented in a form sufficient to play
independently as a wargame. The core design philosophy that makes this
a wargame is that the combat is chiefly between spacecraft. That is,
rolls are based on ship statistics (which function as analogues of
Skills) and ship Aspects are invoked, tagged, and compelled. The role
of individuals, even player characters, is for the most part ancillary
to actual combat.
When playing this mini-game as part of a role-playing game, however,
the range of action for players extends to their characters and the
spaceships in play. Specifically, at any point in the combat Sequence,
players should feel free to have their characters do things to
influence events. Chiefly this will be a maneuver—a Skill check,
possibly opposed, intended to place a free-taggable Aspect on an enemy
vessel. This is not part of the combat Sequence because it depends on
the creativity and judgment of the players rather than on a strict
application of rules, and consequently sits firmly in the space of the
role-playing game, with final authority residing with the table, the
caller, or perhaps the referee as appropriate.
As a stand-alone game, ships can be pitted against one another,
without the need for player characters. Ships may be drawn from the
lists below, or may be designed from scratch. Assuming ships all have
standard (default) crews (i.e. they do not possess the Stunt,
“Skeleton Crew”), any of the following basic scenarios should be
playable:
- Duel
- two ships at identical technology levels attempt to take each other out.
- Border Patrol
- T3 civilian ship seeks to escape two T2 military ships.
- Pirate Attack
- T2 ship attempts to take out another T2 ship which may
not fire until the pirate has fired or initiated EW.
- Smuggling
- T2 civilian ship seeks to escape T2 military ship.
Each ship should have five Aspects, revealed to all at the table,
which need not be the Aspects given in the ship list. Each ship also
begins with five fate points.
All crew positions are assumed to start at Skill level 2. Pilot is not
automatically raised to match the V-shift. Players may spend
additional points to raise the Skill level of a given crew position.
Ships receive between three and six points to spend: the base is 3.
Add 1 for T3 vessels. Add two if the ship is military (all ships are
military unless they have the Civilian Stunt). Points may be spent to
raise the value of the crew position by one or to make a Skill
Military-grade (most often with Pilot or Communications on military
ships).
Social combat can be used to handle complicated social and personal
situations. It adds a clear objective, so you can avoid spending a lot
of energy talking fruitlessly in character when no real strategies for
resolution present themselves. It gives the same opportunities to make
interesting narration as the regular combat system, wrapped up in a
tactical challenge.
To begin, set the stakes: establish clearly what happens if the
characters win and what happens if they lose. Stakes might be “We get
the location of the secret base” or “We get to make a Science roll to
determine how much about the base we get to narrate” or “I get the
girl” or something entirely different. Losing could simply indicate
failure to achieve these things, but the referee should be creative in
establishing real (but interesting) losses—failure perhaps earns the
enmity of the girl’s family or gets your license to practice medicine
revoked.
Once the stakes are established, establish victory conditions, which
depend on the map.
The only stress track that gets action in social combat (and it
doesn’t need to) is the Composure stress track on individual
characters. In some cases it might make sense to place the Wealth
stress track at risk instead or as well, but this is at the discretion
of the referee when designing the conflict.
Social combat takes place on a zone map much as it does with personal
combat. Instead of representing some physical geography, the map
represents the social space of the encounter. Because of the kinds of
options available to characters involved in social combat, certain
kinds of map shapes have certain kinds of effects on behaviour and can
be used to represent specific issues.
In general, concentric circles imply intimacy. Zone shapes with many
borders, and therefore many avenues of escape or access, better
represent socially open places like chatting about the weather at a
party. Intimate zones are often objectives (you want to get someone to
reveal valuable information, and so you want to maneuver them into
intimate, trusting conversation).
To begin with, moving between zones has no additional cost—there is no
initial use of “borders” as there is in personal combat.
Characters in the same zone can be said to be engaging each other
socially—they are conversing about interesting, relevant things that
they care about. The further apart characters are, the more social
distance is in their conversation. Range has a deep impact on
effectiveness and so one must usually close the range before one can
do anything useful, such as move the conversation to a more intimate
space.
Zones represent in the first instance a degree of intimacy in the
social context. This will sometimes correspond to a spatial dimension
too, with a separate zone corresponding to a small balcony where a
conversation might occur, but more often it represents something much
more nebulous. It is often a good idea for the table to design the map
of the social combat as a group. Optionally, once the map is created,
each player may choose to put a single free-taggable Aspect on a zone
or a single pass value of 2 on a border, to reflect the personal
contours of the social situation.
For each zone on the map, create one time box to represent available
time to resolve. If you need to know exactly how long something took,
the table should determine what the maximum amount of time something
(even the best party will disperse by morning). If a victory condition
is achieved before the time boxes run out, the maximum time can be
downgraded a number of shifts on the Time Track (Dealing With Time,
Chapter 2) equal to the number of unchecked boxes. Often, table
consensus will determine a very similar result in any case.
One of the biggest conceptual hurdles in adopting this system for resolving
social interactions is recognizing that not every person in a scene needs to be
represented on the map. Part of this is embodied within the zones themselves.
Aspects on the zones can indicate the other people involved.
This can in fact be made even more abstract, when you want to make a
situation tactical that has become mired or unproductive in regular
role-play. By making some of the actors on the map ideas instead of
explicit people, you can conduct a scientific investigation or any
other information-revealing multi-step endeavour. Make the opposition
the Fact and, maybe, an Attractive Falsehood and you can do science.
Add in people with conflicting goals (a young whipper-snapper who
wants to be primary author on the publication of your discovery!) and
the abstract can engage the concrete in both directions.
Victory conditions should relate to map position. Usually the
objective will be to get a certain person or persons into a specific
zone before the timer runs out. This can be more complex, however, to
achieve different goals: if you want to model persuading a crowd, you
could score participants by how many crowd members are in their target
zone when the timer runs out. Feel free to push the system around and
find other victory conditions.
Party
A party has a lot of accessible conversation space—everyone is there
to chit-chat after all—and probably at least one intimate space. It is
well represented by a central shape with several attached shapes.
Inside one attached space, add a couple of concentric circles for
intimacy. An objective in the party might be to hook up with a
powerful businessman and get him to brag about his company’s secret
operation on the dark side of the moon: you win if you can get him,
yourself, and the science officer into the center of the intimate zone
before the timer runs out.
The party map doesn’t need to be complicated—the simpler it is the
faster things will go. The important thing is to make it take a few
steps to get to the target zone and be complex enough to imply story
with every move. The map above is about the minimum complexity you
would want from a social combat map. It might be close to the maximum
also!
Seduction
A seduction might be well modeled with a deep set of concentric
circles—say five or six—with the objective of getting both characters
in the bull’s-eye. Such an engagement could have multiple suitors and
possibly require removing some or all from the map through Composure
damage.
Suitors might be PCs or they might be NPCs or in some cases they might
just be “pawns”—if there is a concept you want to be relevant to the
goal but that doesn’t necessarily need to have free will in the fight,
just give it a marker and no statistics. Players can move it around
towards or away from goals (voters in an election or observers at a
debate!) but it doesn’t do anything on its own.
This could also be done with a simple linear track of, say, seven zones Mark
the first zone LOVERS and the last zone JUST FRIENDS. Start the seducer
on or near LOVERS and the objective on or near JUST FRIENDS. Start
other competitive suitors anywhere that seems fun or scary.
If the objective and anyone else are together on the LOVERS zone, it has
fallen for that suitot. If the objective and anyone else are together on the
JUST FRIENDS zone, whoever has joined the objective there is removed from
play.
Debate
A debate can be modeled with two sets of concentric circles
representing opposing perspectives. The objective would be to move the
opponent into your own central circle or moving the majority of
audience members into your zone. Note that because of the steep
drop-off in effectiveness at range, it will be necessary to move
towards your opponent in order to engage him and pull him back to see
your point (answering his specific arguments, showing sympathy and
understanding).
Combat occurs according to a strict sequence of events, just as with
the other combat systems. In order to run the Sequence, one player
should be named the caller (usually the referee, but this is not
essential). The duty of the caller is to run the Sequence: he ensures
that each phase is given sufficient time and that there is a smooth
pace as phases proceed. The caller should have the Sequence sheet in
front of him during the game.
To begin with, the caller will establish the order in which players
will be polled for their actions. The best possible way to do this is
the simplest way the table can all agree on: a random order proceeding
clockwise, starting with the highest Charm and then clockwise, or
descending order Charm (or whatever social Skill is most relevant).
Then, for each player, the caller will ask for an action. Actions can
be one of the following:
- Move
- Composure attack
- Obstruct
- Maneuver
- Move another
If the player is running multiple characters (as might well be the
case if he is the referee), each of these characters should declare
and resolve their actions separately as though run by different
players.
Once the player declares his character’s action and target, the caller
will ask the table for compels. A compel can involve any of the acting
character’s Aspects, any Aspect on his equipment, any Aspect on the
zone he is in, or any Aspect on the scene. Anyone wanting to compel
should hold up a fate point token and name the Aspect being compelled.
The caller will verify that it is a legitimate Aspect for a compel and
the acting player can either accept the fate point (and thus the
compel) or pay the compelling player’s character a fate point and deny
the compel.
If a compel is accepted by the player, go to the next character
(possibly one run by the same player).
Next the caller will ask the player to make his free move. The player
may then move his character a single zone if he wants to.
The caller will then ask the player what Skill will be used for his action.
Rule
Characters in social combat may not use the same Skill twice in a row.
Each action requires a 4dF + Skill roll to resolve. Once the dice are
on the table, Aspects may be invoked or tagged by all participating
players as appropriate. The usual rules for tagging Aspects apply: you
may tag only one of each category of Aspect except for free-taggable
Aspects, of which you may tag as many as are available. A tagged or
invoked Aspect adds 2 to the roll or allows a re-roll.
During the Aspect tagging, the caller will offer all players any spin
that’s on the table in order to improve their rolls. It can be spent
to add one to a roll.
Once all negotiable dice modifications are complete, the caller
announces the resolution of the roll (who won) and directs the
appropriate player to narrate the result. The authority to narrate
depends upon the action declared—see below for details.
When all players have had a turn, the caller then checks a box on the
timer and determines whether the victory conditions have been met. If
there is a victory, he announces it and hands control to the referee.
If there is no victory, he begins the next turn.
For a move action, the player rolls 4dF + Skill, then modify by any
Aspects tagged or invoked. He may then move his character this many
zones, expending movement points as needed to erode any pass values
that might be on borders between his character and his goal.
The move action represents the character aligning himself with his
interests (moving towards a target zone) or feigning alignment with
another in order to be more effective (moving closer to another in
order to reduce range modifiers).
A Composure attack is an effort to remove a character from play
altogether by attacking his Composure stress track until he is Taken
Out. To begin, the acting player names the target of the attack. The
attacker names his attacking Skill and the target names the Skill he
will use to defend. Both will narrate their efforts or otherwise
justify the Skill selection.
Both players then roll 4dF + Skill and modify through Aspect tags,
invokes, and spin. Count the attacker’s shifts and then reduce the
shifts by the range between characters. The defender may reduce these
shifts using Consequences. He may reduce the shifts by one by taking a
mild Consequence, reduce by two by taking a moderate Consequence, or
reduce by four by taking a severe Consequence. He may apply more than
one Consequence if necessary. Each Consequence becomes a free-taggable
Aspect on the character.
The remaining shifts are then used to mark the defender’s Composure
stress track: one box on the track is marked at the rank according to
the shifts and all open boxes below it (one shift marks the first box,
three shifts marks the first, second, and third box, and so on). If
the highest box to be marked has already been filled, then the next
highest available box is filled. If the box to be filled is past the
end of the character’s Composure stress track, then the character is
Taken Out. The two players should negotiate what this means, mediated
by the referee.
If the attacker fails his roll by three or more (gets three or more
negative shifts), the defender gets spin.
The Composure attack represents an attempt to remove a character from
play by making her ineffective. It might be an embarrassing anecdote
designed to shame the character into removing herself from the scene,
or a stinging insult that makes her too angry to act with the social
subtlety necessary to participate in this kind of combat. Or something
else.
The player obstructing begins by identifying the zone that will be
obstructed. He then rolls 4dF + Skill - Range, modified by any Aspects
tagged or invoked. If he obtains a positive result, he may apply the
number of shifts as pass values on any borders in the zone. The total
of all pass values added cannot exceed the number of shifts. So, if a
player generated four shifts he could create a single pass value of
four on one border, or a pass value of three on one border and one on
another, or any other combination of pass values adding up to no more
than four.
The obstruct action represents efforts to pin a character into his
current mind-set or deflect him from ideas that would be contrary to
the acting character’s interests. This might be attempts at levity in
order to block off a more sober zone, awkward geek behaviour in order
to make it harder to get into an intimate zone, or similar.
The player maneuvering begins by identifying the target of the
maneuver. This target is typically a zone, but may be a character or
the entire scene. He then announces the Aspect he intends to put on
the target and narrates the effort. He then rolls 4dF + Skill,
modified by any Aspects tagged or invoked. If he obtains a positive
result, the target acquires an Aspect described by the acting player.
This Aspect is free-taggable once by any ally. Putting an Aspect of
“Long-winded anecdote” on a zone will give other players a reason to
avoid that zone, lest they be mired in a boring conversation, and
unable to escape.
Permanent Aspects are Aspects that affect the person or zone directly.
This includes things like “Liar,” “Out of cruditées,” and so on.
Transient Aspects are Aspects that derive from the continuous action
of an individual. “Making socially unacceptable small talk,”
“Spitting,” and so on. Transient Aspects last only until the placing
character acts again, though he may use the Aspect in this last turn
of its existence.
The caller determines whether an Aspect is permanent or transient.
The move another action is an attempt to force another character to
move along the social map in a direction desired by the attacker. To
begin, the acting player names the target of the attack. The attacker
names his attacking Skill and the target names the Skill he will use
to defend. Both will narrate their efforts to justify the Skill
selection.
Both players then roll 4dF + Skill and modify through Aspect tags,
invokes, and spin. Count the attacker’s shifts and then reduce the
shifts by the range between characters. These shifts are then used to
move the defending player: one zone or pass value per shift, exactly
as a move action.
If the attacker fails by three or more shifts, the defender is awarded
a spin token.
The move another action is a careful effort to persuade. It represents
effective rhetoric, brilliant argument, seduction, and like forms of
persuasion. The acting character is trying to manipulate the target
character directly.
Stress box hits are not real damage, but they can lead to
Consequences. All stress box hits are removed after a few days of
relaxing stress-free downtime. As with personal combat, the table
should rule when enough time has passed or whether the downtime was
sufficiently relaxing. Generally speaking it should be trivial.
A mild Consequence can be self-medicated with a bottle and some time
alone once the scene is over. No roll is required and it is cleared as
soon as the social combat scene is over.
A moderate Consequence remains until the end of the session in which
it was incurred.
A severe Consequence must be carried through one complete session in
which the associated stress track is never marked. If it is incurred
during session one, it is gone no sooner than the end of session two,
and if the associated stress track takes hit in a fight during that
session, you’ll need to hold the Consequence through yet another one.
The rules for platoon-scale wargaming are provided in Diaspora for
campaigns that want to focus on military combat. Perhaps the players
are old army buddies, offering their services to their planet’s
defense. Perhaps a heavily balkanized world is enlisting off-worlders
to fight their battles for them. Perhaps the characters are a
mercenary strike team, performing short-term contracts for anyone
willing to pay. Whatever the story, it is easy to imagine combats
where the scale of personal combat is simply inadequate: when there
are too many individuals active in battle, platoon scale provides
opportunities for incorporating infantry, artillery, armour and
aircraft units in a ground war.
Some campaigns may choose to build around this sort of encounter, with
the story effectively moving the characters from one mercenary ticket
to the next with each game session. Others might never need these
rules, but will be able to use them to model robbing an armoured
vehicle. Whatever the application, the rules are provided as a means
of representing something that could also be done within the existing
Diaspora mechanisms. Operating at the platoon scale becomes an option
that is available for those tables that want it.
For infantry units, platoon scale represents combat between teams of
2-5 soldiers organized into platoons of 2-6 teams; an armour platoon
might be 4 or 5 tanks. Individual characters can improve a platoon’s
performance, but, as in space combat, an individual can only modify
the performance of the larger unit. The principles of FATE still
apply, of course, and (as is common in Diaspora), they have been
stripped down. At the platoon scale, there is only a single stress
track: morale. If a platoon loses morale, it can no longer function.
Whether it has lost morale because of its ongoing frustration with
lack of supply lines, because of the constant pressure of close enemy
fire, or simply because most of the platoon has been killed, Diaspora
models the only crucial variable of loss at the platoon scale along
the axis of morale.
As with the other mini-games, platoon-scale wargaming can be played
independent of the larger Diaspora RPG.
The organizational unit of interest is the platoon, which is a number
of single units, one of which is a leader, all in communication. The
only stress track that will be marked is the Morale stress track of
individual units.
In most games, players will control either a single platoon, or (as is
more usual when used as a stand-alone game) a company of 3-5 platoons.
The map is constructed simliar to the maps described in the section on
Personal Combat .
There are many more zones: you want at least a zone per unit, so a
platoon engagement might have 10 or more zones.
A regular grid is less effective than irregular shaped zones
reflecting the contours of the landscape. Irregular shapes allow
access to a greater number of neighbouring zones.
Altitude is marked for determination of line-of-sight.
Each zone has a center mark.
Difficult terrain (e.g. forest, swamp) is represented with smaller
zones; easy terrain (plains, roads) with larger zones.
A Re-arm track of six boxes exists on the side of the map to manage
aircraft availability.
Because we want to empower indirect fire units (artillery), we need
ways to block line of sight (LOS). To this end each zone is marked
with a center point (which need not be exactly in the center, but
close is good) that contains a number representing the altitude. Base
level should be zero, and increment up or down one or two. No need to
go crazy. The guideline is as follows.
If you draw a line between your zone’s center mark and your target
zone’s center mark and that line is obstructed by a zone with a higher
altitude than your zone, LOS is blocked. You may only engage this unit
with indirect fire.
If the target zone is lower than yours and you draw a line between
your zone’s center mark, LOS is blocked when that line is obstructed
by a zone with the same or higher altitude than your zone. You may
only engage this unit with indirect fire.
You can always fire into an adjacent zone.
Some terrain features block line of sight but not through elevation (a
forest or a town, for example). If you want to model these features,
give each zone an altitude as normal, but for zones with blocking
terrain add another number indicating the effective altitude for
tracing LOS though it.
This rule works best if raised terrain (like the hills in the example
above) have zone divisions along their ridge lines as this prevents
firing across the ridge to terrain below on the opposite side.
Each unit may be in only one zone at a time, and a zone may contain
any number of units. The system does not represent where within the
zone a given unit is located.
Zones may have Aspects on them at the start of the session.
A terrain icon drawn on the map is an implicit Aspect and may be
tagged normally.
While generally mobility is well modeled by the size of the zone and
possibly by adding an Aspect, it may be the case that a border has
features that intrinsically limit mobility (a low wall, for example).
In this case apply a pass value and a direction in which the pass
value applies. Pass values are not eroded—they must be exceeded in
order to continue through in the direction they specify. Shifts spent
on passing through a border with a pass value do not count against
maximum movement.
When working with pass values, always consider whether it is more
effective to model the terrain with a simple Aspect. Simply placing
the Aspect, “Raging river!” on river zones would attract compels that
are much more interesting. Also, keep in mind that just making zones
small intrinsically impedes movement, providing a third way to model
difficult terrain.
Some actions work by placing pass values, allowing the ability to
funnel enemy movement in certain directions or into specific zones
with finer granularity than placing Aspects provides.
tracing from the unit itself or the ground level), its altitude is 1.
If aircraft are used in the scenario, add a re-armament track: six
boxes with the first labeled “RE-ARM” and the last labeled “LAUNCH!”
Artillery that are represented off map should be placed in a zone on
an artillery card created and placed at the side of the map. If the
artillery is capable of operating at range from their leader, the
artillery card can have multiple zones and one unit placed in each.
Units on an artillery card can move from zone to zone on the card in
the same way as they would on the main map, but they cannot move onto
the main map.
A platoon is a grouping of units that can be ordered to act by a
leadership unit. By default that unit must be in the same zone as the
leader, but this may be modified by Stunts. The maximum distance
allowed between a unit and its leader in order to maintain membership
in the platoon is the unit’s command range.
Rule
Command range indicates how may zones a unit can be away from its
leader and still be in communication with it.
Command range is zero (same zone only) unless modified by a stunt on
the leader, the unit, or both. Non-leader units that do not belong to
a platoon (are out of command range) may move away from enemy units,
may attack enemy units that have fired upon them, and may attempt to
unjam and remove Out Of Communication (OOC) counters on themselves,
but may take no other actions. They have no fate points and do not
share a platoon’s Consequences. Hits on these units may not be
mitigated by a platoon taking a Consequence. Units that become
disassociated from their platoon do not change the platoon’s fate
point total.
Platoon membership is checked at the beginning of the platoon’s action.
Units with OOC counters are only part of a platoon membership when in
the same zone as the leader unit.
A leader unit with OOC counters disconnects all its platoon members
but suffers none of the other restrictions described here.
A unit is the minimum element represented on the map for each type: a
single miniature or counter. For infantry, that’s a team of a few
soldiers. For armour that’s one vehicle. For artillery that’s a
battery.
There are four types of team units: infantry, artillery, armour, and
aircraft. For each platoon, one unit (which may not be aircraft) is
also designated the leader. There is no maximum number of units in a
platoon.
Each unit in a platoon grants the platoon one fate point. All fate
points are kept on the platoon and spent from the platoon. All
Consequences are on the platoon.
Similarly, spin counters are associated with platoons and not with
units. They may be spent by any unit in the platoon. Spin expires
after having had one complete turn in which to use it (thus if spin is
acquired during a defensive roll, it lasts until the end of the
platoon’s next opportunity to act whereas if it is acquired during
movement, say, it lasts until the end of the platoons next opportunity
to act and not the opportunity in which it moved).
Units that are not normally part of a platoon (typically aircraft) are
associated with a particular platoon and donate their fate point to
that platoon. They draw fate points from that platoon when invoking,
tagging, or compelling.
All units have Skills, Aspects, Stunts, and a Morale stress track.
Skills are an n-cap pyramid (i.e. one Skill at level three, two Skills
at level two, and three Skills at level one) or a column (i.e. one
Skill at level four, one Skill at level three, one Skill at level two,
and one Skill at level one).
All units have one Aspect and contribute one fate point to their platoon.
Infantry units have a baseline of zero Stunts, plus one Stunt for each
technology level. All other units have one Stunt, plus one additional
Stunt for each technology level; consequently, units at T-1 or lower
do not have Stunts. As described below, the platoon leader always has
one additional Stunt, regardless of technology level. No unit may have
negative Stunts.
Units have only one stress track: Morale. When a unit takes a hit past the end
of its Morale track that cannot (or will not) be mitigated by a platoon
Consequence, it is eliminated. The narrative associated with this elimination
can be determined by the table: it might represent panic and dispersal or
surrender; a complete lack of morale is also adequately explained by everyone
being killed. Some combination of the three is most likely. The mechanical
effect at this scale is the same. As with other stress tracks, a hit on a
marked box rolls up to the next unmarked box.
Infantry units represented a small number of individuals of similar or
concerted equipment: a unit typically represents 2-5 individuals,
though it could be as many as 12. Specific weapons and armour per
individual are not modelled except as they are represented in the
Skill and Stunt list.
Infantry have a 3-cap Skill pyramid. Infantry units choose one Skill
at rank 3, two Skills at rank 2, and three Skills at rank 1. They have
a Morale track two boxes long. If the unit has Veteran at rank 1 or 2,
the Morale track is three boxes long. If the unit has Veteran at rank
3, the Morale track is four boxes long.
The maximum movement for infantry is two zones. Infantry units may
move a maximum of two zones regardless of their movement roll.
Armour units are individual tanks, cars, or other mobile armoured
platform. They represent all of the equipment present on precisely
that model of vehicle.
Armour has a 4-cap Skill column. Armour units have one Skill at rank
4, one at rank 3, one at rank 2, and one at rank 1. They have a Morale
track one box long. If the unit has Veteran Skill 1 or 2, the Morale
track is two boxes long. If the unit has Veteran Skill of 3 or 4, the
Morale track is three boxes long.
The maximum movement for armour is four zones. Armour units may move a
maximum of four zones regardless of their movement roll result.
Artillery units are equipment capable of Indirect Fire which are kept
off map. They move only in a notional sense insofar as they can roll
Movement as a defensive roll against counter-battery detection and
Indirect Fire. Infantry-based artillery (such as mortar or grenade
launcher crews) should be represented by including an Indirect Fire
Skill on an infantry unit. Artillery batteries that need to be
represented on the map for purposes of the scenario should be
represented by their attending personnel as lightly armed infantry
units.
It can be handy to create an off-map artillery card for artillery
platoons, especially if they have a command range greater than one.
This will greatly simplify aircraft attacks on the artillery platoon.
Artillery has a 3-cap Skill column. Artillery units have one Skill at
rank 3, one at rank 2, and one at rank 1. Their Morale track is two
boxes long. If the unit has Veteran Skill 1 or 2, the Morale track is
three boxes long. If the unit has veteran Skill 3, then the Morale
track is four boxes long.
Artillery may make Movement rolls to change position on their battery
card if there is more than one zone on the card. Moving artillery
units do not remove SPOTTED markers, however.
Artillery can only fire on targets that are in line-of-sight to a
friendly unit that is currently attached to a platoon (or does not
need to be) and has no Out Of Communications (OOC) counters.
All artillery units in the same platoon are considered to be in the
same zone as their leader for purposes of command and communication,
and for purposes of any attacks that affect all targets in a single
zone when attacked by aircraft, unless they have a Stunt that allows a
greater command range. All members of an artillery platoon not
situated on the map must be on the same artillery card (they cannot be
spread over multiple cards). Not all units in an artillery platoon
need to actually be artillery units (there might be an infantry leader
unit supplying comms and other coverage and an armour unit supplying
AA for example).
Non-artillery units in an artillery platoon must be in the off-map
artillery card in order to be associated with the platoon. This means
that, although the leader unit might be represented by something other
than artillery (an armour or infantry unit might be more advantageous)
it will gain no advantages from its mobility on the map.
Aircraft are independent units and therefore require no leader unit.
They also move differently from other units: an aircraft unit may
place itself on any zone on the map when its turn to act comes up.
Aircraft are automatically spotted when they are on the map.
Aircraft movement is different from other units:
Aircraft begin on the LAUNCH! box of the Re-arm track.
While on the Re-arm track, an aircraft unit may make Movement rolls to
progress along the track.
An aircraft on the LAUNCH! box at the beginning of its turn may be
placed on any zone on the map. Its turn is now over.
Once an aircraft acts while on the map (usually in the turn after it
has moved there), it is returned to the RE-ARM box of the Re-arm
track.
An aircraft unit on the map may act as any other unit except that it
may not make a Movement roll.
Aircraft have a 4-cap Skill column. Aircraft units have one Skill at
rank 4, one at rank 3, one at rank 2, and one at rank 1. They have a
Morale track one box long. If the unit has Veteran Skill 1 or 2, the
Morale track is two boxes long. If the unit has veteran Skill 3 or 4,
then the Morale track is three boxes long.
The maximum movement for aircraft is zero zones as they are not
represented on the map. Aircraft units do not move on the map in the
same fashion as ground units and so do not make Movement rolls except
to decrease their re-arm time.
Aircraft increase range by 1 for all distance calculations (both
against them and against other targets).
Aircraft can only be attacked by the Anti-air Skill.
Each platoon has one, and only one, leader unit. An infantry, armour,
or artillery unit can be designated a leader.
A leader unit may perform a action in addition to its normal action.
It may, therefore, make two actions in a turn.
Leaders have one Stunt chosen from the leadership Stunts list in
addition to the Stunts for their base unit type.
Leaders add two morale boxes to the unit to which they are attached.
The maximum movement for leader units is their base unit’s maximum movement.
Leader units contribute one extra fate point to the platoon (one for
the leader and one for the base unit).
Leader units have two Aspects—one for the leader and one for the base
unit—in addition to Out of ammo.
All Skills are eligible to be chosen by any unit type.
- Anti-air
- base roll to inflict harm on aircraft units
- Armour
- base defensive roll against fire
- Camouflage
- base roll to avoid detection
- Command
- base roll to improve (repair) morale
- Signals
- base roll to jam or unjam a unit’s communications
- Direct Fire
- base roll to inflict harm in line of sight
- Hand-to-Hand
- base roll to inflict harm in the same zone
- Indirect Fire
- base roll to inflict harm beyond line of sight (including off map)
- Movement
- base roll for movement. Units without the movement skill are
only capable of advancing a single zone (the one-zone free move) per
turn.
- Observation
- base roll to detect and locate enemy artillery fire
- Specialist
- a sink Skill that has no mechanical effect, for placing on
the apex Skill of a unit that is not designed for the represented
forms of combat (example, artillery crews as infantry or a staff
convoy as armour).
- Veteran
- modifier to Morale track
Units may only roll Skills for which they are trained. The only
exception is when defending against an opposed roll, in which case the
untrained Skill is presumed to be zero. The only case presented here
is Armour, though with an appropriate Stunt Camouflage may also
qualify.
- Typical infantry Skill tree
- Camouflage 3, Direct Fire 2, Observation 2, Armour 1, Hand-to-Hand 1, Command
1. Infantry are used to capture and hold territory as well as to provide
spotting for heavier units. They have NCOs capable of regrouping broken units
and are adept at close combat as well as ranged. They excel at not being seen.
- Typical armour Skill tree
- Armour 4, Direct Fire 3, Movement 2, Anti-air 1. There are two core types of
armour—assault tanks designed to move into heavy fire and attack units spotted
by associated infantry, and tank hunters, which would swap Armour and Direct
Fire.
- Typical artillery Skill tree
- Indirect Fire 3, Camouflage 2, Movement 1. artillery’s immediate objective is
to destroy spotted enemy equipment. It does so by projecting a huge volume of
fire, which makes it suddenly very vulnerable. It offsets this vulnerability by
immediately moving and re-hiding.
- Typical aircraft Skill tree
- Direct Fire 4, Observation 3, Anti-air 2, Movement 1. Aircraft Skill trees are
capped by their primary design goal—Direct Fire for ground attack vehicles,
Observation for reconnaissance craft, and Anti-air for interceptors. Most
aircraft will be capable in all of these. Movement for aircraft indicates their
re-arm time—high Movement rates indicate rapid re-arming cycles, trading off
for specialty effectiveness such as ground attack or anti-air capability.
- Cavalry
- this unit is undersized and overpowered, so its maximum move is increased by
one (infantry, armour, or artillery only). Infantry units may take this Stunt
multiple times: the unit may be thought to have an intrinsic vehicle for
mobility. When taken by an armour unit, the Stunt is designated, “Light.”
- Special forces
- this unit is not automatically spotted when it shares a zone with an enemy
unit (infantry only).
- Wireless
- unit is attached to an integrated communications net, increasing command range
by 1. May be taken multiple times.
- Engineer
- may use a successful maneuver roll to use up the free-tag on
an enemy-applied Aspect or make two maneuver rolls on the zone it is
in instead of the usual one (infantry and armour only).
- Guerrilla tactics
- attacks from this unit never generate spin for the defender (infantry only).
- Highly trained
- this unit has one additional morale box.
- Infantry carrier
- this unit can carry infantry (armour or aircraft only). One infantry unit in
the zone can move with this carrying unit (including traversing the Re-arm
track for aircraft). The infantry unit cannot act this turn (before or after
the move). The unit can begin the game carrying its infantry load. For
aircraft, when the aircraft re-enters the map, the infantry is deployed and may
act normally; the aircraft may not otherwise act while deploying infantry.
Carried infantry do not have to be in the same platoon as the carrier.
- Interceptor
- if this unit is on the LAUNCH! box, it may enter the map any time an enemy
aircraft enters the map and act immediately before the target aircraft can act.
It may act only against this target aircraft (aircraft only).
- Irregulars
- this unit is an irregular non-professional unit (a sink Stunt, chosen only to
model a unit that is less effective than other units of the same technology
level). Other sink Stunts can be invented to fit the scenario: Slow, to
represent a low rate of fire, etc.
- Long range
- ignores one zone for attack roll range modification. May be taken multiple
times.
- Orbital
- this unit can only be attacked by fire from other orbital units (artillery
only). Orbital units that are attacked with the jam action, however, take
damage as though attacked with weapons (in addition to the effects of jamming).
- Prepared positions
- this unit was set up long before the battle (artillery only). Before combat
begins, it may add a the Aspect of “Locked in” to any two zones on the map.
This Aspect can be free-tagged by any allied artillery unit, and remains an
Aspect on the zone which may be tagged normally thereafter.
- Scatterable mines payload
- this unit can deliver area-denial ordnance (mines). Pass values placed by the
unit from an interdiction strike are permanent (artillery and aircraft only).
- Scout
- this unit can continue movement after entering a zone containing enemy units
(infantry and armour only).
- Skill substitution
With an appropriate narrative, additional Stunts may be designed to allow
Skill substitutions. Each unit may only ever have one Skill substitution Stunt.
The following are offered as representative examples.
- Agile
- can use Movement in place of Armour (armour only).
- Graphite payload
- this unit can deliver payloads designed to interrupt electrical and
electromagnetic function (artillery and aircraft only). It may use its
Indirect Fire Skill to effect Jam attacks (which would normally use the Signals
Skill). Note that this combines with Zone Effect to jam all units in a zone
(regardless of owner).
- Shoot and scoot
- this weapon system is designed to be fired while on the move or to move very
soon after firing a mission. It may use its Movement Skill instead of
Camouflage (artillery only).
- Technology enhancement
- increase any Skill by one. This Stunt may be taken at most twice per Skill,
for a total bonus of +2. Stealth technology: designed to hide, this unit can
use Camouflage in place of Armour (armour only).
- VTOL
- this unit is designed to stay on target—once on the map it may
remain, moving a maximum of 1 zone (its free move) per turn (aircraft
only).
- Zone effects
- this unit may attack all units in the target zone with one roll at -2 (armour,
artillery, or aircraft only). Units do not need to be spotted to be attacked in
this fashion.
leadership stunts
Each platoon leader additionally chooses one of the following four Stunts.
Battlefield genius: units can be one zone further from the Leader than
otherwise allowed.
- Logistics genius
- units in platoon do not have the “Out of ammo” Aspect.
- Tactical genius
- units in platoon ignore one extra zone of range when attacking.
- Not a genius
- sink Stunt for crap commanders.
All units have a single stress track, Morale. A platoon may expend
Consequences to mitigate hits past the end of the track on a unit. A
platoon has three Consequences to allocate and each can mitigate two
shifts. As is standard in FATE, a platoon Consequence becomes an
Aspect and may be free-tagged once or compelled or tagged normally to
affect any unit in the platoon.
- Infantry units have a base Morale stress track of two boxes.
- Armour units have a base Morale stress track of one box.
- Artillery units have a base Morale stress track of two boxes.
- Aircraft units have a base Morale stress track of one box.
Unit Morale tracks are modified by the unit’s Veteran skill. Leader
units also gain a bonus Morale.
- Leader units increase the base Morale stress track by two.
- Units with Veteran 1 or Veteran 2 increase their Morale stress track by one.
- Units with Veteran 3 or Veteran 4 increase their Morale stress track by two.
- Units with Veteran 5 or Veteran 6 increase their Morale stress track by three.
- Some stunts may further alter the length of the Morale stress track.
All units have one descriptive Aspect chosen by the owner and add one
fate point to their platoon. All units also have the Aspect “Out of
ammo.” A unit, when spending fate points, expends platoon fate points.
When a unit gains a fate point through a compel, that fate point
belongs to the platoon.
The Sequence proceeds in a fixed order around the table, with each
player acting for each of her units in whatever order she prefers. The
Sequence order is best left simple and static—clockwise from the
person on the left of the caller, say.
Identify a player to act as caller. The caller manages the Sequence.
The player currently acting is the Actor.
Each player in turn selects a platoon that has not acted and checks
its units for platoon membership. For each unit that is part of the
platoon, perform an action. Finally, mark the platoon Acted. Each
unit that acts performs some bookeeping tasks (reducing jam counters
by one and clearing old interdiction markers). Units that are not in
platoon membership can move one free move into any zone that does not
contain enemy units, or fire on an enemy unit that fired on them, or
unjam, or camouflage. If an unmembered unit is in command range of
another platoon’s leader, it may be adopted by that platoon. No fate
points are added, no Consequences are transferred: all that happens is
the unit is added to the adopting platoon.
When every player has had a chance to act with every platoon under his
command, the turn is complete. So basically players are alternating
platoons until the turn is done. The order of platoon selection is up
to the players. The first player to act is the defending player. If
the scenario has no logical defender, flip a coin.
A turn is a set of cycles through the sequence such that every player
has had an opportunity to move every platoon under his control.
Roll Movement and move the number of shifts, up to the maximum
movement permitted.
If your movement places you in (or passes through) the same zone as an
enemy unit, both you and it gain a SPOTTED marker of value 3 and the
moving unit ceases movement.
For artillery, roll Movement against a SPOTTED marker value and reduce
its value by the number of shifts.
For aircraft units, move the number of shifts along the Re-arm track.
Aircraft on their LAUNCH! box may be placed (without a roll) on any
zone on the map or any battery zone off the map. Aircraft in a battery
zone may be attacked exactly as spotted artillery, though only with
Anti-aircraft Skills from a unit on the same artillery card as the
spotted artillery unit.
If movement takes a unit out of line-of-sight from all enemy units,
reduce any SPOTTED marker by one.
For each zone that a unit enters during its movement, an enemy may
compel it to halt in that zone.
Moving is not affected by range or line of sight.
Add a SPOTTED marker to the attacking unit to a maximum of four.
Roll your appropriate attack Skill against enemy Armour Skill on any
unit with a SPOTTED marker, counting shifts as damage. Subtract range
to target. Add the minimum range of the attack type (zero for
hand-to-hand, one for direct fire, two for indirect fire). -3 shifts
gains spin for the defender.
This extra arithmetic is basically saying that the range count, for
purposes of modifying the attack roll, starts (as zero) at the minimum
range of the weapon.
Indirect Fire may not act at range zero or 1. Direct Fire may not act
at range zero. Hand-to-Hand may ONLY attack at range zero. Anti-air
may attack at any range but recall that all ranges from ground to
aircraft are increased by one. Range from aircraft to aircraft are
counted normally. Artillery attacks targets without range
modification. Attacks on artillery in an off-map “battery zone” are at
effective range 10 zones when attacked by on-map units.
Before marking shifts as damage, the shifts may be reduced by applying
Consequences. A platoon can have a maximum of three Consequences: one
mild, which can reduce incoming shifts by one; one medium, which can
reduce incoming shifts by two; and one severe, which can reduce
incoming shifts by four. A Conesquence is a free-taggable Aspect on
the platoon. A platoon may have no more than three Consequences—one of
each type.
A hit that would mark a box past the end of the unit’s Morale track
takes out that unit.
Attacking is affected by range and line of sight.
Remember that the defending roll, after modifications by invokes,
stays on the table for the turn!
Select a target zone. Roll your appropriate attack Skill against
target zero. Subtract range to target zone. Distribute shifts as pass
values on any border for that zone (thus 4 shifts could place a pass
value 2 on two borders, 4 on one border, 1 on 4 borders, or any other
combination). Interdiction lasts until the beginning of the attacker’s
next turn. Interdiction attacks grant SPOTTED markers exactly as
attacks.
Interdiction is affected by range and by line of sight.
Roll Command against highest Morale track hit to repair track hits by
shifts (as repair on spacecraft). Can roll against any unit in the
platoon.
Rally is not affected by range or line of sight.
Roll Signals against another unit’s Signals. For each shift generated,
place an OOC counter on the attacked unit. Failure by three or more
generates spin for the defender. Note that this attack is especially
effective against a leader unit.
Jamming is not affected by range or line of sight. Targets need not be spotted.
Units can have no more than four OOC markers.
Roll Signals against zero and remove the shifts in OOC counters from
yourself. If this unit is a leader unit, it may remove OOC counters
from members of its platoon.
Unjamming is not affected by range or line of sight. It may be
performed by units not currently in platoon membership.
Roll any Skill and suppply some narration to describe the effect.
Subtract range to target zone. Success places an Aspect on a zone. The
Aspect is free-taggable once by an allied unit. Use maneuvers to model
artillery cratering (“Cratered”), forward observation (“Laser
designation”), covering fire (“Keeping our heads down”), and so on.
Maneuvers that use Direct Fire, Indirect Fire, or Hand-to-Hand grant
SPOTTED markers exactly as attacks of those type.
Maneuvers cannot be used to place an Aspect on a unit. They can only
be used to place Aspects on a zone.
Maneuvers are affected by range but not line of sight. The table has to agree
that the maneuver works despite the range and line of sight facts, however.
Permanent Aspects are Aspects that affect a zone directly. This
includes things like “Cratered roadway,” “Forest fire,” and so on.
Transient Aspects are Aspects that derive from the continuous action
of an individual. “Targeting laser,” “Covering fire,” and so on.
Transient Aspects last only until the placing unit acts again, though
it may use the Aspect in this last turn of its existence.
The caller determines whether an Aspect is permanent or transient.
Roll Observation against Camouflage for any artillery that has fired
or any other unit in Line of sight. Place a SPOTTED marker on the unit
including the number of shifts (or a SPOTTED token for each shift if
you’re using glass beads or coins or similar). Failure by three or
more generates spin for the defender. If the unit already has a
SPOTTED marker, increase it by the number of shifts.
Spotting is not affected by range but is affected by line of sight.
Units can have no more than four SPOTTED markers.
Roll Camouflage against a target value of zero and reduce any SPOTTED
markers on the unit by the number of hits achieved.
Covering is not affected by range or line of sight. It may be
performed by units not currently in platoon membership.
You may not use the same Skill for your action that was used in
defense (unless allowed by a Stunt).
When playing a fast game with many units, any hit past the end of a
track removes the unit (it is just Taken Out). Prior to determining
the Taken Out result, hits may be mitigated with platoon Consequences.
A platoon can have a maximum of three Consequences, exactly as player
characters and spacecraft: one mild, which can reduce incoming shifts
by one; one medium, which can reduce incoming shifts by two; and one
severe, which can reduce incoming shifts by four. Platoon Consequences
are also Aspects that are effectively on all units of the platoon.
They may be free-tagged once.
A character may be associated with any unit. While more than one
character can be associated with a single unit, for playability it
helps to assign characters to different units, to allow players
something to control during the game. A single character stand can
have his base touching the associated unit base for representation,
but it is easier just to note which character is associated with which
unit separately. The player character moves with the unit. If the unit
is destroyed, the player character is no longer involved in the combat
(he’s gone to ground, run off, or dead—let the player narrate his
escape).
Each character associated with a unit may, however, amplify one Skill
of the unit. The player may choose which Skill gets amplified based on
the following list:
- Anti-air
- amplified by MG Slug Thrower, MG Energy Weapons, or Gunnery
- Armour
- amplified by Tactics
- Camouflage
- amplified by Stealth or Survival
- Command
- amplified by Tactics, Intimidation, or Oratory
- Signals
- amplified by Communications
- Direct Fire
- amplified by Slug Thrower or Energy Weapons
- Hand-to-Hand
- amplified by Brawling or Close Combat
- Indirect Fire
- amplified by Gunnery or Demolitions
- Movement
- amplified by Tactics or Vehicle
- Observation
- amplified by Alertness
- Veteran
- amplified by Resolve
Units of the same technology level should be roughly balanced unless
you deliberately take sink Stunts or Skills.
When constructing scenarios you will want a way to weigh the
effectiveness of different units. This system has been designed so
that a unit is roughly equal to any other unit, the exception being
leader units, which are the equivalent of two normal units. Units of
differing technology levels are different in power but not hugely
so—they differ by a small number of Stunts. Depending on Stunts taken,
a good rule of thumb is that each difference in technology is about
25% more unit power.
Within the context of the RPG, scenarios will often be unbalanced,
with the players struggling to make do given the odds as determined by
the situation in which they have found themselves.
As a stand-alone wargame, though, some approximations of balance are
possible. Nevertheless, we recommend that, above all, you run a
scenario that’s interesting. Create units and organizations with a
goal and an engagement with a purpose and it doesn’t matter a ton who
wins it—the simulation will be fun either way. It might even be the
case that victory conditions can be created or modified as the game
progresses, or even at the end. The victor is the side that achieves
its goal. Revisit victory frequently during the game—the goal may
change! An ambush might be won and become a pursuit which is lost. A
breakthrough that starts going especially well for the runners might
turn into a meeting engagement, or even an opportunity to secure
objectives.
As a wargame, progress can even be determined by an arbitrary time
limit. Set a number of turns after which victory will be evaluated. At
this time, the game is over. If you want to continue (perhaps with new
objectives!), set a new timer and perhaps allow some reinforcements
in. Six to ten turns should be plenty.
Engagements come in a limited number of forms. By all means, dream up
your own scenario from whole cloth, but you may find these categories
useful for setting the scene.
- Meeting Engagement
- Roughly equal forces meet by accident or intent on the field and
engage to destroy. Armies start on opposite sides of a map.
- Pursuit
- A small force is pursued by an equal or superior force. The small
force wishes to disengage. The large force wishes to destroy. Armies
start with pursuing force on one edge and the pursued force near the
middle-ish. You want a long map for this. The more units the pursued
force gets off the map, the better.
- Breakthrough
- A dug in force attempts to keep another force from disengaging. The
disengaging force needs to get most of its units through or get
special units through. Start with the blockade force setting up in the
middle of the map and the runners on one edge. They must exit the
opposite edge with their objective units intact.
- Ambush
- A strong force has entered the region to patrol and is surprised by an
inferior but entrenched force. Set up as Breakthrough but balance
units differently (patrol is stronger), and give defensive advantages
(Aspects on zones or units). The ambushers should win by inflicting
lots of harm and then escaping. The patrol wins by surviving the
ambush and destroying the ambushers.
Objectives
Designate a number of objectives on the map—perhaps towns or hilltops.
Start with equal forces on opposite edges of the map. Win by having
units on most objectives at the end. You can mix this with many of the
previous scenario designs (especially Meeting Engagement and Ambush).
One of the chief sources of tactical pressure, aside from the obvious
one of move and fire, is the choice of unit action order. The actor
must elect to act with specific units in an order he prefers, but
counter-activity or action results may have cascading effects on
remaining unit action.
Smoke? A maneuver to place the Aspect “Smokey” on a zone. Cratering
charges? A maneuver to place the Aspect “Cratered” on a zone. Time
sensitivity is often sufficiently modeled by the free-tag
mechanism—smoke is only especially effective the first time it’s
tagged; thereafter it’s another source of advantage at normal cost.
Another simulation effect that Aspects can create is the idea of a
forced move. If you want an enemy unit out of a zone, there is no
mechanism that forces him to do so. This is because we want to retain
as much player autonomy as possible: everything should be a choice. So
make him choose: with as many units as you can muster, use maneuvers
to pile free-taggable Aspects on his zone. Now he has to choose
between leaving the zone and sitting in the same place as a
potentially massive free bonus to an attack roll.
These balancing ideas roughly follow the rock-paper-scissors
principle, which is basically the idea that every unit type should
have some important function and should be defeatable by some other
unit type. No single unit type should dominate: if you go all armour,
infantry will kick your ass. If you go all artillery, aircraft will
cut you up. And so on.
The balancing relationship between unit types is as follows:
- Infantry
- is intended to be flexible, capable of adequately subsuming
multiple roles. An observation unit can also be a credible anti-air
threat and be adept at re-hiding. An assault unit can also be a
credible defensive unit.
- Armour
- is intended to be dedicated and reactive. They do a couple of
things extremely well and will generally suck up one Skill slot for
Movement just to take advantage of their intrinsically high speed
limit.
- Artillery
- is intended to do lots of harm but be vulnerable to reactive
attacks from other artillery. It is also intentional that aircraft are
the bane of artillery in all cases. A configuration that includes
artillery has to consider the possibility of enemy air power and
dedicate some counter-measure or they will get their artillery
cleared.
- Aircraft
- are intended to do periodic but precise and devastating harm.
They are highly vulnerable while on the map (always spotted, always in
line of sight), again by design, but also extremely precise in their
deployment while there (range 1 to any target they choose to kill).
Countering aircraft requires deployment of specific equipment: either
other aircraft or AA capable units. Putting a little AA capacity in
all infantry is a good buy.
The tactical mini-games have a particular ability to assist the
referee when things aren’t going well at the table. Sometimes you will
find that the players are not making progress against a puzzle or a
secret and instead are circling the problem with planning and
shopping. Now sometimes this is fun, but when you detect that it no
longer is—that players are getting bored with the lack of effect—the
mini-games can solve this problem instantly.
In particular, social combat can be applied to almost any issue (a
heist, a kidnapping and ransom, removing an aristocrat from power, or
even influencing the trade policies of a whole system) and so it’s a
handy way to push a table from planning to action.
And the joy of the combat system is exactly there: you don’t need to plan and
prepare. You just need to get the antagonists and protagonists on a credible
map and then turn the rules like a crank.
Part of the reason this works is because it spurs action, but it also
works because it forces you, the referee, to start partitioning the
issue—you need to decide who the protagonists are in the context of
the conflict, who the antagonists are, who is relevant to the outcome
but not an agent, what the actual goals of each party, and how to
represent that graphically as a combat map. All that tightly regulated
thinking will make the situation crystal clear.
The mini-games with actual injury at stake (space, personal, and
platoon) are even more focused and are more obvious to deploy. This is
in line with advice from Spirit of the Century.
Rule
When in doubt, ninjas!
The reason combat works is because even if the players lose, a result is forced
out of the situation and even in the worst possible situation, it doesn’t have
to be death and an ending. And yet it can be, which is also powerful.
Concessions play a big part in this. When things are going badly for
the players, suggest that they concede. Make them offer something to
get away (or, cooler, to save their friends) and suddenly failure
is interesting, too.
And that chaining also helps: conceding a space combat might lead to a
boarding action with personal combat. Conceding personal combat might
lead to a trial using social combat. Losing a platoon combat might
lead to a chase scene in orbit using space combat. You could be here
all night turning this crank and creating stories.
Now, as Diaspora is trying to build a “hard science-fiction”
atmosphere (even if we have incorporated faster-than-light travel), it
may be seen as out-of-subgenre to include aliens, psionics, etc. Far
be it, however, for us to declare them off limits! The abstraction
provided by the underlying FATE system is such that, mechanically,
these things are not interestingly different.
If you want to create a non-human race, start by deciding what’s
really different, in game mechanical terms, between them and the total
range of abilities to be found among humans. Designing a balanced race
really means not going beyond these parameters, which, in the largely
abstract system presented here, allows for a seven-point range between
-1 (untrained) and 5. Wording of Aspects can increase this effective
range (both for humans and for the aliens) by and additional +/- 2
(creating a modified eleven-point range, -3 to 7).
Non-human races are best modeled by augmenting the existing rules as
subtly as possible—that is, the best aliens for the purposes of
Diaspora are going to be those with few game mechanical differences no
matter how bizarre the story behind them might be: you might introduce
a new Skill that represents some feature specific to these aliens and
maybe even require that all members of the species have it, but we
recommend resisting structural changes to how a character is created.
Formulating a non-human race (or converting one from another source)
may then be framed in terms of general statements that are applicable
when measured against a normal human. They may suggest some Skills
should be higher than others, or that some should be lower, and Stunts
that would be more common in the race than in humans. These
differences form the mechanical description of the race. These
differences do not change the number of Stunts or Skills or the shape
of the Skill pyramid; they only describe certain features of the
choices one would make within those constraints in order to create a
believable alien of that type.
The parameters for creating members of other races lie completely with
the discretion of the player, subject to referee and table approval,
of course. All choice, of course, remains with the player, as there
are always exceptions to any general rule.
Optional: All aliens may be thought to have an automatic Aspect, not human,
to be compelled liberally whenever something built for or designed by humans is
encountered.
With the referee’s permission, Psionics can be introduced. The precise
mechanics would require table consensus, but what is important is that the
balance between characters not be thrown off. Anything should be able to be
modeled with an appropriate balance of Skills, Aspects, and Stunts. If
something is happening that will be seen as exceeding human norms, it should
require investment in both a Skill and a Stunt. Typically, there will also be
an appropriate Aspect.
What follows are ten ideas for how some psionic abilities could be modeled
within the game system. In each of them we are assuming a common Skill powering
all the abilities, Psionics; it may be desirable to have different Skills: one
for Telepathy, one for Teleportation, etc., in a Psionics-heavy campaign). Some
are just maneuvers, some are stunts, and some are alternate ways to use skills.
- Awareness
- add a Stunt “Swap a skill” to use Psionics for Alertness, with +2 to the roll
with the restriction that it may only detect the existence of sentient minds.
(Perhaps making it military-grade would allow an clairvoyant image, a flash of
what a detected mind sees?)
- Mass Suggestion
- add a Stunt “Swap a Skill” to use Psionics for Oratory.
- Psychic assault
select Have a thing as a Stunt to get Integral Equipment: Knife, but let it
be a psychic attack (perhaps Composure damage only, in exchange for +2
penetration).
Rather than tied to brawling Skill, it could be powered by a new Skill
“Psionics.” Some range could be modeled perhaps by allowing attacks at
range 0-1, but doing only damage 1.
- Regeneration
- add a Stunt “Swap a skill” to use Psionics for Medical. Because age is not
modeled in Diaspora (all characters have the same number of Skills, and players
determine the shape of their own Skill pyramids), it costs nothing to add
descriptive features to this such as, “eternally young,” because there are no
associated mechanical effects. If this is the character the player wants, let
them have it, as long as there is some character investment (perhaps through an
Aspect).
- Shield
- want to resist a psychic assault? Take an Aspect “Psionic shield” which will
give you +2 to any defense, as long as you are willing to spend a fate point;
fortunately, the investment need only come after the dice have hit the table,
and you might win without any investment!
- Telekenesis
- add a Stunt “Swap a Skill” to use Psionics for Agility. (Perhaps making it
“Military-grade” would allow an initial range of 1 or 2 zones, instead of zero;
that would then represent a player investment of two Stunts and a Skill).
- Telepathic suggestion
- As a maneuver, use Psionics, to put an Aspect on nearby individuals to give a
free-taggable Aspect to a future action by yourself or an ally.
- Telepathy
- with the Psionics Skill, take the Stunt “Swap a Skill” to use Psionics for
Intimidation (the victims are always aware you are reading their mind, and they
may attempt to resist with Resolve).
- Technopathy
- want to communicate with machines? Add a Stunt “Swap a Skill” to use Psionics
for Computer, or for Repair (or, with two Stunts, both!).
- Teleportation
- short-range, line-of-sight teleportation can be modeled with Psionics, which
replicates the movement bonuses possible from Agility.
Some campaigns may wish to model the psychic toll that using such
abilities represents. If so, each use of Psionics that achieves a
Superb (+5) or better result costs a fate point, in addition to any
points spent ensuring the success. Since the restriction for players
will be the same as it is for any characters run by the referee, such
a restriction, while onerous, should ultimately favour the players who
have greater resources of fate points.
Spacecraft design in Diaspora precludes the possibility of landing a
spacecraft easily: they are simply not built to balance on their tails
in an atmosphere. If transferring between orbit and the surface is a
plot your table doesn’t want to tell, however, there are options.
Given that an interface vehicle costs one build point in the spaceship
design process (see next section), a table might decide that any ship
that invests two build points can land in an atmosphere. The choice to
be able to land a ship (avoiding highports, orbital stations, any
surface-to-orbit transfer, etc.) is offset by the additional
investment in frame construction. The most capable ships will continue
to be those specialized vessels without the ability to land.
The core design process for equipment is:
- Establish the number of build points (bp) as a function of technology rating.
- Establish the statistics that can be modified by bp.
- Establish the cost of increasing or decreasing each Statistic.
- List Stunts that affect the function of the system under design with their
costs.
- List Aspects that derive from the choices made.
- Establish a function that derives the Cost from the above.
We have constructed several design sequences in this framework for you but you
could easily extend this framework to construct your own design sequences.
These are the rules of the Diaspora universe as they pertain to space flight.
Ship Size is not Interesting
The proportion of a ship devoted to reaction mass and heat management
is vast compared to the crew quarters. Further, even basic automation
can do most of the job of running a ship. Finally, the nature of
reaction drives makes most variations in ship size inefficient—there
is a sweet spot where you want your ship to be and there’s not a lot
of point in making it bigger or smaller. So, we will derive ship size
as colour (maybe an Aspect!) from the stats of the desired ship rather
than derive the stats from the desired ship form. Crew sizes, however,
are pretty static: a dozen people or so make a full compliment, and
some ships are designed specially to be run by only three or four.
Maneuver is a Resource
The basic efficiency of a reaction motor is fixed by technology level and all
other Aspects of maneuver are based on how much reaction mass you want to blow
out the back. Consequently V-shift ratings are (relatively) fixed by technology
level.
Slipstream Drives are Little
If they are big then reaction drives make shipping cargo impossible—you just
don’t have room for cargo, reaction mass, and something else huge. Whatever
device controls slipstream entry, it does not significantly add to the payload
mass.
| Tech |
build points |
| T-2 |
-7 |
| T-1 |
-1 |
| T0 |
5 |
| T1 |
11 |
| T2 |
17 |
| T3 |
23 |
| T4 |
29 |
Stats at or below zero indicate a component that cannot be used offensively.
All stats have a maximum value of technology rating plus two.
All stats start at value zero and can be increase by 1bp/stat point up
to stat point=T, and by 2bp/stat point up to the cap. Thus, rank cost
by technology can be found on the following table:
technology rank cost
| rank |
T-1 |
T0 |
T1 |
T2 |
T3 |
T4 |
| 1 |
2 |
2 |
1 |
1 |
1 |
1 |
| 2 |
./. |
4 |
3 |
2 |
2 |
2 |
| 3 |
./. |
./. |
5 |
4 |
3 |
3 |
| 4 |
./. |
./. |
./. |
6 |
5 |
4 |
| 5 |
./. |
./. |
./. |
./. |
7 |
6 |
| 6 |
./. |
./. |
./. |
./. |
./. |
8 |
The statistics are:
- V-shift
- influences positioning roll and heat accumulation
- Beam
- attacks offensively and defensively against Torpedo attacks,
possibly accumulating heat
- Torpedo
- attacks only offensively, no heat, has the Out of ammo Aspect
- EW
- attacks offensively if the crew is trained for offensive EW and is
reflective in that offensive and defensive rolls are compared and the
loser takes the shifts in damage
- Trade
- influences monthly maintenance rolls
A ship which doesn’t invest points in a statistic possesses a default
value of zero.
Stress tracks start at three boxes and cost 1bp to increase or give
back 1bp to decrease except the Heat track, which costs 2bp to
increase gives back 1bp per decrease.
- Hull track
- a measure of structural integrity
- Data track
- a measure of network and comms integrity
- Heat track
- a measure of heat sink capacity
Common Stunts
- Skeleton Crew
- ship can be crewed with a crew the size of the table (2-4 individuals), as
long as Pilot, and Navigation are represented in the available Skill sets. The
ship may not have any crew-related Aspects (“Boarding party,” say). In combat,
there is no default Skill ability available, and similarly there is no
opportunity for role-playing scenarios with traitorous crew members aboard.
1bp.
- Attacks a different track
- applies to a single weapon system. This weapon system now attacks a track
other than its usual target track (a microwave cannon that attacks the heat
track instead of the Frame stress track, an ECM drone missile system that
attacks the Data stress track instead of the Frame stress track, etc.) 4 bp.
- Attacks an additional track
- applies to a single weapon system. This weapon system now attacks a track
other than its usual target track in addition to its usual target track (a
fusion cannon that attacks the Data stress track and the Frame stress track, a
thermite missile that attacks the Frame and the Heat track, etc.) 8 bp. High
capacity magazine: Torpedo does not get the automatic Out of ammo Aspect. 1
bp.
- Overwatch
- may fire its Beam defensively against missiles targeting any ship it is
tethered with, as many times as opportunity arises in the phase. Each counts
against the sum of beam fire for heat accounting. 2 bp.
- Automated Defense
- an automated defense system can be installed for any specific offensive roll.
This gives a rank 2 defense with no offensive capability, even for reflective
rolls like EW. It is never modified by character Skill in any way. 1bp each.
- Vector randomizer
- Defense 2 versus Beam
- Firewall
- Defense 2 versus EW
- Point Defense
- Defense 2 versus Torpedoes
- Civilian
- This ship is designed for private ownership. It comes with registration papers
for all systems on board and is perfectly legal to own and operate without
special licensing. More importantly its drives come with all regulated safety
interlockings, restricting its power output and its thrust. Piloting a ship
that is not Civilian is much trickier and requires Military-grade Pilot. 3bp
- Cheap
- This ship is constructed from old technology or ill fitted
parts. It might be a factory second, failing quality control and
listed for resale in systems with looser restrictions. Cheap ships
cost 2bp.
- Interface Vehicle
- carries its own interface vehicle, capable of landing safely on a planet with
surface gravity equal to ship technology and take off again. 1bp
- Extended range
- carries vastly more r-mass than is efficient, removing its ability to
over-burn drives to reduce travel time but increasing its maximum travel
duration by a factor of 4. Extended range ships are huge and cumbersome and
cost 2bp.
Technology Restricted Stunts
- Dumps heat into another dimension
- T4. This vessel does not have a heat track, and cannot take Consequences from
a heat-based attack. 4 bp.
- T2 Slipstream
- T2. This ship is capable of using slipknots to travel between star systems. 1
bp.
- T3 Slipstream
- T3. This ship is capable of more sophisticated slipstream travel. 1 bp.
All ships have five Aspects. Determine the required Aspects and then
fill the remaining slots with Aspects that suit the ship’s purpose and
history.
- Huge
- if the Trade value is greater than or equal to twice the technology rating,
the ship is Huge. If the V-shift rating is equal to or greater than twice the
technology rating, then the ship is Huge (implies large amounts of reaction
mass).
- Cargo hauler
- if the Trade value is 3 or more, the designer may choose this Aspect or
“Passenger liner.”
- Passenger liner
- if the Trade value is 3 or more, the designer may choose this Aspect or “Cargo
hauler.”
- Falling apart
- if a ship has the Cheap Stunt, then it also gets one Aspect that is largely
negative, represented by the “Falling apart” Aspect. The table should feel free
to rename the Aspect to reflect the specifics of the ship’s cheapness.
Given the use of reaction drives in Diaspora, effective single-pilot
fighters are technologically implausible. Still, they can be fun, and
vessels that carry small amounts of reaction mass would be capable of
extremely high acceleration for a short while.
Fighters are small ships to aid in combat, but which may not enter
slipstreams. Any spaceship which buys the Stunt “Carries Fighters”
(2bp) may reduce its Trade value by 1 for each fighter carried, to a
minimum of zero: this decrease affects all rolls involving the Trade
value, as the small fighter occupies space that could be used for
cargo or other means of economic viability. Fighters may be launched
in any combat phase that the parent ship chooses not to act when it
otherwise could do so. If the parent ship chooses the Beam combat
phase, the Beams may not subsequently be used defensively, however.
All fighters are military vessels, and pilots require Gunnery and
Military-grade Pilot Skills. Fighters are designed by buying Beam,
Torpedo, and V-shift values (as per ship design) and all tracks have
two boxes. They may buy “High-capacity magazine” and “Automated
defense” Stunts, but no others. Fighters have one aspect, but no fate
points, and any fate points spent come from the parent ship (or the
pilot, if a PC); similarly, any consequences taken are given to the
parent ship.
At T2 fighters are built with 6 bp; at T3 fighters are built with 8 bp (2+2T).
Weapons break down into the following categories, each represented by
a Skill of the same name:
- Brawling
- Close Combat
- Slug Thrower
- Energy Weapon
The statistics of all weapons are:
- Harm
- modifier to offensive roll
- Penetration
- negative modifier to armour Defense value
- Minimum range
- range below which a penalty is applied to offense roll
- Maximum range
- range beyond which a penalty is applied to offense roll
Build points for weapons vary by type.
Brawling and Close Combat weapons are blades, clubs, and other
designed melee weapons. They also include thrown weapons such as
spears, shuriken, and (at higher technologies) grenades.
Build Points
There is less variety between tech levels than with other objects in
this game. The number of available build points is determined by the
Tech level at which the weapon first becomes available:
| Tech |
build points |
| T-4 |
2 |
| T-3 to T-2 |
3 |
| T-1 to T0 |
4 |
| T1 to T2 |
5 |
| T3 |
6 |
| T4 |
7 |
Statistics
Range
- A weapon with range 0 is a Brawling weapon. There is no cost.
- A weapon with range 1 is a Close Combat weapon. There is no cost.
- A weapon with rang 0-1 is a Close Combat weapon. This costs 1 bp.
- Penetration
- Base 0. 1 bp per point to increase. Maximum 3.
- Harm
- Base 0. 2bp per point to increase. Maximum 2.
All Brawling and Close Combat weapons are Civilian—they do not require
a Military-grade stunt to use. They may, however, be constrained by
cultural familiarity.
Stunts
- Cheap
- Crap weapon. Costs 2bp.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone including the firer. 1 bp.
- Free Modal
- this weapon can be used in either of two “modes” as the
user wishes. Each new mode is bought separately, with 1 bp less from
the available build points for each available mode after the first.
- Non Lethal
- weapon can only be used for Composure attacks. -1 bp.
- Stealthy
- weapon does not appear to be a weapon outside of combat. 1bp.
- Transfer Aspect
- this weapon has some special feature not covered here
that is modeled by applying an Aspect to the wearer. This Aspect can
be tagged in addition to the allowed character Aspect invoke as it
remains, technically, on the weapon. 1bp.
- Versatile
- weapon may be thrown, using the Agility Skill, at range
1-2. Normal penalties for exceeding this range (-2 per band) apply.
The weapon may only be re-used if the character goes and spends an
action picking it up from the target zone. 1bp.
- Thrown
- weapon may only be thrown, using the Agility Skill, and uses
the range 1-2. Normal penalties for exceeding this range (-2 per
band) apply. Weapon has the, “Out of ammo” Aspect, which may be
compelled. Increases base cost by 1. 1bp.
- Two-handed
- weapons is designed for two-handed use and is awkward in
the hands of those not sufficiently strong. The wielder may amplify
his Skill check with his Stamina. 1bp.
Aspects
- Cheap
- automatic on any weapon with the Stunt Cheap.
Cost
If a player wishes his character to own such a weapon at the start of
a game, it should simply be granted. There is no obvious reason to
differentiate or restrict them as thematic restriction comes out of
law levels anyway. The base cost for Brawling and Close Combat weapons
is 1 except for found weapons, which are free.
Once we reach slug throwing technology we have more credible
technology dependence. Build points for Slug Throwers use the formula:
| Tech |
build points |
| T-4 |
2 |
| T-3 |
3 |
| T-2 |
4 |
| T-1 |
5 |
| T0 |
6 |
| T1 |
7 |
| T2 |
8 |
| T3 |
9 |
| T4 |
10 |
Statistics
| stat |
bp cost for rank 0 |
bp cost for rank 1 |
bp cost for rank 2 |
bp cost for rank 3 |
bp cost for rank 4 |
bp cost for rank 5 |
bp cost for rank 6 |
| Harm |
0 |
2 |
4 |
6 |
8 |
10 |
12 |
| Penetration |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
| Minimum range |
4 |
2 |
0 |
-1 |
-2 |
-3 |
-4 |
| Maximum range |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
Maximum range can never be below minimum range. No stat can be below zero.
Stunts
- Awkward reload
- “Out of ammo” is free-taggable after regular fire and not just AoE fire. Cost
-2 bp.
- Civilian
- Makes the weapon available to those without the Military-grade Stunt for slug
throwers. Cost 2 bp.
- Cheap
- Crap weapon. Costs 2bp.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone including the firer. Cannot be
Civilian. Cost: 1 bp.
- Free modal
- as Modal but is set automatically rather than as an action. Cost 2 bp.
- Full auto
- weapon can fire as an Area of Effect weapon, applying its
offensive roll to each target in a zone. AoE effect cannot be used in
the same zone as the firer. Cannot be Civilian. After firing on full
auto, the firer’s “Out of ammo” Aspect is free-taggable. Cost: 1 bp.
- High capacity
- Out of ammo cannot be free-tagged. Cannot be combined with Awkward reload.
Costs 1 bp.
- High recoil
- weapon can only be fired every other round unless the firer is prone.
Cost -1 bp.
- Low recoil
- weapon can be fired without penalty in low gravity. Cost 1 bp.
- Modal
- create two weapons with the same point value. This weapon can use either stat
block as a “mode” set as an action. Each new mode must be bought separately;
the available build points are reduced by the cost of the Modal stunt. Cost 1
bp.
- Mostly plastic
- a poor quality weapon, but not so poor that you’d remark on it. Cost 1bp.
- Non Lethal
- weapon can only be used for Composure attacks. Cost -1 bp.
- Transfer Aspect
- this weapon has some special feature not covered here
that is modeled by applying an Aspect to the wearer. This Aspect can
be tagged in addition to the allowed character Aspect invoke as it
remains, technically, on the weapon. 1bp.
- Undetectable
- any Skill check made to detect this weapon is made at -2. Cost 1 bp.
Aspects
- Out of ammo
- automatic Aspect on anyone firing a slug thrower. Free
taggable after a Full Auto AoE attack.
- Concealed Weapon
- automatic Aspect on anyone with a weapon with minimum range 0.
- Cheap
- automatic on any weapon with the Stunt Cheap.
Cost
Slug Throwers have a base cost of 3. The Civilian Stunt reduces a
weapon’s cost by 1. Add the technology rating of the weapon and
subtract the technology rating of the system in which it is being
purchased. Thus a Civilian T3 rifle would cost 2 on a T3 world, but 4
on a T1 world. Cheap weapons have cost reduced by 1.
Energy Weapons become feasible at higher technology levels than slug
throwers do, and become more effective. The build point equation for
energy weapons is:
| Tech |
build points |
| T-4 |
-11 |
| T-3 |
-8 |
| T-2 |
-5 |
| T-1 |
-2 |
| T0 |
1 |
| T1 |
4 |
| T2 |
7 |
| T3 |
10 |
| T4 |
13 |
Statistics
| stat |
bp cost for rank 0 |
bp cost for rank 1 |
bp cost for rank 2 |
bp cost for rank 3 |
bp cost for rank 4 |
bp cost for rank 5 |
bp cost for rank 6 |
| Harm |
0 |
2 |
4 |
6 |
8 |
10 |
12 |
| Penetration |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
| Minimum range |
4 |
2 |
0 |
-1 |
-2 |
-3 |
-4 |
| Maximum range |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
Maximum range can never be below minimum range. No stat can be below zero.
Stunts
- Civilian
- Makes the weapon available to those without the Military-grade Stunt for
energy weapons. Cost 2 bp.
- Cheap
- Crap weapon. Costs 2bp.
- Dispersed fire
- Weapon can fire as an Area of Effect weapon, applying its offensive roll to
each target in a zone. Cannot be Civilian. Cost: 1 bp.
- Explosive
- weapon can fire as an Area of Effect weapon, applying its offensive roll to
each target in a zone including the firer. Cannot be Civilian. Cost: 1 bp.
- Free modal
- as Modal but is set automatically rather than as an action. Cost 2 bp.
- High capacity
- “Out of ammo” cannot be free-tagged. Cannot be combined with “Awkward
reload.” Costs 1 bp.
- High recoil
- weapon can only be fired every other round unless the firer is
prone. Cost -1 bp.
- Low recoil
- weapon can be fired without penalty in low gravity. No
cost: all energy weapons are low recoil unless otherwise specified.
- Modal
- create two weapons with the same point value. This weapon can
use either stat block as a “mode” set as an action. Each new mode must
be bought separately. Cost 1 bp.
- Mostly plastic
- a poor quality weapon, but not so poor that you’d remark on it. Cost 1bp.
- Non Lethal
- weapon can only be used for Composure attacks. Cost -1 bp.
- Transfer Aspect
- this weapon has some special feature not covered here
that is modeled by applying an Aspect to the wearer. This Aspect can
be tagged in addition to the allowed character Aspect invoke as it
remains, technically, on the weapon. 1bp.
- Undetectable
- any Skill check made to detect this weapon is made at -2. Cost 1 bp.
Aspects
- Out of juice
- automatic Aspect on anyone firing an energy weapon.
Cost
Energy Weapons have a base cost of 4. The Civilian Stunt reduces a weapon’s
cost by 1. Add the technology rating of the weapon and subtract the technology
rating of the system in which it is being purchased. Thus a T3 Plasma Gun would
cost 3 on a T3 world, but 5 on a T1 world.
Original Material
You can download a list of weapons as part of the essential tables
available from the Diaspora Website.
Armour uses the build point equation:
| Tech |
build points |
| T-4 |
1 |
| T-3 |
3 |
| T-2 |
5 |
| T-1 |
7 |
| T0 |
9 |
| T1 |
11 |
| T2 |
13 |
| T3 |
15 |
| T4 |
17 |
| stat |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
| Defense |
./. |
./. |
0 |
1 |
2 |
3 |
5 |
7 |
9 |
13 |
17 |
| Agility |
0 |
see Stunts |
|
|
|
|
|
|
|
|
|
Agility requires the Stunt Flexible to increase one point and the
Stunt Lightweight to increase another. Agility is added to player
Agility Skill for tests. Agility requires a Stunt to increase, and
cost is Stunt dependent. Agility can only be increased above zero with
the Power Suit Stunt.
- Civilian
- this armour requires no special training to don and use.
Unless this is Stunt is purchased, the armour is Military-grade. 2 bp.
- Flexible
- this armour can be easily shifted with the wearer, allowing
greater mobility, decreasing the Agility penalty by 1. Can only be
taken once. 2 bp.
- Lightweight
- this armour is made of a lightweight material, decrasing
the Agility penalty by 1. Can only be taken once. 3 bp.
- Pressure Suit
- this armour acts as a pressure suit, carrying its own
supply of oxygen and power for heat and communication. Requires T-1. 1
bp.
- Power Suit
- this armour is powered. It allows the purchase of power
suit stunts. Requires T1. Stamina checks made by the wearer are made
at +2 (this does not confer any changes to the Health stress track,
however). Armour acquires the Out of Juice aspect.
- Servos
- wearer does not receive the -2 Agility penalty for wearing
this armour. 2bp.
- Sensors
- Alertness rolls are increased by 1 while wearing this armour.
Alertness is considered increased for the purposes of combat order
selection or similar checks. Can be taken multiple times. 2bp.
- Crushing fists
- wearer receives +1 to his harm when Brawling while
wearing this armour. His Brawling also does normal lethal damage
rather than Composure damage (unless he prefers otherwise). Can be
taken multiple times. 2bp.
- Armoured penetrators
- wearer receives +1 to his penetration when
Brawling while wearing this armour. His Brawling also does normal
lethal damage rather than Composure damage (unless he prefers
otherwise). Can be taken multiple times. 1 bp.
- Long range
- armour does not have the “Out of juice” transfer aspect. 2bp.
- Jump jets
- armour has limited flight capability. Wearer gains +2 to
any Agility checks for the purpose of movement and has no maximum
movement rate. 3bp.
- Transfer Aspect
- this armour has some special feature not covered here
that is modeled by applying an Aspect to the wearer. This Aspect can
be tagged in addition to the allowed character Aspect invoke as it
remains, technically, on the armour. 1bp.
Armour with a Defense value that cost more than (4+T) and does not
have the Lightweight Stunt gets the Aspect, “Very heavy,” which
referees should happily compel to ruin roads, damage bridges, and get
the authorities mad. It might reasonably be compelled against Stealth
checks and so forth too.
Armour with the Stunt Power Suit also gets the Aspect, Out of Juice,
which one might compel to restrict actions in order to conserve
energy.
Armour with a Defense value higher than tech level that has the Stunt
Civilian and does not have the Stunt Lightweight also gets the Aspect
Industrial Equipment.
The base cost for armour is 2 for Civilian and 3 for non-Civilian.
Armour with the Power Suit stunt costs 4 regardless of its Civilian
status.
Orginal Material
You can download a list of armour as part of the essential tables
available from the Diaspora Website.
Social Initiative
The space combat mini-game operates using a form of social initiative. While often it is possible for the caller to start with one player who wants to act first and to proceed simply around the table, the stalemate-inducing anxieties of the uncertain commitment of resources over time can be fun to play with—it creates the eerie feel of submarine combat, reducing the information available as decisions get made. For each of phases 1-4, the decision to act first resides with the player who states that they act first, with the caller determining priority if more than one person speaks at a time (or the table if the caller is controlling one of the affected ships).
Going first entails a commitment of resources, and responses to the initial action can be proportionate, using the information of how much the first player has committed.
Rule
Resources, once committed, can only be increased. They are never decreased.
As each phase ticks by, players may hold back attacking to wait until they see if they are being attacked and by how many, or they may strike hard and fast, filling their Heat track and hoping for a quick kill (or escape!).