Fate Core Mech(Warrior) Hack

The title says “Mech(Warrior)” because this could be any general mech hack where you get into huge robots and stomp around (although it borrows liberally from +Rob Wieland‘s CAMELOT Trigger!). This idea was inspired by +Addramyr Palinor, who mentioned the idea of a Mechwarrior hack for Fate Core. Now, I played plenty of Mechwarrior video games in the past, but I know very little about the fiction. So this is just a generic method of making mechs work, since that’s what I do know, that you can plug into your setting and play with.

Every chassis is allowed a single aspect and a stunt. The aspect should say something about the chassis (size, emphasis in combat, etc.). Something like B2 Scout Series Chassis or MechCorps Series 2 Juggernaut Chassis. You can invoke your chassis aspect whenever its size, function, etc. would be helpful; compel the aspect when you’re out of your element (like a colossal mech on a scouting mission) or the mech is otherwise a hazard for you.

The chassis stunt should be a mechanical representation of something implied by your chassis aspect (like scouts having increased speed or combat mechs having increased armor or the like).

The chassis aspect grants justification for the basic abilities of a mech (immunity to small arms fire, walker-type movement, etc.) but it doesn’t grant mech-level weaponry (but it can make normal attacks against non-mech targets with Fighting or Shooting) or special defenses against anti-vehicular or mech-level threats (although in some settings the mechs are so large that even standard anti-vehicular weapons are not powerful enough to affect them). For that, they need special equipment.

Modules are mission-specific mounts that attach to the chassis. They come in two types: modifications to the chassis and those that tax the capacitor. Every mech has 4 module slots. (A possible rules exception stunt for a character is to retrofit their chassis to accompany another slot.)

Chassis modifications are stunts that represent internal systems that enhance the mechs normal modes of operation. Such as improvements to the mech’s sensors and communications, armor, capacitor heat sinks, motor-servos that affect movement, etc.

Example Chassis Modifications
Advanced HUD. Gain a +2 to Notice rolls made to track or identify targets.
Heat Sink. Gain a +2 bonus to overcome rolls to remove Overheated-type aspects.
Structural Reinforcement. Gain Armor 2 vs. physical attacks.

Capacitor-linked modules are stunts representing mounts on the mech that tax the capacitor for energy beyond the normal demands of operation. Such as mech-level weaponry, deflector shields, flight or jumping boosters and the like. Continual use of such systems can cause the capacitor to become overheated. Because of the danger to internal systems (including the pilot) from heat build-up, safety protocols activate when the capacitor’s heat reaches a certain level, shutting down system access to the capacitor. Because of this limitation, capacitor-linked stunts are built with 3-shifts of effect, replace one skill with another at a +1 bonus or allow a rules exception without cost where it would normally merit one.

Whenever you score a success (or perform a rules exception) with a capacitor-linked module, you gain an Overheated-type of aspect. Redundant energy reserves will kick in to allow the mech to continue sub-standard operation (normal modes of movement and chassis modifications), but you can’t access any of your capacitor-linked modules until you remove the Overheated-type aspect. If you succeed with style while using a capacitor-linked module, you can immediately spend a boost to prevent heat build-up, thus avoiding the placement of the Overheated-type aspect.

Example Capacitor-Linked Modules
Blaster Cannons. Gain Weapon 3 on Shooting attacks.
Deflector Shields. Gain a +3 bonus to Athletics rolls to defend vs. Shooting attacks.
Jump Jets. Move to any zone as part of free movement, ignoring scene aspects that would normally hinder you.

Damaging Mechs
When a mech takes a hit, the player has to make a choice: take the hit himself (dealt to his mental stress or consequences), allow the mech to absorb the damage or spread the damage between the two. When the mech absorbs damage, it represents a module being destroyed or out of ammo and the player chooses to shut that module down (losing access as though it were overheated). The player can use their own stress or regular consequences to lessen the damage to the mech (or absorb it all themselves). Which modules take the hit depends on the damage dealt:

  • Mech absorbs 2 stress: Defender chooses a module to shut down.
  • Mech absorbs 4 stress: Attacker chooses a module to shut down.
  • Mech absorbs 6 stress: Defender and attacker each chooses a module to shut down.
Repairing Mechs
Once you return to base (or otherwise gain access to a mech repair facility), you can repair damaged modules by making a Mechanics (Crafts) roll with a difficulty equal to the number of modules that have been shut down +1. If you fail the roll, you leave the repair facility with one module still damaged (or removed) as repairs were still underway or replacement parts or ammo couldn’t be found in time for the next mission. If you tie, you leave the facility with an Unreliable aspect on one of your modules.
Character Consequences and Mechs
If you take a consequence that relates to your mech’s chassis being damaged (and thus in need of your character, or an ally, to repair it) you can use Mechanics (Crafts) to make the recovery check.

Alternate Initiative System (Fate Core)

After comments on my custom skills rules for Fate Core, someone brought up initiative and its use as a trapping.

I’ve always been quite hateful of initiative. In fact, I downright hate most initiative systems as they only serve to add additional bookkeeping to what otherwise should be a social, storytelling experience, not a war game.

Thankfully, Margaret Weis Productions created the Marvel Heroic Roleplaying game. They have the best kind of initiative, narrative-based initiative (which, ironically since it’s his game that I wrote this file for, +Fred Hicks helped invent that initiative system).

If you want to see how the Marvel game does it, I invite you to purchase their very strong product. If, on the other hand, you’re a Fate gamer through and through, check this out!

Alternative Initiative System (Fate Core)

Custom Skill Toolkit (Fate Core)

I’ve been writing a Star Wars implementation for Fate Core, but skills have given me quite the hang up, so a few days ago I wrote a toolkit to help GMs of Fate Core create a custom skill list. Unfortunately, I seem to have forgotten that Core has more to do with actions than trappings (although both are important).

Thankfully, before I wrote a revision (which would have taken much contemplation on how to do) I learned there is to be a skill creation toolkit as part of both the Atomic Robo RPG and the Extras Toolkit (a Fate Core resource). So, I’ll wait for those instead of spending valuable time doing it myself.

In the meantime, maybe someone will find this helpful.

Custom Skill Toolkit (Fate Core)

Fate Core: The Force

Since Fate Core is my new favorite RPG system, and the system used in an upcoming web-series I co-wrote/produced/directed, my first inclination is to use it to implement my favorite fantasy setting: Star Wars. Below is possibly the most difficult step of that journey, writing the mechanics used to represent the Force!


Design Notes
The Force works through a combination of aspects (granting the basic Force abilities by expanding on the range of aspects you can create through advantages and boosts) and stunts (allowing for the use of the more specialized effects, those costing Fate points, to be used more readily).

This approach rather than one using skills, was taken to maintain balance amongst other character types. Taken as an extra, especially where there is an extras budget including aspects and stunts, this keeps everyone in line with each other. In such instances, the Force is no more powerful than a starship or set of Mandalorian armor.

The Force permeates all living things, penetrating and linking them together. Those who are sensitive to  its ebbs and flows can learn to sense it, and eventually, to manipulate it. Through the use of the Force, one can expand their perceptions, increase their physical abilities, influence others and even move things with their minds. There is no greater power in the galaxy than the Force.

The Force: The 30-Second Version
Don’t want to read all the rules? Use this shorthand version:

  • Choose a high concept that represents your capability to use the Force (Untrained Force Sensitive, Jedi Knight, Sith Warrior).
  • When using a skill, your Force aspect allows you to expand the range of aspects that you can create using advantages and boosts.
  • Choose stunts to enhance your Force abilities, representing advanced training.
Characters able to use the Force must do the following:
  • Choose a high concept that represents your capability to use the Force (Force SensitiveJedi KnightSith Warrior).
High Concept Force Aspects
Force aspects have an inherent cost in the they must be part of your high concept. This is done for two reasons: to limit the amount of characters that end up Force sensitive, and because the high concept doesn’t usually change. Once someone is Force sensitive, they are always Force sensitive.
The Force aspect is what allows the Force-user to use the Force. This determines the types of advantages and boosts can be created because of its presence, as well as how it can be invoked or compelled.


Aspect: Varies (Untrained Force Sensitive, Jedi Investigator and Sith Lord are some examples)

The Force aspect allows its possessor to use the Force by coloring the advantages and boosts they create with skills, as well as any other inclination mentioned in the aspect (the presence of “Jedi” or “Sith” in the aspect have uses and complications all there own).

Invoke To: Make a declaration regarding something sensed through the Force, influence NPCs in social interaction or to make fantastic feats of physical ability.

Compel To: Overwhelm with a disturbance in the Force, cause the Force-user to become the subject of a witch hunt or otherwise cause mistrust from those who are ignorant (or very knowledgable) of what a Force-user is capable of.

Force Stunts

Force stunts are used to improve on the uses of the Force, granting mechanical benefits that don’t require a Force point to invoke. This is not a comprehensive list. Everything is here to cover the basic skills of most Jedi, and even a bit more. Use these as a baseline to create the more exotic powers seen in the expanded universe.

Darkside Powers (Will). Use Will instead of Shooting to attack at range by telekinetically choking the target or hitting it with bolts of lightning.

Farseeing (Investigation). Once per scene, spend a Fate point and describe where and when you are trying to perceive and make a special Investigation roll, representing your ability to sense far away places and times through the Force. You may discover or create an advantage for each shift you score on this roll, but you still only get one free invocation.

Mind Trick (Rapport). You can use Rapport to make mental attacks by empowering your words with the Force.

Move Object (Will). Use Will instead of Physique when making rolls involving moving objects or people.

Surge (Athletics). Gain +1 zone of free movement or ignore a scene aspect that would hinder your movement from one zone to the next if it could be overcome by a prodigious leap.

The Darkside of The Force
Few beings fall to the Darkside out of purely evil intentions (although there are plenty of those, we call them villains). Many beings who succumb to the lure of the Darkside do so for a good cause, thinking there is no other way and resorting to the unthinkable out of desperation. But while their intentions may be for good, when you invoke an aspect to help you commit an evil act, you may well be tainting that aspect. Thus, opening the gate for the GM to compel you for the Darkside taint that exists within you, or for you to introduce new decision based compels.

It’s up to you and your group to decide what constitutes an evil act, and the guidelines should be determined before play. If any changes or exceptions are made during play, write them down so you can stay consistent. Using the Force to physically harm another individual, or acting for personal gain while knowing that your actions are at the expense of others, are good places to start.

Each time a character’s aspect become tainted, they fall deeper and deeper to the Darkside. Roleplaying through such an ordeal can be awesome, especially if there are friends present who are trying to rehabilitate the character.

The thing to remember here is that the players, even the ones who committed an evil deed and ended up tainted for it, are overall good beings. That’s why they’re heroes! Even if they fall to the level of a villain for a session or two, fallen PCs should always find their way back. If it appears that such a thing just won’t happen because of how the narrative is playing out, and you don’t want to play a Darkside villain game, then it may be time to create a new character for the player of the former hero.

Variations and Options
As a baseline, this handles the Force quite well while also lending a sense of balance to the rest of the non-Force-user characters. But there are several options for how to alter this to enhance the focus on the Force.

The Force as a Skill
For those not content with keeping things balanced between Force-users and non-Force-users, you could create a skill to represent the Force instead of or in addition to the aspect and stunt approach. Such a skill should be built with a basic function of sensing Force related subjects through creating aspects and defending against other Force effects. From there, stunts can be used to increase the usefulness of the skill.

Involved Darkside Mechanics
While falling to the Darkside is a highly narrative concept that is more about interaction and roleplaying than mechanical emphasis, it is possible to add more involved mechanics. There are many different ways to do this, more than I can list here. Just look at any other Force implementation in another Star Wars RPG to see different ways to incorporate this.