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==Gettin' kinda crunchy==
==NUtopia: FATE Edition==
An orderly society.. or an almost anarchistic future needs Some kinds of rules.
'''Presenting, in its somewhat crunchy glory, [[Nutopia]].'''


=Character Generation=
===Hiving Mechanics===
==Crack3rs==


==Hivers==
1. Describe the feedstock used in the hiving action. Example: Junk in the environment, mineral rock, desert sand, an organic opponent’s body. Feedstock quality affects the Intensity rating of the nanite swarm when it is used to assemble an item, make a maneuver or construct an obstacle: the Intensity rating of the swarm cannot exceed the Quality of the feedstock when blocking, maneuvering or constructing items. By default, feedstock from the surrounding environment is rated at a Quality of Mediocre (0) and thus needs to be enriched with quality materials in order to be viable for hiving. A Hiver can use a “High-grade feedstock” item to increase feedstock quality to +5 for one hiving action.


==Soldiers==
2. For combat hiving: Describe the effect in terms of one of the following basic conflict actions: disassembly, block, maneuver, or counterhive.
===Ghosts===
Requires at least DX 14


Ghosts are soldiers with superhuman agility and stealth, and they are possessed of a swift, efficient brutality. When you want something killed or destroyed but with discretion and precision, you need a Ghost.
2.1 In a disassembly attack, the Hiver instructs the nanoswarm to inflict physical stress on an opponent by taking it apart on the molecular level. A disassembly attack automatically succeeds unless the opponent has anti-nanite weapons or armor with anti-nanite properties. 1 shift of Intensity can be used to:
 
Basic implants: bionic eyes, ears, filter implant. (UT, p.209, 211)
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): brawling, camouflage, Guns (rifle, pistol, shotgun, submachinegun), jumping, karate, Melee (Knife), running, soldier, stealth, jumping, running.


Recommended advantages: Daredevil, Enhanced defences (Dodge), extra attack, fit, fearlessness, silence.
2.1.1 Increase the attack’s duration by 1 turn. By default, the opponent takes 1 point of physical stress for each turn of combat that the disassembly continues.
Recommended disadvantages: bully, callous, code of honour, duty, fanaticism, loner, sense of duty, vow.
Recommended additional implants: Reinforced skeleton, Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, Gyrobalance, Neural Jack and Computer implant.


===Reavers===
2.1.2 Increase range by 1 zone.
Requires at least ST 14


Reavers are the grunts of soldier types. They do the hard work of beating down and breaking an enemy in open combat, going to where hulks cannot and bringing heavy firepower to wherever its needed.
2.1.3 Attack a specific part of the body (e. g. eyes), or a specific item of equipment (e. g. an opponent’s weapon).


Basic implants: bionic eyes, ears, filter implant, Neural Jack and Computer implant, reinforced skeleton, subdermal armour. (UT, p.209, 211)
2.2 A block is a barrier that is designed to absorb an enemy attack. For each shift of Intensity the block can absorb 1 additional point of the attack. Optionally, instead of block strength, you can opt to have the effect work as Armor (2 shifts add 1 point of Armor) or as a zone border instead. 1 shift of Intensity lets the block resist 1 additional attack. 2 shifts of power allow the effect to cover multiple allies within the same zone.
Required skills (minimum total of 14, preferably higher) (GURPS Basic Set; Characters): Artillery (guided missile) brawling, camouflage, Guns (grenade launcher, rifle, pistol, shotgun, submachinegun, light machinegun, LAW), Gunner (machine gun, rockets) karate, soldier, throwing.
Recommended advantages: Daredevil, Enhanced defences, combat reflexes, extra attack, fit, fearlessness, gunslinger.
Recommended disadvantages: Addiction (combat drugs of various types), bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow
Recommended additional implants: Boosted reflexes, Accelerated reflexes, Two bionic arms, Two bionic legs, Bionic organ transplants, Boosted heart, Cyber claws, biomonitor implant, nanoweave subdermal armour.  
Recommended additional skills: Leadership, Tactics.


===Hulks===
2.3 A maneuver places a temporary aspect (free-taggable) on an opponent or zone. A maneuver on a zone succeeds on a default of +3, a maneuver on an opponent must beat the skill value of whatever skill the opponent is attempting to resist with.  
The largest of the soldiers, Hulks are massive war machines. The core of the Hulk is the Human 'brain in a jar', though far more accurately described as in an armoured case, linked into every part of the machine body that it inhabits with artificial replacements for nearly all bodily functions and organs. When only the most withering firepower and the heaviest armor can get the job done, it's time to bring in these metal monsters.


Requirements: Size modifier +1 (9') Strength 20 and up (and up and up...). No fine manipulators on many tanklike models. HP 20+, Machine meta-trait (GURPS Basic set Characters p. 263) 
2.4 Counterhiving is attacking an opposing hiver’s nanoswarm with your own nanoswarm. Use your Hiving skill to assess the opponent’s power and beat that power to succeed.
Basic advantages: Damage resistance 100+ (can't wear armour), Protected senses (all of them), Extra Attack, Enhanced Tracking (1), Combat reflexes, Doesn't Breath, nictating membrane(2), night vision(4), telescopic vision, Hard to kill(2).
Basic Disadvantages: Electrical, Maintenance (1 basic, increasing with size), Numb, Noisy.
Basic implants: Neural Jack and Computer implant. 
Required skills: Innate attack (projectile) gunner (machinegun, rockets), guns (rifles, light machineguns, grenade launchers, LAW), brawling, Artillery (guided missile), mechanics (robotics), computer operation, Soldier.
Recommended Advantages: fearlessness, vibration sense, ultra hearing, telecommunication, sealed, scanning sense, payload, 360 degree vision.
Recommended Disadvantages: bully, callous, code of honour, duty, fanaticism, hidebound, impulsiveness, loner, sense of duty, vow, no fine manipulators, social stigma, restricted diet, overconfidence.


=Mechanics=
3. For noncombat hiving: if you’re trying to assemble or repair an item, a successful Engineering roll is required in order to initiate the action. The Hiver can then spend 1 point of Intensity to reduce the time needed to assemble or repair the item by 1 unit.
=Equipment Lists=
==Equipment Ideas in Need of Crunch==
'''Railguns'''- These use pairs of rails (go figure) made from room temperature superconducting magnets to fling small darts at incredible speeds. They have superior armor penetration characteristics but can be loaded to deal with soft targets.  


''Pistols, Rifles, Long Rifles, Railcannons''
4. Decide how many shifts of Intensity you want to put into the hiving attempt. The more nanites your mind needs to control, the more mental stress you take – if you invest a greater amount of Intensity in a swarm, you take mental stress equal to the difference between the Intensity score and your Hiving skill. Thus, a hiving action with Intensity 8 would cause 4 points of mental stress to a character with Hiving 4.


'''Coilguns'''- Uses a series of electromagnetic coils (go figure, again) to heft large projectiles that would normally require a much longer barrel.
5. Make a Discipline roll with a difficulty equal to the Intensity score of the swarm to perform the hiving action. The roll is modified by any hiving-relevant augs and any relevant aspects you wish to invoke.


''Coil Launchers (Grenade), Coil Launchers (Artillery)''
===Skill List===
     
Alertness
Trappings: Avoiding Surprise, Combat Initiative, Passive Awareness, Stealth Detection


'''Superposed Load Weapons'''- Uses ammunition blocks stacked nose to tail inside a barrel (See the Metal Storm family of weapons). Firing is electronic, allowing the user to decide the number of rounds fired and even from which barrels. Characterized by a potentially incredible rate of fire. Ammunition Cassestes are bulky, being comprised of multiple disposable barrels and the blocks inside of them.
Athletics
Trappings: Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions


''Pistols, SMGs, Assault Rifles, Machine Guns, Grenade Launchers''
Burglary
Trappings: Casing, Infiltration, Lockpicking


'''Caseless Weapons'''- Uses a simple improvement on modern cased ammunition, each round is made from a bulet enclosed in propellant (See the Heckler and Koch G11 Rifle). Since there is no need to eject spent casings the rate of fire is commensurately higher than a cased weapon, though still no where near as great as that of a Superposed load gun. The firing mechanism is also somewhat more complex than most other weapons.
Contacts
Trappings: Gathering Information, Getting the Tip-Off, Knowing People, Rumors


''Pistols, SMGs, Assault Rifles, Machine Guns, Shotguns''
Cracking
Trappings: Interfacing, Intrusion, Countermeasures, Subversion


'''Cased Weapons'''- More or less any conventional modern firearm. A firing pin strikes a percussion cap in a metal cartridge, igniting the encased powder and propelling a bullet out of the barrel.
Culture
Trappings: Culture Savvy, Language, Adaptation, Lay of the Land


''(In addition to most actual modern weapons) Rotary Shotguns, Rotary Cannons, Auto Cannons, Shotgun Pistols''
Deceit
Trappings: Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception


'''Other Stuff'''- Anything that doesn't fit above.
Discipline*
Trappings: Concentration, Emotional Control, Mental Defense


''Flamethrowers (compressed gas & jellied fuel), Sound Based Riot Guns, Automatic Hypo-Dart Gun, LoSAT/LoSAA Missiles (Line of Sight Anti-Tank/Air Missiles)''
Engineering
Trappings: Breaking, Building, Fixing, Tech Awareness


==Sample Equipment==
Driving/Piloting[Type]
Trappings: Chases, One Hand on the Wheel, Navigation


=Sample Characters=
Empathy
==sample1==
Trappings: Reading People, A Shoulder to Cry On, Social Defense, Social Initiative
==sample2==
==Character Sheet?==


=here be crap that needs to get hammered into shape=
Endurance*
Trappings: Long-Term Action, Physical Fortitude
 
Fists
Trappings: Brawling, Close-Combat Defense
 
Guns [Tech Level]
Trappings: Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons
 
Hiving
Trappings: Common Scripts, Sustaining Effect, Range, Counterhiving, Disassembly, Assembly, Hiver’s Perception
 
Intimidation
Trappings: The Brush-Off, Interrogation, Provocation, Social Attacks, Threats
 
Investigation
Trappings: Forensics, Eavesdropping, Examination, Surveillance
 
Medicine*
Trappings: First Aid, Pathology, Implant Handling, Mitigate Injury
 
Might
Trappings: Breaking Things, Exerting Force, Lifting Things, Wrestling
 
Performance
Trappings: Art Appreciation, Composition, Creative Communication, Playing to an Audience
 
Presence*
Trappings: Charisma, Command, Reputation, Social Fortitude
 
Rapport
Trappings: Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense
 
Resources
Trappings: Buying Things, Equipment, Lifestyle, Money Talks, Workspaces
 
Scholarship
Trappings: Answers, Declaring Minor Details, Exposition and Knowledge Dumping, Research and Lab Work
 
Stealth
Trappings: Hiding, Shadowing, Skulking, Camouflage
 
Survival
Trappings: Animal Handling, Chimera Handling, Scavenging, Tracking
 
Tactics
Trappings: Combat Maneuvering, Positioning, Cover Use, Ambush
 
Weapons
Trappings: Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge
 
===CSC Characters===
 
1. When creating a CSC Frame, first name the corporation that made the frame. The CSC character gains the Aspect “Made by [Corporation name]”, that can be free-tagged once per encounter by any PC or NPC that belongs to or has ties to the above mentioned Corporation (SM discretion advised). In addition, when said Aspect is compelled, the character can pay 1 Fate Point to resist, but gains no Fate Points for complying with the compel.
 
2. All Frames come with a Face Drone, a small remote-operated vehicle that is usually equipped with a monitor that displays an avatar of the CSC character. The Face Drone is used for social interaction in environments that the CSC character cannot physically access due to size constraints. The Drone is “loaded” with two Skills of the CSC character’s choice from their personal skill pyramid. When operating the Face Drone, the CSC character rolls those two skills using the values from the pyramid.
 
3. CSC characters are equipped with anti-nanite electromagnetic defenses that allow an Endurance roll to defend against a Hiving disassembly attack.
 
4. CSC characters are equipped with firewalls that require a Cracker attempting to hack the character to maintain physical contact with the CSC character.
 
5. CSC characters never roll Endurance to maintain a sustained action.
 
6. CSC characters can never be disarmed unless they choose to take “Weapon Disabled” as a Consequence.
 
7. CSC Frame characters must pick a specialization area for their Frame. Light Frames can choose between Speed and Armor. Heavy Frames can choose between Power and Armor.
 
8. Light Frames (cost: -6 Refresh):
 
8.1. Size: Large
 
8.2. Speed (example: scout vehicles, recon bikes, light aircraft):
 
8.2.1. Skills Affected: Athletics, Alertness, Stealth, and some other physical skills.
 
8.2.2. Scout’s  Initiative. You always go first in initiative order in a conflict, regardless of your Alertness rating. If there are other Speed frames present, initiative order is resolved by Alertness rating.
 
8.2.3. Agile Frame. All your Athletics checks are made at +3, including dodging. When sprinting, this bonus is increased to +6.
 
8.2.4. Zoom!. Whenever moving as part of another physical activity, you may move up to three zones without taking the –1 penalty for a supplemental action.
 
8.2.5. Like the Wind. No one ever gets a bonus to spot you when you’re using Stealth, no matter how fast you’re moving.
 
8.2.6. Mounted Medium Weapon. Light Speed CSC’s can equip any one weapon of Category 5, or two weapons of Category 4.
 
8.3. Armor (example: IFV’s, light gunships, Armacor Paladins):
 
8.3.1. Skills Affected: Endurance, other physical skills.
 
8.3.2. Hard Nut to Crack. You naturally have Armor: 4 against all physical stress, except for damage from sources that satisfy your Catch (see below).
 
8.3.3. Soakin’ It Up. You have six additional boxes of physical stress capacity.
 
8.3.4. Transport Capacity. You can transport up to 3 non-CSC characters in a specialized compartment. Increased transport capacity costs -1 Refresh per additional person carried.
 
8.3.5. Mounted Medium/Heavy Weapon. You can equip two weapons of Category 5 as well as two weapons of Category 4. Alternatively, if Transport Capacity is removed, you can equip one weapon of Category 6 and no other weapons.
 
9. Heavy Frames (cost: -8 Refresh):
 
9.1. Size: Huge
 
9.2. Power (example: Tank hunters, heavy gunships)
 
9.2.1. Ohhhh Yeahhh. You gain a +12 to your Might score for breaking through walls, destroying support pillars or otherwise wreaking havoc on buildings.
 
9.2.2. Supreme Strength. Whenever using your Might to modify another skill, it always provides a +3 regardless of the actual comparison of your Might score to the skill in question.
 
9.2.3. Crush the Puny Humans. +6 to melee attacks, increasing the stress dealt by six on a successful hit.
 
9.2.4. Mounted Heavy Weapon. You can equip two Category 6 weapons and two Category 5 Weapons.
 
9.2.5. Storm of Fire. Once per combat encounter, you may spend a fate point to fire all your equipped weapons simultaneously during one turn.
 
9.3. Armor (example: transport gunships, spider tanks, APCs)
 
9.3.1. Impervious. You simply do not take damage from any weapon under Category 5 that does not satisfy your Catch (see below). For all other physical stress, you have Armor 6.
 
9.3.2. Soakin’ It Up, Too. You have eight additional boxes of physical stress capacity.
 
9.3.3. Get Behind Me!. Allies using you as cover gain +1 on all defense rolls.
 
9.3.4. Transport Capacity. You can carry up to 6 non-CSC characters or 1 Light CSC character. Additional slots for 1 non-CSC character cost -1 Refresh each.
 
9.3.5. Mounted Heavy Weapon. You can equip one Category 6 weapon and two Category 5 Weapons.
 
10. The Catch: The CSC character must specify one condition that negates the special abilities of the frame. This provides a Refresh cost discount. Discounts do not stack; taking multiple Catches does not provide additional discounts.
 
10.1. The character’s abilities only function under a specific condition (+2) Example: A wheeled Light Speed Frame that can only use its Speed abilities on a road.
 
10.2. A vulnerability to an easily accessible weapon (example: Low-tech small arms or LMG’s) or an easily accessible item of technology (example: high visibility to Low-tech radar) (+2)
 
10.3. A vulnerability to a rare weapon or piece of technology (Pre-Fall or High tech level) (+1)
 
10.4. A vulnerability that is commonly known or obvious (example: easily detectable structural weakness) (+2)
 
10.5. A vulnerability that requires access to restricted material or specific technical knowledge (+1)
 
10.6. A negative Aspect (such as Limited Firing Arc or Glitchy Radar) that can be free-tagged once per combat encounter to give a disadvantage to the CSC character or an advantage to its opponents (+2)
 
10.7. Vulnerability to Nanites: by default, a CSC character can defend against Hiving attempts with an Endurance roll. Removing this option grants +2.
 
10.8. Vulnerability to Cracking: by default, a CSC character cannot be interfaced with unless the Cracker is in physical contact with the frame. Allowing for wireless Cracking attacks grants +2.
 
10.9. Other options: Get creative with your SM!
 
==[[Nutopia:Older Attempts]]==
[[Category:Nutopia]]
[[Category:Nutopia]]

Latest revision as of 01:02, 25 June 2023

NUtopia: FATE Edition[edit | edit source]

Hiving Mechanics[edit | edit source]

1. Describe the feedstock used in the hiving action. Example: Junk in the environment, mineral rock, desert sand, an organic opponent’s body. Feedstock quality affects the Intensity rating of the nanite swarm when it is used to assemble an item, make a maneuver or construct an obstacle: the Intensity rating of the swarm cannot exceed the Quality of the feedstock when blocking, maneuvering or constructing items. By default, feedstock from the surrounding environment is rated at a Quality of Mediocre (0) and thus needs to be enriched with quality materials in order to be viable for hiving. A Hiver can use a “High-grade feedstock” item to increase feedstock quality to +5 for one hiving action.

2. For combat hiving: Describe the effect in terms of one of the following basic conflict actions: disassembly, block, maneuver, or counterhive.

2.1 In a disassembly attack, the Hiver instructs the nanoswarm to inflict physical stress on an opponent by taking it apart on the molecular level. A disassembly attack automatically succeeds unless the opponent has anti-nanite weapons or armor with anti-nanite properties. 1 shift of Intensity can be used to:

2.1.1 Increase the attack’s duration by 1 turn. By default, the opponent takes 1 point of physical stress for each turn of combat that the disassembly continues.

2.1.2 Increase range by 1 zone.

2.1.3 Attack a specific part of the body (e. g. eyes), or a specific item of equipment (e. g. an opponent’s weapon).

2.2 A block is a barrier that is designed to absorb an enemy attack. For each shift of Intensity the block can absorb 1 additional point of the attack. Optionally, instead of block strength, you can opt to have the effect work as Armor (2 shifts add 1 point of Armor) or as a zone border instead. 1 shift of Intensity lets the block resist 1 additional attack. 2 shifts of power allow the effect to cover multiple allies within the same zone.

2.3 A maneuver places a temporary aspect (free-taggable) on an opponent or zone. A maneuver on a zone succeeds on a default of +3, a maneuver on an opponent must beat the skill value of whatever skill the opponent is attempting to resist with.

2.4 Counterhiving is attacking an opposing hiver’s nanoswarm with your own nanoswarm. Use your Hiving skill to assess the opponent’s power and beat that power to succeed.

3. For noncombat hiving: if you’re trying to assemble or repair an item, a successful Engineering roll is required in order to initiate the action. The Hiver can then spend 1 point of Intensity to reduce the time needed to assemble or repair the item by 1 unit.

4. Decide how many shifts of Intensity you want to put into the hiving attempt. The more nanites your mind needs to control, the more mental stress you take – if you invest a greater amount of Intensity in a swarm, you take mental stress equal to the difference between the Intensity score and your Hiving skill. Thus, a hiving action with Intensity 8 would cause 4 points of mental stress to a character with Hiving 4.

5. Make a Discipline roll with a difficulty equal to the Intensity score of the swarm to perform the hiving action. The roll is modified by any hiving-relevant augs and any relevant aspects you wish to invoke.

Skill List[edit | edit source]

Alertness Trappings: Avoiding Surprise, Combat Initiative, Passive Awareness, Stealth Detection

Athletics Trappings: Climbing, Dodging, Falling, Jumping, Sprinting, Other Physical Actions

Burglary Trappings: Casing, Infiltration, Lockpicking

Contacts Trappings: Gathering Information, Getting the Tip-Off, Knowing People, Rumors

Cracking Trappings: Interfacing, Intrusion, Countermeasures, Subversion

Culture Trappings: Culture Savvy, Language, Adaptation, Lay of the Land

Deceit Trappings: Cat and Mouse, Disguise, Distraction and Misdirection, False Face Forward, Falsehood and Deception

Discipline* Trappings: Concentration, Emotional Control, Mental Defense

Engineering Trappings: Breaking, Building, Fixing, Tech Awareness

Driving/Piloting[Type] Trappings: Chases, One Hand on the Wheel, Navigation

Empathy Trappings: Reading People, A Shoulder to Cry On, Social Defense, Social Initiative

Endurance* Trappings: Long-Term Action, Physical Fortitude

Fists Trappings: Brawling, Close-Combat Defense

Guns [Tech Level] Trappings: Aiming, Gun Knowledge, Gunplay, Other Projectile Weapons

Hiving Trappings: Common Scripts, Sustaining Effect, Range, Counterhiving, Disassembly, Assembly, Hiver’s Perception

Intimidation Trappings: The Brush-Off, Interrogation, Provocation, Social Attacks, Threats

Investigation Trappings: Forensics, Eavesdropping, Examination, Surveillance

Medicine* Trappings: First Aid, Pathology, Implant Handling, Mitigate Injury

Might Trappings: Breaking Things, Exerting Force, Lifting Things, Wrestling

Performance Trappings: Art Appreciation, Composition, Creative Communication, Playing to an Audience

Presence* Trappings: Charisma, Command, Reputation, Social Fortitude

Rapport Trappings: Chit-Chat, Closing Down, First Impressions, Opening Up, Social Defense

Resources Trappings: Buying Things, Equipment, Lifestyle, Money Talks, Workspaces

Scholarship Trappings: Answers, Declaring Minor Details, Exposition and Knowledge Dumping, Research and Lab Work

Stealth Trappings: Hiding, Shadowing, Skulking, Camouflage

Survival Trappings: Animal Handling, Chimera Handling, Scavenging, Tracking

Tactics Trappings: Combat Maneuvering, Positioning, Cover Use, Ambush

Weapons Trappings: Distance Weaponry, Melee Combat, Melee Defense, Weapon Knowledge

CSC Characters[edit | edit source]

1. When creating a CSC Frame, first name the corporation that made the frame. The CSC character gains the Aspect “Made by [Corporation name]”, that can be free-tagged once per encounter by any PC or NPC that belongs to or has ties to the above mentioned Corporation (SM discretion advised). In addition, when said Aspect is compelled, the character can pay 1 Fate Point to resist, but gains no Fate Points for complying with the compel.

2. All Frames come with a Face Drone, a small remote-operated vehicle that is usually equipped with a monitor that displays an avatar of the CSC character. The Face Drone is used for social interaction in environments that the CSC character cannot physically access due to size constraints. The Drone is “loaded” with two Skills of the CSC character’s choice from their personal skill pyramid. When operating the Face Drone, the CSC character rolls those two skills using the values from the pyramid.

3. CSC characters are equipped with anti-nanite electromagnetic defenses that allow an Endurance roll to defend against a Hiving disassembly attack.

4. CSC characters are equipped with firewalls that require a Cracker attempting to hack the character to maintain physical contact with the CSC character.

5. CSC characters never roll Endurance to maintain a sustained action.

6. CSC characters can never be disarmed unless they choose to take “Weapon Disabled” as a Consequence.

7. CSC Frame characters must pick a specialization area for their Frame. Light Frames can choose between Speed and Armor. Heavy Frames can choose between Power and Armor.

8. Light Frames (cost: -6 Refresh):

8.1. Size: Large

8.2. Speed (example: scout vehicles, recon bikes, light aircraft):

8.2.1. Skills Affected: Athletics, Alertness, Stealth, and some other physical skills.

8.2.2. Scout’s Initiative. You always go first in initiative order in a conflict, regardless of your Alertness rating. If there are other Speed frames present, initiative order is resolved by Alertness rating.

8.2.3. Agile Frame. All your Athletics checks are made at +3, including dodging. When sprinting, this bonus is increased to +6.

8.2.4. Zoom!. Whenever moving as part of another physical activity, you may move up to three zones without taking the –1 penalty for a supplemental action.

8.2.5. Like the Wind. No one ever gets a bonus to spot you when you’re using Stealth, no matter how fast you’re moving.

8.2.6. Mounted Medium Weapon. Light Speed CSC’s can equip any one weapon of Category 5, or two weapons of Category 4.

8.3. Armor (example: IFV’s, light gunships, Armacor Paladins):

8.3.1. Skills Affected: Endurance, other physical skills.

8.3.2. Hard Nut to Crack. You naturally have Armor: 4 against all physical stress, except for damage from sources that satisfy your Catch (see below).

8.3.3. Soakin’ It Up. You have six additional boxes of physical stress capacity.

8.3.4. Transport Capacity. You can transport up to 3 non-CSC characters in a specialized compartment. Increased transport capacity costs -1 Refresh per additional person carried.

8.3.5. Mounted Medium/Heavy Weapon. You can equip two weapons of Category 5 as well as two weapons of Category 4. Alternatively, if Transport Capacity is removed, you can equip one weapon of Category 6 and no other weapons.

9. Heavy Frames (cost: -8 Refresh):

9.1. Size: Huge

9.2. Power (example: Tank hunters, heavy gunships)

9.2.1. Ohhhh Yeahhh. You gain a +12 to your Might score for breaking through walls, destroying support pillars or otherwise wreaking havoc on buildings.

9.2.2. Supreme Strength. Whenever using your Might to modify another skill, it always provides a +3 regardless of the actual comparison of your Might score to the skill in question.

9.2.3. Crush the Puny Humans. +6 to melee attacks, increasing the stress dealt by six on a successful hit.

9.2.4. Mounted Heavy Weapon. You can equip two Category 6 weapons and two Category 5 Weapons.

9.2.5. Storm of Fire. Once per combat encounter, you may spend a fate point to fire all your equipped weapons simultaneously during one turn.

9.3. Armor (example: transport gunships, spider tanks, APCs)

9.3.1. Impervious. You simply do not take damage from any weapon under Category 5 that does not satisfy your Catch (see below). For all other physical stress, you have Armor 6.

9.3.2. Soakin’ It Up, Too. You have eight additional boxes of physical stress capacity.

9.3.3. Get Behind Me!. Allies using you as cover gain +1 on all defense rolls.

9.3.4. Transport Capacity. You can carry up to 6 non-CSC characters or 1 Light CSC character. Additional slots for 1 non-CSC character cost -1 Refresh each.

9.3.5. Mounted Heavy Weapon. You can equip one Category 6 weapon and two Category 5 Weapons.

10. The Catch: The CSC character must specify one condition that negates the special abilities of the frame. This provides a Refresh cost discount. Discounts do not stack; taking multiple Catches does not provide additional discounts.

10.1. The character’s abilities only function under a specific condition (+2) Example: A wheeled Light Speed Frame that can only use its Speed abilities on a road.

10.2. A vulnerability to an easily accessible weapon (example: Low-tech small arms or LMG’s) or an easily accessible item of technology (example: high visibility to Low-tech radar) (+2)

10.3. A vulnerability to a rare weapon or piece of technology (Pre-Fall or High tech level) (+1)

10.4. A vulnerability that is commonly known or obvious (example: easily detectable structural weakness) (+2)

10.5. A vulnerability that requires access to restricted material or specific technical knowledge (+1)

10.6. A negative Aspect (such as Limited Firing Arc or Glitchy Radar) that can be free-tagged once per combat encounter to give a disadvantage to the CSC character or an advantage to its opponents (+2)

10.7. Vulnerability to Nanites: by default, a CSC character can defend against Hiving attempts with an Endurance roll. Removing this option grants +2.

10.8. Vulnerability to Cracking: by default, a CSC character cannot be interfaced with unless the Cracker is in physical contact with the frame. Allowing for wireless Cracking attacks grants +2.

10.9. Other options: Get creative with your SM!

Nutopia:Older Attempts[edit | edit source]