#RPG – FATE – Motherfuckin’ Science Ninjas, beotch.

Konichiwa! I am Doctor Science, and I have had my robots kidnap you and bring you here for one, very important purpose.

Our planet is in grave peril! Lizard Men, fleeing environmental catastrophe on their home planet of Venus, have come to Earth in a fleet of Ark ships and plan to destroy our defenses and venusiform our planet, using a series of ever-more-improbable giant monsters!

The military is helpless! I was laughed out of academia!

Only a group of radical teenagers, with precocious martial arts skills, equipped with skin-tight spandex and giant robots can hope to meet the menace! You are those radical teens, I have the giant robots. Will you answer the call?”

– Doctor Science Phd

Sentai is the name of type of Japanese action series, one that has gone on – in its main form – (with some vague sense of continuity) for a very long time. That longest-running series is what gave its name to the genre as a whole, Supa Sentai Shirizu, along with its huge number of imitators, spin-offs and re-dubs.

You may know the genre from its western form, Power Rangers, or from anime such as Voltron, or G-Force. Personally I always had a soft spot for X-Bomber (Starfleet).

Sentai means ‘task force’ or ‘squadron’, and the genre has some pretty consistent conventions that will probably be familiar to you.

  • A skillful team of oddballs.
  • Who can transform into superheroes with some unique powers and weapons.
  • Who are colour-coded.
  • Who often have mecha, or transforming vehicles.
  • Which can often combine into one giant robot.

It’s high camp, high adventure, full of imaginative strangeness, monsters, giants and drama. The sheer creative chaos of the whole thing is inspiring, energetic, and a lot of fun. Well worth playing in RPGs.

I’m going to suggest that you base your game off Daikaiju Die, which, while it is more geared towards Pacific Rim or Giant Robo style games, is more than capable of standing in for Sentai, and scaling from teenage martial artists, to super-suit wearers, to mecha drivers, to giant robot combat.

There’s a few changes that need to be made, however.

New Skill

Synergy replaces the Interface Skill found in Daikaiju Die. Rather than complex systems of rolling, Synergy just provides you, flat out, with a number of additional FATE points that you can tap into, while you’re occupying your personal or combined mecha.

Mecha and Skills

In Daikaiju Die, and in this game-sketch, Mecha have their own skills, as they have a sort of personality and psychic connection with their driver. However, driver and mecha’s mutual skill interrelate with each other.

  • When driving a Mecha, you use your FATE points (and Synergy) to empower its stents and so forth.
  • If a character’s skill is higher than the Mecha’s skill, then that skill counts as one higher.
  • If the character’s skill is lower, then the Mecha’s skill is reduced by one.
  • When Mecha combine, you take the average of the Mecha skills (rounding down), and modify by the highest pilot Skills from the team.
  • Combined Mecha can use the FATE/Synergy points of any of the pilots to power its moves and special abilities.

Characters

FATE often uses a group or team-oriented character creation method. I’m not usually much of a fan of this approach, but for a Sentai game it makes a lot of sense. There should be some sort of commonality between the team’s members, both in terms of their overt purpose as super-sentai, and their cover story.

Sentai teams have been many things in the past. You might be able to draw some inspiration here for the theme of your team. This is just a handful of examples, including both their cover identities, and the themes of their outfits and abilities.

Athletes, Cards, Countries, Cyborgs, Dinosaurs, Elements, Fashion Models, Gemstones, High School Students, Inventors, Martial Arts Team, Ninjas, Olympians, Planets, Predators, Race Team, Rhythmic Gymnasts, Rock Band, Scientists, Secret Heritage, Siblings, Special Police Unit, Students.

It’s also a good idea to take this opportunity to define the source of the threat that they are coming together to fight. Some examples include:

Alien Invaders, Crime Syndicate, Demon Clan, Dimensional Invaders, Evil Magician, Evil Scientist, Evolved Dinosaurs, Ghosts, Hollow Earth Empire, Ninja Clan, Space Pirates, Spirits, Terrorists, Time Travellers, Vampires.

Example: Inu Burasage is the Black Ranger in Science Ninja Team Matsukaze. The team is made up of three Science Ninjas, who are also stuntmen – their cover identity. The Black Ranger is joined by the white and grey rangers, who combine their Mecha to form Robo-Matsukaze to take on larger threats. Together they battle alien infiltration and terrorism conducted by Tokage No Ō and the Lizard Men from primeval Venus.

Making Your Character

Creating your character proceeds as normal, though you should try and make sure your character fits, at least minimally, into the group theme.

  • One Concept Aspect, one Trouble Aspect, three free Aspects.
  • 20 skills. I prefer free-spend, with a limit of +4 for a starting character, but you could go 1×4, 2×3, 3×2, 4×1 if you prefer a more forcefully rounded persona.
  • 3-5 Stunts. These typically provide special, permanent bonuses of +2, allow the automatic invocation of aspects, or the manifestation of new capabilities.
  • Refresh is 5, minus the number of Stunts that you have.
  • Characters typically have 2 Mental and Physical Stress boxes, and three Consequences in each category. Sentai tends to be combat heavy, and while it’s not shy of killing off characters I’d still suggest upping the base Stress to 3. Additional Stress boxes (and Consequences) can come from Skills and can come from Stunts.

You’ll also get your colourful, skin-tight Sentai suit and helmet, that counts as Armour +1 (Skintight) by default, and can be summoned from your ring/belt-buckle/watch. You also get a basic sidearm that’s Weapon +1 (Laser Accurate). Special Sentai weapons will have to be paid for with Stunts or gained during the game – you have to have room to grow.

You’ll also need to create your personal Mecha!

Individual Mecha

Your Mecha is just as important as your character. When you’re creating your Mecha you need to also consider how it fits in with the other characters and their Mecha. Sentai Mechs typically have a running theme, like a type of animal, or fit together as different aspects of the same thing.

  • Scale: A personal Mecha is usually Scale 1 (Motorcycle), 2 (Car), 3 (Tank) and not bigger.
  • Concept Aspect: Just like a character, but portraying the Mecha’s true essence.
  • Trouble: A drawback that the Mecha has, such as ‘slow to turn’ or ‘weak underbelly’.
  • Bonus Aspect: A free extra aspect for the Mecha.
  • Stunt: Mecha start with a single Stunt.
  • Skills: You have 20 points to buy Skills for the Mecha, but these can only be spent on Athletics, Fight, Notice, Physique and Shoot. You can, however, also spend from this pool to buy additional things from the list below.
  • Bonus Items: Armour (1-4), Weapons (1-4, each weapon has a free aspect), Extra Stunt (3 points), Bonus Aspect (1 point per Aspect or weapon Aspect), Independent FATE Pool (3 points per point).
  • Stress: Mecha only have Physical Stress, but besides the Skill bonus you also get to add the Scale as additional Stress boxes.

Combiner

Combiner Mecha have to have ‘Combine’ as a Stunt, if it’s a major theme of the campaign you might want to let the players have it for free.

Mecha combiners are typically comprised of five mecha (two arms, two legs and a body-head), but they can be less (Dai-X: legs/body/head) or more (Super Turbo Robo: Legs, arms, body, armour). Combination Mecha can consist of as few as two, or as many as sixteen Mecha. Player groups are best kept at 4-6 players, so you may either want to be flexible, or plan around that.

The combined Mecha generally has a Scale of one higher than the individual Mecha that came together to form it. When it is beaten, it dissolves into its individual Mecha, but they’re no more damaged than they were when the Mecha combined.

  • Scale: Constituent Mecha scale +1
  • Skills: Take the highest Skill level in each skill from each constituent Mecha and count that, once, for the combined Mech, modified by the Skill of the leader (typically the guy in the head).
  • Aspects: Aspects equal to the average of the Mecha making it up, rounded down. Give it new Aspects.
  • Weapons: Re-Spend half the constituent Mecha’s weapon investment as new weapons.
  • Armour: Take the average of the constituent mecha and round down.
  • Stunts: Total and halve the number of Stunts from the constituent Mecha, and choose new ones.
  • The Combination Mecha can use FATE points from any of its pilots.
  • The Combination Mecha has its own stress track.

Inspiration

Black

RollConceptTroubleAspectAspectAspect
1Reliable LieutenantBitter and JealousKiller InstinctUnfailingly PoliteDutiful Perfectionist
2Does the Dirty JobsDark PastWhirlwind of DestructionGraceful EleganceStylish Dandy
3Silent NinjaUnsettling PresenceIntimidating GlareUnfailingly LoyalSmooth with the Ladies/Men
4Driven to MasteryHyper CompetitiveTerrifyingRadiates RespectHidden Soft Side
5Upbeat ComedianChildish JokerUtterly FearlessAdventurous SoulUncommonly Strong
6Deadly WarriorThe Worst LuckHardened by TraumaNatural TacticianFreakish Agility

Blue

RollConceptTroubleAspectAspectAspect
1Reliable SoldierClumsy ShildInner CalmNatural AcrobatInspired Daydreamer
2Experienced VeteranProne to TantrumsStable MindedAffinity for WaterMemory for Detail
3Sober RationalistHotheadedHeavyweight FighterPeaceful HeartBrave Explorer
4Wise MentorGermaphobeHolds Himself BackSport LoverLifelong Learner
5Pure and IncorruptibleCold and DetachedExotic GourmandInventive MindLevel Headed
6Scrupulously WorkerRepresses EverythingDancer’s GraceFriend to ChildrenGreat Determination

Brown

RollConceptTroubleAspectAspectAspect
1Humble HelperNever VolunteersFather FigureSpirit of BushidoAffinity With Wood
2StrongmanDon’t Know my own StrengthEager to LearnBound by HonourWarm and Loving
3Unbreakable StoicLunk-HeadedPatient TeacherNatural HomemakerWholesome
4Wilderness HunterLost in the PastWell-TraveledComforting PresenceSolid and Reliable
5Tough SurvivalistInscrutably TaciturnFighting SpiritKeeps things SimpleGifted Healer
6Spiritual ExemplarRather Old-FashionedWarrior’s HeartMean Cup of TeaAura of Honesty

Gold

RollConceptTroubleAspectAspectAspect
1Noble BloodlineArrogant NarcissistSentimentalistAlways AlertPlayful Nature
2Religious ScholarHidebound ZealotTalent for MagicRites and RitualsRulebreaker
3Mystical GuruPseudo-IntellectualLegendary ReputationIrrepressibly HappyAnti-Authoritarian
4Musical ProdigyLost in DaydreamsCool HeadedWabi-SabiHidden Emotions
5Sword SaintThe Battle is AllSuperior ConfidenceAntifragileMan out of Time
6Warrior PhilosopherCod PhilosopherSixth SenseKnack with MachinesAdaptable Chameleon

Green

RollConceptTroubleAspectAspectAspect
1I Work AloneBad TeammateAffinity for NatureExcellent TeacherPunishing Training Regimen
2Brave WarriorBrashly OverconfidentLucky DevilUncommonly PreciseBrooding Charm
3Bold StrategistTakes too many RisksYoung and VitalAccurate ShotSuave and Smooth
4Bionic CommandoColdly MechanicalVigorous EnergyMerciless to EnemiesAlways in Control
5Mission FocusedTunnel VisionHard to KillKind to the InnocentNimble Fingers
6Finding His WayAll at SeaDeductive ReasoningInner ReflectionBurning Curiousity

Grey

RollConceptTroubleAspectAspectAspect
1Martial Arts ChampionAwkwardResolvedBrave of HeartNuanced Thinking
2Always ImprovingOld InjuryFearlessTraditional ValuesChi in Balance
3Sword SaintOverconfidentImpartialStrong in BodyLuck of Fools
4ShinobiIncurable RomanticUnflappableHealthy ConstitutionSpiritually Centered
5Manga-KaPushoverDiplomaticFurious PowerChivalrous
6ArtistShyNimbleIn BalanceCreative Genius

Orange

RollConceptTroubleAspectAspectAspect
1Renaissance ManForever in LoveDead-Eye ShotStraight ShooterStrong Family
2ProfessorCuriosity Killed the CatKnack for ScienceCarefreeStrong Friendship
3DoctorTragic OrphanClassical TacticianAnimal LoverNatural Healer
4SavantInveterate GamblerNatural RhythmDark and BroodingWeapon Savant
5Loving CaregiverAlways Protects the WeakMachine TouchEagle EyedPolice Training
6Sharp as a TackFormerly EvilSoul of LightPersonal ArmouryFriends Everywhere

Pink

RollConceptTroubleAspectAspectAspect
1Animal WranglerPrissy PrincessEffeminateUnbearably CuteNatural Dignity
2Fashion ModelEww, Gross!Dirty FighterChildlike WonderNose for Liars
3Sex KittenYouthfulDancer’s GraceComforting PresenceTomboy
4Bionic WomanHealthyAthleticMotherly LoveDedicated
5Karate RenshiInappropriate JokerGifted TeacherSisterly SolidarityMeditative
6Intelligence AgentLewdEmpathetic HeartPulchritudinousTop of Her Class

Purple

RollConceptTroubleAspectAspectAspect
1Royal BearingSelfish PigCompassionateEccentricCircumspect
2Natural LeaderImpulsiveCaringEnigmaticRespectful
3Fierce FighterMean and StrictReserved and CarefulPast Life MemoriesNaturally Cautious
4WandererVindictiveConfidentHeadstrongMaster of Deception
5BerserkerForgetfulCalculatingCourageousWell-Loved
6Big BrotherCompulsive LiarLinked to their CrushIndependent MindedKnight’s Honour

Red

RollConceptTroubleAspectAspectAspect
1CommanderYoung and InexperiencedMaster of DisguiseDriving ZenQuick Thinker
2Master TacticianNever SatisfiedFinds any WeaknessNature LoverHard Worker
3SharpshooterOvershadowed by PredecessorAstronaut TrainingDeeply PassionateRock and Roll!
4Gold MedalistUnder PressureWorld TravelerVery ResponsibleAce Pitcher
5Leads from the FrontOut of their DepthUrban ExplorerEmotionally InvestedSelf-Sacrificing
6Paladin KnightEasily BoredMountain ClimberStubborn GritUpbeat and Happy

Silver

RollConceptTroubleAspectAspectAspect
1Super-ScientistUnreliable PrototypePerfectly PreciseGreen ThumbRapid Runner
2Martial Arts MonkQuickly ExhaustedBleeding Edge TechHighly EmpatheticPin-Up Idol
3Masterless SamuraiRisk-TakerPool HustlerDrives others to GreatnessGives no Quarter
4SenseiFish out of WaterMusical TalentCarefreePowerful Strength
5Mysterious WarriorStuck-UpBreathtakingSense for EvilSense of the Dead
6Pop MusicianToo SensitiveMonkHard to HitUnemotional

White

RollConceptTroubleAspectAspectAspect
1Intellectual ScholarMournfulWell EducatedIdeal MotherSerious Focus
2Brilliant SurgeonCold and DistantSweet and CaringKeeper of SecretsUnbridled Enthusiasm
3Flamboyant PlayboyScoldSensitive to OthersCapacity for MercyFast Reflexes
4Brilliant Battle PlannerSpoilet BratEncyclopedic BrainWith you in SpiritReliable Friend
5Computer BrainStickler for MannersThrill SeekerFree SpiritCool-Headed
6Wealthy HeirPrim and ProperExperienced VeteranUnfailing OptimismDiscerning Palate

Yellow

RollConceptTroubleAspectAspectAspect
1Genius MechanicTreacherousSacred AuraShoulder to Cry OnPhotographer’s Eye
2Judo ChampionLover not a FighterBig StrengthEmotionally StrongPuckish Trickster
3Scientist InventorBig EaterStout ToughnessSneaky ShadowInfuriates Bad Guys
4Expert BotanistTerrible at PuzzlesLightens the MoodImpeccably DressedBig Loving Family
5FarmerString of Bad LuckBonded TwinLoyal LieutenantFacility for Languages
6Wrecking BallComic ReliefMischief MakerPerfect Pitch

Weapon Ideas

Axe (+2, chopping blow)
Ball (+1, Knock Down)
Battle Rifle (+3, Powerful)
Bazooka (+4 Cumbersome, Exploding)
Boomerangs (+1 Return to Sender)
Bow (+2 Payload)
Clubs (+1 Beat Senseless)
Crossbow (+3, Slow, Payload)
Dagger (+1, Stab Deep)
Darts (+1, Accurate)
Fan (+1, Deflecting)
Hammer (+2 Slamming Blow)
Nunchuks (+2 Intimidating)
Ribbon (+1 Entangling)
Ring (+1, Multiple Attack)
Sabre (+2 Slashing)
Sap Gloves (+1 Knock-Out Punch)
Shield (+1 to Defend/Deflect rolls, Unbreakable Aspect).
Sickles (+1 Hook and Cut)
Sidearm (+1 Colourful Beam)
SMG (+2, Autofire)
Staff (+1, Double-Blow)
Throwing Knives (+1, Deadly)
Throwing Stars (+1, Multi-Throw)
Whip (+1 Entangling)

Example: Inu Burasage is the Black Ranger in Science Ninja Team Matsukaze. The team is made up of three Science Ninjas, who are also stuntmen – their cover identity. The Black Ranger is joined by the white and grey rangers, who combine their Mecha to form Robo-Matsukaze to take on larger threats. Together they battle alien infiltration and terrorism conducted by Tokage No Ō and the Lizard Men from primeval Venus.

Concept: Daredevil Motorcycle Stunt Man
Trouble: Hey baby, how you doin’?
Aspect: Grew a Thick Skin from a Tough Past
Aspect: Unfailingly Loyal to his Friends
Aspect: Freakish Level of Agility.
+4 Skills: Drive
+3 Skills: Synergy, Athletics
+2 Skills: Physique, Fight, Shoot
+1 Skills: Notice, Provoke, Stealth, Resources
Stunt: One with my Bike – +2 on Drive checks when using his motorcycle
Stunt: Ladykiller – +2 on social checks with women
Stunt: Silent Communication – Burasage can convey a great deal of meaning with a look, an eyebrow and hand gesture, without having to speak
Refresh: 2
Mental Stress: OO
Physical Stress: OOO
Gear: Black Sentai Suit +1 Armour (Skintight), Blackblaster sidearm +1 (Laser Accurate).

Mecha: Onyx Mecha Bike
Scale: 1
Concept: Fast as a Bullet
Trouble: High Maintenance
Aspect: Flip Out, Like a Ninja
Stunt: Transform – Motorcycle to Battle Suit (Free Stunt).
Stunt: Combine to form Robo-Matsukaze
Stunt: Summonable.
+4 Skills: Fight (+3)
+3 Skills: Athletics (+3)
+2 Skills: Shoot (+2)
+1 Skills: Notice (+1), Physique (+1)
Weapon: Darkblade +3, Armour Piercing
Weapon: Fire Breath +1, Burning Blaze
Armour: 2
Physical Stress: OOOO

Robo-Matsukaze
Scale: 2
Concept: Hot-Rod Mecha
Trouble: Mind of its Own
Aspect: Loud as Fuck
Stunt: Clouds of Exhaust – Can blast out an obscuring cloud of -2, choking exhaust
Stunt: Quick off the line – +2 to out accelerate, or rapidly change speed
Stunt: Wheels – Can move as fast as a car or motorcycle on roads, as though having giant rollerskates
+4 Skills: Fight
+3 Skills: Athletics, Shoot
+2 Skills: Notice, Physique
Weapon: Fire Katana +3, Razor Sharp, Flaming
Weapon: Ice Wakazashi +2, Razor Sharp, Freezing
Weapon: Heat Ray Gaze +3, Burning, Melting, Sustained Beam
Armour: 2
Physical Stress: OOOOO

I might work this up into a longer version with more details and examples for Autopsy, and if there’s sufficient interest, into a more full game for FATE like Daikaiju Die.

#Starfinder – Starfinder Month – The Kukavalier Exo-Frame

inka-shu-moonwalker

The Balkanin Princedoms are a dense collection of asteroids, planetoids and space stations orbiting a binary pair of blue giant stars. The system is subject to immense tidal forces from its twin stars as well as harsh radiation. This has lead to the Balkinin people being extremely hardy and adaptable folk, known for their stubbornness and bravery. It has also lead to many specialised design decisions, such as the heavy use of humanoid mecha for their adaptability and modularity. The most common of these is the Kukavalier Exo-Frame, designed specifically for low-gravity vacuum-based combat within the system’s high-radiation environment.

The Kukavalier is known for punching above its weight and – so far as standard issue mecha go, is virtually unmatched in this, specific environment.

Kukavalier Exo-Frame
Price:
19,000
Large Mecha (Space 10ft, Reach 10ft, 16 ft tall).
Speed: 20 ft (full 200 ft, 22 mph)
EAC: 12, KAC: 14, TL: 19, Cover: Full
HP: 50, Hardness: 5
Computer: Mk 3 Duonode +3/+3 two nodes
Security: Anti-Hacking Systems
Sensors: Advanced, Long Range Sensors: +4
Attack: Collision 5d4 B (Personnel scale), DC 12
Attack: Manipulator Arms: 1d4 (Starship scale) damage.
Attack: Hi-Ex Rocket Launcher: Speed 12, Damage 4d8 (Starship scale), Limited Fire: 5
Attack: Tactical X-Gen Gun: Damage 1d12 P, Range 120 ft, 80 rounds of Ammo, Usage 2, Automatic (Typical load-out includes penetrator rounds that ignore 6 Hardness)

New Vehicle/Ship Scale Weapon (Manipulator Arm)
Damage 1d4 – Can pick up and use light starship weapons or heavy personnel weapons, PCU 5, BP 2

NB – You could scale these up to make grappler arms for ships, as in Outlaw Star.

Art by Inka Shu

#RPG – Daikaiju DIE! – RELEASED!

Buy it HERE.

Daikaiju Die! is a game about beating up monsters in giant mecha (called Ridders).

The players take the part of mecha pilots and their support crew. They will fight giant monsters and walk in their shadow. They will establish rivalries and defeat villains.

They will uncover conspiracies and lead the fight back against what seems to be a world itself in rebellion against humanity.

Mostly, though, they’ll smash giant monsters to pieces in epic, destructive fights.

Hardcopy option available HERE.

STEAMED Hardcopy now available!

You can buy it HERE.

Again, I can’t recommend this source for non US purchasers as the shipping in particular is prohibitively expensive.

This just leaves Lady Bexington’s Home for Wayward Zombies to convert, though I have a ton of ideas for other board and card games that TGC makes possible, albeit to a limited audience.

STEAMED: RELEASED!

STEAMED is a simple (very simple) fast-paced board game of Steampunk mecha-duelling action. Take to one of four distinct mecha and try to beat the bolts out of each other.

Up to four players

Requires several six sided dice.

ADA – The advanced, and shapely, mech of genius clacker Lady Emmeline Whitmore.

Brunel – The devastatingly brutal construction mech of Carston McBride

Haido Tian – The rocket-assisted robot of the notorious airpirate Hong Meifeng.

Iron Hunter – The frontline military robot of Prussian noble Oberst Klein Von Thule.

You can buy it on PDF HERE

Hardcopy HERE

If you buy TODAY in hardcopy you can get a 20% discount with the code CHASEUK – so now’s a good time to pick up my other books too!

It will be appearing at your other preferred outlets over the next few days.

STEAMED: Preview

All being well I may have this game out by the end of the day. It’s a quick/simple board game of mech-smashing action based on some rules I found while tidying up some notepads. I’d made a game based on Robot Jox (1989! Crotch chainsaw!). Of course, it now has much more of a Steampunk twist.

Here’s a taster in the meantime. The construction mech, The Brunel.

STEAMED – Steampunk Mecha Duelling – Meet the Mechs

Do You Like Awesome?

Here’s some stuff you should pay attention to…

1. Sarah Darkmagic is kicking off a project to fund some diverse art illustrations outside the standard norm. I don’t think this is needed everywhere and in every game and I’m a fan of pinup and cheesecake but more choice is awesome and this is a resource I would use the fuck out of. You can read more HERE and HERE and contact Sarah HERE if you’re an artist that might like to contribute.

The only thing that sticks in my craw is the emphasis on ethnic and female artists rather than art, but I’m willing to let that slide for now.

2. Lego? Robots? Game? Kickstarter? FUCK YEAH! This is a project deserving of your attention and hell, with that combination of awesome, how can you go wrong?

3. Your assistance in kicking economic censorship in the arse would be appreciated. You can add your voice HERE.

Preview: Coal Fired – Steampunk Dueling Game

This will be a mini boardgame along the same style as Lady Bexington’s Home for Wayward Zombies. Early days yet but here’s some concept art.

Cloak of Steel for Legends of Anglerre

I’m hoping to have some positive news about a new edition of Cloak of Steel at some point soon. I’m still waiting on some contractual/licensing negotiations with another company. A potentially very interesting development that really only needs a final contract signing before we can go ahead.

In the meantime, here’s some kitbashing for using the mecha portions of Cloak of Steel in Legends of Anglerre.

Cloaks
Cloaks are Scale 3 (Medium)  devices. Magical suits of armour that a character can don and then use to launch into battle more even-handed against giants, dragons and other Cloaks. Cloaks have access to Gigantic Creature Stunts but also take Monstrous Weaknesses when they do, typically Huge Target.

Cloaks have a base of 7 physical stress and 7 system stress. They have a base of three Aspects and two Stunts that are built into them. As armoured suits Cloaks have an Armour Bonus of -2 and the negative aspects Heavy and Slow. They can take a total of six consequences, being big, heavy, tough devices. They’re considered to have Endurance and Redundancy skills at 3 each and the Might skill at +1.

Squires
Squires are at the upper end of Scale 2 and are bulky suits of personal armour rather than the ‘vehicles’ that Cloaks represent. Squires have a base of 7 physical stress and 6 system stress. They have a base of 2 Aspects and one Stunt that is built into them. As armoured suits Squires have an armour bonus of -2 and the negative aspects Loud and Heavy. They can take a total of six consequences. They’re considered to have Endurance at +3, Redundancy at +1 and Might at +1.

Cloaks and Squires alike pick up and use weapons, rather than being equipped with them in the normal manner of vehicles.

Airships
Airships are Scale 3, 4 or 5.

  • Scale 3 – Physical/System Stress 5, Skill Points 7, Aspects 3, Stunts 1
  • Scale 4 – Physical/System Stress 5, Skill Points 10, Aspects 4, Stunts 2
  • Scale 5 – Physical/System Stress 5, Skill Points 16, Aspects 5, Stunts 2

Airships use their skill points to describe their weapons, special abilities and so forth in the same way as normal constructs.