I think we can all agree that "fight a tank with kung-fu" is a noble design goal
But what do we want out of fighting a tank in this game that we can't get in, say, Fate or any of a number of similar RPGs?
I mean, I could have taken my copy of Fate Core, filled out a Fate fractal with the "It's a huge tank" aspect, and knocked off for the weekend. I'd be at an aquarium with my family instead of joylessly computing the payload of the M1 Abrams (I guesse based on comparative horsepower, for the record)
What's unsatisfying about Fate's mechanics that I tortured myself to create rules like these? Maybe it's the need to load up "narrative importance" to shoot the battle cannon (no invoking aspects without fate points!). Maybe it's the "do whatever your heart wants!" attitude of the rules in regards to their descriptive mechanics ("It's a tank, I don't need to invoke an aspect for it to do tank stuff!")
Here's the fact of it: Fate is Pong. It's got different graphics loaded over Pong, but it always plays like Pong, no matter what the graphics are. Sure, I could skin the paddles to be fists and the dot to be a Kamehameha and layer in Goku/Vegeta sprites over the goals, but at the end of the effort I'm still playing Pong and dammit I want to play PacMan.
I'm not saying Pong sucks; I'm saying the existence of Pong doesn't supersede any other game you could ever make. I don't need to justify programming PacMan in terms of it being "something you could just do with Pong!": go play it, it's clearly different.
And, importantly, it's actually what I want to play
....
Human history is defined in terms of
its tools: Bronze Age, Iron Age, Space Age. The ruined denouement of history is
the same; perhaps, should history remember this fallen epoch, it will be called
the Scavenger Age.
Tools enable human beings to do new
things: plow a field, ward off the elements, mutilate their foes, etc.
Characters are no different: the acquisition of a heavy cloak means the
difference between shivering through one more agonizing night or bitterly
freezing to death.
Normal Equipment
Clothing, scavenged tools, even food;
all of these are examples of mundane, normal things that a character might
possess. Such equipment delivers its benefit in the tactical infinity: these
items do what you’d expect their real-world analogs to do.
In circumstances where equipment can
add to your ability to do something, it adds +1d10 to the result of your
action. This works as follows:
1. Take an action as normal
2. After the Rank and Facing of your action have been determined, roll 1d10
3. Add the result of the roll to your action (if your action was 16 and you rolled a 5, your new total would be 21)
Note that this can increase the final
Rank of your action.
Some items effectively allow a
character to operate higher on an Effect chart without a roll. For example, a thick set of winter clothes could
help you to survive in below-freezing temperatures; this is effectively
identical to a Rank 2 Endurance Effect. Gear
with outstanding qualities like this will describe the advantage it offers its
owner.
Note that the winter gear in the
above example would not benefit any
other Endurance actions (it wouldn’t help you hold your breath or survive an
acid bath, for example). Further, it wouldn’t combine in any way with Effort or
other advantages which enhance Endurance actions.
Special Equipment
There are some familiar ages to
technology: the stone age, the bronze age, the iron age, even our modern
silicon age is familiar and predictable in their technologies and what their
tools can do.
The world of Ashes and Ghosts,
however, had another age: the Pranic age, where its people learned the
mysteries of Prana and reshaped their world with a marriage of science and
sorcery.
Some relics from this age survive;
some are indestructible, some are wrapped in a field of fate or perfect luck,
some have been passed down and protected by powerful masters. However they
survived the final fire, these artifacts offer their wielder powers beyond what
can be readily predicted by an enterprising GM with the Tactical Infinity.
Special equipment outlines its unique
powers and other advantages on a case by case basis.
- This can be very brief: an unbreakable length of rope, for example
- It might be more complex: For example. consider a sword which allows its user to access an Offensive Technique
- It might be a highly complex, offering numerous advantages and drawbacks: A factory that creates robots with souls powered by magic, for example
Special Equipment may have any of the
following elements:
Name: Every piece of special equipment is
unique and named
Description: The gear’s appearance and function
Powers: Any special advantages the item
offers, such as flight, indestructible material, or invisibility
Bonus Techniques: Techniques characters may access
when in possession of the item
Prana Well: Similar to Chakra; has a Pool of
Prana and a Recovery value. This Prana may be used to power the equipment’s
Techniques
Soul: Some special equipment is imbued
with a soul; an entire personality with a destiny, wishes, and preferences. Such
artifacts may refuse the gifts of their power to a wielder they deem unworthy.
GMs are again encouraged to interpret
the exact utility of an item regarding the Tactical Infinity as best they can.
For example, an indestructible rope might be employed as armor: the exact
efficacy of which must be determined by the GM.
***Callout Box: Winning over your new Sword
Magical artifacts sometimes have souls; this effectively makes them
characters. Granted they don’t routinely have limbs, but they do have desires, preferences, quirks… Everything
you’d expect an NPC to have.
It’s completely reasonable that the new magic sword you found doesn’t
like you, even refuses to help you. These situations provide excellent grist
for character growth through roleplaying. Can you become worthy of Heaven’s
Tear in its estimation?
Note that being sentient and immortal doesn’t insulate an artifact from
being wrong: maybe Heaven’s Tear has unrealistic standards! In these cases,
you’ll have to grow together rather than simply measure up. ***
Vehicles
Vehicles are complex machines composed
of interlocking mechanical systems; but, you probably knew that. Characters use
them to get around, moving faster and further than they can by running (well,
barring magic). Sometimes these vehicles are weaponized, like tanks or
warcycles. This section contains all the rules for using, maintaining, and
destroying vehicles, as well as several examples of more common or radical ones
for your immediate use.
Components
Vehicles have sheets, just like
characters. Unlike characters, these sheets are compartmentalized: this is
because vehicles consist of two distinct components: Core and Systems.
The Core is the chassis and engine of the vehicle. It’s the guts and
skeleton of the machine; the part you ride in and the part you fuel. If the
Core is damaged, the vehicle starts to go awry and might break down. If it’s
totally broken, the vehicle is destroyed.
Systems
are ancillary components of the vehicle; mounted gun turrets, battle
cannons, radar dishes, that sort of thing. They can be damaged and repaired
without affecting the vehicle’s fundamental performance. For example, a
turret-mounter gun could be totally destroyed without impacting a tank’s
ability to move or otherwise function.
Vehicle attributes
Like characters, vehicles have a few
attributes that describe how they operate. Importantly, these attributes are keyed to either the Core or a System:
they continue to function unless the keyed part of the vehicle is destroyed.
Description: A summary of the vehicle
Operators: Vehicles must be operated and driven
by a pilot. Systems might require operators as well; for example, a turreted weapon
systems would require a gunner. Such needs are detailed under this entry
Speed: The maximum speed of the vehicle,
expressed as an Agility Rank.
Locomotion: The terrain types the vehicle can
traverse.
- Aquatic vehicles move on water
- Terrestrial vehicles drive over most ground
- All-Terrain traverse rough ground
- Aerial vehicles fly
- Amphibious vehicles traverse water and land
- Underwater vehicles travel in the ocean depths
A vehicle driven through a mismatched terrain type becomes damaged. The GM rolls between one and five d10 and applies the result as damage
to either an appropriate locomotive System or the Core. One die is rough but
reasonable terrain, while five is a death sentence
Armor Threshold: The Vehicle’s armor; this is the
minimum Rank of Attack or Power action that is required to damage the vehicle.
Weaker strikes or effort have no effect!
Structure Boxes: Equivalent to Health Boxes, these
absorb damage. As they fill, the Vehicle becomes increasingly damaged; once
they are exhausted, it is destroyed.
Each Box can absorb 10 damage before
it expires.
Vehicles do not acquire Imbalances;
however, as they become ever more damaged, they risk a Breakdown. See the
Breaking Down entry below.
A Core or System with 0 Structure
Boxes is destroyed if it would take damage.
Repair: Unlike Health Boxes which
regenerate over time, Structure Boxes must be repaired. This requires appropriate equipment, skilled labor, and
costs appropriate resources, as detailed under this entry.
Unreliability: A measure of how prone the vehicle
is to system failure. Rated from 1 (most reliable) to 9 (a junkheap).
Load Capacity: The total number of adult
human-sized passengers the vehicle can carry, including the pilot.
Additionally, the total weight the vehicle can carry. This entry is separated
by a slash: “4/ 1000lbs (450 kl)” would indicate 4 passengers and up to 1000
lbs/450 kl of cargo weight. Up to twice this load may be carried by the
vehicle, but any amount of the threshold risks a Breakdown.
Weaponry: The kind and power of weapons
equipped to the vehicle.
A pilot may fire any weapons on the
vehicle during their turn; this works similarly to launching an attack. The
Pilot (or gunner, if the weapon can be fire independently) makes an attack against
a target, which can be defended.
Vehicle-mounted weapons have their
own statistics that determine their deadliness:
- Lethality: Additional damage dealt to those struck by the weapon
- Range: How far the weapon can fire (number of Battlefields, Areas, Locations, or Regions)
- Ammo: The type and amount of ammunition used by weapon systems. Must be consumed by the weapon to attack, similarly to Prana.
- Special: If the weapon has any special effects on discharge (such as fallout or clouds of mustard gas) their mechanics are detailed here
Fuel Capacity/Consumption: The type and
amount of fuel used by the vehicle, measured in scenes. Every scene, fuel is
consumed before the vehicle can be operated. If insufficient fuel remains in
the vehicle, it fails to activate.
Breaking Down
Vehicles and their systems might
suffer a Breakdown if pushed past
their limits, damaged, or improperly maintained. This happens in the following
circumstances:
- When a Structure Box is filled
- When the Vehicle is loaded beyond its Passenger/Load Capacity
- When the Vehicle or System is pushed dangerously past its limitations, as judged by the GM
Whenever a risk of Breakdown occurs,
roll a single d10 and compare it to the Vehicle’s Reliability. If it is below the listed number, a Breakdown
occurs.
A Broken-Down Vehicle’s Core ceases to function until it is repaired. Its Systems do not function unless they are specifically designed to
operate without the Core, such as a turreted weapon.
Ancillary systems, like turreted weapons,
still function on a broken-down vehicle, so long as they don’t rely on the Core
for power.
....
Example Vehicle
Liondog MkIII heavy battle tank
Description: A main battle tank, made by a dead
country for a forgotten war. Its armor is proof against all but the mightiest
weapons; its weaponry reduces cities to ruins
Operators: A single pilot is required to drive
the tank. The turret requires a gunner to fire and is well-aided by a dedicated
loader to reload after each shot. A single tank commander can oversee the three
other crew in their operation
CORE
Speed: 2
Locomotion: All-Terrain
Structure Boxes: 4
Repair: Advanced military repair tools are
required to work on this masterpiece of warfighting. Highly advanced armor
plating, nearly impossible to duplicate engine technology, and sophisticated,
interlocking components are required for each box repaired, in addition to a
Rank 2 Intellect action
Unreliability: 3. The finicky, elaborate turbine
engine of this behemoth is prone to failure
Load Capacity: 4 (commander/gunner/loader/driver)/24k
lbs. (3.3k kl)
Fuel Capacity/Consumption: 500 gallons (1900
litres) liquid fuel/ 40 gallons (150 litres) per scene
SYSTEMS
Main Battle Cannon: The Hellbreather
Operator: Gunner to aim and fire. Fires every
other round unless also manned by a Loader
Armor threshold: 6
Structure Boxes: 1
Unreliability: 2
Repair: The smooth-bore battle cannon must
be painstakingly repaired to ensure it can deliver its incredible firepower
doesn’t result in explosive disaster. It requires a Rank 3 Intellect action, advanced
military repair tools, and sophisticated composite materials for every box
repaired.
Lethality: 7
Range: 1 Location
Ammo: Heavy, depleted-uranium shells/ 1
per shot
Special: Causes an Ordnance Explosion
Disaster at the point of impact
Ordnance Explosion
Scale: 1 Battlefield
Rating: 5
Path: Immediately fills battlefield; kicks
up dust in neighboring Battlefields, making it difficult to see
Duration: Instantaneous (dust lasts 3 Rounds)
Description: A tremendous explosion and shockwave
caused by a full-velocity tank shell impact. Liquifies concrete and organs. A
cloud of particulate matter consisting of 99% dust and 1% pulverized foes
billows out from the impact crater.
Mounted Machinegun Turret
Operators: Operated by either a
dedicated gunner or remotely by the pilot
Armor threshold: 5
Structure Boxes: 0
Unreliability: 4 (prone to jamming)
Repair: Requires fine military-grade
steel and a sophisticated knowledge of firearms to repair (Intellect Rank 2)
Lethality: 5
Range: 2 Areas
Ammo: Consumes 10 rounds per burst/
carries 900 rounds at full capacity (90 shots)