diversifying diaspora vol 01
TRANSCRIPT
“Building characters and getting away with it.”
Supplemental material for use with the Diaspora RPG created by VSCA publishing.
:
Matthew Gooding (Reaganstorme)
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The freeware fonts used in this document are 13_Misa.ttf and Slider.ttf. Document Version 1.0, Aug 2011
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“Building characters and getting away with it.”
DIASPORA Random Character Creation Rules A method of randomly building characters, from quickly replacing fallen PCs, to introducing main NPCs, or even minor ones.
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DIASPORA Random Animal Creation Rules Build new animal threats to challenge the players as they explore the uncharted wilderness on planets far and wide.
Page 9
New Mini-Game: The Chase The PCs have gotten the MacGuffin, and the villains are hot on their trail. Can they get away with it?
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Open Game License
Page 23
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Inspiration What you have here in this document is the product of that fearsome condition that occasionally rears its head and slams you between the eyes. Recognition of brilliance. Something so simple in its conceptualisation that you can’t think of the idea the same way again. Realisation and a “ Why didn’t I think of that?!” In late May 2011, RPG.net user Gullerbutry posted an idea on the forums for a random generation table for use with Fudge dice. Whilst FATE games in general contain an amount of improvisation at the table, sometimes having a way to randomly generate events or game elements can help when inspiration is running low and could use a boost or a starting point. Gullerbutry’s Weighted Fudge Dice Table Fudge dice are six sided dice with two sides showing plus (+), two sides showing minus (-), and the last two sides blank. Typically, four dice are rolled at a time (4dF) and the results are added, generating nine possible outcomes in a range from -4 to +4, in a curved distribution centred around 0. What Gullerbutry’s table does is expand the possible results of 4dF from nine to 15. Reading the results of a 4dF dice roll on these tables is easy. Start at the 0,0 box and simply count across one column for each (+) rolled, and down one row for each (–) rolled. That’s it. Below is the table showing the weight of each of the possible outcomes.
0 + + + +
0 1 in 81 4 in 81 6 in 81 4 in 81 1 in 81
- 4 in 81 12 in 81 12 in 81 4 in 81
- 6 in 81 12 in 81 6 in 81
- 4 in 81 4 in 81
- 1 in 81
Acknowledgements I’d like to thank those users who have contributed to the RPG.net forums that encouraged the free flow of these ideas, especially Gullerbutry and Starshield, as well as TheMouse, Halfjack, Killer GM, Glyptodont, and many more. The random animal creation rules were heavily inspired by the rules in Classic Traveller, which also inspired Diaspora. Full circle indeed! – Matthew Gooding, aka Reaganstorme. August 2011.
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Random Character Creation Rules Step 1: Roll on Skills Table Characters in Diaspora have 15 skills in a pyramid structure in 5 tiers. This step generates up to 9 of those skills. Roll 4dF three times on the Skills Table below, rerolling any repeated skill groups.
Assign the first skill group to Tiers 1, 2 and 3 (+5, +4, +3).
Assign the second skill group to Tiers 2, 3 and 4 (+4, +3, +2).
Assign the last skill group, once to Tier 3, and twice to Tier 4 (+3, +2, +2).
0 + + + +
0 ARTIST
Art Assets
Culture/Tech
MEDIC Profession (any)
Medical Science
LEADER Resolve/Stamina Charm or Intim
Tactics
DRIVER Navigation
Pilot Aircraft / Vehicle
SCIENTIST Archaeology
Profession (any) Science
- SURVIVALIST
Alertness Stealth Survival
SOLDIER 2 Combat Skills
Resolve or Stamina
SPACER 2 Space Skills
EVA or MicroG
MECHANIC 1 Space Skill
EVA Repair
- ACTIVE Agility MicroG Survival
DIPLOMAT Charm or Intim Culture/Tech
Oratory
TECHICAL 1 Space Skill
Profession (any) Repair
- TRADER Brokerage
Bureaucracy Profession (any)
DILLETANTE Assets
Charm or Intim Culture/Tech
- ACADEMIC Bureaucracy
Profession (any) Science
Skill group titles become Aspects, or can be used as inspiration for them. For example, generating a character with an Active skill set, the associated Aspect could instead be “Places to Go To, Places to See” rather than just the skill group title. Skills generated multiple times should be valued higher in the pyramid. In cases where this occurs, leave empty the lowest skill slot of the second skill set. For example, Medic and Scientist both have the Science skill in their skills list, making it more central to the focus of a character with both skill sets. If the Medic skill set was rolled first and Scientist second, then the Archaeology and Profession skills from Scientist would be assigned to the Tier 2 (+4) and Tier 3 (+3) skill slots, leaving the Tier 4 (+2) slot free.
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Step 2: Assign remainder of Skills Assign the remainder of the skill slots from the list below. See Diaspora pages 34 to 43 for descriptions and usages of these skills.
Skills modifying Stress Tracks Other Skills
Assets Stamina Agility Intimidation
Resolve Aircraft Languages (optional)
Alertness Medical
Combat Skills Animal Handler Oratory
Brawling MicroG Archaeology Profession (any)
Close Combat Slug Throwers Arts Repair
Energy Weapons Brokerage Science
Bureaucracy Stealth
Space Skills Charm Survival
Communications Gunnery Culture/Tech Tactics
Computer Navigation Demolitions Vehicle
Engineering Pilot EVA
Step 3: Roll on Stunts Table Characters get three Stunts, generated from the table below by rolling 4dF three times. If repeated Stunts are produced, make sure to change the effects of those Stunts to make them unique, or you can choose to re-roll them. Descriptions of the Stunts listed below, as well as examples of their use, can be found in the main Diaspora rules, pages 45 to 49.
0 + + + +
0 Skill Replacement
Military Grade Tier 3 Skill
Military Grade Tier 2 Skill
Lucky Lucky
- Integral Equipment
Military Grade Apex Skill
Have-a-Thing Increased
Technology
- Use My Skill Swap a Skill Extra Stress Box
- Resilient Take a Bonus
- Resilient
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Step 4: Roll on Traits Table Whilst regular player characters are initially created together, integrating their aspects through group character creation, new characters and NPCs alike require aspects to define who they are and how they react to situations and other characters. To this end, the table below provides some sample personality traits to help flesh out characters being generated outside of initial character creation. Roll 4dF up to four times, choosing one of the suggested traits as an Aspect, or as inspiration to create Aspects related to the general theme of the Trait group.
0 + + + +
0 Bitter
Cowardly Passive-
Aggressive
Decadent Eccentric
Extravagant
Generous Gregarious
Modest
Brash Brave
Self-Assured
Ditzy Excitable
Naïve
- Afraid
Cautious Cowardly
Aloof Calm
Reserved
Friendly Open
Mellow
Flirtatious Smooth Talkative
- Defensive Moralistic
Selfish
Aggressive Arrogant Intense
Connected Cunning
Scheming
- Controlled Obsessive Paranoid
Brutal Cold
Ruthless
- Revengeful Unforgiving Vindictive
If you come up with alternatives not listed on this table, don’t hesitate to use your ones instead. By this stage, you should have an idea of who the character is and how they behave, but you still have three Aspect slots unassigned. For an important character, leave these missing aspects blank for creation or discovery during play. For minor characters, the seven Aspects created using this method will be enough. Step 5: Stress Tracks and Final Details All Diaspora characters start out with three boxes in each of their stress tracks: Health, Composure, and Wealth. These tracks are modified by ranks characters have in the Stamina, Resolve and Assets skills respectively. Characters increase the number of boxes in a track as follows: if the relevant Skill is +1 or +2, the track is four boxes; if it is +3 or +4, the track is five boxes; if it is +5, the track has six boxes.
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Your character will also need a name, race and gender as appropriate to the game. You may wish to consider what gear they currently have at their disposal, as well as any ties to other characters in the setting or at the table. Following is an example character generated using the above creation rules. Example Character: Jay Pierce - Government Spy Playboy Adventurer
“Orphaned from rich parents” (Dilettante)
“Better at giving orders than taking them” (Soldier)
“Made many contacts at every port” (Spacer)
“Being wealthy doesn’t mean you have to be a spoiled brat” (Friendly)
“Are you really sure you want to do that?” (Intense)
“No child should have to go through tragedy” (Moralistic)
“Trouble? No, this isn’t trouble” (Calm) Skills:
Tier 1 (+5): Charm
Tier 2 (+4): Assets, Resolve
Tier 3 (+3): Culture/Tech, Close Combat, Communication
Tier 4 (+2): Brawl, Computer, MicroG, Slug Throwers
Tier 5 (+1): Alertness, Demolitions, Stealth, Tactics, Vehicle Stunts:
MG Charm
Extra Stress Box (Health)
MG Assets Health: OOO O Composure: OOO OO Wealth: OOO OO Minor NPCs You can use an abbreviated sequence to create lesser characters the PCs may encounter in the game by only rolling once on each table in steps 1, 3 and 4.
Assign skills from step 1 as you would for the third roll for a full character. That is one to Tier 3 (+3) and two to Tier 4 (+2).
Military Grade stunts should only apply to skills in Tier 3.
Three aspects should be enough to interact with the character, but allow PC’s to discover more if they spend more time interacting with them.
Remember to adjust stress tracks for skill ranks or stunts. Minor characters generated this way can also be upgraded if the need arises. Do this by moving their existing skills up the pyramid, so that they have one skill each at Tiers 2 (+4), Tier 3 (+3), and Tier 4 (+2). You can then roll again as you would for a new Minor NPC, ignoring a repeated skill group, meaning that the character would have 6 skills in total, one at Tier 2 (+4), two at Tier 3 (+3), and 3 at Tier 4 (+2). They would also have two stunts and six aspects. Again, remember to adjust stress tracks for skill ranks or stunts. If you need to take them further, congratulations! Your PCs must either love or hate this particular recurring character, but at this point you’re better off re-assembling the skill pyramid as if you were generating a full character from scratch, before adding one more stunt, an aspect or two, and correcting the stress tracks.
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Random Animal Creation Rules Step 1: Determine Threat Level Creatures in Diaspora have only one column of skills, and thus their threat level is determined by the number of skills they have. Roll 4dF and consult the following table to determine threat level and number of skills:
0: 3 skills - Minor threat
+1/-1: 4 skills - Moderate threat
+2/-2: 5 skills - Major threat
+4/+3/-3/-4: 6 skills - Monstrous threat Step 2: Determine Habitat Terrain Either select or roll 4dF and consult the following chart:
0 + + + +
0 DESERT
Stamina Terrain B
BADLANDS
Stamina Terrain C
PRAIRIE Beh.Type (+1)
Resolve Terrain A
HILLS Beh.Type (+1)
Stamina Terrain B
MOUNTAIN
Survival Terrain C
- ROUGH
Survival Terrain B
BRUSH Beh.Type (+1)
Resolve Terrain B
FOREST
Stamina Terrain B
WOODS
Resolve Terrain A
-
SWAMP MARSH
Beh.Type (-2) Tactics
Terrain E
RAIN FOREST Beh.Type (-1)
Survival Terrain D
JUNGLE Beh.Type (-1)
Survival Terrain A
- BEACH SHORE
Survival
Terrain D
RIVER BANK
Resolve Terrain E
- OCEAN
Survival “Aquatic”
The results on this chart determines which Terrain Movement table column to use, grants one skill placed at any tier, and may also provide a modifier to later rolls on the Animal Behaviour chart. Only the Ocean terrain generates the movement type directly, with all creatures in that terrain being of the "Aquatic" type.
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Step 3: Determine Movement Type Roll 4dF and consult the appropriate column generated by the Habitat Terrain table above:
A B C D E
+4 W W F W W
+3 W W W F W
+2 W W W W A
+1 W W W W F
0 W W F F W
-1 W F W A W
-2 F F F S S
-3 F F F S S
-4 F F F S S
Rolls on this table generate the Creature movement type and an aspect fragment for the creature.
W – Walking Creature. “Ambulant” aspect.
F – Flying Creature. “Aerial” aspect.
A – Amphibious creature. “Amphibious” aspect.
S – Swimming creature. “Aquatic” aspect. If you wish, change the aspect to a similar word appropriate to the movement type. For example, Quadrupedal instead of Ambulant, or Winged instead of Aerial.
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Step 4: Determine Animal Type Roll 4dF and consult the following chart to determine the food source for the animal being generated:
0 + + + +
0 HERBIVORE
Stunt: Fearless
OMNIVORE
Stunt: Armoured
OMNIVORE
Stunt: Smarter
CARNIVORE
Stunt: Fearless
CARNIVORE
Stunt: Smarter
- OMNIVORE
Stunt: Blitz
HERBIVORE
Stunt: Armoured
CARNIVORE
Stunt: Blitz
CARNIVORE
Stunt: Armoured
- OMNIVORE
Stunt: Fearless
OMNIVORE
Stunt: Smarter
HERBIVORE
Stunt: Blitz
- SCAVENGER
Stunt: Fearless
SCAVENGER
Stunt: Blitz
- SCAVENGER
Stunt: Smarter
Creatures get one Stunt from this chart:
Armoured – creature gains a +2 bonus to defense rolls;
Blitz – creature gains a +2 bonus to attack rolls;
Fearless – creature gains a +2 bonus on Charm or Intimidate checks;
Smarter – creature gains a +2 bonus on Manouver checks. Step 5: Aspect Combination Rather than just using the individual titles of the results for aspects, it makes more sense to combine them. Use the titles of the results from steps 2, 3 and 4 to create a combined aspect, for example: "Forest Dwelling Winged Carnivore".
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Step 6: Determine Animal Behaviour For each animal type, there are a variety of ways they can go about getting the food they require. Roll 4dF on the appropriate chart below, taking into account any modifiers previously generated on the Habitat Terrain chart in step 2. Those modifiers are automatic results, meaning that you roll less dice to finalise the result. For example, generating a creature that lives in the Prairie (+1) means that you only need to roll 3dF on the Animal Behaviour chart, with an automatic +1 when consulting the outcome of the "four" results. Similarly, Swamp Marsh (-2) generates two -1 results, requiring only 2dF to finalise the roll. The two skills generated from these charts should be placed in the two highest skill tiers in any order, as these are the skills that the animal will use the most to survive, but may also be placed at any tier if your concept requires it. See below each chart for examples of Terran creatures that exemplify these behaviours (and which may, or may not, have ever existed in your clusters). HERBIVORE CHART:
0 + + + +
0 GRAZER
Alertness Tactics
GRAZER
Alertness Nat. Weapons
GRAZER
Agility Alertness
GRAZER
Agility Stealth
GRAZER
Agility Brawling
- INTERMITTENT
Agility Pack
GRAZER
Instinct Pack
GRAZER
Alertness Pack
GRAZER
Pack Stealth
- INTERMITTENT
Agility
Alertness
INTERMITTENT
Instinct Pack
GRAZER
Agility Instinct
- FILTER
Agility Instinct
INTERMITTENT
Pack Stealth
- FILTER
Instinct Stealth
Note: Remember to account for any Terrain modifiers from step 2 when rolling on this chart.
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OMNIVORE CHART:
0 + + + +
0 HUNTER
Pack
Tactics
GATHERER
Pack Tactics
EATER
Alertness Pack
GATHERER
Brawling Instinct
GATHERER
Brawling Tactics
- GATHERER
Agility Pack
HUNTER
Agility Pack
HUNTER
Nat. Weapons Pack
EATER
Instinct Nat. Weapons
- EATER
Agility Pack
HUNTER
Instinct Nat. Weapons
GATHERER
Alertness Pack
- GATHERER
Instinct
Nat. Weapons
HUNTER
Nat. Weapons Stealth
- GATHERER
Nat. Weapons
Tactics
Note: Remember to account for any Terrain modifiers from step 2 when rolling on this chart.
Herbivore and Omnivore Animal Types:
Eater (Army Ant): Eaters will eat anything they encounter, including characters. Filter (Earthworm): Herbivores that pass their environment through their bodies are
termed filter feeders. Unlike grazers, which move to food, filters move a flow of matter through themselves and filter out the food.
Gatherer (Racoon, Chimpanzee): Gatherers are omnivores that collect and store food.
Grazer (Antelope): Grazers move from food source to food source, often in large groups. Their primary form of defense is usually fleeing danger.
Hunter (Baboon): Opportunistic predators that stalk easy prey. Intermittent (Elephant): Herbivores that do not devote all their time to searching for
food.
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CARNIVORE CHART:
0 + + + +
0 KILLER
Stealth Tactics
CHASER
Pack Tactics
KILLER
Agility Nat. Weapons
SIREN
Charm Reach (X)
SIREN
Charm Nat.Weapons
- TRAPPER
Stealth Tactics
CHASER
Agility Nat. Weapons
CHASER
Nat. Weapons Pack
POUNCER
Agility Tactics
- KILLER
Nat. Weapons
Stealth
POUNCER
Pack Nat. Weapons
CHASER
Agility Stealth
- SIREN
Instinct
Nat. Weapons
TRAPPER
Reach (X) Stealth
- POUNCER
Instinct Tactics
Note: Remember to account for any Terrain modifiers from step 2 when rolling on this chart.
Carnivore and Scavenger Animal Types:
Carrion-Eater (Vulture): Scavengers that wait for all other threats to disperse before beginning feeding.
Chaser (Wolf): Animals that kill their prey by attacking and exhausting it after a chase.
Hijacker (Lion): Scavengers that steal the kill of others through brute force or weight of numbers.
Intimidator (Coyote): Scavengers that establish their claim to food by frightening or intimidating other creatures.
Killer (Shark): Carnivores that possess raw killing instinct, attacking in a frenzied manner.
Pouncer (Cat): Pouncers kill by stalking and ambushing their prey. Reducer (Vermin): Reducers are scavengers that act constantly on all available food,
devouring even the remains left by other scavengers. Siren (Venus Fly-trap): Sirens create a lure to attract prey. Usually this lure will be
specific to the species the siren preys on, but some lures are universal. Trapper (Spider): An animal that allows its prey to enter a trap. Generally, any
creature surprised by a trapper is caught in its trap.
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SCAVENGER CHART
0 + + + +
0 INTIMIDATOR
Intimidation
Stealth
REDUCER
Instinct Nat. Weapons
INTIMIDATOR
Alertness Intimidation
HIJACKER
Agility Reach (X)
INTIMIDATOR
Intimidation Tactics
- HIJACKER
Agility
Alertness
CARRION-EATER
Intimidation Pack
REDUCER
Instinct Pack
REDUCER
Alertness Pack
- CARRION-
EATER
Alertness Nat. Weapons
INTIMIDATOR
Intimidation Pack
HIJACKER
Nat. Weapons Stealth
- REDUCER
Instinct Stealth
HIJACKER
Agility Pack
- CARRION-
EATER
Agility Tactics
Note: Remember to account for any Terrain modifiers from step 2 when rolling on this chart.
New Skills: There are some new skills listed on the charts above.
Instinct: This skill is the animal equivalent, and used in similar ways, to character reasoning or knowledge skills.
Pack: Creatures with this skill are used to working as a team to acquire food, and may use this skill in situations where they have more than their skill rank of allied creatures around them. For example, Pack at rank 1 requires 2 more creatures in the pack (3 or more creatures in total) to use this skill effectively. The creature takes a -1 penalty for each missing ally on Pack checks, and a +1 bonus for each extra ally up to double the Pack rating.
Reach (X): This skill represents a creature’s ability to affect zones around it. Define this skill by choosing a speciality, such as Reach (Spit Weapon), or Reach (Tentacle). Using this skill as a weapon allows creatures to attack one zone outside the one they are in, as long as there is no border threshold, whilst other specialisations may allow Manouvers to be performed on distant zones.
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Step 7: Determine Stress Tracks Roll 4dF twice and consult the following results, once for the HEALTH stress track, and once for the COMPOSURE stress track. Natural Armour is a stunt used to reduce hits to the Health stress track, and is only generated once (ie when rolling for the Health stress track).
+4: 16 boxes + 4dF; Natural Armour 4 +3: 11 boxes + 3dF; Natural Armour 3 +2: 8 boxes + 2dF; Natural Armour 3 +1: 6 boxes + 2dF; Natural Armour 2 +0: 5 boxes + 2dF; Natural Armour 2 -1: 4 boxes + 1dF; Natural Armour 1 -2: 3 boxes + 1dF; Natural Armour 1 -3: 2 boxes; no Natural Armour -4: 1 Box; no Natural Armour
If you wish, the Health stress track can be used as a measure of how large the creature is, whilst the Composure stress track can indicate how willing a creature is to see out an encounter. Step 8: Secondary Aspect Decide on another aspect to describe your new animal, perhaps using its behaviour type (step 6) as inspiration. Other sources of inspiration can be the colouring of the animal, its relative size, its temperament, or the planet, continent, or location it is found. Step 9: Fill in Remainder of Skill Slots (if any) Choose from the following list of skills to complete the skill column of the generated animal, ignoring any that have already been selected:
Agility Alertness Brawling Charm Instinct Intimidation Natural Weapons Pack Reach (X) Resolve Stamina Stealth Survival Tactics
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New Mini-Game: The Overview The following mini-game is designed to represent an action packed vehicle chase. One party attempts to reach the exit zones (+4 or -4 on the chart on page 21) whilst the others try to either catch up or disable the target vehicle. It can also represent a race style event. The party being chased, out in front, is called the LEAD. All other vehicles then become the TAIL. In the event that multiple vehicles are allied, the entire group becomes LEAD if one of them is in front. Events that affect a group occur to all allied vehicles of that group. Rules The LEAD vehicle nominally starts at the 0 zone, with the TAIL vehicle -1 zone back. Optionally, if there are more TAIL vehicles, string them out back 1 per zone behind (-2, -3, etc) to represent delayed backup. If there are multiple LEAD vehicles, start them all on the 0 zone. Alternatively, you can let each allied group roll 4dF and place them that way. Each vehicle takes one action, starting with the LEAD. Vehicles with multiple PCs in them may take one additional action after the first (total 2 actions). After all vehicles have acted, the GM (or the players) rolls 4dF and consults the Chase Events Table (see below) applying the resultant effect, if any. Play continues until one of the following conditions is met:
All LEAD vehicles reach the exit zones (+4, -4) and no TAIL car is in the same zone for one complete turn. This condition is a win for the LEAD.
All TAIL vehicles are disabled though accumulation of BODY or CARGO stress. This condition is a win for the LEAD.
At least one LEAD vehicle is disabled though accumulation of BODY or CARGO stress. This condition is a win for the TAIL. At this point, the players and GM can decide to switch focus to Personal level combat to continue play, or otherwise narrate the result.
In a race format, the TAIL can become the LEAD, changing the win conditions available.
Vehicle Attributes Informed by the FATE fractal, vehicles have skills, stress tracks, aspects, stunts and Fate Points. Vehicle Skills
ENGINE - a measure of the vehicle's speed capability. This skill limits the maximum zone movement of the vehicle.
DRIVER - the ability of the driver to control the vehicle. This skill can be augmented by PCs.
HANDLING - the stability and handling of the vehicle. BODY - the strength of the vehicle chassis. Used for ramming attacks, and
calculation of the BODY stress track. CARGO - a representation of both the passenger capacity and skill, and payload
capacity. Used to determine CARGO stress track. PCs may intercept damage to CARGO tracks of vehicles they are in to themselves instead of the vehicle.
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Vehicle Stress Tracks BODY stress track length is equal to the BODY skill +2. CARGO stress track length is equal to the CARGO skill +2.
Vehicle Fate Points A vehicle has 2 Fate Points for use invoking aspects for a +2 bonus to a roll, or for a re-roll. PC Stats
PCs in vehicles may provide a bonus to the Vehicle DRIVER attribute if they have an appropriate skill such as Vehicle, as follows:
o PC skill is 1 greater than base vehicle stat: +1 bonus o PC skill is 2 or 3 greater than base vehicle stat: +2 bonus o PC skill is 4 or 5 greater than base vehicle stat: +3 bonus
Only one PC may provide a DRIVER bonus at any time if there are more than one in a vehicle.
PCs may also opt to use their own ranged combat skills instead of the base CARGO rating of the vehicle.
PCs can intercept damage to the CARGO stress track of the vehicle they are in as if they were attacked directly at a +1 damage penalty for choosing to make themselves the target. They may do this before or after any attack is resolved.
PCs are able to spend their own FPs to assist the vehicle they are in, for use invoking aspects for a +2 bonus to a roll, compelling aspects, or for a re-roll.
Actions There are six actions available to vehicles in a chase: Acceleration, Maneuver, Ram Attack, Hide, Dodge, and Passenger Attack. Acceleration - an attempt to pull away from the TAIL, or catch up to the LEAD. This action can only be performed on own vehicle. Roll Driver stat + 4dF against a difficulty of 2 + any obstacle ratings of the zone the vehicle is currently in. On a success < 3, move 1 shift. On a success of 3 or greater over the difficulty, move 1 shift plus an additional +1 shift per difference over 3 up to the maximum (Engine rating) of the vehicle. On a fail, the vehicle doesn't move. Maneuver - an attempt to push back a TAIL or stay in contact with the LEAD. This action can only be performed on other vehicles. Roll Handling + 4dF against a difficulty of 2 minus any obstacle rating of the zone the target is in. On a success < 3, move the target vehicle 1 shift. On a success of 3 or greater over the difficulty, move 1 shift plus an additional +1 shift per difference over 3 up to the maximum (Engine rating) of the target vehicle. On a fail, the target vehicle doesn't move. Ram - trying to run a vehicle off the road and causing Body stress damage. Must be in the same zone as the target vehicle. Roll Body + 4dF against a difficulty of the Target vehicle's Driver rating. On a success, deal the difference in the roll to the target vehicle's Body Stress Track. On a failure, deal the difference in the roll to own vehicle's Body Stress Track.
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Hide - breaking line of sight from other vehicles to aid future actions. Roll Driver + 4dF against a difficulty of 6 minus the number of shifts between the target. On a success, gain a +1 to an action taken next round against that target only (including Acceleration). On a fail, no effect. Dodge - attempting to anticipate incoming obstacles, reducing their ratings. Can only be performed on obstacles moving towards the vehicle. Roll Handling + 4dF against the obstacle rating - 1 per zone (not shifts) away from the obstacle that the vehicle is. On a success, either reduce the obstacle rating by 1, or move it +1 zone at the end of turn. On a fail, no effect. Passenger Attacks - shooting at other vehicles, and causing obstacles. For attacking other vehicles, Roll Cargo skill + 4dF against a difficulty of the targets Handling +1 per zone away from the target. On a success deal the difference in the result as damage directly to BODY or CARGO stress tracks, target's choice. CARGO damage may be intercepted by PCs as above. On a fail, no effect. For causing obstacles, target a zone no more than the vehicle's ENGINE rating away. Roll Cargo skill + 4dF against a difficulty of 2 + the rating of the obstacle being caused. On a success, place an appropriate obstacle in the target zone. On a fail, place a 1dF+2 obstacle in zone ahead of own vehicle. Obstacles Obstacles are rated for the difficulty they present to vehicles in the chase, from street vendors (rating 1) and heavy traffic (rating 2), to dead ends (rating 4) and chasms (rating 5). Obstacle Ratings:
1. Minor obstacles such as street vendors, pedestrians, and light traffic. 2. Ordinary obstacles like red lights, heavy traffic, and rough terrain. 3. Moderate obstacles such as oncoming traffic, thick fog, and traffic jams. 4. Difficult obstacles such as police blockades and dead ends. 5. Major obstacles such as artillery fire, cliffs and chasms
Obstacles caused by the Chase Events Table are 2dF+3 rating obstacles and enter the zones halfway between the LEAD and the nearest exit, or halfway between the LEAD and the TAIL. Obstacles caused by vehicles occur where chosen on a successful passenger attack. Obstacles move 1 zone at the end of each round towards the opposite exit as the direction of the chase. The escape zone closest to the LEAD is considered the direction of the chase, but seeing as Chase Events can change the position of the vehicles, the direction of the chase may also change, changing the direction Obstacles move in the process.
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Chase Events Table Once all vehicles have acted, the GM (or the players) rolls 4dF and consults the Chase Events Table (see below) applying the resultant effect, if any.
0 + + + +
0
DEAD END
Swap positions of LEAD and TAIL
UNSECURED CARGO
Cargo takes +1 damage on
attacks
ROUGH IMPACT
1dF+1 Body
damage to TAIL
DODGE THIS!
Place Obstacle between LEAD
and TAIL
BURNING RUBBER
Move LEAD to closest Exit zone (+4/-4 position)
- ENGINE
TROUBLE Body takes +1
damage on attacks
STALEMATE
No additional effect
PULLING AWAY
LEAD gains
+1 zone
SHORTCUT FOR LEAD
TAIL falls back -2 zones (away
from LEAD)
- “Watch Where You’re Going!”
1dF+1 Body
damage to LEAD
GAINING GROUND
Tail gains +1 Zone
HEAVY TRAFFIC
1dF Body
damage to all
-
SHORTCUT FOR TAIL
LEAD falls back -2 zones
(away from exit)
INTERCEPTION
Place Obstacle between LEAD
and Exit
- GOTCHA!
Move both
LEAD and TAIL into 0 Zone
NOTES:
For events that do not list a target, such as "Engine Trouble" and "Unsecured Cargo", any action that benefits from the event may use the bonus.
Remember, events that affect a group occurs to all allied vehicles of that group.
If the "Dead End" event occurs with an uneven balance in the groups, swap pairs of vehicles until all vehicles in the smallest group have been moved.
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Chase Table All entities in the chase appear on the table below.
NOTE: the above table has been borrowed directly from the main Diaspora rule book, page 126, and where used in this document is not a challenge to the ownership of that Product Identity.
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Sample Vehicles
COMMERCIAL DELIVERY VAN "Lots of Room Inside" "Strengthened Chassis" ENGINE 2 DRIVER 1 HANDLING 2 BODY 3 CARGO 2 +2 = 4 Stunt: Cargo Hauler (+2 Cargo) BODY Stress: OOO OO CARGO Stress: OOO OOO
GOVERNMENT SUV "Standard Issue Black SUV" "Armed Federal Agents" ENGINE 3 DRIVER 2 HANDLING 2 BODY 2 +1 = 3 CARGO 1 +1 = 2 Stunt: Armoured (+1 Body, +1 Cargo) BODY Stress: OOO OO CARGO Stress: OOO O
ARMY HUMVEE "Military 4WD" "Armed and Armoured Passengers" ENGINE 2 DRIVER 2 HANDLING 1 BODY 3 CARGO 2 Stunt: Mounted Machinegun (+2 to Passenger Attacks, and may choose Stress track affected) BODY Stress: OOO OO CARGO Stress: OOO O
EUROPEAN SPORTS CAR "Precision Engineering" "Red Ones Go Faster" ENGINE 4 DRIVER 2 +2 = 4 HANDLING 4 BODY 0 CARGO 0 Stunt: Professional Driver (+2 Driver) BODY Stress: OO CARGO Stress: OO
BIG RIG TRUCK "Long Haul Cargo Master" "Large and Intimidating" ENGINE 1 DRIVER 1 HANDLING 1 BODY 3 CARGO 4 +2 = 6 Stunt: Cargo Hauler (+2 Cargo) BODY Stress: OOO OO CARGO Stress: OOO OOO OO
SPORTS TOURING BIKE "Exposed Passengers" "Light and Nimble" ENGINE 4 -1 = 3 DRIVER 3 HANDLING 3 BODY 0 -1 = -1 CARGO 0 Stunt: Small Vehicle (-1 Engine, -1 Body) BODY Stress: O CARGO Stress: OO
Note: all vehicles also have 2 FP each.
The sample vehicles are obviously for a modern setting, so for a truly sci-fi feel in a Diaspora game, make sure you include some of the following words into your aspects:
"Hover"
"Turbine"
"Manouvering Thruster"
"Nuclear"
"Fusion Reactor"
Etc... Creating your own vehicles is easy: simply divide 10 points between all five stats, choose two Aspects to describe the vehicle, and one Stunt. Stunts normally grant Net +2 in bonuses, unless they are "Dump Stunts" granting a Net -2.
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pen Game License ersion 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) ”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) ”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) ”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use,” “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty- free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copy- right date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Fudge System 1995 version © 1992-1995 by Steffan O’Sullivan, © 2005 by Grey Ghost Press, Inc.; Author Steffan O’Sullivan. FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks. Diaspora © 2009, VSCA Publishing. Authors Brad Murray, C.W. Marshall, Tim Dyke, and Byron Kerr. Diversifying Diaspora © 2011 by Matthew Gooding, Author Matthew Gooding (Reaganstorme at gmail dot com). For purposes of this license, the following things are considered to be Product Identity of their respective owners in addition to anything covered in section 1, above: • All art, layout, characters, “colour” quotations and dialogue, names, and examples.