FATE for Frontier: Mars
Default Skills:
Skill | Equivalent | Specifics |
Athletics | Athletics | No variation |
Brains | Brains | The mental equivalent of Physique, reflecting a generally high-tech setting. My be used in place of mental skills, but only if there are available reference materials and/or well-labelled controls. Of most relevance to characters that do not (yet) have a society-standard education, such as children. |
Burglary | Burglary | Includes electronic security and sensor systems. Allows character to work as a Sensor Operator. |
Contacts | Contacts | No variation |
Engineering | Crafts | Construction/repair of high-tech machinery, electronics, spacecraft and ground vehicles. Allows the character to work as a Ship's Engineer or Sensor Operator. |
Construction | Crafts | Building construction, earthworks, mining, blacksmithing, construction and repair of low-tech machinery such as weaving looms. |
Deceive | Deceive | No variation |
Drive | Drive | Operation of ground-based vehicles. |
Pilot | Drive | Operation of vehicles flying within an atmosphere. |
Ship Navigation | Drive | Direction, steering or operation of out-of-atmosphere craft. Allows a character to work as a Navigator. |
Empathy | Empathy | No variation |
Fight | Fight | No variation |
Investigate | Investigate | Hacking is available as a Stunt. |
Science | Lore | Knowledge of the "hard sciences" such as physics, astronomy, chemistry and biology. To work as a medical doctor or equivalent the character must take Medicine as a Science Stunt. |
Humanities | Lore | Social sciences, history, anthropology, philosophy, law, literature, human geography. |
Notice | Notice | No variation |
Physique | Physique | No variation |
Provoke | Provoke | No variation, but players are encouraged to use roleplay rather than a dice roll. |
Rapport | Rapport | No variation, but players are encouraged to use roleplay rather than a dice roll. |
Artillery | Shoot | Covers vehicle-mounted weapons including ship-to-ship weapons, and heavy military weapons. |
Guns | Shoot | Covers hand-held energy and explosive-powered weapons. |
Primitive Missile Weapons | Shoot | Covers bows, crossbows, catapults, slingshots, slings and thrown missile weapons. |
Stealth | Stealth | Includes knowledge of electronic detection countermeasures. |
Will | Will | No variation. |
You will notice that there is no Resources listed in this table. Resources may be allocated with the other skills, but the results will be handled as a group, not per individual character:
Character Resource Skills | Group Resource Skill |
1-3 Average | Average (+1) |
1 Fair | Average (+1) |
4-11 Average | Fair (+2) |
2-5 Fair | Fair (+2) |
1-2 Good | Fair (+2) |
12 Average | Good (+3) |
6 Fair | Good (+3) |
3 Good | Good (+3) |
Different levels may be combined, e.g. 4 Average + 2 Fair + 1 Good = Good Resources for the group.
Resources will influence the group's ability to obtain and equip their ship and to build and supply their base once they reach Mars. The players may agree, as a group, on a Stunt for the PC group's Resources. This is in addition to all individual character Stunts.
Last edited by Quidnunc, May 21 2019 19:46:27. Secured game article. You most log in to contribute.