Ship template for FATE 3e "Vortex"

For Boston, telecom parties

Category:
transport/conveyance
Description:

Ship Name:

Designer:
Campaign: Gene D.’s Vortex space opera

Aspects

  1. Scale/size (affects starting Aspects, Skill points, Stress), type/class:
    1. Tiny: 1 to 2 crew, such as hang glider, motorcycle, power suit, steed; 1 Aspect, 3 Skill pts. (maximum level — Fair), 1 Stress
    2. Small: 1 to 8 crew/passengers, such as automobile, hover sled, wagon; 2 Aspects, 4 Skill pts. (max Fair), 2 Stress
    3. Medium: 1 to 12 crew, such as truck, fighter and scout craft, light shuttles; 3 Aspects, 7 Skill pts. (max Fair), 3 Stress
    4. Large: 3 to 30 crew, such as cargo ships, gunboats, patrol ships; 4 Aspects, 10 Skill pts. (max Good), 4 Stress
    5. Huge: 10 to 300 crew, such as cruisers, destroyers, frigates, freighters, small space stations; 5 Aspects, 26 Skill pts. (max Great), 5 Stress
    6. Enormous: 100 to 10,000 crew, such as larger capital ships (carriers, battleships); 6 Aspects, 35 Skill pts. (max Superb), 6 Stress
    7. Colossal: 1,000 to 1 million+ crew/passengers, such as colony ships, larger space stations; 7 Aspects, 56 Skill pts. (max Fantastic), 7 Stress
  2. Origin/condition:
  3. Systems:
  4. Customization:
  5. Service record/reputation:
  6. Additional modifications:

Skills/components (see pyramid point totals based on size, experience)

  • Fantastic (+6):
  • Superb (+5):
  • Great (+4):
  • Good (+3):
  • Fair (+2):
  • Average (+1):
  • Skills sublist (and stunts, which may have prerequisites):
    • Ablative Armor
    • Advanced Sensor Suite (Track FTL, Military Sensor Suite)
    • Beam Weapon (Overload, Persistent Effect (from Bulldogs), Point Defense, Split Fire)
    • Cargo Hold (Cargo Pods, Dangerous Cargo Containment, Jettison Plates, Livestock Area, Passenger Quarters, Stasis Pods)
    • Cloaking System (Shroud Generator, Advanced Shroud)
    • Electronic Warfare Suite (Advanced EWS, Broadband Guidance Jamming)
    • Energy Shield (Overload, Radiation Protection)
    • Exotic Weapon (Split Fire, Very Exotic/Repair)
    • Flight Bay (Carrier Bays, Fighter Recovery, Quick Launch)
    • FTL (Transit) Inhibitor (System Blockade)
    • Grappling System (Fighter Retrieval)
    • Hardened Structure (Reinforced Prow)
    • Maneuverability (Afterburner, Atmospheric Entry, Hit & Run, Show Your Better Side)
    • Marine Facilities (Assault Capsules, Assault Marines, Boarding Capsules)
    • Mine Dispenser (Mine Fusillade, Repel Boarders)
    • Mining Equipment (Precision Mining, Processing Facility, Salvage)
    • Plasma Weapon (Overload, Split Fire, System Suppression/Nonlethal)
    • Projectile Weapon (such as guns, missiles; Anti-Fighter Barrage, Autoloader, Guided Missiles, Indirect Fire (from Bulldogs), Point Defense, Rapid Fire, Split Fire)
    • Protected Crew Stations
    • Reflective Armor (vs. beam weapons only)
    • Repair System (Auto Repair, Repair Drones)
    • Salvage System (Mining, Patch It Up, Salvage Alien Technology, Salvage Hazardous Items)
    • Ship Systems (includes communications, computer, crew quarters, engineering, escape system, life support, med bay, sensor suite; Stunts: Advanced Med Bay, Enhanced Communications, Hardened Systems, Knowledge Base, Reactor Shielding, Research Computer, Sensor Probes, A.I. Autopilot, Long-Term Life Support)
    • STL (slower-than-light) Propulsion, see also Maneuverablity — Speeds:
      • Terrible (-2): 1 AU per year (1 Astronomical Unit is about 150 million kilometers or 93 million miles from Terra to Sol; escape velocity, early 21st century Terran tech)
      • Poor (-1): 1 AU per month (at ~1G acceleration, most Terran technology at time of First Contact)
      • Mediocre (0): 1 AU per week (most smaller ships at First Contact)
      • Average (+1): 1 AU per Terran day (plasma drive, Appomattox)
      • Fair (+2): 1 AU per Terran hour (Blackbird, Gryphon/Pina Colada)
      • Good (+3): 3 AU per hour
      • Great (+4): 5 AU per hour (Earth to Jupiter; Star Trek Impulse speed)
      • Superb (+5): 10 AU per hour
      • Fantastic (+6): 50 AU per hour
      • Epic (+7): 100 AU per hour (Sol system diameter = 80 AU)
      • Legendary (+8): up to 1k AU per hour (see also light speed below)
    • Targeting Computer (Pinpoint Targeting)
    • Torpedo Launcher (includes some missiles; Torpedoes Away)
    • Transit (faster-than-light) drive (Blind Jump, Overdrive) — Speeds:
      • Terrible (-2): Light speed (c; 1 light year per year, or 10 trillion km/6 trillion miles/63,241 AU)
      • Poor (-1): 1 ly per month (Earth is 8 light-minutes from Sol)
      • Mediocre (0): 1 ly per week (most smaller ships in “Vortex”)
      • Average (+1): 1 light-year per Terran day (Appomattox)
      • Fair (+2): 2 ly per day
      • Good (+3): 1 parsec (3.26 ly) per Terran day (Venture, Blackbird)
      • Great (+4): 1 ly per hour (8 pc/day; most Star Wars ships)
      • Superb (+5): 1 pc per hour (78 ly/day; most Star Trek ships)
      • Fantastic (+6): 10 pc per hour (wormholes)
      • Epic (+7): 100 pc per hour (Warp 4 in Star Trek, the Millennium Falcon’s hyperdrive)
      • Legendary (+8): 1 kpc per hour (Stargates, Warp 8+; Sol is 30 kpc or 100 kly from the core of the Milky Way Galaxy)

Stunts:

  • Refresh (Fate points left):

Status (based on hull size):

  • Structural Stress:
  • Systems Stress:
  • Consequences (from Diaspora: Minor -2, Major -4, Severe -6, Extreme -8):
  • Maintenance Record/Repairs:
Bio:

Image links/deck plan:

Inspired by/similar to:

Other vehicles carried:

Service history:

Current crew and passengers:

  • Captain:
  • First officer:
  • Pilot/astrogator:
  • Engineer:
  • Medic:
  • Scientist:
  • Gunner:
  • Diplomat:
  • Marine:
  • Robot:
  • Other roles:

Ship template for FATE 3e "Vortex"

Vortex GeneD5