A couple of weekends ago I picked up the Solar System RPG from
Arkenstone Publishing. At first I wondered, What in the world is this? But I finally got the hang of things after actually giving the game a whirl and poring over the original Shadow of Yesterday rules for clarification.
Anyways, I've long been wanting to run a Robotech/Macross game and have been putting effort in a FATE/Starblazer Adventures conversion. I love FATE 3.x. It's one of my go-to systems. After grokking Solar System (tSoY) it really seemed that the series could be emulated with even less effort.
Here's what I've got so far:
Solar System Mecha
- Treat as Effects
- Character Secrets can be used to power abilities that mecha provide
Character Abilities
- Mecha Pilot (Reason)
- Mecha Weapons (Instinct)
Missiles and Guns
- Are their own Effects attached to the mecha
- Examples: GU-11 2, Missiles 2
Mecha as Effects
- When a mecha's Effects (Veritech 3, for example) are used up it is immobile/inoperable.
- Damage is not tracked at the mecha level. Remains on the pilot's stress track
Mecha Scale
- Man to Mecha: -3
- Mecha to Mecha: +-0
- Mecha to Ship: -3
- Rolling against a lower scale does not count toward transcendence
Mecha Secrets
- Sensors (Reason): Adds 1 bonus die to Tracking, Jamming, Communication actions.
- 57 [controls] to be exact: For 1 Instinct point can use the mecha ability Transform along with another ability as one action. Prerequisite: Mecha Pilot 1
- Fokker's Feint: (2 Reason) You can maneuver a Veritech better than almost anyone else making you an elusive target. For each success vs. the enemy, one penalty die is assessed to their next action. Fokker's Feint also counts as defense. Since this is an extremely difficult maneuver, failure can place you into a more perilous position. For each success the enemy wins by a penalty die is assessed to your next maneuver. Prerequisite: Mecha Pilot 3
Mecha Abilities
- Transform 1: This is a simple action that can be used to build dice as part of a parallel action or can be tapped with the 57 [controls] to be exact secret.
Weapon Secrets
- Smart Missile: The next round, after a miss, the missiles attack again on their own but with an additional penalty die.