TEXT:  
   
  1 
   
  
  INTRODUCTION 
  Vice President Nathan Wolf has launched a coup, bringing together traitorous soldiers, corporations, and 
  individuals, as well as hired mercenaries to take control of our great nation. Now in America freedom is dead. 
  Television is nothing but pro-Wolf propaganda, armed soldiers walk the streets, and the common people 
  wonder what can be done. But all is not lost. The President and other staff members are ready to fight back, 
  using their Executive Power Suits, armed to the teeth and ready to restore freedom to America! 
  This is a simple, silly game for rip-roaring action starring the President of the United States of America. I might 
  as well come out and say that the main inspiration for it was a Japanese-only Xbox game called Metal Wolf Chaos, 
  and you should at least watch some YouTube videos because you need at least some of that amazingness in 
  your life. Layered on that is some big dumb action movie stuff, and preferably quips worthy of Arnold 
  Schwarzenegger at his most pun-heavy. Combine action like in Metal Wolf Chaos or a Mounty Oum video with 
  dialogue from Running Man or Total Recall, and you’re about in the intended territory. 
  PREPARING TO PLAY 
  To play you’ll need paper, pencils, and six-sided dice.* Music that is patriotic and/or rockin’ is encouraged but 
  not required. (“Hail to the Chief” is all but mandatory though.) One person will be the Game Master (GM for 
  short), and the others (I suggest 2-5) will be the players. Get together for a few hours, and have fun collaborating 
  on a story with lots of explosions. Lots. 
  CREDITS 
  Written and Designed by Ewen Cluney (©2015) 
  Artwork by Kyle S. Shaezer (http://rocketpunchriot.tumblr.com/) 
  Playtesters: Grant Chen, Dave Empey, Matt Leonard, Aaron Smith, Jono Xia, Sushu Xia 
  Dedicated to Monty Oum (1981-2015) 
  The Fate Core font is © Evil Hat Productions, LLC and is used with permission. The Four Actions icons were 
  designed by Jeremy Keller. 
  Special thanks to Marshall Miller, Steven Savage, and D. Brad Talton. 
  This game was made possible through the generous support of the following Patreon donors: 
  M. Alan Thomas II, Lester Cruz, Monkeeman, C. Ellis, Stew Wilson, redfilter, Michael Stevens, Dawn and Ella, 
  Brian Allred, David Starner, Travis B., Sydney Bridges, Veav, Bennett Jackson, Lester Ward, Ninjatrollet, 
  Ironicus, Will, Stefan Feltmann, Ian Herbert, Kristi Desinise, Paul Arezina, Carly H, Clay Gardner, ARBco, 
  Raechel Coon, Emong, Adam M. Coleman, Matthew, Joshua, Guillaume Carré, Brandon Metcalf, td gam, Max, 
  Joshua Bailey, J.Walton, Phoebe Zeitler, Carl Rigney, Todd Zircher, Dustin Cooper, Chris Chambers, Dave 
  Taue, Matthew Caulder, Sue Mewhiney, Ben Lehman 
   
   
   
  * For the full effect, the dice should be red, white, and blue. 
  2 
   
                                                        
  
  HEROES GATHER 
  Each player creates a hero. One of you will be the President, and the rest will be various Cabinet members and 
  others from around the White House. 
  First pick someone to be the President. If more than one player wants to be President, it’s time to hold a 
  miniature election. Each player who wishes to campaign for the office gives a brief (not more than a few 
  minutes) campaign speech. When everyone’s done, you simply count to three, and on three everyone points at 
  the player they want to be President. Whoever gets the most votes is the winner, and in the case of a tie the 
  GM pretends to be the Supreme Court and picks a winner. 
  OFFICE 
  All of the non-President players at least get to have official positions. Below is a non-exhaustive list of possible 
  positions. See p. 5 for a more detailed table of possible offices. 
  • 
  Administrator of the EPA 
  • 
  Attorney General 
  • 
  First Lady (or Gentleman) 
  • 
  National Security Advisor 
  • 
  Postmaster General 
  • 
  Secretary of Agriculture 
  • 
  Secretary of Commerce 
  • 
  Secretary of Defense 
  • 
  Secretary of Education 
  • 
  Secretary of Energy 
  • 
  Secretary of Health and Human Services 
  • 
  Secretary of Homeland Security 
  • 
  Secretary of Housing and Urban Development 
  • 
  Secretary of Labor 
  • 
  Secretary of State 
  • 
  Secretary of the Interior 
  • 
  Secretary of the Treasury 
  • 
  Secretary of Transportation 
  • 
  Secretary of Veterans Affairs 
  • 
  Speaker of the House 
  • 
  Surgeon General 
  • 
  Trade Representative 
  • 
  White House Chief of Staff 
  • 
  White House Dog/Cat 
  NAME 
  Give your hero a suitable name. Today Americans come from every nationality imaginable, and politicians have 
  kind of weird names anyway, so don’t hold back! 
  AGE 
  Pick your hero’s age. Remember that you have to be at least 35 to be President. 
  GENDER 
  Note down your hero’s gender. 
  RACE/ETHNICITY 
  Write down your hero’s race/ethnicity. It shouldn’t matter to whether you can get elected, but… well… 
  HOME STATE 
  Note down which state in our great nation your hero hails from. 
  BACKGROUND 
  Write down in a handful of words what your hero did before they got where they are today, and what law 
  school they went to. 
  POLICIES 
  Note down one or more of your hero’s policies. Let’s not be too political though; this is a really silly game. 
  3 
   
  
  THE PRESIDENT IS DEAD?! 
  An alternate, darker way you can handle things is to kick off the game with the news that the President has 
  been assassinated. The Heroes are thus all other staffers, and one of them will have to become the new President 
  on short notice. It’s up to you to decide whether they pilot the previous President’s power suit or use their own. 
  UNDER SIEGE 
  We open with a scene of the President and staff meeting in the White House to discuss some everyday matter. 
  An aide staggers into the room, and manages to gasp, “Sir, you should see the news…” before collapsing and 
  expiring, having been shot several times. 
  On ANN (the American News Network), reporter Frank Howitzer is reporting from the field. 
  “I’m here live from Pennsylvania Avenue, where the Army’s 101st Mecha Division is closing in on the White House, to arrest the 
  treasonous President and the cabinet. Vice President Nathan Wolf has reluctantly taken control of the United States, and has 
  reassured us that America is in good hands.” 
  The party foisted Nathan on the President during the election, and he’s been increasingly aloof and 
  argumentative of late. It turns out he was up to no good! Maybe his goatee should’ve been a tip-off? 
   
   
   
  4 
   
  
  OFFICES AND PRESIDENTIAL SUCCESSION 
  The table below delineates each office in the presidential line of succession, each with a brief description. 
  Congress extended the list in 1968 and again in 1986, resulting in a much longer and sillier line of succession, 
  and some dubious twists and turns later in the list. 
  d66 
  Office 
  Description 
  11 
  Speaker of the House 
  The head guy (or gal) of the House of Representatives 
  12 
  President pro tempore of the 
  Senate 
  The head guy (or gal) of the Senate when the Vice President isn’t 
  around. With Wolf up to his shenanigans it’s your time to shine! 
  13 
  Secretary of State 
  Heads up the Department of State, dealing with foreign affairs. 
  14 
  Secretary of the Treasury 
  Acts as the President’s main economic advisors and heads up a bunch 
  of money-related government agencies. 
  15 
  Secretary of Defense 
  Or “SecDef” for short, head of the Department of Defense and just 
  below the President in the chain of command. 
  16 
  Attorney General 
  Not particularly military (except that one guy), the A.G. heads up the 
  Department of Justice and advises the President and cabinet on 
  matters of law. 
  21 
  Secretary of the Interior 
  Head of the Department of the Interior, which oversees agencies that 
  do stuff dealing with the land, like the U.S. Geological Survey and 
  National Park Service. Ironically not found indoors as much as you’d 
  think. 
  22 
  Secretary of Agriculture 
  Head of the USDA, manages all kinds of stuff relating to forestry, 
  farming, food safety, food stamps, etc. Good to have around if you’re 
  a fan of eating food. 
  23 
  Secretary of Commerce 
  In charge of the Department of Commerce, and generally deals with 
  promoting and developing business stuff. 
  24 
  Secretary of Labor 
  Head of the Department of Labor, and deals with stuff concerning 
  workers’ rights, unions, etc. The Secretary of Commerce and Labor 
  was split in two in 1913. Theodore Roosevelt ran the chainsaw 
  himself. 
  25 
  Secretary of Health and 
  Human Services 
  Runs (you guessed it) the Department of Health and Human 
  Services, and deals with health, welfare, and income security. 
  26 
  Secretary of Housing and 
  Urban Development 
  Head of the Department of Housing and Urban Development. On a 
  mission to “to increase homeownership, support community 
  development and increase access to affordable housing free from 
  discrimination.” 
  31 
  Secretary of Transportation 
  In charge of the Department of Transportation, tasked with 
  developing transportation in the US, including running the FAA, 
  Federal Highway Administration, and that secret underground train. 
  32 
  Secretary of Energy 
  Head of the Department of Energy, which deals with energy 
  production and regulation, and only occasionally produces 
  radioactive superpowered mutants. 
  33 
  Secretary of Education 
  Runs the Department of Education, which sets education policy. 
  Also carries a branch from the Tree of Knowledge. 
  34 
  Secretary of Veterans Affairs 
  Heads up the VA, and is usually a veteran themselves. Handles health 
  care, benefits, memorials, and cemeteries for veterans, some better 
  than others. 
  35 
  Secretary of Homeland 
  Security 
  The newest cabinet position (and thus subject to hazing), and head 
  of the DHS. Runs a bunch of agencies formerly under other 
  departments intended to keep America safe. 
  5 
   
  
  36 
  First Lady (or Gentleman) 
  The President’s significant other, lacking official power but 
  traditionally very active politically. 
  41 
  National Security Advisor 
  Advises the President on matters of national security. Some of these 
  names are more straightforward than others. 
  42 
  White House Chief of Staff 
  An important assistant to the President who manages the White 
  House’s affairs and the President’s schedule, negotiates with 
  Congress, and generally does lots of important stuff. 
  43 
  Trade Representative 
  Helps develop trade policy, conducts trade negotiations, that kind of 
  thing. 
  44 
  Surgeon General 
  Head of the Public Health Service Commissioned Corps, and an 
  advocate for public health. Not all that militaristic (except that one 
  guy). 
  45 
  Postmaster General 
  The head of the U.S. Postal Service, and keeper of Benjamin 
  Franklin’s Lightning Keys. Not at all militaristic (except that one guy, 
  who wanted all of the General titles, but Roosevelt punched him in 
  the face). 
  46 
  Administrator of the EPA 
  Head of the Environmental Protection Agency, tasked with 
  enforcing environmental regulations so that we have clean-ish air and 
  water. 
  51 
  Hulk Hogan 
  Per the Real American Act of 1993, professional wrestler Hulk 
  Hogan has a place in the line of succession. If he is unavailable, 
  Oprah will take his place. 
  52 
  Miss America 
  An amendment to that same act also added the current Miss America 
  beauty pageant winner to the list. 
  53 
  Mr. America 
  A further amendment also added the Mr. America bodybuilding 
  pageant winner to the list, to avoid discrimination. 
  54 
  Best Actor/Actress 
  The winner of that year’s Academy Award is also in line. 
  55 
  Poet Laureate 
  Although poetry is not as prominent in American culture as it once 
  was, from Robert Frost onward the Poet Laureate has been in the 
  line of succession. 
  56 
  White House Chief Usher 
  After years of experience in ushing, the Chief Usher now manages 
  the day to day affairs of the White House. 
  61 
  White House Doorkeeper 
  Guards the doors of the executive mansion, especially that one red 
  door in the basement. 
  62 
  White House Gardener 
  In charge of maintaining the foliage around the White House, 
  including the Rose Garden and the President’s secret topiary. 
  63 
  White House Pet* 
  John Adams had a pet dog named Satan† who slipped the Presidential 
  pets into the line of succession by cleverly editing the text of a trade 
  tariff bill. 
  64 
  White House Executive 
  Chef 
  In charge of planning and preparing meals for the First Family and 
  their guests. Must be able to make the perfect crème brulee. 
  65 
  First Children 
  The President’s children share a spot near the end of the line of 
  succession, but only get to pilot their power suit if they finish their 
  homework. 
  66 
  White House Chief 
  Calligrapher 
  Designs and implements social and official documents for the White 
  House. And you thought John Hancock had fancy handwriting. 
  * If you play the White House Pet, you may want to say the character has some kind of device to allow them human speech. 
  † In real life. I am not making this part up. 
  6 
   
                                                        
  
  SUIT UP! 
  Humanoid vehicle technology has existed in various forms since Yellow Dragon suits of the Tang Dynasty in 
  China. The U.S. military has only made limited use of them until about 10 years ago when mecha divisions 
  became commonplace. Before that, however, was Project Icon. During World War II, the Office of Strategic 
  Services conducted a secret military research project that unearthed Masonic technology that could artificially 
  enhance the symbolic power of a machine, though it had to reach a certain minimum threshold of 
  anthropomorphism. Thus Project Icon machines used the otherwise neglected humanoid vehicle technology,* 
  and FDR took the field personally in his Project Icon power suit, the New Death Dealer,† and ultimately 
  defeated Hitler personally in a duel on the streets of Berlin. 
  In 1958 Project Icon was moved to DARPA,‡ which further refined the technology, and then to the State 
  Department in 1968. Since then every U.S. President has had a distinctive personal power suit made in time for 
  Inauguration Day, such as Reagan’s Rawhide-01, Clinton’s Strike Willy, and Obama’s Hopechange X-8. The 
  current President took the unique step of having the Vice President and various cabinet members also receive 
  Project Icon power suits, in the hopes of them being better able to help with public relations and in case of 
  terrorist attacks. 
  With an imminent threat, the time has come for the President and the available cabinet members to go to the 
  secret bunker underneath the White House and suit up! Each player now defines their hero’s power suit. 
  Obviously it bears the seal of their office, but you’ll need to define it from there. Pick one Main Weapon, 
  Mobility Pack, and Special Hardware. The President also gets to pick a second of one of these. The bullet points 
  below are examples of possibilities, but you are of course welcome to come up with your own. Leave the 
  Freedom Drive Power blank for now. 
  MAIN WEAPON 
  This is the power suit’s primary weapon. You will be able to engage in hand-to-hand combat and potentially 
  grab other weapons on the fly, but this will be your primary and most powerful offensive option. 
  • 
  AL-16 “Freedomizer” Assault Laser 
  • 
  Delan-06 Miniguns 
  • 
  F-2001 Hydraulic Fracker 
  • 
  Franklin Industries M-100 “Benjamin” Money Cannon 
  • 
  J-54 “Alamo” Heavy Cannon 
  • 
  O-99 “Fat Man” Flak Cannon 
  • 
  P-85 “Duke” Monofilament Blade 
  • 
  R-9 “Equalizer” Railgun 
  • 
  RL-76 “Liberator” Rocket Launcher 
   
   
  * And, although it goes without saying, cutting edge Tesla technology. 
  † Presidential power suits are traditionally around 10 to 20 feet tall, LBJ’s Landslide-64 (which stands 64 feet tall) being a 
  notable exception. 
  ‡ Originally “Design And Repair of Presidential Armor.” 
  7 
   
                                                        
  
   
  Figure 1: The Secretary of Education's C-2000 Common Core Unit 
  8 
   
  
  MOBILITY PACK 
  Your power suit can of course walk, run, jump, and climb better than a human, but it also has a set of hardware 
  that allows it another form of mobility. 
  • 
  Frack-99 Tunneling System 
  • 
  H-4500 “Black Hawk Up” Helicopter Flight Pack 
  • 
  NASA “Challenger” Jet Flight Pack 
  • 
  Owens S-22 High Speed Mode 
  • 
  Seawolf P-45 Subaquatic Movement System 
  • 
  Tornado Alley Wind Turbine 
  • 
  UltraChief-77 Rail Riding System 
  • 
  Washington-76 Eagle Wings 
  SPECIAL HARDWARE 
  Finally, it has an additional special feature, which is not a weapon or method of movement, but which is 
  beneficial in other ways. 
  • 
  Backscatter Scanner 
  • 
  Cold Fusion Reactor 
  • 
  Insta-Crop Rapid Growth Seeder 
  • 
  EMP 
  • 
  Force Field 
  • 
  Holographic Camouflage 
  • 
  Patriotic Fireworks 
  • 
  Speechifying Loudspeaker 
  • 
  Veto Cannon 
  SUIT NAME 
  Finally, give your power suit a name. String together some words based on your hero’s policies, campaign 
  slogans, office, etc., and mix in some stuff that conjures up images of destruction and military hardware. 
  • 
  Bell XM-1 Liberty Sentry 
  • 
  C-2000 Common Core Unit 
  • 
  Department of JusticeTron 5000 
  • 
  E-59 “Monkeyman” Evolved Assault Mech 
  • 
  Mech Force One 
  • 
  Soaring Eagle 
  • 
  T-9 SuperChief RailMech 
  • 
  Tesla-456 Cold Fusion Mech 
  Each player then introduces their hero’s power suit to the rest of the group, explaining what it looks like and 
  describing the scene of their hero getting in and heading out to fight the enemies that are gathering around the 
  White House. Different suits have distinctive launch methods, from the military launch chute from the top of 
  the White House to the elegant and operatic elevator in the rose garden. 
  9 
   
  
  HOW TO BLOW STUFF UP 
  This game is based around a conversation. The GM and players talk and establish what’s happening, and when 
  it seems appropriate you roll dice to see what happens.* The rules don’t cover things like turn order, and instead 
  characters should act in whatever order makes sense (within the game’s rather silly setting). 
  First, decide on the heroes’ overall objective. The GM sets a number of Success Points they need to achieve it. 
  For a short scene this should be around 3-5 points per hero, and for an epic battle it can be as many as 10 per 
  hero. When a hero takes action towards achieving their objective, they take the following steps: 
  1. Assets: Get a die for your power suit, plus a die for each aspect of your suit you are able to use in the 
  current situation. 
  2. Risks: The GM may assign one or more Risks to your action. You will need to assign dice to the risks 
  to keep them from coming true. You can also voluntarily risk aspects of your suit to roll additional 
  dice. 
  3. Roll and Assign Dice: Once you’ve rolled the dice, keep them facing how they rolled and assign them 
  among Objectives, Risks, Freedom, and Explosions. The table below shows what different die rolls 
  represent for each one. If you don’t assign any dice to something, we treat it as though it got the worst 
  possible result. Also, mark down a point of Stress for each die that comes up a 1. 
  4. Interpret the Situation: Now that you’ve got dice set for each of the required things, it’s time to figure 
  out what actually happens. The tables below list how you interpret different dice results for each thing 
  you can assign them to. 
  OBJECTIVES 
  12 You do not make any progress towards your objective. 
  34 You make some progress towards your objective. Get 1 Success Point. 
  56 You make substantial progress towards your objective. Get 2 Success Points. 
  RISKS 
  12 The risk comes true in a big way. If it’s a suit aspect it takes Major damage. 
  34 The risk is mitigated. If it’s a suit aspect it takes Minor damage. 
  56 You emerge unscathed! 
  FREEDOM 
  12 Though some people start to rise up, they are unable to help. 
  34 There are stirrings of patriotism. America gets 1 Freedom Point. 
  56 People rally behind you and cheer out loud! America gets 2 Freedom Points. 
  EXPLOSIONS 
  12 Some unimportant stuff explodes. But it still looks cool at least! 
  34 You make a bunch of stuff explode and it looks awesome! Get 1 Explosion Point. 
  56 Tons of things just plain explode for no apparent reason! Get 2 Explosion Points. 
  In the rare cases when you’re trying to do something other than blow stuff up, roll a die for yourself, and a die 
  for each aspect of your hero you are able to use, and do the rest like usual. 
   
   
  * To put it another way, in that respect it’s a lot like Apocalypse World. 
  10 
   
                                                        
  
  STRESS 
  Stress is a measure of a hero’s accumulated damage to their suit and their psyche, and accumulating too much 
  Stress can damage your power suit’s systems. 
  A hero takes a point of Stress any time one of their dice comes up a 1. The GM may also assign 1 to 3 points 
  of Stress to represent the adverse effects of being under enemy fire, especially if this is happening when the 
  player isn’t rolling dice. A hero who accumulates 6 Stress takes damage and then erases all of their current Stress. 
  DAMAGE 
  There are two levels of damage: Minor and Major. When a suit aspect takes Minor damage, mark the first box 
  next to it. When it takes Major damage, mark the second box (or both boxes if something calls for a suit aspect 
  to go straight to Major damage). Accumulating 6 Stress causes a suit aspect of the player’s choice to take Minor 
  damage, but a suit aspect that already has Minor damage that gets damaged again suffers Major damage. A 
  damaged suit aspect is out of commission (regardless of whether it’s Minor or Major), and you can’t use it to 
  get dice when you try to do things. 
  If a hero is rolling a die for the Risk of a suit aspect being damaged, a 1-2 causes Major damage, and a 3-4 
  causes Minor damage. 
  A suit’s Freedom Drive system can take damage, but only if it’s already been activated at least once and all of 
  the other suit aspects have already taken Major damage. If there are no available suit aspects without Major 
  damage, the next time the suit takes damage the suit itself takes the damage, and will be disabled. At that point 
  they are suitless for the time being, and will need to figure out how to repair or replace it. 
  REPAIRS 
  At the end of each scene a hero can remove either 3 points of Stress or one instance of Minor damage 
  automatically. 
  Heroes can also potentially get their suits fixed—including removing Major damage—by doing something 
  special to make it happen. If they raid a secret compound for parts or rescue a genius power suit designer and 
  can spare some time, they can potentially remove all of their damage and Stress, but the enemy will be moving 
  while they’re idle… 
  TEAM ATTACKS 
  When two or more heroes work together, they can devise a Team Attack. The heroes in question must devise 
  some means for them to combine their efforts, and give it a cool name. In game terms, they make a single roll, 
  pooling their Assets together, but sharing in whatever Dangers the roll involves. 
   
   
  11 
   
  
  FREEDOM POINTS 
  As you get more Freedom Points (by assigning extra dice to Freedom), the country will swing more to your 
  side, against Nathan Wolf. At certain thresholds of Freedom Points you’ll be able tap into allies to roll additional 
  dice and such. Freedom Points apply to America in general, so getting more of them benefits all of the heroes. 
  America’s Freedom Level starts at zero. For each level, the heroes need to accumulate a number of additional 
  Freedom Points based on the number of players in the game. FP that went into previous levels don’t count 
  towards this total. 
  For Example: You’re playing with 3 players. To reach level 1 takes 6 Freedom Points. To reach level 2 takes 
  another 12 FP (or 18 total). 
  Freedom 
  Level 
  Freedom Points 
  to Level Up 
   
  Freedom Effect 
  1 
  Players × 2 
  Americans are starting to show their discontent at the state of things. Once 
  per scene the President can roll an additional Asset die from their aid. 
  2 
  Players × 4 
  Americans begin quietly sabotaging the enemy and helping you. Once per 
  scene each hero can reroll one die. 
  3 
  Players × 6 
  Allies install one new feature in each of the heroes’ power suits! 
  4 
  Players × 8 
  The news is finally back on your side, and ANN starts slavishly praising 
  your team for Taking Freedom Back. Each hero can use ANN as an Asset 
  die once per scene. 
  5 
  Players × 10 
  The American People are now fully behind you. You can use The 
  American People as an asset die for every single roll you make. 
  EXPLOSION POINTS 
  Whenever you get Explosion Points it’s because things are exploding! You’re causing all kinds of property 
  damage, but it’s in the name of restoring Freedom to America. Each hero tracks their Explosion Points 
  separately, and you can’t give them to someone else. Also, you can’t have more than 6 at a time. You can, 
  however, spend 6 Explosion Points to go Full Patriot. 
  When you go Full Patriot, you use your power suit’s Freedom Drive* to unleash incredible power against your 
  foes. America immediately gains 2 Freedom Points, and you roll an additional 3 dice for the Freedom Drive’s 
  effects, but there is always a Risk of losing one of your power suit’s features. Also, you cannot assign more than 
  one die from a roll made with a Freedom Drive to Explosion Points. 
  The Freedom Drive is a mysterious device however, and even the suit’s pilot doesn’t know what it does. When 
  you go Full Patriot for the first time, the GM and each of the other players each contribute one word to the 
  name of the device, and you will have to figure out how to actually use it. Write it down under “Freedom Drive 
  Power.” From there on Schrodinger’s Box is open and you know what it does. 
   
   
   
  * Which is based on designs sketched on the back of the Declaration of Independence. 
  12 
   
                                                        
  
   
  Figure 2: The First Lady's power suit is now a part of the permanent collection of the Smithsonian's National Museum of American History. 
  13 
   
  
  OPERATION EXPLOSIVE FREEDOM 
  The game unfolds in a series of scenes in which the President and the staff fight their way through countless 
  obstacles before they arrive at the Fight House* to take on Nathan Wolf. How many scenes you should have 
  depends on the pace you set and how long you plan to play the game. You could do a shorter one-shot that 
  lasts three scenes, or a mini-campaign spanning a dozen or more. 
  ESCAPE THE WHITE HOUSE 
  The heroes’ first objective is to escape the White House, despite the 101st Mecha Division closing in on them. 
  They will have to decide on an escape route; I recommend looking up a map of the National Mall and the 
  White House to get a better idea what it’s like. Here are some possible escape routes: 
  • 
  Protect Air Force One long enough for it to fuel up, and then fly out. 
  • 
  Cross the National Mall to the Washington Monument, and activate its secret rocket functions to 
  escape. 
  • 
  Make for the Potomac River to make an aquatic escape. 
  • 
  Head for the nearest DC Metro station and escape underground. 
  • 
  Something else? 
  Accomplishing this will require a total of 4 Success Points per hero. Coming at the heroes are: 
  • 
  Several M-209 Ground Assault Mecha 
  • 
  Two M-800 “Roosevelt” Heavy Assault Mecha 
  • 
  Several hundred foot soldiers 
  • 
  A squadron of assault helicopters 
  • 
  General McNaughton in her custom “Hellpig” mecha 
  QUIP BONUS 
  At the end of each scene, the GM gives the player who had the best one-liner a bonus of 1 Explosion Point. 
  NEWS REPORTS 
  Between each scene there is a news report. So long as ANN is still spewing Wolf’s propaganda, these will be 
  blatantly skewed, painting the President and anyone Wolf is persecuting as vile traitors, and anyone taking 
  Wolf’s side as patriotic heroes. Thanks to Wolf’s arrogance these reports will reveal quite a bit of information 
  though, and provide the heroes with the clues they need to decide where to go next. As time goes on they’ll 
  also acquire allies who can provide them with more detailed intelligence. 
  I recommend kicking things off with ANN reporting on the Luxor Beam (from “What Happens in Vegas Kills 
  in Vegas”): 
  “President Nathan Wolf has announced the activation of the Luxor Beam, a new energy weapon located in Las Vegas, which will 
  allow America to defend herself against rebels and other threats to her sovereignty hiding in the desert and beyond. Even now, 
  traitors still loyal to the former President are in the Luxor Beam’s crosshairs! Let’s all thank President Nathan Wolf for saving 
  America from tyranny! Repeat after me, the loyalty oath…” 
   
   
  * Not a typo. But you probably guessed that already. 
  14 
   
                                                        
  
  FURTHER SCENES 
  After each news report, the heroes will decide what course of action they’re going to take towards liberating 
  America. Let the players role-play their heroes confronting the situation, and have them start rolling, bringing 
  in whatever Objectives and Dangers seem appropriate. The following are some suggestions for possible scenes. 
  You probably can’t use all of them, so use what flows naturally from the heroes’ actions and what seems fun 
  to play out. 
  What Happens in Vegas Kills in Vegas 
  Continuing a general trend of diabolical mad science, the coup forces have taken over a pyramid-shaped casino 
  in Las Vegas, converting it into a terrible fortress topped with the Luxor Beam, an incredibly powerful beam 
  weapon capable of spreading destruction for hundreds of miles around. 
  Remember the Victory 
  Sailors aboard the USS Victory, currently docked at the coast, have managed to get a message to the President 
  that they are ready to stage a mutiny against their traitorous captain, but they need backup to keep the other 
  coup forces from closing in and wiping them out. It will be a race against time to take down the enemy battleship 
  before it can sink the friendly aircraft carrier! 
  The Golden Gate Cannon 
  Wolf has put the city of San Francisco, a hotbed of political rebellion, under siege. The heart of his iron-fisted 
  control is the Megatank that currently sits on the Golden Gate Bridge, ready to use its laser-guided cannon to 
  annihilate whole city blocks wherever the opposition becomes known. Your task will be to get to the bridge 
  and destroy the cannon before it can smash the city! 
  Death Sun: The Sun That Kills 
  One of the few things that Wolf did that some people legitimately liked was his drastic increase to NASA’s 
  funding. Those sentiments quickly faded when it turned out that under his rule, NASA has constructed and 
  will soon launch a massive orbital weapon, the Death Sun.* You must stop this monstrous weapon before it 
  becomes operational, even if it means riding the rocket and fighting in outer space! 
  Tomb of the Known Soldier 
  There’s trouble at Grant’s Tomb in Manhattan! Wolf is making an example of the mega-popular rock band The 
  Rocking Stones for their musical tribute to the rightful President. His men will be burying the band alive 
  underneath the resting place of Ulysses S. Grant, and if they die countless Americans will be devastated. Save 
  the band, and bring hope to America! But what’s this? It seems Grant left a treasure in his tomb as well, 
  something for a future President to use in a time of great need! 
  Operation Liberty 
  One of America’s best-kept secrets is that the Statue of Liberty is a humanoid weapon, created with technology 
  that Napoleon’s forces recovered from the Vatican. Wolf’s right-hand man, Colonel Hawk, is on his way with 
  the Cortana blade needed to activate this relic, with the intent to use it to smash New York! 
  Hack the Planet 
  The coup forces captured the reformed hacker and computer security expert known only as Digital Raven. If 
  they can make him crack, they’ll get access to the nuclear launch codes and who knows what other national 
  secrets, so it’s time for a jail break! 
  * Even the tyrannical Nathan Wolf knows better than to mess with LucasFilm’s lawyers. 
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  Chemical Warfare 
  To make an example of the city of Indianapolis, Wolf is planning to unleash a chemical weapons attack. To 
  save the innocent people, you will have to rush around the city, destroying the four machines dispensing the 
  gas, while fighting off Wolf’s hand-picked Wolf Pack unit of power-suited commandos. 
  Assassination Staycation 
  Wolf is getting tired of the President foiling his plans again and again, so he decides to be proactive and send a 
  team to assassinate the head of state and his cohorts. The Czolgosz Squad attacks the President on his own 
  home turf, equipped with special stealth power suits with holographic camouflage! 
  Philadelphia Death Crawl 
  To deal with Wolf means penetrating into his stronghold at the Fight House (see below), and that means braving 
  the area now known as the Philadelphia Death Zone. The City of Brotherly Love has become the City of 
  Brotherly Death, full of robotic death squads, automated gun turrets, and genetically engineered War Wolves. 
  It’s going to be a rough battle, especially since Wolf has put countless prisoners all over the city! 
  BATTLE AT THE FIGHT HOUSE 
  Nathan Wolf has moved the U.S. capital back to Philadelphia, and established a new presidential 
  residence/battlefortress there, the Fight House. This will be your final challenge! 
  The Fight House is a mockery of the White House, a building in the same shape, made of gray metal and 
  bristling with weapons. Surrounding it are upgraded versions of some of the machines that the heroes have had 
  to fight before, plus a massive number of regular tanks and foot soldiers on the ground and helicopters overhead. 
  The first part will be the heroes’ battle to fight their way into the Fight House. Once they get inside, they can 
  fight Nathan Wolf himself. However, he has a new power suit ready to go: Wolf Renegade II. This suit is twice 
  the size of the rightful President’s suit, and equipped with an Arc Lance that can cut through the best armor 
  like melted butter, a holographic camouflage system, and a Tyrant Drive system that can briefly take control of 
  other power suits that use Project Icon technology. Even so, he sits at the heart of the Fight House, and the 
  heroes will have to either destroy it or make their way inside in order to confront him. 
  For this battle, although Wolf’s weapons will also threaten Philadelphia and America, Dangers can routinely 
  include damage to the heroes’ suits. If things start to look truly bleak for our heroes, have some unexpected 
  allies come to lend a hand, such as a team of Supreme Court Justices in their own power suits, other world 
  leaders swinging by to lend a hand, or other folks from the White House making a fashionably late foray into 
  battle. 
  Once Wolf is at last defeated, Freedom returns to America, and it’s time for fireworks and speeches before we 
  fade to black and roll credits. 
   
   
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  SEQUELS 
  So now that you’ve liberated America from Nathan Wolf’s tyranny, what’s next? It’s time for a sequel of course! 
  Bring in new threats to Freedom and let the President and his allies blow more stuff up!* 
  For sequels, Freedom starts at zero, representing the wrongness of the current situation. The mechanical effects 
  of gaining more Freedom points are the same, but you can change the flavor text to fit the situation. Also, you 
  can introduce a new Vice President who isn’t the main villain of the piece.† 
  Fullmetal President: Invasion America 
  Aliens have come to conquer the world, but they’re about to find out that this President can fight back! 
  Fullmetal President: Red White and Blue Dawn 
  The commies are trying to take over (it’s a movie don’t question it!), but the President is ready for them! 
  Fullmetal President vs. Fullmetal Prime Minister 
  World leaders duke it out to prove which side of the Atlantic (or Pacific?) is the STRONGEST! But what’s 
  this? The actual Prime Minister is innocent! The real culprit is the shadowy figure known only as the CRIME 
  MINISTER! 
  Fullmetal President vs. Zombie Cyborg Theodore Roosevelt 
  TR is back from the grave, to conquer America AND Cuba! (And maybe the Philippines if he has time.) 
  Fullmetal President vs. Nuclear Kaiser 
  An evil Albert Einstein from a parallel universe has arrived in our world intent on conquest, and it’s up to the 
  American President to stop him! 
  Fullmetal President: Legion of Presidents 
  Time Nazis are trying to go back in time and make America lose the Revolutionary War! This time around it’s 
  going to take more than one President to keep America safe! Presidents from different eras join forces on an 
  adventure through time to save the day! 
   
   
  * I didn’t mean to write quite so many of these, but I just kept coming up with ideas. 
  † Though it might be funnier to have a succession of VPs turning out to be bad guys. 
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  DESIGN NOTES 
  Fullmetal President is a concept I’ve been wanting to do pretty much since I learned 
  of the existence of Metal Wolf Chaos, which I think was around 2007 or so. I’m going 
  to make you jealous by mentioning that I’ve actually played Metal Wolf Chaos, and 
  it’s legitimately a really fun game on top of the amazing premise. I had originally 
  viewed it as a scenario for some kind of mecha game, but when I revived the 
  concept I wanted more of a freewheeling game where you narrate lots of 
  explosions. It is emphatically not a game about American politics (which are just 
  depressing these days), though I guess you could play it that way if you hate yourself. 
  The extra humor that I tried to put into the text is in the general style I developed in writing I Want to be an 
  Awesome Robot, which in turn drew on John Hodgman’s Complete World Knowledge trilogy, among other 
  things. Finding the right balance to be absurd without slipping into incoherence is a challenge, but this kind of 
  bizarre mythologizing of American history is also just really fun.* The President is about as epic a figure as our 
  history furnishes, and it’s fun to juxtapose the supposed dignity of the office with frantic, ridiculous action, 
  whether putting him in a power suit or just handing him a pair of presidential nunchucks. Anyway, other 
  inspirations include Black Dynamite, FDR: American Badass, Full Metal Panic!, Idiocracy, Independence Day, Iron Sky, 
  Metal Gear Solid, Pacific Rim, RoboCop, Starship Troopers, the Thrilling Adventure Hour, and Welcome to Night Vale. 
  In terms of how character creation works, this game builds on what I did with Magical Fury, which in turn 
  derives from Magical Burst, which has elements that go back to Don’t Rest Your Head and Maid RPG. The dice 
  mechanics come from Otherkind Dice and //GHOST/ECHO, with some important tweaks to fit the game’s 
  theme. 
  The text is in Garamond, because that’s the font the White House uses. 
   
   
  * Let me tell you about the Wushu campaign where I played a bibliomancer trained by Mark Twain and entrusted with the 
  Californomicon. 
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  FULLMETAL PRESIDENT 
  HERO 
  Office 
   
  Name 
   
  Age 
   
  Gender 
   
  Race/Ethnicity 
   
  Home State 
   
  Policies 
   
  POWER SUIT 
  □□Name 
   
  □□Main Weapon 
   
   
  □□Mobility Pack 
   
   
  □□Special Hardware 
   
   
  □□Freedom Drive Power 
  STRESS 
  □□□□□□ 
  EXPLOSION POINTS 
  □□□□□□ 
  NOTES 
   
   
   
   
  OBJECTIVES 
  12 You do not make any progress towards your objective. 
  34 You make some progress towards your objective. Get 1 Success Point. 
  56 You make substantial progress towards your objective. Get 2 Success Points. 
  RISKS 
  12 The risk comes true in a big way. If it’s a suit aspect it takes Major damage. 
  34 The risk is mitigated. If it’s a suit aspect it takes Minor damage. 
  56 You emerge unscathed! 
  FREEDOM 
  12 Though some people start to rise up, they are unable to help. 
  34 There are stirrings of patriotism. America gets 1 Freedom Point. 
  56 People rally behind you and cheer out loud! America gets 2 Freedom Points. 
  EXPLOSIONS 
  12 Some unimportant stuff explodes. But it still looks cool at least! 
  34 You make a bunch of stuff explode and it looks awesome! Get 1 Explosion Point. 
  56 Tons of things just plain explode for no apparent reason! Get 2 Explosion Points. 
   
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SOURCE: textdata/thevault/Deduped  Shit/Mecha & Kaiju/Full Metal President - White House Mecha Chaos.pdf