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“Hidden away inside a computer, exists another world.

Its creator
designed it for games, but it became so much more. He called it The
Grid, a digital utopia filled with infinite possibilities. He built a digital copy
of himself named Clu, to create the perfect system. And he relied on
the hero, Tron, to keep it free for all programs who lived there. But in
his thirst for power, Clu betrayed his creator. Tron fought back, but Clu
was too powerful and left him for dead. Clu dispatched his armies and
seized absolute control. Now, in a far off corner of the Grid, a group of
programs have banded together to stop Clu.”
Tron: Revolution is an RPG based on the Tron franchise It is
completely fan material and is not authorized or endorsed by Walt
Disney Pictures.
In order to play this, you must have Fate Accelerated Edition by Evil
Hat Productions. It also wouldn't hurt to have Fate Core, but it's
possible to get by with just Fate Accelerated Edition. You can find
more about these at faterpg.com
Some of the text has been taken from the Tron Wiki. Which can be
found at: tron.wikia.com.
TABLE OF CONTENTS
Introduction.................................................................................3
The Log (History)..........................................................................5
Booting (Getting Started).............................................................6
Compiling A Program (Character Creation)......................................7
Equipment...................................................................................8
Notable Programs......................................................................11
Minor Programs.........................................................................14
The Grid was first discovered by Kevin Flynn in 1982 while
investigating ENCOM's computer system for evidence of games that
had been stolen. Realizing the possibilities available on the Grid, Flynn
set up a new Grid in the basement of his video game arcade with the
intention of creating a perfectly ordered world.
He wrote a new program, Clu, to oversee the construction of the
Grid when Flynn was taking care of matters in the World of Users,
which is what Programs called Humans. Flynn also brought a program
from the old Grid to protect the new Grid. This program was named
Tron.
Flynn, Clu and Tron were creating their perfect world when something
amazing happened. Isomorphic, also called ISOs, programs appeared.
These programs had not been written by any User and were far more
complex than any other program that Flynn had ever seen. They had,
in their code, the capability of choosing their own destiny.
When Flynn found the ISOs, he realized that his perfectly ordered
world was not perfect at all. A perfect world could only exist if there
was choice, and perfect order cannot exist when there is a choice.
So, Flynn abandoned his idea of a perfect world and began focusing on
a new world that encompassed choice.
However, all was not well. Clu grew jealous of the ISOs and
considered them dangerous due to their freedom. Finally, while Flynn
was visiting the Grid, Clue confronted him about his intentions of
creating a perfect world. When Flynn responded, Clu attacked him.
Tron fought Clu so that Flynn could escape, but the portal to the real
world closed before Flynn could reach it. Flynn was trapped on the
Grid.
Clu then set on a campaign to rid the Grid of ISOs and restore order
to the Grid, but there was a problem. Even non-ISO programs were
unhappy with the measures Clu took to create order.
Thus began the Revolution...
The basic conceit in Tron: Revolution is that the players are playing
programs who have joined the DeRezzistance in its fight against Clu,
the Black Guard and the rest of Clu's army.
If you are familiar with the Tron franchise, then this would fall
between Tron: Uprising and
DeRezzistance operates in small cells, usually consisting of a handful
of Programs that all use code names and helmets in order to keep
from being identified should any of them be compromised. Each cell
has a contact with an Organizer who provides the cell with missions.
Just like the members of the cell, each Organizer uses a code name,
and is a member of their own cell.
Common missions include disrupting movements of the Black Guards,
sabotaging installations or vehicles, destroying symbolic monuments,
rescuing captured programs, or any other activity that could hinder
the effectiveness or morale of Clu's forces.

Game Mechanics
There are a few changes from Fate Accelerated Edition.
1. Programs only get 2 Refresh
2. The way Stress works has been altered
First decide if you want to play a Basic Program or an ISO Program.
Basics are focused on a single purpose and do that very well, ISOs
have the advantage of choice and do not have a preprogrammed
purpose.
For Basics this represents a special Aspect that is Persistent. A
Persistent Aspect is always free to invoke, but still requires a Fate
Point for the other uses of Aspects. This Aspect describes the
primary purpose of the Basic. It is not a High Concept, but instead
describes the task that the Program was designed for.
ISOs gain have 3 Refresh instead of the 2 Refresh that Basics get.
After you have decided whether to create a Basic or an ISO, continue
character creation as described in Fate Accelerated Edition.

Identity Discs And Stray Programs


One thing to note, is that every Program has an Identity Disc. If a
Program loses its Identity Disc, it becomes a Stray. The longer a
Program is a Stray, the less it is itself and becomes a blank slate.
However, once the Identity Disc is returned to the Stray, it is
immediately restored.
This translates into game terms by Strays losing use of an Aspect
for every session they are without their Disc.

Stress
As mentioned earlier, the way Stress works has been altered. It is
very simple, Programs can ignore 3 Stress for free. Any stress dealt
over 3 requires a Consequence to be created, or the Program is
Taken Out.
Identity Disc
Aspects: Throwable weapon, Melee weapon, Shield
Identity discs appear as solid metallic rings, hollow in the center and
colored white or black to match the wearer's garb, with a glowing line
circling their inner edge, again matching the circuitry color of their
owners. The outer edge, when energized, flares into a brilliantly
glowing nimbus of white light with a slight tint recalling the owner's
circuitry color
Those who lose their discs risk losing the entirety of their memories,
knowledge, and personalities to progressively disorienting and
crippling glitches which reduce them to the status of strays.
Information on programs' identity discs can be viewed and edited by
means of a projection which appears above the disc's hollow center. A
change in the disc's code, such as the repairing of a wound appears
slowly after the disc is docked; medics may repair programs by
operating on their discs as well as applying patches to the affected
areas. Simply docking a disc does not automatically sync it, and
people may dock others' discs without fear of being overwritten.
As a weapon, an energized identity disc has a lethal cutting edge that
can be used as a thrown weapon or in close quarters as a short
bladed weapon or buckler shield. In a standard Disc Wars battle,
discs are hurled at their targets and may ricochet off unyielding
surfaces before returning directly to their owners. The leading edge
of an identity disc does not harm its owner when caught, even when
traveling at very high speeds.

Baton
A Baton is a versatile multi-tool used by programs to generate usable
objects like light cycles, and umbrellas, or weapons like staffs and
Light Swords.
Each baton is capable of generating a range of different implements,
although the limits of what can be created is restricted depending on
what each baton has been programmed to do. The military Batons of
the Sentries and Black Guards, for example, are commonly used to
generate their staff weapons.
Objects formed from a baton are automatically derezzed when the
baton is separated from its wielder. The Baton itself is persistent and
can be retrieved to form a replacement object.
Various things a Baton can form:
● Staff: A popular choice among combatants for it's range and
defensive capabilities.
● Katana: Always handy when you want to derez some programs
ninja style
● Light Cycle: A fast agile transport for one or two people. Can
emit a light ribbon from the rear wheel that can be used for
attacking other vehicles.
● Light Jet: A personal flying transport, not quite as agile as a light
cycle, but it can fly.

Light Grenade
A Light Grenade is an explosive weapon that derezzes code and
programs in a powerful energy burst. They appear as small disc-like
objects with a timer and detonator on the upper surface and can be
attached to nearly any surface. They can operate as a thrown hand
grenade.
In game terms, a Light Grenade allows you to attack all programs in a
single zone.

Recoder
When the recoder is activated and connected to the code of a
damaged vehicle, the vehicle becomes transparent, highlighting the
broken area of the vehicle. It then allows the user to manually
interact with the code and to quickly make the required repairs. A
recoder can also be used to modify the code of just about any
inanimate object.
In game terms a recoder gives a +2 to Create Advantage rolls on
inanimate objects.
There are many many programs on the Grid, but some of them are
more notable than others. Here are a few of the more notable ones.

Clu
Clu has the innate ability to “rectify” or
alter the code of any Basic program in
order to redefine their primary purpose.
He uses this ability to remove what he
sees as imperfections in the system. He
has also developed this ability to be able
to rectify mass programs at once. ISOs,
because of their complex code, are
impossible for Clue to rectify.

Aspects
Ruler of the Grid
“Everything should have a specific purpose”
Always in the shadow of the Creator

Approaches
Careful 1 Flashy 2 Quick 1
Clever 2 Forceful 3 Sneaky 0

Stunts
Rectify: Because he is designed to create perfect system, once per
game session, Clu can alter an Aspect of a foe that has been Taken
Out. Clu can Rectify stray programs without them being Taken Out, if
they have been strays for so long that they do not have use of any of
their Aspects.
The Guy Doesn't Dig Imperfection: Clu gains a +2 bonus when he
forcefully attacks something that has no defined purpose.

Rinzler
Rinzler is Clu's primary enforcer. He is an
exceptionally skilled warrior and is the
elite combatant in all games in the Grid.
In addition, he is the only known program
to use two identity discs in battle.
Originally known as Tron, Rinzler's
identity came into being when Tron was
supposedly "killed" by Clu.
Rinzler has a jet-black helmet and red-
orange circuitry similar to the Black
Guards, although these splashes of
color are far more limited on Rinzler
than on other programs. Four squares
make a 'T' shape on his chest, hinting at
his true previous identity of Tron. His
Identity Disc is a fusion of two discs that
separate to form a matched pair when he needs to fight, a second
disc having been acquired in 1989, prior to Tron's corruption. Rinzler
often communicates his aggression in an electronically distorted
growl, but otherwise has little use for vocal communication.

Aspects
Primary Enforcer for Clu
Two Identity Discs
Tron is still there beneath the surface

Approaches
Careful 0 Flashy 3 Quick 2
Clever 1 Forceful 2 Sneaky 1
Stunts
Agile Warrior: Because Rinzler is one of the most, if not the most
agile warrior on the Grid, he gets a +2 to Flashily Create Advantages
when he is jumping, somersaulting or performing some other
acrobatic move.
Two Identity Discs: Because Rinzler has two Identity Discs, once per
game session he can make two attacks in the same round.
Of course there are many many programs that live on the Grid. Most
of them are not central to the story and are there to merely assist
or hinder the Player Programs.
Minor Programs follow the mook rules from Fate Accelerated Edition
page 38. Minor Programs are only able to ignore 1 stress instead of
the 3 stress that named Programs are able to ignore.

Clu's Forces
Clu has many programs at his disposal.

Black Guards
Black Guards are the foot soldiers of Clu's forces. For player
programs they are merely an obstacle to overcome and do not pose a
major threat except in large numbers. Most of them have been
rectified by Clu, this has removed some of their free will and makes
them less able to adapt to changing situations.
Bad at improvising
Skilled (+2) at: Fighting for Clu
Bad (-2) at: Customer service

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