Difference between revisions of "MJMecha"

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=Pilots=
 
=Pilots=
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Note that ''all'' attributes have overall benefits to pilots, there is no separate "piloting" attribute. Neither are their skills, for the most part, those are just assumed.
 +
 
==Attributes==
 
==Attributes==
 
'''Body''': The Body attribute measures the overall physical fitness of a character, their strength, stamina, and durability. Body is the primary determinant of the physical punishment a character can take, and also caps the effective maneuverability of a machine due to the pilots' g-tolerance.
 
'''Body''': The Body attribute measures the overall physical fitness of a character, their strength, stamina, and durability. Body is the primary determinant of the physical punishment a character can take, and also caps the effective maneuverability of a machine due to the pilots' g-tolerance.
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'''Reaction''': Reactions measures the grace, reaction speed, and agility of a character. A character with high Body but low Reactions is fast but clumsy, while low Body but high Reactions is a common purview of a wimpy surgeon or guys who paint miniatures all day long. Reactions is used for evasion and hand to hand combat.
 
'''Reaction''': Reactions measures the grace, reaction speed, and agility of a character. A character with high Body but low Reactions is fast but clumsy, while low Body but high Reactions is a common purview of a wimpy surgeon or guys who paint miniatures all day long. Reactions is used for evasion and hand to hand combat.
  
'''Perception''': A character's awareness and 'street smarts' fall under Perception, which is the attribute used for ranged combat.
+
'''Perception''': A character's overall spatial awareness and ability to locate and identify important objects and clues fall under Perception. As targeting and tracking require precise spotting and the ability to quickly identify and "lock on" to targets and predict their method of movement, Perception is the primary determinant of success in ranged combat.
  
'''Knowledge''': Knowledge represents a character's education and "book smarts". Outside of the obvious benefits to engineering, science, and so forth, knowledge is also necessary for the use of complex equipment, such as ECM suites, Active Stealth, drone controllers, and so on.
+
'''Knowledge''': Knowledge represents a character's education and "book smarts". Outside of the obvious benefits to engineering, science, and so forth, knowledge is also necessary for the use of complex equipment, such as ECM suites, Active Stealth, drone controllers, and so on.  
  
'''Psyche''': A character's mental toughness is measured by psyche. As all Avatars use direct neural interface and AI control, nonhumanoid machines are much harder to control than humanoid ones. Psyche caps the alteration from human norm that a machine can achieve-low Psyche characters are greatly limited in terms of the systems that can be added to their machine. Note that this is ''every'' nonhuman feature-even something as simple as a set of thrusters or an integrated gun adds a Psyche tax.
+
'''Psyche''': A character's mental toughness is measured by psyche. As all Avatars use direct neural interface and AI control, nonhumanoid machines are much harder to control than humanoid ones. Psyche caps the alteration from human norm that a machine can achieve-low Psyche characters are greatly limited in terms of the systems that can be added to their machine. Note that this is ''every'' nonhuman feature-even something as simple as a set of thrusters or an integrated gun adds a Psyche tax. In addition, a character's ability to resist subversive attacks and stay cool under fire is based off of Psyche.
  
 
'''Charisma''': A character's charisma is their physical and non-physical attractiveness, their ability to get along with people, and so on. In this world of half-salvaged hypertech mecha and frankenbots, Charisma adds to the amount of upgrades and the maximum technological level you can manage to scrounge up to stick on your machine. Charisma ''also'' gives characters narrative inertia.
 
'''Charisma''': A character's charisma is their physical and non-physical attractiveness, their ability to get along with people, and so on. In this world of half-salvaged hypertech mecha and frankenbots, Charisma adds to the amount of upgrades and the maximum technological level you can manage to scrounge up to stick on your machine. Charisma ''also'' gives characters narrative inertia.
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===Derived Attributes===
 
===Derived Attributes===
 
'''Synch Limits''': A character may synch to a frame with a ''maximum'' psyche cost of (Psyche * 2).
 
'''Synch Limits''': A character may synch to a frame with a ''maximum'' psyche cost of (Psyche * 2).
 +
 +
'''Maximum Agility''': A character may take advantage of up to (Body) agility bonuses from their machine in question. Any further bonuses to agility have no beneficial effect.
  
 
==Traits==
 
==Traits==
  
=Machines=
+
==Lifepath Alpha==
==Definitions==
+
This is the alpha chargen method.
An '''Avatar''' is the premier war machine of the present age. Often humanoid (to minimize pilot acclimatization difficulties), piloted by neural interface, and built using components around a modular Core, which contains the primary power systems and the cockpit. These cores are then connected to extremities, such as arms, legs, gun pods, and so on, Avatars can take on lesser, non DNI using craft with ease-especially since technological degradation has made producing systems of their quality prohibitively expensive.
 
 
 
Avatars come in a few common forms:
 
*Aerospace Fighters: Although difficult to interface with, Aerospace Fighters are relatively easier to produce and can achieve flight agility unheard of in any other design.
 
*Tanks: Again, like ASFs, tanks are extremely hard to interface with, but relatively simple to produce, and their primary advantage is single purpose lethality. Tanks are generally specialist gun carriers, mounting single heavy ranged weapons rather than an entire arsenal of smaller systems, and are best suited for a 'sniper' role although their ability to mount thick armor and heavy defenses allows them to take a lot of punishment.
 
*Hybrids: In general 'hybrids' are nonhumanoid half-and-half machines, like humanoid torsos mounted on tank bases, or fighters with the ability to deploy arms and reverse-knee legs and so on.
 
*Humanoids: Two arms, two legs, maybe a pair of wings or other things, one head. Simple body plan. The problem is that they're expensive and difficult to produce. Although powerful jack of all trades generalists if properly designed, they do not achieve the same
 
*Exotics: Exotics are generally a catch all for designs which do not conform to these plans, such as transforming variable fighters, spider robots, and such.
 
 
 
==Design Basics==
 
The only system an Avatar technically ''requires'' is a Core, but having a disembodied torso (or equivalent) floating in space is generally not the best of war machines. Past the core, most mecha have a series of additional components that are used to expand their capabilities. Each of these components has a number of slots which can be filled with equipment, and occasionally allow external stores to be used (i.e. Hardpoints).
 
 
 
However, throwing on components willy-nilly can negatively impact a machine's ''Agility'' and ''Speed'', and each component requires a certain amount of ''Power'' to use, which is generated by the core and any auxiliary generators mounted.
 
 
 
Components have several stats:
 
: '''Connectors''': The number of discrete additional components which can be added. There are three types of connectors which attach certain systems. Adapters exist to modify these connectors, but :
 
:: '''Limb Connectors''': These are used to attach things like wings, arms, and legs.
 
:: '''Turret Connectors''': Heads, gun turrets, and whatnot.
 
 
 
: '''Space''': The amount of internal space a component has.
 
 
 
: '''Durability''': The ability of a component to resist damage. Durability reduces the effect of hits to the component in question.
 
 
 
: '''Strain''': Some components, being nonhumanoid in nature (i.e. tank treads, reverse joint legs, etc), add strain to a vehicle, increasing the psyche requirement. This is in addition for any strain for a nonhumanoid body plan.
 
 
 
==External Components==
 
===Armor===
 
Armor is a cheap way to protect units from various weapons. Armor in this system is ''unified''-there is no such thing as patchwork armor. Various armors exist, some of them providing excellent overall protection, while others provide additional benefits. An Avatar may have only 1 armor type (applique armors do not count as they are equipment, not armor).
 
 
 
'''Standard''': Standard armor is your average armor, with no real strengths or weaknesses. An excellent combination of compactness, durability, and cost effectiveness.
 
: +3 Durability to all components.
 
 
 
'''Foamed''': Foamed armor is lighter but much bulkier for equivalent protection, meaning you can have more of it at the cost of internal space, providing additional durability compared to standard armor but reducing available equipment volume.
 
: +4 Durability, -2 Space to all components.
 
 
 
'''Monocoque''': Monocoque armor integrates the armored shell and the skeleton of a machine into a single unit. This drastically cuts down on durability but grants significant additional internal volume.
 
: +3 Space to all components (maximum: Doubled space).
 
 
 
'''Smart Skin''': All armor has integrated sensors and electronic countermeasure emitters, but smart skin compromises structural integrity further for additional bandwidth and local processing power. This reduces the durability benefit but greatly increases a machine's electronic warfare ability.
 
: +1 Durability to all components, +2 Electronics.
 
 
 
'''Hyperdense''': Super-high-density armor plating. Heavy, huge, and exceedingly bulky, hyperdense armor restricts the amount of equipment a machine can carry and ''additionally'' penalizes its agility.
 
: +6 Durability to all components, -1 Space to all components, -2 Agility.
 
 
 
'''Stealth''': Stealth Armor combines integrated EM countermeasures, chromatophores, and proper angling to reduce any sort of signature. However, the extremely low-radiation design of stealth armor means that various sinking systems have to be replaced by less efficient methods of dumping waste heat, which put a strain on the power system and distribution network.
 
: +1 Durability, +3 Stealth, -1 Power.
 
 
 
'''Distortion Plating''': All armor has integrated low power integrity fields which reinforce it and deflect micrometeors and other minor threats (thus meaning that daily wear and tear won't even scratch the paint) but only Omega Dust components can provide a meaningful amount of deflection against military grade weapons.
 
: +3 Durability to all components, +1 Shield Bonus, '''Omega Dust'''
 
 
 
'''Applique Armor''': Applique Armor is not actually an armor type but represents additional armoring of a component above and beyond "standard" protection. Applique Armor can be mounted either internally or externally. External applique armor is generally termed ''modular armor''.
 
: Size: 2 Spaces/1 Light Hardpoint, +3 Durability
 
 
 
===Cores===
 
Cores contain a machine's cockpit, the power distribution subsystems, and such. They can even be fit with engines, modular armor, and weapons.
 
 
 
====Tanks====
 
'''Tank Core''': An Avatar core intended for use by a tank. As such, it has an extremely low number of connectors but a high amount of space and excellent armor thickness.
 
: '''Connectors''': 2 (1 large turret, 1 small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 25
 
: '''Base Criticals''': Cockpit (6), Internal Structure (8)
 
:: Tank cores have their cockpits placed extremely deep behind (literally) meters of armor and shielding, and thus ignore the first two cockpit hits. Tank cores are huge bricks with very stable centers of mass and therefore inflict an Agility penalty of -3.
 
 
 
'''Supertank Core''': Holy shit it's a giant flying space tank. The difficulties in synching with a supertank core are only equalled by the raw lethality they can put out.
 
: '''Connectors''': 4 (2 large turrets, 2 small turrets)
 
: '''Base Durability''':
 
: '''Component Space: 35
 
: '''Base Criticals''': Cockpit (7), Internal Structure (10)
 
:: Superank cores have their cockpits placed extremely deep behind even more meters of armor and shielding, and thus ignore the first three cockpit hits. They also penalize agility inordinately, inflicting a penalty of -8.
 
 
 
====Fighters====
 
'''Fighter Core''': A Core designed for an aerospace fighter. Extremely lightweight.
 
: '''Connectors''': 2 (2 standard limbs)
 
: '''Base Durability''':
 
: '''Component Space''': 20
 
: '''Base Criticals''': Cockpit (4), Internal Structure (4)
 
 
 
'''Gunship Core''': A heavier fighter Core. Unlike fighters, they typically mount significant passive defenses rather than just active ones.
 
: '''Connectors''': 3 (2 standard limbs, 1 small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 30
 
: '''Base Criticals''': Cockpit (4), Internal Structure (6)
 
 
 
====Humanoids====
 
'''Basic Humanoid Core''': Cores designed for humanoid use.
 
: '''Connectors''': 5 (4 standard limbs, 1 small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 10
 
: '''Base Criticals''': Cockpit (4), Internal Structure (6)
 
 
 
'''Super Robot Core''': A larger core used for heavy frames or super robots.
 
: '''Connectors''': 5 (4 large limbs, 1 small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 20
 
: '''Base Criticals''': Cockpit (5), Internal Structure (8)
 
:: Super Robots are large and have plenty of redundant systems, and therefore ignore the first cockpit critical hit.
 
 
 
===Limbs===
 
Limbs are important for a humanoid machine. Every extra limb above or below 4 increases the psyche cost of a frame by 1 due to nonhumanoid configuration. Furthermore, to minimize psyche stress, this must be 2 arms and 2 legs-each mismatched limb (i.e 3 arms, 1 leg, 4 arms, etc) adds +2 to psyche cost. This means for machines with no limbs, such as tanks, they automatically have a cost of 12.
 
 
 
====Wings====
 
'''Standard Wing''': Used by a fighter frame and "angelic" humanoid frames, wings are intended primarily to mount maneuvering systems or hardpoints, and automatically start with wingtip hardpoints.
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 5
 
: '''Base Criticals''': Large Hardpoint (1), Internal Structure (3)
 
:: Standard Wings find it much more efficient to mount hardpoints and thrusters and as such consider them as half size. Items of size 0.5 can be mounted 2 per space. Wings add +1 agility if they have a functional thruster system.
 
 
 
'''Stub Wing''': Stub wings are smaller, fatter wings with less area but significantly more durability. These are typically only found on gunships and ASFs which emphasize survivability above , rarely finding their way onto other designs.
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 5
 
: '''Base Criticals''': Large Hardpoint (1), Internal Structure (4)
 
:: Stub wings add an additional +1 agility if they have a functional thruster.
 
 
 
====Arms====
 
Arms add +2 accuracy to any weapon integrated in them due to their superior articulation and dexterity.
 
 
 
'''Standard Arm''': Arms are more mechanically complex, with artificial musculature, multiple points of articulation, and surprising manual dexterity. This is a standard arm, designed for general purpose use.
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 8
 
: '''Base Criticals''': Hand (1), Musculature (3), Internal Structure (3)
 
:: Destruction of the hand destroys any handheld weapon.
 
 
 
'''Heavy Arm''': A heavy arm is an oversize limb, normally used in very large frames or super robots.
 
: '''Connectors''': None (uses large limb)
 
: '''Base Durability''':
 
: '''Component Space''': 10
 
: '''Base Criticals''': Large Hand (1), Musculature (4), Internal Structure (4)
 
:: Heavy Arms ignore the first musculature critical.
 
 
 
'''Weapon Arm''': Weapon Arms provide additional weapons stability but have no hands, trading versatility for available space. In general, most of their space is typically taken up by a large hand to hand or ranged weapon.
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 11
 
: '''Base Criticals''': Musculature (3), Internal Structure (3)
 
:: Weapon Arms have a Psyche Cost of 1.
 
 
 
'''Kinetic Ram Arm''': Kinetic Ram Arms are standard arms with additional musculature and electromagnetic accelerators for increasing limb velocity (and therefore melee impact) but sacrifice space for this.
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 4
 
: '''Base Criticals''': Hand (1), Accelerators (1), Musculature (3), Internal Structure (3)
 
:: As long as the Accelerator functions, all melee attacks gain a further +1 accuracy and +2 penetration.
 
 
 
====Legs====
 
Legs are generally in constant motion to counterbalance arm movements and thrust vector, and as such mounting weapons on them subtracts -2 from weapon accuracy (guided or drone weapons are immune).
 
 
 
'''Standard Leg''': Legs are mechanically complex systems that let a machine walk. As a rule of thumb, a mecha needs two working legs to walk. Legs are typically longer and significantly
 
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 8
 
: '''Base Criticals''': Musculature (4), Internal Structure (4)
 
:: Legs may mount a foot at no cost. Feet allow a machine to stand upright without the use of levitation systems, but have no real additional benefit.
 
 
 
'''Heavy Leg''': An oversize leg found on super robots or very large frames.
 
: '''Connectors''': None (uses large limb)
 
: '''Base Durability''':
 
: '''Component Space''': 12
 
: '''Base Criticals''': Musculature (5), Internal Structure (6)
 
:: Like the standard leg, but the first critical hit to musculature is ignored.
 
  
'''Thruster Assembly''': Thruster assemblies sacrifice musculature for additional space to mount drives. With additional heavy-duty power couplings they give excellent maneuverability (but no real speed) advantages to their users, at the cost of additional psyche strain.
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Of note is the concept of '''Defining Events'''. These are major events around which your character is centered. Consequently you may only have '''one'''.  If your life takes you through more than one you may only choose one.  If your path goes through more than one mandatory Defining Events you must choose the first one to happen as your event.
: '''Connectors''': None (uses standard limb)
 
: '''Base Durability''':
 
: '''Component Space''': 6
 
: '''Base Criticals''': Internal Structure (4)
 
:: Thruster Assemblies consider thrusters as half size when mounting. Thruster Assemblies cost +1 Psyche (they have no hip joints).
 
  
===Turrets===
+
Each +1 to a stat has been arbitrarily assigned a value of 15 Mecha Build Points (MBP). All players start with '''90''' MBP above and beyond any gained (or lost!) from lifepaths.
In general, any machine without a turret mounting adds +1 to Psyche cost. Note that most "proper" turrets (versus mecha heads) typically have +2 Psyche Cost, so keep that in mind.
 
  
====Heads====
+
===Heritage===
'''Standard Head''': Your standard head, with a variety of designs from the utilitarian to the baroque. Typically mount the sensors and various other systems needed to look around in a humanoid frame as well as a point defense weapon or two.
+
'''A - Destiny''' - note that this is defined for you by the GM, depending on what power level of game and/or power level of players is desired.
: '''Connectors''': None (uses small turret)
+
:'''None''':  You're a mook.  Sorry. -1 to all stats
: '''Base Durability''':  
+
:'''Minor''': You have some small destiny ahead of you.
: '''Component Space''': 6
+
:'''Significant''': Your destiny is one in a million.  +1 to all stats.  This is the norm for PCs.
: '''Base Criticals''': Sensors (2), Internal Structure (2)
+
:'''Major''': Your destiny is one in a ''billion''.  Your wikipedia page will suffer edit wars.  +2 to all stats.
:: The basic sensors of a standard head give +1 Electronics per functional system.
+
:'''Epic''': Your destiny is that of nations.  +3 to all stats and you may take a second Defining Event.  If your paths only go through one, you may chose any additional one because fuck the rules.  You're '''special'''.
 +
:'''Conjoined''': Your destiny is intertwined with that of another.  You may create two characters at -1 to all stats who function as a team. However, only ''one'' of them may take a Defining Event - chose which!
  
'''Reinforced Head''': A tougher, sturdier head.
 
: '''Connectors''': None (uses small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 4
 
: '''Base Criticals''': Sensors (1), Internal Structure (3)
 
:: The basic sensors of a reinforced head give +1 Electronics per critical.
 
  
====Turrets====
+
'''B - Lineage'''
'''Small Turret''': Mount a single gun (sometimes a Dual Weapon), and generally little more than that. Gunships, tanks, and the like often use these to mount lighter weapons to harass and destroy lightly armored targets.
+
:'''Classic''': The classic human, genofixed for health and longitevity and capable at anything. +1 to all stats.
: '''Connectors''': None (uses small turret)
+
:'''Idoru''':  Your genofixing has given you improved ability to deal with people and ''awesome hair''. +2 Per, +1 Kno, +1 Psy, +2 Cha
: '''Base Durability''':  
+
:'''Fast Folk''': Everything moves in slow motion for you.  Probably more at home with computers than people though.  +3 Rea, +1 Per, +2 Kno
: '''Component Space''': 5
+
:'''Angeloid''': A modification of the standard human bodyplan to include wings and superior spatial awareness.  -1 Bod, +2 Rea, +1 Per, +1 Kno, +1 Psy, +1 Cha, may ignore the Strain effect of up to 2 Wings.  Can also fly in low/null gravity atmospheres.
: '''Base Criticals''': Internal Structure (3)
+
:'''Silicon Being''': This is a '''Mandatory Defining Event'''.  You are not flesh and blood at all, but plesh and nanofluid.  +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
:: Small Turrets consider the largest they mount to be half size (round up). Small turrets cost +2 Psyche.
+
:'''Atavism (plucky baseline)''':  You're a throwback to the era before genetic upgrades.  But that's never stopped you!  This is a '''Mandatory Defining Event'''.  You can ignore 3 points of Strain and you get an effective doubled Charisma for direct combat purposes only.
 +
:'''Atavism (loser)''':  You're a throwback to the era before genetic upgrades.  You're slow, a bit dim and probably have bad breath.  You may take a second Defining Event.
 +
:'''Maangardin''': You were one of the sleepership passengers that arrived half a century ago, a xeno-human crossbreed.  This is a '''Mandatory Defining Event'''.   Go to the '''Maangardin''' tables and then quit the life paths.
  
'''Large Turret''': Large turrets are the small turret on steroids, typically mounting very large weapons (quite often multiples of them)
+
===Formative Years===
: '''Connectors''': None (uses large turret)
+
'''C - Habitat'''
: '''Base Durability'''
+
:'''Flatlander''': You came from one of the inner-system worlds near Fomalhaut that is broadly Earthlike in nature.  You get +1 to all rolls when fighting on flat (metaphorically speaking) terrain, eg, hills, trees, clouds, towns, etc.
: '''Component Space''': 20
+
:'''Plate Worlder''': You grew up on and around the various megastructures that litter the Fomalhaut system.  You get +1 to all rolls when fighting around megastructures or the like (cities count).
:: Large Turrets consider the largest weapon they mount to be half size (round up). Large turrets cost +2 Psyche.
+
:'''Belter''':  Your years were spent out in the inky deeps, far from substantial objects.  You get +1 to all rolls when fighting in an empty battlespace.  Note that atmosphere ''does not'' count - you never had to deal with gravity or aerodynamics out there!
 +
:'''Outlander''': You come from the icy outer reaches of the Fomalhaut system. You get +1 to all rolls when fighting on moons or similar icy/rubble terrain.
  
'''Sensor Turret''': A fragile turret design intended to mount sensors equipment.
 
: '''Connectors''': None (uses small turret)
 
: '''Base Durability''':
 
: '''Component Space''': 5
 
: '''Base Criticals''': Sensors (1), Internal Structure (2)
 
:: Sensor Turrets consider sensors to be half size. Their basic sensors give +1 Electronics. Sensor turrets cost +2 Psyche.
 
  
==Internal Components==
+
'''D - Family'''
Internal components are the "meat and potatoes" of a machine, as they provide most of the functionality. Without any internals, a design is essentially useless.
+
:'''Nuclear''':  Your family was the classical 'nuclear family', or at least the equivalent circa 37,000 AD.  +1 to all stats.
 +
:'''Urchin''':  Your family was the street.  +2 Bod, +2 Rea, +2 Psy
 +
:'''Creche-born''':  You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised.  +1 Rea, +1 Per, +2 Kno, +2 Cha
 +
:'''Important''':  Your family is a known name, perhaps royalty or heirs to a vast fortune.  This is a '''Defining Event''' if you are a (near) direct heir, not if you are distantly related. +2 Per, +1 Kno, +3 Cha.  The defining effect is '''Clout'''.
 +
:'''Hereditary Holders''':  Your family has held an Avatar for generations.  This is a '''Mandatory Defining Event'''.  +1 to all stats and the defining effect is '''Heirloom'''.
  
===Basics===
 
Internal Components have the following stats, plus a note of any special bonuses they grant.
 
  
:'''Size''': How large a component is. Each point of size requires 1 point of space.
+
'''E - Youthful Misadventures'''
:'''Durability''': Some particularly durable components can take more than 1 critical. Most systems will have durability 1.
+
:'''Moisture Farmer''': Use the Force, Luke. +2 Bod, +1 Rea
:'''Power''': Some generate power (Power: +X). Others use power (Power: -X). A machine should have a net equal or a slight surplus to power, although it is possible to enable or disable systems to manage power (as a GM, if you take too long to do this over IRC I will set you on fire so go power neutral if you don't want to deal with that hassle)
+
:'''Mall Rat''': Typical teenager.  +1 Per, +1 Kno, +1 Cha
:'''Penetration''': A weapon's penetration ability. More penetrative weapons can deal damage to more heavily armored machines.
+
:'''Rin''': You suffered a (self-inflicted?) case of Asian Parentitis. +2 Kno, +2 Psy, -1 Cha
:'''Range''': Weapons have four ranges: Melee, Short, Medium, and Long, matching the four range brackets.
+
:'''Otaku''': Giant robots are ''so cool!'' +2 Kno, +15 MBP
:: '''Melee''' Weapons can attack at point blank range only. Melee weapons are generally significantly smaller for any given level of penetration.
+
:'''Fell Into A Cockpit''': By some improbable series of events you found yourself in the cockpit of an Avatar which immediately imprinted upon you. This is a '''Defining Event'''. You get a pool of 18 points that you may spent to raise any stat, no more than 2 per session and no more than +5 per total. Go to table '''X - Super Prototypes''' to determine your machine and then quit the lifepaths - you've entered your destiny early!
:: '''Short Range''' Weapons are dogfighting weapons employed at less than a kilometer (i.e. mecha equivalents of FPS shotguns). They engage at short range with +2 accuracy and at melee range with +0 accuracy but cannot engage at any other range.
+
:'''Supersoldier''':  From a young age you were trained and modified to be an ideal combatant. +1 Bod, +1 Rea, +1 Psy, -1 Cha, [+1 Sniper, +1 Hard to Kill, +1 Command]
:: '''Medium Range''' Weapons are workhorse weapons. They have a -4 accuracy penalty when engaging at melee or long range, a -2 penalty at medium range, and no penalties at short range.
+
:'''Remade''':  You fell in with a band of (cyber)punks and have reformatted your body and mind outside of the human norm. +2 Bod, -2 Cha, your Synch Limit is increased by +8.
:: '''Long Range''' Weapons are optimized for longer ranges and are slow to track and fire. They suffer no penalties at long range but have a -1 penalty at medium range, a -4 penalty at short range, and a -8 at melee range.
 
  
===Miscellaneous===
+
===Main Series===
'''Component Armor''': A series of internal braces, internal bracing, and reinforcement that adds to the ability of a system to withstand damage. Component armor is not actually a discrete item, but rather a design philosophy of compartmentalization and protection. As such, there is a limit of 1 component armor + 1 additional component armor per 10 space in a system.
+
'''F - Higher Education'''
:'''Size''': 1
+
:'''School of Hard Knocks''':  There is no school tougher than the school of hard knocks. +1 Bod, +1 Per, +1 Psy
:'''Durability''': 1
+
:'''Advanced Learning''':  There are a myriad of higher learning institutes +1 Rea, +1 Kno, +1 Cha
:'''Power''': 0
+
:'''Mechanic's Apprentice''': +45 MBP
:: If a body part with component armor is hit, criticals must first be allocated to component armor before any other allocations are made.
+
:'''Military Academy''': +1 Bod, +1 Per, [+2 to three different military specialties], -15 MBP
 +
:'''Duel Court Page''': +2 Rea, [+2 to a weapon style of choice, +1 Hard to Kill]
  
===Powerplants===
 
====Primary====
 
Primary powerplants are extremely massive nanogauge taps, massing somewhere around 0.3-0.5 kilotons. These are assumed to be the default state of affairs. However, machines not mounting nanogauge taps add +3 to agility and +5 to rolls made to change or resist changing range brackets.
 
  
'''Nanogauge Tap (Standard)''': A standard nanogauge tap provides most of the power needs of a machine.
+
'''G - Early Career'''
:'''Size''': 5
+
:'''Civilian''':  +1 to all stats
:'''Durability''': 5
+
:'''Socialite''':  +3 Cha, +2 Per, +1 Kno
:'''Power''': +10?
+
:'''Prodigy''':  This is a '''Mandatory Defining Event'''.  +3 to all stats.  Go to '''Standard Models''' and then quit the lifepaths.
 +
:'''Archeologist''': This is a '''Defining Event'''.  +1 Bod, +2 Per, +2 Kno, +1 Cha.  If the defining event is taken, go to '''Super Prototypes''' and then return.
 +
:'''Duelist''': +2 Rea, +2 Cha, +1 Psy, [+1 to any three specialties]
 +
:'''Military Pilot''': +2 Rea, +1 Bod, +1 Psych, +2 Cha
  
====Secondary====
 
'''Auxiliary Generator (Fusion)''': Auxiliary Generators provide additional power. Fusion is safer but less powerful than antimatter. Often battery-powered machines have at least one aux generator to provide trickle-charging and self-recovery abilities.
 
:'''Size''': 3
 
:'''Durability''': 2
 
:'''Power''': +1
 
  
'''Auxiliary Generator (Antimatter)''': Auxiliary Generators provide additional power. This one is an antimatter version which provides greater power than a fusion generator as well as infinitely more excitement. And by excitement I mean explosions. Even ''with'' emergency venting and blowout panels an amat generator going off will irreparably ruin any component it's placed in.
+
'''H - Later Career'''
:'''Size''': 3
+
:'''Civilian-turned-Runner''':  +90 MBP
:'''Durability''': 2
+
:'''Noble''':  +2 Cha, +2 Kno +30 MBP
:'''Power''': +3
+
:'''Gundamjacker''':  This is a '''Defining Event'''. +2 Per, +2 Kno, +2 Psy. Go to '''Super Prototypes''' for the mecha.
:: If destroyed, the entire housing component is automatically destroyed (due to the antimatter blowing up) and a Penetration '''X''' hit is inflicted on any component it is attached to. PROTIP: Don't put your antimatter powerplants in your avatar Core.
+
:'''Duelist Manager''': +1 Bod, +1 Rea, +1 Kno, +1 Cha, +1 Psy, [+1 to any three specialties]
 +
:'''Master Duelist''': This is a '''Defining Event'''.  +1 to all stats.  The Defining Event provides a further +1 to all stats.
 +
:'''Mechanical Genius''': This is a '''Defining Event'''.  +90 MBP.  Go to '''Super Prototypes''' for the mecha.
 +
:'''Ace Pilot''': +1 to all stats, [+3 to three different military specialties], -45 MBP
 +
:'''Ship Captain''':  This is a '''Defining Event'''. [+3 command, +3 ship gunnery]  Gets an Assault Ship and +60 MBP for it
  
'''Superconducting Battery''': Superconducting Batteries add limited duration power to a machine. These are generally used for fast interceptors, but may also be used to allow a machine to fire extremely large and power-hungry weapons.
 
:'''Size''': 1
 
:'''Durability''': 1
 
:'''Power''': up to +10
 
:: A superconducting battery stores 10 power and may provide up to +10 a round. Superconducting batteries can be recharged by any other power source at a 1-1 ratio.
 
  
'''Antimatter Battery''': Instead of using 'safe' superconducting capacitors, insane people use antimatter as a power storage medium. Unlike generators, the amount of antimatter carried is relatively tiny, but the result is still dangerous.
+
'''I - Maangardin Caste'''
:'''Size''': 1
+
:'''Emulator''':  Psion.  Unlocks the Aleph stat.  +1 Bod, +1 Rea, +1 Per, +3 Kno, +3 Psy, +3 Cha, +6 Aleph
:'''Durability''': 1
+
:'''Jaan''': Soldier.  +5 Bod, +4 Rea, +3 Per, +1 Kno, +3 Psy, +2 Cha
:'''Power''': up to +10
+
:'''Vergiz''': Scout/commando.  +2 Bod, +5 Rea, +4 Per, +3 Kno, +2 Psy, +2 Cha
:: An antimatter battery stores 40 power and may provide up to +10 a round. Antimatter batteries may not be recharged in combat. If destroyed, the residual antimatter inflicts another critical hit on the machine.
+
:'''Meydarin''': Merchant/Civilian.  +3 to all stats
  
===Electronics===
 
  
====Sensors====
+
'''J - Maangardin Rank'''
 +
:'''Supervision''':  +2 Rea, +4 Kno, +3 Cha, 3 points that may be spent on any stats
 +
:'''Elite''':  +3 Bod, +2 Rea, +2 Per, +3 Kno, +1 Cha, +1 Psy
 +
:'''Common''':  +2 to all stats
 +
:'''Rejectionist''':  +1 to all stats, +90 MBP
  
====Targeting====
 
'''Targeting Computer (Standard)''': A basic targeting computer.
 
:'''Size''': 1
 
:'''Durability''': 1
 
:'''Power''': 0
 
  
'''TC (Sniper)''': Optimized for long range engagements, the sniper TC improves long range targeting but has poor short range characteristics.
+
'''K - The Undefined'''
:'''Size''': 1
+
:You have 6 points to increase stats that can be distributed as desired, so long as they do not exceed your highest unmodified stat.  The highest unmodified stat may be increased if at least one one stat has been modified to match it. These may instead be used to buy additional MPB at 1 stat = 15 MBP
:'''Durability''': 1
+
:If you have not already gotten a Defining Event, gain 90 MBP.
:'''Power''': 0
+
:'''Special''': You're extra-special.  You take -1 to all stats but can take a second Defining Event, if your paths covered more than one.  This needs to be explicitly cleared by the GM first.
:: If a  
 
  
 +
===Mecha Table===
 +
'''X - Super Prototypes'''
 +
:'''Glowing Lines''': Your machine uses hypertech systems in its construction. Gain 30 points to purchase hypertech systems. In this case, undefined points may be traded in for hypertech points for 5 points of hypertech per stat point.
 +
:'''Super Robot'''
 +
:'''Mass Production Prototype''':  Your machine is fairly unexceptional but you gain +1 to all stats due to the rigorous testing regime honing your skills and getting you dates for being a test pilot.  This may also represent past time spent as a test pilot and having moved back into normal machines.
  
====Stealth====
+
'''Y - Standard Models'''
  
===Weapons===
+
=[[Simplified Avatar Design]]=
====Melee====
 
====Short Range====
 
'''Short Range Missiles''':
 
  
====Medium Range====
+
=[[Avatar Design]]=
'''Medium Range Missiles''':
 
  
====Long Range====
+
=[[Megaunit Design and Combat]]=
'''Long Range Missiles''':
 

Latest revision as of 01:48, 26 July 2011

Pilots

Note that all attributes have overall benefits to pilots, there is no separate "piloting" attribute. Neither are their skills, for the most part, those are just assumed.

Attributes

Body: The Body attribute measures the overall physical fitness of a character, their strength, stamina, and durability. Body is the primary determinant of the physical punishment a character can take, and also caps the effective maneuverability of a machine due to the pilots' g-tolerance.

Reaction: Reactions measures the grace, reaction speed, and agility of a character. A character with high Body but low Reactions is fast but clumsy, while low Body but high Reactions is a common purview of a wimpy surgeon or guys who paint miniatures all day long. Reactions is used for evasion and hand to hand combat.

Perception: A character's overall spatial awareness and ability to locate and identify important objects and clues fall under Perception. As targeting and tracking require precise spotting and the ability to quickly identify and "lock on" to targets and predict their method of movement, Perception is the primary determinant of success in ranged combat.

Knowledge: Knowledge represents a character's education and "book smarts". Outside of the obvious benefits to engineering, science, and so forth, knowledge is also necessary for the use of complex equipment, such as ECM suites, Active Stealth, drone controllers, and so on.

Psyche: A character's mental toughness is measured by psyche. As all Avatars use direct neural interface and AI control, nonhumanoid machines are much harder to control than humanoid ones. Psyche caps the alteration from human norm that a machine can achieve-low Psyche characters are greatly limited in terms of the systems that can be added to their machine. Note that this is every nonhuman feature-even something as simple as a set of thrusters or an integrated gun adds a Psyche tax. In addition, a character's ability to resist subversive attacks and stay cool under fire is based off of Psyche.

Charisma: A character's charisma is their physical and non-physical attractiveness, their ability to get along with people, and so on. In this world of half-salvaged hypertech mecha and frankenbots, Charisma adds to the amount of upgrades and the maximum technological level you can manage to scrounge up to stick on your machine. Charisma also gives characters narrative inertia.

Derived Attributes

Synch Limits: A character may synch to a frame with a maximum psyche cost of (Psyche * 2).

Maximum Agility: A character may take advantage of up to (Body) agility bonuses from their machine in question. Any further bonuses to agility have no beneficial effect.

Traits

Lifepath Alpha

This is the alpha chargen method.

Of note is the concept of Defining Events. These are major events around which your character is centered. Consequently you may only have one. If your life takes you through more than one you may only choose one. If your path goes through more than one mandatory Defining Events you must choose the first one to happen as your event.

Each +1 to a stat has been arbitrarily assigned a value of 15 Mecha Build Points (MBP). All players start with 90 MBP above and beyond any gained (or lost!) from lifepaths.

Heritage

A - Destiny - note that this is defined for you by the GM, depending on what power level of game and/or power level of players is desired.

None: You're a mook. Sorry. -1 to all stats
Minor: You have some small destiny ahead of you.
Significant: Your destiny is one in a million. +1 to all stats. This is the norm for PCs.
Major: Your destiny is one in a billion. Your wikipedia page will suffer edit wars. +2 to all stats.
Epic: Your destiny is that of nations. +3 to all stats and you may take a second Defining Event. If your paths only go through one, you may chose any additional one because fuck the rules. You're special.
Conjoined: Your destiny is intertwined with that of another. You may create two characters at -1 to all stats who function as a team. However, only one of them may take a Defining Event - chose which!


B - Lineage

Classic: The classic human, genofixed for health and longitevity and capable at anything. +1 to all stats.
Idoru: Your genofixing has given you improved ability to deal with people and awesome hair. +2 Per, +1 Kno, +1 Psy, +2 Cha
Fast Folk: Everything moves in slow motion for you. Probably more at home with computers than people though. +3 Rea, +1 Per, +2 Kno
Angeloid: A modification of the standard human bodyplan to include wings and superior spatial awareness. -1 Bod, +2 Rea, +1 Per, +1 Kno, +1 Psy, +1 Cha, may ignore the Strain effect of up to 2 Wings. Can also fly in low/null gravity atmospheres.
Silicon Being: This is a Mandatory Defining Event. You are not flesh and blood at all, but plesh and nanofluid. +4 Bod, +2 Rea, +1 Per, +1 Kno, +4 Psy
Atavism (plucky baseline): You're a throwback to the era before genetic upgrades. But that's never stopped you! This is a Mandatory Defining Event. You can ignore 3 points of Strain and you get an effective doubled Charisma for direct combat purposes only.
Atavism (loser): You're a throwback to the era before genetic upgrades. You're slow, a bit dim and probably have bad breath. You may take a second Defining Event.
Maangardin: You were one of the sleepership passengers that arrived half a century ago, a xeno-human crossbreed. This is a Mandatory Defining Event. Go to the Maangardin tables and then quit the life paths.

Formative Years

C - Habitat

Flatlander: You came from one of the inner-system worlds near Fomalhaut that is broadly Earthlike in nature. You get +1 to all rolls when fighting on flat (metaphorically speaking) terrain, eg, hills, trees, clouds, towns, etc.
Plate Worlder: You grew up on and around the various megastructures that litter the Fomalhaut system. You get +1 to all rolls when fighting around megastructures or the like (cities count).
Belter: Your years were spent out in the inky deeps, far from substantial objects. You get +1 to all rolls when fighting in an empty battlespace. Note that atmosphere does not count - you never had to deal with gravity or aerodynamics out there!
Outlander: You come from the icy outer reaches of the Fomalhaut system. You get +1 to all rolls when fighting on moons or similar icy/rubble terrain.


D - Family

Nuclear: Your family was the classical 'nuclear family', or at least the equivalent circa 37,000 AD. +1 to all stats.
Urchin: Your family was the street. +2 Bod, +2 Rea, +2 Psy
Creche-born: You didn't really have a family per se, just a crowd of same-aged kids you grew up with and adults who supervised. +1 Rea, +1 Per, +2 Kno, +2 Cha
Important: Your family is a known name, perhaps royalty or heirs to a vast fortune. This is a Defining Event if you are a (near) direct heir, not if you are distantly related. +2 Per, +1 Kno, +3 Cha. The defining effect is Clout.
Hereditary Holders: Your family has held an Avatar for generations. This is a Mandatory Defining Event. +1 to all stats and the defining effect is Heirloom.


E - Youthful Misadventures

Moisture Farmer: Use the Force, Luke. +2 Bod, +1 Rea
Mall Rat: Typical teenager. +1 Per, +1 Kno, +1 Cha
Rin: You suffered a (self-inflicted?) case of Asian Parentitis. +2 Kno, +2 Psy, -1 Cha
Otaku: Giant robots are so cool! +2 Kno, +15 MBP
Fell Into A Cockpit: By some improbable series of events you found yourself in the cockpit of an Avatar which immediately imprinted upon you. This is a Defining Event. You get a pool of 18 points that you may spent to raise any stat, no more than 2 per session and no more than +5 per total. Go to table X - Super Prototypes to determine your machine and then quit the lifepaths - you've entered your destiny early!
Supersoldier: From a young age you were trained and modified to be an ideal combatant. +1 Bod, +1 Rea, +1 Psy, -1 Cha, [+1 Sniper, +1 Hard to Kill, +1 Command]
Remade: You fell in with a band of (cyber)punks and have reformatted your body and mind outside of the human norm. +2 Bod, -2 Cha, your Synch Limit is increased by +8.

Main Series

F - Higher Education

School of Hard Knocks: There is no school tougher than the school of hard knocks. +1 Bod, +1 Per, +1 Psy
Advanced Learning: There are a myriad of higher learning institutes +1 Rea, +1 Kno, +1 Cha
Mechanic's Apprentice: +45 MBP
Military Academy: +1 Bod, +1 Per, [+2 to three different military specialties], -15 MBP
Duel Court Page: +2 Rea, [+2 to a weapon style of choice, +1 Hard to Kill]


G - Early Career

Civilian: +1 to all stats
Socialite: +3 Cha, +2 Per, +1 Kno
Prodigy: This is a Mandatory Defining Event. +3 to all stats. Go to Standard Models and then quit the lifepaths.
Archeologist: This is a Defining Event. +1 Bod, +2 Per, +2 Kno, +1 Cha. If the defining event is taken, go to Super Prototypes and then return.
Duelist: +2 Rea, +2 Cha, +1 Psy, [+1 to any three specialties]
Military Pilot: +2 Rea, +1 Bod, +1 Psych, +2 Cha


H - Later Career

Civilian-turned-Runner: +90 MBP
Noble: +2 Cha, +2 Kno +30 MBP
Gundamjacker: This is a Defining Event. +2 Per, +2 Kno, +2 Psy. Go to Super Prototypes for the mecha.
Duelist Manager: +1 Bod, +1 Rea, +1 Kno, +1 Cha, +1 Psy, [+1 to any three specialties]
Master Duelist: This is a Defining Event. +1 to all stats. The Defining Event provides a further +1 to all stats.
Mechanical Genius: This is a Defining Event. +90 MBP. Go to Super Prototypes for the mecha.
Ace Pilot: +1 to all stats, [+3 to three different military specialties], -45 MBP
Ship Captain: This is a Defining Event. [+3 command, +3 ship gunnery] Gets an Assault Ship and +60 MBP for it


I - Maangardin Caste

Emulator: Psion. Unlocks the Aleph stat. +1 Bod, +1 Rea, +1 Per, +3 Kno, +3 Psy, +3 Cha, +6 Aleph
Jaan: Soldier. +5 Bod, +4 Rea, +3 Per, +1 Kno, +3 Psy, +2 Cha
Vergiz: Scout/commando. +2 Bod, +5 Rea, +4 Per, +3 Kno, +2 Psy, +2 Cha
Meydarin: Merchant/Civilian. +3 to all stats


J - Maangardin Rank

Supervision: +2 Rea, +4 Kno, +3 Cha, 3 points that may be spent on any stats
Elite: +3 Bod, +2 Rea, +2 Per, +3 Kno, +1 Cha, +1 Psy
Common: +2 to all stats
Rejectionist: +1 to all stats, +90 MBP


K - The Undefined

You have 6 points to increase stats that can be distributed as desired, so long as they do not exceed your highest unmodified stat. The highest unmodified stat may be increased if at least one one stat has been modified to match it. These may instead be used to buy additional MPB at 1 stat = 15 MBP
If you have not already gotten a Defining Event, gain 90 MBP.
Special: You're extra-special. You take -1 to all stats but can take a second Defining Event, if your paths covered more than one. This needs to be explicitly cleared by the GM first.

Mecha Table

X - Super Prototypes

Glowing Lines: Your machine uses hypertech systems in its construction. Gain 30 points to purchase hypertech systems. In this case, undefined points may be traded in for hypertech points for 5 points of hypertech per stat point.
Super Robot
Mass Production Prototype: Your machine is fairly unexceptional but you gain +1 to all stats due to the rigorous testing regime honing your skills and getting you dates for being a test pilot. This may also represent past time spent as a test pilot and having moved back into normal machines.

Y - Standard Models

Simplified Avatar Design

Avatar Design

Megaunit Design and Combat