All forces Kit
Survival
knife 1d6 + Str bonus
Canteen,
water purifier, 3 days rations
100
ft rope and grapple
Flashlight
3
signal flares
Binoculars
Work
coveralls
Space War I Earth
Mecka Defense Force (EMDF) Kit
Pistol:
2d6, 12 shot clip, S, 2 extra clips
M-16A2
Rifle: 30 rd clip, M, 2 extra clips
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage), 3 bullets
2d8
x 1d2 spray (lose BAB for attack), up to 3 adjacent targets (DC 12 Ref Sv ½
damage), 6 bullets
Deva Fighter mecka (Other types of mecka
would be by special assignment.)
Space War II Army of
the North Star (ANS) Kit
ANS Body Armor MHP 2 (this
includes the shield), this armor will absorb up to 10 hp of regular gunfire
damage/rd, anything over that go to the wearer’s hp. +3 to AC with shield, +2 with just armor
ANS Laser Pistol M1, 10 rds/clip,
officers
ANS Laser Rifle M1d2, 15 rds/clip,
troopers and tank pilots
Hoverchopper
Tankers:
AG Tank mecka
Fighter
Pilots: Invader or Hornet (issued later in the war) mecka
Space War III Earth
Expeditionary Force (EEF) Kit
EEF Body Armor MHP 2, this armor
will absorb up to 10 hp of regular gunfire damage/rd, anything over that go to
the wearer’s hp. +2 to AC.
G3 Personal Weapon
System:
This was the EEF standard-issue weapon.
It had three modes of fire
Normal Damage Mode, effectively
unlimited ammo, S in pistol, M with rifle stock, can fire at L range with
stock, but only single shots (sniper)
2d8
single shot
2d8
x 1d2 burst (DC 12 Ref Sv ½ damage)
2d8
x 1d2 spray (+0 to hit), up to 3 adjacent targets (DC 12 Ref Sv ½ damage)
M-Laser Pistol M1, 10 rds/clip
M-Laser Rifle (with rifle stock)
M1d2, 15 rds/clip
Typhoon combat cycle mecka (type
by preference)
Delta Fighter mecka (Omega Bomber booster attachment is a
promotion upgrade, Delta Black Stealth Fighters would be
assigned later in the war)
Rebel Fighter Kit
Their
gear would be appropriate to their era.
They should certainly start off with a personal weapon. Mecka and armor could be given at the
beginning, but it might be more interesting to make an introductory adventure
out of recovering such gear and equipment.
Other Personal Gear
Let
the Characters have whatever they want or is reasonable for their starting situation,
certainly common items. If you’re a
rebel on the run or only have a bunk on board a ship, your possessions are
going to be limited. If you’re stationed
at a base (even having your own home off base) or have your own cabin abroad
the SDC-1, you could have more. On an
adventure though, Characters will have to expend FP to come up with a needed
item on the spot.
I’d
encourage the Players to choose a special item or group of items that fits
their Character. This could include a
motorcycle, a home (if you’re married), a sports car, a full suite of
survival/camping gear, collectibles, a chemical lab, a computer lab, or
anything else that makes sense to the Character’s personality and situation.
Secondary Skills and
Perks
Given
that all the Players are more-or-less playing the same Character with minor
differences stat-wise, this is another way differentiate them. (Your Characters should also have backstories
and personal motivations to make them unique.)
Secondary Skills are skills that the Characters have some proficiency in,
but aren’t specialized in. Perks are
bonuses to the Character’s stats or their equipment.
The
Players may choose one skill and one
perk for their Character. Characters
might also pick up perks from gameplay, but those have to be earned or come
with a price. This listing is by no
means comprehensive. The Ref and Players
are encouraged to make up their own and work together in creating them. You could even leave them undefined and make
them up during play, but once established, they can’t be changed.
Secondary Skills
These
skills represent a past career or some training the Character received before
becoming a Mecka Pilot. Use the Sec
Skill column on the Character Table. This
list isn’t comprehensive. Abilities
listed with the skills aren’t necessarily comprehensive either. If a Player wants to use a skill in an
unlisted situation, the Ref can rule it out-of-bounds or set a DC and have the
Player roll for it. These skills overlap
with some Support Character skills,
but the Characters will not be as proficient in them as the Support Characters.
(No, you’re not allowed to make up a
super-genius tanker pilot, you min-maxing bastard.)
Medic (Sec Skill + (Int +
Wis)/2): The Character has some emergency medical training. They can help Stabilize dying Characters
and help Heal wounded Characters with a medical kit or medical supplies. See Recovery Section.
Entertainer (Sec Skill + (Cha +
Wis)/2): In a post Zee-devastated/Hive occupied world, your meager
entertainment talents may have some use.
The Character used to make a living as a singer, actor, model, pro
athlete, Internet personality, etc. They
have some level of fame, but not a big star.
Influence (“Do you know who I am?”) the Character can try to use
celebrity to get something or into some place.
DC 12 to use on normal people, DC 18 on well-connected people.
Mechanic (Sec Skill + (Int +
Wis)/2): The Character received some training in mecka maintenance and is handy
with a wrench in general. DC 12 to fully
Shop Repair or Rearm a mecka in two hours. For Field Repair, DC 18. In either case, it’s assumed the Character
has access to tools and repair materials and some help. DC 12 to Scavenge usable materials from
a junkyard or battlefield, 1 hour search.
Special Forces (Sec Skill + Wis):
The Character had advanced combat training before becoming a Pilot. Character has Stealth as a trained skill. (They add ½ level to attempts. Stealth is (Dex + Wis)/2.) Sniper skill, with a successful
Stealth roll to get into position, a hit will cause max damage. (They don’t get the kill shot option.) Can only be used for one shot attempt in an
encounter. (Neither skill is usable in mecka,
even Typhoon battle armor.) Tracking
DC 12 if target not hiding trail, DC 18 against experienced target or in
difficult conditions.
Police Officer (Sec Skill + Wis):
The Character was in law enforcement before joining. Investigation of a scene DC 12 to find
clues, 1 turn. Interrogation
(truth, ulterior motive, etc) in conversation DC 12.
Hacker/Tech (Sec Skill + Int):
The Character was highly proficient in computers, perhaps legally, perhaps
not. Hack Computer DC 18/1 turn
or DC 12/1 hour. Electronics Repair
DC 12, 1 hour with repair kit.
Scientist (Sec Skill + Int):
The Character had schooling in SCIENCE!
(Purposefully left undefined.) Hypothesis
DC 12 and 1 hour to figure out a scientific phenomenon, process, or
device. Invent/Jury Rig DC 18 to
come up with a device, 1 hour with proper materials, will likely only work once
before failing.
Perks
A
Perk is essentially a special bonus that a Character starts with. The Players are free to think of a Perk for
their Character, but these Perks might come with obligations and there might be
a possibility of losing it too. A Perk
can be a special skill, though there may be complications with using it. In general, this a grab bag for Players to
trick out their Character. The Ref will
have the final say or perhaps put in some limitations (though there doesn’t
have to be). You might consider giving a
Character a new Perk with the next rise in level if they’ve lost their Perk
from game play, but there will need to be a gameplay explanation.
These
are all just examples. You can come up
with others.
Ability Perks: another Prime
ability, a Prime ability boosted to +4, +1 to BAB, +1 to all Saves, 1 extra FP.
Equipment Perks: enhanced mecka
(boosted speed, special detection gear, or armor), experimental mecka weapon,
Character has a wetware computer interface that always allows them to be at the
top of the initiative.
Background Perks: Character is rich
or from a rich family, Character is well-connected (socially, military, politically,
or academically), Character has a reputation that automatically gets a reaction
from NPC’s who’ve heard of them.
Zee Background: (This is
potentially a can of worms. You’re on
your own to make up any other alien Characters.) A half-Zee Character will appear as a normal
human (with perhaps an odd natural hair color), but gain a +1 to their BAB, but
must make a DC 12 Will Sv if frustrated or aggravated (this doesn’t include
combat, unless it’s personal). If
failed, the Ref takes control of the Character for 1 rd and makes the situation
worse. The Character has to continue to
roll Will Sv’s, until they make the Sv or the situation is deescalated by
outside forces (not more than 3 rds please).
Full
Zee stats are in the Zee
section. A Zee Character would probably
be a Flight Pod Pilot, retrained as
a Deva Pilot. They will have +2 Str,
Con, and Dex (no roll) and use d12 for their HD. Their other stats will be at 0. For such a Character to be successfully
integrated into human society, they are likely on behavioral medication. In stressful situations (again, not combat,
unless it’s personal), they must make a DC 12 Will Sv or become violent or
blindly rage (again, the Ref takes control of the Character for 1 rd). The Character has to continue to roll Will
Sv’s, until they make the Sv or the situation deescalates by outside forces
(not more than 3 rds please). If off
their medication, the roll is DC 18 (and they have no positive Wis modifier).
Perk Skills
Detection: Pilots often have a “sixth sense”
about impending danger (such as ambushes) and a very good perception for
details. The Pilot has Detection as a
trained skill and adds ½ level to attempts.
Detection is (Int + Wis)/2.
Lucky: On the first hit in an encounter that would
cause lethal (0 or less hp or MHP) damage
to the Pilot or their mecka, a Pilot can attempt a DC 12 Will Sv to avoid that
damage. Any other such critical hits in
an encounter cannot be avoided.
Crack Shot: The Character can
make a Called Shot with a single successful attack roll. They may also fire into a crowd or at someone
holding a hostage and will either hit the opponent or miss everyone else.
Streetwise: Character can pick
up street-level information in shady spots, has underworld contacts, can identify
dangerous urban situations before they happen, and other such
reconnaissance. They also gain the
following skills:
● ½ level + (Int
+ Wis)/2:
Detection (Traps, ambushes), Detection (Trapped items), Find (Secret doors and items)
● ½ level + (Dex + Wis)/2: Stealth (Hiding, sneaking), Pick Locks, Escape Artist, Forgery, Pick Pockets, Disarm Traps
● ½ level + (Cha + Wis)/2: Disguise
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