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[Homebrew] Mechs, Walkers, Ect.

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  • [Homebrew] Mechs, Walkers, Ect.

    So, after a few weeks of working on this subsystem, I have decided that it was finally time to post this on giantip as I go there on occasion. I am aware that this site is primarily a D&D place, but there’s bound to be someone interested in this.

    Thanks to Reighnhell and Amechra for their support.





    While I am certain the default Vehicle rules probably cover most of the rules to having Mechs, I’ve thought that there’d need to be some slight tweaks here and there considering unlike say a car, Mechs in many fictional settings have melee attacks and are able to make dodges if the situation calls for it, like say having to engage in a melee with another mech.


    Now, I am very certain that in the normal World of Darkness, bipedal or humanoid robots don’t usually have a place, but I don’t know, maybe it’d be cool (or horrifying) if they showed up every now and again to highlight danger… or provide really awesome moments. Maybe you can have TF:V agents pilot one around to physically challenge werewolves who could overturn tanks, or go find an ancient Atlantean version that keeps a long dead Mage in life support. Or maybe a Spirit or Ghost uses one in place of a fleshy host. Or you know, be in a Scifi setting like the Mirrors supplements offer…

    Mech Rules


    Mechs, or Walkers as they are sometimes called, are specialized vehicles that draw their primary form of locomotion from their legs.
    Due to their unique, typically vertical layout that sets them apart from other vehicles, walkers typically have slower accelerations and speeds than cars or planes, but typically possess advantages no other vehicle class shares. Most of a walker’s functions and operations are controlled by a single person within its cockpit, called the pilot. Piloting a Walker uses the Drive (or Pilot) skills similar to an ordinary vehicle. Handling impacts the Mech’s mobility as it would any car.

    Walkers are able to apply their motors towards tasks other than moving itself, represented by a Strength score. Whenever the pilot of a Mech requires Strength for any reason, whether it be lifting or striking an object or creature, the Walker’s Strength is used in place of the pilot’s. For example, striking a foe in melee with the Mech’s hands or feet is a Walker’s Strength + Pilot’s Drive skill. Uses of Strength are not penalized or benefited by the Walker’s Handling.

    Mechs often possess grasping limbs such as hands or claws. By default, they count as +0L weapons, but may be used as manipulators in most cases. Weapons are often attached to the forearms or structure of a walker. Unlike with human characters, a Mech suffering an arm wrack and being forced to use the other does not incur offhanded penalties, though using damaged arm does result in penalties and obviously completely losing an arm also means any weapons systems built into it are also lost.

    Built it firearms also do not suffer any penalties from the Mech's Handling and require the use of the Firearms skill. Built in weapons do not have typical magazine sizes as they are constant being loaded automatically without the need for the pilot to individually reload at each weapon manually; the process happens on its own and fast enough that keeping track of reloads and ammo stores is redundant for all but the most extreme uses of ammunition or heavier weapons, which works quite well actually with the Hurt Locker's "cinematic" ammunition rules.


    Due to their legged nature allowing for quick deviations of motion, Mechs possess a Defense score. Defense is calculated as the lower of the pilot’s Dexterity or Wits (Or Finesse in the case of nonphysical drivers) + Drive (or Pilot if you prefer). Defense is penalized by the Mech’s Handling due to the size and bulk of the walker, and bonuses to Handling do not raise Defense. Obviously, an unpiloted Mech is considered as having a Defense of 0.

    While inside a Mech, the pilot is considered fully covered and thus unable to be directly attacked by any weapons that fail to penetrate the Walker’s Hardness, though nonconventional attacks such as psychic powers and magic may still have an effect on the pilot. Additionally, while inside a fully sealed off Mech, the pilot is completely cut off from the outside world and thus unable to be affected by certain environmental hazards, such as diseases, radiation, and chemical contaminants. While the mech is powered, there is no need to worry about the lack of oxygen as sealed off Walkers have built in air conditioning and oxygen recycling.

    Though the pilot is protected from direct harm, severe damage dealt to the Mech sometimes affects the pilot due to movement and kinetics taking their toll. Damage lethal or bashing damage that equals or exceeds the Mech's size also deals bashing damage to the pilot.

    While the Mechs presented here are barebones, consider for a moment that walkers would logically have built in lighting systems, radios, and loudspeakers to facilitate communication. Although, it should go without saying that most Mechs that have weapons with "Extreme" range are able to shoot targets at such incredible ranges due to aim assists.

    Mechs possess internal batteries that store excess power from their generators. This power may be used to fuel the Mech for 10 minutes/1 scene without its fuel cell dry, whichever ends first, power external functions, or may be used to supercharge actions in a manner exactly similar to spending a willpower point (+3 to 1 action for 1 Power). Power generates at a rate of 1 per hour or 10 minutes, depending on whether or not the Mech is operational and given a fuel cell or hooked up to a power supply.

    As modern Mechs are power hungry and have a difficult time running on common gasoline. Instead, Walkers require special hydrogen fuel cells in order to operate in order to fuel themselves. A single fuel cell will last a Mech for 24 hours of straight operation regardless of environmental conditions and strain. Once depleted, fuel cells must be discarded. Replacing a fuel cell is a single Resources 4 purchase and requires 5 minutes of time to install properly.

    Repairing a Vehicle is an extended Dexterity + Crafts roll as described under "Repair Items" in the Chronicles of Darkness corerules. Mech conditions and tilts are removed when the damage that caused them is fully repaired or a number of successes as determined by the Storyteller.


    Other rules of mechs follow all of the other rules of vehicles, including acceleration, speeds.


    Class Strength Durability Size Structure Speed Handling Power
    Civilian 8 3 10 13 40 -2 10
    Light 6 5 10 15 70 -1 5
    Heavy 10 8 15 23 40 -3 5
    Generic Civilian Mech: A basic humanoid walker used in construction work for civilian use. It is often mounted with a powertool such as a jackhammer or chainsaw in one hand. Unlike military wakers, the pilot is exposed and thus only barely concealed. It's hands are quite strong as weapons. Default melee weapons are considered +3L weapons



    Generic Light Mech: A lighter grade military machine that is designed for use in an urban environment. The Light Mech sports a SAW as its main armaments with an optional grenade launcher. It is easier to maneuver than most other mechs. Default melee weapons are considered +3L weapons with AP 2


    Generic Heavy Mech: A heavy walker that boasts rather impressive armor and firepower. This machine uses its massive strength to carry its powerful weapons and armor systems. By default it comes with a light automatic cannon and antitank rocket launcher like an IFV, but variants have been known to swap the rocket launcher for flamethrowers or another automatic cannon and the default automatic cannon with a high speed or heavier variant for antiair or antitank duties. It's powerful hands count as +5L weapons with AP 3; expending 1 power allows the Mech to avoid the attack penalty. Heavy Mechs have half the operating time as Light or Civilian Mechs, consuming their fuel cells twice as fast and and may only function for 5 minutes per point of backup Power.



    Mech Conditions
    Mechs can take the following conditions.



    Breakdown (Persistent)
    Something in the vehicles engine has malfunctioned. While the vehicle may be structurally sound, the defect prevents it from being started. A vehicle with this condition cannot be driven (regardless of its actual amount of structure damage), and must repaired.
    Resolution: Repairing the vehicle.
    Beat: When the vehicles non-functional state causes the character a significant social or financial hardship.

    Cosmetic Damage
    Looks matter, and this vehicle looks like hell. Dents, scratched paint, cracked windows and torn upholstery reduce the value of the vehicle (regardless of actual performance). The vehicle Availability rating is considered one less for the purposes of buy, selling, or trading. The shabby appearance of the vehicle might also impose penalties on some social rolls (never more than -1 or having to open an additional door).
    Resolution: Repairing the vehicle.
    Beat: n/a

    Death Trap
    The vehicle has suffered significant damage, and is actively hazardous to drive. The Drive suffers a -2 die penalty to Drive rolls while driving this vehicle. Any failed drive roll becomes a dramatic failure.
    Possible Sources: The vehicle is taken damage within its last 3 boxes of structure.
    Resolution: Repairing the vehicle.
    Beat: n/a

    Fluid Leak
    The vehicle is hemorrhaging fluid vital to its function (such as oil, coolant, or steering fluid).
    The vehicle leaves a puddle whenever it goes and if the fluids run out it can cause significant damage. The driver may resolve this condition to gain a beat. Doings so causes the vehicle to gain the “Breakdown” condition.
    Resolution: As described above or by repairing the vehicle
    Beat: When resolved to gain the Breakdown condition.

    Lights Out
    The headlamps of the vehicle cease to function, either due to the bulbs burning out or by deeper electrical problems. While this is of little concern during the day, at night the driver suffers penalties to vision based rolls (ranging from -1 for early evening to -5 for pitch black starless nights).
    Possible Sources: structure damage to the vehicle, electrical malfunction
    Resolution: Repairing the vehicle.
    Beat: n/a

    Out of Tune
    The vehicle is long overdue for a tune up. Worn sparkplugs and dirty air-filters impact performance across the board. The driver of the vehicle suffers a -1 penalty to Drive rolls and a -3 penalty to the vehicle’s acceleration. A vehicle that is this far out of tune can aggravate other mechanical problems.
    Resolution: Repairing the vehicle.
    Beat: n/a

    Poor Fuel Efficiency (Persistent)
    The vehicle uses fuel at an increased rate. This could represent everything from a fuel leak to simple bad design. A vehicle with this condition consumes its fuel cell at double the standard rate.
    Resolution: Repairing the vehicle.
    Beat: the vehicle runs empty at an inconvenient time or during a dangerous situation.

    Tuned Up
    The vehicle has been freshly tuned, restoring performance to showroom quality. When engaged in high performance driving, the driver may resolve this condition gains a +1 die bonus to drive rolls and a +3 bonus to acceleration for the remainder of the scene.
    Possible Sources: Exceptional success on a vehicle repair roll.
    Resolution: As described above
    Beat: n/a

    Uncomfortable
    The inside of the vehicle has a nagging flaw that makes prolonged trips a chore. Cramped space, broken air conditioning, damaged seats and other irritants can distract the driver at crucial moments. While driving the vehicle the driver suffers –2 die penalty to all rolls involving perception or concentration
    Resolution: Repairing the vehicle.
    Beat: n/a

    Warped Alignment (Persistent)
    The frame of the vehicle is bent to a degree that make it pull noticeable in one direction or shake violently when accelerated beyond a certain point. A vehicle with this condition reduces its safe speed by 10mph.Anyone driving a vehicle with this condition suffers a -2 die penalty to Drive rolls when driving faster than the vehicles modified safe speed.
    Possible Sources: Accidents or Vehicle combat
    Resolution: Repairing the vehicle.
    Beat: Getting into an accident while driving the vehicle with this condition.

    Weak Battery (Persistent)
    The vehicles battery goes dead easily and often. Even multiple changes of battery do not resolve the problem. Whenever starting the vehicle, roll wits + drive. If the roll successful, the vehicle starts normally; otherwise it refuses to turn over until the vehicle receives a jump start. Certain condition (such as cold or hot weather) and modify the die pool.
    Resolution: Repairing the vehicle.
    Beat: The battery dies at a dramatically inconvenient time.



    Mech Tilts
    Mechs can take the following Tilts in combat.


    Arm Wrack (Mech)
    Your Walker’s arm has taken heavy damage and is no longer fully responsive. Unlike living limbs, the arm still functions, but only just.
    Effect: Your Walker’s arm is heavily damaged and thus suffers a -2 penalty to any actions that require it. Some supernatural powers can cripple a Mech’s arm instantly. A Mech can have his arm knocked out by a targeted blow to the arm (–2 penalty) that deals more damage than the Mech’sDurability.
    Ending the Tilt: Repairing or replacing the arm removes this Tilt; if the attack that inflicts this Tilt successfully deals damage equal to double the Mech’s Durability, the arm is completely lost and must be replaced.

    Cockpit Breached (Mech)
    Your Mech’s cockpit has been struck by a blow strong enough to rupture the environmental sealing.
    Effect: The cockpit is no longer secure and no longer protects the pilot from the outside world. The cockpit no longer fully covered and is instead substantially concealed (-3 penalty). Additionally, the pilot is now able to affected by environmental Tilts and condition, such as airborne disease and chemical agents.
    Causing the Tilt: Some supernatural powers can destroy the cockpit. A Mech can have its cockpit breached by a targeted blow to the cockpit (–1penalty) that deals more damage than the Walker’s Durability.
    Ending the Tilt: Repairing or replacing the cockpit removes this Tilt.

    Leg Wrack (Mech)
    Your leg has taken heavy damage and is barely responsive. Unlike with living limbs, the leg still functions, but only just.
    Effect: If your Walker’s leg is broken halve your Mech’s Speed and suffer a −2 penalty on Physical rolls that require movement (and Defense). If both of your Mech’s legs are wracked, your Mech falls over — taking the Knocked Down Tilt — and cannot get up. Your Mech’s Speed is reduced to 1; if you want to move at all, you cannot take any other action. Physical rolls
    that require movement are reduced to a chance die.
    Causing the Tilt: Some supernatural powers can cripple a Mech’s limbs or break an exoskeleton with a touch. A Mech can
    have its leg knocked out by a targeted blow to the leg (–2 penalty) that deals more damage than the Walker’s Durability.
    Ending the Tilt: Repairing or replacing the leg removes this TIlt. If the attack that inflicts this Tilt successfully deals damage equal to double the Walker’s Durability, the leg is completely lost and must be replaced.
    Note: For simplicity using this Tilt, treat all Walkers as having 2 legs despite how many legs they actually have. For instance, on a four-legged Walker, inflicting this Tilt on one leg actually means two legs have been disabled.

    Weapon Destroyed (Mech)
    One of your Mech’s built in weapons has been destroyed, removed, or otherwise disabled.
    Effect: One of the weapons on your Mech has been rendered inoperable and thus unable to to be used.
    Causing the Tilt: Some supernatural powers can destroy weapons. A Mech can have a weapon knocked out by a targeted blow to that weapon (–3penalty) that deals more damage than the Walker’s Durability. Additionally, suffering an Arm Wrack (Mech) that completely destroys the arm also destroys any weapons built into that arm.
    Ending the Tilt: Repairing or replacing the weapon removes this Tilt. If the attack that inflicts this Tilt successfully deals damage to double the Walker’s Durability, the weapon is completely lost and must be replaced.




    Mech Merits
    Would be mech owners may select the following merits as normal.


    Going by Feel (•)
    Prerequisites: Athletics •
    Effect: While you might not be a particularly good driver of other vehicles, you understand Walkers because their motions come completely natural to you. You use Athletics instead of Drive/Pilot for moving walkers. This does not apply to calculating Defense or making melee attacks.

    Mechanized Combat Training (•)
    Prerequisites: Brawl • or Weaponry •
    Effect: Regardless of your other piloting abilities, you know how to fight using your Mech. You may substitute Brawl or Weaponry in place of Drive/Pilot when determining melee attack pools as well as determining your Defense.

    Mech (• to •••••)
    Prerequisites: Drive •
    Effect: You have access to bipedal vehicular exoskeleton, referred commonly as a “Mech” or “Walker”. The Mech may be privately owned, requisitioned from a larger organization, or perhaps stolen (or any other circumstance dictated by background).
    This merit represents a specific unit, although this merit may be taken multiple times to represent additional units you have access to. Mechs may be modified by purchasing Upgrade Merits (and many Mechs include a certain number of Upgrade Merit points to allow customization).

    • You gain access to a Civilian Mech.
    •• You gain access to a Light Mech or a Civilian Mech with 3 dots of Upgrade Merits.
    ••• You gain access to a Light Mech with 3 dots of Upgrade Merits, or Civilian Mech 4 dots of Upgrade Merits
    •••• You gain access to a Heavy Mech, or a Light Mech with 4 dots of Upgrade Merits, or Civilian Mech 5 dots of Upgrade Merits
    ••••• You gain access to a Heavy Mech with 3 dots of Upgrade Merits, or a Light Mech with 5 dots of Upgrade Merits
    Note: Some Storytellers may opt to drop this merit all together and instead allow Mechs to be purchased like any other vehicle. In which case, Upgrade Merits are treated as normal merits the character possess that apply to a single Mech.
    For AI's and Spirits: This merit may be selected to represent a host body.



    Upgrade Merits
    Rather than being traits that the Mech Pilot possesses, Upgrade Merits apply to a particular Mech and outline its enhanced capabilities. Using these merits requires dots in the Mech Merit, and the most dots that can be applied to a particular unit are 5 plus the Mechs starting number of Upgrade dots.


    Amphibious (• to •••••)
    The Mech is designed to function on land and in the water. In water, the Mech can travel at its normal safe and maximum Speed plus 5mph per dot in the Amphibious merit.
    Even with this merit, though, pressure and temperature limit diving ability. Assume the Mech can dive 1000 feet for each point of (Durability +Amphibious) it possesses.

    Amplified Strength (• to •••••)
    The Mech has been designed for raw mechanical power.
    Prerequisite: Civilian or Heavy Mech
    Cost: 1 Power/Scene
    Once activated, the Mech can automatically lift anything with a Size equal to or less than its Size + Amplified Strength. If it throws lighter objects like a weapon, that item is considered aerodynamic. Any time you make a feat of strength with the Mech, add its Amplified Strength dots to the roll. These dice do not apply to combat actions, only feats.

    Armor Enhancement (• to •••)
    The Mech has been designed with reinforced construction. Increase the Mech’s Durability by an amount equal to the dots in this merit. Any increase in Durability increases the unit’s structure by an equivalent amount.

    Boost (••)
    Prerequisite: Generator ●+
    Cost: 1 Power/Round
    The Mech is capable of incredible bursts of speed. By Spending 1 Energy it can use its Defense against ranged attacks for one round. It immediately reach maximum speed in a single turn which it can maintain afterwards.

    Crush (••)
    Prerequisite: Amplified Strength ●+, Civilian or Heavy Mech
    Cost: 1 Power/Scene
    The Mech is equipment with power hydraulic limbs capable of generating staggering amounts of sustained force. This force can compact cars and reduce flesh and bone to jelly. While its Amplified strength is active, the Mech deals aggravated damage instead of lethal when grappling with a smaller sized opponent.

    Enhanced Safety Features (• to •••)
    The mech is designed to offer greater protection to its pilot. Each dot of the Enhanced Safety Features merit negates a point of damage that would be transferred to the Pilot from collisions and high intensity melee combat.

    Extra Limbs (••)
    The Mech has additional limbs, be it a tail, tentacles, or arm. Each extra limb adds a +1 die equipment bonus to a type of roll (maximum bonus of +2). The effects depend on the nature of the limb: a tail might add a die to rolls involving balance or swimming, while extra arms would add to grapple or climbing rolls. The listed cost is for each extra limb.

    Flight (• to •••••)
    Prerequisite: Generator ●+, Civilian or Light Mech
    Dice Pool: Dexterity + Drive+ Flight
    Cost: 1 Power/Scene
    The Mech has a propulsion system capable of bearing it aloft. This can be anything from rocket propulsion, sophisticated VTOL, or even more exotic systems. No matter how the flight system operates, it allows the mech to fly at its normal safe and maximum Speed plus 10mph per dot in the Flight merit. This flight system consumes energy. Spending a point of Energy allows the Mech to fly for 1 scene.

    Generator (• to ••••)
    The Mech has a self-sustaining power source, greatly increasing its energy capacity. Each point of the Generator Upgrade increases the Mech's maximum Power pool by 1 (to a Maximum pool of 5 above the Mech’s normal default). In addition, this upgrade increases the rate at which Power is recovered to 1 point every 30 minutes.

    Handling Enhancement (• to •••)
    The Mech has been fine tuned for greater responsiveness and control. Each dot of this merit increases the Mechs Handling by +1.

    Hardened Armor (• to •••)
    Prerequisite: Armor Enhancement ●+
    The armoring of the Mech is especially resilient and shrugs off armor piercing attacks. Each dot of Hardened Armor negates a point of the Armor Piercing quality or any other effect that reduces or negates durability.

    Improved Sensors (••)
    The Mech has a host of sensory tools and display options. Perception rolls made by the Pilot gain a +2 equipment bonus.

    Insulation (• to •••••)
    The Mech has been constructed to resist a particular type of energy or temperature extreme (typically electricity, fire or freezing cold). Any time the mech would be damaged by the chosen energy form, it ignores any damage equal to its dots in Insulation instead. Damage beyond those dots occurs normally.

    Leaping (••)
    The mech is capable of covering a remarkable amount of distance, up to 40ft in a single bound. This capability can represent everything from digitigrade legs to rocket thrusters. A Civilian or Light Mech may expend 1 power to allow it to use this mobility option 5 times in a single scene, while a Heavy Mech gains 3 uses of this option within a scene.

    Manual Dexterity (• or ••)
    Baseline Mech have a crude grasping appendage that is not designed for anything beyond the most basic of tasks. With this upgrade, the mech possess a set of appendages with a greater degree of finesse and control.
    The one dot version of this merit provides manipulators capable of using tools. The mech can pick up and utilize tools, melee weapons, and firearms. Fine task are still beyond these appendages and suffer a -3 penalty to tasks that require a high degree of precision and dexterity.
    The two dot version of this merit grants appendages with a higher degree of precision and do not suffer the penalty for performing precise tasks.
    [i]Note:[i] The Heavy Mech cannot purchase the second dot of Manual Dexterity.

    Melee Modification (• to ••••)
    The Mech has been optimized for close quarters combat. Reinforced limbs increase striking power and it is not uncommon for a variety of weapons (such as spike fists, sword blades, or powered saws) to be added for even more legality.
    Each dot in this merit increases the weapon modifier of the Mechs melee strikes by 1 and at every even dot increase the armor piercing quality by 1.

    Neural Interface (•••)
    The Mech is equipped with an advanced piloting system that allows it to respond to its pilots thoughts [through either technological or paranormal means]. While piloting a Mech with this merit, the Pilot gains a +2 equipment bonus to Initiative and may use the Higher of Dexterity or Wits when determining the Mech’s Defense.

    Onboard Computer (•)
    The Mech has a sophisticated computer and communications system built into its controls that grants a +2 equipment bonus to related tasks. Mech with this Upgrade often function as the central hub for battlefield communication and drone networks.

    Self-Destruct (• or •••)
    The Mech is a specialized system of explosive designed to destroy the unit rather than allow it to fall into the wrong-hands. The system is stable enough to avoid accidental detonation from the rigors of combat and comes with a variable timer and remote control unit.
    The one dot version of the merit reduces the vital components of the mech to slag, preventing it from being salvaged as anything more than scrap. Using this method of self-destruct deals 10 points of structure damage to the Mech. It also deals 10 dice +5 automatic success worth of lethal damage to anyone foolish enough to still be in the Mech when it blows.
    The three dot version causes the Mech to explode into a cloud of fire, smoke and red-hot shrapnel. This is treated as an explosive that ignores any of the Mechs Durability [Damage +3, Blast Area 10, Force 4]

    Speed Enhancement (• to •••••)
    The Mech's locomotion and horsepower have been augmented for greater speed and acceleration. Each dot of this merit increases the Mech's Speed by 2. Double for a Light or lower class of Mech.

    Strength Enhancement (• to •••)
    The Mech's limbs and servos have been improved for greater baseline performance. Each dot of this merit increases the Mech's Strength by +1.

    Super-Heavy (•••)
    Prerequisite: Heavy Mech
    This brute of a Mech is even larger and stronger than the Heavy Mech. This merit increases the Size of the Heavy Mech by 3 points. Durability goes up by 3. Structure goes up by 6. In addition, the Mech’s Strength gains a +3 bonus and it also gains a +2 bonus to its Weapon modifier for close combat attacks as well as increased Armor Piercing by 1. The added mass slows the unit down, and it takes a -1 penalty to Acceleration and a -5 penalty to both Safe and Maximum speeds.

    Targeting Systems (••)
    Prerequisite: Improved Sensors
    The Mech has an integrated targeted system allow it to track and lock onto designated targets. This grants to Pilot a +2 equipment bonus to ranged attack rolls.

    Weapon Mount (• to ••)
    The Mech is designed with combat in mind, and offers positions where extra armaments can be added. Each dot in this merit allows an additional weapon to be added to the Mechs framework and link with any guidance or targeting system the Mech possesses. This merit only provides places where the weapon can be affixed, the weapon itself must be obtained through the use of other merits (such as Allies, Resources, Status, or similar).
    Note: The default Light Mech comes with a single weapon mount while the default Heavy Mech comes with two.




    Weapons and Weapon Traits
    Type Damage Range Capacity Initiative Strength Size Availability Special
    Harpoon Gun 3 Medium Reusable -5 3 4 ●●● Impaled
    Scattergun 4 Medium Medium -4 3+ 4 ●●●● 9-Again, Autofire, Knockdown
    Anti-Material Rifle 5 Extreme Low -5 3 4 ●●●●● AP 6, 9-Again, High Recoil
    Generic SAW* 3 Long High -4 3+ 3 ●●●●● Autofire, High Recoil
    Generic GPMG* 4 Long High -5 4+ 4 ●●●●● AP 2, Autofire, High Recoil
    Generic HMG* 5 Long Medium -60 4+ 5 ●●●●● AP 6, Autofire, High Recoil
    Tactical Laser 6 Long Single -4 3 4 ●●●●● AP 8, Energy
    Heavy Laser 10 Extreme Single -6 M 5 ●●●●● AP 10, Energy
    Light Coilgun 4 Long Low -4 3 4 ●●●●● AP 2, Autofire, High Recoil
    Heavy Coilgun* 6 Extreme Low -5 M 5 ●●●●● AP 4, Autofire, High Recoil
    Light Autocannon* 5 Extreme High -6 M 5 ●●●●● AP 8, Autofire, High Recoil
    High-Speed Autocannon* 5 Extreme High -5 M 5 ●●●●● Autofire, High Recoil
    Heavy Autocannon* 6 Extreme High -7 M 6 ●●●●● AP 17, Autofire, High Recoil

    *: Weapon is only capable of Autofire (including short, medium and long bursts)
    #: Capacity listed is how much the weapon normally has when as an infantry weapon.
    +: Increase the strength requirement when using Autofire (Short Burst +1, Medium Burst +2, Long burst +3)
    M: Weapon can only be fired accurately when mounted to a vehicle of at least Size 18. Any attempts to fire from a smaller vehicle incur a -1 penalty for each point of size less than 18. They count as having a Strength 10+ requirement for the purposes of High Recoil. It increases if the weapon also uses Autofire.
    Energy: Weapons with the energy rule require that the Mech drain a portion of its battery supply to restore their "magazines" rather than rely on conventional ammo storage
    High Recoil: This weapon suffers from high recoil. If not properly braced and set to handle the recoil, the shooter takes 1 bashing damage and suffers the Knockdown effect. Mechs with Strength equal or greater than [weapons size + strength rating] do not suffer the effect of high recoil.
    Impaled: If the target suffers 3 of more points of damage after factoring armor they take the “Impaled” tilt.

    Impaled (Personal, Mech)
    A weapon or other implement has been driven through and lodged within your body.
    Effect: You suffer a–2 penalty on all actions due to pain and physical interference. This penalty continues until the impaling object is removed. If the object is tied to a tether you can only move up to the length of the tether from where it is anchored.
    Ending the Tilt: Removing the impaling object without tools requires a Strength + Stamina roll with a -3 modifier. If successful, you take one point of lethal damage as you pull out the offending object. If done surgically or with tools, a Strength + Crafts roll is required instead, suffering only a -2 penalty, with no additional damage done if successful.
    Last edited by Almarck; 09-08-2016, 04:10 PM.


    Mechs: Because even the Chronicles of Darkness needs robot fights.
    DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
    Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

  • #2
    At the risk of being particular, I think you could just say that "Melee attacks by Mechs without weapons are considered to have a weapon modifier of +0." to get across that they deal lethal damage and keep the lingo up to snuff.

    As for them doing Aggravated damage, it might be worth considering a specific circumstance where they do that rather than as a general idea. Maybe they get a Grappling Move called Crush if they have the appropriate limbs, and if they use it, they can do Aggravated Damage and squeeze the life out of somebody.

    Fun little bit of homebrew, though. I could totally see it in Bleeding Edge or Infinite Macabre.


    Leetsepeak's Ex3 Homebrew Hub - Hub of homebrew for Exalted 3rd Edition that I've made.

    Comment


    • #3
      While Mechs as a whole remain firmly in the domain of science and engineering, simple physics ultimately can be twisted and distorted with the influnence of the supernatural. Otherwise ordinary machines act in erratic and strange ways without anyone seemingly in control… or without fuelcells inserted. Other times, pilots bond to their Mechs so tightly that every action feels like it was its own body doing the deed. Stranger still are the machines that can run on the esoteric and the unusual… or machines that can seemingly repair themselves at will and feed on blood.

      And even without supernatural influence, those that possess Mechs and the know how often test these machines against what the night has to offer


      Synchronization
      One of the most obvious traits of supernatural influence on a machine is the tendency for mechs to show direct psychic connections to their owners. Such pilots when inside their machines can pilot through sheer will and determination alone. This prevents them from suffering any penalties to piloting due to the lack of certain limbs or other physical impairments. Also, they may spend Willpower to directly add to the Mech’s power supply.

      However, this kind of bond comes with a price. Such pilots often feel parts of the mech’s body as their own and thus Breaking Points caused by actions the Mech taken suffer a -1 penalty due to this strange sense of being. This connection is also harmful to the body. Any damage taken by the mech also inflicts bashing damage on the pilot. This damage overwrites and replaces the rule that a pilot inside a Mech receives bashing damage for lethal or bashing attacks that equal the Mech's size.

      If the damage is considered aggravated against the mech, it deals lethal damage to the mech’s pilot. Any Tilts or Conditions inflicted upon the mech also inflict the same type of conditions against the pilot provided such tilts can actually apply to a human body in a way that makes sense (Arm Wrack is valid, Cockpit Breach is not). Total limb destruction on the mech also causes the pilot to lose his own limb. This physical damage is psychic may not be reduced or negated by any means, though it can be healed.

      Synchronization is offered to some Mechs that take the appropriate upgrade merits.


      Supernatural Upgrade Merits



      Bloodthirsty (•••)
      The Mech literally thirsts for blood, feeding on it to fuel itself.
      Effect: The Mech loses the ability to store Power. Instead, it may store Vitae much as a vampire would, storing 2 points of Vitae for each point of power that would have been stored originally. Each point of Vitae is used in much the same way as Power used to be, such as for activating abilities, except that each point of Vitae is worth 1 hour or 1 scene of operating time.
      Vitae may be transferred to a Mech by a vampire pilot directly or may be gathered from external sources such as by feeding on humans. A Bloodthirsty Mech deals aggravated damage in a grapple against living enemies as it attempts to drain the blood out from them as it crushes bones. When it does so, it gains points of Vitae equal to half of the damage dealt.
      Drawback: The Mech’s generators no longer function and thus cannot passively store backup power. It also cannot accept fuel cells and requires Vitae in order to function at all. Vitae offered to the Mech may not be reclaimed by any means.

      Heirloom Parts (• - •••••)
      The Mech is partially made of dragon bones. This has... interesting... effects.
      Effect: This merit is equivalent to the Heirloom merit (from Dragon: the Inheritance); however, the benefits of the merit apply to anyone operating the Mech, regardless of whether or not the operator is Spurned or not. In addition, any Willpower cost the Heirloom has costs Power instead.



      Self-Servicing (••••)
      The Mech possesses the strange and bewildering ability to repair and rearm itself, seemingly violating sense and reason as well as thermodynamics as new munitions and replacement parts come from seemingly nowhere.
      Effect: The Mech repairs one point of Structure on its own body every hour or a single tilt or condition every four. By spending a point of Power, the Mech’s pilot may speed this process up. For one point, he may heal a single point of Structure damage, for two, he may remove a condition or tilt.
      Also, if left unattended for about an hour or a scene, the Mech’s weapon systems are fully rearmed, with the exception of any explosive payloads which are unaffected.

      Thaumium Coat (•••••)
      The Mech’s outer shell is lined with Thaumium. Not too much of it all told, but enough to allow the Mech to resist magic when given Power.
      Effect: By spending 1 Power as a reflexive action, the Mech’s durability rating is treated as a penalty to hostile spellcasting against the pilot or the mech itself.






      Gameline Specific Mechs



      Brass Dragon (•••••)
      Prerequisite: Access to Relics (Aegis Kai Doru)
      At first, you’d think it was a solid brass statue in the shape of a dragon, but on closer inspection you’d find that its belly possesses a sort of hatch big enough for even a large man to crawl through. Once a rider is inserted into the statue, the seemingly inanimate statue comes to life, its metallic body moving as cleanly as if it was flesh and blood.

      Brass Dragons are an unusual relic in that they are found throughout the world and in made of the stylings of many cultures from the Eastern Lungs to Western Wyvrens. Despite the name, they are often made in a wide variety of materials, from stone, to iron, to silver, even gold, but brass is the most common. However, the shape and general material don’t matter so much when the Shield and Spear use them; they are all equally capable.

      When a relic user crawls inside the statue and exerts his will through it, in effect spending a point of Willpower, he causes the statue to come to life and bend to his will. While inside, the statue acts very similarly to a Synchronized Mech with the pilot benefiting (or forced to benefit) from the Going by Feel and Mechanized Combat Training Merits.

      For the purposes of rules, Brass Dragons are considered Mechs with the following statistics and weapons.
      -Strength 8
      -Durability 8
      -Size 15
      -Structure 23
      -Land Acceleration/Safe Speed/Max Speed: 4/12/20
      -Air Acceleration/Safe Speed/Max Speed: 8/25/60
      -Handling 8
      -3 Damage, Initiative +2, Claws
      -4 Damage, AP 3, Bite
      -6 Damage, forced long burst autofire, range 20/40/80, flamethrower. Costs 1 Willpower to use.
      -Self Servicing. Has limited self repair as per the Upgrade Merit.
      -No weapons mounts. As statues and not advanced technology, Brass Dragons do not possess weaponry mounts… and do not have the finesse to handle modern Mech scale firearms, thus preventing any use of Mech weapons.

      Brass Dragons do not possess any Power storage or generation and thus solely rely solely on the driver’s Synchronization with the statue to operate. Each point of Willpower provides 1 hour’s worth of movement. Once the hour elapses, the Brass Dragon resumes its default pose and ceases to function if more Willpower isn’t provided to it or if the agent chooses to dismount. Do note that this happens even when the statue is in the air. Many Aegis Kai Doru agents have lost Brass Dragons… and their lives due to simply forgetting about the time limit.


      Jötunn Tactical Assault Armor (•••••; Special)
      Prerequisite: Access to Advanced Armory
      Effects: In the secret war against the Supernatural, TF:V agents often find themselves fighting against physically superior foes whether they be raging werewolves or prometheans. Ordinary humans, no matter how strong cannot match them in close corridors combat - until now. Named for the fabled giants of Norse mythology, this suit of advanced mechanized armor stands taller than a man and comes equipped to fight the enemies of the human race no matter the range, near or far, though the JTAA is typically reserved for only select agents in the most dire of circumstances.

      The JTAA is a Light Mech with improved and boosted performance in combat, netting it a statistical increase across the board, raising its statistics by +1 Strength, +1 Durability, and +1 Structure over stock models.

      As the JTAA is designed for tactical flexibility in melee and ranged combat, it by default carries a heavy machine gun or flamethrower as its primary ranged weapon, attached to one of the arms. The other arm instead is more geared towards melee, coming equipped with the experimental Kintetic Strike Module, a +4L melee weapon with Armor Piercing 5, allowing the JTAA to even tangle with werewolves up close.

      Certain Advanced Armory items may be purchased to augment the JTAA such as Etheric Rounds (to replace the standard munitions of the heavy machine gun), Etheric Sensors (which acts as Etheric Goggles), or Mjolnir Cannon (5-dot version, replaces machine gun)


      Project YMIR (••••••••••; Special)
      Preresiquite: Access to Advanced Armory
      Project YMIR doesn't exist. Yet.

      OK, there are rumours, but nothing conclusive - if you look at the Task Force's finances, Project YMIR has been on the records for decades, quietly siphoning cash off from more mainstream projects. And all they have to show for it is one prototype.

      The prototype is enough to keep the funding coming.

      Properly speaking, this prototype (referred to as YMIR by the scientists on the project) is the Young-Markuson Integrated Redoubt - improperly speaking, it is a monster. It started as a combination of the (failed) Berserkr Skin and (successful) Jötunn Tactical Assault Armor, but ended up superior to its forbears.

      Mechanically, Project YMIR is considered a Light Mecha with +1 Power, +1 Strength, +1 Size, +2 Structure, +2 Durability, and Weapon Mount •. It also has a little red switch sitting next to the control joystick. Flicking this switch (which costs one Power, and can be done as a Reflexive action) changes everything.

      Wires and tubes slice into the pilot's body, inflicting one Bashing damage; the system integrates with the pilot's central nervous system, and then waits for confirmation. Then the Pilot may initiate the Ragnarok Protocol by spending Willpower as a Reflexive action.

      While under the Ragnarok Protocol, Project YMIR gains the benefits of Armor Enhancement •••, Melee Modification •••, Neural Interface •••, Speed Enhancement •••••, and Strength Enhancement •••. The pilot receives the benefits of the Going By Feel and Mechanized Combat Training merits for the duration of the Protocol, as well as the Drugged - Stimulant tilt.

      On its own, this would be impressive. However, the real benefit of the Ragnarok Protocol is that it causes the pilot to synchronize with Project YMIR, in addition to any weapon integrated with YMIR - they may apply the benefits of Melee Modification to any weapon attached to YMIR's weapon mounts. Finally, Project YMIR ignores any Tilt that wasn't inflicted by Aggravated damage.

      The Ragnarok Protocol is power hungry; each scene it is engaged costs one Power. More worryingly, they haven't figured out a way to shut off the Ragnarok Protocol once it is started - it will only end when the Power is entirely dead and the pilot is drained. And then they have to cut the pilot out - this inflicts the Cockpit Breach tilt on Project YMIR and requires the amputation of at least one limb. And they'll be stuck in a wheelchair for along time due to neurological damage - they suffer the Disabled [Persistent] condition after the Ragnarok Protocol ends.

      Still, in an apocalypse scenario...

      The Old Blood (••••, Supernatural)[/SIZE]
      "Handwritten scrawl: Seek paleblood to transcend the hunt."

      A recipient of the Old Blood arises from the operation as something more than human.

      Treat them as if they were wearing a Mech with the following stats:
      Class Strength Durability Size Structure Speed Handling Power
      Super-Light [Their Strength] 0 [Their Size] 0 [Their Speed] +0 [Their Stamina]
      They cannot upgrade this "mech" with the Craft skill and it is permanently subject to the Cockpit Breached Tilt (and don't get the benefits of the Concealment) - in exchange, they have the Going by Feel •, Manual Dexterity ••, Mechanized Combat Training •, and Self-Servicing •••• merits for the purposes of this "mech" only.

      They may purchase Upgrade merits for the "mech" as normal, can wield mech-scale weaponry, and treat time spent sleeping or meditating as being "plugged in" for the purposes of regaining Power. They cannot, however, remove the Cockpit Breached Tilt through any means.

      =---=

      This is obviously only balanced in a game where mechs are something everyone has access to. With some refluffing, you have something pretty metal - oh, and you can use driving style merits with the Old Blood. Yeah, you're subject to the upgrade cap (that's something new), but that's not too bad.

      (Oh, and Almarck? You might want to update the Speed Enhancement merit - it still references acceleration, safe speed, and maximum speed. You might also want to do that with the Conditions and Tilts).
      Last edited by Almarck; 09-08-2016, 04:12 PM.


      Mechs: Because even the Chronicles of Darkness needs robot fights.
      DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
      Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

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      • #4
        Hmmm... maybe Task Force: VALKYRIE just got a new toy...


        My Homebrew
        Star Wars d10
        The Fallen for Demon: the Descent
        Requiem for a Masquerade: VtR 2e Cainite Conversion (Vampira Roma)

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        • #5
          I agree. I've actually been mulling around a story idea inspired by the new robot cop movie. Modern setting, but a company has been making strides in a cutting edge technology and is getting popularized.

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          • #6
            Oh, you're right, I forgot to talk to give TF:V a little something since of course, they'd have a cool prototype to work with.

            Jötunn Tactical Assault Armor (00000; Special )
            In the secret war against the Supernatural, TF:V agents often find themselves fighting against physically superior foes whether they be raging werewolves or prometheans. Ordinary humans, no matter how strong cannot match them in close corridors combat - until now. Named for the fabled giants of Norse mythology, this suit of advanced mechanized armor stands taller than a man and comes equipped to fight the enemies of the human race no matter the range, near or far, though the JTAA is typically reserved for only select agents in the most dire of circumstances.

            The JTAA is a Light Mech with improved and boosted performance in combat, netting it a statistical increase across the board, raising its statistics by +1 Strength, +1 Durability, and +1 Structure over stock models.

            As the JTAA is designed for tactical flexibility in melee and ranged combat, it by default carries a heavy machine gun or flamethrower as its primary ranged weapon, attached to one of the arms. The other arm instead is more geared towards melee, coming equipped with the experimental Kintetic Strike Module, a +4L melee weapon with Armor Piercing 5, allowing the JTAA to even tangle with werewolves up close.

            Certain Advanced Armory items may be purchased to augment the JTAA such as Etheric Rounds (to replace the standard munitions of the heavy machine gun) or Etheric Sensors (which acts as Etheric Goggles)





            There, that should do it.

            Hm, that reminds me. Anyone got suggestions for merits an "Ace Pilot" might have for a Mech?
            Last edited by Almarck; 07-30-2015, 11:55 PM.


            Mechs: Because even the Chronicles of Darkness needs robot fights.
            DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
            Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

            Comment


            • #7
              Alright, I made a big edit to the original post.

              I added 4 basic Tilts that apply to the Mech as it takes damage and I added a bunch more wording to the rules of use.


              Mechs: Because even the Chronicles of Darkness needs robot fights.
              DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
              Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

              Comment


              • #8
                For the mage version I don't think I'd be able to resist a game of "How blatantly can I make this a Warstrider before anyone notices?"

                Comment


                • #9
                  Pretty far. I have no clue about Warstriders at all. Or how it's an Exalted item would be the obvious Mage version.

                  Although I think the rules provided are flexible enough to allow for making Mechs and Walkers of different settings in the same way that the normal rules allow making different variants on cars.


                  Mechs: Because even the Chronicles of Darkness needs robot fights.
                  DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                  Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                  Comment


                  • #10
                    Awesome Rules! I was pondering doing something similar and you just saved me a ton of work.

                    A few things to be considered -

                    1) Mech vs. Mech melee combat could be treated as similar to high speed collisions, with the pilot suffering a portion of the damage inflicted as bashing damage. [perhaps the number of structure points inflicted rolled as bashing damage]

                    2) Considering the premium that 2nd Edition puts on aggravated, perhaps having the crushing damage dealt by the Heavy Mech as a +3 weapon instead.



                    Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                    The Horror Lab - A collection of Beasts, Monsters and less definable things.
                    Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                    Twilight Menagerie - A collection of Ephemeral Entities

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                    • #11
                      Originally posted by Reighnhell View Post
                      Awesome Rules! I was pondering doing something similar and you just saved me a ton of work.

                      A few things to be considered -

                      1) Mech vs. Mech melee combat could be treated as similar to high speed collisions, with the pilot suffering a portion of the damage inflicted as bashing damage. [perhaps the number of structure points inflicted rolled as bashing damage]

                      2) Considering the premium that 2nd Edition puts on aggravated, perhaps having the crushing damage dealt by the Heavy Mech as a +3 weapon instead.
                      Why thank you for your feedback and support. Mechs are something of a passion of mine.

                      Though I am unsure of how to handle roll over damage that affects the pilot. I felt the Cover rules adequately provided enough information, but as I actually never used a car in a highspeed chase, I am unsure of how to proceed with that. Can you explain how you'd impliment it?

                      As for the Aggravated grapple damage, that's intentional because honestly, we're talking about being crushed in a vicegrip by at minimum 10 foot tall robots. I think 20 in the case of the Heavy.


                      Mechs: Because even the Chronicles of Darkness needs robot fights.
                      DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                      Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                      Comment


                      • #12
                        RE: Collision

                        In the 2nd Edition rules, a vehicle in a collision does [size] dice + [1/20mph] success Lethal/Structure damage to what ever it hits. The passenger of the vehicle takes 1/2 the structure damage in lethal damage [or Bashing if they are wearing seat belts and other safety devices.

                        My reasoning is a melee battle between mecha is going to play out like a series of high speed collision. Even with safety gear and an intact cockpit, the pilot stands a good chance of being battered about like a pinball. Extrapolating the Structure Damage = 1/2 Bashing Damage to Pilot rule does not seem unfair [ and keeps the Pilot from being too reckless in combat]

                        RE: Crush

                        You point is solid, but I would offer the "Crush" capacity as a perk of that particular model rather than a standard feature of the Generic Heavy Mech [ A Generic Heavy would likely have a +2 weapon bonus to its Melee and Grapple damage instead].


                        RE: Other Resources

                        The Mech rules you have presented work almost seamlessly with the current vehicle rules. As such I can point you at a few places in the published material that expand on them.

                        World of Darkness: Armory has a entire chapter devoted to Vehicles. Give special attention to pages 153-154, which covers vehicle modification.
                        World of Darkness: Midnight Roads is an entire source book dedicated to horror stories revolving around travel and vehicles. Chapter 2 is loaded with rules expansions and merits that would work well for mecha and the pilots that love them.
                        Last edited by Reighnhell; 07-30-2015, 11:29 PM.


                        Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                        The Horror Lab - A collection of Beasts, Monsters and less definable things.
                        Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                        Twilight Menagerie - A collection of Ephemeral Entities

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                        • #13
                          Originally posted by Dreaminggod View Post
                          Hmmm... maybe Task Force: VALKYRIE just got a new toy...
                          I've actually toyed with giving TF:V something of a exoskeleton (which are in development in real life) akin to the crysis suit or the cargo loader off of Aliens.

                          Main drawback is that it needs a constant source of power and only have 5 mins of back up.

                          cookie for whomever gets that reference.

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                          • #14
                            Originally posted by Reighnhell View Post
                            RE: Collision

                            In the 2nd Edition rules, a vehicle in a collision does [size] dice + [1/20mph] success Lethal/Structure damage to what ever it hits. The passenger of the vehicle takes 1/2 the structure damage in lethal damage [or Bashing if they are wearing seat belts and other safety devices.

                            My reasoning is a melee battle between mecha is going to play out like a series of high speed collision. Even with safety gear and an intact cockpit, the pilot stands a good chance of being battered about like a pinball. Extrapolating the Structure Damage = 1/2 Bashing Damage to Pilot rule does not seem unfair [ and keeps the Pilot from being too reckless in combat]

                            RE: Crush

                            You point is solid, but I would offer the "Crush" capacity as a perk of that particular model rather than a standard feature of the Generic Heavy Mech [ A Generic Heavy would likely have a +2 weapon bonus to its Melee and Grapple damage instead].
                            I'll just state that in general, taking structure damage often causes the pilot to take bashing damage equal to have of the resulting structure damage (rounded down) Saves on math.

                            Also, fair point on the heavy mech damage.


                            Originally posted by Shock View Post

                            I've actually toyed with giving TF:V something of a exoskeleton (which are in development in real life) akin to the crysis suit or the cargo loader off of Aliens.

                            Main drawback is that it needs a constant source of power and only have 5 mins of back up.

                            cookie for whomever gets that reference.
                            I take it you forgone giving them force fields based off of souls of dead mothers and had kids act as the pilots.

                            In any case, the JTAA has been updated.


                            Mechs: Because even the Chronicles of Darkness needs robot fights.
                            DarkFrame: Crossover setting that puts Chronicles of Darkness in the far future that is Warframe.
                            Monarch: The Endless You are an alien ruler, charged with maintaining a people who you shape to suit your needs.

                            Comment


                            • #15
                              Evangelion for the win, although the EVA were less mecha and more kaiju with a cockpit.


                              Curios, Relics, and Tomes - A collection of Relics (Cursed and Otherwise)
                              The Horror Lab - A collection of Beasts, Monsters and less definable things.
                              Strange Places - A collection of Dark, Mysterious, and Wondrous Locations
                              Twilight Menagerie - A collection of Ephemeral Entities

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