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[Homebrew] Mechs, Walkers, Ect.

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  • Reighnhell
    replied
    A few ideas I have been tinkering with

    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: Generator ●+, 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 and double its Maximum Speed for 1 round.

    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). 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.
    Note: The default Light Mech comes with this merit built in.

    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.
    Note: 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 lethality.
    Each dot in this merit increases the weapon modifier and armor piercing quality of the Mechs melee strikes 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 Mechs Acceleration by +1 and Speed (Both Safe and Maximum) by 10mph.

    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 (and Structure) of the Heavy Mech by 3 points. In addition, the Mech’s Strength gains a +3 bonus and it also gains a +1 bonus to its Weapon modifier for close combat attacks. 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.
    Last edited by Reighnhell; 08-09-2015, 04:23 PM.

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  • Almarck
    replied
    Well, this topic went silent for a while, mostly due to me leaving. In any case, I've got some new material to toy with:

    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.


    Also, I've been brainstorming a little and I've got this idea for a combat style where in the pilot causes the Mech to exceed it parameters and achieve feats not normally expected of the design... but causes damage to the Mech as a result. You'd have things such as taking on Structure damage instead of spending willpower to boost attacks, crippling your Mech's arm or leg to massively boost your strength and damage for a single blow. And all the while, the pilot also suffers damage for his recklessness.

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

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  • Almarck
    replied
    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.

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  • Shock
    replied
    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.

    Leave a comment:


  • Reighnhell
    replied
    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.

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  • Almarck
    replied
    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.

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  • Reighnhell
    replied
    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.

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  • Almarck
    replied
    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.

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  • Elfive
    replied
    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?"

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  • Almarck
    replied
    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.

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  • Almarck
    replied
    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.

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  • Wild-Eyes
    replied
    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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  • Dreaminggod
    replied
    Hmmm... maybe Task Force: VALKYRIE just got a new toy...

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  • Almarck
    replied
    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.

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