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[Homebrew] Mechs, Walkers, Ect.

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  • Almarck
    started a topic [Homebrew] Mechs, Walkers, Ect.

    [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.

  • Almarck
    replied
    Originally posted by Alberto Barbosa View Post
    They're all roughly 4.3 meters tall, pretty much the same size as the ATs from VOTOMs (both series were made by Ryosuke Takahashi.)

    There are mainly two kinds of tactical armors: the Raiden and the Ishtar. To give some idea of their abilities, here's two Raidens facing off against MBTs: https://www.youtube.com/watch?v=2Pi_qp-Wz2U

    And four facing off against infantry: https://www.youtube.com/watch?v=H6ZRO5JiQ8c

    The Ishtar is marginally superior to the Raiden. While less manueverable, it's somewhat faster and more durable.

    Both are derived from an ancient demonic war machine called the Kugai: https://www.youtube.com/watch?v=mknrbIsuZq0

    The Kugai are antique things with no hardpoints for modern weapons like the Tactical Armors, so instead they carry weapons such as enormous swords or spears. Their flesh is the basis for the cloned muscles that drive tactical armors, and being made almost entirely from this grants them much greater strength than Raidens or Ishtars. However, they are lacking in durability, as their armor is made of medieval Japanese steel, which was know for its rather poor quality even by medieval standards. To give an example of this comparative fragility, one had its arm blown off by a grenade launcher when it fought an Ishtar.


    They should be fine to use the rules as is then. I don't see any problems beyond just rephrasing rules. You may want to use upgraded Light Mechs. Remember, the Durability scores are high enough to negate most small arms... but explosives would leave lasting dents.

    Leave a comment:


  • Alberto Barbosa
    replied
    They're all roughly 4.3 meters tall, pretty much the same size as the ATs from VOTOMs (both series were made by Ryosuke Takahashi.)

    There are mainly two kinds of tactical armors: the Raiden and the Ishtar. To give some idea of their abilities, here's two Raidens facing off against MBTs: https://www.youtube.com/watch?v=2Pi_qp-Wz2U

    And four facing off against infantry: https://www.youtube.com/watch?v=H6ZRO5JiQ8c

    The Ishtar is marginally superior to the Raiden. While less manueverable, it's somewhat faster and more durable.

    Both are derived from an ancient demonic war machine called the Kugai: https://www.youtube.com/watch?v=mknrbIsuZq0

    The Kugai are antique things with no hardpoints for modern weapons like the Tactical Armors, so instead they carry weapons such as enormous swords or spears. Their flesh is the basis for the cloned muscles that drive tactical armors, and being made almost entirely from this grants them much greater strength than Raidens or Ishtars. However, they are lacking in durability, as their armor is made of medieval Japanese steel, which was know for its rather poor quality even by medieval standards. To give an example of this comparative fragility, one had its arm blown off by a grenade launcher when it fought an Ishtar.

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  • Almarck
    replied
    Originally posted by Alberto Barbosa View Post
    Who here has seen Gasaraki? How would the Tactical Armors and Kugai from that show work with this system?

    How big are we talking about? The system as I define is... limited to a specific size category, specifically, that of being around or near that of modern MBTs with smaller units around humvees. This is because past that size, well... size is an insurmountable advantage for anything on foot. World of Darkness struggles to use anything past that point, since the system's roots are essentially "on foot"

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  • Alberto Barbosa
    replied
    Who here has seen Gasaraki? How would the Tactical Armors and Kugai from that show work with this system?

    Leave a comment:


  • Almarck
    replied
    Originally posted by Vent0 View Post

    Where is it stalled? Because I've got notes for an NPC tangentially involved with HCP in development.

    Developing the last the 3 power sets. And then for me figuring out how to redraft the Colony system. Allow for more "independants" outside of the the empire.

    go ahead and post them if you so wish.

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  • Vent0
    replied
    Originally posted by Almarck View Post
    http://forum.theonyxpath.com/forum/m...-using-hunters

    Created a Conspiracy for a currently developing in chrysalis Fangame involving aliens... I need to update my sig real bad.
    Where is it stalled? Because I've got notes for an NPC tangentially involved with HCP in development.

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  • Almarck
    replied
    Originally posted by Geckopirateship View Post

    I'd like to see that, it sounds interesting. And you should check out Deviant. You like scifi stuff, so it's right up your alley.

    The Lemurian Heresy Machine cult that I came up with probably has a few mechs lying around or in garages somewhere. Since they're inspired by the Society of Ether, the Lemurians, and W40K's Imperium, it makes sense that they'd at least try to build them. Their theology basically runs on "what would be cool", so of course they have giant robots.

    http://forum.theonyxpath.com/forum/m...-using-hunters

    Created a Conspiracy for a currently dormant Fangame involving aliens... I need to update my sig real bad.

    Just keep in mine that the Mechs in this project aren't really all that big. Not even the Superheavy. In terms of mass, it's about an Abrams or less. This was a concession made to have them playable and combatable on foot.

    Once you get past 15 meters, things get crazy.
    Last edited by Almarck; 09-10-2016, 01:21 AM.

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  • Geckopirateship
    replied
    Originally posted by Almarck View Post


    Haven't paid attention to Deviant yet. I'm guessing the early powers set is up? I don't understand Blowout since I haven't been in the thread in ages.

    I've actually done quite a bit of work making generic "item" powered armor. Most of my Homebrew seems to revolve around "vanilla" items, usually scifi items.
    I'd like to see that, it sounds interesting. And you should check out Deviant. You like scifi stuff, so it's right up your alley.

    The Lemurian Heresy Machine cult that I came up with probably has a few mechs lying around or in garages somewhere. Since they're inspired by the Society of Ether, the Lemurians, and W40K's Imperium, it makes sense that they'd at least try to build them. Their theology basically runs on "what would be cool", so of course they have giant robots.

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  • Almarck
    replied
    Originally posted by Geckopirateship View Post

    Well, the Evangelion connection would be to make it so that only certain people, perhaps people who have been genetically altered, can pilot a certain type of mech. Maybe the mech even uses them as a sort of "power source".

    On a smaller scale, I'm plannin on homebrewing "stabilizers" that let a Deviant use limited amounts of Blowout-level power, and Powered Armor is one of the forms they could take.

    Haven't paid attention to Deviant yet. I'm guessing the early powers set is up? I don't understand Blowout since I haven't been in the thread in ages.

    I've actually done quite a bit of work making generic "item" powered armor. Most of my Homebrew seems to revolve around "vanilla" items, usually scifi items.

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  • Geckopirateship
    replied
    Originally posted by Almarck View Post


    ... I'll admit, that's not something I ever thought I'd hear anyone say when I made this little project back a year ago. How do you figure that'll work out? Because right now, I can only imagine atleast one Deviant or Rebel will pilot a mech as a heavy ordinance thing.
    Well, the Evangelion connection would be to make it so that only certain people, perhaps people who have been genetically altered, can pilot a certain type of mech. Maybe the mech even uses them as a sort of "power source".

    On a smaller scale, I'm plannin on homebrewing "stabilizers" that let a Deviant use limited amounts of Blowout-level power, and Powered Armor is one of the forms they could take.

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  • Almarck
    replied
    Originally posted by Geckopirateship View Post
    I'm keeping an eye on this for Deviant, because there's really a lot of overlap between giant robots and Deviants. Evangelion, for example, has the perfect atmosphere and tone for a Deviant story.

    ... I'll admit, that's not something I ever thought I'd hear anyone say when I made this little project back a year ago. How do you figure that'll work out? Because right now, I can only imagine atleast one Deviant or Rebel will pilot a mech as a heavy ordinance thing.

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  • Geckopirateship
    replied
    I'm keeping an eye on this for Deviant, because there's really a lot of overlap between giant robots and Deviants. Evangelion, for example, has the perfect atmosphere and tone for a Deviant story.

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  • Almarck
    replied
    Good work as always Amechra. Done as requested and added to the first page.



    Thinking on it given the sheer modifications involved to make someone essentially a cyborg, that merit is probably something akin to a minor template in terms of effects

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  • amechra
    replied
    The Old Blood (••••, Supernatural)
    "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).

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