GM Homepage | Join Istan's Skybolts! | GM Notes on the MAPS Mercenary Company | Lundmark's Nebula | Characters in the Mercenary Company | PC and Mecha creation notes | Game Story in Brief
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Two characters, you and your companion, are part of a mercenary team. Default Point values are about what you'd get for, under 5th ed.(p.15), one "Standard Hero" (75 base + up to 75 in disads) plus one "Standard Superhero" (200 base + up to 150 in disads)... that's 275 base plus up to 225 in disads, to be split up amongs the two characters as previously noted, totalling 500 points if you take max disads.
Player characters will function at the usual Champions
campaign scale of things: people are two meters tall, and weigh 100
kilograms. Their sheets are written up as normal. Mecha for all
intents and purposes exist in an environment where everyone is sixteen
meters tall and weigh 1.6 metric tons. In combat range and size
modifications are dealt with from that scale. If a person wants to
interact with a mech, they just are considered to be 30 active points
less in whatever physical ability they are using, and their movement
speed is divided by eight. Non-sentient mecha/robots should use the "Automatons" rules, see p. 310... this changes the cost of certain things, and means they have no EGO, etc.
Mecha do have issues targetting things as small as people.
Manipulating people scale items will require the 10 point Fine
Manipulation Talent, and probably extra limbs. Attacking them is
automatically assessed a -6 penalty, and penalty skill levels must be
purchased for Each Attack Form you want to use. No buying 3 point
penalty skill levels for all size mods. Buy a bomb instead. For movement with megascale the difference between 2m hexes and 16m hexes is
insignificant when jumping to 1km (or more) hexes. The advantage cost
remains the same for both scales, but of course Bob the Space Pirate's
EMP gun naturally has a lesser effect on a mech, as explained earlier. Note if your mech has a higher dex and speed than the pc, then it is a testament to your superior piloting skills. Max DC is about 10 for a heavy military vehicle. Stricter interpetation of Elemental Controls than usual.
EC: Mech is disallowed. This is why theme mecha are so dangerous.
EC: Electrical Powers is valid. Weapons Multipowers are ok. Mecha are allowed to have OAFs. Note: All mecha have space capable life support, and
standard radio hearing with transmit.
There's nothing stopping either or both 'characters' from using their points to buy followers, vehicles, computers, etc. using the normal rules and the 1/5 ratio. Handy if your mecha has a hover-sled transporter, or something. Poly-crete sprayer, for making fortifications, bridges, noisy mecha-shaped statues...
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Everyman
Skills (8- for 0 pts)
- Climbing
- Computer Programming
- Concealment
- Conversation
- Deduction
- Paramedic
- Shadowing
- Stealth
- TF: (Your favorite kind of mundane ground transport)
- Lang: Japanese (4-pt) + Literacy
- AK: Homeworld or Home City
- PS: (Job of Choice)
Gear (can be sold back if you plan on just using inherent abilities to cover such needs, or are buying a biggger gun)
- Flightsuit: 6/6 Armor (OIF) (18 active, 12 real)
LS: Self Contained Breathing, Low Pressure/Vaccuum, Radiation
Extreme Heat, Extreme Cold (18 active, 12 real)
- Light Blaster: 1d6+1 RKA (OAF, 2 clips of 12 charges) (20 active, 10
real)
- Communicator: Radio Transmission/Perception (OIF) (10 active, 5 real)
Mecha are assumed to have a similar level of life support and
communications ability, plus the disease and poison immunities.
Before the argument starts, let me explain why the flightsuit does not
have immunity to posons or diseases. As long as the Special Effect of
a disease or poson requires skin contact or inhalation, the suit will
protect you. Of course, if you don't rinse off the suit after wading
through the vat of toxic goo before taking it off, oops. You do not
miraculously get healthier just because you get into your suit.
House Rules of Talents, Updated: 12/26/2004
- Absolute Range Sense(3)
- No Changes
- Absolute Time Sense(3)
- No Changes.
- Ambidexterity(3)
- Vastly overpriced under 5th Edition for its benefits.
Reduced back to 4th Edition point cost.
- Bump Of Direction(3)
- No Changes.
- Combat Luck(6)
- No Changes. Purchase it if you will, but note that everyone has
access to the superheroic character building rules. You can buy
defences any way you want to.
- Combat Sense(15)
- No Changes. Yet.
- Cramming(5)
- Listed as a skill these days, but works like a talent. That said, one may "stack" levels of cramming. Two levels may be used to give one
an 11- in a given knowledge skill, rather than 8- in two if one so desires.
- Danger Sense(15+)
- No Changes.
- Double Jointed(4)
- No Changes.
- Eiditic Memory(5)
- No Changes.
- Environmental Movement(Variable)
- No Changes.
- Lightning Calculator(3)
- No Changes.
- Lighnting Reflexes(varies)
- No Changes.
- Lightsleep(3)
- No Changes.
- Perfect Pitch(3)
- No Changes.
- Resistance(1)
- No Changes.
- Simulate Death(3)
- No Changes.
- Speed Reading(4)
- No Changes.
- Universal Translator
- Everyone in anime speaks Japanese, except where plot requires it.
Don't bother unless it is absolutely needed for character concept.
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House Rules of Skills
- Acrobatics
- As per UMA and Ninja Hero, this skill may be used to
regain one's feet in a 0 phase action on a successful
skill roll.
- Acting
- No changes.
- Animal Handler
- Not as unimportant in an SF setting as you would think, given the variety of giant monsters and beast mentality mecha
present
- Autofire Skills
- No changes.
- Breakfall
- No Changes.
- Bribery
- No changes.
- Bugging
- No changes.
- Bureaucratics
- No changes.
- Climbing
- No changes.
- Combat Driving
- If your mech doesn't fly (or doesn't fight while airborne) then this is your skill for mecha operatons. If it does, use:
- Combat Piloting
- Primarily used with flight-capable mecha, fighter planes, and small spacecraft.
- Combat Levels
- DCV Levels are considered to be applicable to the
Dive For Cover maneuver. (Cost: 5pts)
EDCV Levels are considered to also subtract from
perception rolls with respect to Mental Senses.
We will at present use either set of rules for adding damage.
- Computer Prog
- No changes.
- Concealment
- No Changes.
- Contorionist
- No Changes.
- Conversation
- No Changes.
- Cramming
- Back to being a Talent. Can be purchased more than once.
- Criminology
- No changes.
- Cryptography
- No changes.
- Deduction
- No Changes.
- Defence Maneuver
- No changes.
- Demolitions
- No changes. Have fun!
- Disguise
- No changes.
- Electronics
- No changes.
- Fast Draw
- No changes.
- Forensic Medicine
- No changes.
- Forgery
- No changes.
- Gambling
- No Changes.
- High Society
- No changes.
- Interrogation
- No changes.
- Inventor
- No Changes. Used as the control skill on Gadgeteering VPPs.
- Knowledge Skill
- No changes.
- Languages
- No changes. Very rare in this type of setting.
- Lipreading
- No Changes.
- Lockpicking
- No Changes.
- Martial Arts
- No changes.
- Mechanics
- No changes.
- Mimicry
- No Changes.
- Navigation
- No changes.
- Oratory
- No Changes.
- Paramedic
- No changes. Someone has to be _really_ peculiar to be assessed
an "alien physiology" penalty, usually listed in their disads.
- Persuasion
- No Changes.
- Professional Skills
- The GM will override inappropriate ones.
- Ranged Skill Levels
- No changes.
- Riding
- Used to command giant monsters.
- Science
- No changes.
- Security Systems
- No changes.
- Seduction
- No Changes.
- Shadowing
- No changes.
- Skill Levels
- No changes.
- Sleight Of Hand
- No Changes.
- Stealth
- No Changes.
- Streetwise
- No Changes.
- Survival
- No changes.
- Systems Ops
- No changes. Brad's copy of FREd does not show additional costs
for type of system, so we won't charge them.
- Tactics
- No changes.
- Tracking
- No changes.
- Trading
- No changes.
- Transport Fam
- The Boats Category can be purchased as a group. Why? Because
I don't want to deal with that much complexity either.
- Two-Weapon Fighting
- No changes.
- Ventriloquisim
- No changes.
- Weapon Familiarity
- No changes.
- Weaponsmith
- No changes.
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House Rules of Powers
- Absorption
- No changes.
- AID
- No changes... For now.
- Armor
- With GM Permission, your armor may affect carried objects,
similar to the Force Field Power adder. Mecha automatically
have this effect, within special effcts of course. (ie:
cockpits)
- Change Environment
- You may define the area covered by the power as any
of the usual +1 area of effect shapes, with GM permission.
- Characteristics
- If you manage to convince the GM to allow an Elemental
Control, then only one characteristic is allowed in the EC.
- Clairsentience
- The "Cannot Be Escaped By Teleportation" advantage also
affects this power.
- Clinging
- No changes.
- Damage Reduction
- No changes.
- Damage Resistance
- No changes.
- Darkness
- No changes. Do remember that a mech's smokescreen covers
a larger area than a PC's smoke grenage.
- Density Increase
- Can be used against other characters as an atack, but
you get no limitation for declining them the enhanced
characteristics.
- Desolidification
- Rare.
- Dispel
- Can be Aborted to.
- Drain
- No changes.
- Duplication
- No changes. If you want your mech to combine with someone
else's, talk to me about implementing my old Combination
Entity rules.
- Ego Attack
- No changes. Frequently referred to as Ego Blast.
- Endurance Reserve
- No changes, unless it gets abused.
- Energy Blast
- No changes.
- Enhanced Senses
- No changes at present time.
- Entangle
- No changes.
- Extra Dimensional Movement
- Very Rare.
- FTL
- Not currently availible to PCs, though perhaps purchasable
later in the campaign
- Find Weakness
- No changes.
- Flash
- No changes.
- Flash Defence
- No changes.
- Force Field
- No changes.
- Force Wall
- 4th Edition rules for Force Wall are restored. The wall has
1" of length per 5 character points in the power, not
including points spent on increasing the size of the Force
Wall. Additional inches are 2pts apiece, per the 5th edition
rules.
- Gliding
- No changes.
- Growth
- No changes.
- Hand Attack
- No changes, at present. I am willing to entertain discussion.
- Healing
- No change to the actual power, however, Regeneration is now a
separate power.
- Images
- No changes.
- Invisibility
- No changes.
- HKA
- No changes.
- RKA
- No changes.
- Lack Of Weakness
- No changes.
- Leaping
- No changes.
- Life Support
- See my above notes about starting equipment. Otherwise as written.
- Luck
- We will use the first luck variant. Roll your luck dice at
the session start, and count BODY. This is the number of re-
rolls the player is allowed per session. Any re-roll that
fails to improve things is rolled once again.
- Mental Defence
- No changes.
- Mental Illusions
- No changes.
- Mind Control
- No changes.
- Mind Link
- No changes.
- Mind Scan
- No changes.
- Missile Deflection
- No changes.
- Multiform
- No changes.
- Power Defence
- No changes.
- Regeneration
- 5 character points allow you to recover 1 character point per
turn automatically to a single characteristic or ability.
This is an Adjustment power, so the usual advantages and
limitations apply. The usual application is 10 points for 1
body regeneration per turn.
- Running
- No changes.
- Shapeshift
- Ignore everything in the book about sense groups. Whoever
wrote this power was an idiot. Instead, for each sense group
the power does _NOT_ affect, apply a -1/4 limitation to the
power. The other adders and advantages are a written.
- Shrinking
- No changes.
- Skills
- Not a stop sign power, but check with the GM.
- Stretching
- No changes.
- Summon
- No changes.
- Suppress
- No changes.
- Swimming
- No changes.
- Swinging
- No changes.
- Telekinesis
- Fine manipulation must be purchased twice if you want your
mech's telekinesis to have fine manipulation at the human
scale.
- Telepathy
- No changes.
- Teleportation
- Rare.
- Transfer
- No changes.
- Transform
- No changes.
- Tunneling
- Inches of movement and DEF are simply bought separately. +1"
for 2 character points, +1 DEF for 3 points.
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House Rules of Advantages
- Affects Desolid
- No changes.
- Area Of Effect
- Two changes:
1) Area Of Effect: Any affords 1 hex per 5 character points in
the power, not 1 per ten.
2) By default, an area of effect attack wraps around objects
within the area. Such an attack may be purchased at -1/4
less advantage and gain the Blast Shadow limitation.
Targets behind durable enough cover are assumed safe from
the attack. The Explosion advantage is already assumed to
have this limitation built in.
- Armor Piercing
- No changes.
- AVLD
- No changes.
- Autofire
- No changes.
- BOECV
- No changes.
- Culmulative
- No changes.
- Damage Shield
- We will de-NERF this advantage. For +1/2 advantage, an attack
power may be considered a Damage Field. For +1, the attack
power may also be used offensively on the character's phases.
(Porcupine Pete is coverd with sharp quills. It hurts to
touch him. It also hurts when he touches you.)
The end cost for the power may be defined in two ways,
determined at chaacter creation. First is the usual way: you
pay end every phase you choose to keep the power active. The
other way is that the power only costs endurance when it
damages a target. Please note the downside of this: being
swarmed under by goons becomes very tiring, very quickly.
- Delayed Effect
- Do not use. Period.
- Difficult To Dispel
- No changes.
- Does Body
- No changes.
- Does Knockback
- No changes.
- Double Knockback
- No changes.
- Duration Advantages
- No changes.
- Explosion
- Area increased is doubled for each +1/4 advantage, just as with
Area Of Effect.
- Hole In The Middle
- No changes.
- Indirect
- The "Cannot Be Escaped By Teleportation" advantage also
affects this advantage.
- Invisible Power Effects
- Two additional levels are availible, but of course
are contingent on the normal use of the advantage worked.
1) Reasonable: For +1/4 additional advantage, the target of
the attack will assume there is a reasonable explanation for
the effect. (VIPER survielance agents frequently disguise
themselves as reporters, and hide a 3d6 NND in their
microphones, bought 'Reasonable', as their interviews are just
that boring.)
2) Unnoticable: For +1/2, the invisible attack is just
ignored, and the character will not notice that there is an
attack until it is too late. many pharmaceutical attacks are
bought with this advantage. (Iocane Powder anyone?)
- Megascale
- Megascale has the same effect on people and mecha alike. For
an additoinal +1/4, one may determine what level of Megascale
applies, up to the max purchased by the character.
- NND
- No changes.
- Penetrating
- No changes.
- Personal Immunity
- No changes.
- Ranged Advantages
- One additional advantage. Indirect Fire: +0 Intended for
artillery-like attacks. At any range up to active points/5
hexes, the attacker is considered OCV 0. Over that range, and
the attacker has full ocv. Also, the attacker does not suffer
range penalties until the next increment, and the penalties
start at -2 at that distance. (Overwatch has a 3d6 RKA
Explosion x125 range- total 90 points active. He is
considered to be OCV 0 out to 18 hexes, and at full OCV from
19-32 hexes, and at a -2 ocv penalty from 33-64 hexes...)
- Ranged
- No changes.
- Reduced Endurance
- No changes.
- Sticky
- No changes.
- Time Delay
- No changes.
- Transdimensional
- No changes.
- Trigger
- No changes.
- Uncontrolled
- No changes.
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