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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

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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