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- -Revised Genre/Defense/Plot Armor Rules (From the creators blog)-
- -Genre Points are now a fixed number (starting at three) that is reset after each Operation. The number increases with every Arc by one. You can still gain *Temporary* Genre Points by roleplaying, but they will be reset back to the base amount at the end of the Arc.
- -Genre Points spent during Intermissions turn into Temporary Genre Points at the beginning of the very next Operation, still providing a bonus to Initiative.
- -Defenses use the fixed numbers from current Plot Armor (the 4/5/6 array), Or can be rolled in a Contested Roll using a Gm approved Attribute and Skill/Specialty. Fixed Defenses can be increased up to 10 times, using the costs normally used for Plot Armor.
- -Plot Armor now runs off (your Attribute + 3) and increases by 1 for each arc completed. Plot armor cannot be enhanced with PP.
- -You can spend a Genre Point to roll an additional d10 on top of a P-Scale Test you have already rolled, or to add 5 to the DN of any one Test (as in the optional rules for stacking Advantages and Disadvantages), you may do this multiple times per Intermission or Scene but only once per Test. (I beleive the intent here is to increase the difficulty of Tests to affect you, basically adding 5 to a Defense)
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- New P-Scale Action
- Cover - You may use an appropriate skill, agreed on by the GM, to protect yourself or an ally. Until your next turn, whenever someone makes an offensive test against the covered person, you may roll your chosen skill in an opposed test. If you succeed, the attack automatically misses.
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- New Abberant skill - http://pastebin.com/uFHUKaCS
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- /mq/ Maiming Errata
- When a limb would be maimed, instead of all weapons and upgrades on that area being disabled, a number of PP on the limb equal to the damage in excess of the broken level of threshold (to a minimum of 1) are disabled on a limb of the attackers choice. The points are selected by the damaged mechs player, unless the "Called Shot" Genre power was used. One point of Maiming damage is enough to disable a part or upgrade, but all of a given parts UP must be damaged before it can be applied to another part on the location.
- If you breach multiple threshold layers in one shot, you must cripple one part on each, then you may split the remainder among the other areas (obeying the above rules). If you cripple a layer and have more excess damage than UP on the maimed area (or you chose an area with no upgrades), the crippling damage is not carried over.
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- Seperate Issue: Tension Boosters
- Possible houserule: Certain situations give you a free +1 to Tension (Making a full kill like on an Elite or a full 'squad' of Mooks, or losing a Layer of Threshold)
- Alternate: Give each PC a trait that gives +1 tension in a specific circumstance.
- Mooks gain 1/2 the bonus from tension (rounding down?)
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- Minor Stuff
- Possible: Change Superior Blueprints from +3 Mobility/Armor to +1Mob/Arm/Thresh/Energy ?
- You can swap around the 0 and 1 base attributes on your archetype.
- Components/Aides may mount duplicate parts. Aides still have the half eva/Arm, but can choose to base them off a chassis different from your main body. They may share any Terrain Compatibility upgrades of the base mech at no extra cost.
- TEST: Expanding the limits of body regions is allowed, but going over the limit costs double UP.
- "The Full Armor upgrade is a good idea. It could be represented better as an enhancement for area slots, though, at a rate of 30 extra space in all areas per 1 UP spent - to a maximum of 150 space at 5 UP." -TK31
- (I'm not sure he realises how Full Armor actually works. It seems more prudent to make it act like Component mixed with an additional threshold layer, which lets you add extra weapons and stuff but which falls off after one threshold layer, leaving the normal mech beneath. I'm willing to test it at Combined Ungrade Cost +3, giving 15 space that counts as any area, 30 for a +2 enchancement.)
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