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- 5016u current time
- blinkspace
- blink gate
- omninet
- manna - new currency represents all economic value
- humanity fell in the climate crisis on all Cradle planets
- Cradle (Earth), Luna, Mars, Mercury, Venus, Saturn, Jupiter, Neptune, Uranus, Phobos, Deimos, Io Europa, Ganymede, Callisto, Titan, Enceladus
- Core - Outer Rim
- Union (communist utopia)
- GA - HA - SSC (capitalists)
- Golden Rules
- Specific rules override general statements and rules.
- Always round up (to the nearest whole number)
- --
- Building Pilots and Mechs
- --
- --
- Missions, Uptime, and Downtime
- --
- --
- Mech Combat
- --
- skill checks (n&m) | attacks (m) | saves (m)
- Skill check: Done for uncertain situations/challenges. Roll 1d20, add bonuses.
- success >= 10
- failure < 10, possible consequences
- addendum, skill challenge or risky/difficult status can be added.
- Attacks: Offensive actions against other characters. Roll 1d20 add any bonuses.
- Critical Hit >= 20
- Extra effects can happen
- HIT (success) >= target number, usually target defense
- things that state "On Hit", trigger on successful attack.
- MISS (failure) < target number
- Saves: Avoid or resist negative effects in mech combat. Roll 1d20 add any bonuses.
- Success >= opponent ability
- Failure < opponent ability
- Contested Check: skill check + bonuses vs skill check + bonuses
- success of attacker >= defender
- failure of attacker < defender
- Accuracy adds 1d6 to a roll
- Difficulty subtraces 1d6 from a roll
- Accuracy and Difficulty dice cancel each other out
- max +6/-6 from all dice, lowest dice from the groupo is applied to the roll
- Grit: 1/2 level rounded up. Adds to Attack Bonuses, Hit Points, and Save Targets (pilot and mech)
- -------------
- license levels
- LL0
- background -> skill check bonuses (accuracy and difficulty)
- 4x pilot triggers
- 1x +2 || 2x +1 mech skills
- 3x rank 1 talents
- 1x General Massive Systems License (GMS)
- 1x Frame - GMS-SP1 Everest
- Level up
- 1x +2 to existing trigger || +2 to a new trigger
- +1 to a mech skill
- +1 talent rank, new or existing
- +1 license rank, spend on mech talents/licensing
- Grit increases (1/2 pilot LL, round up): 1st point at LL1
- Every 3 LL (3, 6, 9, 12) pilots get a new core bonus.
- Reallocate points
- Choose one:
- - Reallocate all ranks from one talent to any other talent
- - Reallocate all ranks from one license to any other license
- - replace one core bonus with another core bonus (if qualified)
- /// if core bonus is lost with license change, choose a valid replacement
- Triggers: +2/4/6, narrative play bonus only. Homebrew OK!
- Pilot combat stats:
- HP: 6+Grit
- Size: 1/2
- Evasion: 10
- E-Defense: 10
- Speed: 4
- Pilot Creation:
- 1. Choose a background
- 2. Chooser triggers based on background
- 3. Write down pilot combat stats
- 4. Choose gear: 1x Armor, up to 2x weapons, 3x other gear.
- 3-15 meters tall (10-50')
- Mech
- Mech Skills: +0-6, replace triggers in skill checks when in a mech. especially in saves. also gives bonuses to building a mech.
- Hull: build/pilot durable mechs
- strength checks. lifting boulders, standing in hurricanes. Punching/grappling
- Agility: build/pilot fast mechs
- Dex checks, chasing/fleeing/dodging, acrobatics, hide, silent.
- Systems: build/pilot ECM warfare mechs
- hacking checks, infiltrate ICE, boost/surpess signals, scanning. Boost systems of any vehicle.
- Engineering: build/pilot mechs with efficient reactors, supplies, and support systems
- Scotty checks. extreme evironment checks heat/cold/void/radiation. Use cold fusion reactor like a forge. Ducktape your mech to keep moving, work past maintainence checks, travel through bad environments, boost other mech/ship/base reactors, ammo/power conservation
- Mix and Match Modular mechs
- 12x License max.
- Licenses bought in order, I, II, III.
- GMS is free access.
- Reprint mech in downtime. Always have access to licensed gear.
- Size: the area your mech controls around them.
- Armor: 4 is max armor. Armor reduces all incoming damange by the armor amount. excluding:
- Mounts: weapon/support system limit. this is functional not flavor. mechs don't need a weapon to be welded on to use. This is just the max simultaneous use limit.
- Main: 1x main or aux size
- Heavy: 1x heavy, main, aux
- Aux/Aux: 2x aux
- Main/Aux: 1x main & 1x aux || 2x aux
- Flexible: 1x main || 2x aux
- Integrated: built in weapon, not removable/moddable
- superheavy weapons: cost heavy slot + any other slot
- Weapons: Size, Type, Damage
- Size:
- Aux:
- Main:
- Heavy:
- Superheavy:
- Type:
- Melee: hand to hand, improvised
- ---- Ranged, even in close THREAT distance
- CQB: pistols, shotguns, flamethrowers. Short range
- Rifles: Med range
- Launchers: missles, grenades, etc projectile
- Cannons: heavy damange, imprecise
- Nexus: bees, drone bay, etc
- Damage:
- kinetic
- explosive
- energy
- *heat: systems damage
- *burn: Damage over time (DOT)
- System Points: for extra systems, or heavy weapons (mount+sp), You cannot exceed SP max.
- Grit is added to base SP. Every 2 points of Systems Mech Skill, add 1 SP.
- Core Systems: use Core Power (CP), reactor overclock. Emergency/High power systems.
- Replace CP on Full Repair.
- HP/Structure: 4 Structure.
- On 0 HP, Reduce 1 Structure, Run Structure damage check,Reset HP to Max. Mech is destroyed if Structure is 0.
- Repair Cap: repairs HP to full or repairs a damaged system in the field
- Speed: How far a mech moves in one turn, in spaces. for Standard move or boost.
- Evasion: how hard ranged/melee attacks are to hit you.
- Sensors: Mech position detection (not visual / line of sight). Range of a mech's tech systems and tech attacks. Enemies in sensor range AND not hiding, have a KNOWN position even without Line of Sight.
- Tech Attack: use Tech Attack bonus instead of grit on electronic warfare (tech attacks)
- E-Defense: how hard it is for electronic and guided weapons/systems to hit you
- Heat Cap & Stress: heat is applied through tech attacks and internal systems. When current Heat is Higher than the Heat Cap, it overheats.
- When Heat > Heat Cap, decrease stress by 1, clear all heat, run stress damage check.
- Mechs are destroyed on 0 Stress.
- Save Target: When forcing another character to make a save, they must Match or Beat your save target.
- Save Target <= Save roll + bonuses, no consequences
- Save target > Save roll + bonuses, consequences
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