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snapxynith

current reread of lancer 1.0

May 4th, 2022 (edited)
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  1. 5016u current time
  2.  
  3. blinkspace
  4. blink gate
  5. omninet
  6.  
  7. manna - new currency represents all economic value
  8.  
  9. humanity fell in the climate crisis on all Cradle planets
  10. Cradle (Earth), Luna, Mars, Mercury, Venus, Saturn, Jupiter, Neptune, Uranus, Phobos, Deimos, Io Europa, Ganymede, Callisto, Titan, Enceladus
  11.  
  12. Core - Outer Rim
  13.  
  14. Union (communist utopia)
  15. GA - HA - SSC (capitalists)
  16.  
  17. Golden Rules
  18. Specific rules override general statements and rules.
  19. Always round up (to the nearest whole number)
  20.  
  21. --
  22. Building Pilots and Mechs
  23. --
  24.  
  25. --
  26. Missions, Uptime, and Downtime
  27. --
  28.  
  29. --
  30. Mech Combat
  31. --
  32.  
  33. skill checks (n&m) | attacks (m) | saves (m)
  34.  
  35. Skill check: Done for uncertain situations/challenges. Roll 1d20, add bonuses.
  36. success >= 10
  37. failure < 10, possible consequences
  38. addendum, skill challenge or risky/difficult status can be added.
  39.  
  40. Attacks: Offensive actions against other characters. Roll 1d20 add any bonuses.
  41. Critical Hit >= 20
  42. Extra effects can happen
  43. HIT (success) >= target number, usually target defense
  44. things that state "On Hit", trigger on successful attack.
  45. MISS (failure) < target number
  46.  
  47. Saves: Avoid or resist negative effects in mech combat. Roll 1d20 add any bonuses.
  48. Success >= opponent ability
  49. Failure < opponent ability
  50.  
  51. Contested Check: skill check + bonuses vs skill check + bonuses
  52. success of attacker >= defender
  53. failure of attacker < defender
  54.  
  55. Accuracy adds 1d6 to a roll
  56. Difficulty subtraces 1d6 from a roll
  57. Accuracy and Difficulty dice cancel each other out
  58. max +6/-6 from all dice, lowest dice from the groupo is applied to the roll
  59.  
  60. Grit: 1/2 level rounded up. Adds to Attack Bonuses, Hit Points, and Save Targets (pilot and mech)
  61.  
  62. -------------
  63. license levels
  64. LL0
  65. background -> skill check bonuses (accuracy and difficulty)
  66. 4x pilot triggers
  67. 1x +2 || 2x +1 mech skills
  68. 3x rank 1 talents
  69. 1x General Massive Systems License (GMS)
  70. 1x Frame - GMS-SP1 Everest
  71.  
  72. Level up
  73. 1x +2 to existing trigger || +2 to a new trigger
  74. +1 to a mech skill
  75. +1 talent rank, new or existing
  76. +1 license rank, spend on mech talents/licensing
  77. Grit increases (1/2 pilot LL, round up): 1st point at LL1
  78. Every 3 LL (3, 6, 9, 12) pilots get a new core bonus.
  79.  
  80. Reallocate points
  81. Choose one:
  82. - Reallocate all ranks from one talent to any other talent
  83. - Reallocate all ranks from one license to any other license
  84. - replace one core bonus with another core bonus (if qualified)
  85. /// if core bonus is lost with license change, choose a valid replacement
  86.  
  87. Triggers: +2/4/6, narrative play bonus only. Homebrew OK!
  88.  
  89. Pilot combat stats:
  90. HP: 6+Grit
  91. Size: 1/2
  92. Evasion: 10
  93. E-Defense: 10
  94. Speed: 4
  95.  
  96. Pilot Creation:
  97. 1. Choose a background
  98. 2. Chooser triggers based on background
  99. 3. Write down pilot combat stats
  100. 4. Choose gear: 1x Armor, up to 2x weapons, 3x other gear.
  101.  
  102. 3-15 meters tall (10-50')
  103. Mech
  104. Mech Skills: +0-6, replace triggers in skill checks when in a mech. especially in saves. also gives bonuses to building a mech.
  105. Hull: build/pilot durable mechs
  106. strength checks. lifting boulders, standing in hurricanes. Punching/grappling
  107. Agility: build/pilot fast mechs
  108. Dex checks, chasing/fleeing/dodging, acrobatics, hide, silent.
  109. Systems: build/pilot ECM warfare mechs
  110. hacking checks, infiltrate ICE, boost/surpess signals, scanning. Boost systems of any vehicle.
  111. Engineering: build/pilot mechs with efficient reactors, supplies, and support systems
  112. 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
  113.  
  114. Mix and Match Modular mechs
  115. 12x License max.
  116. Licenses bought in order, I, II, III.
  117. GMS is free access.
  118. Reprint mech in downtime. Always have access to licensed gear.
  119.  
  120. Size: the area your mech controls around them.
  121. Armor: 4 is max armor. Armor reduces all incoming damange by the armor amount. excluding:
  122. 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.
  123. Main: 1x main or aux size
  124. Heavy: 1x heavy, main, aux
  125. Aux/Aux: 2x aux
  126. Main/Aux: 1x main & 1x aux || 2x aux
  127. Flexible: 1x main || 2x aux
  128. Integrated: built in weapon, not removable/moddable
  129. superheavy weapons: cost heavy slot + any other slot
  130.  
  131. Weapons: Size, Type, Damage
  132. Size:
  133. Aux:
  134. Main:
  135. Heavy:
  136. Superheavy:
  137. Type:
  138. Melee: hand to hand, improvised
  139. ---- Ranged, even in close THREAT distance
  140. CQB: pistols, shotguns, flamethrowers. Short range
  141. Rifles: Med range
  142. Launchers: missles, grenades, etc projectile
  143. Cannons: heavy damange, imprecise
  144. Nexus: bees, drone bay, etc
  145. Damage:
  146. kinetic
  147. explosive
  148. energy
  149. *heat: systems damage
  150. *burn: Damage over time (DOT)
  151.  
  152. System Points: for extra systems, or heavy weapons (mount+sp), You cannot exceed SP max.
  153. Grit is added to base SP. Every 2 points of Systems Mech Skill, add 1 SP.
  154.  
  155. Core Systems: use Core Power (CP), reactor overclock. Emergency/High power systems.
  156. Replace CP on Full Repair.
  157.  
  158. HP/Structure: 4 Structure.
  159. On 0 HP, Reduce 1 Structure, Run Structure damage check,Reset HP to Max. Mech is destroyed if Structure is 0.
  160.  
  161. Repair Cap: repairs HP to full or repairs a damaged system in the field
  162.  
  163. Speed: How far a mech moves in one turn, in spaces. for Standard move or boost.
  164.  
  165. Evasion: how hard ranged/melee attacks are to hit you.
  166.  
  167. 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.
  168.  
  169. Tech Attack: use Tech Attack bonus instead of grit on electronic warfare (tech attacks)
  170.  
  171. E-Defense: how hard it is for electronic and guided weapons/systems to hit you
  172.  
  173. Heat Cap & Stress: heat is applied through tech attacks and internal systems. When current Heat is Higher than the Heat Cap, it overheats.
  174. When Heat > Heat Cap, decrease stress by 1, clear all heat, run stress damage check.
  175. Mechs are destroyed on 0 Stress.
  176.  
  177. Save Target: When forcing another character to make a save, they must Match or Beat your save target.
  178. Save Target <= Save roll + bonuses, no consequences
  179. Save target > Save roll + bonuses, consequences
  180.  
  181.  
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