Sandwitches

New Errata/Houserules

Aug 26th, 2012
90
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.73 KB | None | 0 0
  1. TENSION REBALANCE
  2.  
  3. --Traits--
  4.  
  5. -Like a Flash:
  6. Once per Operation you may use a Called Genre Power at Instant speed. Activating this trait raises your Tension by 1.
  7.  
  8. -Stack the Odds:
  9. You may use two Genre Powers per Round instead of one, but only once per Operation. Activating this trait raises your Tension by 1.
  10.  
  11. -Devoted Comrade:
  12. You may spend Genre Points in the stead of an Ally once per Operation. Activating this trait raises your Tension by 1.
  13.  
  14. -Practice Makes Perfect:
  15. You may repeat a Genre Power that you already used, once per Operation. Activating this trait raises your Tension by 1.
  16.  
  17.  
  18.  
  19. --Designs--
  20. -Learning Computer:
  21. Whenever anyone other than yourself uses a Genre Power, you gain a single temporary Genre Point for the rest of the operation.
  22.  
  23.  
  24. --Actions--
  25. -Cooperate Action
  26. Roll 1d10 + your Tension, on a result of 10 or higheryou may apply any of the following benefits to the Unit you are subpiloting. A unit can only benefit from each option once a turn.
  27. -Move the Unit 1 Zone in a direction of your choice.
  28. -Increase the Unit’s Tension by 1 until end of Operation.
  29. -Impart a Disadvantage to all Offensive Tests made against the Unit for a Round.
  30. -Repair 1d5 Threshold to the Unit. This may not go past lost Levels of Threshold.
  31. If the roll is of 20 or higher, then the main controller of the Unit gains a Temporary Genre Point in addition to the normal effect.
  32.  
  33. ---------------------------------------------------------------------------------------------
  34.  
  35. POINT LIMITS AND SUB-UNITS
  36.  
  37. --Point Limits--
  38. All locations no longer have a point limit on how many upgrades or weapons can be placed on a part.
  39.  
  40.  
  41. --Sub-Units--
  42.  
  43. Ablative Armor (Credit to Couch here, this is a slightly modifed )
  44. Areas: None
  45. Cost: The cost of the total set of purchases plus 3 UP.
  46. Description: You gain a set of armor layered over your Gear, providing its with additional mounting points along with protection for its vital systems until the armor is destroyed. You may purchase new instances of this upgrade after the first, designating the order in which they are destroyed.
  47. Effect: Choose a set of Upgrades and designate them as Ablative Armor, ignoring all Area allocation restrictions. The armor must be deployed pre-Combined.
  48. The attached Ablative Armor grants your unit all of its held Upgrades and Enhancements. When your unit is first Maimed while the armor is attached, rather than the attacker selecting which Area to Maim he must elect to Maim the Ablative Armor. If multiple instances of Full Armor are attached at once, you designate beforehand which layers will be shed first. If the user spends an Action to manually detach the Full Armor, they may choose to completely restore their current Threshold layer at the cost of the Ablative Armor being destroyed.
  49. Enhancements: For an additional 5 UP, the user may choose to eject the armor at the beginning of their turn with no Action.
  50. Special: If Ablative Armor is utilized with an Aide, each purchase instead increases the number of hits required to destroy the Aide by 1 to a maximum of 5. If combined, Ablative armor is *NOT* shared with the Primary Unit.
  51.  
  52. Aide
  53. Cost: The cost of the total set of purchases plus 4 UP.
  54. Description: You get a sidekick, another unit that works alongside you or even can combine with you. You may purchase new instances of this upgrade after the first.
  55. Effect: Choose a set of Upgrades and designate them as an Aide, ignoring all Area allocation restrictions.
  56. This Aide may deploy at the beginning of your Turn without using an Action within a Zone of your Base or from you when the Operation begins, an Aide may make full use of any Upgrades or Weapons held by them but must use your Actions to do so.
  57. An Aide has Evasion and Armor equal a Chassis of your choice at time of purchase, but share their Energy and Tension with you, and their Threshold is of 0. An Aide may receive benefits from your own Terrain Adaptation upgrades and Enhancements as normal.
  58. You may take an Action to combine with all of your Aides, granting your Unit all of their held Upgrades and Enhancements, but each Aide may be Maimed as any other Area after combining.
  59. Enhancements: For an additional 2 UP per Aide, the Aide gains an Action to use as its own while not combined with the Primary unit.
  60.  
  61. SubPilot
  62. Areas: None
  63. Cost: 2 UP
  64. Description: You get a second pair of hands to help you out in the battlefield. You may purchase new instances of this upgrade after the first.
  65. Effect: Choose a Genre Power available to the four Natures, the Subpilot gains said Genre Power. You must pay the Genre Points to activate your Subpilots Genre Power.
  66. Enhancements: For an additional 7 UP your Subpilot is trained to use the Cooperate Action during your Turn, and gains an Action to use to that effect.
Advertisement
Add Comment
Please, Sign In to add comment