Tri-Stat dX Own Big Mecha rules revision By Zegon Destructacon Cost: 1 CP/level Effective Level: 8 points/level Relevant Stat: None Required PMVs: None Optional PMVs: Targets Progression: +2 MP/level Reductions: None Restrictions: Under certain conditions; limited functioning; not all capabilities present. Note: Own Big Mecha, as presented, is an attempt to mix a mecha concept with a non-mecha concept. I really say my first reaction is 'Don't do it.' But if you can't get around it in your game, use these rules. A mecha game may give a bigger return on CP invested to MP to promote the use of mecha over normal ability. Own Big Mecha represents a character's posession of a mechanoid object. Own Big Mecha supplies a pool of MP from which to 'build' a mecha from. By default, a mecha is a humanoid robot the size of a standard human, and capable of carrying a single pilot. Mecha do not start with any HP, do not have stats, and don't have any will of their own. Mecha spend Mecha Points just like normal characters spend Character Points, and they may obtain more mecha points through defects. All mecha must have Toughness at at least level 1. The targets PMV determines how many passengers the mecha can carry at one time; The pilot is not included in this number. Under most circumstances, a mecha must have at least one level of awkward size for every level it has in PMV: Targets. Passengers may take control of other functions on the ship if the ship is designed with multiple stations in mind. Normally, a ship may not change these, but a new setup can be arranged for play by purchasing the attribute Alternate Form (Full Powered) at at least level 1. Mecha can purchase almost any attribute that normal characters can, but some are either inappropriate or cost more. Listed below are attribute listings and their cost in MP if they should either not be taken or are increased in cost. Servants, Agents, and Henchmen can be used to purchase subordinate mecha. In this case, each subordunate 'mecha' is under either the control of the main pilot or one of the passengers. Skills and combat mastery attributes purchased stack with those of the pilot and represent an extensive computer system. Highly Skilled from OBM cannot increase the total skill ranking over X/2. Appearance - Unavailable Attack Combat Mastery - 5 Mecha Points per level Contamination - Unavailable Defense Combat Mastery - 3 Mecha Points per level Divine Relationship - Unavailable Energy Bonus - Unavailable Enhanced [Stat] - Normal cost plus 1 per level Extra Attacks - 10 Mecha Points per level Extra Defenses - 4 Mecha Points per level Gadgeteer - Unavailable Gadgets - Unavailable Highly Skilled - 2 Mecha Points per level (Returns 15 skill points per level) Item of Power - Unavailable Organisational Ties - Unavailable Own Big Mecha - Unavailable Wealth - Unavailable The guidelines above are listed for mecha who are not intelligent. Any attribute that applies to the user applies to either the mecha or the pilot, as appropriate. Mecha also may obtain defects. These, like Attributes, are commonly limited. Listed below are some of the more common limitations. Attributes cannot be dependent on Own Big Mecha. Diminuitive - Unavailable Easily Distracted - Unavailable Ism - Unavailable Marked - Unavailable Nemesis - Unavailable Not So Tough - Unavailable Owned - Unavailable Phobia - Unavailable Recurring Nightmares - Unavailable Red Tape - Unavailable Significant Other - Unavailable Skeleton in the Closet - Unavailable Unappealing - Unavailable Unskilled - Unavailable Wanted - Unavailable Again, the listed guidelines are for common non-intelligent mecha. Intelligent mecha should be purchased as servants, not as mecha. If the mecha is also intellegent, then purchase a Servant to represent the mecha's mind and pilot, and buy the mecha seperately under unique attributes, giving the Servant six automatic BP for being tied to the mecha. If the servant is not tied to the mecha, then they recieve no BP. Intellegent Mecha utilize attributes as if they were their own pilot. If the pilot is in control of the intellegent mecha, use the pilot's stats. There are instances where a pilot and an intellegent mecha can take seperte 'posts' on a mecha. In this instance, the duties of each post are controlled by the pilot and the 'AI' independently. The AI can usually obtain control of whichever post they want, and even command multiple posts simultaneously. This does mean that a human and the AI in their mecha can both make attacks on the same round with different weapons. Mecha from Own Big Mecha must be obvious and cannot be used all the time. They can be taken away from the character and, possibly, used against them. The same limitations to Item of Power apply to Own Big Mecha in this respect. Invisible power-suits, super-powered launchers, and powerful computers should be purchased as Items of Power or Gadgets. Mecha should be likely targets for attack (they don't need to be hit with a called shot to be hurt) and not be integrated with the character.