12. Misc Rules

Power Boosting

Power in Mechanoids is used to maintain the Mechanoids body and all its modules, drones and devices. Mech Power can also be used to boost the performance of SOME skill rolls of the Master (not autonomous drones). Each 4 points of Mech power committed will add a d6 to the dice rolled to determine success, or to inflict damage (but this would have to be committed before the attack roll). The target must be in LOS and control range (UC).

Eg: The master fires a laser rifle and adds boosted power to his laser rifle skill roll, costing 4 points of mechanoid power, and giving it an extra d6 to roll to succeed. With a Shoot skill of d8, being a Wild Card and the extra Power they would roll 1d8+1d6+1d6 and take the best result. If he had added 4 extra points of power to the damage roll it could make it 3d6+1d6 damage plus any raise dice.

The risk with adding power to a roll is that the device will burnout. The extra power dice should be a different colour to the rest (or just rolled separately), if any of them rolls a natural 1 then the device suffers burnout and is non-functional until a repair is made (and the current action is lost). If more than one dice of Boosted Power is added and two of them roll 1's then an explosive feedback has occurred and does half the number of Power dice allocated (half dice become a +1 mod) plus 1d6 extra for each 1 rolled, over a small burst template. If the total damage exceeds 5d6 increase the template to Medium.

Eg The Mech allocates 12 extra Mech Power points to its Shoot roll, adding 3 extra d6. The roll results in two 1's appearing amongst the 3 extra dice allocated, indicating an explosive feedback that will do (3/2+2) 3d6+1 damage over a small burst template.

If boosted power is added to more than one area of a device, eg shooting plus damage, and the device burns out on the first use (shooting roll) you still need to roll all the Boosted Power dice to see if the effect results in an explosion. All boosted power allocated is used up no matter when the device fails.

Body Armour.

A mech may improve its body armour simply by finding the appropriate materials and producing the new armour (see Gear chapter). With regard to the mechs overall body armour however they will need three sets of armour due to the much larger area covered (a normal set of armour is used for a single hard point or drone).

Locations (Optional)

1 Upper Body

2 Hard Point(Upper)/Drones

3 Middle Body

4 Hard Point(Middle)/Drones

5 Lower Body

6 Hard Points(Lower)/Drones

You may allow Mechanoids to be broken into various locations. This allows a location to have its armour improved, costing one unit of armour instead of three. Targeting a particular location will be a called shot at -2. All drones are assumed to be clustered around the Lower Body unless they can fly, in which case they are around the Upper Body.

The movement mechanisms of a Mech will be considered to be in the Lower Body as well, unless it seems feasible for them to be elsewhere (jet packs etc).

Players must distribute Hard Points evenly over the three areas, with odd numbers going into the lower locations. The CMx2 unit may be located anywhere and detecting it will require a Notice roll vs 8. Basic Power units are considered to be dispersed over the whole body, but an exotic generator will be located in a specific hard point.

Layering (Optional)

Slows movement. Mainly for impact armour.

Mutations

Following is a list of possible mutations. This list is mainly for organics so some may not be applicable or may need modifying to be relevant to a Mech.

Doppleganger - able to imitate others for short times on touch

Perma Shielding - gain resistance to radiation (+1)

Temp Shielding - for x days (vs radiation) or for x rounds (as armour)

Natural learner - gain extra skill point whenver you take a Skill pick.

Vigilant, +1 to Notice rolls for surprise.

Crafty, +1 to selected craft roll.

Fit, at the GMs choice (or yours on a benny) you suffer a fit that results in damage/breakage

Symbiote: a portion of your body has mutated and become something ?else?, gain a benefit but also a new crit location, if it dies you die.

Sloth: gain fat hinderance

Temperance: +2 to any mental type risk actions (gambling, influence, haggle)

Wound, perma wound to one location of your body, first wound to that location activates it each time.

Stigmata; afflicted with a Mark that many consider to be a holy symbol.

Scarred: covered in radiation scars -2 Char.

Soft skull, any wound done to your head is increased +1 damage.

Torpid, -2 move

Undaunted, +1 to pure Spirit rolls

Compassion, reduce wound penalties of others by 1 when healing

Weak, if you take wounds within 2 of your Tuff you are stunned.

Terminal: roll VG at end of every session, fail and die

Soft bones, reduce carry cap down 1 levels (x5 to x4)

Energetic, +1 move

Mutable, -1 to radiation rolls

Terror, +1 to intimidate rolls

Tenderfoot, -1 Survival rolls

Vain, -1 to Persuasion rolls, annoying

Body odor, VG to avoid vomitting if within a med template

Water logged, your cells absorb water, VG roll vs 4 or suffer 1 Fat every round you are more than 10% immersed (or rain)

Phoenix-Regenerate: if you die you regenerate back to what you were at the time you gained this power, you gain double experience until you return to your experience level at the time of death.

Whiskers: you grow animal like whiskers that give you +1 to melee in darkness.

Revitalise, remove any one existing mutation.

Rebirth, you may shift attritbute points around as you wish, one time.

Reptilian: gain reptilian feature....

Avian

Insectiod

Vegetative

Mammalian - animals

Tough, +1 to Survival rolls

Amphibious

Lay on hands: wound transfer

Radiation burst, effects everyone within large burst, but one person can be a target and suffers double.

Ion Cloud - aura

Radiation headaches, -1 to SP and SM rolls, GM can play a benny, player may counter it.

Lethargy, anytime you roll for radiation you suffer 1 FAT

Lung dysfunction, -2 to running rolls

Herculean, increase CC by +2, but for each day you do this you suffer 1 FAT

Wasting: count as skinny

Sharpshooter: +1 to shooting rolls

Protection: for 1 AFT you gain 2 Tuff for 3 rds.

Enhanced = +1 to skill rolls. @ skill

Nova - when you die you explode.

Clumsy

Attributes - +or- one

Skills +or- 1

See radiaition

See infrared

Bone claws in hands, retractable

Stun recovery at -2

Induce sleep in others

Deflection - 1 FAT to gain 2 deflection for 3 rds.

Green thumb.

You always were a mama's boy. Biology, herb lore, horticulture, domestics, and memory all become natural abilities. Your character will insist on doing the cooking and other chores for other players whenever possible, complaining that to do it right, you've got to do it yourself.

Resurrection. A fallen comrade always brings sadness to a group. What if there were a way to bring him/her back? There is! You have the power to bring the dead back to life. You can make your friend breathe once again. But even you have limitations-- you must have at least one piece of the fallen's body and you cannot bring back something that has been dead more than a week

Gender switch

Hairy

Winded, running inflicts 1 FAT

Spell powers 3-5pp etc

Steal a wound from another

VG roll at start of combats to avoid fainting

Stasis - you are able to keep a dying person alive but its take 100% attention.

Locator, able to track anyone you have touched.

Toxin freedom

Hesitant, cant get a picture card.

Last, you always get the lowest card

Sidestep, you may dodge any incoming attack at a cost of 1FAT

Nocturnal, reduce darkness penalties by -2, but suffer -2 in daylight

Dorian Grey, you stop aging.

Swap skill points

Wearing anything more than loose clothing irritates

your skin severely. Subtract a D6 from all rolls while wearing

anything more than light clothing (armor, backpack, etc.).

Rotting, lose a body part

Empathy, you suffer the wound modifiers of one of your companions.

Danger sense - leads you into danger

Wired, suffer 1Fat to gain +1 dice type to all physical scores and associated skills

All hair falls out