02. Setting

The CMx2

The cybernanetic master crystal matrix (CMx2) (often just called The Master) is the single living source of your mechanoid. It is here that all your knowledge and all your nanites are created and stored. The nanites of the CMx2 are special, having attained sentience, and are capable of creating and controlling a complex mechanoid life form. The CMx2 is capable of absorbing light and creating sufficient power to activate its nanites and send them out to search for usable materials (metals). The range of these nanites depends on the CMx2 SPx20 hexes (x40 metres), so a CMx2 with d6 SP would be able to reach out 240 metres to find usable metals. It can then take control of that metal (if not too large, although it can break off bits as required) and move it toward the Master. Even if the Master cannot find any metal it is capable of moving itself a similar distance each hour using a light source equivalent to normal daylight. Even without light it is still able to use ambient heat to generate energy, it just takes longer.

It is possible that a CMx2 will become lost, having insufficient energy options to recover. Such Masters will simply shutdown and wait for redemption, they have plenty of time.

Your are unique!

Each CMx2 is unique, as are their nanites. When you incorporate materials into your mechanoid body you embed them with your nanites and create a personal connection with that material. What this means is that devices retrieved from other Mechanoids cannot be adapted into your body (unless you have the special edge). In most circumstances materials that have been under the control of another Mechanoid will need to be "salvaged" and converted into base resources to allow them to be used by another. This is not to be confused with 'sequestering' a drone, where you temporarily dominate the nanites of another mechanoid with your own.

Technology

Mechanoids recognises six technology periods:

Primitive - Old - Modern - Advanced - Advanced+ - Pulp

Primitive tech is pre-gunpowder, pre-industrial revolution based technology.

Old tech is pre-nuclear, but with some overlap.

Modern tech is post WW2 and upto about 2050 and includes everything we have access to today in the real world, and improved models of them.

Advanced tech is future tech, but mostly stuff that can be imagined as conceivable now, but perhaps not practicable, such as fusion power and simple nanites.

Advanced+ tech is super advanced stuff, post nanite, post fusion.

Pulp tech is the wild technology employed by Mad Scientists, this is really wacky stuff, totally irrational and completely good fun. In many ways it can be considered better than Advanced+ tech, but with older trappings.

All Mechanoids begin the game with access to Primitive, Old and Modern technology. Advanced and Advanced+ technology can be accessed by taking the appropriate edge. Advanced and Advanced+ technology is required for the creation and use of certain items (gear). If you don’t have the required technology you may not create the item.

Using an item from a technology period you do not have will incur an automatic -2 penalty (no matter how user friendly it is), and some objects may use a higher penalty.

There is also ALIEN TECH, which is very restricted in its usage, as will be noted elsewhere.

New Terms.

LOS - Line of Sight, OOS -Out of Sight

A line of sight is determined by drawing a line from any part of a starting hex to any part of the target hex. If that line passes through any hex that is considered to block sight (as opposed to hindering it such as soft cover), or through any feature, then the LOS is broken. If a LOS cannot be drawn then the target is considered to be OOS (out of sight).

LOC - Line of Control, OOC - Out of Control

A LOC is limited to the control range of the mech (VGx4 inches). A target that does not comply with this is considered OOC (out of control). This will mainly apply to drones, but is also an effective range limit to the application of Mech nanites.

Start-up and Shutdown, Ejection.

Start-up of a Master requires only light (or heat), the more light the faster it will progress. A single days worth of normal (earth standard) sunlight is sufficient to generate 1 Power point of energy, which is sufficient to kick start the Masters body, at which point the default power system will come online and power will begin recovery at the hourly rate. If an exotic generator is installed then as soon as its requirements are met it can be started and replace the default system.

Shutdown of a Master can occur due to insufficient power, successful EWF/EMP attacks or as the result of a successful sequestration attack. Once a Master has shutdown it must perform a start-up, which will require a VG(4) roll, 1 point of power and takes a whole action. A shutdown may result in the loss of drones and modules that have not remained under its control, or are dangerous when not controlled. Some modules (and all drones) will require start-ups of their own, or they may have been ejected due to the danger they pose (a Darkmatter generator would suffer an emergency vent and shutdown sequence if the Master shuts down, restarting the generator requires a start-up sequence all of its own).

A Master in danger of extermination may enact an ejection, where the CMx2 module is explosively ejected from the Mechanoid body to ensure continual survival. This will occur instead of death.

Drones will require a start-up process to allow them to detach from the Master, or if they have been shutdown due to an attack. Start-up on a drone requires expending 1 point of Power and making a VG(4) roll, failure and the start-up fails as well as the Power point is lost.

Drones may not initiate a start-up whilst within a EWF/EMP field of effect, unless they are Naturally Hardened.

Some devices may also require a start-up process, this will be detailed under the individual device, see the Gear section.

Conducting a start-up of any kind is a full round action, although several devices may be started during the one action.

Starting Again after Ejection.

A mechanoid that is forced to eject has basically been killed, however the CMx2 survives and can rebuild. Rebuilding takes some time, but is much faster than creating a new character. The CMx2 retains all the experience and needs only re-construct their body to return to where they were before disaster struck.

A core body with basic movement ability and your current attributes can be constructed from raw materials in 7 days. Any edges/hinderances that do not require some form of device will also be restored. After 7 days you may begin constructing extra devices to bring your mech up to speed, these would require the appropriate resources and construction times.

Power.

A starting mechanoid is considered to have gathered sufficient materials to construct a body capable of movement and some functionality. This includes the generation of power. A starting Mechanoid will have 10 power points to begin with. Extra power points can be purchased via Edges using the Power Points edge, +5 per pick, limited to one per rank.

Mechanoids may also take Exotic Generator edges that will generate extra power and/or extra functions. Taking an Exotic Generator edge does not remove any basic power edge picks, although they may supplant them whilst active. For example a Dark Matter generator edge may provide 60 powers points and other advantages and risks. It also supplants the 10 (or more) basic power points a Mech comes with. If the Dark Matter generator is lost/shutdown/ejected the Mechanoid would then be able to re-activate its basic power supply units (will require an action to do so and will require time to recharge, starting with only 1). Details of optional generators can be found elsewhere (Gear).

Power is recovered at the rate listed in the basic rules, 1 point per hour. The Rapid Recharge edge can be taken to improve this as if the Mech were an arcane caster. Rapid Recharge would NOT apply to any exotic generators unless it was taken specifically for that Power source. Some exotic generators recharge at faster rates naturally and the Rapid Recharge is not applicable to them.

Power is used to run drones and some modules and devices. Power can also be used to boost some systems (which will be indicated).

Power can only be transferred to and from the Master, it cannot be transferred between drones directly (unless the Slave Drone Edge is taken).

Power distribution in Mechanoids is nanite based. Power is stored into the nanites and can then be moved and used as required. The nanites can work at range as long as they can see a target and are within the control range (LOS and LOC), in effect they are beamed out to the target where they can supply their stored power. The range they can work over is equal to the Mechs VGx4, eg VG d8 = 32 hexes. It is NOT possible to intercept such a nanite beam and steal their power. If you have the right equipment, are in the right position and holding your action, you might be able to prevent such a beam or even deflect it.

Beaming Power

When a drone is detached from the Master and has a need for power, the power must be beamed to it (which requires a LOS and LOC). Beaming power (the action) costs 1 power point to do, and can be done as a free action. So to send one power point to a drone for use, costs 2 power points to do (1 to beam it, and the 1 passed to the drone). The amount of power that can be beamed is unlimited, however most drones will only be able to store a limited amount of power (2). Batteries can be added to a drone to increase the amount of Power it can store.

Power can also be beamed back to the Master from a drone, again this will cost 1 power to do and is a free action.

This is NOT the same as maintaining a drone after its initial 3 rounds, which happens invisibly and automatically (but still requires LOC).

Recharging

Some devices come with power packs (such as a laser rifle) which limit the number of shots/charges it may make and/or the damage it does. Recharging a power pack will take one action and require Power points to be allocated based on the size of the pack: Small=2pp (10 charges), Medium=4pp (20 charges) and Large=6pp (30 charges). Power is transferred from the Master to the power pack, then the Master recharges its power. Doing this takes an action.

Masters have Power Points, power packs have charges.

Hard Points and Drones

A Hard Point is a system slot fixed to the Master Unit. A Drone is a mobile Hard Point.

Each Hard Point will be able to have a system installed into it (in some cases more than one), based on the size and complexity of the system.

A Drone has the ability to detach from the Master, in that it can move and act as its own entity.

Drones can also remain attached to the Master unit if they wish, they act as a Hard Point.

Generally systems installed on the Master automatically draw sufficient power from the Master to run.

Some systems (and all Drones) may require extra power and may be listed with a startup and maintenance cost, these will act similar to a spell casting. They will have an initial startup cost and will then work for a number of rounds (3 by default), then they will have a per round cost. Such systems will be noted in the Gear rules.

Drones that detach from their Master will have an initial startup cost of 2 Power, which will allow them to operate for 3 rounds. After this they will need 1 power point per round maintenance. The systems installed on a drone may require their own power and this is separate from the cost of running the drone in an independent mode. If a drone is not powered it suffers an immediate shutdown, as do all the systems on it. To get the drone active again whilst it remains detached from the Master, it must perform a startup process (the Master beams 2 pts of power to it, which costs 1 pt of power to do), this requires the allocation of 2+1 points of power and making a VG(4) roll. If the VG roll is failed another startup must be attempted, and the previous power is lost.

Normally a drone that performs a startup is limited to that for the action, if they make a raise on the roll they count the startup as a free action (similar to Shaken recovery) and may perform another action.

A drone with its own Power (has a battery pack and power has been allocated to it) may use that power for a startup or continued function (and can even be reclaimed by the Master).

Drones - Synchronous and Autonomous.

To trigger a drone to run independently will require giving it two points of Power (a startup action), and making a successful startup roll (VG vs 4). If the startup roll is failed the power is lost.

At such a time extra power may be allocated to the drone, up to its listed battery capacity.

A Drone can be considered to be already active at the start of a encounter but the Master will have its power reduced by 2 automatically for each such drone.There should be a good reason also, the Mech who is on watch, on point, made their notice roll etc.The GM should ask players to make this choice before the encounter begins (they should have a default list).

When a drone is started the Master must place it in synchronous or asynchronous mode.

In synchronous mode it acts as part of the Master (using its initiative and mimicking its actions) and must remain within LOS and LOC of the master, and any actions they take are considered part of the Masters actions and contribute to multi-action penalties.

In synchronous mode the drone must do what the master does, at the same time. If the master shoots a target then the drone shoots the same target, assuming it is capable of doing so. If it it is not possible to perform exactly the same task then it must perform an action that supports the Master's task in some suitable way.

In synchronous mode the drone uses the same skill levels as the Master (it is a slave). It does not count for gangup bonuses, and it does not get its own initiative cards. Most of the time it will remain as close to the Master as possible.

In autonomous mode the drone requires a Program and can perform actions relating to its Program, independent of the Master. It gets its own action card and has its own skill levels.

Summary:

    • Beam power to a drone: 1pp + amount beamed.
    • Startup a drone: 2pp

Movement

Mechanoids come with a basic selection of movement modes and can improve or change them with Edges.

A few extra values are used (and these apply to all vehicles as well): Stability, Terrain and Grip.

Stability is used with the Knockback and Flip rules as noted below. Mainly used in combat.

Terrain represents the movement modes ability to cross rough terrain, such as a cratered surface, a steep inclining crater rim etc. Vehicles will use a VG roll modified by their Terrain ability to determine if they are able to overcome the terrain obstacle. Terrain can be rated as to its difficulty and the GM may set targets required. Failing a roll may result in damage or injury. Such rolls are NOT open ended.

Grip represents some of the more unique terrain features of a low gravity environment. Grip represents the vehicles ability to make progress and remain under control in low gravity and with respect to some unique lunar terrain (such as Dust Bowls, Glass Floors etc). Grip can be used to modify Out of Control rolls in conditions where it might be applicable. Failing a Grip roll probably implies something very unpleasant is about to happen, similar to an Out of Control roll.

Humans have Stability 0, Terrain 0 and Grip 0.

Mechanoid Starting Modes

Biped - 6 basic move rate, d6 run dice. Stab 0 Terr: 0 Grip: 0

Triped - 6 basic move rate, d4 run dice Stab 0 Terr: +1 Grip: 0

Quadruped - 6 basic move rate, d8 run dice Stab +1 Terr: 0 Grip: 0

Other Modes

Some of the other advanced options (obtained by taking edges) are:

Tracked (Mv:4):

+1 stability (Run: d6) Terr: +1 Grip: +1

Half tracked (Mv:5):

+1 stability (Run: d8) Terr: 0 Grip: +1

Wheels

2 Wheels (Bike), Mv: 10 Run: d10 Stab: -1 Terr: +1 Grip: -1

4 Wheels: Mv: 8 Run: d10 Stab: 0 Terr: +1 Grip: 0

6 Wheels: Mv: 8 Run: d10 Stab: +1 Terr: 0 Grip: 0

8 Wheels - Mv: 6 Run: d8 Stab: +2 Terr: -1 Grip: +1

12 Wheels (articulated) - Mv: 6 Run: d6 Stab: +2 Terr: -2 Grip: +2

Multiped (Mv: 6) (Advanced)

Articulated, Mv: d6 Run: d6 Stab +1 Terr: +1 Grip +1

Flyer/VTOL/Glider (Modern)

As Fly spell. Only in an atmosphere.

Rockets (Advanced)

As Fly spell, double power costs, but can be used anywhere.

Digger/Burrow (Advanced)

As Burrow spell, same power costs for a basic mech, but may increase based on size (+1 power per +1 size).

Teleport/Blink (Advanced+)

(LOS) As teleport spell but limited to LOS.

Shifter (pass through)/Phaser (Advanced+)

(1-2-3-4) (d10) Shifter (pass through)/Phaser –starting adjacent, may pass through one obstacle upto one square in width, to appear on the far side.

Stability-Knockbacks-Flips

Knockbacks are an important part of a mechs attack in close combat. This will be represented by Stability rolls based on the Mechs AG vs 4.

When a melee attack results in a raise, or more than one, the attacker may elect to use some of those raises to force a stability roll, rather than take them as a damage boost. If they get more than one raise they could keep the damage boost and still cause a stability roll. The number of raises allocated to the roll will determine the effect, as follows:

You can only do a Knockback OR a Flip, not both.

A KnockOn will occur when a mech cannot be moved its required distance due to opposing mechs (friend or foe). Where space is available it must be used, but if a collision becomes the only option than both mechs involved take a Shaken effect (physical, so may result in extra wounds).

Recovery from being prone will require a new stability roll, AG(4). In this case however any stability modifiers count as negatives, so a +1 stability would become -1 to recover from prone. Extra turns can be accumulated to improve your chances, each extra turn dedicated to recovery will add +2 to your roll. A raise rolled during recovery will allow full movement, normally you will be limited to half movement (ala shaken recovery).

A mech on a hold action may elect to use that action to resist a knockback or flip attempt. With a knockback they roll ST or AG(4), each success or raise will reduce the successes of the attacker. Include any stability modifiers in this roll.

In zero-g the recovery from a Knockback or Flip is much harder. At the start of each round after you need to make a Zero-G skill roll to stabilise, with a Knockback a normal success is required, with a Flip a success drops the effect to a Knockback (move back 1-2 squares, you can do nothing else that round) and a raise returns you to normal.

See also:

Gyro stabiliser, Automatic Self Righting, Flip Protection Plating, Emergency Stabilisers - gear.

Low Centre of Balance Design - edge

Ranks

The various ranks used in the basic rules are altered as follows:

EWF, EMP, Sequestration Attacks & Defences.

There are a couple of different types of attacks and accordingly some new defences that may be used in the game, especially as Mechanoids are electro-metallic life forms. The new attack modes are EMP (electro-magnetic pulses) and EWF (electronic warfare). These are both resisted by Integrity (SP) as the applicable defence. EMP and EWF does not recognise its targets, it will impact ANY Mech, Tech or Drone within its field of effect.

EMP

EMPs are essentially electro-magnetic bombs and are treated in a similar fashion to the spell Burst, except that it uses a template and affects ALL electronics. EMPs are basically a bomb type of device using Power as their strength, have a look in the Gear chapter for details. Shielding and Hardening can be used to protect against EMPs.

EMP bombs come in 2d6 (Modern), 3d6 (Advanced) and 4d6 (A+) packs. Grenades (which generally have -2 applied due to smaller charges) have a Gigantic template aoe (6"), whilst bombs affect the entire play area. Improved bombs (crafted) may get +1, +2 or +3 damage to the base size.

EWF

EWF is a constant assault on the communications systems of a mech, particularly attacking autonomous drones or wirelessly controlled devices. With sufficient successes it may even be able to penetrate into the Master units integrity systems and weaken them. EWF can be resisted by increasing the strength of particular abilities (integrity), by taking some edges and by circumventing it (by using lasers or wires for example instead of wireless). Nanites are considered to be similar to wireless systems.

The effects of EWF accumulate whilst the target remains within any hostile EWF field. At the start of any round that a drone or mech is within an EWF field they must resist the effects of it or risk extra damage. If they begin a round not in any EWF fields they recover normally (Shaken removal etc). Attribute losses are recovered the instant you are out of the field.

A Master that has any Attribute reduced to zero will suffer a shutdown and cannot perform a start-up whilst remaining in the EWF field.

EWF system come as 1d6 (Modern), 2d6 (Advanced) and 3d6 (A+), with improved systems doing +1, +2 or +3. The area of effect will depend on the placement of antennae, each one covering a gigantic template (6" rad) and tapering off -1 for each extra 6" after that. A Mech will always know if they are approaching an EWF field that is active.

Sequestration

Sequestration is another type of attack (one requiring a skill) that has been introduced, along with its defence of Integrity. Sequestration is a skill that can be used to confuse enemies and in some cases take control of them. A Master Unit is resistant to this form of attack and never suffers a loss of control effect, but they can be weakened to a point where they suffer a shutdown. Drones on the other hand are vulnerable to sequestration and may be temporarily stolen from another master with sufficient success.

Sequestering attacks require proximity and have a fairly short range (same as Control range, VGx4). They also require 2 power per attempt.

See New Skills (Creating Your Mech) section for more details.

Multi-Action penalties

Mechs tend to naturally have a number of appendages, some or all of which may be running at any one time. In the basic rules you only get a single attack because you are dealing with creatures that essentially cannot control more then one attack at one time. Some feats modify this, such as frenzy and Two Fisted and are not used in this game unless you are human. Mechs could be seen as computers and there for capable of running several different programs at the same time with minimal penalties. I am not going to go down that path however, to keep consistency with the original balance of the game I am going to assume that the CMx2 and its sentient nanites gain their sentiency by giving up some of their computer capacities. Therefore a mech still only gets one attack per round even though it may have half a dozen hard points equipped with laser rifles. Edges and penalties will allow you to do extra things as normal. It isn’t exactly the same however.

Multi-Nodal Edge

Mechs can obtain edges that will give them more than one attack. These will allow the Mech to use any number of their hard points to attack one time each. The targets of these attacks can be different. The penalty for this is -2 times the number of attacks over one, so if 4 different weapons systems were used to make one attack, they each would be at -6. The Multi-Nodal edge can be taken to reduce this by 2 for each extra time it is taken. You get one dice for each attack, and one wild dice (N+1)d.

Weapon Clusters

Hard Points can be linked together to function as a Cluster. A Weapon cluster must consist of exactly the same weapons all firing in exactly the same way at exactly the same target. The draw back to this is that you get a penalty of -1 per weapon in the cluster. So a weapon cluster of 4 laser rifles would be at -4. The Weapon Cluster attacks as one, roll one skill dice and one wild dice. If they hit then each system rolls its own damage. Weapon Clusters may not aim or perform a called shot. Firing a weapon cluster will also cost you 2 points of power over and above any other costs involved.

A weapon cluster can be hard wired so that they must be used in that mode at all times, or they may be created ad-hoc. To bring a weapon cluster online ad-hoc will cost 2 Power and an action, and then 2 power to shoot it each time.

The multi-nodal edge can be taken to reduce this cluster penalty by 1 for each time it is taken.

What weapon clusters are good for is providing suppression fire. See the modified Suppression Fire rules.

Suppression Fire.

Any weapon can be used to provide suppression fire support, some are just better at it than others. The idea is simply to fire as many missiles into a limited area such that it discourages anyone from moving within that area. Suppression fire will use either a small, medium or large burst template. The bigger the template used the less effective it will be. Suppression fire cannot be used at long range, so ALL of the template must be within medium range. Likewise if ANY part of the template is outside short range it will count as at medium range.

When something attempts to move within a suppression field it risks being hit. Add up the number of missiles being used and the number of squares being moved through and divide this by 2, this will be the positive modifier to the attack roll. Medium templates are at -2, large templates at -4. Suppression fire begins at -2. Make an attack roll using the firers skill dice but do not include any wild dice. Each success and raise will indicate that the target has been hit by a missile and will suffer the basic damage. If the roll is good enough to exceed the number of missiles being fired they are ignored.

Eg: Harry has Shooting d8 and an automatic rifle with of ROF of 3, on full auto he will fire 9 bullets. He elects to fire 9 bullets as suppression fire (-2) at short range into a medium burst template (-2), over an area occupied by an enemy. The enemy is prone (-2) and during their turn elects to crawl 2 squares through the template. The number of bullets and squares moved makes for a modifier of +5 ((9+2)/2). The attack would be resolved using the firers skill of d8+5-6. No wild dice is used. He rolls 8, explodes +4, ending with 11 (12+5-6). This means one success and a raise, so 2 bullets would hit the crawler and inflict normal damage (no raise dice).

If enough people are moving a lot it is possible that more hits will be made then bullets fired... look for any grassy knoles nearby...

Called Shots.

Mechanoids do not have heads or hearts so some of the targeting options are slightly different. You cannot make a called shot with an area effect attack, like a grenade.

Vacuum and Gravity.

Most of the modern weapons you can get on earth are an immediate death sentence in a vacuum environment - thats the LAW!

Carrying a projectile weapon that is capable of piercing the environmental shields is an immediate death sentence unless compelling reasons exist not to execute them. Carrying such weapons outside the shields, but within sight is also against the law, but the punishment is not so immediate. In space nobody likes solid projectiles, period.

The effects of gravity will vary, depending on what is normal for you. Citizens of Luna are accustomed to luna gravity, so Earth has high gravity, and vice versa. The differential in gravity is what you need to look at, where the differential is moderate the penalty should be -2, where is is high it should be -4. In extreme cases it may be -6, but more likely the indivdual will be dying from the effects.

Zero gravity is different to most gravity fields. In zero gravity the effects of recoil are severe, -4 to all attacks that have a momentum component. A successful Zero-G skill use will reduce this by 1 for each success and raise as long as there is a fixed object nearby to brace against. Taking a Zero-G edge will give automatic reductions to the penalties without a roll (-2 and -4).

After the shot is taken you must then make an AG roll (in zero-g use -1 per dice of damage that the weapon inflicts) to remain stable. A failed roll is treated as Knocked-Back. A critical failure means you are tumbling wildly out of control, treat as a Flip (in zero-g use 1d4+the number of damage dice of the weapon, plus or minus the Size of the shooter). If you run into a solid surface you take damage as normal.

On Luna and Mars this drops to -2 to all attacks, and a Zero-G roll will reduce the penalty as long as you are not currently floating (in which case you count as zero-g). An AG roll is still required.

Eg You are using a pistol which does 2d6+1 damage in zero-g. Firing the weapon is at -4 but there is a secured table adjacent to you so you make a Zero-G skill roll to brace against it. You roll 9, which means the penalty is reduced to -2. After the shot you need to make an AG-2 roll to remain stable. If you critically failed that roll you would Flip back 1d4+2 squares.

Various options exist to reduce the effects of recoil, or to remove them entirely.

Laser weapons have no recoil and are the obvious weapon system of choice.

Gyro-Jet weapons (the bullet is popped from the gun and then accelerates like a rocket). Not good within 5m.

Gas vents that use half the propellant to brace the shot (like a recoilless rifle), but these can be tricky to use and bulky.

Blaster weapons have reduced recoil (half all penalties).

Guass rifles, coil guns and other electro-magnetic guns still suffer recoil (as far as I can tell).

Counter-mass guns, these have a heavy counter weight at the back that is fired at the same time as the bullet. These guns are single shot and require reloads each time they are fired.

Flechette rounds, very small mass with very low penetration, but in a vacuum you dont need much. Halve all penalties and ignore damage modifiers.

Poppers, these are not really guns. They fire a rod out one end to a set length which doesnt get fired as such, the rod is used to penetrate the spacesuit or smash the faceplate. They still suffer some recoil but most of them are counterbalanced. Come in a variety of sizes and shapes.

Poison

Poisons are nasty, and socially unacceptable. They should generally be reserved for particularly nasty characters or monsters that are known for this feature, allowing the players to maybe prepare for the worst. A lot of poisons do not kill – well not in and of themselves. They mostly debilitate the victim allowing the poisoner to inflict other unfortunate acts. To reflect this I would suggest using poisons that mostly attack Pace or inflicting Fat but not killing. But its up to the individual GM to decide.

Poisons will exist which will target a mechanoid lifeform. Generally however they attack one lifeform or the other, so a poison that affects a mechanoid is unlikely to have much effect on a human (or maybe you just lower the strength).

Poisons will have a strength represented by a target number.

Weak: 4, +2 to rolls.

Average: 4

Strong: 6

Powerful: 8

Severe: 10

Deadly: 12

Poisons are all resisted by VG. Make a roll against the target number of the poison.

Poisons will normally attack one score, but particularly nasty ones may attack 2 scores at the same time; eg SM & SP.

Poisons can attack targets such as: Traits, Pace, Toughness (not physical armour). They may also inflict direct wounds or fatigue lose. They might even swap back and forth.

Poisons keep attacking for 2d4-1 rounds usually (more potent ones may attack for longer). If a poisons target is reduced to zero then the creature collapses and MAY require medical aid, depending on the intent of the poison. Poisons may take 2d6 rounds to take effect generally (see Fast Acting and Blade Venoms however), depending on the delivery system.

Someone actively using their Healing skill on the target will give them +2/+4 to their VG rolls as long as their Healing roll is successful/raise.

Fast Acting: some creatures may have fast acting poisons which are aimed primarily at preventing the target getting away and converting them into a source of mushy food. These types of poisons generally will attack Pace, or maybe inflict FAT, and will begin acting with the targets next round.

Blade Venoms: these are used to coat a bladed or piercing weapon so that they take affect directly through the wound inflicted. They tend to be fast acting but of limited duration (a bit like an acid really). Blade Venom always attacks VG and nearly always inflicts a wound as a result. They only make one attack each time though (no duration).

Each time a venomed blade inflicts damage roll a d6, 1-4 the venom is lost, 5-6 it remains for another strike.

Applying a Blade Venom takes 2 rounds to do safely. If can be done in one round with an AG(4) roll. A failed roll sees the venom wasted. A fumble results in a venom attack on the applier.

Delivery systems: these come in various forms, following are some suggestions

Intravenous: injected directly into the blood stream, Onset -2, Strength -2 to rolls, Duration +1

Injected: fangs, stingers etc.

Inhaled: from a mist or cloud, Onset +1, Strength +1 to rolls, Duration no countdown if you remain in the cloud.

Ingested: Strength -1 to rolls.

Contact via open Wound: Onset -1.

Contact via skin or surface (absorbed).

Disease.

Disease attacks values similar to poisons, only the duration is daily rather than every round.

Diseases will exist which will target a mechanoid lifeform. Generally however they attack one lifeform or the other, so a disease that affects a mechanoid is unlikely to have much effect on a human.

Some names and targets for diseases:

Plague: VG

Wasting (Rust): ST

Cholera: VG

Mindrot: SM

Souldrain: SP

Fever: VG

Bloodfire: VG then ST, alternately.

Madness: SM then SP, alternately.

Shakes: AG

Weakening: Toughness

Sleeping sickness: Pace.

Someone actively using their Healing skill on the target will give them +2/+4 to their rolls as long as their Healing roll is successful/raise. This roll will need to be done every day.

Bed rest and good care will add +1 to recovery rolls. Travel and bad conditions will yield penalties as appropriate.

Reactions Table

A reaction table based on 2d10 rolls will be used, slightly lessening the impact of Charisma, but then again I have added a lot of items with Charisma bonuses into the treasure tables.

2: Hostile

3: Hostile

4: Hostile

5: Hostile

6: Unfriendly

7: Unfriendly

8: Unfriendly

9: Unfriendly

10: Neutral

11: Neutral

12: Neutral

13: Neutral

14: Friendly

15: Friendly

16: Friendly

17: Friendly

18: Helpful

19: Helpful

20: Helpful

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