MECHA: The Invasion
By David Satterthwaite (satterthwaite@hotmail.com)
Introduction
The missiles screamed past Corporal Harker's cockpit, exploding behind him. A low growl escaped his throat and he pushed forward on the throttle, kicking his Tsunami mecha into light speed. A few short seconds later, he came to a stop, now distancing his enemies by a few astro-units. He pushes a button and the Tsunami's speakers blare, "Tsunami S-128V transconfiguration...proceed."The Spacescape shifter in Harker's view. His cockpit went down, forming a chest of a new robot, the transformed mode of his Tsunami. He pops up the HUD display on his cockpit and powers up a weapon. The Tsunami's right hand lifts up a long gun and points it to the enemy. Through clenched teeth he growls, "Fuck you all," and presses a button, sending a blast of fusion energy at the enemy fleet, obliterating a half dozen of his persuers. Corporal Harker put some coordinates into his navicomp on the Tsunami, which transconfigured back to spacecraft mode, and blasted away at Faster-Then-Light speed.
Mecha: The Invasion is based off of White Wolf's Storyteller system. White Wolf owns the World of Darkness, Vampire the Masquerade, Werewolf the Apocalypse, Mage the Ascension, Wraith the Oblivion and Changeling the Dreaming. I'm just making a net supplement. Don't kick my poor ass.Mecha: The Invasion is based off of Japanese animation, known widely as Anime. While there are several Mage add-ons for anime, and something dealing with robots for Changeling, there is no rules yet for robots and mecha on the whole. Not only am I doing rules on Mecha, I'm going to be doing rules on how to crossover Mecha with the systems that White Wolf already made. Too bad WW doesn't do that! ;>
Rules
If you don't already know by now, you will probably never know. Anime is classic Japanese animation. Not cartoons, but pure epics. The staple of Anime is giant robots. And along with giant robots comes a new horde of possibilities for the Storyteller game. What happens to the Garou when Pentex creates a new Mecha, which their Fomori legions can use? Or pity those pour Magi who thought a HIT-Mark was bad; wait until the Men in Black arrive in powersuits.Now Mecha has new rulings that are different from all the other Storyteller game systems. These are important when playing Mecha, but the Storyteller is able to change these in anyway as they desire. The following changes occur in Mecha:
- All Mecha starts off at 2 points in Atrributes. The maximum level for Physical Attributes is set at 10. This represents the fact that they are able to lift things humans weren't meant to, bend in ways they weren't meant to, and the ability to never be diseased.
- The maximum points in Abilities is set at 5, as well as for Backgrounds and Techniques.
- All Mecha start off at 15 feet tall.
- All Mecha have 10 Power Levels. A Power Level is the same as a regular Health Level, with the following differences:
- Due to the armoring of the Mecha, it takes 3 unsoaked wounds to inflict 1 Power Level of damage.
- Mecha can self-repair 1 Power Level per hour.
- Additional Levels over the general Health Levels are set at OK. For example, a typical 15 foot tall Mecha is set at: OK, OK, OK, OK, Bruised, Hurt -1, Injured -1, Wounded -2, Mauled -2, Crippled -5, and Terminated. Any addition Power Levels are more OK.
- All attacks a Mecha does to any human or humanoid (which includes all Supernaturals) inflicts double damage. For example, if a Tsunami (my generic spacefighter-robot) shot a Garou for 7 levels of damage, then the Garou would need to soak 14 wounds. Wraiths are the only exception to this, and if a Mecha shoots a non-Materialized Wraith, it only inflicts 1 Corpus damage.
- Character Generation is altered. A Mecha now gains: 9/7/5 for their Attributes, 20/15/10 for Abilities, 10 Backgrounds and 7 points to Techniques. They get 30 points in Freebies. Freebies are at standard cost, with Techniques being at 7 points per piece. This makes a Mecha more powerful then your average starting level PC. Even more powerful then a PC with 50 XP probably. But a Mecha is made up of silicon and hard metals, designed for harsh environments, combat, survival, and the like. Their body is naturally armor and naturally more powerful in design. As well as the fact that a Mecha is programmed new information, and unlike Supers, does not need to learn it.
Abilities
Each system from White Wolf has it's own Abilities which are unique to only that system. For example, Primal-Urge from Werewolf and Kenning from Changeling. Below is a list of Abilities in each category a mecha may have. A Mecha can have any and all secondary abilities they player/ST wishes.Talents: Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge.
Skills: Crafts, Drive (can drive other Mecha/vehicles if the vehicle is bigger, or they can link themselves mentally to it), Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival, Repair.
Knowledges: Computer, Enigmas, Investigation, Law, Linguistics, Medicine, Technology, Occult, Politics, Science.
Tempers
A Mecha has three 'powers' which are the equivalent to a Garou's Willpower, Gnosis, and Rage, or a Changelings Banality, Glamour, Willpower, or the others in the other systems. The Mecha is given Willpower, which is affected normally, and follow standard rules as per WW's system. They are also given Energy and Corrosion, which is explained below.Energy: This is what powers a Mecha. Without Energy, a Mecha is unable to operate and Shuts Down. Energy is used exactly liked Blood Points in Vampire. Most Techniques require the expenditure of Energy, and 1 day of operation expends Energy automatically. Each Mecha requires a different source of Energy, but 1 Energy Point is roughly equivalent to 5 gallons of deisel fuel.
Corrosion: Everything ages, and a Mecha is no exception. Sometimes a Mecha gains wounds that are irreparable, or gets rebuilt, or just plains ages. You gain a point in Corrosion for the following reasons:
- 1 Decade has passed
- You received more Power Levels in damage then your Stamina (IE: Stunned). This gives you 1 Corrosion instead of stunning you.
- You are reduced to Terminated status on Power Level and are later revived or repaired in some way. Repairs are never total and complete, and you gain Corrosion from this.
What does Corrosion signify? It's natural erosion. You start off with zero points in it, which is good. For every 2 points in Corrosion (round down), a Mecha receeves +1 difficulty on all rolls. This represents circuitry meltdowns, data corruption, rust, and the like. So a Mecha with 10 points in Corrosion will have +5 difficulty to all things (max of 10 difficulty). If your Mecha has 10 points of Corrosion and gains a new point, then it is forever destroyed and never able to come back to life (not even in a Wraith-like form).
Backgrounds
A Mecha follows no Backgrounds in the other White Wolf systems. It has only five Backgrounds to choose from, all of which are below:
RankRank represents status in an army or faction. The Mecha with the highest in Rank is naturally a leader, and Mecha from other factions would respect the Rank, but probably won't follow orders given by the Mecha. Note that you don't need to be in the army for Rank; civilian Mecha are given Rank as well. Rank is split level 1 through 5 (5 points is the max).* | An Officer.
|
** | Party XO (Party include battalions, platoons, brigades and the like)
|
*** | Party CO
|
**** | Faction Officer
|
***** | Faction Leader
|
ArmorArmor is a simple Background to deal with. For each point in Armor, your Mecha is given an extra dice to Soak all wounds, and additional Power Levels, one for each Armor point.
PowerFor each point in Power, your Mecha is given an extra point in Energy maximum, and able to lose Energy at a slower rate. So 1 Power point gives you 11 total Energy, and so on. The times it takes Energy loss per level is as follows:* | 1.5 Days
|
** | 2 Days
|
*** | 4 Days
|
**** | 1 Week
|
***** | 2 Weeks
|
SizeThis is split into two categories: size increase or decrease. You can only have one, either increase or decrease, per form (explained under Techniques-Modes). For every point in Size increase, your Mecha gains up to five additional feet, as well 1 additional Power Level. For every point in Size decrease, you lose two feet and lose 1 Power Level. The smallest Mecha therefore, is at five feet tall. Exceptions can be made of course.
EquipmentThis Background designates what a Mecha is able to use. Your Mecha must have or exceed the points in Equipment's Level to use the piece. For example your Mecha has Equipment of 2. He wants to be able to use a system that is Level 3. The systems are incompatible until the Mecha has upgraded his Background to Equipment 3. You are able to 'buy' Equipment from character generation, each Level costing 1 point. You are able to buy the number of points as your Background rating. So at Equipment 5, you can buy 5 level 1 items, 2 level 2 and 1 level 1, or any combination thereof up to number 5.
Techniques
All Mecha are given 7 points in character generation for Techniques, and spending Freebies costs 7 points per Technique. Techniques are the bread and butter of a Mecha, akin to Vampiric Disciplines, Wraith Arcanooi and the like. They are special powers only Mecha can have. Mecha don't (and can't) learn Techniques from other Mecha; it is inborn and must be programmed into them. Without ado, here are the fifteen Techniques.
ModesThis Technique allows a Mecha to transform into different forms. For each point in Modes you have, you are allowed to have 1 additional form (so six total. One default, plus five from Modes). In addition to having Modes, a Mecha is given 20 Freebie points to enhance their stats in that mode only. It takes 1 full turn to shift modes.For example: A Tsunami has Modes 1. It can shift from the spacecraft mode into robotic form. It is given 20 Freebie points to enhance itself in robot form only (which can be spent on anything the player wishes).
FlightFlight is a wonderful gift. However, even Flight of 1 doesn't allow true Flight. It requires no rolls to use; Flight is always able to be in affect. Life support systems are given in the Technique, so a pilot in Spaceflight is able to live, at least for awhile. However, every time Flight is used, the Mecha expends 1 point of Energy. Powering up Flight requires 1 action, unable to split dice. The following is what a Mecha is able to do at each level of Flight:* | Float: You're able to float, and that's all. If activated, you don't receive damage from falling.
|
** | Hover: You're ability of flight is extended to a full ten feet off of the ground or nearby flat surfaces (ie water).
|
*** | Low Altitude Flight: You can fly up to 3 miles off of the ground.
|
**** | Stratospheric Flight: The only thing that binds you here is the atmosphere. You are able to orbit the Earth (or planet) but can not enter space.
|
***** | Spaceflight: THe name says it all, you are able to travel in space. However, travel times and speed are a factor.
|
CompanionsA Mecha is simply a drone, moved by remote controls. However with the Technique of Companion, a Mecha is able to be piloted, and receives bonuses to dice rolls. If with a pilot, a Mecha is able to use the highest score of either stat between the two. For example, to fire a gun, and your Mecha has 4 Dexterity and 2 Firearms, your pilot has 2 Dexterity and 3 Firearms, you can roll 7 dice (4 dexterity from mecha, 3 Firearms from pilot). Each success in an Intelligence+Companion roll vs 6 (Mecha only) gives your character +1 die to perform on any action this scene. So scoring 4 Successes on the roll allows you to add 4 dice in any way, for one scene. Once a die is expended, it is gone.* | You require both a pilot and co-pilot, who functions as a gunner and navigator.
|
** | You only need a pilot
|
*** | At this level, you do not need your companion to pilot you totally. You can auto-pilot yourself for a maximum of 8 hours on end.
|
**** | Your companion is able to merge with you! They are given a suit which enables him to form a part of you, which is what is required to perform certain functions (examples include transforming or your companion is your gun).
|
***** | Your companion is able to mentally control you. It's a shared symbiotic relationship. Your companion have be a distance of 500 miles away to control you, any farther and you are unable to perform actions.
|
MergingMerging is another simple Technique. For every point in Merging you have, you are able to join with another Mecha who has the same level of Merging as you. So if you have Merging of 1, you can Merge with one Mecha of Merging 1 or above. Merging 3 allows you to Merge with up to 3 people, so long as they have Merging 3 or higher. When Merged, your characters gain the points of all combined stats. Let me repeat: When Merged, you gain all combined stats. So say you have 3 Mergers, A has Dexterity 4, B has 4, C has 2. You, when Merged, now have 10 Dexterity (4+4+2). This includes Power Levels.
Extra AttacksThis Technique simply allows you to take additional actions after the initiative action. So an Extra Attacks of 3 allows you the standard 1 action, plus 3 ones from Extra Attacks, taken in order of initiative. This is like Celerity, Rage, and use of the Time sphere. This Technique requires 1 Energy point per use.
Power ArmorEach point in Power Armor automatically soaks one wound, and gives you the same number of dice to Soak as you have points in Power Armor. So Power Armor of 3 allows you to take 3 wounds off automatically, and soak at Stamina+bonuses+Power Armor. This is always in effect.
Power DamageEach point in Power Damage grants you a bonus of 1 to automatically succeed in any use of Strength. This includes damage, lifting, throwing or any use of Strength. This is always in effect as well.
Body RestructuringWith the use of this Technique, one Mecha is able to repair the wounds of another. Each use of this Technique require 1 Energy Point.* | Patch Wounds: You are able to patch up wounds, and negate the effects of wounds for any Mecha but yourself.
|
** | Field Repair: This requires one action, and can only be used on another. You can heal the number of wounds as you succeed on an Intelligence+Repairs roll vs 8.
|
*** | Upgrade: You are able to modify another Mecha, in other words, able to let them spend XP and ask you to upgrade them. This requires no roll, but Upgrades are lengthy, requiring the Mecha to be out for 1 day for each stat increased.
|
**** | Self Repair: Same as level 2, but you can use it on yourself.
|
***** | Create Mecha: You are able to create Mecha. This requires no roll.
|
Super SizeThis Technique is a size increase. Before you are able to earn even Super Size of 1, you must have Size of 5 from Backgrounds. Each point of Super Size gives you up to an additional 10 feet plus 3 Power Levels, or can decrease your size (pick one) up to one foot, and decrease your Power Level by 1.
Super SpeedThis Technique gives your Mecha faster then average speed. A Mecha can go 100 miles per hour maximum without this. But using this Technique gives them a boost of speed. Each use of this power costs 1 Energy. Each boosts lasts up to 1 hour.* | Mach 1
|
** | Mach 2
|
*** | Mach 3
|
**** | Speed of Light
|
***** | Faster then Light (effectively triple lightspeed)
|
EspionageEven Mecha need to spy at times. Espionage Technique is the one they want when they want to spy. Each use of the Technique costs 1 point of Energy, and can last up to 10 minutes per use.* | Camouflage: You are able to be harder to pick up on scans and the like. Roll Manipulation+Stealth versus 8. Each success adds +1 difficulty on Perception rolls. You must remain still when using this.
|
** | Holograms: You can divert the attention of others. Roll Intelligence+Espionage versus your target's Willpower (or in the case of groups, highest Willpower). Even 1 success makes them avert their senses from you for one turn. More successes for more turns, one to one basis.
|
*** | Interception: You can receive radio signals on secure lines and even transmit false signals to the secure lines. You are able to receive any signals within 100 miles, and on a successful Wits+Espionage roll versus the sender's Intelligence+Technogogy, you can transmit false or garbled information.
|
**** | Invisibility: This allows you to walk around invisible to all sensors, radar, or detection, with the exception of possible Counter-Intelligence uses. Use Manipulation+Espionage versus 6 to activate.
|
***** | Espionage: You can not only walk invisible, but all senses are muffled. No visual, audial, tactile detections are possible. You aren't there. You are also able to move through walls that are under five feet thick as if they weren't there. You are unable to set off traps that require pressure. No roll is needed to activate this Technique.
|
Counter-IntelligenceSo now that Mecha have spies, Mecha also need a Technique to counter it. Thus comes Counter-Intelligence. Each use of this Technique requires 1 Energy Point cost and can last ten minutes. Each level of Counter-Intelligence is able to counter Espionage (thus a Mecha with Counter-Intelligence of 3 is immune to level 1, 2 and 3 of Espionage). This also affects powers such as Obfuscate, Blur of Milky Eye, or any other power. At level 1, you are able to detect Wraiths just as if they were normal beings.
ExoskeletonNow this is a unique Technique. You combine mechanical and organic into one being. This Technique is always in effect, and doesn't require use of Energy.* | Protoforms: You have the basics of an Exoskeleton upon you. You are still undeniably a Mecha, but at least at this level, animals don't run in fear of you.
|
** | Flesh Form: At this level, your body is covered in dead flesh. This gives a +2 difficulty on sensors searching for you, as the flesh askews the technology.
|
*** | Human Form: This Technique gives you a shell that's undeniably human. In fact, it is even the size, shape, form, smell of a human. In the human shell you are for all intents and purposes (even Supernatural detecting like Magick or Scent of True Form) you are human as well. You can emerge from your shell into your mecha form at any time. The only drawback is that while in your shell, you are unable to use any Techniques.
|
**** | Beast Form: You are in a shell which acts as an animal. In fact, you are in all respects an animal, only one able to use their own intelligence and also Techniques. This is otherwise the same as level 3 above.
|
***** | ExoForm: This combines Exoskeleton levels 1 through 3, and enables you to use Techniques while in Human form.
|
CommunicationsThis Technique allows you to receive and transmit radio signals to different Mecha. For each level of Communications, you are given 1 secure line, are able to transmit 'mentally' to 1 other Mecha (which must be selected the time you take the Technique), and able to transmit up to 1000 miles away on a general bandwith. This Technique requires no Energy spending.
Robot MagicNot everything fits into nice little categories. Hence here is Robot Magic. This Technique is free of Energy spending, unless noted otherwise.* | Subspace: You have a field or other dimension which is impermeable to anyone but yourself. It surrounds you wherever you go. This field extends to the maximum size you have, and can carry Equipment or Companions. You can get 1 item from Subspace per action, free, which doesn't take away actions (so you can pull your gun out and fire in the same action).
|
** | Sentience: You are totally free from outside control. You require no remote control nor Companions to guide you. You possess emotions, auras, everything a normal living person would have (except diseases).
|
*** | Forcefield: You can erect a field around yourself or one companion. This field adds the number of Soak dice for the person as you succeed on a Dexterity+Robot Magic roll difficulty of 6.
|
**** | Magnetic Controls: You are able to use your powers to magnetically move something from a distance. Use your regular Strength+Power Strength to see what you can affect. If you wish to rip a Mecha apart, roll Strength+Robot Magic vs difficulty of 8. Each success gives them 1 wound that is soakable only by Power Armor.
|
***** | Immortality: You are immortal, plain and simple. Nothing can destroy you. If set at Terminated, you regeneration 1 Power Level per day, even if your body is torn apart.
|
Equipment
Below are a few examples of Equipment which your Mecha can use. The Player and ST is free to create more as they wish.
Level 1HUD: HUD (Heads Up Display) gives Mecha a bonus to actions. If used by a pilot, it gives her +1 dice to initiative. If used by a copilot/gunner, then he gains +1 dice to hit.Knife: Knives are used at difficulty 4, and do Strength+1 damage.
Gun: A regular gun, for Mecha sized people. This gun is a pistol, difficulty 6, damage 4.
Level 2Radar: Radar picks up forms out of visual range. Radar can be used to track up to 64 selected targets up to 10 miles away.Sword: Difficulty 6, Strength+3 damage.
Laser: difficulty 6, does 6 Damage, and inflicts Aggravated wounds to non-Mecha.
Level 3Stasis Pod: This pod enables one person per Pod to stay in suspended animation for up to 10 years. They do not age, do not need food or water, or anything to live.Axe: Difficulty 7, Strength+5 damage.
Plasma: Difficulty 7, does 8 Damage, inflicts Aggravated wounds to non-Mecha.
Level 4Crushing Shield: Difficulty 7, Strength+5 damage, adds +3 to soak.Missiles: Difficulty 7, 10 damage, inflicts wounds in a ten foot radius.
Level 5Spinning Swords: Difficulty 6, Strength+8 damage, adds +4 to soak.Fusion weapons: Difficulty 8, Damage of 15, inflicts damage in 20 foot radius.