By Andrew Besuden (bobcat68@sprynet.com)
Secondly, these rules are up to the storyteller. What he says goes. Not to mention certain chronicles lose their appeal when you have giant robots fight in it. If you think that a chronicle is unsuitable for Gears, please don't use the gears.
Now the reason behind this system is one thing. Gears are ancient technology, older even than most vampires. The cost for these Gears would be roughly one-third the US national debt. The technology, as stated before, is ancient. It's taken some time for these Gears to be understood. Mass production may not be possible for a long time.
Abilities: Unlike most systems, Gear's abilities are determined by the Functions and Parts chosen. For example, if I choose the Function Hover, I would put Flight 2 and Dodge 3 in the abilities section.
Functions: Functions are the permanent powers of a Gear; these give the gear special advantages and make them unique. You are given three slots for Functions, one of which is arranged for combat. There may not be more than one type of Function in a single Gear.
Parts: Unlike Functions, Parts are interchangeable. Like Functions, however, you may not have more than one type of Part in a single Gear. You are given two slots for Parts.
Armor Rating: All Gears' base armor rating is 5. The armor rating is used to soak damage (including aggravated damage).
Health Levels: OK x 8, -1 x 5, -2 x 5, -3 x 2, Disabled
Chi: This is the stuff that powers Gears, their fuel. All Gears start with at least twenty Chi points. Gears use Chi for combat, flight and certain special powers. However, Chi can run out from your Gear. That's why they're installed with a Chi Recharger (system: The pilot must not have the Gear engaged in combat, then spends one Willpower point to regenerate one chi point. No more than five Willpower points may be spent in this way for one day).
Body Type: The body type of a gear gives it certain Function and Part restrictions. There are three body types: Humanoid, Beast-like, and Machine-like.
Brawl
You Gear is proficient in a particular brawl style.
Ability: Brawl 5
Examples of Brawl styles: Wrestling, Street Fighting, etc.
Fire Arms
Guns offer your Gear no problems.
Ability: Firearms 5
Firearm styles: Rifles, Machine Guns, etc.
Martial Arts
Your Gear is proficient in one style of Martial Arts.
Ability: Martial Arts 5
Martial Arts styles: Karate, Judo, etc.
Melee
Your Gear uses non-ballistic weapons
Ability: Melee 5
Examples: Swords, Whips, Axes, etc.
Your Gear can fly, whether it's by wings, jet pack or both. This can not be taken with Hover.
Ability: Flight 5
Note: In order to Fly, the pilot must spend one Chi point and roll Pilot + Flight.
Power Amplifier
The pilot's Disciplines, Arts, etc. are strengthened. This cannot be taken without the Part Ether Machine.
System: Whenever the pilot uses a sphere, discipline, art, etc. he/she gets two success for the powerbs rolls.
Chi Blast
The Gear can shoot out a blast of energy.
Ability: Chi Manipulation 4
System: Player spends two Chi points and rolls Pilot + Chi Manipulation, difficulty 5. Damage is 5 dice.
Hover*
Your Gear hovers above the ground, allowing it dodge more easily. This can not be taken with flight.
Ability: Flight 2, Dodge 3
Booster
This Function allows your Gear to move faster in combat.
System: Spend one point of Chi to activate during combat. The Gear is given two additional combat turns. This works every turn but will drain your chi pool by one point for every three combat turns (this means the one normal turn plus the Booster turns).
Stealth Mode*
Your Gear does not make any loud noises.
Ability: Stealth 3 Dodge 2
Extra Strength*
Your Gear's strength is increased.
System: The Gear's strength increases by two.
Extra Stamina
Your Gear's Stamina is increased.
System: The Gear's stamina is increased by two.
Auto Repair
System: Whenever Gear is in combat , 1 health level healed per hour.
Beck and Call
The Gear will approach you when summoned.
System: Spend 1 Willpower to summon Gear.
Mind's Movement
Gear gains telekinetic abilities.
System: Spend 3 Chi and roll Gear's Strength plus Intelligence (difficulty 7).
Combiner
This Function allows a Gear to transform and merge with other Gears into a giant Gear.
System: Each Pilot with the Combiner function wishing to join together spends 4 chi points. The maximum number of merging Gears is four. Each Pilot then rolls the Gear's stamina + Pilot, difficulty based on storyteller's idea.
The Gear has a an advantage in a particular climate of your choice (listed below).
Climates: Tundra, Dessert, Jungle, City, underwater, Wastelands, Mountains, Caverns
System: A Gear with this part gets an automatic initiative if he's in the climate named in the circuit.
Example: Bart's Gear has the Desert Climate Circuit and is currently fighting a group of bandits in the dessert. Bart automatically goes first due to his climate control Partbs specification for desserts. Bye, bye bandits!
Ether Machine
This Part is a must have if you want your Gear to use your Disciplines, Gifts etc.
System: Spend one Willpower point to allow the Pilot to channel certain Disciplines, Gifts, etc. through the Gear. The effects last for one scene and no more than five Willpower points may be spent in one day.
(Elemental) Guard*
The Gear is able to absorb damage of elemental attacks. Choose one Element to absorb.
System: The Gear absorbs damage equal to its stamina.
Old Circuit*
This part increase a Gear's response and defense.
System: The Gear gets + 2 successes on both initiative and soak rolls.
Super Recharger*
This Part increases a Gear's Recharger power.
System: Recharger now provides two points of Chi instead of one.
Lens Enhancer*
This Part improves a Gear's vision.
System: All difficulties for Perception rolls on sight are reduced by two.
Extra Armor*
This Part increases a Gear's Armor Rating.
System: The Gear's armor rating increases by two.
(Elemental) Mode
This Part allows a Gear to deal damage based on a specific element (earth, fire, air, or water).
System: The Pilot spends one chi to activate (Elemental) Mode for one scene. The damage dealt by the Gear during this scene is based on one of the four elements.
Agility Circuit*
This Part makes a Gear more Agile.
Ability: Acrobatics 3, Dodge 2
Lite Armor*
This Part is much like the Part Extra Armor only it allows a Gear to be more Agile.
Ability: Acrobatics 1
System: The Gear's armor rating increases by one.
Missile Launcher
This Part gives the Gear the ability to fire missiles at a target. A Missile Launcher Part has about twenty missiles in it and fires in groups of four missiles.
Ability: Heavy Weapons 3
System: The Pilot spends one Chi point for every four missiles to be fired, then rolls Heavy Weapons + Pilot, difficulty 6. Missiles deal damage equal to 4 + each group of missile used during the current combat turn. You must launch at least one group of missiles.
Function Restrictions: None
Parts Restrictions: Must take the Part: Ether Machine.
Special Function: (Elemental) Shot. This Function is usable only Beast-Like body type Gears. A beast Gear may be able to attack a target with a shot of Elemental Energy of the type Chosen.
Ability: (Elemental) Surge 4
System: The Pilot spends two Chi points and rolls (Elemental) Surge + Pilot (difficulty 7), damage is 5 dice.
Function Restrictions: Beast-Like Gears may only take the Combat Function: Brawl. These Gears must also take the Function: (Elemental) Shot.
Parts Restrictions: Must take the Part: (Elemental) Guard.
Special Function: Grafted Weapons*. This Function gives a gear built-in weapons from his Combat Function and is only available to Machine-Like Gears. For example, a Gear with the Firearms Function would have a gun arm instead of a regular arm.
System: Combat roll difficulties are increased by one.
Function Restrictions: Machine-Like Gears may only take Combat Functions Melee or Brawl. These also must take the Function: Grafted Weapons.
Parts Restrictions: Machine-Like Gears can not take Parts: Lite Armor or Agility Circuit.