Since the MvK Technical Manual will not be released until the end of summer I thought I would provide a taste of some of the new mecha rules you will see there, specifically those for mecha that transform into other shapes and those that combine to form a larger mecha. Enjoy, and as alway comments are welcome.
New Mecha Traits
Transforming: 5 CP
A Transforming mecha has the ability to change its shape into that of another vehicle. For example a walking mecha could transform into a flying jet fighter. The mecha retains its original Strength, Defense, and Toughness. It gains the Speed of a vehicle of the same type. Its size changes to that of a vehicle of the same type. It retains the same weapons it had in its mecha form. Transforming is a full round action. This trait may be taken multiple times. Each time it allows the mecha to transform into a different vehicle. As always the Narrator is the final arbiter of what size mecha can transform into a particular vehicle.
This trait is designed to incorporate basic True20 Vehicle rules. The MvK Technical Manual will contain optional vehicle rules that will work in concert with Transforming mecha.
Combining: 5 CP
A Combining mecha has the ability to unite with other combining mecha to create a single larger mecha. The mecha that is created must be selected at the time this trait is purchased. This trait may be purchased multiple times. Each time it applies to a new mecha created when it combines. Each combining mecha must have this trait.
The new mecha is created by pooling the points used to create the smaller mecha. The cost of the Combining trait for the new, larger mecha is equal to 5CP times the number of mecha that combined to create it. If each mecha is piloted room must be aloted to each pilot, either a copilot seat or appropriate storage.
The mecha has a form of artificial intelligence so advanced that it is considered to be alive. The mecha is considered a Hero and is built as such, with the following modifications.
- The mecha hero's physical attributes are purchased with Creation POints, as normal.
The hero receives the same amount of CPs as any other hero of his level.
The mecha hero's attribute points may be spent as normal. Points spent to increase physical attributes are added to those derived from the mecha's Size.
A Mecha Hero possesses the frollowing traits
No Constitution score.
Training with natural weapons.
Immunity to poison, sleep effects, paralysis, stunning, disease effects, and the Imbue Unlife supernatural power.
Cannot heal damage on their own.
The Craft (Mecha) skill functions in all ways as the Heal skill for the Mecha Hero.
Not subject to ability damage, ability drain, fatigue, or exhaustion.
Immunity to any effect requiring a Fortitude save (unless the effect also works on objects, or is harmless).
Since it was never alive, a Mecha Hero cannot be affected by the Imbue Life power.
Mecha Heroes do not eat, sleep, or breathe.