Annatar Giftbringer
Emperor Mongoose
Greetings,
Ever since I first read about mechanismo in judge's handbook, I've loved it and wanted to use it in a game.
This weekend I managed to get a hold of the collected mechanismo book, and after reading it (with rpg eyes, of course) I gotta say that while I enjoy their official rules, I'd do them differently... Or, if you will, this might as well be my attempt at a mk III.
First of all, armor. Number 5 was barely scratched by hi-ex shots to the chest. I'm thinking at least armor 12, perhaps even higher? Str and agi 10 feels ok, it I'm thinking about buffing end a bit. 12-15 somewhere. I'm also toying with the idea of giving it extra +DMs to str, it does seem odd that a suit with a human inside (holocaust) is stronger than a robot without weak fleshy parts, and above all I'd say it takes more than str 10 to use a Judgementbringer, especially one-handed! An additional +4 DM to str?
From what I could see, no mechanismo used any finger mounted lasers, but I kinda like the idea of those, so they might get to stay. Cling nets behind the hands, agree. Though I'd move the stumm gas grenades to the rocket launchers, as seen in the sewers.
Speaking of rocket launchers, I spend some time dwelling on them, making up custom rules and.. Then it hit me! Why not simply make them RAM launchers (from the main traveller book). Two missiles per launcher, so auto 4, May fire single shot or full auto. If both missiles are fired at the same target it counts as firing one weapon, otherwise two. (Autofire also means skill 1, whereas firing them separately allows full skill)
The launchers seem to carry at least one reload, possibly more. I'm thinking either single reload or a rotating magazine with three or four pairs of missiles. Standard loads include hi-ex (5d/3d/1d, 3m) and stumm gas. For warfare or special occasions I might consider HEAP warheads (6d -6 armor).
Judgementbringer cannon: not much to say here, I think I'll keep it as per the rulebook, but perhaps add stun pulse. It looked like it fired a continuos beam at one point, and the first time it was seen in action it fired some kind of baton.
Number 5 pulled a sidearm from a hidden compartment in its leg after being disarmed. For simplicity's sake, call it a standard lawgiver mk.II?
When it comes to skills, I'm not sure if any tweaking is needed. Granted, number 5 managed to pilot a grav truck and make repairs on himself, but these could fall under "assume the judge has a bunch of level 0 skills from the academy".
Given how much attention one mechanismo gives to its great sense of smell it might be a good idea to install an olfactory scanner in the head, and the utility belt seems to contain tools, perhaps a modular repair kit?
Well, that's a start. Thoughts, comments, criticisms anyone?
Ever since I first read about mechanismo in judge's handbook, I've loved it and wanted to use it in a game.
This weekend I managed to get a hold of the collected mechanismo book, and after reading it (with rpg eyes, of course) I gotta say that while I enjoy their official rules, I'd do them differently... Or, if you will, this might as well be my attempt at a mk III.
First of all, armor. Number 5 was barely scratched by hi-ex shots to the chest. I'm thinking at least armor 12, perhaps even higher? Str and agi 10 feels ok, it I'm thinking about buffing end a bit. 12-15 somewhere. I'm also toying with the idea of giving it extra +DMs to str, it does seem odd that a suit with a human inside (holocaust) is stronger than a robot without weak fleshy parts, and above all I'd say it takes more than str 10 to use a Judgementbringer, especially one-handed! An additional +4 DM to str?
From what I could see, no mechanismo used any finger mounted lasers, but I kinda like the idea of those, so they might get to stay. Cling nets behind the hands, agree. Though I'd move the stumm gas grenades to the rocket launchers, as seen in the sewers.
Speaking of rocket launchers, I spend some time dwelling on them, making up custom rules and.. Then it hit me! Why not simply make them RAM launchers (from the main traveller book). Two missiles per launcher, so auto 4, May fire single shot or full auto. If both missiles are fired at the same target it counts as firing one weapon, otherwise two. (Autofire also means skill 1, whereas firing them separately allows full skill)
The launchers seem to carry at least one reload, possibly more. I'm thinking either single reload or a rotating magazine with three or four pairs of missiles. Standard loads include hi-ex (5d/3d/1d, 3m) and stumm gas. For warfare or special occasions I might consider HEAP warheads (6d -6 armor).
Judgementbringer cannon: not much to say here, I think I'll keep it as per the rulebook, but perhaps add stun pulse. It looked like it fired a continuos beam at one point, and the first time it was seen in action it fired some kind of baton.
Number 5 pulled a sidearm from a hidden compartment in its leg after being disarmed. For simplicity's sake, call it a standard lawgiver mk.II?
When it comes to skills, I'm not sure if any tweaking is needed. Granted, number 5 managed to pilot a grav truck and make repairs on himself, but these could fall under "assume the judge has a bunch of level 0 skills from the academy".
Given how much attention one mechanismo gives to its great sense of smell it might be a good idea to install an olfactory scanner in the head, and the utility belt seems to contain tools, perhaps a modular repair kit?
Well, that's a start. Thoughts, comments, criticisms anyone?