21XX - Public - Foundation - Guide - V - 0.4.1 COMPLETE WEB RELEASE With Bookmarks
21XX - Public - Foundation - Guide - V - 0.4.1 COMPLETE WEB RELEASE With Bookmarks
PART
1 - SETTING. Page 102
Field Equipment
Page 5
03.
1 ctuators
A
Introduction
104.
Consumables
104.
Containers
6.
hat is Mega Man X?
W
105.
Cyberspace Programs
What is a Tabletop Role Playing Game?
106.
Field Gear
7.
Getting Started
108.
Vehicles
Player Characters
The Operator
What’s in this book? PART
3 - GAME RULES.
Page 8
Page 116
Setting
Explaining Milestones
17. W
1 hat are Milestones?
.
9 1XX Era Overview
2 117. Foundation Milestone Chart
10.
The Maverick Hunters
11.
Mavericks & The Maverick Condition Page 118
12.
Reploids in Society & The DNA Soul STATS & Resource Pools
13.
20XX Era Overview
14.
Arcadia & Abel City 19.
1 xplaining STATS
E
15.
Cyberspace 119.
POWER
119.
MOBILITY
119.
ANALYTICS
120.
APTITUDE
ART 2 - CHARACTER
P
120.
CHARISMA
CREATION.
120.
LUCIDITY
120.
Explaining Modifiers
Page 16
121.
Explaining Resource Pools
Creating A Machine
121.
LIFE ENERGY
121.
SHIELD ENERGY
7.
1 uilding your Mechanical Character
B
121.
WEAPON ENERGY
17.
What are Build Points?
121.
TECHNIQUE POINTS
17.
What is Zenny?
121.
CORE THRESHOLD
18.
Choose your Race
22.
Chassis
34.
Reploid Control CPUs Page 122
36.
Mechaniloid Integrated Circuits Skills
39.
Optics
23.
1 xplaining Skills
E
41.
Auditory Sensors
123.
Skill Advancement Table
42.
Voice Modulator
124.
Bluff
43.
Core
124.
Climb / Jump
48.
Body Parts
124.
Discipline
51.
Leg Parts
124.
Disguise
54.
Arm Parts
124.
Evade
56.
Determine Your Defects.
125.
Flight
60.
Mechanical Enhancements.
125.
Grapple / Break
125.
Hack / Interface
Page 70
125.
Intimidate
Creating A Human
126.
Knowledge
126.
Networking
1.
7 uilding your Human Character
B
126.
Operate
72.
The Human Race
126.
Perform
73.
Cybernetic Enhancements
26.
1 ersuade
P
127.
Repair
Page 75
127.
Sensory
Foundation Factions
127.
Stealth / Steal
127.
Swim
6.
7 0XX Era Factions
2
76.
Freelance Factions
77.
Maverick Hunter Factions
81.
Maverick Factions
Page 83
Weapons
4.
8 mpacting Weapons
I
89.
Piercing Weapons
96.
Slashing Weapons
99.
Grenades
100.
Weapon Enhancements
4
Page 128.
Page 171.
Downtime & Encounters
NPC Appendix
72.
1 rmored Armadillo
A
29.
1 odes of Play
M 173.
Bomb Man
129.
Downtime 174.
Boomer Kwanger
129.
Narrative Encounters 175.
Chill Penguin
129.
Combat Encounters 176.
Cut Man
129.
Boss Encounters 177.
Dr. Albert Wily (Mega Man 1)
129.
Cyberspace Encounters 178.
Dr. Cain (Mega Man X)
130.
Stage Hazard Encounters 179.
Dr. Thomas Light (Capsule)
132.
Step by Step Order of Combat 180.
Dr. Thomas Light (Human)
33.
1 ovement and Position
M 181.
Elec Man
133.
Performing Actions 182.
Fire Man
133.
Interacting With Your Environment 183.
Flame Mammoth
134.
Actions and Dice Rolls 184.
Geemel
137.
Cover 185.
Guts Man
137.
Damage, Death, Recovery and 186.
Ice Man
Stabilizing 187.
Launch Octopus
188.
Mega Man (Mega Man 1)
Page 138.
189.
Mega Man X (Mega Man X1)
amage Types and Status
D 190.
Mega Man X (First Armor)
Effects
191.
Mega Man X (Second Armor)
192.
Middy
139.
xplaining Damage Types and
E 193.
Proto Man (Mega Man 3)
Elements 194.
Rock
40.
1 Elements found in this Guide 195.
Roll (Mega Man 1)
141.
Status Effects 196.
Serges (Mega Man X2)
197.
Sigma (Mega Man X1)
PART
4 - GLOSSARY. 198.
Spark Mandrill
199.
Sting Chameleon
Page 143.
200.
Storm Eagle
Enemy Appendix
201.
Techno
44.
1 menhopper
A 202.
Velguarder
145.
Armor Soldier 203.
Vile (Mega Man X1)
146.
Anglerge 204.
Wolf Sigma
147.
Axe Max 205.
Yellow Devil
148.
Ball De Voux 206.
Zain
149.
Batton M-501 207.
Zero (Mega Man X1)
150.
Batton Bone 208.
Zero (Mega Man X2)
151.
Beak Blaster
152.
Bee Blader Page 209.
153.
Big Eye Special Weapons
154.
Bunby Heli
155.
Crag Man 10.
2 hat are Special Weapons?
W
156.
Dig Labour 210.
Explaining Special Weapon Tiers
157.
Gabyoall 210.
Foundation Guide Special Weapons
158.
Gulpher 225.
Creating A Special Weapon
159.
Gun Volt
160.
Hoganmer Page 226.
161.
Jamminger Techniques
162.
Mega Tortoise 27. W
2 hat is a Technique?
163.
Metool 227. Foundation Guide Techniques
164.
Metool C-15
165.
Mole Borer Page 259.
166.
Pickelman Mission Examples
167.
Rush Roader 60. N
2 otes for the OPERATOR
168.
Sniper Joe 261. Example Campaign Ideas
169.
Turn Cannon
170.
Utuboros Page 263.
Vendors
64.
2 xplaining Vendors
E
264.
Scrap Vendors
265.
Retail Vendors
266.
Military Vendors
267.
Black Market Vendors
Page 268.
0.4 Changelog and Updates.
5
6
What is 21XX?
What
is a Tabletop Role
Playing Game?
1XXis a Tabletop Action Role Playing Game
2
set in the fictional action platform video n a Tabletop Roleplaying Game, you create
I
game seriesMega Man X. In the futuristic a character based on the rules laid forth in
era of '21XX', this world is largely populated this Playtest Packet. The character you
by both humans and Reploids, robots develop is entirely your choice and in your
capable of thinking, feeling, and making control. Their actions are your actions.
decisions like their human creators. The
general plot of the Mega Man X games or those unfamiliar with building
F
follows the titular character, X, working characters in a Tabletop Role Playing Game,
alongside various partners of a paramilitary who would just like to get into the action, we
force known as the Maverick Hunters, to have provided sample characters and
thwart the plans of Sigma, the former templates on page144, so you can start
Maverick Hunter Commander gone playing with an OPERATOR right away!
renegade, who wishes to bring about the end
of humankind. he OPERATOR functions as a storyteller,
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describing the world and its narrative to all
he breadth of worldbuilding, visual flair,
T players, and acting as all the NPCs, or
and difficult encounters found throughout Non-Playable Characters, during the game.
the Mega Man X series provided a perfect Based on the actions that players take, your
backdrop for creating a unique Tabletop OPERATOR will tell you what happens.
System. Whenever an outcome needs to be
determined, the OPERATOR will request you
e have provided a primer to that world in
W to roll dice based on an action or skill
this 21XX Foundation Guide. developed by your character.
Reference
Material
Getting Started
Pencils & paper
THE OPERATOR
A 21XX Campaign module
o tell a story, you’ll need to find a
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storyteller! If you are reading this, you may ou may start an adventure with one of the
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be a good candidate for being the OPERATOR 21XX Campaign Modules, or create an
of your 21XX experience! However, if another adventure yourself using the material we
friend in your group has been an Operator have provided in this Playtest Guide.
in 21XX before, or if they are familiar with
being a Game Master in other TTRPGs, you Your imagination
might want to ask that person to be your
hroughout this book, we assume that
T
Operator and help you learn the game.
players use a “Theatre of the Mind” style of
roleplay. Much of the 21XX Tabletop Game is
he Operator controls the story, the
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designed to function without a grid map and
Non-Player Characters (NPCs) that interact
instead plays out purely in the mind of the
with the Player Characters, and the
players or on quick sketches rather than a
encounters therein. Much of this book will
map.
provide the groundwork to aid you in
developing a story that will capture the
spirit of the Mega Man X series. Other gaming tools:
21XX
Era Overview
Thomas Light
10
The
Maverick Hunters
Reploids in Society
eploids, much like the Robot Master series that preceded them, had found a foothold in every
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aspect of Human society. From construction and demolition, traversing or disposing of
hazardous terrain, next-generation tech research, the service industry, and more.
espite the looming Maverick threat, Humans have adapted well to the presence of these lifelike
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machines, prominently due to the positive cultural impact of the 20XX era Mechaniloid, which
works in conjunction with Reploids during most jobs.
rom a legal foothold, much of a Reploid’s rights are far from inalienable, and for all intents and
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purposes a copy and paste of the Robot Master mandate from the 20XX era. Reploids are
provided a longer legal life span given their need for positronic growth much like humans, but
they are still given an expiration date where they ultimately succumb to retirement if they no
longer are considered useful.
s of 2118, newly constructed Reploids are ordained Government approved lodging and energy
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necessities, so long as their established work contracts remain binding. Once a Reploid leaves
the job they were assigned for, without recourse or transfer, they are promptly removed from
their residence.
egally, unless co-signed by a Human, Reploids cannot own an estate solely under Arcadian law,
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though this ruling has been a hot topic of debate since the inception of the species, and legal
workarounds continue to be exploited in any case.
hile Reploids have been known to develop intimate relationships with each other, unions such
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as these are not legally sanctioned by Arcadian law. To that same effect, intimate Human and
Reploid relationships, while not uncommon, also have not at this time been legally ordained.
t’s a public secret that while much of the middle to lower-class human society laud and
I
appreciate the work that Reploids do, it’s the upper echelon and corporate sector that dismiss
cases regarding fair treatment and renegotiation of Reploid contracts. Many Arcadians consider
Reploids to be independent citizens little different than themselves, but those profiting off their
labor and specialized skills see them as nothing more than tools.
The
DNA Soul
he DNA Soul is an operational program that exists within the Positronic Control Chip of a
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Reploid. It is an internal database that defines the Reploid’s traits, capabilities, physical
attributes, mass transference requirements, and more. As a Reploid continues to develop and
change its nurtured attributes with Milestones, the DNA Soul subconsciously overwrites
partitions of data to compensate for each change.
ny Reploid constructed legitimately will have its initial DNA Soul data copied and isolated in an
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Arcadian Government database. Even if a change occurs to a Reploid, their initial data collected
acts as a roadmap and means to properly identify and diagnose errors if needed.
hile much of the genome that is the DNA Soul can be analyzed and identified by modern
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scientists of the 21XX era, certain aspects that dictate true consciousness have baffled both
Human and Reploid researchers since 2115.
t should be known that when a viral infection causes a Reploid to go Maverick, it corrupts the
I
Reploid’s DNA Soul, sometimes to a point beyond repair or recovery.
13
20XX
Era Overview
he 20XX era is fondly looked back on as a fertile time in human history. With the rapid
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advancement of technology in the 20th Century, it was clear that the potential of human
ingenuity knew little bounds. And as the best and brightest of the 21st Century toiled over the
marvels of the future, two names became both household names - but for vastly different
reasons.
wo brilliant scientists - Doctor Thomas Light, and Doctor Albert W. Wily, would revolutionize the
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future of robotics by developing machines that could mimic human life. After both scientists
graduated from RIT, Wily and Light became bitter rivals during their professional lives. Though
Wily won many awards in his time, he was consistently upstaged by Dr. Light, and this wounded
his pride. After a significant financial boon due to the Military development of the Sniper Joe
series, Light would develop the Robot Master series, six Robots used for Industrial Development,
Environmental Specialization, and Waste Disposal. He would also create two Lab Assistant Robots
that he would treat like his children: a boy named Rock, and a girl named Roll.
ut Man, Elec Man, Fire Man, Guts Man, and Ice Man were impressive machines with immense
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power, and with that in mind, Wily made his move. The bitter and jealous Wily captured and
reprogrammed Light’s Robot Master line, but left Rock and Roll behind, as he did not consider
their worth as non-combatants. Wily would then begin his first conquest of world domination,
using Light’s Robot Masters as the avatars for his radical wish of human subjugation under his
thumb.
ith the world in turmoil, Rock pled to Dr. Light to be converted into a battle robot to combat
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the reprogrammed Robot Masters. Possessing a strong sense of justice, a powerful arm cannon,
and the first iteration of the Variable Weapons System, the legendary Mega Man was born!
ega Man would defeat his Robot Master brethren by turning their elemental weaknesses
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against them, and would defeat Dr. Wily on this initial time, and again numerous times over.
Light and Wily would go on to build machines as the 20XX Era wore on, and the culmination of
their legacies would be discovered many years later.
he 21XX Foundation Guide will provide some Chassis, Enemies, Parts, Special Weapons, and
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Techniques from the Classic Mega Man, or 20XX era, which takes place roughly a hundred years
before the Mega Man X series.
14
Arcadia
& Abel City
rcadiais the governing body of the smallest
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ector 16: Mechaniloid Production.Reworked older
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southeastern landmass on planet Earth, currently
factories consisting entirely of Mechaniloid
residing where present-day Australia would be.
production can be found here. CainLabs works with
Many of their inhabitants are migrants who
other international subsidiaries here, including
established a new society after the Annex Wars
Cossack Labs and Lalinde Labs.
brought upon by Amerope in the late 20XX era.
Cyberspace
yberspace is a complex, metaphysical realm of data that exists parallel to the physical world
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of 21XX. It is a bewildering array of visual and auditory stimuli, directories, automated systems,
artificial intelligence, and a constant threat of Cyber Crime.
n Cyberspace, you can travel anywhere as a data partition, either proxied in the physical world
I
using a Jacking Kit as an Augmented Reality relay bridging both worlds or by transferring one's
matter and consciousness directly into Cyberspace for traversal.
ue to the limitless possibilities, and the chance to bend certain physical rules, it may be
D
enticing to run entire Missions within Cyberspace. While this Foundation Guide addresses
Cyberspace as an aspect of the 21XX mythos and provides equipment to explore it further,(pg.
105)future expansions will provide cyberspace modules,as well as ways to blend both
Cyberspace and the physical world together to create a new realm, known as Zero Space.
16
17
ou can notate your Player Character on a Character Sheet, either with the formal 21XX Character Sheet
Y
provided at the back of this book, with the[21XXCharacter Builder], or simply notating on a Word documentor
blank paper.
Once you select a Race, you are given a pool ofBuildPointsto create your character with.
hen creating Mechanical (non-Human) Characters, you are given a pool ofBuild Points,STATS, andSkill
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Advancementsto construct your character with. Muchlike building a model kit or machine, you must select each
part, piece by piece, put them together, and allocate the results on a Character Sheet to determine your
character’s strengths and weaknesses. Your Race and selected parts will provide certain bonuses and
restrictions to your character, so be sure to notate them.
ach Character also selects aFaction, and purchasesnecessary Field Equipment or Weapons. As you continue to
E
build your Player Character, feel free to consider the thematic ideas that will complete them. You can invent the
personality, appearance, and backstory of your Character. Feel free to ask your OPERATOR for help with any of
the finer lore details that will connect your Player Character’s story to your OPERATOR’s 21XX Game.
ollow the steps of this chapter to ensure you are making decisions that will reflect the kind of Character you
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want to build.
What
are Build Points?
uild Points, orBP, are a Point System that can beexchanged to build or enhance your characters in 21XX. Each
B
race begins with a starting pool of BP to build from and may use this BP to purchase Parts, Field Equipment,
Weapons, and Enhancements. As each Player Character gains Milestones, they will earn additional BP.
What
is Zenny?
enny(abbreviated asƵ) is the in-world currencyof the Mega Man X Universe. Though you will not begin with
Z
Zenny during character creation, as you complete objectives in 21XX, you can acquire Zenny during the game to
purchase Parts, Weapons, and Enhancements. You can even pay Trainers to improve your STATS and Skills. If you
find yourself with gear that isn’t to your liking, you can sell parts that you find throughout your adventure for
Zenny. Mechanically, each part sold is equal to one-third of its original defined value, rounded up, but feel free
to haggle with your OPERATOR.
You can onlychoose one part per category, per character,during character creation.
However, except for your Chassis, Circuits, and Core,it is not required to choose a part from each category.
Capped
STATS and Bypassing
efore Character Creation is initiated, all STATs begin at 1 unless otherwise specified.
B
Each STAT cannot be raised higher than 2 + Your Milestone. This is called aCapped STAT.
For example, at Milestone 1, a STAT cannot be raised any higher than 3 and will be Capped until Milestone 2,
where its Cap will increase to 4.
ertain Chassis or Part selections can numerically increase the value of your STAT beyond its Milestone cap. This
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is known asBypassinga STAT. Bypassed STATS can beincreased past the Milestone cap without restriction. Be
sure to refer to all the options you have available in Chapters 4 and 5, respectively.
18
Step
1: Choose your Race.
n the Mega Man X universe, a vast majority of machines can be seen, providing both benefit
I
and detriment to the humans that mostly inhabit the planet.
uch of what defines each machine in this universe can be complicated. This step will allow you
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to identify the difference between each of the four playable mechanical races in 21XX, and
better inform your choices for when you decide to make a Player Character yourself.
Mechaniloids
echaniloids are machines that can have a vastly adaptable frame and chassis since they can
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be used for nearly every task a machine is capable of doing.
s a nod to the legacy of the 20th Century, Mechaniloids are usually bound by Isaac Asimov's
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Three Laws of Robotics, and once programmed, cannot go against the laws that their
programming binds them to.
f course, hubris comes into play if a Mechaniloid receives a very vague set of instructions
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programmed to them.The Mechaniloid's Integrated CircuitChip must be programmed to
fulfill a particular task.Be sure to work with yourOPERATOR on how lenient this restriction can
be.
ou can find Stat Blocks of Pre-Generated Mechaniloids in the Enemy Appendix, starting on pg.
Y
143.
xample Mechaniloids found in the 21XX Foundation Guide include: Ball De Voux, Jamminger,
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Metool C-15, and Sniper Joe.
. 3
1 0 Build Points.
2. You begin with 3 Technique Points (TP) at Milestone 1.
3. Your Special Weapons are at Tier 1. You begin with 4 Weapon Energy (WE) at Milestone
1, and your Special Weapons Attack and Damage Dies begin at 1D4.
4. STATS: +2 to PWR, or MOB. -1 to LCD.
5. Select four separate Skills other than Evade or Grapple / Break. You advance one
Skill to MASTER, one Skill to ADEPT, one Skill to INTERMEDIATE, and one Skill to
PROFICIENT.
6. Advance your Evade Skill by one.
7. Advance your Grapple/Break Skill by one.
8. Your Arms have 2 Upgrade Slots.
9. Your Body has 3 Upgrade Slots.
10. Your Head has 2 Upgrade Slots.
11. Your Legs have 2 Upgrade Slots.
(Parts, Chips, External/Internal Enhancements, or certain Weapons can be placed in
an Upgrade Slot on your Character.)
19
Robot
Masters
obot Masters are the legacy machine of the 20XX Era. These are humanoid in design but can
R
have adaptable leg and arm limbs to enable tackling tasks that humans are incapable of doing.
Robot Master Special Weapons are usually more specialized, and therefore more potent than
their Mechaniloid counterparts.
ike Mechaniloids however, Robot Masters are usually bound by Asimov's Three Laws of Robotics,
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and once programmed, cannot go against the laws that their programming binds them to.The
Robot Master's Integrated Circuit Chip must be programmed to fulfill a particular task.Be
sure to work with your OPERATOR on how lenient this restriction can be.
ou can find Stat Blocks of Pre-Generated Robot Masters in the NPC Appendix, starting on pg.
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171.
xample Robot Masters found in the 21XX Foundation Guide include: Cut Man, Elec Man, and Guts
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Man.
. 3
1 0 Build Points.
2. You begin with 3 Technique Points (TP) at Milestone 1.
3. Your Special Weapons are at Tier 2. You begin with 8 Weapon Energy (WE) at Milestone
1, and your Special Weapons Attack and Damage Dies begin at 1D6.
4. STATS: +1 to two STATS of choice. -1 to any STAT of choice.
5. Select four separate Skills other than Evade or Grapple / Break. You advance one
Skill to MASTER, one Skill to ADEPT, one Skill to INTERMEDIATE, and one Skill to
PROFICIENT.
6. Advance your Evade Skill by one.
7. Advance your Grapple/Break Skill by one.
8. Your Arms have 2 Upgrade Slots.
9. Your Body has 3 Upgrade Slots.
10. Your Head has 3 Upgrade Slots.
11. Your Legs have 1 Upgrade Slot.
(Parts, Chips, External/Internal Enhancements, or certain Weapons can be placed in
an Upgrade Slot on your Character.)
20
Reploids
he next evolutionary step from the Robot Masters. Reploids have the same capabilities as
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humans on a mental level: they think and feel, giving them the ability to make their own
decisions, chart their own destinies, and develop unique personalities on nature, nurture,
interaction, and so on.
owever, while looking and acting more humanoid than prior mechanical beings, Reploids are
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statistically stronger and more efficient than most humans, so long as they have the right parts
and tools to maximize that efficiency.
ou can find Stat Blocks of Pre-Generated Reploids in both the Enemy Appendix (pg.143) and
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NPC Appendix, starting on pg.171.
ome example Reploids found in the 21XX Foundation Guide include: Mega Man X, Sigma, Vile,
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Zero.
. 3
1 0 Build Points.
2. You begin with 3 Technique Points (TP) at Milestone 1.
3. Your Special Weapons are at Tier 1. You begin with 4 Weapon Energy (WE) at Milestone
1, and your Special Weapons Attack and Damage Dies begin at 1D4.
4. STATS: +1 to three STATS of choice. -1 to any STAT of choice.
5. Select four separate Skills other than Evade or Grapple / Break. You advance one
Skill to MASTER, one Skill to ADEPT, one Skill to INTERMEDIATE, and one Skill to
PROFICIENT.
6. Advance your Evade Skill by one.
7. Advance your Grapple/Break Skill by one.
8. Your Arms have 2 Upgrade Slots.
9. Your Body has 2 Upgrade Slots.
10. Your Head has 3 Upgrade Slots.
11. Your Legs have 2 Upgrade Slots.
(Parts, Chips, External/Internal Enhancements, or certain Weapons can be placed in
an Upgrade Slot on your Character.)
21
Aniloids
niloids are Reploids that have been built to look like an animal of some type. Since biomes that
A
harbor life are now artificially grown, and many animals from the annals of history have become
endangered or extinct, Aniloids are built to honor their legacy.
sually built for specified tasks, Aniloids carry a stigma of being the workhorse for many jobs,
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and furthermore the most prominent Mechanical type to go Maverick.
n the next step, we have several templates for Aniloid chassis'/designs to better distinguish
I
your Aniloid, and what kind of animal it is based on.
You can find Stat Blocks of Pre-Generated Aniloids in the NPC Appendix, starting on pg.171.
xample Aniloids found in the 21XX Foundation Guide include: Boomer Kwanger, Chill Penguin,
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Storm Eagle.
. 3
1 0 Build Points.
2. You begin with 3 Technique Points (TP) at Milestone 1.
3. Your Special Weapons are at Tier 2. You begin with 8 Weapon Energy (WE) at Milestone
1, and your Special Weapons Attack and Damage Dies begin at 1D6.
4. STATS: +1 to three STATS of choice. -1 to any STAT of choice.
5. Select four separate Skills other than Evade or Grapple / Break. You advance one
Skill to MASTER, one Skill to ADEPT, one Skill to INTERMEDIATE, and one Skill to
PROFICIENT.
6. Advance your Evade Skill by one.
7. Advance your Grapple/Break Skill by one.
8. Your Arms have 2 Upgrade Slots.
9. Your Body has 1 Upgrade Slot.
10. Your Head has 3 Upgrade Slots.
11. Your Legs have 3 Upgrade Slots.
(Parts, Chips, External/Internal Enhancements, or certain Weapons can be placed in
an Upgrade Slot on your Character.)
22
Step
2: Select your Chassis.
electing a Chassis for a mechanical character will cost you no Build Points. While you may gain
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additional STATs, Abilities, and Skills from a specific chassis, how you design your character is
entirely cosmetic, and you can be as specific or nonspecific as you choose.
ach Chassis has a variable size level, you can find a table below for each Chassis’ size
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difference.
n this 21XX Foundation Guide, we’ve provided a plethora of Generic Chassis and Advanced
I
Chassis. You can expect more in future iterations.
Size 2 - Small 2 Feet to 4 Feet 12 lbs to 60 lbs 1 Square (5 ft. Space)
Size 3 - Medium 4 Feet to 8 Feet 60 lbs to 500 lbs 1 Square (5 ft. Space)
Size 5 - Huge 12 Feet to 32 Feet 2 tons to 16 tons 6 Squares (10 ft.
1
radius.)
Basic
Humanoid Chassis
Your limbs may be larger and bulkier, but otherwise, you may be able to pass for a human.
.
1 ize - Tiny to Colossal.
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2. Provides (12 + LCD) x Milestone Life Energy (LE).
3. +1 to LCD or CHA. This STAT increase can bypass the Milestone Restriction.
4. Advance your Networking Skill by one.
5. Advance your Operate Skill by one.
6. Advance your Sensory Skill by one.
23
Ambulacraria Chassis
Anglerge
Chassis
ou resemble an invertebrate creature, such
Y scouting class machine, made to look like
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as a sponge, sea star, or sea urchin. an angler fish.
The Anglerge is capable of sending out small
Ambulacraria Chassis provides the following: drones to continue its recon.
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1 ize - Small to Large. Anglerge Chassis provides the following:
2. Provides (10 + LCD) x Milestone Life
Energy (LE). .
1 ize - Huge to Colossal.
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2. Provides (16 + LCD) x Milestone Life
3. +1 to LCD. This STAT increase can
Energy (LE).
bypass the Milestone Restriction.
3. +1 to MOB or ANA. This STAT increase can
4. Advance your Swim Skill by three. bypass the Milestone Restriction.
5. You can Swim equal to your 4. You are unable to equip Arm or Leg Parts
Standard Movement Speed. unless you purchase Retrofitted Limbs.
6. You gain the ‘Synthesis’ Technique. 5. Advance your Swim Skill by two.
6. Your base Speed is 20 ft. For every point
Refer to pg. 253 for more
that your character has in MOB, increase
information.
your Speed by 5 ft.
You can Swim equal to your Standard
Animated Object Chassis
Movement Speed.
7. You have a unique Weapon called the
ou resemble a household or industrial
Y ‘Energy Angler’.
The Weapon’s CT is equal to your Core’s
object.
CT.
Attack Die - Untrained Die + 1D6 + PWR.
nimated Object Chassis provides the
A
Damage Die - 1D6 + PWR Plasma Piercing
following: Damage.
Range of 30 ft. Hits in a 30-foot cone.
. S
1 ize - Tiny to Colossal. Targets dealt damage by the Energy
2. Provides (10 + LCD) x Milestone Life Angler have a Disadvantage on Sensory
Skill Checks until the Cooldown Phase.
Energy (LE).
8. You gain the ‘Search Snake’ Special
3. Increase a Random STAT by one.
Weapon. Refer to pg. 221 for more
This STAT increase can bypass the information.
Milestone Restriction. 9. You gain the ‘Vacuum Wave’ Technique.
4. Advance your Discipline Skill OR Refer to pg. 255 for more information.
Perform Skill by one. 10. You are considered a Vehicle and can be
operated by another Player Character or
5. Advance your Disguise Skill by one.
NPC. A total of (4 + your Milestone)
6. Advance your Networking Skill by
Characters can be transported by you as
one. a vehicle. When Operated as a Vehicle,
7. When selecting the Animated you may perform Evade, Operate and
Object Chassis, select a Household Swim Actions/Reactions independent of
or Industrial Object that you your Pilot, but any other Action/Reaction
must be controlled by those Operating
resemble. This object must be
you.
approved by your OPERATOR before
use.
8. You have Advantage on Bluff or
Disguise Skill Checks to pretend
that you are an inanimate version
of the object you selected.
24
Aquatic
Humanoid Chassis
Batton
Chassis
ou resemble a human but have notable
Y
fish, amphibian, reptile, or mythical he Batton is a universally loved
T
creature features. Mechaniloid from the 20XX era, so popular
that the general public wanted to have them
quatic Humanoid Chassis provides the
A as pets. It is surprisingly sturdy despite its
following: small frame.
. S
1 ize - Small to Colossal. Batton Chassis provides the following:
2. Provides (10 + LCD) x Milestone Life
.
1 ize - Tiny to Medium.
S
Energy (LE). 2. Provides (10 + LCD) x Milestone Life
3. +1 to MOB or CHA. This STAT Energy (LE).
increase can bypass the Milestone 3. +1 to MOB or CHA. This STAT increase can
Restriction. bypass the Milestone Restriction.
4. Advance your Swim Skill by three. 4. You are unable to equip Arm or Leg Parts
unless you purchase Retrofitted Limbs.
5. You can Swim equal to your
5. Advance your Disguise Skill by one.
Standard Movement Speed. 6. Advance your Flight Skill by one.
6. You gain the ‘Aquatic Form’ 7. Advance your Sensory Skill by one.
Transformation Technique. Refer to 8. Your base Speed is 20 ft. For every point
pg. 228 for more information. your character has in MOB, increase your
Speed by 5 ft.
9. At the cost of 1 Technique Point, you can
Ball
De Voux Chassis perform a MOB Action to fly vertically or
horizontally, with your maximum flying
Scouting and Service Model. Its peculiar
A speed equal to your Standard Movement
‘ball-on-legs’ design, while impractical, has Speed. If the Batton ever becomes
endeared it to many. A Ball De Voux’s long grounded due to a failed Flight Skill
retractable legs allow for nimbleness and Check, revert the Batton’s speed to 0
adaptability, as it can retract itself into a until the end of the next Cooldown Phase.
10. At the cost of 1 Technique Point, you can
spherical form.
perform a MOB Action to cling onto any
vertical or horizontal surface. If the
Ball De Voux Chassis provides the following:
Batton takes damage while clinging onto
a surface, it must exceed the value of the
. S
1 ize - Medium to Colossal. Damage die with a Flight Skill check,
2. Provides (12 + LCD) x Milestone Life otherwise, it will fall.
Energy (LE). 1. You gain the ‘Decibel Breaker’ Special
1
Weapon. Refer to pg. 212 for more
3. +1 to ANA or MOB. This STAT
information.
increase can bypass the Milestone
12. You gain the ‘Wing Guard’ Technique.
Restriction. Refer to pg. 257 for more information.
4. You are unable to equip Arm Parts
unless you purchase Retrofitted
Limbs.
5. You gain 2 Legs Upgrade Slots.
6. Advance your Sensory Skill by
three.
7. You gain the ‘Ball Mode’
Transformation Technique. Refer to
pg. 228 for more information.
25
Big
Eye Chassis
Bee
Blader Chassis
surveillance machine, made with a high defensive
A
he Bee Blader, a guerilla warfare Mechaniloid
T capability.
originally designed in the Far East, has become a
hot military commodity due to its sheer speed and
Big Eye Chassis provides the following:
extensive room for Mechaniloid dispensary and
deployment. While known for bringing the cavalry
.
1 ize - Medium to Colossal.
S
in many a conflict, it is more than capable of
2. Provides (10 + LCD) x [Milestone] [Life
defending itself in combat.
Energy] (LE).
3. +1 to [MOB] or [PWR]. This STAT increase
Bee Blader Chassis provides the following:
can bypass the Milestone Restriction.
4. You begin with the Ceratanium Piston Leg
.
1 ize - Huge to Colossal.
S
Part equipped, and cannot remove them
2. Provides (16 + LCD) x Milestone Life
from your Chassis. You must pay the BP
Energy (LE).
value for this part. Refer to pg. 52 for
3. +1 to ANA or MOB. This STAT increase can
more information.
bypass the Milestone Restriction.
5. You are unable to equip Arm Parts unless
4. You are unable to equip Arm or Leg Parts
you purchase Retrofitted Limbs.
unless you purchase Retrofitted Limbs.
6. Advance your Climb/Jump Skill by one.
5. Any Legs Enhancements equipped by the
7. Advance your Intimidate Skill by one.
Bee Blader can occupy a Body Upgrade
8. Advance your Sensory Skill by one.
Slot instead of a Legs Upgrade Slot.
9. You have Disadvantage on Evade Skill
.
6 Advance your Flight Skill by one.
Checks against attacks that may cause
7. Advance your Intimidate Skill by one.
the Blind Status Effect.
8. Advance your Sensory Skill by one.
10. You gain the ‘Optic Orb’ Special Weapon.
9. You have a unique Weapon called the
Refer to pg. 218 for more information.
‘Gatling Spread Gun’. Its CT is equal to
your Core’s CT.
Attack Die - Untrained Die + 1D4 + PWR.
Damage Die - 1D4 + PWR Plasma Piercing
Damage.
Range of 45 ft. Hits all targets in a
45-foot cone.
10. Your base Speed is 20 ft. For every point
your character has in MOB, increase your
Speed by 5 ft.
11. At the cost of 1 Technique Point, you can
perform a MOB Action to fly vertically or
Bipedal
Chassis
horizontally, with your maximum flying
speed equal to your Standard Movement
ou resemble a two-legged mammal, bird,
Y
Speed. If the Bee Blader ever becomes
amphibian, reptile, or mythical creature.
grounded due to a failed Flight Skill
Check, revert the Bee Blader’s speed to 0
until the end of the next Cooldown Phase. Bipedal Chassis provides the following:
12. You gain the ‘Deployment’ Technique.
Refer to pg. 231 for more information. .
1 ize - Small to Colossal.
S
13. You gain the ‘Homing Torpedo’ Special 2. Provides (12 + LCD) x Milestone Life
Weapon. Refer to pg. 214 for more Energy (LE).
information. 3. +1 to PWR or MOB. This STAT increase can
14. You are considered a Vehicle and can be bypass the Milestone Restriction.
operated by another Player Character or .
4 Advance your Sensory Skill by three.
NPC. A total of (4 + your Milestone) 5. At the cost of 1 Technique Point, you can
Characters can be transported by you as perform a PWR Attack Action with your
a vehicle. When Operated as a Vehicle, Arm Parts to Tunnel through an
you may perform Evade, Operate and obstruction or surface of the
Swim Actions/Reactions independent of environment that is made of crystal, dirt,
your Pilot, but any other Action/Reaction sand, stone or wood. The Difficulty Check
must be controlled by those Operating of this Action will be up to the OPERATOR.
you. If successful, you will begin to dig
through the obstruction or environment
equal to half your standard movement
speed. This can be performed a number
of times equal to your Milestone per
Combat Round.
26
Bunbi
Heli Chassis
Cephalopod
Chassis
hese reconnaissance machines use their
T
helicopter build to swarm the enemy from ou resemble a six to eight-appendaged
Y
the air. They work best in greater numbers. aquatic creature, such as a squid, octopus,
or other mythical creature.
Bunby Heli Chassis provides the following:
Cephalopod Chassis provides the following:
. S
1 ize - Tiny to Medium.
2. Provides (8 + LCD) x Milestone Life . S
1 ize - Small to Colossal.
Energy (LE). 2. Provides (10 + LCD) x Milestone Life
3. +1 to ANA or MOB. This STAT Energy (LE).
increase can bypass the Milestone 3. Designate a number of arm and leg
Restriction. limbs, to a minimum of two of each,
4. You are unable to equip Arm or Leg but to a maximum of eight limbs
Parts unless you purchase total. +1 to PWR if you have more
Retrofitted Limbs. Arms than Legs. +1 to MOB if you
5. Advance your Flight Skill by one. have more legs than arms.
6. Advance your Sensory Skill by two. 4. Advance your Swim Skill by three.
7. Your base Speed is 30 ft. For every 5. You can Swim equal to your
point your character has in MOB, Standard Movement Speed.
increase your Speed by 5 ft. 6. You gain the ‘Nautilus Strike’
8. At the cost of 1 Technique Point, echnique. Refer to pg. 242 for more
T
you can perform a MOB Action to information.
fly vertically or horizontally, with
your maximum flying speed equal
to your Standard Movement Speed.
If the Bunby Heli ever becomes
grounded due to a failed Flight
Skill Check, revert the Bunby Heli’s
speed to 0 until the end of the next
Cooldown Phase.
9. You gain the ‘Bunbi Blader’
Technique. Refer to pg. 229 for more
information.
27
Devil
Chassis nvironmental Adaptive
E
Humanoid Chassis
riginally devised by the mad scientist Dr. Albert
O
Wily as a fortress guard, the Devil Chassis encases a he Environmental Adaptive Model, developed
T
powerful central eye core, surrounded by an in-house by DenTech. It is intended to showcase
unknown, highly malleable nanopod substance, Dentech’s proprietary hardware, and maintain
capable of altering its form. additional slots for expansion.
Gabyoall Chassis
Gun
Volt Chassis
hese security robots dash forward to intercept and
T un Volts were developed as a Bi-Pedal Siege Tank
G
puncture moving targets. to keep the Arcadian border safe. Unfortunately its
function during the First Maverick War would be
Gabyoall Chassis provides the following: entirely the opposite.
.
1 ize - Tiny to Medium.
S Gun Volt Chassis provides the following:
2. Provides (5 + LCD) x Milestone Life Energy
(LE). . S
1 ize - Large to Colossal.
3. +1 to MOB. This STAT increase can bypass 2. Provides (16 + LCD) x Milestone Life
the Milestone Restriction.
Energy (LE).
4. You are unable to equip Arm Parts unless
3. +1 to PWR. This STAT increase can
you purchase Retrofitted Limbs.
5. Advance your Evade Skill by one. bypass the Milestone Restriction.
6. Advance your Sensory Skill by one. 4. You are unable to equip Arm Parts
7. Advance your Stealth/Steal Skill by one. unless you purchase Retrofitted
8. You have a unique Weapon called Limbs.
‘Gabyoall Spikes’. Its CT is equal to your
5. Advance your Intimidate Skill by
Core’s CT.
one.
Attack Die - Untrained Die + 2D4 + PWR.
Damage Die - 2D4 + PWR Physical Piercing 6. Advance your Operate Skill by one.
Damage. 7. Advance your Sensory Skill by one.
Range of 5 ft. 8. You gain the ‘Homing Torpedo’
9. You begin with the Ceratanium Polymer Special Weapon. Refer to pg. 214 for
Wheels Leg Part equipped, and cannot
more information.
remove them from your Chassis. You
9. You gain the ‘Spark Burst’
must pay the BP value for this part. Refer
to pg. 52 for more information. Technique. Refer to pg. 250 for
10. While Gabyoall Chassis maintain a MOB more information.
STAT for Actions, Reactions, Special
Weapons, Techniques, and Skill Checks,
they must remain magnetically latched
or physically clamped to the vertical or
horizontal terrain they are initially
placed on by another friendly target, and
cannot perform Climb/Jump, Flight, or
Swim actions of their own.
11. During a Combat Round, you may only
ove your Standard Movement Speed as
m
a Reaction to another target’s Standard
Movement Speed or MOB Action/Reaction.
Any movement you make is at the same
priority as the target you are reacting
to.
30
ndustrial Loading
I Insectoid
Chassis
Humanoid Chassis
ou resemble a six or eight-appendaged
Y
he Industrial Loading Model was an early build;
T insectoid or mythical creature.
hardy but rushed. It was developed en masse to
bolster large-scale Construction and Military Insectoid Chassis provides the following:
projects.
. S
1 ize - Tiny to Colossal.
ndustrial Loading Humanoid Chassis
I
2. Provides (10 + LCD) x Milestone Life
provides the following:
Energy (LE).
3. Designate a number of arm and leg
. S
1 ize - Large to Colossal.
limbs, to a minimum of two of each,
2. Provides (12 + LCD) x Milestone Life
but to a maximum of eight limbs
Energy (LE).
total. +1 to PWR if you have more
3. +1 to PWR or LCD. This STAT
Arms than Legs. +1 to MOB if you
increase can bypass the Milestone
have more legs than arms.
Restriction.
4. Advance your Climb/Jump Skill by
4. You begin with the Ceratanium
one.
Loading Arm Weapon equipped, and
5. Advance your Sensory by one.
cannot remove it from your
6. Advance your Stealth/Steal by one.
Chassis. You must pay the BP value
7. You gain the ‘Predator’s Grasp’
for this part. Refer to pg. 85 for
Technique. Refer to pg. 243 for
more information.
more information.
5. Advance your Discipline Skill by
one.
6. Advance your Operate Skill by one.
7. Advance your Sensory Skill by one.
8. You gain the ‘Veteran’s Eye’
Technique. Refer to pg. 255 for
more information.
31
Jamminger Chassis
Metool
Chassis
n aerial design used for scouting and
A he modern equivalent of the original 20XX
T
disrupting communications. Jammingers ‘Met’ line. This foreman’s assistant robot is a
have a knack for acting like tricksters and hard worker and has great potential.
work well when swarming in numbers.
Metool Chassis provides the following:
Jamminger Chassis provides the following:
.
1 ize - Small to Colossal.
S
2. Provides (12 + LCD) x Milestone Life
. S
1 ize - Tiny to Medium. Energy (LE).
3. +1 to CHA. This STAT increase can bypass
2. Provides (10 + LCD) x Milestone Life
the Milestone Restriction.
Energy (LE).
4. You have a unique Weapon called
3. +1 to ANA or CHA. This STAT ‘Compressed Solar Bullets’. Its CT is
increase can bypass the Milestone equal to your Core’s CT.
Restriction. Attack Die - Untrained Die + 1D4 + PWR.
4. You are unable to equip Arm or Leg Damage Die - 1D4 + PWR Plasma Piercing
Damage.
Parts unless you purchase
Range of 30 ft.
Retrofitted Limbs.
5. You begin with a Met Helmet Equipped,
5. You gain 2 Head Upgrade Slots. with its Object Size now equivalent to
6. Advance your Flight Skill by one. yours. You must pay the BP value for this
7. Advance your Hack/Interface Skill part. Refer to pg. 65 for more
by one. information.
.
6 Advance your Networking Skill by one.
8. Advance your Sensory Skill by one.
7. Advance your Operate Skill by one.
9. You have a unique Weapon called
8. Advance your Stealth/Steal by one.
‘Jamminger Spikes’. Its CT is equal
to your Core’s CT.
Attack Die - Untrained Die + 2D4 +
PWR.
Damage Die - 2D4 + PWR Physical
Piercing Damage.
Range of 5 ft.
Mole
Borer Chassis
10. Your base Speed is 25 ft. For every
point your character has in MOB, n mining excavation and building
A
increase your Speed by 5 ft. demolishing robot. Mole Borers are usually
11. At the cost of 1 Technique Point, used for clearing new paths.
you can perform a MOB Action to
fly vertically or horizontally, with Mole Borer Chassis provides the following:
your maximum flying speed equal
to your Standard Movement Speed. .
1 ize - Large to Colossal.
S
2. Provides (16 + LCD) x Milestone Life
If the Jamminger ever becomes
Energy (LE).
grounded due to a failed Flight 3. +1 to PWR. This STAT increase can bypass
Skill Check, revert the Jamminger’s the Milestone Restriction.
speed to 0 until the end of the next 4. You begin with the Ceratanium Polymer
Cooldown Phase. Treads Legs Part, and the Spiked Roller
12. You gain the ‘Jamming’ Technique. Weapon Part Equipped. You must pay the
BP value for each part. Refer to pg. 52
Refer to pg. 239 for more
and pg. 93 for more information.
information. .
5 Advance your Intimidate Skill by three.
6. At the cost of 1 Technique Point, you can
perform a PWR Attack Action with your
Spiked Roller Weapon to Tunnel through
an obstruction or surface of the
environment that is made of crystal, dirt,
sand, stone or wood. The Difficulty Check
of this Action will be up to the OPERATOR.
If successful, you will begin to dig
through the obstruction or environment
equal to half your standard movement
speed. This can be performed a number
of times equal to your Milestone per
Combat Round.
32
Quadruped Chassis
ou resemble a four-legged mammal, bird,
Y Turret
Chassis
amphibian, reptile, or mythical creature.
Turret Chassis provides the following:
Quadruped Chassis provides the following:
. S
1 ize - Small to Huge.
.
1 ize - Small to Huge.
S
2. Provides (5 + LCD) x Milestone Life
2. Provides (12 + LCD) x Milestone Life
Energy (LE). Energy (LE).
3. +1 to MOB. This STAT increase can bypass 3. +2 to PWR. This STAT increase can
the Milestone Restriction. bypass the Milestone Restriction.
.
4 Advance your Climb/Jump by one. 4. Advance your Bluff Skill by one.
5. Advance your Sensory Skill by two.
5. Advance your Intimidate Skill by
6. Increase your Standard Movement Speed
one.
by 10 ft.
7. Note: Arm parts equipped to the 6. Advance your Sensory Skill by one.
Quadruped Chassis will mechanically be 7. You have Advantage on Bluff or
considered their front legs, while the leg Disguise Skill Checks to convince
parts will be considered their hind legs. others that you are inactive, or
merely a harmless addition to the
environment.
8. You are unable to equip Arm or Leg
Parts unless you purchase
Retrofitted Limbs.
9. While Turret Chassis maintain a
MOB STAT for Actions, Reactions,
Special Weapons, Techniques, and
Skill Checks, they must remain
magnetically latched or physically
clamped to the vertical or
horizontal terrain they are initially
Roader
Chassis
placed on by another friendly
he roader archetype were Mechaniloids
T target, and cannot perform
originally used for competitive street Standard Movement, Climb/Jump,
racing. In 21XX, they are made to protect Flight, or Swim actions of their
and rise through the ranks of Maverick own. Special Weapons or
bōsōzoku gangs throughout Abel City. Techniques that imply Standard
Movement for use cannot be
Roader Chassis provides the following: performed. This rule will apply
until Retrofitted Limbs are
.
1 ize - Small to Large.
S
purchased for the Turret.
2. Provides (10 + LCD) x Milestone Life
Energy (LE).
3. +1 to MOB. This STAT increase can bypass
the Milestone Restriction.
4. You are unable to equip Arm Parts unless
you purchase Retrofitted Limbs.
5. You begin with the Ceratanium Polymer
Wheels Leg Part equipped, and cannot
remove them from your Chassis. You
must pay the BP value for this part. Refer
to pg. 52 for more information.
.
6 Advance your Intimidate by two.
7. Advance your Networking by one.
8. Increase your Standard Movement Speed
by 10 ft.
9. You gain the ‘Ramming Attack’ Technique.
Refer to pg. 244 for more information.
33
Vertebrata Chassis
Winged
Biped Chassis
ou resemble a gilled aquatic fish,
Y ou resemble a two-legged humanoid,
Y
amphibian, crustacean, reptile, or mythical mammal, bird, amphibian, reptile, or
creature. mythical creature, but have wings or some
form of jet thrust grafted to your body.
Vertebrata Chassis provides the following:
Winged Biped Chassis provides the following:
0. Size - Small to Colossal.
1
11. Provides (12 + LCD) x Milestone Life . S
1 ize - Tiny to Huge.
Energy (LE). 2. Provides (10 + LCD) x Milestone Life
12. +1 to MOB or LCD. This STAT Energy (LE).
increase can bypass the Milestone 3. +1 to MOB or CHA. This STAT
Restriction. increase can bypass the Milestone
13. Advance your Swim Skill by three. Restriction.
14. You can Swim equal to your 4. Advance your Flight Skill by three.
Standard Movement Speed. 5. At the cost of 1 Technique Point,
15. You gain the ‘Deep Dweller’ you can perform a MOB Action to
Technique. Refer to pg. 231 for more fly vertically or horizontally, with
information. your maximum flying speed equal
to your Standard Movement Speed.
34
Step
3: Select your Circuits.
f you are playing aReploidorAniloid, refer totheReploid Control CPUsportion of this step to selecta brain
I
to insert into your mechanical Player Character.
Reploid
Control CPUs.
ircuits do not occupy an Upgrade Slot. Only one Reploid Control CPU may be equipped per Aniloid or Reploid
C
Character.
Below you will find each Reploid Control CPU part, sorted by their Build Point cost from lowest to highest:
Mechaniloid Integrated
Circuits
ircuits do not occupy an Upgrade Slot. Only one Integrated Circuit may be equipped per Mechaniloid or Robot
C
Master Character.
Below you will find each Integrated Circuit part, sorted by their Build Point cost from lowest to highest:
Specialty Circuits
ircuits do not occupy an Upgrade Slot. Specialty Circuits may be equipped to any Mechanical Race, be it
C
Aniloid, Mechaniloid, Reploid, or Robot Master. Only one Specialty Circuit may be equipped per Character.
Below you will find each Specialty Circuit part, sorted by their Build Point cost from lowest to highest:
pon selecting this Specialty Circuit, request that your OPERATOR roll a d100. If a result
U
below 30 is rolled, roll a d6, then add a Defect from the Circuits Defects Table on pg. 56.
he Devil Core generates a magnetic field that can manipulate Nanopod Bodies to create
T
shape-memory parts that can be detached and reintegrated.
he Devil Core functions as a Circuits Part, Optics Part, and a Core Part.
T
You may choose to have the Devil Core be placed in a Head Upgrade Slot or Body Upgrade
Slot.
Select an Element Type from Null, Acid, Aqua, Elec, Fire, Force, Frost, Holo, Stone, Viral and
Wood.
You gain all the Resistances and Weaknesses of that Element.
Provides 1 Head Upgrade Slot, or 1 Body Upgrade Slot.
+1 to two STATS of Choice. You cannot choose the same STAT each time, and the STAT cannot
break its Milestone Restriction.
You can zoom in and see objects clearly up to 120 ft.
Provides 6 + Milestone CT.
With the Devil Core equipped, your Charge Weapon Attacks up to Charge Level 1 will not deal
CT Damage to either your Weapon or Your Core.
During Downtime, you are able to recover your LE, SE, and CT simply by resting out of
Combat until your next Mission.
If your core becomes ruptured, you have until the next Cooldown Phase to Repair the
rupture. If you cannot repair the rupture, you take Elec Damage equal to 1d6 + your
Milestone. This rupture will only deal damage to you.
If you have Nanopod Armor (pg. 50) equipped, when you Transform into its Liquid Form
mode, you may perform a Bonus MOB Action to separate yourself into smaller Devil
Segments. Each separated Devil Segment begins at Size 1, and reduces your character’s total
Size by 1 until it returns to your body. During a Combat Round, each Devil Segment can move
equal to your Standard Movement Speed so long as you choose not to move your original
body. Each Devil Segment functions as the Nanopod Armor would, but now can perform
Lethal Grapple / Break Skill Checks. When any Devil Segment performs an Action or
Reaction, it is considered an Action or Reaction performed by you. When dealt damage, the
Devil Segment dissapears, and any SE, LE, or CT damage dealt to that Devil Segment will be
dealt to you. When reverting back to your original Physical Form via the Nanopod Armor, all
Devil Segments return to your body and disappear, and you immediately revert to your
original Size.
8 BP, or 40,000 Ƶ.
39
Step
4: Choose your Optics
Below you will find each Optics part, sorted by their Build Point cost from lowest to highest:
Step
5: Choose your Auditory Sensors
elow you will find each Auditory Sensors part, sorted by their Build Point cost from lowest to
B
highest:
pon selecting this Auditory Speaker, request that your OPERATOR roll a d100. If a result below 10 is rolled,
U
roll a d6, then add a Defect from the Auditory Defects Table on pg. 57.
The production standard in Auditory Sensors, vastly improved from 20XX era designs.
Step
6: Choose your Voice Modulator
elow you will find each Voice Modulator part, sorted by their Build Point cost from lowest to
B
highest:
Step
7: Choose your Core
Core Parts will not occupy an Upgrade Slot. Only one Core Part may be equipped per character.
Below you will find each Core part, sorted by their Build Point cost from lowest to highest:
Step
8: Choose your Body Parts
lease note that while each part as showcased uses a Humanoid design, how it ultimately looks
P
on your character is completely up to you.
Below you will find each Body part, sorted by their Build Point cost from lowest to highest:
n exoskeleton made up of small liquid nanopods that are chemically and electrically charged by the user's core.
A
These nanopods perform an experimental matter transfer process, allowing the user to change their form from
Solid to Liquid Matter, and still move with utmost control.
Step
9: Choose your Leg Parts
lease note that while each part as showcased uses a Humanoid design, how it ultimately looks
P
on your character is completely up to you.
Below you will find each Leg part, sorted by their Build Point cost from lowest to highest:
pon selecting these Legs, request that your OPERATOR roll a d100. If a result below 10 is rolled, roll a d6,
U
then add a Defect from the Arms/Legs Defects Table on pg. 58.
ound in a capsule, accessible from an open ice cavern in Chill Penguin’s Snow Mountain area. Allows a quick
F
burst of speed with EAS Jet Thrust!
ound in a secret capsule, located in Overdrive Ostrich’s Desert Base. Allows a quick burst of speed with EAS Jet
F
Thrust!
Step
10: Choose your Arm Parts
lease note that while each part as showcased uses a Humanoid design, how it ultimately looks
P
on your character is completely up to you.
Below you will find each Arm part, sorted by their Build Point cost from lowest to highest:
Step
11: Determine your Defects.
epending on the outcome of certain Die Rolls during your part selection, you may have been
D
given a Defect. Refer to the table below to determine what kind of defect your character may
have been built with.
OTE: Once during Character Creation, you can roll for an additional Defect from any
N
category to gain 3 BP.
Number Result
Rolled
1 ou never learn from your mistakes. Ever. You perform the definition of Insanity: Doing the
Y
same actions over again expecting a different result. When you perform a Skill Check, you
must perform that Skill Check an additional time as a Bonus Action if you fail. You gain
Disadvantage on reattempting that failed Skill Check.
2 ou have an insatiable lust for consuming human food, even if it provides little energy, or
Y
can damage your internal systems.
3 ou have an aversion to individuals one size or more below you on the Size Chart, treating
Y
them like insects or vermin.
4 ue to a synaptic error in your positronics, you have a terrible sense of direction. You
D
constantly move right when directed left, and vice versa. You veer down to duck when told to
jump up, and so on. You have Disadvantage on Sensory Skill Checks.
5 ou are normally formal and well-spoken. However, you have a habit of making unintelligible
Y
noises and sounds due to a Socratic error in your positronics. What's worse is that you have
no idea that you're doing it, and when someone else points it out, you find it difficult to
believe. Add an additional Untrained 1d4 to all CHA-based Rolls. Each Untrained Die can
Explode on CHA-based Rolls, but they explode negatively twice.
Number Result
Rolled
1 Your pupil, iris, and eyeball have their colors inverted in some way.
3 ou can only see out of one eye. Select either the left or right eye. The eye selected can see
Y
half of its visible spectrum allowed by your optics.
4 ou are constantly strobed by your RGB adjustor nodes. Your vision will randomly shift in the
Y
colors of the rainbow, almost to an epileptic degree. You have Disadvantage on Sensory Skill
Checks.
5 ou were given no eyelids, making you incapable of blinking. If you would not normally have
Y
eyelids, roll again.
6 our Optics have a habit of short-circuiting when you overexert yourself. Whenever you
Y
successfully perform a Positive Critical Explosion during an Action, you gain the Blind Status
effect until the end of the next Combat Round.
57
Auditory Defects
(Roll a D6 to determine your result.)
Number Result
Rolled
1 verywhere you go, you’re accompanied by a soundtrack playing externally from your
E
auditory sensors. Perhaps you hear heroic anime powerup music when you walk into a room,
romantic strings when you're trying to pitch some woo with a member of the opposite sex;
or foreboding, portentous music when something is about to happen. You may even hear
some good old 8-bit and 16-bit bops from a bygone era. Discuss with your OPERATOR how you
can incorporate this into your session gameplay.
2 ou’re constantly picking up radio waves or static noise from other Cyberspace networks.
Y
You have Disadvantage on Sensory checks because you’re too distracted by what your
sensors are picking up.
3 ou can only hear out of one sensor. Select either the left side or right side of your hearing
Y
radius. Only one of those sides is audible.
4 ou may hear a sound you’ve already heard prior repeat hours, days, or weeks after you’ve
Y
initially heard it. You have Disadvantage on Discipline Skill Checks to determine if you’re
losing it or not.
5 hen your Auditory Sensors are active, they make a constant static sound equal to the
W
radius of what you can hear. You have Disadvantage on Steal/Stealth Skill Checks if targets
can hear within the radius of your Sensor range.
6 our Auditory has a habit of scrambling sounds when you overexert yourself. Whenever you
Y
successfully perform a Positive Critical Explosion during an Action, you gain the
Interference Status effect until the end of the next Combat Round.
Number Result
Rolled
1 ou speak in Autotune. All sounds you make must be as if you were constantly in song. You
Y
gain an additional Untrained Die on Perform (Orator) and Perform (Singing) Skill Checks.
2 very time you attempt to speak a coherent sentence, only one word from that sentence
E
becomes audible, and repeats Ad Nauseam for six seconds. If you attempt to speak an
incoherent sentence, that is fully audible.
3 You speak backward. Reversed is say you each word. (Kind of like that.)
4 our Voice Modulator was a factory defect; you were programmed to speak only in leetspeak
Y
and memes. You have Advantage with Networking Skill Checks.
5 ue to a malfunction in your modulator’s circuits, every second word you say is replaced
D
with a beep, boop, or random sound effect of choice.
6 ou either speak at intensely slow speeds or slur words together quickly to the point where
Y
it becomes an unintelligible yelp.
58
Core Defects
(Roll a D6 to determine your result.)
Number Result
Rolled
1 ue to a defect in your core systems, Life Energy Capsules cannot heal LE. They only heal
D
WE. Weapon Energy Capsules cannot heal WE. They only heal CT. Hyper Coolers cannot heal
CT. They only heal LE.
2 ou tend to overcharge your weapons. Charging will deal 2 CT damage to your Weapon per
Y
charge. Double the Charge Weapon multiplier with each charge. (x2 is now x4, x3 is now x6,
etc.) The Hyper Charge Enhancement will double this impairment further.
3 ou only maintain half of your full energy reserve when recharging your core, always at a
Y
50 percent battery. Sometimes your reserve energy meter stays at a number for hours at a
time, even if the meter has been noticeably depleted. This is entirely thematic and does not
mechanically affect your CT Resource Pool.
4 he circuits on your defective parts tend to sizzle when a foreboding sense of danger is
T
near. At the beginning of every Combat Encounter, you suffer 1d4 Elec Damage. Apply
Weakness or Resistance to this damage.
5 ue to a defect in your core systems, Special Weapons will first utilize LE instead of WE.
D
When your LE drops to 1, your Special Weapons will begin to consume WE.
6 ou have a chance to spontaneously combust. At the beginning of each Mission, the
Y
OPERATOR rolls a Hack/Interface Check visible of the playgroup, which you may oppose. If
you fail the check, the next time your character is alone and sitting quietly, you will burst
into flame. You will take 1d4 + 1 CT Fire Damage every in-game minute. Do not apply
Weakness or Resistance to this Damage. You are powerless to help yourself, but others may
attempt to assist you if they find you in this predicament.
Arms/Legs Defects
(Roll a D6 to determine your result.)
Number Result
Rolled
1 hile you can procure enough jet thrust to move and jump nimbly, you were built without
W
the ability to fully bend your knees. You cannot sit or duck without a DC 8 or Higher Grapple
Skill Check on the object you’re kneeling or sitting on. When attempts are made to properly
seat yourself, they will be as socially awkward as possible.
2 ue to poor synching and lag time between your joints and Socratic systems, you have what
D
can only be touted as ‘two left feet’, and are incredibly clumsy. You have Disadvantage on
Climb/Jump and Perform (Dance) Skill Checks.
3 our hands were put on the wrong sides; your left hand is on your right side, and your right
Y
hand is on your left side. You have Disadvantage on Steal Skill Checks. Due to the way your
parts were mismatched, you cannot alter this defect unless you replace the defective part.
4 our joint actuators have a constant loud burr when you move, and have a tendency to stall
Y
with extensive use. When you fail on any PWR or MOB-based roll, you have the Stun Status
Effect for 6 seconds (one Combat Round.)
5 our defective parts have already begun to rust. Your parts have a strange burnt orange
Y
coloration, and you gain a Weakness to Acid.
6 ou were built to be a custom future-proofed model with many expansion slots, but there is
Y
little room for modular upgrades. You gain an additional 2 Upgrade Slots for your defective
part. But you cannot Internalize an Enhancement for that part at your 3rd Milestone.
59
Body Defects
(Roll a D6 to determine your result.)
Number Result
Rolled
1 While your olfactory sensors work, you were built without a nose.
2 ue to a defect in your dermal coating, your artificial skin has a more coarse texture, and
D
looks almost like burnt leather.
3 ue to a defect in your dermal coating, your artificial skin is colored incorrectly. Choose
D
Red, Blue, Yellow, Green, Orange, Purple, or Pink. Your artificial skin is now that color.
4 ue to a density defect in your Armor, you are much easier to dent. When you take damage
D
from Impacting Attacks, a lasting dent is left on your Armor. You cannot fix any physical
changes when dented unless you replace the defective part.
5 our defective Exoskeleton has already begun to rust. Your Armor parts have a strange
Y
burnt orange coloration, and you gain a Weakness to Acid.
6 hen you lose all your SE, your Armor becomes brittle and falls to pieces off your body.
W
Your Armor cannot be repaired if this happens; a new Armor must be purchased. This Defect
no longer applies after it occurs once.
Number Result
Rolled
1 quaphobia:Due to some erratic Socratic response,you have an extreme, irrational fear of
A
water. Just being near large bodies of water causes extreme anxiety. You have
Disadvantage on CHA or LCD-based checks when around even the smallest bodies of water,
such as a puddle or a bath. If water even splashes you, you lose your composure. You lose
your Untrained Die on all Actions, Reactions, and Skill Checks while underwater.
2 ookworm:Someone had the bright idea of giving youliterary classics after you were built,
B
and now you just can’t stop reading. Advance Knowledge (Literary Works) and Knowledge
(History) by two. If a book is within visual range of you, regardless of the subject matter,
you will be compelled to read it to the very end. The OPERATOR will determine the amount of
time it will take you to complete the acquired book. While reading the book, you have
Disadvantage on Operate and Sensory Skill Checks, due to being enraptured by the current
literary work. During a Combat Encounter or Boss Encounter, you become attentive to the
situation, and this Defect no longer applies. After the Combat Encounter, you return to
reading until the book is complete.
3 asily Distracted:Brilliant as you may be, you havea hard time sticking to one subject,
E
and are easily distracted. At the discretion of all players, including the OPERATOR, every
time your character sees something that catches their passing interest, roll a Discipline
Skill Check at Disadvantage. If the check fails, your character will remain entranced in
performing the activities related to their distraction, and cannot perform other Actions or
Reactions until they have satisfied their interest in the distraction.
4 omosapien Lover:You find yourself attracted to Humansmore than any other preference
H
available. You gain an additional Untrained Die when performing Skill Checks to impress or
flirt with Humans of your preference.
5 unny:You constantly make use of bad puns. But thetiming of those puns may save you
P
one day. You have Disadvantage on Bluff or Persuade Checks due to your inclination to
spout bad puns. However, whenever you make a bad pun within earshot of an enemy target
via a CHA-based Action or Reaction, they must succeed a Discipline Skill Check equal or
greater than 4 Plus your Milestone or gain the Stun Status until the Cooldown Phase due to
the sheer absurdity of your statement.
6 uccumbs to Peer Pressure:If a fellow Player Characterwould ask or dare you to perform a
S
task, regardless of how menial or dangerous it could be, roll a Discipline (Peer Pressure)
Check at Disadvantage, with the Difficulty Check equal to 4 Plus the Milestone of the Player
Character. If you succeed, you have the option to decline their request. If failed, you must
perform the task if physically possible.
60
Step
12: Select your Enhancements.
hould you have Build Points left to spend, you can spend your remainder on a variety of
S
Internal and External Enhancements.
elow you will find all available Enhancements found in this Foundation Guide, sorted by their
B
category, and their Build Point cost from lowest to highest:
Chips
- Body
arrier Extender
B
(バリアエクステンダ) yper Charge
H
(超充電)
equires 1 Body Upgrade Slot.
R
Increase your SE by 1. equires 1 Body Upgrade Slot.
R
As an APT Action/Reaction, you can extend This Enhancement cannot be Internalized.
the range of your Shield Energy to a 10 ft. As a PWR Action, you can activate the
radius, to protect all nearby targets. Any Hyper Charge. Once activated, if you would
damage that would be dealt to other consume 1 CT on your Weapon or Core to
targets within this radius is dealt to your perform a Charge Weapon Action, you
Shield Energy. Apply Critical Bonuses, advance it by two Charge Levels instead of
Resistances, and Weaknesses on all one. Once a Charge Weapon Attack is
damage dealt to you in this way. performed, the Hyper Charge ends. You
4 BP, or 20,000 Ƶ. can activate Hyper Charge a number of
times per Mission equal to your Milestone.
6 BP, or 30,000 Ƶ.
Recover Plus α
yperDrive
H
equires 1 Body Upgrade Slot.
R
(ハイパードライブ)
All Life Energy Capsules you consume will
Recover an additional 1D4 LE.
equires 1 Body Upgrade Slot.
R
The Sub-Tank Technique will recover an
This Enhancement cannot be Internalized.
additional 1D4 LE if performed on you.
As an LCD Action, you can activate the
4 BP, or 20,000 Ƶ.
HyperDrive. When activated, you consume
X CT from your Weapon or Core to add Xd4
Recover Plus β
SE, where X is equal to your Milestone. SE
gained this way cannot exceed your total
Requires 1 Body Upgrade Slot, and Recover Resource Pool value. You cannot reduce
Plus
αInternalized. your CT below 1 with this Action. This can
only be performed once per Mission.
Upgrade the Healing Die of Recover Plus
α
6 BP, or 30,000 Ƶ.
rom 1D4 to 1D6.
f
Your Healing Dies can now Explode.
The Sub-Tank Technique will recover an
additional 1D6 LE if performed on you.
4 BP, or 20,000 Ƶ.
Recover Plus γ
Chips
- Head
Enigma Publius Protocol
α
Called Shot Protocol
ou have reserved a significant amount of
Y
equires 1 Head Upgrade Slot.
R Read-Only Memory on Conspiracy Theories,
You may perform Called Shot Attack Cultural Phenomenon, Cyphers, and
Actions as if they were normal PWR Attack Cyberspace Hoaxes.
Actions. Info on the Called-Shot Attack
can be found at [pg. 137]. equires 1 Head Upgrade Slot.
R
4 BP, or 20,000 Ƶ. You gain an additional Untrained Die with
Hack/Interface, Networking, and Operate
Skill Checks.
Charlatan Protocol
α However, this partition of memory may
yield an unusual psychological side effect.
ou have reserved a significant amount of
Y You are constantly paranoid about those
Read-Only Memory on the nuance of around you. This is an optional character
swindling and sweet-talking. quirk; discuss with your Operator what the
benefits or ramifications of selecting this
equires 1 Head Upgrade Slot.
R Chip could be.
You gain an additional Untrained Die with 4 BP, or 20,000 Ƶ.
Bluff, Networking, and Persuade Skill
Checks.
However, this partition of memory may Enigma Publius Protocol β
yield an unusual psychological side effect.
You have a nasty habit of never revealing our rabbit-hole dive into would-be
Y
the full truth in a given situation unless conspiracies and Cyberspace myths have
your life is at stake. This is an optional expanded your capabilities.
character quirk; discuss with your
Operator what the benefits or Requires 1 Head Upgrade Slot, and Enigma
ramifications of selecting this Chip could Publius Protocol
αInternalized.
be. hen rolling a Hack/Interface,
W
4 BP, or 20,000 Ƶ. Networking, or Operate Skill Check, the
Untrained Die can now Explode.
Charlatan Protocol β 4 BP, or 20,000 Ƶ.
Inaugurator Protocol γ
Item Sensor
our knowledge of hardware and circuitry
Y
equires 1 Head Upgrade Slot.
R have eclipsed most experts in the field.
At the cost of 1 TP, perform a Sensory Skill
Check. You attempt to identify the Requires 1 Head Upgrade Slot, Inaugurator
location of consumable items or
Protocol
αand βInternalized.
Enhancements, such as Heart Containers,
ny Negative Critical Explosions on an
A
Life Energy Capsules, Weapon Energy
Operate, Repair, or Sensory Skill Check
Capsules, etc. You may also be able to
will revert to a 2, and will not Explode.
detect certain Key Items. The Item Sensor
4 BP, or 20,000 Ƶ.
functions within a 100 ft. radius.
All items detected with the Item Sensor
are at the OPERATOR's discretion, and may Skill Plus.
vary situationally.
4 BP, or 20,000 Ƶ. equires 1 Head Upgrade Slot.
R
This Enhancement cannot be Internalized.
Inaugurator Protocol
α Select a Skill.
You have an additional Untrained Die when
rolling its Skill Check.
ou have reserved a significant amount of
Y
4 BP, or 20,000 Ƶ.
Read-Only Memory on Circuit Boards,
Electrical Engineering, and Rigging
Hardware. Anti-Virus Guard
Chips
- Legs
Speedster γ
Jumper
α
Requires 1 Leg Upgrade Slot, Speedster
α
equires 1 Leg Upgrade Slot.
R and Speedster
βInternalized.
Add an additional Untrained Die to all
hen rolling an Evade Skill Check, the
W
Climb/Jump and Evade Skill Checks.
Untrained Die can now Explode.
Jump Check Horizontal or Vertical Height
Any Negative Critical Explosions on a
is now equal to your Standard Movement
Flight or Swim Skill Check will revert to a
Speed.
2, and will not Explode.
4 BP, or 20,000 Ƶ.
Increase your Standard Movement Speed
by 10 ft.
Jumper β 4 BP, or 20,000 Ƶ.
Speedster β
Requires 1 Leg Upgrade Slot and
Emergency Acceleration System
α
Requires 1 Leg Upgrade Slot and Speedster
nternalized.
I
αInternalized.
When performing the ‘Dash’ or ‘Air-Dash’
hen rolling a Flight or Swim Skill Check,
W
Techniques, you can utilize your standard
the Untrained Die can now Explode.
movement speed to pass through enemy
Increase your Standard Movement Speed
targets, solid objects, and obstructions of
by 10 ft.
an equal or lesser Size to you.
4 BP, or 20,000 Ƶ.
6 BP, or 30,000 Ƶ.
64
Helmets
and Visors
(Helmets and Visors can be worn by both Mechanical and Human Characters.)
BioScan Visor
rototype Ceramic Titanium
P
Helmet ead Upgrade Slot Not Required.
H
Provides 1 Head Upgrade Slot.
ead Upgrade Slot Not Required.
H When performing Sensory Skill Checks,
Provides 1 Head Upgrade Slot. you can:
Called Shot Attack Dies targeting your 1. Identify heat signatures with Infrared
Head lose the Untrained Die. Thermal Imaging at the cost of 1 TP.
If non-Piercing damage would be dealt to 2. Identify biological/mineralogical
your LE by an attack, reduce that damage changes with Hyperspectral Imaging at
by 1. the cost of 2 TP.
2 BP, or 10,000 Ƶ. 3. Identify the internal workings of
Biological or Mechanical beings with a
nonlethal X-Ray burst, at the cost of
gaining the Blind Status for two Combat
Rounds, until the end of the second
Cooldown Phase.
When making a Sensory Skill Check, you
gain Advantage against targets with
Industrial Chromium Helmet Thermoptic Camouflage.
Increase your SE by 1.
ead Upgrade Slot Not Required.
H
When all of your SE is depleted, the
Provides 1 Head Upgrade Slot.
BioScan Visor is destroyed.
Called Shot Attack Dies targeting your
Head lose the Untrained Die.
3 BP, or 10,000 Ƶ.
Half the range you are pushed back, and
half the damage that would be dealt to
you by the Recoil Status Effect, rounded
Cyber Visor
up.
2 BP, or 10,000 Ƶ. ead Upgrade Slot Not Required.
H
Provides 1 Head Upgrade Slot.
With the Cyber Visor equipped, it can
cross-reference real-world interactions
with Augmented Reality via Cyberspace in
real time.
It cannot in any way transport you to
Cyberspace, it merely allows you to
glimpse aspects of it in the real world.
Add an additional Untrained Die to
Hack/Interface and Networking Skill
Checks while interacting with Cyberspace.
Increase your SE by 1.
When all of your SE is depleted, the Cyber
Visor is destroyed.
3 BP, or 20,000 Ƶ.
65
ilitary-Grade Ceratanium
M Light Armor Helmet
Helmet
ead Upgrade Slot Not Required.
H
Provides 2 Head Upgrade Slots.
ead Upgrade Slot Not Required.
H
Called Shot Attack Die values targeting
Provides 2 Head Upgrade Slots.
your Head are halved, rounded down.
Called Shot Attack Dies targeting your
If non-Elec damage would be dealt to your
Head lose the Untrained Die.
LE by an attack, reduce that damage by 2.
If non-Slashing damage would be dealt to
Increase your PWR by 1.
your LE by an attack, reduce that damage
You gain the ‘Headbutt’ Technique (pg. 237)
by 1.
This Part can only be obtained from Mega
4 BP, or 15,000 Ƶ.
Man X, or from Dr. Light
.
External Enhancements
Retrofitted Wings
Containment Limb (Arm or Leg)
ody Upgrade Slot Not Required.
B
rms or Legs Upgrade Slot Not Required.
A
Provides 1 Body Upgrade Slot.
Select either a single arm or leg. The selected
Mechanical Wings have been grafted to your
limb has a retractable plate, which is designed to
body.
hold an Object Size 1 Weapon, Actuator, or Field
At the cost of 1 Technique Point, you can perform
Equipment item.
a MOB Action to fly vertically or horizontally, with
You have Advantage on Stealth/Steal Skill Checks
your maximum flying speed equal to your
to conceal an item within your Containment Limb.
Standard Movement Speed.
Enhancement Core Threshold - 4 + Milestone CT.
Enhancement Core Threshold - 4 + Milestone CT.
(This Enhancement can be targeted by Called
(This Enhancement can be targeted by Called
Shot Attacks. When this Enhancement’s CT
Shot Attacks. When this Enhancement’s CT
reaches 0, it stops functioning, and you lose the
reaches 0, it stops functioning, and you lose the
benefit it provides.)
benefit it provides.)
4 BP, or 20,000 Ƶ.
4 BP, or 20,000 Ƶ.
Internal Enhancements
Hover Module
Auto-Repair β
Thermal Shielding β
Energy Balancer
more efficient core coolant design is
A
inlaid, with flowing liquid nitrogen regulated equires 1 Head Upgrade Slot.
R
by an internal Cryostat. Once per Combat Round, you may perform
a Bonus LCD Reaction to consume one
Weapon Energy Capsule.
Requires 1 Body Upgrade Slot or 1 Weapon
5 BP, or 25,000 Ƶ.
Upgrade Slot, and Thermal Shielding
α
nternalized.
I
If placed on a Body Part, increase your CT
Damage Converter
by 2.
If placed on a Weapon, increase that equires 1 Body Upgrade Slot.
R
Weapon's CT by 2. When you are dealt LE damage, gain WE
Any CT damage that would be dealt to you equal to half of that damage, rounded
by a Special Weapon or Technique is down.
reduced to 1. 5 BP, or 25,000 Ƶ.
Regardless of how many actions or
reactions you perform, you will only be Internal Teleport Module (ITM)
dealt 1 CT Damage each Combat Round
from the Burn Status Effect.
equires 1 Body Upgrade Slot.
R
4 BP, or 20,000 Ƶ.
You gain the ‘Teleport’ Technique. Refer to
pg. 254.
5 BP, or 25,000 Ƶ.
Step
13: Create your Special Weapon.
hen you selected your Circuits, you had the option to select an Element for your character. 10
W
Different Primary Element Types are available in this playtest. You will gain the Weaknesses or
Resistances of the Element you choose. Refer toChapter12, pg. 138, to learn more about the
Primary and Sub-Element types, andChapter 15, pg.209, to learn more about Creating your own
Special Weapon from the Element you choose.
70
71
o begin playing 21XX, your first step is to create a Player Character of your own. The Player
T
Character acts as your Avatar in the Mega Man X world and is a combination of game statistics
and your own imagination.
ou can notate your Player Character on a Character Sheet, either with the formal 21XX
Y
Character Sheet provided at the back of this book, the [21XX Character Builder], or simply
notating on blank paper.
egarding Human Player Characters, you are given a pool ofBuild Points,STATS,andSkill
R
Advancementsto build your character with. With these,you will purchase the necessary
Enhancements needed to round out your Human character. Allocate the results on a Character
Sheet to determine your character’s strengths and weaknesses. Your Race and selected
Enhancements will provide certain bonuses and restrictions to your character, so be sure to
notate them.
f you have a Human character in mind, follow the steps of this chapter in order to ensure you
I
are making decisions that will reflect the kind of character you want to build.
What
are Build Points?
uild Points, orBP, are a Point System that can beexchanged to build or enhance your
B
characters in 21XX. Each race begins with a starting pool of BP to build from and may use this BP
to purchase field equipment, weapons, and enhancements for Humans. As all races gain
Milestones, they will earn additional BP.
What
is Zenny?
enny(abbreviated asƵ)
Z is the in-world currencyof the Mega Man X Universe. Though you will
not begin with Zenny during character creation, as you complete objectives in 21XX, you can
acquire Zenny during the game to purchase Parts, Weapons, and Enhancements. You can even
pay Trainers to improve your STATS and Skills. If you find yourself with gear that isn’t to your
liking, you can sell parts that you find throughout your adventure for Zenny. Mechanically, each
part sold is equal to one-third of its original defined value, rounded up, but feel free to haggle
with your OPERATOR.
Capped
STATS and Bypassing
efore Character Creation is initiated, all STATs begin at 1 unless otherwise specified.
B
Each STAT cannot be raised higher than 2 + Your Milestone. This is called aCapped STAT.
For example, at Milestone 1, a STAT cannot be raised any higher than 3 and will be Capped until
Milestone 2, where its Cap will increase to 4.
ertain Chassis or Part selections can numerically increase the value of your STAT beyond its
C
Milestone cap. This is known asBypassinga STAT.Bypassed STATS can be increased past the
Milestone cap without restriction. Be sure to refer to all the options you have available in
Chapters 4 and 5, respectively.
72
Step
1: Select the Human Race.
umans are the dominant species on the planet. Representing the governing bodies of Earth,
H
human beings are part of nearly every industry and have a foothold in almost every aspect of
society. They inhabit a staggering 80% of the Earth's landmass, while the rest is harbored by
artificially grown biomes to house what wildlife exists left on Earth.
hematically, Humans are treated better than Machines are. While bound by societal litigation,
T
human affairs are generally given precedence over mechanical beings. Restrictions or
prejudices involving machines generally do not affect them.
. 3
1 0 Build Points.
2. You begin with 6 Technique Points (TP) at Milestone 1.
3. You cannot have or gain WE, or learn Special Weapons.
4. Unless enhanced with Adaptive Cybernetics, Humans do not have CT and cannot take
CT damage. All CT damage that would be taken will revert to LE Damage instead.
5. +1 to three STATS of Choice.
6. You advance two Skills to ADEPT, one Skill to INTERMEDIATE, and two Skills to
PROFICIENT.
7. Advance your Evade Skill by one.
8. Advance your Grapple/Break Skill by one.
9. Humans gain all the benefits of the Basic Humanoid Chassis, but cannot be Size 5 -
Huge or Size 6 - Colossal, and cannot change to another Chassis unless Adaptive
Cybernetics (Frame) is purchased.
10. Your Head, Body, Arms, and Legs have 1 Upgrade Slot each that can only be used for
Cybernetics (pg. 73) or Mechanical Enhancements.
11. When unequipped, Humans can perform a basic PWR Attack Action:
Attack Die - Untrained Die + PWR + Milestone.
Damage Die - PWR + Milestone Physical Impacting Damage.
Range of 5 ft.
12. Humans have a base Speed of 20 ft. For every point in MOB, increase their Standard
Movement Speed of 5 ft.
13. Unless a Head Upgrade Slot is used to change any of your basic attributes, the
following applies to you:
- You can see in well lit or dim areas up to 30 ft. with utomost clarity provided a
successful Sensory Check, and up to 240 ft. with Disadvantage on Sensory Skill
Checks.
- You can hear up to 60 ft. with utmost clarity provided a successful Sensory Check,
and up to 240 ft. with Disadvantage on Sensory Skill Checks.
- You speak with a singular male or female voice.
73
Step
2: Select your Cybernetic Enhancements
human can equip themselves with Cybernetics to enhance their capabilities and stand on
A
equal footing with the Mechanical Races of 21XX. While some enhancements are little more than
prostheses, others can provide a drastic change in what one can do.
hen a Human equips a Cybernetic Enhancement, their Character Sheet will be maintained as
W
‘Human’, no matter how significant an alteration is made.
elow you will find all available Cybernetic Enhancements found in this Playtest, sorted by their
B
category, and their Build Point cost from lowest to highest:
Factions
actions are entirely optional and can be selected after Character Creation. They cost no BP or Zenny and allow
F
your character to make a firm stance on who they are and what best represents their interests, goals, and skill
sets. Each Faction has its share of benefits.
uch of the Mega Man X Universe may seem fairly clear cut with Factions representing both the good and evil
M
that comprise its world, but there are many neutral parties in between that can provide a great layer of depth
to any group of players.
n this chapter, you will find each of the Factions available for play in this Foundation Guide. Please note that
I
additional Factions will become available in the future. In addition, we will only be showcasing Faction material
up to Milestone 4, which is the highest level available for Player Characters to advance in this Foundation Guide.
ocated in the countryside just outside of Denver Colorodo, the LightLabs complex were the birthplace of Rock,
L
Roll, and the original Industrial Robot Masters. You’ve been tasked to assist the Light family with general
upkeep of LightLabs, and assist with defensive measures if needed.
ocated far out in a small Island in the Pacific, Dr. Wily’s Robot Manufacturing Plant houses an army of soldiers
L
who serve their master with unwavering loyalty. They will defend their post by any means necessary.
Freelance Factions
contracted mercenary, made to hunt high-profile Humans, Hunters, or Maverick targets. You’ll take just about
A
anything from any side, so long as it’s for the right price.
Freelancer (Civilian)
e it a high-alert construction job, high-stress office job, or high-monotony service job, Civilians in the
B
workforce handle the day-to-day tasks that keep the working world functioning. And in doing so, you’ve learned
a few tricks along the way.
e it a network browser, a software pirating meme lord, or a professional rigged contractor sticking it to the
B
corporate or political man, Cyberspace Hackers are a prominent phenomenon in the wake of the Cyberspace
Network. Information is more valuable in this profession than the physical body you inhabit. Cyberspace
Hackers have recently made a name for themselves due to their ability to bypass corporate security systems.
Unique to Cyberspace Hackers, any single Cyberspace Program can be used more than once, instead of each
program acting as a single consumable.
wandering world warrior, you scour the land seeking opportunities to defeat new opponents and better your
A
craft as a fighter.
he Maverick Hunters are composed of eighteen divisions called Units, numbered 0-17.
T
Every Unit has its own specialized officers. Some Units, such as 4th Overland, have rank-and-file soldiers suited
to the Unit’s areas of operation. Other Units, such as 0th Shinobi, are entirely officer-grade due to the
specialization and skill required of their tactical role.
Below is a list of each available unit in this Playtest, and if applicable who commands them.
0th Shinobi
he 0th Shinobi Unit is a special reserve force dedicated to handling top-priority assignments with a short
T
duration or deadline and is granted a near-unlimited license for collateral damage. This unit was founded after
Sigma’s second defeat, led by Interim Commander Zero.
he 3rd Deploy Corps has the special duty of bringing equipment, Mechaniloids, and heavy weaponry into combat
T
zones and making it ready-to-use. A sister function of the 3rd Deploy Corps is Medical Dispatch.
Reploid/Mechaniloid stabilization and First Aid to human victims is the top priority for this First Response crew.
Led by the Lifesaver brigade.
4th Overland
th Overland, is a dedicated ground force of larger than average Hunters, capable of quickly mobilizing infantry
4
and vehicles of multiple tactical strengths, often in tandem with other Units. The unit is currently shuffling
through ranks to find a new commanding officer after its last skirmish. This unit was formerly Commanded by
Flame Mammoth.
5th Communications
he 5th Comms Unit coordinates Hunter activity, relays vital intelligence, and provides remote assistance to
T
Hunters in the field through its underappreciated Navigators. A sister communications team can be found here,
with interning operators deployed by Repliforce. Led by Chief Officer Carol.
th Marine Armada specializes in all forms of water deployment, whether as coast guards, waterway patrols, or
6
deep within the ocean. This unit was formerly Commanded by Launch Octopus.
th Air Cavalry operates Hunter aviation and aerial superiority missions. This unit was formerly Commanded by
7
Storm Eagle.
he 8th Armored Battalion supports other Units with Ride Armors and heavy-defense officers to divert and
T
absorb Maverick fire. They were famously crippled by Sigma’s forces, and have received a bad reputation due to
this. Instead of Techniques, the Armored Battalion provides Ride Armor for use during missions. Formerly
Commanded by Armored Armadillo.
he 9th Rangers specialize in environmental strategy, combining thermoptic stealth with guerrilla tactics to
T
locate and take out targets quickly in rural or wilderness areas. Instead of Techniques, the Rangers focus on
their specialization with Thermoptic Camouflage, and as such provide the necessary Stealth upgrades without
requiring one to pay for them. The 9th holds the reputation for having the most AWOL or Maverick members
formerly of their ranks.
he 10th Civic Unit works in urban areas of high-priority infrastructure, with the safety of civilians and reduction
T
of collateral damage as its highest mandates. In 2115, the Civic Unit had the highest Maverick Pacification
record, until it was nearly wiped out by Maverick forces in the immediate aftermath of the Day of Sigma. They
never managed to fully recover from their initial loss, and have maintained a relatively short staff since.
he 13th Polar Region is divided between two outposts monitoring the poles, but its officers are optimized for
T
long-duration performance in an extremely cold environment. Some officers may be found around Hunter HQ to
help coordinate new recruits. Formerly Commanded by Chill Penguin.
6th Research and Development engineers tech specifically geared to Hunter's needs, as well as develops
1
advanced tech to serve the war effort. Their efforts have allowed them to reverse-engineer the upgrades that X
himself occasionally finds left behind by Dr. Light in times of crisis.
17th Elite
he 17th Elite serves as an emergency response to Maverick outbreaks and assistance with high-priority
T
missions. They also have the unhappy task of hunting some of the most dangerous Mavericks: traitors to the
Hunters. Led by Interim Commander X.
Maverick Factions
Maverick (Criminal)
avericks who choose wanton murder, destruction, theft and illegal activity of their own accord are considered
M
Criminals. These free-willed Mavericks are well within their rational mind, but have certainly been hardened by
the civil systems in place and are looking to rise above them. They have a very different outlook on life
compared to their Defective and Viral counterparts.
Maverick (Defect)
ue to one or more cognitive errors in the Positronic or IC Chip, a defect may occur. Defective Mechanical
D
beings are in constant mental turmoil, and are destructive, either to themselves or towards others.
hen the Maverick Virus was scattered across Cyberspace, the Maverick Hunters would continue to have their
W
hands full, dealing with infection after infection, intrusive to global networks, and infecting real machines. With
no vaccine in immediate sight, those loyal to Sigma continue to propagate their viral tendencies across both
Cyberspace and the Physical World.
action Requirements: 0 LCD. Additional Requirements are at the discretion of the OPERATOR.
F
[Note: Maverick (Sigma Virus) characters cannot add STAT points into LCD, or be Buffed with LCD.]
Skill Benefits: Advance Hack/Interface by one. Advance Persuade by one.
Resistances: All Damage Supertypes.
Starting Rank: SA.
Techniques Provided By Milestone: Sigma’s Suggestion (Milestone 1), Laser Eye (Milestone 3)
Parts, Vehicles, Weapons, or Field Equipment Provided at Milestone 1: Any Melee or Ranged weapon with a BP
cost of 4 or less.
Maverick (Viral)
hile uncommon compared to criminals, defects, or Sigma’s meddling himself, a Viral Maverick utilizing
W
malicious code to infect others can be a very real threat.
Becoming a Maverick:
on-Maverick Mechanical Characters have a chance of becoming Maverick (Defect), Maverick (Viral), or Maverick
N
(Sigma Virus) upon dropping to 0 LCD.
nce a character drops to 0 LCD, during the Cooldown Phase, they must perform a Bonus Discipline Skill Check
O
with a Negative Critical Explosion already pre-rolled at your current Skill Level. If you succeed on a Discipline
Skill Check of 4 + your Milestone, you will retain your current character as is. If you fail, you will become one of
the three Maverick Factions as determined by the Operator.
s a non-Criminal Maverick, the OPERATOR is in complete control of your LCD STAT and may compel your
A
character to perform Actions or Reactions during your turn in a Combat Round. When the OPERATOR commands
a Maverick Player to perform Actions or Reactions, they must comply.
If a Character regains their LCD to at least 1, they will regain the ability to make their own LCD-based rolls.
ost Mavericks tend to work as agents of chaos, causing destruction on a whim as it befits their cognitive (or
M
lack thereof) designs. Defective and Viral types, in particular, are irrational, do not follow instructions, and
think little of the dangers they can cause. However, Criminal Mavericks that have shown themselves capable of
rising above the system have built camaraderie and managed to band together to create Syndicates in nearly
every viable criminal entity in 21XX society. Criminal Mavericks tend to rely on their acquisition of Zenny and
their infamous deeds to build their reputations, and as such contract work may become invaluable from neutral
sides. Those that are beckoned by the Sigma Virus may be persuaded by an unknown force to do tasks
uncharacteristic of them, usually with disastrous results to themselves and others.
Payout for Retiring D - C Rank Boss Encounter targets: 15,000 Ƶ + 5,000 Ƶ per Milestone.
Payout for Retiring B - A Rank Boss Encounter targets: 30,000 Ƶ + 5,000 Ƶ per Milestone.
Payout for Retiring S - SA Rank Boss Encounter targets: 50,000 Ƶ + 5,000 Ƶ per Milestone.
Payout for Retiring GA Rank Boss Encounter targets: 100,000 Ƶ + 5,000 Ƶ per Milestone.
Payout for Retiring PA - UH Rank Boss Encounter targets: 500,000 Ƶ + 5,000 Ƶ per Milestone.
83
84
Impacting Weapons
elow you will find a sample list of Impacting Weapons, sorted by their Build Point cost from
B
lowest to highest:
4 BP or 20,000 Ƶ.
85
Piercing Weapons
elow you will find a sample list of Piercing Weapons, sorted by their Build Point cost from lowest
B
to highest:
Burning Spray
Beam Lance (ビームランス)
n arm-mounted flamethrower that can shoot small
A
spurts of fire. When fully charged, it unleashes a
n energy weapon resembling a lance, with a trio of
A
cone of flame!
plasma-charged points. The blade is pigmented
Yellow or Green in Color.
bject Size 1.
O
Ambidextrous Buster Weapon. (For Mechanical
bject Size 2.
O
races, you are allowed to freely transform each
Two-Handed Melee Weapon. This Weapon can be
hand as needed into your Buster.)
equipped as a Single-Handed Melee Weapon if
Requires a Core, and an Arms Upgrade Slot.
your PWR is 4 or greater.
Provides 1 Weapon Upgrade Slot.
Provides 1 Weapon Upgrade Slot.
Attack Die - Untrained Die + 1D6 + PWR.
Attack Die - Untrained Die + 1D8 + PWR.
Damage Die - 1D6 + PWR Fire Piercing Damage.
Damage Die - 1D8 + PWR Plasma Piercing Damage.
Range of 90 ft. You can Charge this weapon.
Range of 10 ft. Thrown range equal to PWR.
When uncharged, Positive Critical Explosions
The Beam Lance can be used as a melee weapon,
rolled on the Damage Die of the Burning Spray
or thrown as a ranged weapon.
will give the enemy target the Burn Status Effect
If the weapon lands on a surface, you can
until the Cooldown Phase.
perform a PWR Reaction and return the weapon to
Charged Attack Die - (Untrained Die + 1D6 + PWR)
you at the cost of 1 TP.
x Charge Level.
You have Advantage on the Attack Die if you
Charged Damage Die - (1D6 + PWR) x Charge Level
performed a Jump Action or Reaction prior to
Fire Piercing Damage.
attacking with the Beam Lance.
When a successful Charge Weapon Attack is made
If you do not have a Heat Sink Pack to cool the
with this weapon, you fire a 15 ft. cone of flame
plasma blade, the Beam Lance will overheat and
directly in front of you.
stall after 3 PWR Actions. It will take one Combat
Each target within that cone must LOCK into MOB
Round without use for the Beam Lance to cool
to Evade if able, but may only Evade once.
back down and become usable.
Targets hit by this charge attack take an
If a Hack/Interface Skill Check is successfully
additional 1 CT of damage to both their Core and
made with a Difficulty Check of 8, you can remove
their Weapon. The Burn Status Effect will not be
the stalling mechanism. If unable to stall, after 3
dealt by this Charge Weapon attack.
PWR Actions without cooling the blade, the Beam
Weapon Core Threshold - 6 CT. (When this
Lance's CT will drop to 0.
weapon's CT reaches 0, the weapon is destroyed,
Weapon Core Threshold - 8 CT. (When this
and explodes in a 10 ft. radius for 1D6 Fire
weapon's CT reaches 0, the weapon is destroyed,
Damage.)
and explodes in a 10 ft. radius for 1D8 Plasma
4 BP or 20,000 Ƶ.
Damage.)
4 BP or 20,000 Ƶ.
92
Rush Javelins
X-Buster
Mega Buster (MK. I) (ロックバスター MK.I) (Mega Buster MK.XVII) (エックスバスター)
Slashing Weapons
elow you will find a sample list of Slashing Weapons, sorted by their Build Point cost from
B
lowest to highest:
Grenades
elow you will find a sample selection of Grenades, sorted by their Zenny cost from lowest to
B
highest:
Hot Icicle Cryo Grenade
Grenade
Smoke Bomb
bject Size 1.
O
Single-Handed Ranged Weapon. bject Size 1.
O
Attack Die - Untrained Die + 2D4 + PWR. Single-Handed Ranged Weapon.
Damage Die - 2D4 + PWR Fire Impacting Damage. Thrown range equal to PWR + 10 ft.
Thrown range equal to PWR + 10 ft. No Attack or Damage Die roll is required for the
When performing a PWR Action throwing this Smoke Bomb.
Grenade, a concussive blast occurs in a 20 ft. When performing a PWR Action throwing this
radius where the grenade lands. If a Positive Grenade, a misty vapor arises in a 20 ft. radius
Critical Explosion is rolled on the Attack Die, where the grenade lands. The smoke will remain
targets within the blast radius have the for 1d4 Combat Rounds, and will disperse at the
Interference Status Effect for 1d4 Combat Cooldown Phase of the final Combat Round. The
Rounds. vapor obscures all sight, barring those with
Weapon Core Threshold - 4 CT. (When this BioScan Optics or Bioscan Visors, beyond 5 feet. A
weapon's CT reaches 0, the weapon is destroyed, target within the smoke has an additional
and explodes in a 20 ft. radius for 2D4 Fire Untrained Die to Evade, or Stealth/Steal Skill
Impacting Damage.) Checks. Anyone outside of the smoke has
Cannot be purchased with BP. 5,000 Ƶ per grenade. Disadvantage on Sensory Skill Checks to
determine where a target inside the Smoke will
be.
Cannot be purchased with BP. 5,000 Ƶ per grenade.
100
Weapon
Enhancements
hould you have Build Points left to spend, you can spend your remainder on a variety of Chips,
S
Internal and External Enhancements for your weapons.
elow you will find all available Weapon Enhancements found in this Playtest, sorted by their
B
Build Point cost from lowest to highest:
Weapon Chips
Expanded Clip
α
Damage Plus 1
ou’ve modified your weapon to have a larger clip
Y
of Bullets or Energy Cells, expanding your ammo our weapon glows with a crackling Teal aura. If the
Y
capacity. weapon is Plasma, any Plasma ignited or fired will
be a Teal Color.
equires 1 Weapon Upgrade Slot.
R
Requires a weapon that consumes ammunition, equires 1 Arms or Weapon Upgrade Slot.
R
such as Energy Cells. Increase the Ammunition Add an additional Primary Attack and Damage Die
Capacity of your weapon before reloading by 8. to your weapon. (For example, if your Attack and
4 BP, or 20,000 Ƶ. Damage Dies would normally deal 1D4, it now
deals 2D4.) Beam Weapons with this Enhancement
will glow Teal in color.
Power Raiser (パワーライザー) 5 BP, or 25,000 Ƶ.
Range Extend
α Rapid Plus
Field
Equipment
hould you have Build Points and Zenny left to spend, you can spend your remainder on a
S
variety of Actuators, Consumables, Contaminants, Gear, and Vehicles.
elow you will find all available Field Equipment found in this Playtest, sorted by their category,
B
and their Build Point cost from lowest to highest:
Actuators
Consumables
Cyberspace Programs
hese Programs are single-use executables that can only be used in conjunction with a Cyber Rig, Datapad, or
T
Jacking Kit while in Cyberspace. They do not cost any Resource Pools to use unless otherwise specified.
AirShoes
FireWall
Program devised for Cyberspace Flight. Sprouts
A
wings on one's feet for vertical traversal. Data Deletion program, used to get rid of
A
unwanted files, or unwanted individuals…
equires 1 Head Upgrade Slot, a Datapad, or
R
Jacking Kit. equires 1 Head Upgrade Slot, a Datapad, or
R
Enhancement Cyberspace Program. Jacking Kit.
MOB Action. Environmental Cyberspace Program. PWR
Self-Targeting. Reaction.
This can only be used in Cyberspace. Range of 5 ft.
Upon activating AirShoes, you can consume 1 TP Damage Die - (1D4 + PWR) x Milestone Fire
to move vertically equal to your Standard Piercing Damage.
Movement Speed. A Flight Skill Check is required This can only be used in Cyberspace.
at the beginning of Each Combat Round to By performing a Bonus PWR Attack Reaction, you
maintain usage of the AirShoes. Once a failed generate a Size 3 Wall of Fire directly in front of
Flight Check is made, or if they are dismissed, the you. FireWall can destroy any Object in
AirShoes disappear. Cyberspace of a lesser Size than the Wall of Fire.
2 BP or 10,000 Ƶ. Enemy Targets in the FireWall cannot Evade this
Program. The FireWall immediately dissipates
Anti-Virus Buster after use.
2 BP or 10,000 Ƶ.
equires 1 Head Upgrade Slot, a Datapad, or
R
Jacking Kit.
Met Miner
Environmental Cyberspace Ranged Weapon.
PWR Action.
Range of 60 ft. Data-Mining program used to uncover encrypted
A
Attack Die - Untrained Die + 1D4 + PWR. data relevant to your interests in the dark web.
Damage Die - 1D4 + PWR Holo Piercing Damage.
This can only be used in Cyberspace. equires 1 Head Upgrade Slot, a Datapad, or
R
If the Damage Die is dealt to a Viral Element Jacking Kit.
target, remove any active Cyberspace Programs Enhancement Cyberspace Program. Full-Round
affecting them. LCD Action.
You can only perform Charge Weapon Actions with Self-Targeting.
the Anti-Virus Buster via Program Advance Utility Die - 1D6.
Technique. This can only be used in Cyberspace.
2 BP or 10,000 Ƶ. While utilizing a Cyber Rig, Datapad, or Jacking
Kit, you can activate Met Miner, and roll the
Utility Die.
Compress If you roll a 1, a viral intrusion will be detected!
Make a Defaulted LCD Check. If you fail, you will
compression program that one user had a bit too
A be under the OPERATOR's control for 1d4 Combat
much fun designing. Can obscure most of one’s Rounds. If a 2 or 3 is rolled, your search has not
relevant data. been fruitful, and you gain no benefit. If a 4 is
rolled, you gain some insider trading into a
equires 1 Head Upgrade Slot, a Datapad, or
R crucial cryptocurrency deal, and cash out early,
Jacking Kit. gaining 5,000 Zenny. If a 5 is rolled, you gain
Enhancement Cyberspace Program. LCD Action. some dirt on a co-worker or contact. Select an
Self-Targeting. NPC, or a player in your party. You have
Utility Die - 1d4. Advantage on Bluff, Intimidate or Persuade
Upon activating Compress, your Size is reduced checks against them until the current mission is
by two for 1d4 Combat Rounds. You have over. If a 6 is rolled, you learn schematic data on
Advantage on Evade Skill Checks while Compress a relevant target. Gain Advantage on PWR
is active. While using Compress, your data cannot Attacks, and Hack / Interface Skill Checks on an
be analyzed due to its intensively bit-crushed NPC or Enemy of your choice until the current
filesize. Targets who use ANA-based Skill Checks Mission is over.
to analyze you will roll at Disadvantage until 2 BP or 10,000 Ƶ.
Compress disappears.
2 BP or 10,000 Ƶ.
106
SneakRun Uninstaller
Viral Saber
Super Armor
equires 1 Head Upgrade Slot, a Datapad, or
R
Cyber Defense program, to ensure little damage
A Jacking Kit.
is done to the physical body. Environmental Cyberspace Melee Weapon. PWR
Action.
nhancement Cyberspace Program. PWR Action.
E Range of 5 ft.
Self-Targeting. Attack Die - Untrained Die + 1D6 + PWR.
Buffing Die - 1D4. Damage Die - 1D6 + PWR Viral Slashing Damage.
This can only be used in Cyberspace. This can only be used in Cyberspace.
You gain 1d4 Temporary SE. You cannot be If the Damage Die is dealt to a Non-Viral Element
affected by the Frozen, Recoil, or Stun Status target, reduce their LCD equal to half of the
Effects. rolled Damage Die, rounded down.
When all of your SE is depleted, the Super Armor You can only perform Charge Weapon Actions with
disappears. the Viral Saber via the Program Advance
2 BP or 10,000 Ƶ. Technique.
2 BP or 10,000 Ƶ.
Field Gear
Datapad
Vehicles
hile some vehicles in the 21XX Universe generally
W
have a minor form of autonomy, being Mechaniloids
that can be piloted or ridden, the majority of
vehicles require a pilot to man them in order to
function.
rimary Element:Null.
P
Resistances:None.
Weakness:None.
Traits:Reduce SE Damage done by Impacting
Attacks by 1. Increase SE Damage done by Slashing
Attacks by 2. Advantage on Evade Skill Checks
against Impacting Attacks. Disadvantage on Evade
Skill Checks against Slashing Attacks.
ide Armor Type - CE-1 (Civil
R
Basic Attacks:
Engineering)
ilitary-Grade Ceratanium Punch Attack
M
ou can purchase this Vehicle for 15 BP, or
Y Attack Die - Untrained Die + 1D6 + PWR.
75,000 Ƶ. Damage Die - 1D6 + PWR Physical Impacting
Damage.
Range of 5 ft.
Chassis Vehicle - Ride Armor.
Skills:
Size 4 - Large.
s a Vehicle, all Skill Check capabilities are derived
A
Milestone Equal to yours. from the Pilot’s Character Sheet.
PWR 2
Body: Upgrade Slot. (Military-Grade
1
Ceratanium Armor Equipped.)
MOB 2 ead:
H 0 Upgrade Slots.
Arms: 2 Upgrade Slots. (Military-Grade
ANA 1 Ceratanium Arms Equipped.)
Legs: 2 Upgrade Slots. (Military-Grade
Ceratanium Legs and Emergency
APT 2
Acceleration System α Equipped,
Jumper α Internalized.)
CHA 1 Core: Solar Energy Core.
ash (ダッシュ)
D
Refer to ‘Dash’ inChapter 16, pg. 231.
LE (16 + LCD) x
Milestone.
ide Armor Specialty Rules:
R
While piloting a Ride Armor, Damage that would be
SE 5 + Milestone. dealt to your Character’s Resource Pools will be
dealt to the Ride Armor instead.
WE Equal to yours.
o use a Ride Armor, once per Combat Round you
T
must roll an Operate Skill Check equal to 8 minus
TP Equal to yours.
your Milestone to ride it. Each successful Operate
Skilll Check will replenish the Standard Movement
CT 8 + Milestone. Speed of the Vehicle once depleted. You may
perform a MOB Action or Reaction to Dismount from
the Ride Armor at any time.
rimary Element:Null.
P
Resistances:Plasma.
Weakness:None.
Traits:
Reduce SE Damage done by Physical Attacks by 1.
Increase SE Damage done by Elec Attacks by 2.
Advantage on Evade Skill Checks against Physical
Attacks.
Disadvantage on Evade Skill Checks against Elec
Attacks.
ide Armor Type - AM-1 (Arcadia
R
Military)
asic Attacks:
B
ou can purchase this Vehicle for 25 BP, or
Y Titanium-X Punch Attack
Attack Die - Untrained Die + 2D8 + PWR.
125,000 Ƶ.
Damage Die - 2D8 + PWR Physical Impacting
Damage.
Chassis Vehicle - Ride Armor. Range of 5 ft.
Skills:
Size 4 - Large.
Basic Attacks:
Skills:
Chassis Vehicle - Ride Chaser. s a Vehicle, all Skill Check capabilities are derived
A
from the Pilot’s Character Sheet.
Size 3 - Medium.
Parts, Enhancements, and Upgrade Slots:
ANA 1
Special Weapons / Techniques:
LE (10 + LCD) x o use a Ride Chaser, once per Combat Round you
T
Milestone. must roll an Operate Skill Check equal to 8 minus
your Milestone to ride it. Each successful Operate
SE 5 + Milestone. Skilll Check will replenish the Standard Movement
Speed of the Vehicle once depleted. You may
perform a MOB Action or Reaction to Dismount from
WE Equal to yours.
the Ride Chaser at any time.
TP Equal to yours. f the Ride Chaser’s CT drops to 0, it will take an
I
additional Combat Round before the core ruptures
CT 8 + Milestone. and explodes.
rimary Element:Null.
P
Resistances:None.
Weakness:None.
Traits:
Reduce SE Damage done by Physical Attacks by 1.
Increase SE Damage done by Slashing Attacks by 2.
Advantage on Evade Skill Checks against Physcial
Attacks.
Disadvantage on Evade Skill Checks against
Slashing Attacks.
112
Basic Attacks:
Basic Attacks:
eath Rogumer
D Damage Die - 2d6 + PWR Plasma Piercing Damage.
Range of 360 ft.
(デスログマー) If a Positive Critical Explosion is rolled on the Damage Die,
and it successfully hits an Enemy Target, the cannon shot
explodes in a 30 ft. radius, dealing half its Damage Die to all
his vehicle cannot be purchased. This
T other targets in that radius. Targets cannot Evade against the
shot’s explosive radius, but can Evade against the attack
vehicle can only be acquired by defeating itself.
Storm Eagle.
amming Attack
R
Attack Die - Untrained Die + 1D8 + MOB.
Chassis Vehicle - Airship. Damage Die - 1D8 + MOB Physical Impacting Damage.
he Ramming Attack requires the user LOCK into the MOB STAT
T
Size 6 - Colossal. for Attacks, rather than PWR. The Death Rogumer moves equal
to its Standard Movement Speed and rams its spear-shaped
tip into a single target.
Milestone Equal to yours.
successful Damage Die dealt by the Ramming Attack will
A
deal 1 SE to the Death Rogumer, or half of the total damage
dealt in LE if no SE remains.
PWR 4
Skills:
MOB 4 s a Vehicle, all Skill Check capabilities are derived from the
A
Pilot’s Character Sheet.
ANA 1
Parts, Enhancements, and Upgrade Slots:
eployment (デプロイ)
D
LE (16 + LCD) x Refer to ‘Deployment’ inChapter 16, pg. 231.
Milestone.
light
F
At the cost of 1 Technique Point, you can perform a MOB
SE 6 + Milestone. Action to fly vertically or horizontally, with your maximum
flying speed equal to your Standard Movement Speed. If the
Death Rogumer ever becomes grounded due to a failed Flight
WE Equal to yours.
Skill Check, revert the Death Rogumer’s speed to 0 until the
end of the next Cooldown Phase.
TP Equal to yours.
Air Ship Specialty Rules:
CT 12 + Milestone. hile piloting an Air Ship, Damage that would be dealt to your
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Character’s Resource Pools will be dealt to the Air Ship
instead.
Basic Attacks:
ily Claw
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Object Size 3.
Free-Handed Melee Weapon.
(You do not require the usage of
a limb to use this weapon.)
Requires 1 Body Upgrade Slot.
ily UFO 1
W Provides 1 Weapon Upgrade Slot.
(ワイリーUFO 1) Attack Die - Untrained Die + 1D6 + PWR.
Damage Die - 1D6 + PWR Physical Impacting
Damage.
his vehicle cannot be purchased. This
T Range of 15 ft.
vehicle can only be acquired by defeating You can perform Grapple Skill Checks against
Dr. Wily. targets at the range of this weapon.
You have Advantage on Grapple Skill Checks against
grounded enemy targets.
Chassis Vehicle - Wily Machine.
Skills:
Size 5 - Huge.
s a Vehicle, all Skill Check capabilities are derived
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from the Pilot’s Character Sheet.
Milestone 4.
Basic Attacks:
CT 10. ORM 1 - While in FORM 1, your only Basic Attack is
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the Wily Machine Gun. When all of Wily Machine 1’s
SE and half of its LE has been depleted, the Wily
tandard Movement Speed:30 ft.
S Machine will change into FORM 2 as a Bonus LCD
Hover Plus Movement Speed:50 ft. Rection, and will be unable to perform further
Actions or Reactions this Combat Round. This is
rimary Element:Null.
P considered a Transformation, and will continue until
Resistances:None. the end of the Cooldown Phase. During this
Weakness:Fire, Slashing. Transformation, Wily Machine 1 gains the I-Frame
Traits: Status. Post Cooldown Phase, the Transformation is
Reduce SE Damage done by Force Attacks by 1. complete, and Wily Machine 1 loses the I-Frame.
Increase SE Damage done by Fire Attacks by 2.
ORM 2 - While in FORM 2, your only Basic Attack is
F
the Wily Spiral Cannon.
What
are Milestones?
n 21XX, you gain what would be considered ‘levels’ through Milestone Advancement. Milestones
I
indicate your level of experience in your field, usually achieved through a significant change or
development.
fter a game Session, an OPERATOR may choose to award a Milestone Advancement to all
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players. When a player’s Milestone is acceptable to be earned is up to the OPERATOR.
n most cases, a Milestone Advancement is awarded through defeating a Boss Combat Encounter
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or ending a Plot-Intensive Narrative Encounter.
ll Milestones after Milestone 1 provide additional Build Points, Skills, and abilities. Special
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Weapons and Techniques can be improved as you advance in Milestones.
n addition, mechanical characters on specific Milestones (3 in this Foundation Guide.) will be
I
able to Internalize an Enhancement to your character. All character races can also choose to
Internalize a Weapon Upgrade to their Weapon if other mechanical enhancements are not
applicable. Internalized Enhancements will become a part of your character permanently, and
free up its applicable Upgrade Slot, allowing you to equip more Chips or Enhancements.
hile future Sourcebooks and Supplements will support up to Milestone 10 and beyond, this
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Foundation Guide will only showcase Player Character Milestone Advancement up to Milestone 4.
Some NPCs and Enemy Types in Chapter 13 and Chapter 14 (pg. 143, 171) may reveal what you can
expect from characters beyond the provided Milestone cap.
iles
M Benefits per Milestone
tone
1
haracter Creation.
C
First Faction Special Weapon and/or Technique.
2
ain 5 Build Points.
G
Gain 1 STAT Point.
Increase your LE by its Milestone multiplier. (Base LE Value + LCD) x 2.
(Add Heart Container Values after LE Calculation.)
Increase Your SE by 1. Increase your CT by 1.
Increase your TP by 3. Increase your WE by 4.
Advance to the next Special Weapon Tier.
Advance one Skill except for Evade and Grapple / Break.
Advance Evade and Grapple / Break to Intermediate.
3
ain 5 Build Points.
G
Gain 1 STAT Point.
Increase your LE by its Milestone multiplier. (Base LE Value + LCD) x 3.
(Add Heart Container Values after LE Calculation.)
Increase Your SE by 1. Increase your CT by 1.
Increase your TP by 3. Increase your WE by 4.
Internalize an Enhancement.
Second Faction Special Weapon or Technique.
4
ain 5 Build Points.
G
Gain 1 STAT Point.
Increase your LE by its Milestone multiplier. (Base LE Value + LCD) x 4.
(Add Heart Container Values after LE Calculation.)
Increase Your SE by 1. Increase your CT by 1.
Increase your TP by 3. Increase your WE by 4.
Advance to the next Special Weapon Tier.
Advance one Skill except for Evade and Grapple / Break.
Advance Evade and Grapple / Break to Adept.
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119
Explaining STATS
n 21XX all Actions, Reactions, Skills, Special Weapons, and Techniques are governed by six core
I
statistics, orSTATS.
For example, if you were to perform a Grapple Skill Check, and your PWR was 2, you would add 2 to the allocated
(
result that was rolled.)
- he Attack Die & Damage Die of your Weapons, Special Weapons, or Techniques.
T
- Break, Climb, Discipline, Grapple, Intimidate, Jump, and Swim Skill Checks.
- Performing another undisclosed action that relates to physically manipulating objects, at the
OPERATOR’s discretion. This can be done with a Standard PWR Action Roll.
or every Point you have in PWR, your ability to push or throw objects of a lesser size than you is increased by 5
F
ft. (From a base of 25 ft. at a PWR of 1.) This can be done with a Standard PWR Action Roll.
f for any reason you no longer have arms, or a weapon equipped, you can perform a basic Physical Melee
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Attack, usually considered a Slam or Kick. The Attack and Damage Dies of this attack will be equal to your
Milestone + your PWR.
obility (abbreviated in this system as MOB) measures how dextrous or agile one can be.
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Your MOB STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by MOB.
For example, if you were to perform an Evade Skill Check, and your MOB was 5, you would add 5 to the allocated
(
result that was rolled.)
- limb, Evade, Flight, Jump, Steal, and Stealth Skill Checks.
C
- Specific Special Weapons and Techniques that require MOB.
- Performing another undisclosed action that relates to hand-eye coordination, agility, reflexes, and
balance, at the OPERATOR’s discretion. This can be done with a Standard MOB Action Roll.
obility also governs your Standard Movement Speed. For every point you have in MOB, increase your Standard
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Movement Speed by 5 ft. (From a base of 25 ft at a MOB of 1.)
nalytics (abbreviated in this system as ANA) measures how capable one is at understanding a method or task,
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using analysis or logical reasoning.
Your ANA STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by ANA.
For example, if you were to perform a Decipher Skill Check, and your ANA was 1, you would add 1 to the allocated
(
result that was rolled.)
- ack, Interface, Knowledge, Repair, and Sensory Skill Checks.
H
- Specific Special Weapons and Techniques that require ANA.
- Performing another undisclosed action that relates to thinking, learning, or remembering, at the
OPERATOR’s discretion. This can be done with a Standard ANA Action Roll.
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ptitude (abbreviated in this system as APT) measures how capable one is at performing a method or task,
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based on their natural ability or adapted talent.
Your APT STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by APT.
For example, if you were to perform an Electrical Repair Skill Check, and your APT was 4, you would add 4 to the
(
allocated result that was rolled.)
- light, Knowledge, Operate, Perform, Sensory, Steal, and Stealth Skill Checks.
F
- Specific Special Weapons and Techniques that require APT.
- Performing another undisclosed action that relates to performing an occupational skill or method, at
the OPERATOR’s discretion. This can be done with a Standard APT Action Roll.
harisma (abbreviated in this system as CHA) measures one’s charm, wiles, and attractive social or physical
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demeanor.
Your CHA STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by CHA.
For example, if you were to perform a Bluff Skill Check, and your CHA was 6, you would add 6 to the allocated
(
result that was rolled.)
- luff, Disguise, Intimidate, Networking, Perform, and Persuade Skill Checks.
B
- Specific Special Weapons and Techniques that require CHA.
- Performing another undisclosed action that relates to a social skill, means of attraction, or
performance method, at the OPERATOR’s discretion. This can be done with a Standard CHA Action Roll.
Lucidity (abbreviated in this system at LCD) measures one’s mental state and overall clarity.
Your LCD STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by LCD.
For example, if you were to perform a Concentration Skill Check, and your LCD was 3, you would add 3 to the
(
allocated result that was rolled.)
- our total Life Energy.
Y
- The Utility Die of your Weapons, Special Weapons, or Techniques.
- Discipline, Disguise, Hack, Interface, Networking, and Persuade Skill Checks.
- Specific Special Weapons or Techniques that require LCD.
- Performing another undisclosed action that relates to one’s straining mental state, or working on a
task under pressure, at the OPERATOR’s discretion. This can be done with a Standard LCD Action Roll.
Explaining Modifiers.
Modifier is a number you add to a die roll result when your character tries to do something related to its
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corresponding STAT. The Modifier is equal to the STAT you are rolling for. For example, if you have a PWR of 2,
then your PWR Modifier is +2.
Capped
STATS and Bypassing
efore Character Creation is initiated, all STATs begin at 1 unless otherwise specified.
B
Each STAT cannot be raised higher than 2 + Your Milestone. This is called aCapped STAT.
For example, at Milestone 1, a STAT cannot be raised any higher than 3 and will be Capped until Milestone 2,
where its Cap will increase to 4.
ertain Chassis or Part selections can numerically increase the value of your STAT beyond its Milestone cap. This
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is known asBypassinga STAT. Bypassed STATS can beincreased past the Milestone cap without restriction. Be
sure to refer to all the options you have available in Chapters 4 and 5, respectively.
121
xplaining Resource
E
Pools
n 21XX, there are five reserves a character must
I eapon Energy (Abbreviated in this system as WE)
W
monitor and manage, known asResource Pools. provides an ammunition count for all Special
Each Resource Pool maintains an aspect of a Weapons.
character’s health, and defensive, or offensive
ability. E is consumed to Activate a Special Weapon,
W
regardless of whether an Ability is successful or
ach Resource Pool has a different means required
E not.
in order to upgrade or improve them. Below you can
find a definition of each Resource Pool, how they t Tier 1, a Mechanical Character begins with 4 WE.
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function, and what is required to improve them. At Tier 2, a Mechanical Character begins with 8 WE.
Explaining Skills
kills represent a Character’s grasp of specific activities and an individual’s level of proficiency
S
in that activity. Each Skill has a variety of intended uses, which you can find below. However,
with some ingenuity and clever thinking, some Skills can perform outside of their normal
parameters. Always be sure to communicate with your OPERATOR when establishing how you are
going to perform a Skill.
Below is a table to show each Skill Level, and what it is capable of.
Skill Level
Die
Roll
1. Bluff (CHA)
3. Discipline (_) (LCD/PWR)
2. Climb/Jump (MOB/PWR)
4.Disguise (CHA/LCD)
6. Flight (APT/MOB)
f selecting Break, you can contest a Grapple skill
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Flight Skill Check is normally rolled to maintain
A check against you. The Break Skill Check is rolled as
steady flight, either while utilizing an aircraft, or an Action to override an existing Grapple on your
one’s own means of flight traversal, such as wings. Character, or can be used as a Reaction to contest
Flight is used to contest Actions or Reactions that a Grapple Skill Check that has yet to resolve. When
target you while in the air. Unlike Evade, which a Player Character successfully performs a Break
prevents damage connecting against you, Flight is Skill against an existing grapple, they cannot be
rolled to ensure that after damage is dealt to you, Grappled by the target that formerly held them
you are able to maintain your ascent. until the Cooldown Phase.
7. Grapple/Break (PWR)
ou may only Hack a number of STATS on a single
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specified target equal to half your Milestone,
f selecting Grapple, you roll to attempt to grab
I
rounded up. However, you can choose to Hack more
and hold a target. When Grappling a target, you
than one target per Combat Round. Each
and that target move during your standard
mechanical target has an innate Hack Difficulty
movement, and you can only move equal to half of
Check equal to 8 plus their Milestone. This Diffuclty
your Speed, rounded up. The grappled target
Check is halved if the target is Incapacitated.
cannot move during their turn in a Combat Round,
and has Disadvantage on Attack and Damage Dies
f you successfully Hack into a target, the target
I
for all Weapons, Special Weapons and Techniques.
gains the Hacked Status Effect. Refer to pg. 141 to
Unless a Special Weapon or Technique specifies
learn more about the Hacked Status Effect and how
otherwise, you cannot perform Special Weapons or
it can affect gameplay.
Techniques while Grappling a target. You can
choose to make your Grapple Lethal, or Nonlethal.
f selecting Interface, you roll to allow one’s
I
If a Grapple is Nonlethal, it cannot drop an enemy
character to interact with diagnostics and crucial
below 1 LE.
system information of themself, or other
mechanical targets, or allow a direct connection to
ou cannot Advance Skill Ranks in Grapple with
Y
a computing device such as a Cyber Rig, Datapad,
usual Skill Advancements. Characters at Milestone 1
or Jacking Kit, and access various sectors of
usually begin with a Proficient Grapple Skill, unless
Cyberspace.
aligned with a Chassis, Faction or Part that
improves the Skill during character creation. With
nterface checks can also be rolled to decode or
I
every two Milestones, your character's Grapple Skill
unravel archaic or illegible script, complex codes,
Check will advance to its next Rank.
or ciphers that may seem unintelligible.
For every skill advancement in Grapple, increase
the Primary Attack / Damage Die of your Grapple,
ack/Interface is a Hybrid Skill. You can use either
H
as seen below in this table:
the ANA or LCD STAT as your Modifier.
Grapple
Grapple
9. Intimidate (CHA/PWR)
Advancement.
Attack / Damage Die.
Epic. Attack Die - Untrained + 1D12 + ntimidate is a Hybrid Skill. You can use either the
I
PWR. CHA or PWR STAT as your Modifier.
Damage Die - 1D12 + PWR
Physical Impacting Damage.
126
Modes of Play
Downtime
owntime refers to a non-encounter environment, where players may safely interact with other players and
D
NPCs without (usually) engaging in a crucial Narrative or Combat situation. From recreation to research,
shopping, training, or socializing, Downtime gives both the player and OPERATOR a chance to build a connection
with the 21XX world and its characters, to provide greater weight to the Narrative and Combat Encounters
ahead. Based on Player agency and choices made, some actions may very well lead the Operator to engage in a
Narrative Encounter, Combat Encounter, Stage Hazard Encounter, or Boss Encounter.
Narrative
Encounters
arrative Encounters refer to a situation in which Social Interactions, and their corresponding Skills usually
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governed by ANALYTICS (ANA), CHARISMA (CHA), and LUCIDITY (LCD) take center stage.
n a Narrative Encounter, the OPERATOR will usually engage in a scenario in which an NPC or group of NPCs will
I
challenge the party with some social or narrative conflict that must be resolved. These Encounters are made to
be fast and loose compared to a Combat Encounter, so much of what is done in a Narrative Encounter is up to
player agency, rather than establishing turn orders. That said, with the exception of standard movement or
speaking, only one designated Action, and one designated Reaction can be performed by a full rotation of
players and NPCs during a Narrative Encounter, so it is wise to be mindful of what players and surrounding NPCs
do.
arrative Encounters have a single Cooldown Phase once all party members and NPCs have performed their
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single Action and Reaction before the OPERATOR determines whether or not the Encounter concludes. Should a
Narrative Encounter not resolve the conflict entirely, the OPERATOR will likely set the stage to engage players in
a Combat Encounter.
Combat
Encounters
ike the side-scrolling action source material that precedes 21XX, Combat is an essential aspect of the
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gameplay. Whether it be a locked room full of Mechaniloid adversaries, a vertical climb with an enemy faction
fleeing your advances, or a one-on-one test of mettle between rivals, having an accurate grasp of the flow of
combat is essential to playing 21XX.
Boss
Encounters
oss Encounters occur when a party of Players Encounter a Boss Character. Boss Encounters function similarly
B
to Combat Encounters, but Bosses take multiple turns per Combat Round. For each player character in the
Combat Encounter, the Boss gains that many turns per Combat Round. Whenever the Active Player Character
passes turn priority to the Boss during a Combat Round, the Boss will regain any spent Actions/Reactions from
their previous turn, and reset their locked STATS. Defeating a Boss Encounter allows all players to improve their
Milestone by 1.
Cyberspace
Encounters
ncounters in Cyberspace usually will function as a variation of Narrative, Stage Hazard, Combat, or Boss
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Encounters, but will allow usage of the Program Deck and their applicable Cyberspace Programs.
You have additional unique actions you can only perform in Cyberspace:
xtract Data:Upon finding physical manifestationsof data in Cyberspace, you can attempt to extract the data
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by performing a Hack Skill Check. Extracting Data can provide a variety of rewards designated by the OPERATOR,
such as Zenny, Cyberspace Programs, Special Weapons / Techniques, or Key Information relevant to the
Encounter.
og:You can perform an Interface or Sensory SkillCheck to identify an object, dialogue exchange, or target
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and create a mental log of all information you can reasonably acquire from it, at the discretion of the
OPERATOR. A target will be notified if you log them, or any exchange from them.
ack Out:You can perform a Full-Round Interface SkillCheck to Jack Out, and remove yourself from a
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Cyberspace Encounter. There may be some instances where the OPERATOR will require you to succeed in a
Difficulty Check in order to jack out.
un Program:Cyberspace Programs are Special Weapons/ Techniques that can only be performed in
R
Cyberspace. These programs can be purchased and slotted into a Program Deck as consumable one-time use
abilities that cost a single LCD Action or Reaction to use. Characters with the Cyberspace Hacker Faction can
activate Programs they own or find in Cyberspace as Extracted Data without consuming them. Refer toPg.105
for more information on Cyberspace Programs found in the Foundation Guide.
130
tage Hazard Encounters occur during ongoing Missions, and require quick impulsive actions, corresponding to
S
Skills usually governed by POWER (PWR), MOBILITY (MOB), and APTITUDE (APT.)
uring Mission gameplay, your OPERATOR may put you through a Stage Hazard Encounter, in which a series of
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Skill Checks may be required to surmount one or more dangerous hazards, such as Acid Rain, Ceratanium Spikes,
Ray Traps, Appearing / Disappearing Blocks and more! Many of these have the connotation of instant death, but
in the 21XX System, failing them will only provide dire consequences to your Resource Pools!
ach Stage Hazard can be used for a variety of gameplay styles. Below, we'll provide a quick description, the
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mechanics of the Hazard for gameplay, and a recommendation on how best to use it.
Acid Rain
(酸性雨)
escription:Unlike normal forms of nitric acid deposition,this acidic drizzle of liquid is highly corrosive and can
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burn through flesh and metal gradually over time.
Mechanics:Acid Rain will encompass a 300 ft. radiuswhen chosen by the OPERATOR. Acid Rain deals 1D4 Acid
Piercing Damage to each Obstruction, Player Character and NPC during the Cooldown Phase. Targets with
Resistance to Acid receive no damage.
Recommendation:While Acid Rain can be used alongsideother Stage Hazards, it can also work in conjunction
with Combat Encounters or Boss Encounters to heighten the level of danger at higher Milestones.
e recommend a Sniper or Stealth-based Combat Encounter and a densely covered map with choke points to
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allow Players to keep out of the rain, but create a unique cat-and-mouse experience as the Enemy Targets will
attempt to force them out.
escription:These disappearing and reappearing blockshave a rhythm to them, and with the right timing and
D
evasive action, one can traverse across these platforms in quick succession!
Mechanics:
Each Appearing / Disappearing Block is Size 3, and will generate no more than fifteen feet away from each other,
horizontally or vertically, and will begin to randomly fluctuate and phase in and out, making an audible cue each
time. Appearing / Disappearing Blocks cannot be destroyed.
Sensory Check of 10 or greater will allow one Advantage on future Climb / Jump Skill Checks for traversal, as
A
they will have a better understanding of the rhythm and placement for each block. For each Appearing /
Disappearing Block, perform a Climb / Jump, or Flight Skill Check. The Difficulty Check will begin at 4, but will
increase by 1 for every successful Skill Check.
Player Character will be allowed two failures with the Appearing / Disappearing Block hazard. Upon failing a
A
third time, they will fall away from the Appearing / Disappearing Block. Should a Player Character fall from an
Appearing / Disappearing Block and land on the surface far below it, they lose all their SE and take 2d4 Physical
Impacting Damage, in addition to Damage dealt by any hazards occupying the current space.
Recommendation:Appearing / Disappearing Blocks shouldnot be circumvented, so ensure that characters with
Hovering or Flight capabilities have other obstacles to contend with, such as nearby enemies, and ways to cause
Status Effects such as Frozen or Recoil. OPERATORS looking to give a challenge should pair the Appearing /
Disappearing Blocks with another hazard below it, such as the Ceratanium Spike Pit if they wish to ramp up the
danger of this Hazard.
131
escription:An openly visible pit of spikes can beseen below, with small or steep platforms used to maintain
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elevation and traverse to the other side.
Mechanics:When the OPERATOR initiates this StageHazard, roll a D6. The resulting number will dictate the
umber of unmoving platforms that players must traverse in order to reach their destination. Each platform can
n
differ in size, shape, and overall distance. For each platform, perform a Climb / Jump, or Flight Skill Check. The
Difficulty Check will begin at 4, but will increase by 1 for every successful Skill Check. A Player Character will be
allowed one failure with the Ceratanium Spike Pit hazard. Upon failing a second time, they will fall away from the
platform and into the Spike Pit. If a target falls into the Ceratanium Spike Pit, they lose their SE, and are dealt
(4d6 x Milestone) Physical Piercing Damage. You will not take any further damage unless you fail in your attempt
to free yourself from the Spike Pit. A Climb / Jump MOB Action result of 10 or greater can be used to free oneself
from the Spike Pit. If the Climb / Jump is failed, you lose an additional (4d6 x Milestone.)
Recommendation:A Combat Encounter could be formulatedaround this concept. Enemies can populate the
platform areas, preferably those capable of Recoil to ramp up the danger of this hazard. You can also attempt
to hide Ceratanium Spike Pits in hidden trapdoors, false walls and ceilings, to get the ‘drop’ on your Player
Characters.
You can also flavor the Ceratanium Spike pits as Wood, Stone, or Frost Spikes, dealing Wood Piercing, Stone
Piercing, or Frost Piercing Damage, should you like to test the Hazard in other environments.
Ray Trap
(レイトラップ)
escription:Ray Traps activate when a laser-stripsensor is triggered. Upon detection, they descend upon
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targets and blast them with plasma energy!
Mechanics:When the OPERATOR initiates this StageHazard, generate a number of Size 3 Laser Strips across the
map. For each Laser Strip, perform a Stealth/Steal Skill Check. The Difficulty Check will begin at 4, but will
increase by 1 for every successful Skill Check. If a Player fails once on the Ray Trap Stage Hazard, they cannot
perform Stealth/Steal Skill Checks for the remainder of the Stage Hazard Encounter, and are dealt 1D8 Plasma
Piercing Damage. The Ray Trap will only damage targets that trigger the Laser Strips, and will not initiate a
Combat Encounter. In addition, the Ray Trap has the I-Frame Status Effect at all times, but if that Status Effect
can be bypassed, it has no SE and 1 LE.
Recommendation:Ray Trap sections can be made fora high-stakes stealth or theft mission. Perhaps as a group
of Mavericks trying to steal prized cargo from the Hunters, or a Freelance job with some extra security detail
surrounding a key item needed by the party.
132
Buff
Piercing
Buff describes an ability that can empower or
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improve a target’s capabilities or status in some iercing can describe a plethora of attacks,
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way. including but not limited to shots, impalements,
Buffs exclusively rely on the Utility Die. stabs, etc.
Viral
Holo iral abilities infect the minds and motor functions
V
olograms are three-dimensional representations
H of their targets, resulting in chaotic or erratic
created by refracting lights. Hologram abilities behavior, and the reduction of core STATS or
tend to have a minute physical form, capable of Resource Pools.
mimicking movements and dealing attacks. Viral Attacks are capable of causing theBerserk
Holo has resistance against Holo and Physical Status Effect, which can empower individuals at the
Damage. cost of wild abandon and overexerting their
Holo is weak to Viral. systems.
The Viral Element also can influence theVirus
Status Effect, which occurs when a target becomes
Maverick.
Stone Viral has resistance against Viral, Physical, and
tone attacks are generated from the earth, be it
S Plasma Damage.
from natural crystals and rocks, or an intense build Viral is weak to Holo.
up of sand or dirt. Stone attacks are capable of
causing the Crystalline Status Effect.
Wood
Stone has resistance against Fire and Stone.
he convergence of plant life into a sturdy, durable
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Stone is weak to Aqua and Force.
material. Wood can be made to enforce, defend, or
impale targets. Some Wood Abilities and Techniques
have the potential to bolster defenses and raise a
target’s SE.
Wood has resistance against Elec and Wood.
Wood is weak to Acid and Fire.
Status
Effects
nly one Status Effect can be placed on a target at one time. If a Weapon, Special Weapon, or Technique would
O
trigger a new Status Effect on a target with a pre-existing Status Effect, the new Status takes its place. The only
exception to this rule is Incapacitated, which can only be removed once a target is healed to 1 or more LE.
Berserk Crystalline
Blind Frozen
Hacked
Burn
I-Frame
Recoil
Incapacitated
argets with the Recoil Status are knocked prone
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hen a character drops to 0 LE, they are considered
W equal to half of their Standard Movement Speed
Incapacitated and can no longer perform Actions rounded down. If a target collides into an Object,
or Reactions or speak. If an Incapacitated target is Obstruction, or another target, Recoil deals 1d4
dealt (8 x Milestone) or more damage to their LE, Physical Impacting Damage for every ten feet they
they die. are knocked back. In addition, the target cannot
perform PWR Attack Reactions, or activate Special
Weapons until the Recoil Status disappears.
Interference
ertain Recoil Abilities may also temporarily reduce
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argets with the Interference Status cannot use
T a user’s WE Resource Pool.
their ears or Auditory Sensors to hear, and cannot
receive internal Communications from fellow party
members. Interference causes Disadvantage on all
Stun
ANA-based or CHA-based Actions or Reactions until
the Status Disappears. argets with the Stun Status will be unable to Roll
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Positive Critical Explosions on any PWR or MOB
Action, Reation, Special Weapon, or Technique. In
addition, you cannot activate Techniques until the
Stun Status disappears.
Virus
Special Weapons/Techniques:
SE 4
ertilizer Bomb
F
WE 4 1 WE per use.
Ranged Elemental Special Weapon.
PWR Action.
TP 3
Uncharged Range of 10 ft.
You cannot Charge this Special Weapon. Uncharged
CT 5 Tier 1 Attack Die - Untrained Die + 1D4 + PWR.
Uncharged Tier 1 Damage Die - 1D4 + PWR Wood
Impacting Damage.
You generate a Size 1 Fertilizer Bomb, which is
launched and placed on a horizontal surface within
range. When performing a PWR Action launching
this bomb, a concussive blast occurs in a 10 ft.
radius where the Bomb lands.
Armor Soldier
Standard Movement Speed:35 ft.
Size 3 - Medium.
Skills:
LE 13
Body: Upgrade Slots. (Military Grade
2
Ceratanium Armor Equipped.)
SE 6 Head: 5 Upgrade Slots. (BioScan Optics,
Military-Grade Ceratanium Helmet,
Military Tremor Auditory Sensors, and
WE 4
HAYATOM Voice Synthesizer Equipped.)
Arms: 2 Upgrade Slots. (Military-Grade
TP 3 Ceratanium Arms Equipped.)
Legs: Upgrade Slots. (Ceratanium Piston
2
CT 9 Equipped.)
Core: Solar Energy Core.
Circuits:Dentech Model J1 Control CPU
(+1 Arms Upgrade Slot)
Weapon:Ceratanium Axe.
Special Weapons/Techniques:
60-Degree Cleave
3
Refer to ‘360-Degree Cleave’; Chapter 16, pg. 227.
Milestone 1
Skills:
vade - Proficient.
E
PWR 1 Grapple / Break - Proficient.
Intimidate - Adept.
MOB 4 (Bypassed) Repair - Proficient.
Sensory - Master.
Stealth / Steal - Intermediate.
ANA 1 Swim - Epic.
Skills:
Faction Any.
limb / Jump - Proficient.
C
Evade - Proficient.
Rank N/A.
Grapple / Break - Proficient.
Hack / Interface - Adept.
Size 3 - Medium. Sensory - Master.
Stealth / Steal - Intermediate.
Milestone 1
Parts, Enhancements, and Upgrade Slots:
SE 8
NOTE FOR OPERATOR: If you would like to make
(
the Ball De Voux a Boss, add an additional 13 LE
WE 4 for each Player Character you are facing during
an encounter.)
TP 3
CT 11
149
Race Mechaniloid
Skills:
Special Weapons/Techniques:
CHA 3 (Bypassed)
atton Hangout
B
LCD 0 At the cost of 1 Technique Point, you can perform a
MOB Action to cling onto any vertical or horizontal
surface. If the Batton M-501 takes damage while
clinging onto a surface, it must exceed the value of
LE 10
the Damage die with a Flight Skill check, otherwise,
it will fall.
SE 6
ecibel Breaker (デシベルブレーカー)
D
Refer to ‘Decibel Breaker’ in Chapter 15, pg. 212.
WE 4
ing Guard (ウイングガード)
W
TP 3 Refer to ‘Wing Guard’ in Chapter 16, pg. 257.
WE 4
ecibel Breaker (デシベルブレーカー)
D
Refer to ‘Decibel Breaker’ in Chapter 15, pg. 212.
TP 3
ing Guard (ウイングガード)
W
Refer to ‘Wing Guard’ in Chapter 16, pg. 257.
CT 9
light
F
At the cost of 1 Technique Point, you can perform a
MOB Action to fly vertically or horizontally, with
your maximum flying speed equal to your Standard
Movement Speed. If the Batton Bone ever becomes
grounded due to a failed Flight Skill Check, revert
the Batton Bone’s speed to 0 until the end of the
next Cooldown Phase.
Beak Blaster
Standard Movement Speed:0 ft.
his is a Unique Machine Template that will have
T (While Beak Blasters maintain a MOB STAT for
additional Techniques outside of what would ctions, Reactions, Special Weapons, Techniques,
A
normally be provided by Character Creation. At and Skill Checks, they must remain latched to the
the cost of 20 BP, you may begin with this Model vertical or horizontal surface they are initially
as a Milestone 1 Character. It is advised to select placed on by another friendly target, and cannot
a Faction to provide additional bonuses for this perform Standard Movement, Climb/Jump, Flight, or
model. Swim actions of their own. Special Weapons or
Techniques that imply Standard Movement for use
surface-mounted gun Mechaniloid with a beak-like
A cannot be performed. This rule will apply until
armored shell that opens and closes. Retrofitted Limbs are purchased for the Beak
Blaster.)
Race Mechaniloid
rimary Element:Null.
P
Resistances:None.
Chassis Turret Weakness:None.
Traits:
Reduce SE Damage done by Acid Attacks by 1.
Faction Any.
Increase SE Damage done by Force Attacks by 2.
Skills:
PWR 4 (Bypassed)
luff - Proficient.
B
Evade - Proficient.
MOB 1 Grapple/Break - Proficient.
Intimidate - Epic.
ANA 2 Operate - Adept.
Repair - Intermediate.
Sensory - Intermediate.
APT 1
TP 3
Special Weapons/Techniques:
pread Shot
S
Refer to ‘Spread Shot’ in Chapter 15, pg. 222.
Skills:
Faction Any.
vade - Proficient.
E
Flight - Epic.
Rank N/A.
Grapple / Break - Proficient.
Intimidate - Adept.
Size 5 - Huge. Operate - Proficient.
Sensory - Master.
Milestone 1
Parts, Enhancements, and Upgrade Slots:
Special Weapons/Techniques:
light
F
WE 4 At the cost of 1 Technique Point, you can perform a
MOB Action to fly vertically or horizontally, with
TP 3 your maximum flying speed equal to your Standard
Movement Speed. If the Bee Blader ever becomes
grounded due to a failed Flight Skill Check, revert
CT 11 the Bee Blader’s speed to 0 until the end of the next
Cooldown Phase.
oming Torpedo
H
(ホーミングトーピード)
Refer to ‘Homing Torpedo’ in Chapter 15, pg. 214.
Big Eye
Standard Movement Speed:25 ft.
Faction Any.
asic Physical Attack.
B
Attack Die - Untrained Die + PWR + Milestone.
Rank N/A. Damage Dies: PWR + Milestone Physical Impacting
Damage.
Range of 5 ft.
Size 4 - Large.
Skills:
Milestone 1
limb/Jump - Epic.
C
Evade - Proficient.
PWR 3 Grapple/Break - Proficient.
Intimidate - Adept.
Operate - Proficient.
MOB 3 (Bypassed) Sensory - Epic.
Bunbi Heli
Standard Movement Speed:50 ft.
Special Weapons/Techniques:
LE 8
unbi Blader. (ブンビブレーダー)
B
Refer to ‘Bunbi Blader’ in Chapter 16, pg. 229.
SE 4
NOTE FOR OPERATOR: If you would like to make
(
WE 4 Bunbi Heli a Boss, roll 1D6, and add that many
Bunbi Heli to the Boss Encounter. Unlike a usual
Boss Encounter, the Bunbi Heli will not refresh
TP 3 their Actions after each Player Character
performs their turn.)
CT 5
155
rimary Element:Stone.
P
his is a Unique Machine Template that will have
T
Resistances:Fire, Stone.
additional Techniques outside of what would
Weakness:Aqua, Force.
normally be provided by Character Creation. At
Traits:
the cost of 27 BP, you may begin with this Model
Reduce SE Damage done by Wood Attacks by 1.
as a Milestone 1 Character. It is advised to select
Increase SE Damage done by Slashing Attacks by 2.
a Faction to provide additional bonuses for this
Advantage on Evade Skill Checks against Wood
model.
Attacks.
Disadvantage on Evade Skill Checks against
n environmental robot made to recover areas
A
Slashing Attacks.
covered in mass waste. Its Ceratanium Body is
made to look like solid stone. In addition, the Crag
Man is capable of environmental camouflage via Basic Attacks:
their Stone Body Technique.
eratanium Arms Attack
C
Attack Die - Untrained Die + 1D6 + PWR.
Damage Die - 1D6 + PWR Physical Impacting
Race Mechaniloid Damage.
Range of 5 ft.
Techniques performed with Military-Grade
Chassis Basic Humanoid
Ceratanium Arms deal additional Physical
Impacting damage equal to your Milestone.
Faction Any.
tone Throw.
S
Rank N/A. Attack Die - Untrained Die + 1d6 + PWR.
Damage Die - 1d6 + PWR Stone Impacting Damage.
Thrown Range equal to PWR + 10 ft.
Size 3 - Medium. The Crag Man generates a Size 2 Stone Block, which
can only be thrown at Enemy Targets. Stone Throw’s
Milestone 1 Damage Die can be applied against Stone element
objects found on various forms of terrain, should
the Crag Man choose to throw them at enemies.
PWR 3
Skills:
Special Weapons/Techniques:
rimary Element:Null.
P
his is a Unique Machine Template that will have
T Resistances:None.
additional Traits outside of what would normally Weakness:None.
be provided by Character Creation. At the cost of
Traits:
30 BP, you may begin with this Model as a
educe SE Damage done by Force Attacks by 1.
R
Milestone 1 Character. It is advised to select a
Increase SE Damage done by Fire Attacks by 2.
Faction to provide additional bonuses for this
Advantage on Evade Skill Checks against Force
model.
Attacks.
Disadvantage on Evade Skill Checks against Fire
he Dig Labour is an evolution of the original
T
Attacks.
Pickelman Mechaniloid design. While most are
Called Shot Attack Dies targeting your Head lose
subject to mining and deforestation in unsafe
the Untrained Die.
areas, they scoff it off and tend to go about their
Half the range you are pushed back, and half the
lives with a good sense of humor.
damage that would be dealt to you by the Recoil
Status Effect, rounded up.
Race Reploid
Basic Attacks:
Special Weapons/Techniques:
Basic Attacks:
ANA 2
Skills:
Skills:
Chassis Vertabrata
isguise - Intermediate.
D
Faction Any. Evade - Proficient.
Grapple/Break - Proficient.
Sensory - Adept.
Rank N/A.
Stealth/Steal - Master.
Swim - Epic.
Size 4 - Large.
Parts, Enhancements, and Upgrade Slots:
Milestone 1
Body: Upgrade Slots. (Titanium-X Armor
4
Equipped.)
Head: 2 Upgrade Slots. (BioScan Optics,
PWR 2 and Military Tremor Auditory Sensors
Equipped.)
Arms: 2 Upgrade Slots.
MOB 4 (Bypassed)
Legs: 2 Upgrade Slots.
Core: Solar Energy Core.
ANA 1 Circuits:Dentech Retail Integrated Circuit
(+1 Body Upgrade Slot)
APT 1
Special Weapons/Techniques:
TP 3
CT 9
159
rimary Element:Null.
P
his is a Unique Machine Template that will have
T
Resistances:None.
additional Traits outside of what would normally
Weakness:None.
be provided by Character Creation. At the cost of
Traits:
30 BP, you may begin with this Model as a
Milestone 1 Character. It is advised to select a educe SE Damage done by Elec Attacks by 1.
R
Faction to provide additional bonuses for this Increase SE Damage done by Slashing Attacks by 2.
model. Advantage on Evade Skill Checks against Elec
Attacks.
un Volts were developed as a Bi-Pedal Siege Tank
G Disadvantage on Evade Skill Checks against
to keep the Arcadian border safe. Unfortunately its Slashing Attacks.
function during the First Maverick War would be
Basic Attacks:
entirely the opposite.
Skills:
Milestone 1
limb/Jump - Adept.
C
Evade - Proficient.
Grapple/Break - Proficient.
PWR 4 (Bypassed)
Intimidate - Epic.
Operate - Adept.
MOB 3 Sensory - Master.
oming Torpedo
H
TP 3 (ホーミングトーピード)
Refer to ‘Homing Torpedo’ in Chapter 15, pg. 214.
CT 9
park Burst (スパークバースト)
S
Refer to ‘Spark Burst’ in Chapter 16, pg. 250.
rimary Element:Null.
P
Resistances:None.
Hoganmer Weakness:None.
Traits:
his is a Unique Machine Template that will have
T educe SE Damage done by Acid Attacks by 1.
R
additional Traits outside of what would normally Increase SE Damage done by Force Attacks by 2.
be provided by Character Creation. At the cost of Advantage on Evade Skill Checks against Acid Attacks.
Disadvantage on Evade Skill Checks against Force Attacks.
30 BP, you may begin with this Model as a
Called Shot Attack Dies targeting your Head lose the
Milestone 1 Character. It is advised to select a Untrained Die.
Faction to provide additional bonuses for this If non-Slashing damage would be dealt to your LE by an
model. attack, reduce that damage by 1.
Size 3 - Medium.
Skills:
luff - Master.
B
Milestone 1
Climb/Jump - Intermediate.
Discipline (Military Tradition) - Master.
Evade - Proficient.
PWR 3 Grapple/Break - Proficient.
Networking - Proficient.
Operate - Proficient.
MOB 2
Perform (Gladiator) - Proficient.
Sensory - Proficient.
ANA 1
Parts, Enhancements, and Upgrade Slots:
APT 2
Body: Upgrade Slots. (Lightweight Tungsten
2
Armor Equipped.)
CHA 2 (Bypassed) Head: 5 Upgrade Slots. (Broad Range Optics,
Military-Grade Ceratanium Helmet,
LCD 1 Broad Range Auditory Sensors, and
HAYATOM Voice Synthesizer Equipped.)
Arms: 3 Upgrade Slots.
(Lightweight Tungsten Arms Equipped.)
LE 13 Legs: 2 Upgrade Slots. (Lightweight Tungsten
Legs Equipped.)
SE 6 (4 + 2) Core: Solar Energy Core.
Circuits:CainLabs Model J2 Control CPU
(+ 1 Body Upgrade Slot, +1 Leg Upgrade
WE 4 Slot.)
Weapon:Hoganmer Flail, Sniper Joe Shield.
TP 3
Special Weapons/Techniques:
ocket Flail
R
(ロケットフレイル)
Refer to ‘Rocket Flail’ in Chapter 16, pg. 246.
vade - Proficient.
E
Race Mechaniloid Flight - Epic.
Grapple / Break - Proficient.
Hack / Interface - Adept.
Chassis Jamminger Sensory - Master.
Special Weapons/Techniques:
APT 1
ctive Noise Generator
A
CHA 1 At the cost of 1 TP, you can Activate your Active
Noise Generator.
When activated, all Non-Human Characters and
LCD 0
Field Equipment within a 60 ft. horizontal and
vertical radius gain the Interference Status Effect.
Anyone who performs a Hack/Interface Skill Check
LE 10 succeeding a Difficulty Check of (4 + Your
Milestone) can remove the Interference Status
Effect from one target.
SE 6
light
F
WE 4 At the cost of 1 Technique Point, you can perform a
MOB Action to fly vertically or horizontally, with
TP 3 your maximum flying speed equal to your Standard
Movement Speed. If the Jamminger ever becomes
grounded due to a failed Flight Skill Check, revert
CT 9 the Jamminger’s speed to 0 until the end of the
next Cooldown Phase.
amming
J
Refer to ‘Jamming’ in Chapter 16, pg. 239.
Metool
Standard Movement Speed:35 ft.
his is a Basic Machine Template that will
T
showcase how a generic build of this machine rimary Element:Null.
P
would be handled during Character Creation. At Resistances:None.
the cost of 20 BP, you may begin with this Model Weakness:None.
as a Milestone 1 Character. It is advised to select Traits:
a Faction to provide additional bonuses for this Reduce SE Damage done by Impacting Attacks by 1.
model. Increase SE Damage done by Piercing Attacks by 2.
Advantage on Evade Skill Checks against Impacting
he Metool is an industrial supervisor robot, made
T Attacks.
to be friendly and compact to not get in the way of Disadvantage on Evade Skill Checks against
larger machines. Due to an unusually dense alloy, Piercing Attacks.
its Met Helmet is capable of deflecting almost Called Shot Attack Dies targeting your Head lose
anything. the Untrained Die.
Basic Attacks:
Race Mechaniloid
ompressed Solar Bullets.
C
Attack Die - Untrained Die + 1D4 + PWR.
Chassis Metool
Damage Die - 1D4 + PWR Plasma Piercing Damage.
Range of 30 ft.
Faction Any.
Skills:
et Guard
M
LE 14 (メットガード)
Refer to ‘Met Guard’ in Chapter 16, pg. 242.
SE 4
NOTE FOR OPERATOR: If you would like to
(
make Metool a Boss, roll 1D6, and add that
WE 4
many Metool to the Boss Encounter. Unlike
a usual Boss Encounter, the Metool will not
TP 3
refresh their Actions after each Player
Character performs their turn.)
CT 5
163
Basic Attacks:
Race Reploid
ompressed Solar Bullets.
C
Attack Die - Untrained Die + 1D4 + PWR.
Chassis Metool
Damage Die - 1D4 + PWR Plasma Piercing Damage.
Range of 30 ft.
Faction Any.
Skills:
limb/Jump - Master.
C
Rank N/A.
Evade - Proficient.
Grapple/Break - Proficient.
Size 2 - Small Networking - Proficient.
Operate - Adept.
Persuade - Master.
Milestone 1
Parts, Enhancements, and Upgrade Slots:
et Guard
M
LE 13 (メットガード)
Refer to ‘Met Guard’ in Chapter 16, pg. 242.
SE 6
NOTE FOR OPERATOR: If you would like to
(
make Metool C-15 a Boss, roll 1D6, and add
WE 4 that many Metool C-15 to the Boss
Encounter. Unlike a usual Boss Encounter,
TP 3 the Metool C-15 will not refresh their
Actions after each Player Character
CT 9 performs their turn.)
164
rimary Element:Aqua.
P
his is a Basic Machine Template that will
T
Resistances:Aqua, Fire.
showcase how a generic build of this machine
Weakness:Acid, Elec.
would be handled during Character Creation. At
Traits:
the cost of 23 BP, you may begin with this Model
Reduce SE Damage done by Elec Attacks by 1.
as a Milestone 1 Character. It is advised to select
Increase SE Damage done by Slashing Attacks by 2.
a Faction to provide additional bonuses for this
Advantage on Evade Skill Checks against Elec
model.
Attacks.
Disadvantage on Evade Skill Checks against
he Mega Tortoise was originally a shoreline
T
Slashing Attacks.
excavation and rescue Mechaniloid, but the 6th
The Mega Tortoise has two barrels on its
Marine Armada took it a step further and outfitted
Ceratanium Armor, both of which house their
the marine tank with weapons.
Parachute Bomb Special Weapon, in addition to any
Grenades that may be equipped to it. Each grenade
thrown out from these barrels gains 30 ft. to its
Race Mechaniloid
thrown range.
ANA 1
Body: Upgrade Slots. (Military Grade
4
Ceratanium Armor Equipped.)
APT 3 Head: 2 Upgrade Slots. (Broad Range Optics and
Audio Recognition System Equipped.)
Arms: 2 Upgrade Slots.
CHA 1
Legs: 3 Upgrade Slots. (Military Grade
Ceratanium Legs Equipped.)
LCD 0 Core: Solar Energy Core.
Circuits:Abel-1 Integrated Circuit
(+ 1 Body Upgrade Slot, +1 Leg Upgrade
Slot.)
LE 12
Weapon:3x Bumpity Boom Concussion Grenade and
3x Smoke Bomb
SE 6
Special Weapons/Techniques:
rimary Element:Null.
P
his is a Basic Machine Template that will
T
Resistances:None.
showcase how a generic build of this machine
Weakness:None.
would be handled during Character Creation. At
Traits:
the cost of 30 BP, you may begin with this Model
Reduce SE Damage done by Force Attacks by 1.
as a Milestone 1 Character. It is advised to select
Increase SE Damage done by Fire Attacks by 2.
a Faction to provide additional bonuses for this
Your Speed cannot be reduced unless it is by a
model.
Status Effect, such as Frozen.
You have Disadvantage on Evade Skill Checks
n mining excavation and building demolishing
A
against Slashing Attacks.
robot. Mole Borers are usually used for clearing new
paths. Basic Attacks:
Special Weapons/Techniques:
SE 5
unneler:
T
WE 4 At the cost of 1 Technique Point, you can perform a
PWR Attack Action with your Spiked Roller Weapon
to Tunnel through an obstruction or surface of the
TP 3 environment that is made of crystal, dirt, sand,
stone or wood. The Difficulty Check of this Action
CT 9 will be up to the OPERATOR. If successful, you will
begin to dig through the obstruction or
environment equal to half your standard movement
speed. This can be performed a number of times
equal to your Milestone per Combat Round.
Pickelman
Standard Movement Speed:30 ft.
his is a Unique Machine Template that will have
T
additional Traits outside of what would normally rimary Element:Null.
P
be provided by Character Creation. At the cost of Resistances:None.
30 BP, you may begin with this Model as a Weakness:None.
Milestone 1 Character. It is advised to select a Traits:
Faction to provide additional bonuses for this educe SE Damage done by Force Attacks by 1.
R
model. Increase SE Damage done by Fire Attacks by 2.
Advantage on Evade Skill Checks against Force Attacks.
Disadvantage on Evade Skill Checks against Fire Attacks.
n industrial robot, using leftover parts from a Met
A
Called Shot Attack Dies targeting your Head lose the
design and giving it humanoid form. Pickelmans are Untrained Die.
cowards, and will toss their weapon as a means of
keeping range or distracting enemies. Basic Attacks:
Skills:
PWR 2
limb / Jump - Master.
C
Evade - Proficient.
MOB 2 Grapple / Break - Proficient.
Intimidate - Intermediate.
Networking - Intermediate.
ANA 2 Operate - Adept.
Sensory - Master.
APT 2
Parts, Enhancements, and Upgrade Slots:
igh Guard
H
(ハイガード)
Refer to ‘High Guard’ in Chapter 16, pg. 238.
Skills:
Rank N/A.
luff - Proficient.
B
Size 3 - Medium. Evade - Proficient.
Grapple / Break - Proficient.
Milestone 1 Intimidate - Master.
Networking - Master.
Sensory - Master.
Basic Attacks:
Race Mechaniloid
Special Weapons/Techniques:
igh Guard
H
(ハイガード)
Refer to ‘High Guard’ in Chapter 16, pg. 238.
Turn Cannon
Race Mechaniloid
rimary Element:Null.
P
Resistances:None.
Chassis Turret
Weakness:None.
Traits:
Faction Any. Reduce SE Damage done by Fire Attacks by 1.
Increase SE Damage done by Slashing Attacks by 2.
Rank N/A.
Basic Attacks:
Skills:
PWR 4 (Bypassed)
luff - Proficient.
B
MOB 1 Evade - Proficient.
Grapple/Break - Proficient.
Intimidate - Epic.
ANA 2 Operate - Adept.
Repair - Intermediate.
APT 1 Sensory - Intermediate.
Utuboros
Chassis Vertebrata
asic Physical Attack.
B
Attack Die - Untrained Die + PWR + Milestone.
Faction Any Damage Dies: PWR + Milestone Physical Impacting
Damage.
Range of 5 ft.
Rank N/A.
tuboros Bite or Tail Attack.
U
Size 6 - Colossal. Attack Die - Untrained Die + 1D6 + PWR.
Damage Die - 1D6 + PWR Physical Piercing Damage.
Range of 5 ft.
Milestone 1
Skills:
CHA 1
Body: Upgrade Slots. (Titanium-X Armor
4
Equipped.)
LCD 0 Head: 3 Upgrade Slots. (Broad Range Optics,
Military Tremor Auditory Sensors, and
CainLabs Voice Replicator Equipped.)
LE 12 Arms: 2 Upgrade Slots.
Legs: 2 Upgrade Slots.
Core: Micro-Fusion Hybrid Core.
SE 7 Circuits:Abel-1 Integrated Circuit
(+1 Body Upgrade Slot,
WE 4 +1 Head Upgrade Slot.)
rimary Element:Null.
P
his is a Non-Player Character (NPC), and may
T Resistances:None.
only be controlled by the OPERATOR. Weakness:Fire.
Traits:
demolition and land development Robot Master,
A Reduce SE Damage done by Force Attacks by 1.
Bomb Man is a bit of a daredevil, who often picks Increase SE Damage done by Fire Attacks by 2.
fights with others for his enjoyment. He tends to be Advantage on Evade Skill Checks against Force
wasteful in his use of bombs. Attacks.
Disadvantage on Evade Skill Checks against Fire
Attacks.
Race Robot Master
Basic Attacks:
Chassis Basic Humanoid
hromium Arm Attack.
C
Attack Die - Untrained Die + 1D4 + PWR.
Faction ight Labs
L
Damage Die - 1D4 + PWR Physical Impacting
Assistant / Dr.
Damage. Range of 5 ft.
Wily’s Army
You have Advantage on PWR Actions or Reactions
made to lift Objects or Targets of a larger Size than
Rank N/A. you. This Advantage cannot be used for Grapple
Skill Checks.
Size 3 - Medium.
Skills:
ANA 1
Parts, Enhancements, and Upgrade Slots:
Boomer Kuwanger
tandard Movement Speed:40 ft.
S
Dash Movement Speed:80 ft.
his is a Non-Player Character (NPC), and may
T
only be controlled by the OPERATOR. rimary Element:Null.
P
Resistances:Piercing.
oomer Kuwanger is a calculative and reclusive
B Weakness:Fire, Impacting.
warrior. He is a nihilist that doesn't agree or Traits:
disagree with Sigma's motives, and joined his Reduce SE Damage done by Force Attacks by 1.
rebellion simply on the grounds that it would be Increase SE Damage done by Fire Attacks by 2.
interesting. A former Comrade of the 17th Elite Unit, Advantage on Evade Skill Checks against Impacting
it took a heavy heart for Mega Man X to retire his Attacks.
former friend. Disadvantage on Evade Skill Checks against
Slashing Attacks.
Race Aniloid
Basic Attacks:
luff - Epic.
B
Milestone 2
Climb/Jump - Epic.
Evade - Intermediate.
Grapple / Break - Intermediate.
PWR 3 Networking - Adept.
Sensory - Intermediate.
Stealth/Steal - Master.
MOB 3
Parts, Enhancements, and Upgrade Slots:
ANA 1
Body: Upgrade Slots. (Industrial Chromium
2
Armor and Thermoptic Camouflage α
APT 1
Equipped.)
Head: 4 Upgrade Slots. (Broad Range Optics,
CHA 3 Military Tremor Auditory Sensors, and
HAYATOM Voice Synthesizer Equipped.)
Arms: 2 Upgrade Slots. (Military Grade
LCD 1
Ceratanium Arms Equipped.)
Legs: 3 Upgrade Slots. (Military Grade
Ceratanium Legs and Emergency
LE 22 Acceleration System α Equipped.)
Core: Solar Energy Core.
Circuits:CainLabs Model J3 Control CPU
SE 6
(+1 Body Upgrade Slot,
+1 Head Upgrade Slot.)
WE 12
Special Weapons/Techniques:
TP 6
oomerang Cutter (ブーメランカッター)
B
Refer to ‘Boomerang Cutter’ in Chapter 15, pg. 211.
CT 10
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
MOB 3 (Bypassed)
Parts, Enhancements, and Upgrade Slots:
ANA 2
Body: Upgrade Slots. (Industrial Chromium
2
Armor and Thermal Shielding α
APT 1 Equipped.)
Head: 4 Upgrade Slots. (Broad Range Optics,
Military Tremor Auditory Sensors, and
CHA 2
HAYATOM Voice Synthesizer Equipped.)
Arms: 2 Upgrade Slots. (Industrial Chromium
LCD 2 Arms Equipped.)
Legs: 3 Upgrade Slots. (Industrial Chromium
Legs, Emergency Acceleration System α,
and Jumper α Equipped.)
LE 28
Core: Solar Energy Core.
Circuits:CainLabs Model J3 Control CPU
SE 6 (+1 Body Upgrade Slot,
+1 Legs Upgrade Slot.)
WE 12
Special Weapons/Techniques:
CT 12
ce Sculpture (氷の彫刻)
I
Refer to ‘Ice Sculpture’ in Chapter 16, pg. 239.
rimary Element:Null.
P
his is a Non-Player Character (NPC), and may
T Resistances:None.
only be controlled by the OPERATOR. Weakness:Impacting.
Traits:
Robot Master intended for deforestation. Built to
A Reduce SE Damage done by Acid Attacks by 1.
be lightweight and swift while timber-felling. He is Increase SE Damage done by Force Attacks by 2.
very stubborn and hard to work with when alongside Advantage on Evade Skill Checks against Acid
his fellow Robot Masters. Cut Man likes to cut hair in Attacks.
his spare time, and takes great joy in making Disadvantage on Evade Skill Checks against Force
scissor puns every chance he gets. Attacks.
Personality Defect: Punny. (Refer to pg. 59.)
*Cut Man has a habit of making Scissor Puns.*
Race Robot Master
Basic Attacks:
Chassis Basic Humanoid
ightweight Tungsten Arm Attack.
L
Attack Die - Untrained Die + 1D4 + PWR.
Faction ight Labs
L
Assistant / Dr. Damage Die - 1D4 + PWR Physical Impacting
Wily’s Army Damage.
Range of 5 ft.
limb/Jump - Epic.
C
Size 3 - Medium.
Discipline (Hairstyling) - Proficient.
Evade - Intermediate.
Milestone 2 Grapple/Break - Intermediate.
Knowledge (Deforestation) - Adept.
Networking - Proficient.
Operate - Master.
PWR 2
Repair - Proficient.
Sensory - Intermediate.
MOB 3
Parts, Enhancements, and Upgrade Slots:
ANA 1
Body: Upgrade Slots.
3
(Lightweight Tungsten Armor Equipped.)
APT 2 Head: 4 Upgrade Slots. (Broad Range Optics,
Audio Recognition System, and
CHA 2 HAYATOM Voice Synthesizer Equipped.)
Arms: 2 Upgrade Slots. (Lightweight Tungsten
Arms Equipped.)
LCD 1 (Bypassed)
Legs: 2 Upgrade Slots. (Lightweight Tungsten
Legs Equipped.)
ore:
C Micro Solar-Pile Reactor.
LE 26 Circuits:LightLabs EPROM Chip
(Weapon Selected: Rolling Cutter)
SE 6 (+1 Legs Upgrade Slot.)
Special Weapons/Techniques:
WE 12
olling Cutter (ローリングカッター)
R
TP 6 Refer to ‘Rolling Cutter’ in Chapter 15, pg. 220.
Dr. Albert Wily (Mega Man 1) Standard Movement Speed:25 ft.
rimary Element:Null.
P
his is a Non-Player Character (NPC), and may
T Resistances:None.
only be controlled by the OPERATOR. Weakness:None.
Traits:
esentful for his genius in the field of robotics
R Humans cannot have or gain WE, or learn Special
going unrecognized, Dr. Wily turned to a life of Weapons.
crime, stealing Dr. Light’s Robot Master creations Unless enhanced with Adaptive Cybernetics,
and turning them on the human race for a chance Humans do not have CT and cannot take CT damage.
at world domination. All CT damage that would be taken will revert to LE
Damage instead.
ody:
B
1 Upgrade Slot.
ANA 4
Head: 1 Upgrade Slot.
Arms: 1 Upgrade Slot.
APT 2 Legs: 1 Upgrade Slot.
Special Weapons/Techniques:
CHA 2 (Bypassed)
eprogram (再プログラム)
R
LCD 1 Refer to ‘Reprogram’ in Chapter 16, pg. 245.
Size 3 - Medium.
Skills:
Special Weapons/Techniques:
LE 28
everse-Engineer (リバースエンジニアリング)
R
SE 0 Refer to ‘Reverse-Engineer’ in Chapter 16,
pg. 246.
WE N/A
NOTE FOR OPERATOR: If you would like to
(
make Dr. Cain a Boss, add an additional 26
TP 9
LE for each Player Character you are
facing during an encounter.)
CT N/A
179
Dr. Thomas Light (Mega Man X) tandard Movement Speed:5 ft.
S
Hover Movement Speed:5 ft.
Dr. Thomas Light can only perform Standard
his is a Non-Player Character (NPC), and may
T Movement or MOB-based actions while in
only be controlled by the OPERATOR. Cyberspace or Zero Space.
If Dr. Thomas Light resides in his Diagnostic
holographic facsimile of the original Dr. Light,
A Capsule, he will be unable to perform Standard
this artificial intelligence resides in a network of Movement or MOB-based actions outside of it.
capsules hidden throughout the world, fretting over Dr. Thomas Light’s Diagnostic Capsule is capable of
X’s plight and devising new ways to protect him, in moving his Standard Movement Speed and Hover
the form of various Armors. Movement Speed of 5 ft.
rimary Element:Holo.
P
Race Reploid Resistances:Holo, Physical.
Weakness:Viral.
Traits:
Chassis Basic Humanoid
Reduce SE Damage done by Physical Attacks by 1.
Increase SE Damage done by Elec Attacks by 2.
Faction ight Labs
L Actions and Reactions performed by Dr. Thomas
Assistant Light can only be made while in Cyberspace, Zero
Space, or while occupying a physical space within
Rank N/A his Diagnostic Capsule.
Basic Attacks:
Size 3 - Medium.
Special Weapons/Techniques:
adouken (波動拳)
H
Refer to ‘Hadouken’ in Chapter 16, pg. 237.
Race Human
Basic Attacks:
Size 3 - Medium.
Skills:
Milestone 2
vade - Intermediate.
E
Grapple/Break - Intermediate.
Knowledge (Robotics) - Adept.
PWR 1 Networking - Proficient.
Operate - Intermediate.
MOB 1 Repair - Adept.
Sensory - Proficient.
ANA 3
Parts, Enhancements, and Upgrade Slots:
APT 1
ody:
B
1 Upgrade Slot.
CHA 2 Head: 1 Upgrade Slot.
Arms: 1 Upgrade Slot.
LCD 3 (Bypassed) Legs: 1 Upgrade Slot.
Special Weapons/Techniques:
LE 30
he Father of All Robots
T
SE 0 Refer to ‘The Father of All Robots’ in Chapter
16, pg. 254.
WE N/A
NOTE FOR OPERATOR: If you would like to
(
make Dr. Thomas Light (Mega Man 1) a
TP 9
Boss, add an additional 30 LE for each
Player Character you are facing during an
CT N/A encounter.)
181
Basic Attacks:
vade - Intermediate.
E
PWR 2
Grapple/Break - Intermediate.
Knowledge (Waste Disposal) - Epic.
MOB 1 Networking - Proficient.
Operate - Epic.
ANA 1 Persuade - Intermediate.
Repair - Proficient.
Sensory - Proficient.
APT 2
Parts, Enhancements, and Upgrade Slots:
CHA 3 (Bypassed)
Body: Upgrade Slots. (Prototype Ceramic
3
Titanium Body Equipped.)
LCD 2 Head: 5 Upgrade Slots. (Broad Range Optics,
Broad Range Auditory Sensors,
HAYATOM Voice Synthesizer, and
LE 28 Prototype Ceramic Titanium Helmet
Equipped.)
Arms: 5 Upgrade Slots. (Prototype Ceramic
SE 5 Titanium Arms Equipped.)
Legs: 1 Upgrade Slot. (Prototype Ceramic
WE 12 Titanium Legs Equipped.)
Core: Micro Solar-Pile Reactor.
Circuits:LightLabs EPROM Chip
TP 6
(Weapon Selected: Fire Storm)
(+1 Arms Upgrade Slot.)
CT 6
Special Weapons/Techniques:
Skills:
PWR 4 (Bypassed)
luff - Proficient.
B
Climb/Jump - Epic.
MOB 1 Evade - Intermediate.
Grapple/Break - Intermediate.
Knowledge (Weaponry) - Epic.
ANA 2 Networking - Proficient.
Operate - Adept.
Sensory - Intermediate.
APT 3
Parts, Enhancements, and Upgrade Slots:
iling (油)
O
Refer to ‘Oiling’ in Chapter 16, pg. 243.
rimary Element:Null.
P
Resistances:None.
his is a Non-Player Character (NPC), and may
T
Weakness:Fire.
only be controlled by the OPERATOR. Traits:
Reduce SE Damage done by Force Attacks by 1.
art of the secretive Shadow Hunters, working in
P Increase SE Damage done by Fire Attacks by 2.
Advantage on Evade Skill Checks against Force Attacks.
secret to find a breach in the Hunter Mother
Disadvantage on Evade Skill Checks against Fire Attacks.
Computer, the Ninja Geemel eventually cracked the
code and unleashed havoc on the Hunter’s Basic Attacks:
Cyberspace Network alongside his partner Zain.
Geemel may be cocky, but years of work behind the hromium Arm Attack.
C
shadows has given him the skills to back up his Attack Die - Untrained Die + 1D4 + PWR.
boasts. Damage Die - 1D4 + PWR Physical Impacting Damage. Range of
5 ft.
You have Advantage on PWR Actions or Reactions made to lift
Objects or Targets of a larger Size than you. This Advantage
Race Reploid
cannot be used for Grapple Skill Checks.
Size 4 - Large.
Skills:
luff - Proficient.
B
Milestone 3
Climb/Jump - Master.
Discipline (Ninjutsu) - Intermediate.
Evade - Intermediate.
Flight - Proficient.
PWR 4 Grapple/Break - Intermediate.
Hack/Interface - Epic.
Networking - Intermediate.
MOB 3 Operate - Proficient.
Sensory - Proficient.
Stealth/Steal - Master.
ANA 1
Parts, Enhancements, and Upgrade Slots:
APT 1
Body: Upgrade Slots. (Industrial Chromium
3
Armor, Internal Teleport Module and
CHA 2 Thermoptic Camouflage α Equipped.)
Head: 4 Upgrade Slots. (Lowlight Optics,
Audio Recognition System, HAYATOM
LCD 3 (Bypassed) Voice Synthesizer, Cyber Rig α,and
ndustrial Chromium Helmet Equipped.)
I
Arms: 3 Upgrade Slots. (Industrial Chromium
Arms Equipped.)
LE 45 Legs: 3 Upgrade Slots. (Industrial Chromium
Legs, and Jumper α Equipped.)
Core: Solar Energy Core.
SE 7 Circuits:CainLabs Model J3 Control CPU
(+1 Body Upgrade Slot,
+1 Arms Upgrade Slot.)
WE 12
Special Weapons/Techniques:
TP 9 hadow Hunter Kite (凧に乗る)
S
Refer to ‘Shadow Hunter Kite’ in Chapter 16, pg. 247.
CT 11
eleport (テレポート)
T
Refer to ‘Teleport’ in Chapter 16, pg. 254.
Basic Attacks:
Race Robot Master
TP 6
NOTE FOR OPERATOR: If you would like to make
(
Ice Man a Boss, add an additional 26 LE for each
CT 6 Player Character you are facing during an
encounter.)
187
WE 12
Special Weapons/Techniques:
TP 6
rain (ライフドレイン)
D
Refer to ‘Drain’ in Chapter 16, pg. 232.
CT 10
oming Torpedo (ホーミングトーピード)
H
Refer to ‘Homing Torpedo’ in Chapter 15, pg. 214.
rimary Element:Null.
P
his is a Non-Player Character (NPC), that may
T Resistances:None.
usually only be controlled by the OPERATOR. Weakness:None.
Traits:
Some players may be compelled to run a game of
Reduce SE Damage done by Impacting Attacks by 1.
21XX as the Classic Mega Man Protagonist. Increase SE Damage done by Piercing Attacks by 2.
To accommodate this, Mega Man begins at Advantage on Evade Skill Checks against Impacting Attacks.
Milestone 1, at the beginning of his adventure. Disadvantage on Evade Skill Checks against Piercing Attacks.
Called Shot Attack Dies targeting your Head lose the
Untrained Die.
riginally built as a lab assistant for Dr. Light, but
O If non-Piercing damage would be dealt to your LE by an
his strong sense of justice spurred him to action, attack, reduce that damage by 1.
and he was converted into a battle robot. With his
trusty Mega Buster, he seeks to fight for Basic Attacks:
everlasting peace, and to end the evil ambitions of
the nefarious Dr. Wily. Mega Man may seem naive, eramic Titanium Arm Attack.
C
but in reality he tries to find the good in everyone Attack Die - Untrained Die + 1D4 + PWR.
and extends a hand to help anyone in need. Damage Die - 1D4 + PWR Physical Impacting Damage.
Range of 5 ft.
Skills:
Rank N/A
limb/Jump - Master.
C
Evade - Proficient.
Size 3 - Medium.
Grapple/Break - Proficient.
Networking - Adept.
Operate - Epic.
Milestone 1
Repair - Intermediate.
Sensory - Intermediate.
TP 3
ega Upper (ロックアッパー)
M
Refer to ‘Mega Upper’ in Chapter 16, pg. 241.
CT 5
lide
S
Refer to ‘Slide’ in Chapter 16, pg. 249.
eleport (テレポート)
T
Refer to ‘Teleport’ in Chapter 16, pg. 254.
Skills:
Rank Captain - B Rank
limb/Jump - Epic.
C
Discipline (Civil Servant) - Master.
Size 3 - Medium.
Evade - Proficient.
Grapple/Break - Proficient.
Networking - Proficient.
Milestone 1
Operate - Epic.
Persuade - Intermediate.
Sensory - Proficient.
PWR 3
Parts, Enhancements, and Upgrade Slots:
Special Weapons/Techniques:
TP 3
NOTE FOR OPERATOR: If you would like to make
(
Mega Man X a Boss, add an additional 16 LE for
CT 11 each Player Character you are facing during an
encounter.
During gameplay, if Mega Man X acquires the
Light Armor Arm Parts & Light Armor Buster,
advance his Milestone by 1.
If Mega Man X acquires the Light Armor Body
Parts and Light Armor Helmet, advance his
Milestone by 1.
If Mega Man X acquires the Light Armor Legs,
advance his Milestone by 1.)
190
Basic Attacks:
limb/Jump - Epic.
C
ANA 2 Discipline (Civil Servant) - Master.
Evade - Adept.
Grapple/Break - Adept.
APT 2 Networking - Proficient.
Operate - Epic.
Persuade - Adept.
CHA 2 Sensory - Adept.
rmor Transformation
A
tandard Movement Speed:40 ft.
S Refer to ‘Armor Transformation’ in Chapter 16, pg. 228.
Dash Movement Speed:80 ft.
ash (ダッシュ)
D
rimary Element:Null.
P Refer to ‘Dash’ in Chapter 16, pg. 231.
Resistances:Piercing.
adouken (波動拳)
H
Weakness:None. Refer to ‘Hadouken’ in Chapter 16, pg. 237.
Traits:
Reduce SE Damage done by Plasma Attacks by 1. eadbutt
H
Increase SE Damage done by Elec Attacks by 2. Refer to ‘Headbutt’ in Chapter 16, pg. 237.
eleport (テレポート)
T
Refer to ‘Teleport’ in Chapter 16, pg. 254.
ir-Dash (エアダッシュ)
A
SE 14 Refer to ‘Air-Dash’ in Chapter 16, pg. 227.
rmor Transformation
A
WE 20 Refer to ‘Armor Transformation’ in Chapter 16, pg. 228.
ash (ダッシュ)
D
TP 15 Refer to ‘Dash’ in Chapter 16, pg. 231.
horyuken
S
(昇龍拳)
tandard Movement Speed:50 ft.
S
Refer to ‘Shoryuken’ in Chapter 16, pg. 248.
Dash Movement Speed:100 ft.
ub-Tank
S
rimary Element:Null.
P Refer to ‘Sub-Tank’; Chapter 16, pg. 252.
Resistances:Piercing.
Weakness:None. eleport (テレポート)
T
Refer to ‘Teleport’ in Chapter 16, pg. 254.
Traits:
Reduce SE Damage done by Plasma Attacks by 1.
all Slide / Wall Jump (壁はりつき / 壁蹴り)
W
Increase SE Damage done by Viral Attacks by 2.
Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.
Advantage on Evade Skill Checks against Plasma
Attacks.
NOTE FOR OPERATOR: If you would like to make
(
Mega Man X a Boss, add an additional 85 LE for
each Player Character you are facing during an
encounter.)
192
rimary Element:Holo.
P
his is a Non-Player Character (NPC), that may
T Resistances:Holo,Physical.
Weakness:Viral.
only be controlled by the OPERATOR.
Traits:
Reduce SE Damage done by Acid Attacks by 1.
ne of a sibling duo, Middy was considered one of
O Increase SE Damage done by Force Attacks by 2.
the greatest computer geniuses in the world. He Advantage on Evade Skill Checks against Acid Attacks.
Disadvantage on Evade Skill Checks against Force Attacks.
managed the Maverick Hunter Base Mother
Called Shot Attack Dies targeting your Head lose the
Computer system as both its VR Training and
Untrained Die.
Cyberspace Network Administrator. When the If non-Slashing damage would be dealt to your LE by an
Mother Computer received a data breach by attack, reduce that damage by 1.
Mavericks, Middy’s research allowed X to be
converted into data to combat the attack. hared Control CPU Notes: Middy and Techno (pg. 201) are
S
siblings with the same Control CPU unit. Both CPUs must be
active in order for each unit to function. If Middy becomes
affected by a Status Effect or damage, Techno also is dealt
Race Reploid the equivalent Status Effect or damage. If Techno becomes
affected by a Status Effect or damage, Middy also is dealt the
equivalent Staus Effect or damage. If either Middy or Techno
Chassis Data Analysis would die, their counterpart would die as well.
Humanoid
Basic Attacks:
Faction Maverick Hunters -
ightweight Tungsten Arms Attack
L
5th Unit
Attack Die - Untrained Die + 1D4 + PWR.
Damage Die - 1D4 + PWR Physical Impacting Damage.
Rank Specialist - A Rank Range of 5 ft.
Skills:
Size 3 - Medium.
vade - Proficient.
E
Grapple/Break - Proficient.
Milestone 1 Hack/Interface - Master.
Knowledge (Cyberspace) - Master.
Networking - Proficient.
Operate - Master.
PWR 1 Repair - Master.
ode Savant
C
WE 4 Refer to ‘Code Savant’ in Chapter 16, pg. 230.
avigation
N
TP 3 (ナビ)
Refer to ‘Navigation’ in Chapter 16, pg. 242.
raits:
T
Proto Man (Mega Man 3) Reduce SE Damage done by Impacting Attacks by 1.
Increase SE Damage done by Piercing Attacks by 2.
Advantage on Evade Skill Checks against Impacting Attacks.
his is a Non-Player Character (NPC), that may
T Disadvantage on Evade Skill Checks against Piercing Attacks.
only be controlled by the OPERATOR. Called Shot Attack Dies targeting your Head lose the
Untrained Die.
If non-Piercing damage would be dealt to your LE by an
nown as DLN-000, Proto Man, also known as Blues, was the
K
prototype design of the Robot Master line. When it was attack, reduce that damage by 1.
discovered that his power core was faulty, Dr. Light requested
to repair him. But Blues feared the process could alter his Basic Attacks:
original personality, and to preserve himself, he fled. He
would later be improved by Dr. Wily, to allow Albert to better
eramic Titanium Arm Attack.
C
understand Thomas’ designs.
Attack Die - Untrained Die + 1D4 + PWR.
Damage Die - 1D4 + PWR Physical Impacting Damage.
Range of 5 ft.
Race Robot Master
roto Buster Shot.
P
Attack Die - Untrained Die + 1D4 + PWR.
Chassis Basic Humanoid Damage Die - 1D4 + PWR Plasma Piercing Damage.
Range of 150 ft.
You can Charge this weapon.
Faction N/A Charged Damage Die - (1D4 + PWR) x Charge Level Plasma
Piercing Damage.
limb/Jump - Master.
C
Size 3 - Medium. Evade - Intermediate.
Grapple/Break - Intermediate.
Networking - Proficient.
Milestone 2 Operate - Proficient.
Perform (Whistling) - Epic.
Sensory - Adept.
Stealth/Steal - Intermediate.
PWR 3
Parts, Enhancements, and Upgrade Slots:
LE 28
SE 5
hield Charge
S
Refer to ‘Shield Charge’ in Chapter 16, pg. 248.
194
rimary Element:Null.
P
Resistances:None.
his is a Non-Player Character (NPC), that may
T
Weakness:None.
usually only be controlled by the OPERATOR. Traits:
Some players may be compelled to run a game of Advantage on Bluff and Persuade Skill Checks to convince
21XX as the Classic Mega Man Protagonist. others that you are human.
To accommodate this, Rock begins at Milestone 1, Advantage on Evade Skill Checks against Impacting Attacks.
Disadvantage on Evade Skill Checks against Piercing Attacks.
at the beginning of his adventure.
Basic Attacks:
uilt as a lab assistant for Dr. Light; his strong
B
sense of justice spurred him to action, and he was eramic Titanium Arm Attack.
C
eventually converted into the battle robot known as Attack Die - Untrained Die + 1D4 + PWR.
Mega Man. Damage Die - 1D4 + PWR Physical Impacting Damage.
Range of 5 ft.
Skills:
Race Robot Master
limb/Jump - Master.
C
Chassis Basic Humanoid Evade - Proficient.
Grapple/Break - Proficient.
Networking - Adept.
Faction ight Labs
L Operate - Epic.
Repair - Intermediate.
Assistant
Sensory - Intermediate.
ody:
B Upgrade Slots. (Synthetic Skin Armor Equipped.)
2
Size 3 - Medium. Head: 4 Upgrade Slots. (Broad Range Optics,
Broad Range Auditory Sensors, and HAYATOM
Voice Synthesizer Equipped.)
Milestone 1 Arms: 2 Upgrade Slots. (Prototype Ceramic
Titanium Arms Equipped.)
Legs: 1 Upgrade Slots. (Prototype Ceramic
Titanium Legs Equipped.)
PWR 3 Core: Micro Solar-Pile Reactor.
Circuits:LightLabs EPROM Chip
(Weapon Selected: N/A.)
MOB 2 (+2 Body Upgrade Slot)
Special Weapons/Techniques:
ANA 1
ega Kick (ロックキック)
M
APT 1 Refer to ‘Mega Kick’ in Chapter 16, pg. 241.
lide
S
LE 13 Refer to ‘Slide’ in Chapter 16, pg. 249.
TP 3
CT 5
195
rimary Element:Null.
P
his is a Non-Player Character (NPC), that may
T
Resistances:None.
only be controlled by the OPERATOR. Weakness:None.
Traits:
uilt as a housekeeping and lab assistant, Roll is
B Advantage on Bluff and Persuade Skill Checks to convince
others that you are human.
Rock’s sibling counterpart and in some cases, moral
Advantage on Evade Skill Checks against Impacting Attacks.
compass. Roll’s optimism and support during Mega Disadvantage on Evade Skill Checks against Piercing Attacks.
Man’s adventures show that she doesn’t have to be
on the battlefield to stick it to Dr. Wily. Basic Attacks:
CHA 4 (Bypassed)
lide
S
Refer to ‘Slide’ in Chapter 16, pg. 249.
rimary Element:Null.
P
his is a Non-Player Character (NPC), and may
T Resistances:None.
only be controlled by the OPERATOR. Weakness:Slashing.
Traits:
ne of the three X-Hunters, Serges is the
O
Reduce SE Damage done by Piercing Attacks by 1.
intelligence and engineer unit of the troupe.
Increase SE Damage done by Slashing Attacks by 2.
Bizarrely, he has an intimate knowledge of Zero’s
Advantage on Evade Skill Checks against Piercing
blueprints, which he uses to great effect in the
Attacks.
reconstruction of his body. And unbeknownst to
Disadvantage on Evade Skill Checks against
Agile and Violen, Serges has a more personal
Slashing Attacks.
vendetta against Mega Man X. Who could this
Reploid be?
Basic Attacks:
WE 12
Special Weapons/Techniques:
Basic Attacks:
Race Reploid
itanium-X Arms Attack
T
Chassis Basic Humanoid Attack Die - Untrained Die + 1D8 + PWR.
Damage Die - 1D8 + PWR Physical Impacting Damage.
Range of 5 ft.
Faction Maverick - Sigma Techniques performed with Titanium-X Arms deal additional
Virus Plasma Impacting damage equal to your Milestone.
Σ-Saber Slash
Rank Commander - UH ttack Die - Untrained Die + 1D6 + PWR.
A
Rank. Damage Die - 1D6 + PWR Plasma Slashing Damage.
Range of 5 ft.
You have Advantage on the Attack Die when performing
Size 4 - Large. Slashing Techniques with this weapon.
Skills:
Milestone 4
limb/Jump - Epic.
C
Evade - Adept.
Grapple/Break - Adept.
PWR 6 Hack/Interface - Proficient.
Intimidate - Master.
Networking - Proficient.
MOB 5 Operate - Intermediate.
Persuade - Epic.
Sensory - Master.
ANA 4
Parts, Enhancements, and Upgrade Slots:
APT 4
Body: Upgrade Slots.
4
(Titanium-X Armor Equipped.)
CHA 6 (Bypassed)
Head: 6 Upgrade Slots. (Broad Range Optics,
Broad Range Auditory Sensors, and
LCD 0 HAYATOM Voice Synthesizer Equipped.)
Arms: 6 Upgrade Slots. (Titanium-X Arms
Equipped.)
Legs: 4 Upgrade Slots. (Titanium-X Legs,
LE 48
Emergency Acceleration System α, and
Jumper α Equipped.)
SE 11 Core: Solar Energy Core.
Circuits:Sigma’s Advanced Control CPU
WE 20 (+2 to PWR, MOB, ANA, APT, and CHA.
+1 to Each Upgrade Slot.)
Weapon:Beam Saber.
TP 15
Special Weapons/Techniques:
CT 17
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
Race Aniloid
Basic Attacks:
luff - Proficient.
B
Milestone 2
Climb/Jump - Epic.
Evade - Intermediate.
Grapple/Break - Intermediate.
PWR 4 (Bypassed) Hack/Interface - Intermediate.
Networking - Proficient.
Operate - Adept.
MOB 3 Sensory - Epic.
luff - Epic.
B
PWR 3 Climb/Jump - Proficient.
Disguise - Proficient.
Evade- Intermediate.
MOB 3 (Bypassed) Grapple/Break - Intermediate.
Networking - Proficient.
Sensory - Master.
ANA 1 Stealth/Steal - Epic.
Special Weapons/Techniques:
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
rimary Element:Force.
P
his is a Non-Player Character (NPC), and may
T
Resistances:Force, Stone.
only be controlled by the OPERATOR. Weakness:Frost, Wood.
Traits:
he former leader of the 7th Air Cavalry. Although
T Reduce SE Damage done by Frost Attacks by 1.
Increase SE Damage done by Slashing Attacks by 2.
he was against Sigma’s revolt, Storm Eagle was
Advantage on Evade Skill Checks against Frost Attacks.
forced to hijack the Death Rogumer and attack the Disadvantage on Evade Skill Checks against Slashing Attacks.
New Type Airport, or fall by Sigma’s Beam Saber. Called Shot Attack Dies targeting your Head lose the
Storm Eagle is a noble and just individual, but his Untrained Die.
prideful candor and sense of fair play keeps him If non-Slashing damage would be dealt to your LE by an
from giving up given his current predicament. attack, reduce that damage by 1.
Basic Attacks:
Race Aniloid
ir Vortex Buster Shot
A
Attack Die - Untrained Die + 1D6 + PWR.
Damage Die - 1D6 + PWR Force Piercing Damage.
Chassis Winged Biped
Range of 90 ft. You can Charge this weapon.
Uncharged attacks made by the Air Vortex Buster will push
Faction Maverick - targets back 10 ft. When uncharged, Positive Critical
Explosions rolled on the Damage Die of the Air Vortex Buster
Criminal
will give the enemy target the Recoil Status Effect until the
Cooldown Phase.
Rank Commander - S Refer to Charge Weapon Attack information on pg. 93.
Rank.
Skills:
light
F
NOTE FOR OPERATOR: If you would like to make Storm
( At the cost of 1 Technique Point, you can perform a MOB
Eagle a Boss, add an additional 28 LE for each Player Action to fly vertically or horizontally, with your maximum
Character you are facing during an encounter.) flying speed equal to your Standard Movement Speed. If
Storm Eagle ever becomes grounded due to a failed Flight
Skill Check, revert Storm Eagle’s speed to 0 until the end of
the next Cooldown Phase.
rimary Element:Viral.
P
his is a Non-Player Character (NPC), that may
T
Resistances:Physical, Viral.
only be controlled by the OPERATOR. Weakness:Holo.
Traits:
ne of a sibling duo, Techno was a skilled hacker,
O Reduce SE Damage done by Acid Attacks by 1.
Increase SE Damage done by Force Attacks by 2.
who caught the eye of both the Shadow Hunters,
Advantage on Evade Skill Checks against Acid Attacks.
and Sigma himself. After being manipulated by Disadvantage on Evade Skill Checks against Force Attacks.
Sigma, using the inside knowledge that he had Called Shot Attack Dies targeting your Head lose the
retained on the Maverick Hunter HQ indirectly due Untrained Die.
to his brother Middy, Techno was able to manipulate If non-Slashing damage would be dealt to your LE by an
the Cyberspace battle data within the Hunter attack, reduce that damage by 1.
Mother Computer and cause havoc across the world
hared Control CPU Notes: Techno and Middy (pg. 192) are
S
with it.
siblings with the same Control CPU unit. Both CPUs must be
active in order for each unit to function. If Techno becomes
affected by a Status Effect or damage, Middy also is dealt the
Race Reploid equivalent Staus Effect or damage. If Middy becomes affected
by a Status Effect or damage, Techno also is dealt the
equivalent Status Effect or damage. If either Middy or Techno
Chassis Data Analysis would die, their counterpart would die as well.
Humanoid
Basic Attacks:
ode Savant
C
WE 4 Refer to ‘Code Savant’ in Chapter 16, pg. 230.
rogram Advance
P
TP 3 Refer to ‘Program Advance’ in Chapter 16, pg. 244.
Velguarder
Standard Movement Speed:65 ft.
his is a Non-Player Character (NPC), that may
T
only be controlled by the OPERATOR. rimary Element:Null.
P
Resistances:Piercing.
igma oversaw the development of Velguarder, and
S Weakness:Frost.
would use this Reploid dog as his pet. Velguarder Traits:
was a former subordinate from the 17th Elite, who Reduce SE Damage done by Wood Attacks by 1.
would assist Sigma in tracking down Hunter Increase SE Damage done by Slashing Attacks by 2.
traitors. He loyally obeys his master, and turned on Advantage on Evade Skill Checks against Wood
the Hunters when Sigma went rogue. Outside of Attacks.
Combat, Sigma treats Velguarder like a spoiled Disadvantage on Evade Skill Checks against
puppy. If you look at the Maverick Symbol closely, Slashing Attacks.
you can see Velguarder’s face in its design.
Basic Attacks:
Race Reploid
eratanium Claws Attack
C
Attack Die - Untrained Die + 1D8 + PWR.
Chassis Quadruped Damage Die - 1D8 + PWR Physical Slashing Damage.
Range of 5 ft.
Slashing Damage Techniques performed by
Faction Maverick -
Criminal Ceratanium Claws add an additional Untrained Die
to the Damage Die only.
MOB 4 (Bypassed)
Parts, Enhancements, and Upgrade Slots:
ANA 1
Body: Upgrade Slots. (Military-Grade
3
Ceratanium Armor Equipped.)
APT 2 Head: 3 Upgrade Slots. (BioScan Optics, and
Audio Recognition System Equipped.)
Arms: 2 Upgrade Slots. (Ceratanium Claws
CHA 1
Equipped.)
Legs: 3 Upgrade Slots. (Military-Grade
LCD 2 Ceratanium Legs Equipped.)
Core: Solar Energy Core.
Circuits:CainLabs Model J3 Control CPU
(+1 Body Upgrade Upgrade Slot,
LE 28
+1 Legs Upgrade Slot.)
Basic Attacks:
Race Reploid
eratanium Arms Attack
C
Attack Die - Untrained Die + 1D6 + PWR.
Chassis Basic Humanoid Damage Die - 1D6 + PWR Physical Impacting Damage.
Range of 5 ft.
Techniques performed with Military-Grade Ceratanium Arms
Faction Maverick - deal additional Physical Impacting damage equal to your
Criminal Milestone.
Skills:
Rank Specialist - A Rank
luff - Proficient.
B
Size 3 - Medium. Climb/Jump - Epic.
Evade - Intermediate.
Grapple/Break - Intermediate.
Milestone 2
Intimidate - Intermediate.
Networking - Intermediate.
Operate - Epic.
PWR 3 Sensory - Master.
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
LE 60
Special Weapons/Techniques:
lectrification (手がらの電撃)
E
Refer to ‘Electrification’ in Chapter 16, pg. 235.
lamethrower (火炎放射)
F
Refer to ‘Flamethrower’ in Chapter 16, pg. 235.
enzokudan (連続弾)
R
Refer to ‘Renzokudan’ in Chapter 16, pg. 245.
205
Milestone 3
Basic Attacks:
Special Weapons/Techniques:
evil Extend
D
Refer to ‘Devil Extend’ in Chapter 16, pg. 232.
iquid Form
L
Refer to ‘Nanopod Armor’ in Chapter 3, pg. 50.
Additional rules in ‘Devil Core MK. I’ in Chapter 3,
pg. 38.
206
rimary Element:Null.
P
his is a Non-Player Character (NPC), that may
T Resistances:None.
only be controlled by the OPERATOR. Weakness:Frost.
Traits:
ne of the Shadow Hunters, Zain seeks only to fight
O Reduce SE Damage done by Fire Attacks by 1.
strong opponents. He cares not for the struggle Increase SE Damage done by Slashing Attacks by 2.
between the Hunters and Mavericks, but he seems Advantage on Evade Skill Checks against Fire
to have some kind of kinship with Geemel. Upon Attacks.
hearing that breaching the Hunter Mother Disadvantage on Evade Skill Checks against
Computer could lead him to encountering the one
Slashing Attacks.
who defeated Sigma, Zain agreed to cause havoc in
Cyberspace.
Basic Attacks:
Criminal
eratanium Sword Attack
C
Attack Die - Untrained Die + 1D10 + PWR.
Rank Specialist - A Rank Damage Die - 1D10 + PWR Physical Slashing Damage.
Range of 10 ft.
If this weapon is equipped as Two-Handed, you have
Size 3 - Medium. Disadvantage on the Attack Die of the Ceratanium Sword, but
Advantage on its Damage Die.
If the weapon is equipped as Single-Handed, Enemy Targets
Milestone 3 have Disadvantage on their Evade Skill Checks against the
Ceratanium Sword.
Skills:
PWR 4
luff - Master.
B
Climb/Jump - Master.
MOB 3 Evade - Intermediate.
Grapple/Break - Intermediate.
Hack/Interface - Proficient.
ANA 2 Networking - Intermediate.
Operate - Proficient.
Sensory - Proficient.
APT 1 Stealth/Steal - Master.
Special Weapons/Techniques:
Skills:
PWR 3
limb/Jump - Master.
C
Discipline (Civil Servant) - Intermediate.
MOB 2 Evade - Intermediate.
Grapple/Break - Intermediate.
Networking - Proficient.
ANA 1 Operate - Adept.
Sensory - Epic.
Stealth/Steal - Adept.
APT 1
Parts, Enhancements, and Upgrade Slots:
CHA 2 (Bypassed)
Body: Upgrade Slots. (Titanium-X Armor,
4
LCD 2 Internal Teleport Module, and
Auto Repair α Equipped.)
Head: 6 Upgrade Slots. (Broad Range Optics,
Broad Range Auditory Sensors, HAYATOM
Voice Synthesizer, and Reinforced
LE 42
Titanium-X Helmet Equipped.)
Arms: 4 Upgrade Slots. (Titanium-X Arms
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
nkoukyaku (焔降脚)
E
Refer to ‘Enkoukyaku’ in Chapter 16, pg. 234.
eleport (テレポート)
T
Refer to ‘Teleport’ in Chapter 16, pg. 254.
-Buster Shot
Z
his is a Non-Player Character (NPC), that may
T Attack Die - Untrained Die + 1D8 + PWR.
only be controlled by the OPERATOR. Damage Die - 1D8 + PWR Plasma Piercing Damage.
Range of 150 ft.
You can charge this weapon.
fter Zero’s body was reconstructed by Serges, X
A
Refer to Charge Weapon Attack information on pg. 95.
acquired each part from the X-Hunters. Dr. Cain
reinstalled his Control CPU into this new body, and -Saber Slash
Z
Zero was reborn! He would be given command of the Attack Die - Untrained Die + 1D6 + PWR.
prestigious SA-Class 0th Shinobi Unit. Damage Die - 1D6 + PWR Plasma Slashing Damage.
Range of 5 ft.
You have Advantage on the Attack Die when performing
Slashing Techniques with this weapon.
Race Reploid
Skills:
Chassis Basic Humanoid
limb/Jump - Epic.
C
Discipline (Civil Servant) - Intermediate.
Faction Maverick Hunters - Evade - Intermediate.
0th Unit Grapple/Break - Intermediate.
Networking - Proficient.
Operate - Adept.
Rank Interim Sensory - Epic.
Commander - SA Stealth/Steal - Master.
Rank
Parts, Enhancements, and Upgrade Slots:
Size 3 - Medium.
Body: Upgrade Slots. (Titanium-X Armor,
4
and Internal Teleport Module, and
Milestone 5 Auto Repair α Equipped.)
Head: 6 Upgrade Slots. (Broad Range Optics,
Broad Range Auditory Sensors, HAYATOM
Voice Synthesizer, and Reinforced
PWR 3 Titanium-X Helmet Equipped.)
Arms: 4 Upgrade Slots. (Titanium-X Arms
Equipped.)
MOB 3 Legs: 4 Upgrade Slots. (Emergency Acceleration
Legs, and Emergency Acceleration Systemβ
quipped.)
E
ANA 1 Core: Z-Heart. (Equivalent to Bassnium Energy
Reactor.)
Circuits: Mysterious Control CPU
APT 1 (+1 to PWR, -1 to MOB.)
(Gains Enkoukyaku)
eapon: Z-Buster MK.II.
W
CHA 3 (Bypassed) Beam Saber.
ir-Dash (エアダッシュ)
A
Refer to ‘Air-Dash’ in Chapter 16, pg. 227.
LE 70
ash (ダッシュ)
D
Refer to ‘Dash’ in Chapter 16, pg. 231.
SE 11
arth Gaizer (アースゲイザー)
E
Refer to ‘Earth Gaizer’ in Chapter 16, pg. 233.
WE 20
nkoukyaku (焔降脚)
E
Refer to ‘Enkoukyaku’ in Chapter 16, pg. 234.
TP 15
eadbutt
H
Refer to ‘Headbutt’ in Chapter 16, pg. 237.
CT 11
ising Slash (ライジングスラッシュ)
R
Refer to ‘Rising Slash’ in Chapter 16, pg. 246.
tandard Movement Speed:40 ft.
S
lash Wave (スラッシュウェーブ)
S
Dash Movement Speed:80 ft.
Refer to ‘Slash Wave’ in Chapter 16, pg. 249.
rimary Element:Null.
P eleport (テレポート)
T
Resistances:Piercing. Refer to ‘Teleport’ in Chapter 16, pg. 254.
Weakness:None.
Traits: all Slide / Wall-Jump (壁はりつき / 壁蹴り)
W
educe SE Damage done by Physical Attacks by 1.
R Refer to ‘Wall Slide / Wall-Jump’ in Chapter 16, pg. 256.
Increase SE Damage done by Elec Attacks by 2.
Advantage on Evade Skill Checks against Impacting Attacks. ero Final (ゼロファイナル)
Z
Called Shot Attack Dies targeting your Head lose the Refer to ‘Zero Final’ in Chapter 16, pg. 258.
Untrained Die.
If non-Elec damage would be dealt to your LE by an attack, NOTE FOR OPERATOR: If you would like to make Zero a
(
reduce that damage by 1. Boss, add an additional 70 LE for each Player Character you
are facing during an encounter.)
209
210
What
are Special Weapons?
ased on the Mega Buster Mark 17 technology left by Doctor Thomas Light, the Variable Weapons
B
System allows mechanical races to emulate tools or elements that would normally be impossible
to conjure at will. While some mechanical beings are created with uniqueSpecial Weapons,
others tend to adopt or steal Special Weapons for their own purposes.
Deciding on a Special
Weapon
n this 21XX Foundation Guide, when creating a Mechanical Character, you have the option to
I
choose a single Special Weapon from a selection of Special Weapons, or create a custom Special
Weapon yourself. Choosing or Creating a Special Weapon is entirely optional, and does not
require any BP or Zenny.
s gameplay of 21XX continues, Special Weapons may also be obtainable through gameplay by a
A
plethora of means, from acquiring weapons data to surviving combat encounters, black market
purchases, and more. As an OPERATOR, think of Special Weapons as an additional toolkit to
outfit your encounters or playgroup with.
ach Special Weapon has a basic, uncharged mode, and a powerful Charge Weapon Attack mode.
E
Each mode’s Attack Die, Damage Die, or Utility Die values are calculated from your Character’s
Special Weapon Tier. Each mechanical race begins with variable Special Weapons Tiers, and as
these races gain Milestones, they gain access to a new row of the Special Weapons Table listed
below.
t Milestone 1, some races begin at Special Weapon Tier 1, while others begin at Special Weapon
A
Tier 2. In this 21XX Foundation Guide, you will be unable to advance a Special Weapon beyond
Special Weapon Tier 3 regardless of Milestone, but future Sourcebooks and Supplements will give
you the necessary tools to advance further.
Here you can identify the differences between each Special Weapon Tier:
pecial
S echaniloid
M niloid &
A ttack/Damage/
A ange
R E Cost
W
Weapon & Reploid Robot Utility Die Increase Reduction
Tier. Milestone Master
Milestone
n the following pages, you will find a combination of familiar Special Weapons from the Mega
O
Man Classic and Mega Man X series, mixed in with some Custom made Special Weapons to show
you the flexibility of the system. We have not provided examples for every Element here; future
Playtests and Supplements will have more options to consider.
211
Boomerang Cutter
(ブーメランカッター)
1 WE per use, 2 WE per Charge Level.
n its uncharged state, the user fires crescent shaped boomerangs that fly in a short arc before returning to its
I
user. As it charges, the Boomerang Cutter becomes larger. It is capable of capturing objects of equal or lesser
size and returning them to its user.
You generate a Size 2 Boomerang Cutter. The Boomerang Cutter has two modes:
amage: After a PWR Attack Action is used to release the Boomerang Cutter to attack, you can perform a PWR Reaction to return
D
the Cutter back to you. If returned in this way, it can be fired again as a PWR Reaction without WE consumption. If you do not
retrieve the Boomerang Cutter, or if the Attack Die misses, the Boomerang Cutter disappears.
etrieval: The Attack Die of the Boomerang Cutter will be considered a Grapple Skill Check while in its Retrieval mode. If an
R
object is of equal or lesser size to the Boomerang Cutter is grappled by it, and does not succeed a Break Skill Check, you may
return both the Cutter and the object back to you. When the Boomerang Cutter returns to you in this way, it disappears.
ou generate X Size 4 Boomerang Cutters, where X is equal to the Charge Level of the Boomerang Cutter. Each Boomerang Cutter
Y
is considered its own D4 on the Attack and Damage Die, but when the Damage Die is dealt, the entire result is rolled for each
target dealt damage by the Boomerang Cutter.
oth of the Boomerang Cutter's above modes apply to the Charged variant of the weapon, but in addition to Objects, the Retrieval
B
Mode can now retrieve Enemy Targets of equal or lesser size. Each Size 4 Boomerang Cutter must target a different Enemy Target
or Object.
ou unleash an egg bomb that detaches up to four Bird Drone Mechaniloids for surveillance, to provide cover, or
Y
to call for backup.
ou drop a Size 2 Egg Bomb with 1 LE, 1 SE, and 1 CT. This Egg Bomb can only be placed on a horizontal surface. During the
Y
Cooldown Phase, if the Egg Bomb wasn’t destroyed, it will open and generate 1D4 (UD) Size 2 Bird Drones, each with 1 LE, 1 SE, and 1
CT.
he Bird Drones can perform Flight per Combat Round equal to the range of this weapon at no TP Cost. You may perform an ANA
T
Action to enable one of the Bird Drone's three modes listed below. Each mode can only be selected once per Bird Drone, initiated
by the following commands:
Backup” - A Bird Drone will leave the battlefield for 1d4 Combat Rounds before returning with a Backup Mechaniloid of equal
“
Milestone to you, determined by the OPERATOR. You can call for Backup once per Mission.
Cover Me” - A Bird Drone will attempt to distract or attack the closest enemy target in range unless a target is specified. After
“
the Damage Die is dealt, the Bird Drone disappears.
Recon” - A Bird Drone will leave the battlefield for 1d4 Combat Rounds before returning with a detailed outline of all layouts,
“
obstructions, enemy targets, hidden passages, and objectives just beyond your line of sight within a 60 ft. radius, as determined
by your OPERATOR.
212
hameleon Sting
C
(カメレオンスティング)
1 WE per use, 4 WE per Charge Level.
n uncharged Chameleon Sting fires a burst of three lasers emitted and reflected from an artificially generated
A
Thermoptic Emitter. When charged, the Chameleon Sting becomes an experimental Thermoptic Camouflage, with
a few more benefits.
he Uncharged Chameleon Sting fires three lasers, which must hit three separate targets within line of
T
sight. Each Target must Evade if able, but may only Evade once.
You may choose to substitute your MOB modifier for the Attack Die of the Chameleon Sting, but your PWR
Modifier must be used for the Damage Die.
Decibel Breaker
(デシベルブレーカー)
3 WE per use, 3 WE per Charge Level.
his Special Weapon can be acquired from the Batton Chassis, through Vendor Purchases, or
T
by defeating a Batton-Chassis NPC during a Boss Encounter.
n its uncharged state, this Special Weapon creates an ultrasonic attack that can cause pain to humans and
I
machines alike. As the weapon charges, it becomes more lethal with high-intensity frequencies, and can
critically damage the ears of humans or the auditory sensors of mechanical beings.
he Decibel Breaker fires in a 30 ft. cone and targets struck by it cannot perform CHA-based Reactions
T
during the Combat Round in which it was fired. If a Positive Critical Explosion is rolled, the enemy target
gains the Interference Status Effect until the Cooldown Phase.
When uncharged, the Decibel Breaker cannot drop an enemy target below 1 LE.
harged Tier 1 Attack Die - (Untrained Die + 1D4 x Charge Level) + PWR.
C
Charged Tier 1 Damage Die - (1D4 x Charge Level) + PWR Force Piercing Damage.
ires in a 60 ft. cone; targets struck by Decibel Breaker cannot perform CHA-based Reactions during the
F
Combat Round in which it was fired. If more than 24 LE is dealt by the Damage Die, targets in the cone will
lose the ability to hear until the end of the Combat Encounter.
All Sensory Skill Checks while unable to hear begin with a Negative Critical Explosion before dice are rolled.
213
Electric Spark
エレクトリックスパーク)
(
2 WE per use, 2 WE per Charge Level.
n its uncharged state, the Electric Spark fires a spherical blast of static electricity, which can trail surfaces
I
and walls. In its higher-charged state, the Electric Spark generates immense electrical energy around the user’s
body, and unleashes it as two vertical columns of electricity, which fire at an absurd speed.
ou generate a Size 2 Electric Spark Burst, which follows along the surface it is initially placed on. If the
Y
Electric Spark Burst reaches a different vertical or horizontal surface, it will travel along that surface at
the Operator's Discretion. Targets dealt damage by the Electric Spark gain the Stun Status Effect until the
Cooldown Phase.
harged Tier 1 Attack Die - Untrained Die + (1D4 + PWR) x Charge Level.
C
Charged Tier 1 Damage Die - (1D4 + PWR) x Charge Level Elec Impacting Damage.
ou generate immense Electrical Energy around your body, which if touched, either by a physical touch,
Y
Grapple, or Unarmed Attack, will cause the Stun Status Effect to a target for 1d4 Combat Rounds. This Stun
can only be performed once per Enemy Target, per Combat Encounter or Boss Encounter. You unleash two 10
ft. vertical columns of electricity, which move opposite from each other, either forward and behind, or left
and right, equal to its range. Targets dealt damage by the Electric Spark gain the Stun Status Effect until
the Cooldown Phase.
Fire Storm
ファイヤーストーム)
(
1 WE per use.
ou generate 5 Size 1 Orbiting Fireballs. These Fireballs encircle vertically around you. Until the Cooldown
Y
Phase, each ranged Attack Die rolled against you must exceed the Attack Die of the Fire Storm, or be
nullified, and an Orbiting Fireball is removed.
If the opponent's Attack Die targeting you exceeds the Fire Storm, remove all Fireballs.
n addition to the Fireballs orbiting around you, you unleash a large burst of Flame at a target within a 90
I
ft. range. Targets dealt LE Damage by the Fire Storm gain the Burn Status Effect until the Cooldown Phase.
You cannot perform Fire Storm again until all Orbiting Fireballs have been removed from you.
214
Fire Wave
ファイヤーウェーブ)
(
1 WE per use, 3 WE per Charge Level.
n its uncharged state, the Fire Wave is a constant stream of flames that must be maintained for a minimum of
I
6 seconds. In its higher-charged state, the Fire Wave becomes a massive wall of flame, which can travel quite far
and cause significant damage. The Fire Wave cannot be used underwater without significant damage to the
user’s Core.
hen uncharged, the Fire Wave ignores the I-Frame Status Effect on Enemy Targets. Enemy Targets with
W
I-Frames may still choose to Evade Fire Wave.
hen underwater, uncharged attacks by the Fire Wave will do Force Impacting Damage. Every time the Fire
W
Wave is performed underwater, deal 1 CT Damage to your Core.
harged Tier 1 Attack Die - Untrained Die + (1D4 + PWR) x Charge Level.
C
Charged Tier 1 Damage Die - (1D4 + PWR) x Charge Level Fire Piercing Damage.
ou generate a Size 4 Fire Wave Wall, on a solid surface within range. The wall is 10 ft. high, and 5 ft. thick.
Y
The wall moves directly forward equal to its range. Targets dealt damage by the Fire Wave Wall gain the
Burn Status Effect for a number of Combat Rounds equal to the Charge Level of the Fire Wave Wall.
he Fire Wave Wall can melt Frost Objects, Obstructions, and Surfaces, reducing its SE to 0.
T
The Fire Wave Wall can ignite Wood Objects, Obstructions, and Surfaces, reducing its SE to 0.
You cannot use the Fire Wave Charge Underwater.
oming Torpedo
H
(ホーミングトーピード)
1 WE per use, 3 WE per Charge Level.
his Special Weapon can be acquired by defeating Launch Octopus, a Bee Blader Boss
T
Encounter, or a Gun Volt Boss Encounter.
n its uncharged state, the Homing Torpedo fires a small missile that seeks the closest enemy target in range.
I
Despite its name, the Homing Torpedo can be used in and out of the water, though its seeking capabilities are
unmatched in its element. At higher charging levels, more Homing Torpedoes are launched.
ou fire a Size 1 Homing Torpedo. The Homing Torpedo will home in on the closest enemy target within
Y
range. If two or more targets are of equal range, you must designate a single target.
When underwater, the Homing Torpedo’s Attack Die has Advantage.
Targets have Disadvantage on their Evade Skill Checks when attempting to Evade the Homing Torpedo.
ou fire X+1 Size X Homing Torpedoes, where X is equal to its Charge Level. Homing Torpedo's Charge Level
Y
cannot exceed Charge Level 4. Each Homing Torpedo will home in on the closest enemy target within range.
If two or more targets are of equal range, you designate a single target. Each Homing Torpedo uses the
same Attack Die and Damage Die.
When underwater, the Homing Torpedo’s Attack Die has Advantage.
Each target selected by a Homing Torpedo must LOCK into MOB and Evade if able, but may only Evade once.
Targets have Disadvantage on their Evade Skill Check when attempting to Evade the Homing Torpedo. For
each Homing Torpedo evaded, subtract 1d4 from the Damage Die.
215
Hyper Bomb
(ハイパーボム)
2 WE per use.
ou create a hefty bomb which can be thrown. There's a small time delay between when a bomb is thrown and
Y
when it explodes.
ou generate a Size 2 Hyper Bomb, which you can throw anywhere within range. The Hyper Bomb has 2 SE
Y
and 1 LE. Upon initially hitting a surface, the Hyper Bomb will bounce 10 ft. in a cardinal direction at the
discretion of the OPERATOR, before finally landing on said surface.
f the Hyper Bomb remains until the Cooldown Phase, it will explode in a 30 ft. radius, dealing its Damage
I
Die to all targets in its radius. If the Hyper Bomb's LE is reduced to 0 before the Cooldown Phase, it
explodes in a 30 ft. radius, dealing its Damage Die to all targets in its radius.
Hyper Bomb deals an additional Damage Die for every Stone target within its explosive radius.
Ice Slasher
アイススラッシャー)
(
1 WE per use.
An arrowhead-shaped blade of ice that can freeze enemies with a temperature of 200 degrees below zero.
he Ice Slasher functions as both a Piercing and Slashing Damage Type, and gains the Positive Critical
T
Explosion benefits of both damage types.
Targets dealt LE damage by the Ice Slasher gain the Frozen Status Effect until the Cooldown Phase.
Land Mine
(地雷)
3 WE per use.
ou set a Size 2 Land Mine. The Land Mine can be magnetically latched on any Surface or Target within touch
Y
range.
t the OPERATOR's discretion, the Land Mine may perform a Reaction Sensory Skill Check equal to 6 Plus
A
your Milestone. If this Sensory Skill Check identifies Targets within a 20 ft. radius, the Land Mine explodes,
dealing its Attack and Damage Die. All targets within the Land Mine's radius have Disadvantage on Evade
Skill Checks against it, unless they were aware of its placement.
216
ongshot Gizmo
L
(ロングショットギズモ)
4 WE per use.
ires a stream of five randomly targeting orbed projectiles, which launch into the air and then rain down upon
F
the battlefield.
efore the Attack Die of Longshot Gizmo is rolled, randomly select 5 separate targets within range. The list
B
you randomly select from must include yourself, and any friendly targets, enemy targets, or objects in
range.
If the Positive Critical Explosion is rolled on the Damage Die of the Longshot Gizmo, it explodes Twice.
agnet Beam
M
(マグネットビーム)
3 WE per use.
This Special Weapon is given to members of the Light Labs Faction at Milestone 1.
A nonlethal weapon that creates beams of light that can be used as walls or platforms.
You generate a size 3 Magnet Beam, either horizontally below you, or vertically in front of you.
he Magnet Beam has 3 SE, and once its SE depletes, it disappears. Each Magnet Beam is a solid surface, and
T
can be interacted with as a Wall or Platform in conjunction with Standard Movement or Climb/Jump Skill
Checks.
uring the same Combat Round in which you placed the Magnet Beam, as a ANA Reaction, you can generate
D
a longer trail of Magnet Beams horizontally or vertically, at the reduced cost of 1 WE for each additional
Magnet Beam. Each Magnet Beam must follow the same trajectory as the one that came before it.
217
Marine Tornado
(マリントルネード)
2 WE per use, 2 WE per Charge Level.
ncharged, the Marine Tornado creates a long vertical typhoon out of intense shredding winds and water. When
U
charged, a cluster of four Piranha Drones are unleashed from containment and home in on targets from within
the typhoon.
ou generate a Size 3 Marine Tornado that is 30 ft. tall and 10 ft. wide, occupying a space vertically. It must
Y
move upward or downward equal to its Uncharged Range.
ny target other than you within the Marine Tornado must LOCK into PWR if able, and oppose with a
A
successful Break Skill Check equal or greater than the Attack Die. If the target is successful, the target
takes 1 CT of Damage and breaks away from the Marine Tornado. If unsuccessful, the target will be pulled
into the Marine Tornado for 2 Combat Rounds, and the Damage Die will be Dealt at each Cooldown Phase. Any
Actions or Reactions made by targets in the Marine Tornado cannot be performed until a Successful Break
Skill Check is made. Once a target Breaks free, or once the Combat Rounds pass, the Marine Tornado
disappears.
Marine Tornado can disperse Gas or Vapor and can extinguish unprotected flames in the area, so long as the
target isn’t attacking with Fire.
harged Tier 1 Attack Die - (Untrained Die + 2D4 x Charge Level) + PWR. (Per Drone)
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Charged Tier 1 Damage Die - (1D4 Aqua Piercing Damage + 1D4 Fire Impacting Damage x Charge Level) +
PWR. (Per Drone)
You create four Size 1 Piranha Drones, with their LE, SE, and CT equal to your Charge Level.
You can place each Piranha anywhere within a 5 ft. radius of you.
You can perform a PWR Attack Reaction to designate each Piranha to attack an enemy target.
When attacking, the Piranha bites the target and explodes in a 10 ft. radius after making direct contact.
After the Damage Die is dealt, the Piranha disappears.
If these Piranha are fired underwater, or launched into an Uncharged Marine Tornado, each Piranha has
Advantage on the Attack Die.
If the Piranhas are unable to attack a target, they disappear at the Cooldown Phase.
ecro Burst
N
(ネクロバースト)
epletes all WE. Requires a full WE Resource Pool.
D
ecro Burst generates a sphere of an almost spectral light, which explodes into a burst of intense plasma. Use of
N
this weapon will exhaust the energy reserves of the user.
he Necro Burst unleashes itself as a 60 ft. radius nova that bypasses all Objects, Obstructions, and
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Surfaces, damaging only Enemy Targets.
ecro Burst's Attack and Damage Dies add X, where X equals the exact value of the WE you've depleted to
N
perform Necro Burst. This Damage ignores SE. Targets that would have their LE reduced to 0 by Necro Burst
are instead reduced to 1.
or every Negative Critical Explosion rolled on the Attack Die of Necro Burst, you are dealt 2 CT Damage. If
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your CT drops to 0, you cannot Repair a Rupture dealt by Necro Burst.
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Optic Orb.
オプティックオーブ)
(
2 WE per use, 2 WE per Charge Level.
This Special Weapon can be acquired by defeating a Big Eye Chassis Boss Encounter.
The user can charge a hidden Optical Laser Relay, to fire multiple Laser Orbs at once!
ou generate a Size 1 Optic Orb from your eyes, which can only move in range to a single Cardinal Direction.
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If a positive Critical Explosion is rolled on the Damage Die of the Optic Orb, the enemy target gains the
Blind Status Effect until the Cooldown Phase.
harged Tier 1 Attack Die - (Untrained Die + 1D4 x Charge Level) + PWR.
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Charged Tier 1 Damage Die - (1D4 x Charge Level) + PWR Plasma Impacting Damage.
ou generate X Size X Optic Orbs, where X is equal to the Charge Level of Optic Orb. X cannot equal any
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larger than 3. Each Optic Orb must move in a different Cardinal Direction. If a positive Critical Explosion is
rolled on the Damage Die of the Optic Orb, the enemy target gains the Blind Status Effect until the Cooldown
Phase.
Parachute Bomb
(パラシュートボンブ)
1 WE per use.
his Special Weapon can be acquired by defeating a Mega Tortoise NPC during a Boss
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Encounter.
he Parachute Bomb is a Size 2 Grenade that can only be launched as a PWR Attack Reaction. When declaring
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your PWR Attack Reaction, define how your grenade will be launched with one of the following modes:
Hot Drop” - Select a point that you can see within range of this weapon. The Parachute Bomb will launch
“
without retracting the parachute, and explode in a 20 ft. radius. All targets in this radius must LOCK IN to
MOB, and perform an Evade Skill Check, but may only Evade once per Combat Round to the Parachute Bomb.
If their Evade is successful, only half the Damage Die is dealt.
Safe Drop” - Select a point that you can see within range of this weapon. The Parachute Bomb will launch
“
and its namesake parachute will open, allowing it to slowly float down for the remainder of the Combat
Round, placing itself on the designated point during the Cooldown Phase. The 'parachute' covering the Bomb
will activate as a Thermoptic Emitter, covering it. Targets unaware of the Parachute Bomb will have
Disadvantage on Evade or Sensory Skill Checks. Should this bomb come into contact with any Object,
Obstruction, or Enemy Target, you may choose to perform a PWR Reaction to detonate it immediately,
otherwise it will not detonate until the beginning of the next Combat Round. Upon detonating, the
Parachute Bomb deals the Damage Die within a 20 ft. radius. All targets in this radius must LOCK IN to MOB,
and perform an Evade Skill Check, but may only Evade once per Combat Round to the Parachute Bomb. If
their Evade is successful, only half the Damage Die is dealt.
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uick Homesick
Q
(クイックホームシック)
3 WE per use.
Unleashes a large singular plasma boomerang that can pass through walls and drag items or targets toward you.
ou generate a Size 3 Quick Homesick. The Quick Homesick can pass through Obstructions and Surfaces, but
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cannot pass through Enemy Targets or Objects. The Quick Homesick has two modes:
amage: After a PWR Attack Action is used to release the Quick Homesick to attack, you can perform a PWR
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Reaction to redirect it back to you. If returned in this way, it can perform a Bonus PWR Attack Reaction
against the target it previously collided with, or another target within its range of return.
etrieval: The Attack Die of the Quick Homesick will be considered a Grapple Skill Check while in its
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Retrieval mode. If an Enemy Target or Object of equal or lesser size to the Quick Homesick is grappled by it,
and does not succeed a Break Skill Check, you may return both the Quick Homesick and the targeted
Enemy/Object back to you. When the Quick Homesick returns to you in this way, it disappears.
Ring Laser
リングレーザー)
(
3 WE per use.
The user performs a backflip, emitting a glowing surge of laser blasts that cover a wide area.
ing Laser can only be performed as a PWR Reaction to a Successful Jump Skill Check. The Ring Laser
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launches a barrage of Plasma Bolts in a 40 ft. radius, striking each target once. Enemy Targets that are
within that radius must LOCK IN to MOB and perform an Evade Skill Check if able.
f a Positive Critical Explosion is rolled on the Attack Die of Ring Laser, add the total result of your prior
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Jump Skill Check and add it to your Damage Die.
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Rolling Cutter
ローリングカッター)
(
1 WE per use.
versatile cutter made of Ceratanium. It has the form of a large pair of extremely sharp scissor blades that are
A
thrown like boomerangs, and return to the user.
You generate a Size 2 Rolling Cutter. The Rolling Cutter has two Attack Modes:
ode 1 - Boomerang: You can throw the Rolling Cutter like a Boomerang. After a PWR Attack Action is used to
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release the Rolling Cutter to attack, you can perform a PWR Reaction to return the Cutter back to you. If
returned in this way, it can be thrown again without WE consumption. If you do not retrieve the Rolling
Cutter, or if the Attack Die misses, the thrown Rolling Cutter disappears.
ode 2 - Melee: If Rolling Cutter is used as a Melee Weapon, it will remain equipped as a Single-Handed Melee
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Weapon, and can be used for attacks without WE consumption until it deals LE Damage to a target. Once LE
Damage is dealt by the Rolling Cutter, it disappears.
f the Rolling Cutter is equipped to you as a Melee Weapon, you can choose to throw it in its Boomerang
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mode as a PWR Attack Reaction.
The Rolling Cutter has Advantage on the Damage Die against Wood Element Targets.
Rolling Shield
ローリングシールド)
(
1 WE per use, 2 WE per Charge Level.
n uncharged Rolling Shield fires a sphere of Plasma Energy that rolls off terrain and bounces off walls and
A
obstructions. When fully-charged, the Rolling Shield creates a Plasma-Based Shield around its user, which can
negate minor attacks.
ou fire a Size 2 Rolling Shield. If the Rolling Shield hits an Obstruction or Wall, you can choose a single
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cardinal direction it bounces back to, and it gains 60 additional ft.
f the Rolling Shield has collided with an Obstruction or Wall prior to hitting a target, it deals double its
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Damage Die. The Rolling Shield disappears after it deals damage.
s long as you retain the Rolling Shield's SE, all damage dealt by 1D4 Damage Dies or Size 1 ranged
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projectiles from Special Weapons / Techniques are negated. All SE damage dealt to you must first deplete
the Rolling Shield's added Resource Pool before it can damage your remaining SE.
While the Rolling Shield is active, you may perform a PWR Attack Action to collide into a target with a Melee
Attack. The Attack Die of this Melee Attack will be the result of your Utility Die.
Your Damage Die equals the remaining SE of the Rolling Shield, dealt as Plasma Impacting Damage. Once
the damage is dealt, the charged Rolling Shield disappears.
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Search Snake
(サーチスネーク)
2 WE per use.
his Special Weapon can be acquired from the Anglerge Chassis, through Vendor Purchases,
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or by defeating an Anglerge-Chassis NPC during a Boss Encounter.
ou fire a Size 2 Search Snake Drone, with 1 LE, 1 SE, and 1 CT. The Search Snake must travel along a
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horizontal or vertical surface in order to move equal to its range. If a Search Snake is fired underwater, it
can only travel equal to half of its range. The Search Snake will home in on the closest enemy target within
range. If two or more targets are of equal range, you must designate a single target.
f a Positive Critical Explosion is rolled on the Attack Die, you can fire an additional Search Snake Drone as
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a Bonus PWR Action. This can only occur twice per Combat Round.
Shotgun Ice
ショットガンアイス)
(
2 WE per use, 3 WE per Charge Level.
n its uncharged state, the user who fires Shotgun Ice creates a shard of ice that impales its target. In its
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highly charged state, the user creates a slab of ice, which can be used for icy traversal or impacting targets
below it.
ou fire a Size 1 Shotgun Ice Blast at an Enemy Target, Object, Obstruction, or Surface in range. When the
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Shotgun Ice lands on an Enemy Target, Object, Obstruction, or Surface, it creates a 10 ft. radius spread of
ice in the opposite cardinal direction of where it was fired. Targets hit by the Size 1 Shotgun Ice or its 10 ft.
radius spread cannot Evade against your first Shotgun Ice attack each Combat Round, but may perform
Evade Skill Checks against any additional Shotgun Ice Attacks. If an Enemy Target is attacked, and a
Positive Critical Explosion is rolled on the Damage Die, the target gains the Frozen Status Effect until the
Cooldown Phase.
harged Tier 1 Attack Die - Untrained Die + (1D4 + PWR) x Charge Level.
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Charged Tier 1 Damage Die - (1D4 + PWR) x Charge Level Frost Impacting Damage.
ou create a Size 2 slab of ice within 5 ft. of you. The slab is 2 ft. high, and 5 ft. thick. The slab has SE equal
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to 1 plus your Milestone, and the slab will lose 1 SE at every Cooldown Phase.
ake a PWR Attack Action to strike a target; if an enemy target is struck by the slab, once damage is dealt,
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the slab breaks. If a Positive Critical Explosion is rolled on the Damage Die, the enemy target gains the
Frozen Status Effect for 1d4 Combat Rounds.
ake a Standard MOB Action: You can utilize the slab as a sled, which can travel across a flat surface at a
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speed of 40 ft. + MOB per Combat Round. Should the slab collide with a wall or obstruction, the slab breaks.
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Spread Shot
WE per use.
1
his Special Weapon can be acquired through Vendor Purchases, or by defeating a Beak
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Blaster NPC during a Boss Encounter.
elect up to four separate targets within a 30 foot cone. Each target must LOCK into MOB if able, but may
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only Evade against the Spread Shot Special Weapon once per Combat Round.
torm Tornado
S
(ストームトルネード)
1 WE per use, 3 WE per Charge Level.
n its uncharged state, the Storm Tornado creates a long horizontal tornado that shreds and recoils targets. In
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its highly charged state, the user vents the weapon’s exhaust to create a high-velocity vertical whirlwind.
ou generate a Size 3 Storm Tornado that is 5 ft. tall and 30 ft. wide, occupying a space horizontally. It must
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move in a cardinal direction equal to its Uncharged Range. Targets dealt damage by the Storm Tornado are
pushed back equal to the furthest length the Storm Tornado travels.
When a Positive Critical Explosion is rolled on the Damage Die for the Storm Tornado, you can choose to
ignore the extra PWR Action provided by the Impacting Critical Bonus. If you do, you may add an additional
1D4 + PWR Force Slashing damage in addition to your current Damage Die roll. If the Slashing Damage has a
Positive Critical Explosion, it does not trigger the Slashing Critical Bonus.
Storm Tornado can disperse Gas or Vapor, and extinguish unprotected flames in the area, so long as an
Enemy Target isn’t attacking with Fire.
harged Tier 1 Attack Die - Untrained Die + (1D4 + PWR) x Charge Level.
C
Charged Tier 1 Damage Die - (1D4 + PWR) x Charge Level Force Slashing Damage.
ou surround yourself with a Size 4 vertical whirlwind, 30 ft. long and 10 ft. wide, which lasts for 1D4 Combat
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Rounds, and disappears during its final Cooldown Phase. Any target other than you within its vortex must
LOCK into PWR if able, and oppose with a successful Break Skill Check that exceeds the Attack Die of Storm
Tornado. If the target is successful, they gain the Recoil Status Effect and break away from the Tornado. If
unsuccessful, the target will be pulled into the Storm Tornado until it disappears, and the Damage Die as
rolled is dealt to them at the Cooldown Phase of each Combat Round. Targets other than you who occupy the
Charged Storm Tornado have the Interference Status Effect until they are released from the Storm Tornado.
Storm Tornado can disperse Gas or Vapor, and extinguish unprotected flames in the area, so long as an
Enemy Target isn’t attacking with Fire.
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Super Arm
スーパーアーム)
(
2 WE per use.
he Super Arm empowers the user with great strength, to lift and throw heavy objects. Its immense power
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cannot be adjusted, so the user should avoid certain actions like shaking hands while equipped.
or the next 1D4 (UD) Combat Rounds, you may only perform PWR Actions with the Super Arm. You cannot
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LOCK into any other STAT until Super Arm ends during the final Cooldown Phase. Each roll of the Attack Die
consumes WE.
pon initiating the Super Arm’s Attack Die, you generate a Size 4 Stone Block, which you can throw at an
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enemy target in range. The Stone Block has 1 LE and 1 SE, and when it collides with a target, it dissapears.
While using Super Arm, you have Advantage on Grapple / Break Checks against targets of a larger Size on
the Size Table than you. If you successfully Grapple a target while using Super Arm, you can perform a
Bonus PWR Reaction to throw them equal to your PWR + 10 ft. Targets that hit the ground from this throw
are dealt an additional 1d4 Stone Impacting Damage.
Territorial POW
(テリトリアルパウ)
3 WE per use.
Generates three blue energy spheres to block incoming attacks, or create an explosive barrier of plasma.
This Special Weapon can only be performed as a Reaction to a declared PWR Action.
ou generate three Size 2 Territorial Pow Orbs, which can be placed in any of up to three cardinal directions
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adjacent to you. You can choose to place more than one Territorial Pow Orb in a single space. Each
Territorial Pow Orb has 1 SE. Once the SE of a Territorial Pow Orb drops to 0, it will explode, initiating the
Attack and Damage Dies against any nearby targets within a 5 ft. radius.
f the previous declared PWR Action was a Ranged Attack, one or more of the Territorial Pow Orbs may be
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used to take the damage, reducing its SE to 0.
f the previous declared PWR Action was a Melee Attack, one or more of the Territorial Pow Orbs may impact
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the target, reducing its SE to 0.
f any Territorial Pow Orbs are not used to reflect a Ranged or Melee Attack Action, their SE will deplete to 0
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during the Cooldown Phase.
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Thunder Beam
(サンダービーム)
2 WE per use.
ou generate a surge of electricity that pass through targets and obstructions in three directions: Straight
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ahead, directly above, and directly below you.
ou generate three Size 3 Thunder Beams directly in front of you. Each Thunder Beam must follow a
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different path equal to its range. The first Thunder Beam shoots directly ahead of you. The Second Thunder
Beam fires straight upward. The final Thunder Beam shoots downward.
ach Thunder Beam passes through Enemy Targets, Objects, and Obstructions within its path, but only deals
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the Damage Die to Enemy Targets.
f a Positive Critical Explosion is rolled on the Damage Die, all affected Enemy Targets gain the Stun Status
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Effect until the Cooldown Phase.
f a Wood Element target is dealt damage by a Thunder Beam, that Thunder Beam does not pass through the
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target and immediately disappears.
Shoot jets of searing flame from your leg, either from an exhaust or containment port.
hen fired on the ground, the Wild Horse Kick unleashes a 5 ft. wide, 20 ft. long burst of flame. If a Positive
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Critical Explosion is rolled on the Damage Die, all Enemy Targets within that burst of flame gain the Burn
Status Effect until the Cooldown Phase.
f Wild Horse Kick was performed as a PWR Attack Reaction to the user’s prior Jump Skill Check, you will
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instead fire the Wild Horse Kick vertically downward as a 5 ft. wide, 20 ft. long burst of flame. Until the
Cooldown Phase, you will remain elevated in the air, but cannot move or perform additional MOB
Actions/Reactions. During the Cooldown Phase, you will safely land on the surface beneath you.
hen creating any Mechanical character, providing a Custom Special Weapon for them is an
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optional choice to make, although doing so provides many advantages. Creating the Special
Weapon costs no additional BP to create, and the Special Weapon improves with Special Weapon
Tiers, just as all Special Weapons do.
pecial
S amage
D elee or
M Elements Optional Effects WE Cost Drawbacks
Weapon or Ranged
Tier Utility Attack
Die Max
Reach
Tier 1 amage:
D 10 ft. / 60 ft. ny Basic
A n Elemental Status
A per use.
4 ptional, but
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1d4 + PWR Damage Type Effect until the 4 per encouraged.
Utility: or Element Cooldown Phase with Charge
1d4 + Damage Type. Positive Critical Level
Milestone. Explosion.
Tier 2 amage:
D 15 ft. / 80 ft. N/A lemental Status Effect
E per use.
3 ptional, but
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1d6 + PWR for 1D4 Combat Rounds 3 per encouraged.
Utility: with Charge
1d6 + Positive Critical Level.
Milestone. Explosion.
Tier 3 amage:
D 0 ft. / 100
2 n additional
A asting Elemental
L per use.
2 ptional, but
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1d8 + PWR ft. secondary Status Effect with 2 per encouraged.
Utility: Basic Damage Positive Critical Charge
1d8 + Type or Explosion. Level.
Milestone. Element
Damage Type.
.
1 Damage/Utility Supertype. (Uses the Attack / Damage Dies, or the Utility Die.)
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2. If the Special Weapon does Buffing, De-Buffing, or Healing, an Element Type must be
chosen. (Refer to Chapter 12 to learn more about Damage Types. Any of the 10 Elements
can be used.)
3. If the Special Weapon does Impacting, Piercing or Slashing, a Basic Damage Type or
Element Damage Type must be chosen. With Plasma, you may choose to keep that
Damage type alongside the Element.
4. Create a defined range of your abilities. If a Buffing, De-Buffing, or Healing ability, it
must target yourself, or a target/object within touch range. If a Melee attack, the range
of the Special Weapon cannot initially reach longer than 10 ft. If a Ranged attack, it
cannot initially reach longer than 60 ft. If the Attack creates an object, it cannot be
larger than Size 2.
5. An Elemental ability may cause its corresponding Status Effect to its designated target.
A good way to balance the weapon is to initiate the status effect when a Positive Critical
Explosion is rolled, to make the attack more exciting. Some Status effects that aren’t
locked to Element Types, such as the Blind or Interference Statuses, can be viable
options for this.
6. Each Custom Special Weapon begins with an initial usage cost of 4 WE, and 4 WE per
charge level at Tier 1. As you advance in Special Weapon Tiers, your WE Cost is reduced
by 1.
7. An optional rule is for every beneficial ability the weapon has, provide an additional
drawback to create a level of risk and reward to your Special Weapon. Work with your
OPERATOR to determine this. Some examples include the need to remain still in order to
maintain the weapon ability or only performing a Full-Round action to initiate the
ability.
here is currently no set-in-stone rubric of what you can and cannot do with Custom Special
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Weapons. This aspect of gameplay is still in an experimental phase, and we'd like to ask
playgroups to stretch the limits of this concept and build upon it. As long as your OPERATOR is
open to creative input, feel free to develop your own unique Special Weapons, so long as they
follow the guidelines in this chapter.
226
227
What
is a Technique?
echniques are defined as innate or taught abilities that do not require the Variable Weapons
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System in order to utilize them. Use of a Technique requires exhausting the TP Resource Pool,
which replenishes at the end of a Narrative Encounter, Combat Encounter, or Boss Encounter.
ome Techniques have specific requirements, such as required equipment, enhancements, or
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Factions; while others can be utilized by any player character. Like Special Weapons, Techniques
will usually not be easily accessible or purchasable, but rather trained and earned. As an
OPERATOR, think of Techniques as another additional toolkit to outfit your encounters or
playgroups with.
360-Degree Cleave
1 TP per use.
his Technique can be acquired through training with an Axe Max NPC, or by defeating an Axe Max NPC
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during a Boss Encounter.
Requires a Melee Weapon.
ou may perform 360-Degree Cleave as a PWR Reaction to all enemy targets within a 10 ft. radius of you. You
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swing yourself in a 360-Degree Motion, dealing a single PWR Attack Reaction with your equipped weapon to all
adjacent targets. Each enemy target within the 10 ft. radius has Disadvantage on their Evade Skill Check.
bjects in the radius of the 360-Degree Cleave are struck and flung in a cardinal direction at the OPERATOR's
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discretion, at a distance equal to your throwing range.
Air-Dash (エアダッシュ)
1 TP per use.
tilizing Jet Thrust, you perform a Dash while in mid-air to propel yourself forward with a burst of speed!
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Enhancement Technique. MOB Action.
Self-Targeting.
ou can only perform an Air-Dash while in Mid-Air due to falling, or performing a corresponding Action or
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Reaction that has left you suspended or elevated in mid-air, such as Climb / Jump Skill Checks.
hen performing an Air-Dash, you make a Standard MOB Action to multiply your standard movement Speed by
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two until the end of this Combat Round. You can utilize your standard movement Speed while elevated in the air.
ou cannot Air-Dash more than once per Combat Round. While Air-Dashing, you gain an additional Untrained Die
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to Climb / Jump, Flight and Swim Checks.
Armored Enclosure.
1 TP per use.
his Technique can be acquired through training with a Beak Blaster NPC, or by defeating a Beak Blaster
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NPC during a Boss Encounter.
nhancement Technique.
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MOB Reaction.
Self-Targeting.
ou may perform Armored Enclosure as a MOB Reaction to a ranged attack. In addition to consuming 1 TP, you
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must also consume 1 SE. Roll 1d4. If a 1 is rolled, this Technique does nothing. If a 2, 3, or 4 is rolled, prevent all
CT, LE, or SE damage that would be dealt by the ranged attack to you. Status Effects will still trigger from their
respective attacks if applicable, even if damage is not dealt. You cannot perform PWR Actions or Reactions for
the remainder of the Combat Round.
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Armor Transformation
1 TP per use.
nhancement Technique.
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Full-Round MOB Action.
Self-Targeting.
ou begin to glow blue and white, before altering your entire body into a powerful Armor.
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If you have acquired unique Armor Parts, such as parts for the Light Armor, Second Armor, etc, you will spend a
Full-Round MOB Action to swap those parts with your currently equipped parts where applicable.
his is considered a Transformation, and will continue until the end of the Cooldown Phase. During this
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Transformation, you gain the I-Frame Status. Post Cooldown Phase, the Transformation is complete, and you lose
the I-Frame.
t any time, you can revert back to your original form by performing a Bonus MOB Reaction. Reverting back to
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your original form is instantaneous; it causes no Transformation State, and triggers no I-Frames.
In Aquatic Form, you can traverse underwater at a swift speed compared to your standard form.
ransformation Technique.
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Full-Round MOB Action.
Self-Targeting.
ou transform your legs into fins, turbines, or another form suitable for traversing in water. This is considered a
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Transformation, and will continue until the Cooldown Phase of the Combat Round Aquatic Form is activated.
During this Transformation, you gain the I-Frame Status. At the start of the next Combat Round, the
Transformation is complete, and you lose the I-Frame.
hile in Aquatic Form, your movement speed is 20 ft. faster underwater, but Standard Movement Speed outside
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of water is halved.
ou can revert back to your original form instantly by performing a Bonus MOB Reaction. Reverting back to your
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original form is instantaneous; it causes no Transformation State, and triggers no I-Frames.
You curl your legs inward and become a spherical object, utilizing Jet Thrust from your lower exhaust to move.
ransformation Technique.
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MOB Action.
Self-Targeting.
his is considered a Transformation, and will continue until the Cooldown Phase of the Combat Round Ball Mode
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is activated. During this Transformation, you gain the I-Frame Status. At the start of the next Combat Round,
the Transformation is complete, and you lose the I-Frame.
hen activating Ball Mode, gain 1 SE and increase your MOB by 2 for 1D4 (UD) + Milestone Combat Rounds. During
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the Cooldown Phase of the final UD Combat Round, your MOB while in Ball Mode becomes 1. You must remain in
Ball Mode for at least Two Combat Rounds after the UD Combat Rounds have passed.
fter two Combat Rounds have been completed, you revert back to your original form instantly as a Bonus MOB
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Reaction. Reverting back to your original form is instantaneous; it causes no Transformation State, and triggers
no I-Frames.
229
his Technique can be acquired through training with Proto Man, by acquiring the Proto Buster, or by
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defeating Proto Man during a Boss Encounter.
o perform Big Bang Strike, deplete all of your remaining SE to 0. You unleash a massive spiral of crackling
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green plasma that explode in a 30 ft. radius upon contact with an Object, Obstruction, or Enemy Target.
Add X D4s to your Attack and Damage Dies, where X is equal to the amount of SE depleted.
All Enemy Targets in the radius of Big Bang Strike must LOCK IN to MOB in order to Evade, if able, and gain the
Blind and Interference Status Effects until the Cooldown Phase.
equires the Maverick Hunters 7th Air Cavalry Faction, and Emergency Acceleration System α, a Legs Part
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with Dash Internalized, the Flight Technique, or the Hover Module.
Dashing vertically at a high speed, you thrust yourself into the enemy!
hen performing a Dash, Air-Dash, Flight Skill Check, Flight, Hover, or a Swim Skill Check, activate Body Blow as
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a Reaction. If moving vertically, double the available movement speed. You must attack a target within visual
range of your Body Blow movement speed.
ith utmost precision, you use your sharpened helicopter blades to slash an enemy and maintain flight as you
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zoom right past them.
hen performing a Flight Skill Check or Flight Technique, you can activate Bunbi Blader as a Reaction. If your
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Attack Die succeeds, you slash an Enemy Target within visual range of your Standard Movement Speed, and move
behind them right before the Damage Die resolves.
230
With enough favor, or perhaps a bit of dirt, you call a companion to swoop in and do your dirty work for you.
nhancement Technique.
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CHA Action.
Self-Targeting.
Utility Die - 1D4 + Milestone.
ou begin the game with 1 Favor Point. For every completed mission, add an additional Favor Point to your
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character. During any interaction with an NPC you are familiar with, either in Downtime, or in a Narrative
Encounter, perform a Bluff, Intimidate, or Persuade Skill Check. The Difficulty Check will be determined by the
OPERATOR.
ou must expend a number of Favor Points to convince the desired NPC to join your upcoming mission in some
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capacity. For each Favor Point spent, increase the amount of TP consumed by 1, and add an additional 1D4 +
Milestone (UD) to the Skill Check.
f you succeed, during the next Combat Encounter or Boss Encounter, the NPC will immediately Teleport in and
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will be controlled by the OPERATOR. If you fail, you regain any Favor Points spent at the end of the following
Mission.
Code Savant
TP per use.
1
nhancement Technique.
E
ANA Reaction.
Self-Targeting.
You must perform Code Savant as a Reaction to another ANA Action or Reaction.
Until the Cooldown Phase, add an additional Untrained Die to you and your party’s Hack/Interface Skill Checks.
nhancement Technique.
E
ANA Action.
Range of Line of Sight.
o activate Cyber Puppet, roll a Bonus Hack/Interface check against an enemy target in range. If your roll is
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successful, and it exceeds 12 minus your Milestone, you may select a Weapon, Technique, or Special Weapon that
is equipped to that target. The selected Weapon, Technique, or Special Weapon must be able to attack within its
original range, and must be used for a Bonus PWR Attack Action against the target, or another enemy target
within range.
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ash (ダッシュ)
D
1 TP per use.
Utilizing Jet Thrust, you perform a Dash to propel yourself forward with a burst of speed!
nhancement Technique.
E
MOB Action.
Self-Targeting.
hen performing a Dash, multiply your Standard Movement Speed by two until the Cooldown Phase.
W
You cannot perform Dash more than once per Combat Round. While Dashing, you gain an additional Untrained
Die to Climb / Jump, Flight and Swim Skill Checks.
his Technique can be acquired through Black Market or Military Vendors, by training with Spark Mandrill,
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or by defeating Spark Mandrill during a Boss Encounter.
You can only perform Dash Punch as a PWR Reaction to a Dash, or Air-Dash Technique.
hen performing Dash Punch, select an Enemy Target within visual range of your Dash Movement Speed. You will
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Dash right past them if applicable, and roll the Attack Die.
nhancement Technique.
E
Bonus LCD Action.
Self-Targeting.
uring a Combat Encounter or Boss Encounter, on the first Combat Round in which you are underwater, you can
D
Activate this Technique as a Bonus LCD Action to gain the I-Frame Status. The I-Frame disappears during the
Cooldown Phase.
eep Dweller can only be performed once per Mission, and cannot be utilized during a Combat Round other than
D
the initial round.
Deployment (デプロイ)
3 TP per use.
You release a Mechaniloid from your vehicle containment to assist you in battle!
nhancement Technique.
E
Full-Round LCD Action.
Self-Targeting.
Utility Die - 1D4 + Milestone.
elect a Milestone 1 Mechaniloid in Chapter 14 with a combined BP value of 30 or less. The vehicle opens its tail
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end deployment cockpit, and deploys that Mechaniloid, which will remain active for 1D4 + Milestone Combat
Rounds. On the Cooldown Phase of the final Combat Round, the Mechaniloid deactivates, and is considered
Incapacitated. The Mechaniloid is controlled by the OPERATOR, but may respond to your commands.
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Devil Extend
TP per use.
1
nhancement Technique.
E
PWR Action.
Self-Targeting.
Until the Cooldown Phase, increase the range of your Melee Attacks by 10 ft.
evil Extend can be performed more than once during a Combat Round, but you cannot reduce your Size below
D
Size 1.
Requires the Maverick Hunters 7th Air Armada Faction, and Flight.
While in Flight, you have impeccable skill with striking targets from the air.
ntil the Cooldown Phase, double your Flight Movement Speed. Select a single Enemy Target within range of your
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Flight Movement Speed. You rise high up into the air, and immediately dive downward toward your target. If a
Positive Critical Explosion is rolled for Dive Bomb’s Attack Die, you gain Advantage on your next Flight Skill
Check roll.
Drain (ライフドレイン)
3 TP per use.
t can also be acquired through Black Market or Military Vendors, by training with Launch Octopus, or by
I
defeating Launch Octopus during a Boss Encounter.
You can siphon a target’s internal resources with a firm grasp of their physical body.
he user must perform a Grapple Skill Check within touch range of an enemy target. If the Skill Check succeeds,
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or is unopposed, select an enemy Resource Pool other than Core Threshold, and roll the Utility Die. You drain the
value rolled from that enemy’s Resource Pool, and add it to your own.
You can only Drain one Enemy Target per Combat Round.
f any Status Effects are affecting the enemy target, Drain will absorb the Status Effects and their parameters,
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and pass them along to you.
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his Technique can be acquired through Military Vendors, by training with Zero, or by defeating Zero during
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a Boss Encounter.
By slamming your fist into the earth, you create a violent geyser of flailing stones!
nvironmental Technique.
E
Full-Round PWR Action.
Range of 80 ft.
Attack Die - Untrained Die + XD8 + PWR.
Damage Die - XD8 + PWR Stone Impacting Damage.
y performing this Technique, roll X D8s, where X is the Milestone of the user. You slam your fist into a solid
B
ground surface, and a geyser of Size 2 flailing stones jut from out of the ground within a 80 ft. radius of your
position. These stones will hit all targets surrounding you within that radius.
Each target selected by Earth Gaizer must LOCK into MOB and Evade if able, but may only Evade once.Ifthey
succeed, roll your Attack and Damage Dies, but any Damage dealt is halved.
his Technique can be acquired through Black Market Vendors, by training with Velguarder, or by defeating
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Velguarder during a Boss Encounter.
Electrification (手がらの電撃)
3 TP per use.
90 ft. long, 5 ft. wide lightning bolt strikes vertically from your weapon.
A
This Technique can be used to attack Enemy Targets above, or below you, but it cannot be fired horizontally.
After performing Electrification, your Weapon becomes Electrified until the Cooldown Phase.
While Electrified, your Melee PWR Attack Actions deal an Additional 1D4 Elec Piercing Damage. Targets that are
dealt damage by the Electrified Weapon gain the Stun Status Effect until the Cooldown Phase.
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his Technique can be acquired through Black Market or Military Vendors, by training with Vile, or by
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defeating Vile during a Boss Encounter.
You fire a Size 1 Electroshock Bullet at a visible Enemy Target within range of this Technique.
nemy Targets dealt SE damage by Electroshock Bullet cannot move their Standard Movement Speed, and gain
E
the Stun Status Effect until the Cooldown Phase.
Enkoukyaku (焔降脚)
3 TP per use.
his Technique can be acquired through Military Vendors, by training with Zero, or by defeating Zero during
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a Boss Encounter.
he Enkoukyaku is an adapted martial arts technique, based upon Shotokan moves of the early 20XX era. It is a
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diving kick, that feeds upon the Ki, or Life Force of the user, in order to generate a powerful flaming strike!
ou can only perform Enkoukyaku as a Reaction to a Successful Jump Skill Check that you perform. Select an
Y
Enemy Target within range of your remaining Vertical Jump Speed and this Technique.
Those dealt damage by Enkoukyaku are knocked back 10 ft. from the force of the blow.
f a Positive Critical Explosion is rolled on the Attack or Damage Dies, the Primary Damage Die deals Fire
I
Impacting Damage instead of Physical Impacting.
If the user is Human, they gain an additional Untrained Die with their Attack and Damage Dies.
nhancement Technique.
E
Full-Round PWR Action.
Self-Targeting.
You unleash an intense battle cry, and a reddish-purple aura envelops you.
his is considered a Transformation, and will continue until the Cooldown Phase of the Combat Round Enraged
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Aura is activated. During this Transformation, you gain the I-Frame Status. At the start of the next Combat
Round, the Transformation is complete, and you lose the I-Frame.
When the Transformation is complete, you gain the Berserk Status Effect.
For the first Combat Round while Berserk, you regain the I-Frame Status until the Cooldown Phase.
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his Technique can be acquired by training with Flame Mammoth, or by defeating Flame Mammoth in a Boss
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Encounter.
nvironmental Technique.
E
Full-Round PWR Action.
Range of 90 ft.
Attack Die - Untrained Die + 1D6 + PWR.
Damage Die - 1D6 + PWR Fire Impacting Damage.
ou launch four Size 2 Fireballs 30 ft. into the air, and can select up to four separate Enemy Targets. Each
Y
Fireball will rain down from above to impact its target within range.
pply the rolled Attack Die against each selected target. Each target selected by Flame Drop must LOCK into
A
MOB and Evade if able.
f a Positive Critical Explosion is rolled on the Damage Die, the Flame Drop will explode in a 10 ft. radius, dealing
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its Damage Die to other targets within that radius.
Flamethrower (火炎放射)
3 TP per use.
This Technique can be acquired through Black Market or Military Vendors, or by defeating Wolf Sigma.
ou exhale a 20 ft. cone of flame which lasts for X Combat Rounds, where X is equal to your Milestone, ending at
Y
the final Cooldown Phase of those Combat Rounds. For each remaining Combat Round, your Attack Die will
remain as the only contestable roll and cannot be re-rolled. When rolling the Attack and Damage Dies, X is equal
to your Milestone.
argets that occupy or enter the 20 ft. cone must LOCK into MOB and Evade if able. Targets that are dealt
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damage by or knocked into the Flamethrower’s cone gain the Burn Status Effect until the Cooldown Phase of the
final Combat Round of Flamethrower. You cannot move or perform other Actions or Reactions until after the
final Cooldown Phase of Flamethrower. If you are dealt damage while using Flamethrower, it ends immediately
and the cone of flame disappears at the Cooldown Phase.
You spur the rest of your squad to action with a quick coordinated assault!
nhancement Technique.
E
APT/CHA Action.
Range of Line of Sight.
irst Response must be the first action performed during a Combat Round, and may only be performed once per
F
Combat Encounter or Boss Encounter.
hen activated, select a number of friendly party members equal to your Milestone. Those friendly targets may
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perform their turn rotations in a Combat Round before enemy targets do. Enemy targets may still respond with
Reactions.
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his Technique can be acquired through Black Market Vendors, by training with Velguarder, or by defeating
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Velguarder during a Boss Encounter.
ou exhale a continual burst of wisping fireballs, which can bypass objects and obstructions to damage an
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Enemy Target within line of sight. While Friender Flame can be Evaded, its damage cannot be prevented if dealt,
and it ignores the I-Frame Status Effect on Enemy Targets.
f a Positive Critical Explosion is rolled on the Damage Die of Friender Flame, the Enemy Target gains the Burn
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Status Effect for 1D4 Combat Rounds, ending at the final Cooldown Phase of those Combat Rounds.
You surround yourself with a thin layer of ice, protecting the more vulnerable systems of your body.
nhancement Technique.
E
PWR Action.
Self-Targeting.
Utility Die - 1D4 Frost CT Buffing.
hen activated, Frozen Castle adds 1D4 (UD) Temporary CT to both its user and the Weapon Core Threshold of a
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single equipped weapon. This CT must be depleted first before damage is dealt to the initial CT Resource Pool.
ire Damage dealt to a target with Frozen Castle activated will deplete all Temporary CT provided by Frozen
F
Castle.
Frozen Castle can only be activated once per Combat Encounter or Boss Encounter.
A powerful burst of energy, which damages all targets within its wake.
n order to perform Giga Crush, the user must be at less than one-third of their maximum LE rounded down, and
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cannot have any remaining SE.
iga Crush deals X Damage to all targets within a 200 ft. radius, where X is equal to the amount of LE damage
G
the user has taken during this Encounter. This damage cannot be Evaded.
iga Crush deals all Damage Supertypes. If a Positive Critical Explosion is rolled on the Damage Die of Giga
G
Crush, all Critical Bonuses for each Damage Supertype will occur.
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Hadouken (波動拳)
3 TP per use.
equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with
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Mega Man X (First Armor), or by defeating Mega Man X (First Armor).
he Hadouken, or Wave Motion Fist, is a legendary martial arts technique, passed down from the Shotokan
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masters of the early 20XX era. It is a powerful ranged blast that feeds upon the Ki, or Life Force of the user, in
order to generate a surge of energy!
he Hadouken's Damage Die ignores an enemy target's Resistance. You can utilize the Hadouken as a PWR Attack
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Reaction to nullify an incoming Ranged Attack against you. If the Hadouken is performed this way, it
disappears. If the user is Human, they gain an additional Untrained Die with their Attack and Damage Dies.
Headbutt (ヘッドバット)
1 TP per use.
or the headstrong, in more than one way! A well-placed headbutt can leave targets staggered, or can breach
F
through obstructions!
ou have Advantage on the Attack Die against Stone Element Obstructions or Targets. If a Positive Critical
Y
Explosion is rolled on the Damage Die, it Explodes twice. This benefit can only occur once per Combat Round.
Requires the Maverick (Criminal) or Maverick (Defect) Faction.This technique can also be acquired through
Black Market Vendors.
You channel energy from a focusing crystal or internal reserve to fire a Plasma shot!
ou fire a small Plasma Shot from your Head or Mouth. If you have made a successful Bluff or Persuade Skill
Y
Check prior to activating this Technique, the Attack and Damage Dies of Head/Mouth Beams are rolled at
Advantage.
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fter being struck hard, you raise your Shield in a way to maintain a high reaction time against guarding
A
attacks.
nhancement Technique.
E
MOB Reaction.
Self-Targeting.
Utility Die - 1D4 + Milestone Physical Buffing.
You may only perform High Guard as a Standard MOB Reaction to a PWR Attack Action.
Until the Cooldown Phase, whenever you are dealt LE or CT damage, you gain 1D4 + Milestone (UD) SE.
High Guard can only be used once per Combat Encounter or Boss Encounter.
Finding the most opportune form of cover, you conceal yourself from danger.
nhancement Technique.
E
APT Action.
Range of 5 ft.
Utility Die - 1D4 + Milestone Physical Buffing.
ctivate Hunker Down when you are utilizing a Friendly Target, Obstruction, or Object of equal or greater Size as
A
Cover. You and the designated target of Cover gain 1D4 + Milestone (UD) SE.
olo or Viral damage dealt to either target while using Hunker Down will deplete all remaining SE provided by
H
Hunker Down.
Hunker Down can only be used once per Combat Encounter or Boss Encounter.
equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with
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NPCs, or through Black Market vendors.
he Hyakuretsu Kyaku, commonly incorrectly termed “Lightning Legs”, is a legendary Martial Arts technique
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honed from a unique Tai Chi, Karate, and Capoeira fighting style. The user unleashes a flurry of kicks in such a
rapid succession, that it almost creates the illusion of lightning supplementing each strike.
t can also be acquired through Military Vendors, by training with Chill Penguin, or by defeating Chill
I
Penguin during a Boss Encounter.
You create a couple sculptures that mirror your general size and demeanor.
nhancement Technique.
E
PWR Action.
Range of 15 ft.
Utility Die - 1D4 + Milestone.
Attack Die - Untrained Die + 1D8 + PWR.
Damage Die - 1D8 + PWR Frost Impacting Damage.
s a Reaction, you may generate a number of Ice Sculptures of your size equal to the Utility Die rolled.
A
Each Ice Sculpture has an SE equal to your Milestone. The Ice Sculptures can be generated above you, or placed
directly in front of you. If placed in front of you, an Ice Sculpture can be pushed at targets with a PWR Attack
Action. If dropped on a target, it is also considered a PWR Attack Action.
f an enemy target comes into touch range of the Ice Sculpture, they gain the Frozen Status effect until the
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Cooldown Phase.
Jamming (ジャミング)
1 TP per use.
nhancement Technique.
E
ANA Action.
Range of 5 ft.
Utility Die - 1D4.
or 1D4 (UD) Combat Rounds, the user functions as both an Active Noise Generator (pg. 69) and a Teleport
F
Disruption Actuator (pg. 103) spanning a 20 ft. radius.
If the user gains the Interference Status effect while Jamming is active, the Technique ends.
t can also be acquired through Black Market or Military Vendors, by training with Flame Mammoth, or by
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defeating Flame Mammoth during a Boss Encounter.
technique passed from Overland Commander to subordinate since the days Flame Mammoth was present as
A
leader.
ou can only perform Jump Press as a Reaction to a Successful Jump Skill Check that you’ve performed.. Select
Y
an Enemy Target or Object within range of your remaining Vertical Jump Speed and this Technique.
fter your jump, you dive down and attempt to flatten the Enemy Target or Object. Your landing causes a
A
massive rumbling of the ground around you in a 30 ft. radius.
Targets within the radius of Jump Press’ landing gain the Stun Status Effect until the Cooldown Phase.
Jump Press’ Attack and Damage Dies are multiplied by S, where S is equal to your Size number on the Size Table.
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Jury-Rig (ジュリー-リグ)
1 TP per use.
ith minimal knowledge of a target’s specs, you are able to override circuitry limiters to empower, and
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potentially endanger them.
nhancement Technique.
E
Full-Round ANA Action.
Range of 5 ft.
Utility Die - 1D4 + Milestone.
elect a Mechanical target within touch distance of you. Perform a Full-Round Repair Skill Check at
S
Disadvantage, with the Difficulty Check equal to 6 plus the target's Milestone.
f you succeed, select a STAT. Increase the numerical value of that STAT by 1D4 Buffing for 1D4 (UD) + Milestone
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Combat Rounds. If you fail, select a STAT. Decrease the numerical value of that STAT by 1D4 De-Buffing for 1D4
(UD) + Milestone Combat Rounds. With the exception of LCD, a STAT cannot drop to zero.
Requires the Maverick (Sigma Virus) or Maverick (Viral) Faction.This technique can also be acquired
through Black Market Vendors.
You channel energy from a focusing crystal in your eyes to fire a Laser shot!
You fire two small Laser Shots from your Eyes.Ifyou have made a successful Bluff or Persuade Skill Check prior
to activating this Technique, the Attack and Damage Dies of Laser Eye are rolled at Advantage.
his Technique can be acquired by training with Zain. It can also be acquired by defeating Zain in a Boss
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Encounter.
ou can only perform Leaping Slash as a Reaction to a Successful Jump Skill Check that you’ve performed.
Y
Select an Enemy Target or Object within range of your remaining Vertical Jump Speed and this Technique.
f a Positive Critical Explosion is rolled on the Damage Die of Leaping Slash, add the result of your previous
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Jump Skill Check to the Damage Die of Leaping Slash.
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his Technique can be acquired by training with Mega Man or Rock. It can also be acquired by defeating
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Mega Man or Rock in a Boss Encounter.
elect an Enemy Target or Object within touch range. If dealt Damage, the Enemy Target or Object is knocked
S
back equal to your Throwing Range. If a Positive Critical Explosion is rolled on the Damage Die for Mega Kick,
the Enemy Target or Object gains the Recoil Status Effect until the Cooldown Phase.
nhancement Technique.
E
Full-Round MOB Action.
Self-Targeting.
You begin to glow blue and white, before altering your entire body into the iconic Mega Man!
You will spend a Full-Round MOB Action to change this NPC from Rock into Mega Man (Mega Man 1).
his is considered a Transformation, and will continue until the end of the Cooldown Phase. During this
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Transformation, you gain the I-Frame Status. Post Cooldown Phase, the Transformation is complete, and you lose
the I-Frame.
t any time, you can revert back to Rock by performing a Bonus MOB Reaction. Reverting back to your original
A
form is instantaneous; it causes no Transformation State, and triggers no I-Frames.
his Technique can be acquired by training with Mega Man or Rock. It can also be acquired by defeating
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Mega Man or Rock in a Boss Encounter.
argets dealt damage by the Mega Upper are launched 10 ft. into the air, and are knocked back equal to your
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Throwing Range from the force of the blow. If a Positive Critical Explosion is rolled on the Damage Die for Mega
Upper, the Enemy Target gains the Recoil Status Effect until the Cooldown Phase.
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nhancement Technique.
E
MOB Reaction.
Self-Targeting.
Utility Die - 1D6.
ou can only perform Met Guard as a MOB Reaction to a Ranged PWR Attack Action against you.
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Roll a 1D6 (UD). If the result is 6, the Damage Die is redirected back towards the target that fired it. Enemy
Targets may perform Reactions in response to the Damage Die redirecting. If the result is 3, the Damage Die
targeting you is nullified. If the result is 1, you do not take SE damage, but half of the opponent’s Damage Die is
dealt to your LE.
If your size is equal to or less than the Met Helmet, you have Advantage on the Met Helmet Utility Die.
uring your first Combat Round of a Combat Encounter or Boss Encounter, activate this Technique as a Bonus
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PWR Action.
elect an Enemy Target within range of your remaining standard movement speed and this Technique. That
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target cannot respond with a Reaction until after Nautilus Strike's Damage Die resolves.
If Nautilus Strike is performed underwater, this attack deals an additional 1D4 Aqua Impacting Damage.
Navigation (ナビ)
1 TP per Skill Check.
equires access to a Datapad or other electronic device connected to Cyberspace, and the Maverick Hunters
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5th Communications Faction.
ou are capable of utilizing the Cyberspace Network to assist friendly targets from a distance, providing useful
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routes, operating and disabling systems, and calling for back-up.
nhancement Technique.
E
ANA/APT/CHA/LCD Action/Reaction.
Self-Targeting.
ou must utilize Navigation with a Computer, Datapad or some other electronic device. Performing a Successful
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Hack / Interface Check with a Difficulty Check of 8 minus your Milestone will integrate your systems with the
Navigation Device.
ou can perform Hack / Interface, Networking, Operate, or Sensory Skill Checks on targets without being in the
Y
physical vacinity of the party you are playing alongside. Each Skill Check usage costs 1 TP.
ou can utilize the Cyberspace Network to reach out to familiar or unfamiliar contacts via your Comms,
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Datapad, Jacking Kit, or other applicable electronic devices. Each attempt costs 1 TP, and requires a successful
Networking Skill Check, at a Difficulty Check determined by your OPERATOR.
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Oiling (油)
1 TP per use.
his Technique can be acquired by training with Flame Mammoth, or by defeating Flame Mammoth during a
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Boss Encounter.
ou launch a blob of viscous oil from a mechanism or receptacle. The oil can be difficult to maneuver through,
Y
but it is also highly flammable.
ou generate a Size 4 Oil Blob, which can be placed on any horizontal surface in range. The Oil is considered
Y
Difficult Terrain while targets move within it, and will take 10 ft. of movement for each space they step through.
Once a target that has been in contact with the Oil Blob moves 5 ft. past it, their Leg Parts become Slickened
until the Cooldown Phase. While Slickened, every MOB Action, Reaction, or Skill Check are at Disadvantage, and if
failed, the target falls over and gains the Recoil Status until the Cooldown Phase. Targets that are Slickened also
have Disadvantage on Evade Skill Checks against Fire Element Attacks until the Cooldown Phase.
f the Oil Blob comes into contact with a Fire Element Attack, it will ignite, and each 5 ft. square it occupied will
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become Fire Terrain. Fire Terrain deals 1D4 Fire Impacting Damage each Combat Round to anyone who occupies
it, and lasts for 1D4 Rounds. The terrain that remains afterward is at the OPERATOR’s discretion.
Ping(ターゲット)
1 TP per use.
equires Optics, access to a Datapad or other electronic device, and the Maverick Hunters 10th Special
R
Forces Faction.
ou are able to create a visual cue around targets within visual range of your optics to be identifiable,
Y
regardless of yours or their position.
nhancement Technique.
E
APT Action.
Range of Line of Sight.
elect a single target. Each friendly character in your party will receive a visual cue in their Optics, showing a
S
reticle identifying the target, alongside any additional details you provide in a text format. This cue can be seen
through objects, obstructions, or walls.
Pinged targets remain as such unless you dismiss it. You can Ping an amount of targets equal to your Milestone.
A multi-limbed Grapple!
elect an enemy target within range of your remaining Standard Movement Speed and this Technique. During a
S
Combat Encounter or Boss Encounter, activate this Technique to perform a Bonus Action Grapple Skill Check
against that target. Doing this will LOCK you into PWR for the remainder of the Combat Round. This Grapple
cannot be contested with a Break Skill Check until after the Cooldown Phase. Double the result of the Damage
Die rolled if this is a lethal Grapple Check.
You can only perform this Technique once per Combat Encounter or Boss Encounter.
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nhancement Technique.
E
APT Action.
Self-Targeting.
pon activating Program Advance, you can now Charge your Cyberspace Programs for the remainder of a
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Cyberspace Encounter.
f a Cyberspace Program has an Attack Die and Damage Die, you can perform Charge Weapon Actions to
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multiply the result on both once rolled.
his Technique can be acquired through training with Proto Man, by acquiring the Proto Buster, or by
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defeating Proto Man during a Boss Encounter.
n addition to the TP cost of Proto Strike, you are dealt 1D4 CT Damage.
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If a Positive Critical Explosion is rolled on the Damage Die of Proto Strike, the Enemy Target takes 1D6 CT
Damage.
equires the Roader Chassis. This Technique can also be acquired through training with a Rush Roader NPC,
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or by defeating a Rush Roader NPC during a Boss Encounter.
amming Attack requires the user LOCK into the MOB STAT for Attack actions, rather than PWR. Until the
R
Cooldown Phase, the only Attack Actions you may perform must be from Ramming Attack. A successful Damage
Die dealt by Ramming Attack will deal 1 SE Damage to you, or half of the total damage dealt in LE if you have no
remaining SE.
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Renzokudan (連続弾)
5 TP per use.
ou fire eight Size 3 Lightning Balls at a number of targets in range. Select up to eight targets within a 40 ft.
Y
cone. Each Enemy Target must LOCK into MOB to Evade if able, but may only Evade once. For any successful hit,
you may designate how many D6s of the Damage Die will affect each individual Enemy Target. For example, if
you hit two Enemy Targets, you may wish to split your 8D6s from a Single Target to 4D6s per Target.
Reprogram (再プログラム)
3 TP per use.
This Technique can be acquired through training with Dr. Albert Wily or Serges.
Using nefarious methods, you access a robot’s circuitry and bend it to your will!
nhancement Technique.
E
ANA Reaction.
Range of 5 ft.
Utility Die - 1D4 + LCD Viral De-Buffing*.
ou must perform Reprogram as a Reaction to a Successful Hack/Interface Skill Check on a non-Human Enemy
Y
Target within touch range.
f an Enemy Target’s LCD drops to 0 due to Reprogram, they become Incapacitated for a Single Combat Round.
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After that Combat Round passes, they will reactivate, and regain all LE. The Faction of the Enemy Target will
change to your own, and though it will follow your commands, it will be under the OPERATOR’s control. The Enemy
Target will remain reprogrammed until the Enemy Target regains any LCD.
nhancement Technique.
E
MOB Reaction.
Self-Targeting.
ou may perform Repulsor Guard as a MOB Reaction to a Charge Attack Action that would deal damage to your
Y
LE, but only after the Damage Die is resolved.
Reverse-Engineer (リバースエンジニアリング)
5 TP per use.
You study a piece of technology closely, with the intention of duplicating its functionality.
nhancement Technique.
E
Full-Round ANA Action.
Range of Line of Sight.
Select a Part, Enhancement, or Weapon within visual range with a BP Value of 3 or less.
erform a Full-Round Knowledge (Robotics) Skill Check to analyze the part in question and see if you can adapt
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its designs to schematics.
he OPERATOR will define a Difficulty Check for you to exceed. If you succeed, you can perform a Full-Round
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Knowledge (Robotics) Skill Check on the following Combat Round to develop a copy of the Part, Enhancement, or
Weapon.
equires a Melee Weapon, and the Maverick Hunters 0th Shinobi Faction. This technique can also be acquired
R
through training with Zero, or by defeating Zero in a Boss Encounter.
rcing your weapon upward for a swift strike, you put as much force into a bladed uppercut that throws targets
A
far into the air!
argets dealt damage by the Rising Slash are carried 30 ft. in the air, and are knocked back 5 ft. from the force
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of the blow.
f a Positive Critical Explosion is rolled on the Attack Die, you can perform a Bonus PWR Attack action in Mid-Air
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after the Damage Die resolves, but before the enemy target begins to fall.
his Technique can be acquired through training with a Hoganmer NPC, or by defeating a Hoganmer NPC
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during a Boss Encounter. Requires the Hoganmer Flail Weapon.
he Rocket Flail will cause the ball of the Hoganmer Flail to remain suspended in mid-air at the range it was
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thrown to, even if the Damage Die fails.
ou may perform a Bonus PWR Attack Reaction to return the Flail back to you, and potentially damage any
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targets within its return trajectory.
f a Positive Critical Explosion is rolled on the Damage Die of Rocket Flail, its Damage Type becomes Fire
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Impacting Damage until the Cooldown Phase.
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his Technique can be acquired through training with Roll, or by defeating a Roll during a Boss Encounter.
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Requires the Roll Broom weapon.
A powerful swing that originated from a Household Object that no-one saw coming!
Targets dealt damage by Roll Swing have Disadvantage on Reactions until the Cooldown Phase.
his Technique can be acquired by training with Sigma. It can also be acquired by defeating Sigma in a Boss
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Encounter.
ou can only perform Saber Block as a MOB Reaction to a PWR Attack Action against you.
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Roll a 1D6 (UD). If the result is 6, the Damage Die is redirected back towards the attacking Enemy Target. Enemy
Targets may not perform Reactions in response to the Damage Die redirecting. If the result is 3, the Damage Die
targeting you is blocked, and does no damage. If the result is 1, half of the Enemy Target’s Damage Die is dealt
to your LE, and if the target is in Melee range, you may move up to 10 ft. away from their attack to keep your
distance. This movement does not count as part of your Standard Movement Speed.
his Technique can be acquired by training with Geemel. It can also be acquired by defeating Geemel in a
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Boss Encounter.
nhancement Technique.
E
MOB Reaction.
Range equal to Standard Movement Speed.
ou generate a Size 3 Shadow Hunter Kite from a hidden compartment in your back. The Shadow Hunter Kite has
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1 LE and 1 SE.
hadow Hunter Kite must be performed as a Reaction to a Climb/Jump or Flight Skill Check. If the check is
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successful, you maintain mid-air elevation. While elevated by Shadow Hunter Kite, you may use your Standard
Movement speed, and may perform PWR Attack Actions/Reactions in mid-air. The Shadow Hunter Kite disappears
during the Cooldown Phase, and will set you down gently on the closest surface beneath you if applicable.
f the Shadow Hunter Kite is destroyed before the Cooldown Phase, you take SE and LE damage equal to the
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damage dealt to it.
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his Technique can be acquired through training with Proto Man, by acquiring the Proto Shield, or by
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defeating Proto Man during a Boss Encounter.
hield Charge may be performed as a Reaction to a Ranged PWR Attack Action. If your Attack Die exceeds the
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Attack Die of the Ranged PWR Attack, the Enemy’s Damage Die result is reduced to 1.
nemy Targets dealt damage by Shield Charge are knocked back equal to your Throwing Range from the force of
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the blow.
Shoryuken (昇龍拳)
1 TP per use.
equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with
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NPCs, or through Black Market vendors.
he Shoryuken, or Rising Dragon Fist, is a legendary martial arts technique, passed down from the Shotokan
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masters of the early 20XX era. It is a leaping uppercut that feeds upon the Ki, or Life Force of the user, in order
to generate a powerful flaming strike!
argets dealt damage by the Shoryuken are carried 10 ft. in the air, and are knocked back 5 ft. from the force of
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the blow.
f a Positive Critical Explosion is rolled on the Attack or Damage Dies, the target gains the Burn Status Effect
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until the Cooldown Phase.
If the user is Human, they gain an additional Untrained Die with their Attack and Damage Dies.
The words of Sigma can convince even the most unshaken of wills to lend an ear, and bend a knee.
nhancement Technique.
E
CHA Action.
Range of line of sight.
Utility Die - 1D4 Viral LCD De-Buffing.
elect a non-Human Target within visual range that you can speak to, either with speech, or via Auditory
S
channels.
While speaking to this Target, you have Advantage on CHA Skill Checks. Each CHA Skill Check used costs 1 TP.
or every CHA Skill Check uncontested or succeeded against this Target, roll the Utility Die (UD). If the Target
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drops to 0 LCD, they gain the Virus Status Effect.
ou may only perform Sigma’s Suggestion on one Target per Combat Encounter, Narrative Encounter, or Boss
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Encounter.
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You can purge disruptive signals and isolate one of your teammates from active noise.
nhancement Technique.
E
Bonus ANA Action/Reaction.
Range of line of sight.
Once per Combat Encounter or Boss Encounter, you can activate Signal Lock as a Bonus ANA Action.
friendly target within line of sight loses the Interference Status Effect, and cannot be affected by Field
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Equipment, Attacks, Special Weapons or Techniques that cause Interference for the remainder of the encounter.
Requires a Melee Weapon, and the Maverick Hunters 0th Shinobi Faction.This technique can also be
acquired through training with Zero, or by defeating Zero in a Boss Encounter.
A powerful wave of energy is unleashed from a forceful swing of the target’s melee weapon.
ou unleash a 15 ft. cone shockwave of jutting plasma. If a Positive Critical Explosion is rolled on the Damage
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Die, all enemy targets in this cone gain the Recoil Status Effect until the Cooldown Phase.
Slide (スライディング)
1 TP per use.
his Technique can be acquired by training with Mega Man, Rock, or Roll. It can also be acquired by
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defeating Mega Man, Rock, or Roll in a Boss Encounter.
nhancement Technique.
E
MOB Action/Reaction.
Self-Targeting.
hen performing a Slide, multiply your Standard Movement Speed by two until the Cooldown Phase.
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While Sliding, you gain an additional Untrained Die to Evade, and Stealth/Steal Skill Checks.
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his Technique can be acquired by training with Chill Penguin. It can also be acquired by defeating Chill
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Penguin in a Boss Encounter.
Skidding on your belly, you dash forward, and use the momentum of your body to ram directly into targets!
f you perform Sliding Dash in an Arctic Environment, your Standard Movement Speed is doubled.
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You cannot perform the Dash or Air-Dash in the same Combat Round you perform Sliding Dash.
ou may attempt to collide with any number of Enemy Targets, Objects, or Obstructions within a cardinal
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direction of Sliding Dash's range. If Damage is dealt by Sliding Dash, you may change the cardinal direction
mid-dash, but you must move the remainder of the Sliding Dash's Range.
ou emit an acoustic pulse of sound into the water. As the sound echoes off of surfaces and object, you gain a
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clearer picture of the area around you!
nvironmental Technique.
E
Full-Round ANA Action.
Range of 60 ft.
erform a Full-Round Sensory Skill Check, with the Difficulty Check equal to 8 minus your Milestone. If you
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succeed,you map the surrounding underwater area ina 60 ft. radius. If failed, your Optics will receive a
minimal, possibly fabricated map due to some kind of disruption.
his Technique can be acquired by training with a Gun Volt NPC. It can also be acquired by defeating a Gun
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Volt in a Boss Encounter.
Two charged orbs of Electricity are unleashed, stunning targets in their place!
ou generate two Size 1 Spark Bursts, which travel along a horizontal surface equal to its range until it strikes a
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single Enemy Target.
f a Positive Critical Explosion is rolled on the Damage Die, the Target gains the Stun Status Effect until the
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Cooldown Phase.
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his technique can be acquired through training with Storm Eagle or Vile, or by defeating Storm Eagle or
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Vile in a Boss Encounter.
nhancement Technique.
E
MOB Action.
Self-Targeting.
Until the Cooldown Phase, add an additional 30 ft. to your Standard Movement Speed.
his additional speed will be calculated when performing other Enhancement Techniques, such as Dash or
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Air-Dash.
his Technique can be acquired by training with Zain. It can also be acquired by defeating Zain in a Boss
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Encounter.
f Spinning Slash is performed as a Reaction to a Successful PWR Attack Action, you have Advantage on the
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Attack Die.
ou begin to wildly spin around the room in a 10 ft. radius, and must move that radius in a cardinal direction
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equal to the range of this Technique.
ositive Critical Explosion Damage dealt by Spinning Slash cannot be used as a Called Shot Attack. Instead, a
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Positive Critical Explosion result will Double the Damage Die result when it resolves.
his Technique can be acquired through training with a Crag Man NPC, or by defeating a Crag Man NPC
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during a Boss Encounter.
ransformation Technique.
T
Full-Round LCD Action.
Self-Targeting.
tilizing the touch geodes that surround your Ceratanium shell, you form a type of boulder, in an attempt to
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fool targets that you are part of the outdoor scenery.
his is considered a Transformation, and will continue until the end of the Cooldown Phase. During this
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Transformation, you gain the I-Frame Status. Post Cooldown Phase, the Transformation is complete, you lose the
I-Frame.
hile using Stone Body, you gain Advantage on Disguise Skill Checks when attempting to fool others that you
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are a piece of the environment. If in an outdoor forest or mountainous region, Enemy Targets have
Disadvantage on Sensory Skill Checks to determine what you really are.
hile in Stone Body, you cannot perform PWR Actions or Reactions, your Primary Element becomes Stone, and
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only Stone’s Weaknesses and Resistances will apply to damage dealt to you. At any time, you can revert back to
your original form by performing a Bonus LCD Reaction. Reverting back to your original form is instantaneous;
it causes no Transformation State, and triggers no I-Frames.
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Stubbornness (頑固さ)
3 TP per use.
nhancement Technique.
E
APT Reaction.
Self-Targeting.
nce per Narrative Encounter, Combat Encounter or Boss Encounter, if a Negative Critical Explosion is rolled,
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you can Activate this Technique and deal 1 CT Damage to yourself to ignore the result and re-roll the die. If you
are Human, when activating this Technique you will instead take 1D4 LE Damage.
Sub-Tank (サブタンク)
1 TP per use.
Requires the Maverick Hunters 3rd Deployment Corps Faction or Maverick Hunters 17th Elite Faction.
nhancement Technique.
E
LCD Action or Reaction.
Range of 5 ft. or Self-Targeting.
Healing Die - (XD6 + LCD) x Milestone Physical LE Healing
uring a Mission, your Sub-Tank Technique has a Reserve Pool of Dice that can be consumed.
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At Milestone 1, you begin with 2 Reserve Pool Dice. You gain 2 additional Reserve Pool Dice per Character
Milestone.
When you activate Sub-Tank, remove a number of Dice from your reserve pool and replace that number with X on
the Healing Die.
ou can remove half of your reserve pool, rounded up to fully heal a single target's LE. You can only perform this
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Action a number of times equal to your Milestone.
As a Bonus LCD Action, you can consume a number of Life Energy Capsules equal to your Maximum Reserve Pool
Dice value to restore all Reserve Pool Dice. This can be done only once per Mission.
uppressive Barrage can only be used as a Full-Round PWR Attack Reaction. You send a barrage of weapon fire in
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a 20 ft. radius. Targets dealt damage by Suppressive Barrage cannot perform PWR-based Reactions until the
Cooldown Phase.
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his Technique can be acquired through training with a Gulpher NPC, or by defeating a Gulpher NPC during
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a Boss Encounter.
elee Technique.
M
PWR Action/Reaction.
Range of 20 ft.
Attack Die - Untrained Die + 1D4 + PWR.
Damage Die - 1D4 + PWR Force Impacting Damage.
elect a target in range that is at least one size smaller than you on the Size Table. If a successful Attack Die
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has been rolled, you will Swallow the target whole, and Deal the Damage Die.
wallowing the target is considered as a Grapple Skill Check; the target will be contained within your body until
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you choose to release them, or until a Break Skill Check is made that exceeds the original Attack Die rolled by
the Swallowing Vortex.
n Enemy Target swallowed by Swallowing Vortex can only perform Break Skill Checks or CHA-based actions until
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released.
Synthesis (合成)
1 TP per use.
You can synchronize abilities you’ve used on other targets to affect yourself.
nhancement Technique.
E
LCD Reaction.
Self-Targeting.
henever you perform a Buff, De-Buff, or Healing Action on another target, such as using a Consumable Item, or
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using a Special Weapon or Technique, you can activate Synthesis and make a LCD Reaction to duplicate that
Action onto yourself at no additional cost.
This can only be performed three times per Combat Encounter or Boss Encounter.
nhancement Technique.
E
MOB Reaction.
Self-Targeting.
f an Attack Die roll succeeds against you, after the Damage Die is rolled, but before Damage is dealt, you can
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activate Tactical Roll as a MOB Reaction.
erform an immediate Bonus Evade Skill Check, with the Difficulty Check equal 8 minus your Milestone. If the
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Evade roll Succeeds, you only take half of the damage from the connecting attack.
f the Damage dealt was from a Called Shot Attack, the damage becomes indirect, and the effects of the Called
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Shot Attack are negated. You then move equal to half your standard movement speed in a direction of choice.
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Teleport (テレポート)
1 TP per use.
ou utilize your External or Internal Teleport Module to transport you safely into a matter stream in
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Cyberspace!
nhancement Technique.
E
Full-Round MOB Action / Reaction.
Self-Targeting.
hen activating Teleport, you perform a Full-Round Flight Skill Check, with the Difficulty Check designated at
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the OPERATOR's discretion. If you succeed, you will transport yourself out of the current mission.
ou can remain in Downtime until your teammates return, or double your initial TP cost of Teleport to transport
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yourself back to the mission during the Cooldown Phase.
f you choose to return to the battlefield, you will not regain any of your Resource Pools you would have
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regained through Downtime.
ou may only Teleport into a location that is not affected by a Teleport Disruption Actuator. You may initiate a
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Teleport while Grappled, but not while Incapacitated. Initiating a Teleport in this way may take the grappling
Target with you, at the Operator's discretion.
nhancement Technique.
E
LCD Action.
Self-Targeting.
ou have Advantage on Knowledge (Robotics), Operate, Persuade, and Repair Skill Checks until the Cooldown
Y
Phase.
t any time, you may choose to take the result of a Repair Skill Check and use it for LCD Healing, rather than LE
A
Healing. The LCD result cannot exceed the original unaltered STAT of the Target.
he Ceratanium Pickaxe is thrown in an upward arc towards the target. If a Positive Critical Explosion is rolled
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on the Damage Die, targets struck by the Tossed Pick gain the Recoil Status Effect until the Cooldown Phase.
t the cost of 1 additional TP, the Ceratanium Pickaxe will return to its user, otherwise where it lands will be at
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the OPERATOR’s discretion.
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You unleash an internal wind turbine, which can blow targets back or pull them towards you!
elect a target that is equal or less than your current Size on the Size Table. If the Vacuum Wave's Attack Die
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succeeds, you push the target back, or pull the target toward you equal to the range of this Technique.
f a Positive Critical Explosion is rolled on the Attack Die, the selected target gains the Recoil Status Effect until
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the Cooldown Phase.
If Vacuum Wave is performed underwater, this attack deals an additional 1D4 Aqua Impacting Damage.
You can only perform Vacuum Wave once per Combat Round.
eteran's Eye
V
1 TP per use.
You’ve been around longer than most, and it might just be because of that keen eye of yours.
nhancement Technique.
E
ANA/APT Reaction.
Self-Targeting.
ctivate Veteran’s Eye as a Reaction to a failed Sensory Skill Check performed by you or one of your party
A
members.
iral Contact
V
1 TP per use.
f you performed a Successful Bluff or Persuade Skill Check prior to using Viral Contact, the Attack and Damage
I
Dies have Advantage.
f a Positive Critical Explosion is rolled on the Damage Die of Viral Contact, the Enemy Target loses 1 LCD until
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the end of the Combat Encounter, or Boss Encounter.
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t can also be acquired through Black Market or Military Vendors, by training with Mega Man X or Zero, or
I
by defeating Mega Man X, Sigma, Vile, or Zero during a Boss Encounter.
You can cling and slide down walls. While clinging to a wall, you can kick your way upward to ascend!
nhancement Technique.
E
MOB Action / Reaction.
Self-Targeting.
o utilize Wall Slide, you will need at least one hand free. Make a successful Climb Skill Check, with its Difficulty
T
Check equal to 8 minus your Milestone. If successful, upon an ascent or descent toward a flat vertical surface,
you are able to cling to it without moving for one Combat Round.
rom the next Combat Round onward, unless you perform a Wall Jump, you can descend down the vertical
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surface you are clinging to at one quarter of your standard movement speed, rounded down. If the Climb Skill
Check is failed, you are unable to gain footing on the wall, and will fall, with the consequences at the OPERATOR’s
discretion.
o utilize Wall Jump, you will need to have successfully performed a Wall Slide. Make a successful Jump Check,
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with its Difficulty Check equal to 8 minus your Milestone. If successful, you ascend upward on the vertical
surface, equal to your Jump height. If failed, you will remain in the still active Wall Slide.
tilizing tactical knowledge, available information, and gut intuition, you are able to determine one or more
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weaknesses against a target.
nhancement Technique.
E
ANA Action/Reaction.
Range of Line of Sight.
o utilize Weakness Analysis, select a Target within visual range. Perform a Knowledge (Anatomy) or Knowledge
T
(Robotics) Skill Check, with the Difficulty Check equal to 6 plus the Milestone of the Target.
f successful, the OPERATOR will provide exact details relevant to your analysis, such as equipped Parts,
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Resistances, and Weaknesses.
f failed, the OPERATOR may still feel the need to provide relevant information to your analysis, but it may be
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false conjecture.
ntil the end of the Combat Encounter or Boss Encounter, if the Target is dealt its Weakness Damage Type by
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your party, add an Additional 1D4 Holo Impacting Damage to that attack. This Damage does not apply to
Weakness or Resistances, and does not receive Critical Damage bonuses.
257
nhancement Technique.
E
LCD Action or Reaction.
Range of 5 ft. or Self-Targeting.
Healing Die - (XD6 + LCD) x Milestone Physical WE Healing
uring a Mission, your Weapon Tank Technique has a Reserve Pool of Dice that can be consumed.
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At Milestone 1, you begin with 2 Reserve Pool Dice. You gain 2 additional Reserve Pool Dice per Character
Milestone.
hen you activate Weapon Tank, remove a number of Dice from your reserve pool and replace that number with
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X on the Healing Die.
ou can remove half of your reserve pool, rounded up to fully heal a single target's WE. You can only perform
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this Action a number of times equal to your Milestone.
s a Bonus LCD Action, you can consume a number of Weapon Energy Capsules equal to your Maximum Reserve
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Pool Dice value to restore all Reserve Pool Dice. This can be done only once per Mission.
nhancement Technique.
E
Bonus MOB Action.
Self-Targeting.
f you fail against an Evade Skill Check, you may perform Wing Guard as a Bonus MOB Reaction against a Ranged
I
Attack targeting you.
ou gain Resistance to all Damage Types until the Cooldown Phase. Once Wing Guard activates, the Damage Die
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of the Ranged Attack will resolve.
You may only perform Wing Guard once per Combat Round.
his technique can be acquired through training with Storm Eagle, or by defeating Storm Eagle in a Boss
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Encounter.
nhancement Technique.
E
MOB Action.
Range of 60 ft.
Utility Die - 1D4.
You begin to flap your wings in a way that causes a massive gale that pushes targets away from you.
or 1D4 (UD) Combat Rounds, Wing Gust generates Windy Terrain that is 60 ft. long and 30 ft. wide. While in Windy
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Terrain, Enemy Targets must move 10 ft. to occupy another 5 ft. square.
f an Enemy Target performs a Climb/Jump or Evade Skill Check while in Windy Terrain, that Skill Check is at
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Disadvantage.
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ero’s ultimate Technique, a final strike with a blindingly fast dash attack, finishing with a powerful uppercut
Z
slash!
hen the user initiates the Attack Die Roll, they use their remaining movement action and the range of this
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Technique to reach an enemy target.
sing the Zero Final to move causes you to glide 5 ft. off the ground until the Attack Die resolves, allowing you to
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float over gaps or hazards. When rolling the Attack and Damage Dies, you roll an XD6 Primary Die, where X is
equal to your Milestone.
hose struck by the Zero Final are carried 30 ft. in the air. If a target flung into the air by Zero Final collides
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with another object or obstruction or falls to the ground without performing Skill Checks, they take an
additional 2D4 Physical Impacting Damage.
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260
Notes
for the Operator
ven though the Classic Mega Man and Mega Man X stories may set the foundation
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for the 21XX Tabletop Game, how that story and Foundation Guide content is used is
entirely up to you. As an OPERATOR, when you begin a game of 21XX, the world you
build is your own. You create the characters that inhabit it, the locales that players
visit, and the encounters that they must overcome.
onsider the Foundation Guide content as a starting point to inspire you to create
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adventures, and remember that there are no restrictions, only guidelines. The
OPERATOR can choose to use as much or as little of the content available, and can
expand on it with their own written material.
f you are considering Operating your own campaign, you may be unsure where to
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begin. Below are a few ideas on what to plan out first, followed by some example
Missions to get your games underway.
Set
up a 'Home Base' for your players.
here your players may settle in for Downtime after Missions is a key factor to your
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campaign. From a Maverick Hunter barracks hall, to a secret desert base, or an
urban stomping ground; any place that fits the story you are trying to tell can
become a home base for players to unwind and repair themselves after a significant
encounter. Home base locations may also be a place where NPC interactions can be
fostered.
Plan
out your game's local region.
n pg. 14, we showcased a basic outline of Abel City, the capital of Arcadia, as a
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potential location that players could set their games within. If this concept doesn't
fit with the ideal game you are trying to create, define a new local region for your
players to travel around in.
reate a rudimentary map with defined points for each important landmark or
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building, and define the potential Mission locations that may exist within or in
between those points. Not everything has to be defined, leave yourself room to
improvise and organically develop locations as your players settle into your new
world.
Create
your First Mission.
little bit of Downtime for a briefing, followed by a single Combat Encounter, and
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ending with a Boss Encounter makes a great first adventure for most 21XX
campaigns. If that format doesn't suit you, you're in luck, you have complete
control over what encounters take place within your campaign.
ou may already have some ideas in mind, but should you need some inspiration,
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we've provided a few example campaign ideas on the next page that you can use
alongside the content in the 21XX Foundation Guide.
261
Example
Campaign Ideas
r. Wily's army of machines are rampaging across the world! But perhaps instead of the Blue
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Bomber Mega Man taking on the nefarious doctor, a new line of battle robots may be able to
take the fight to the reprogrammed Robot Masters.
n this story, your party are the protagonists of the first Mega Man game, and may cross paths
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with Dr. Light and his robot assistants, such as Rock, Roll, the transformed Mega Man, or perhaps
even Proto Man. Your party's goal is to defeat each Robot Master, (Bomb Man, Cut Man, Elec Man,
Fire Man, Guts Man, Ice Man) gaining a Milestone with every two they defeat.
he final gauntlet is Dr. Wily's fortress, where they take on an onslaught of Mechaniloids, before
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fighting the Yellow Devil, and finally a climactic encounter with Dr. Wily himself.
hile Dr. Wily is fuming over his first defeat over Dr. Light's blue boy, he is hard at work on eight
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new Robot Masters. During this time, the players are a group of Dr. Wily's Mechaniloids, who must
do their best to develop a treacherous stage map, using themselves as enemies to defeat an
eager Mega Man Copy Robot.
his story allows you to collaborate with your players, giving them more creative freedom on
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developing their own ideal Combat and Stage Hazard Encounters. Use Mega Man (Mega Man 1)'s
stat block and flavor him as Dr. Wily’s Copy Robot. Don't hesitate to give him whatever new tricks
you can devise to make each time your party blunders more interesting.
cramble all available Maverick Hunters! Sigma has rebelled, and most of the Maverick Hunter
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Elite have followed suit! Stop the insurgents and restore order to Arcadia before it's too late!
n this story, your party are the protagonists of the first Mega Man X game, and are tasked with
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stopping Sigma’s first Maverick rebellion. Your party may cross paths with key Maverick Hunters,
like Mega Man X and Zero. Your party’s primary goal is to defeat each Maverick, (Armored
Armadillo, Boomer Kwanger, Chill Penguin, Flame Mammoth, Launch Octopus, Spark Mandrill,
Sting Chameleon, Storm Eagle) gaining a Milestone with every two they defeat.
he final gauntlet is Sigma’s fortress, where they take on an onslaught of Mavericks, before
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fighting Vile, and Velguarder, with a climactic encounter with Sigma at the very end.
he Maverick Hunter Base Mother Computer has been breached, and stolen battle data has
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begun to cause havoc across the Cyberspace network. Hunter Command sent Interim
Commander X into the fray, but he has not returned…
n this story, your party are the protagonists of Mega Man Xtreme, and are digitized as data
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into Cyberspace to clean up a massive data breach and defeat Maverick data running rampant
on the net. Your party may cross paths with key Maverick Hunters, like Mega Man X, Middy, and
Zero. Your party’s primary goal is to defeat each Maverick, (Armored Armadillo, Chill Penguin,
Geemel, Spark Mandrill, Storm Eagle, Techno, Zain) gaining a Milestone with every two they
defeat. The final encounter is against Sigma.
eing in Cyberspace will allow the Operator and players the chance to utilize the Cyberspace
B
Programs toolkit found on pg. 105.
262
group consisting of Civic Unit Maverick Hunters and other nearby first responders receive
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word of a vehicle pile-up and traffic jam on the Central Highway. This is due to rogue traffic
Mechaniloids and a Robot Master giving incorrect instructions to drivers, acting erratically while
doing so.
he objective of this mission is to discover the nature of this Maverick behavior and neutralize
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or retire the targets if necessary, all while keeping the humans occupied in their vehicles safe.
onsider that each piece of battle data on a Maverick or Robot Master can be an invaluable
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teaching tool for prospective Hunters looking to test their mettle.
lace the party in a Cyberspace Training Simulation, battling through Combat Encounters and
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dashing through Stage Hazards until reaching a Boss Encounter at the end.
s a group of Freelancers or Mavericks, you are tasked with sneaking into a Hunter-occupied
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outpost and stealing back confiscated weapons tech, concocted by some Reploid mad scientist
of repute.
his would primarily be a stealth mission with large Combat Encounters bookending the event,
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with multiple chances to not only run into notable on-duty Maverick Hunters, but also to be
targeted by fellow Freelancers or Mavericks looking to steal the same tech. You may also want to
incentivize certain party members to double-cross their own team for a higher Zenny payout.
unter Communications has received a strange call from their emergency line from a young
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human male claiming that some kind of computer virus claiming to be the traitor Sigma has
corrupted his Datapad, and that he has isolated it from any available networks. He wants it
retrieved and restored by Hunter personnel if possible.
his could be a red herring entirely for some added hijinks, turning into a slapstick roleplaying
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session. But it could also be played seriously, as the party takes the Datapad back for analysis,
only to have the Sigma Virus attempt to spread its program through contact, ultimately to
corrupt and turn party members Maverick, and thus against each other. At the end, you could
have a Cyberspace Encounter with Sigma to show how outclassed the party is, until Mega Man X
and Zero show up to put a stop to his schemes.
ur on-duty Maverick Hunters are assigned as First Responders to an A-Class Maverick threat!
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After a shady business deal over weapons tech goes wrong, a duo of Maverick bots wreaks havoc
at a warehousing shipyard in Sector 12 Block 8 of Abel City.
st Unit Advance Teams were called in by Shipyard Security, but both have now taken heavy
1
losses and requested Medical Dispatch and reinforcements.
fter receiving a briefing from the party’s Commanding Officer, the team must Repair and
A
Retrieve any damaged allies, and tend to any of the wounded human workers. All while delivering
a swift retirement to these Mavericks.
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Explaining Vendors.
endors can be found during Downtime, and are the primary means by which players can purchase items outside
V
of Character Creation.
here are Four Tiers of Vendors: Scrap Vendors, Retail Vendors, Black Market Vendors, and Military Vendors.
T
Vendors can also have items that vary by location, be it a small rural town, an urban sprawl, or a Faction base or
outpost. The Foundation Guide will showcase each vendor table to use for your 21XX Sessions.
ach item found in the Vendor list can have limited availability or variable conditions it can be found in.
E
Refer to the following Vendor terms below:
Limited Stock:Only one Limited Stock item per groupof Players, per gameplay session.
ormal Items:Items as Defined in the 21XX FoundationGuide, Normal Items have no distinctive differences
N
from their in-book counterparts.
heap Items:Cheap Parts have an 80 percent chanceto have a Defect. Cheap Enhancements will take an
C
additional Upgrade Slot if applicable. Cheap Weapons will reduce their Maximum CT by 1. Cheap Field Equipment
has no detractors. Cheap Special Weapons and Techniques will increase their usage cost by 1. Cheap Vehicles will
have their LE, SE, and CT permanently reduced by 1.
remium Items:Premium Parts will increase a rangevalue by 5 ft, or increase a corresponding Resource Pool
P
value by 1, if applicable. Premium Enhancements will increase a range value by 5 ft, or increase a corresponding
Resource Pool value by 1, if applicable. Premium Weapons will increase their Maximum CT by 1. Premium Field
Equipment will have no bonuses. Premium Special Weapons and Techniques will reduce its usage cost by 1, but
cannot reduce its usage cost below 1. Premium Vehicles will increase a STAT or Resource Pool by 1, at the
OPERATOR’s choice.
21XX Era Black Market Vendor List (Selling Cap at 300,000 Ƶ.)
Item Name Cost Cost Cost Limited Rural Urban action
F
(Normal) (Cheap) (Premium) Stock ocale
L ocale
L Locale
Parts]
[
Devil Core MK. I 0,000 Ƶ
4 8,000 Ƶ
3 2,000 Ƶ
4
X
X
Bassnium Energy 30,000 Ƶ 28,000 Ƶ 32,000 Ƶ X X X
Reactor
Synthetic Skin 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X
Armor
Titanium-X Armor 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X
X
Nanopod Armor 5,000
3 Ƶ 3,000
3 Ƶ 7,000
3 Ƶ X X
Titanium-X Legs 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ
X
X X
Titanium-X Arms 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
[Enhancements]
Active Noise 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
Generator
Adaptive 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
Cybernetics (Frame)
Called Shot Protocol 0,000 Ƶ
2 8,000 Ƶ
1 2,000 Ƶ
2 X
X
X
Charlatan Protocol α 20,000 Ƶ 18,000 Ƶ 22,000 Ƶ X X X
Retrofitted Limb 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
(Arm)
Retrofitted Limb 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
(Legs)
Shadow Dash 0,000 Ƶ
3 8,000 Ƶ
2 2,000 Ƶ
3 X
X
X
Thermoptic 20,000 Ƶ 18,000 Ƶ 22,000 Ƶ X X
Camouflage α
[Weapons]
Beam Whip 10,000 Ƶ 8,000 Ƶ 12,000 Ƶ
X
X
X
Burning Spray 0,000 Ƶ
2 8,000 Ƶ
1 2,000 Ƶ
2 X X X
Concealed 20,000 Ƶ 18,000 Ƶ 22,000 Ƶ X X X
Ceratanium
Blades
Concealed Plasma 20,000 Ƶ 18,000 Ƶ 22,000 Ƶ X X X
Blades
Electrigger 20,000 Ƶ 18,000 Ƶ 22,000 Ƶ
X
X
X
Beam Scythe 0,000 Ƶ
3 8,000 Ƶ
2 2,000 Ƶ
3 X X X
Ceratanium 30,000 Ƶ 28,000 Ƶ 32,000 Ƶ X X X X
Shuriken
Ceratanium Sword 30,000 Ƶ 28,000 Ƶ 32,000 Ƶ X
X
X
X
Bumpity Boom 5,000 Ƶ 3,000 Ƶ 7,000 Ƶ X X X
Concussion
Grenade
[Field Equipment]
Cyber Rig α 25,000 Ƶ 3,000 Ƶ
2 27,000 Ƶ
X
X
X
Jacking Kit 0,000 Ƶ
2 18,000 Ƶ 2,000 Ƶ
2 X X X
[Techniques]
Dash Punch 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ
X
X
X
Drain 0,000
5 Ƶ 8,000
4 Ƶ 2,000
5 Ƶ
X X X X
Electro Orbs 50,000 Ƶ 48,000 Ƶ 52,000 Ƶ X X
Electroshock Bullet 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
Friender Flame 50,000 Ƶ 48,000 Ƶ 52,000 Ƶ X X
Head / Mouth Beams 50,000 Ƶ 48,000 Ƶ 52,000 Ƶ
X
X X
Hyakuretsu Kyaku 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
Jump Press 50,000 Ƶ 48,000 Ƶ 52,000 Ƶ
X X X X
Laser Eye 50,000 Ƶ 48,000 Ƶ 52,000 Ƶ X X
Shoryuken 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ
X
X X
Wall Slide / Wall 25,000 Ƶ 23,000 Ƶ 27,000 Ƶ X X X
Jump
[Vehicles]
Ride Armor Type - 75,000 Ƶ 70,000 Ƶ 80,000 Ƶ X X X
CE-1 (Civil
Engineering)
268
Version
0.4. Changelog:
Version
0.5. Update - Summer 2024!
Check
www.21XXRPG.com
for more details on future supplements!
hanks to each and every one of you for your continued support of this project, and
T
for your passion for the Mega Man X series. We will continue to update you all on
developments regarding 21XX’s official release as each chapter unfolds.
f you would like to support the development of 21XX, and gain access to Playtest
I
content from Mega Man X2 and beyond, consider becoming a CtrlAltCrit Ko-Fi or
Patreon Subscriber.
’m truly grateful for the chance to complete this project, after nearly a decade of
I
blood, sweat and tears to bring it to fruition.
ean Fowler
S
21XX Lead Writer.
CtrlAltCrit Creative Production Director.
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