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21XX - Public - Foundation - Guide - V - 0.4.1 COMPLETE WEB RELEASE With Bookmarks

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0% found this document useful (0 votes)
87 views273 pages

21XX - Public - Foundation - Guide - V - 0.4.1 COMPLETE WEB RELEASE With Bookmarks

Uploaded by

WhatIf
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 273

‭2‬

Foundation Guide - Version


‭ 0.4‬
Released April 2024.‬

Credits‬

‭Lead Designer:‬‭Sean Fowler.‬ ‭ dditional Contributors:‬‭Chase Brantner‬


A
‭aka “Burst Zen”, “Goose” Craigsly, Kaitlyn‬
‭ esign Team:‬‭Anthony Mincarelli, Autumn‬
D ‭aka “Skipperdee Moonwhisper”,‬
‭Potts, Marcus Roithner.‬ ‭“Sethycakes”.‬

‭Managing Editor:‬‭Sean Fowler.‬ ‭ laytesting is provided by:‬‭The CtrlAltCrit‬


P
‭Patreon Supporters at‬
‭ diting Team:‬‭Mikael Alvarez, Anthony‬
E ‭www.patreon.com/ctrlaltcrit‬‭. Thank you!‬
‭Mincarelli, Marcus Roithner.‬
‭ his is a public playtesting document, showcasing a game‬
T
‭Interior Illustrator:‬‭Linell Kidd.‬ ‭in active development. The material found in this document‬
‭will not reflect the final release of 21XX and may be subject‬
‭to change. Official Artworks until licensed are placeholders.‬
‭ raphic Designers:‬‭Luparaneo,‬
G
‭Sprinqgueen, Yoolie.‬ ‭ EGA MAN, MEGA MAN X, and their respective logos are‬
M
‭trademarks of CAPCOM in the USA and other countries. All‬
‭characters and their distinctive likenesses are the property‬
‭of CAPCOM. While this document is in active development‬
‭for the purpose of acquiring a license, this material is‬
‭protected under the copyright laws of the United States of‬
‭America. Any reproduction or unauthorized use of the‬
‭material or artwork contained herein is prohibited without‬
‭the express written permission of CtrlAltCrit Connections‬
‭LLC, and CAPCOM CO. USA, respectively.‬
‭3‬

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,‬
T
‭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.‬

‭ lay continues in this fashion, through a‬


P
‭series of encounters, until objectives are‬
‭complete, the story concludes, or until your‬
‭OPERATOR decides on a suitable cliffhanger‬
‭for the next session! At the end of every‬
‭Session, the OPERATOR concludes whether‬
‭you will increase your character's Milestone,‬
‭to receive additional rewards and upgrades‬
‭for your character!‬

Reference
‭ Material‬

‭ f this is your first Mega Man X experience,‬


I
‭and you would like to learn more about the‬
‭series, we recommend the following:‬

‭ ega Man X Legacy Collection 1 & 2 (PC, PS4,‬


M
‭Xbox One, Switch)‬
‭Mega Man X: Maverick Hunter’s Field Guide‬
‭(Book, 2021 by David & Nadia Oxford,‬‭UDON‬
‭ ublishing)‬
P
‭Mega Man Xtreme & Mega Man Xtreme 2‬
‭(Game Boy Color, Nintendo 3DS EShop)‬
‭7‬

Getting Started‬
‭ Pencils & paper‬

‭ nsure that when the OPERATOR and Players‬


E
‭You will need the following:‬
‭take notes, pencils and papers are used to‬
‭notate, so material can be easily erased if‬
This 21XX Foundation Guide‬
‭ ‭needed as the game changes.‬

‭ o play 21XX, you’ll need a copy of our‬


T Character sheets‬

‭Foundation Guide to create characters and‬
‭enforce mechanics.‬ ‭ ou can either write out each sheet by hand,‬
Y
‭create a new character using our blank‬
Dice‬
‭ ‭character sheets at the back of the book, or‬
‭use one of our pre-generated character‬
‭ he game uses polyhedral dice with‬
T ‭sheets to create your characters! You can‬
‭different numbers of sides. You can find‬ ‭also find downloadable form-fillable‬
‭dice like these in most game stores or‬ ‭character sheets, or our in-development‬
‭bookstores. The 21XX Tabletop Game uses a‬ ‭Character Generator at:‬
‭unique system that rolls with d4, d6, d8, d10,‬
‭and d12 dice, respectively.‬ ‭https://www.ctrlaltcrit.com/21xx.html‬

THE OPERATOR‬

A 21XX Campaign module‬

‭ o tell a story, you’ll need to find a‬
T
‭storyteller! If you are reading this, you may‬ ‭ ou may start an adventure with one of the‬
Y
‭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
T
‭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:‬

‭ owever, a variety of gameplay tools have‬


H
Player Characters‬

‭been created and published over the years,‬
‭ layer Characters or (PCs) are the heroes of‬
P ‭and many operators may wish to use‬
‭the story and the players of the game that‬ ‭miniatures alongside grid or terrain maps.‬
‭the OPERATOR interacts and world-builds‬ ‭There is no incorrect style of play, and we‬
‭with. The majority of this book provides‬ ‭encourage playgroups to experiment and‬
‭options for creating a Player Character and‬ ‭discover what tools work best for them.‬
‭advancing them through various Milestones.‬
What's in this book?‬

‭ t least one player character is required to‬
A
‭ his book contains the information needed‬
T
‭play 21XX, but we find the sweet spot is‬
‭for players to create a character in the‬
‭around four player characters. You can have‬
‭Mega Man X Universe. You may choose from‬
‭a maximum of six player characters at one‬
‭a set of playable races, and develop your‬
‭time.‬
‭ideal build with our Playtest inventory of‬
‭parts, equipment, skills, and abilities.‬

‭ ou can find additional material in future‬


Y
‭21XX Updates, including Sourcebooks,‬
‭Supplements, and more.‬
‭8‬
‭9‬

21XX
‭ Era Overview‬

‭March 7th, 2114.‬

‭ enowned biologist Dr. Cain resides in the‬


R ‭ e departs with X and travels back to‬
H
‭continent of Arcadia, a landmass equivalent‬ ‭Arcadia to begin work. Seven months later,‬
‭to current-world Australia. He is preparing‬ ‭Dr. Cain and X create the first‬‭Reploid‬‭, the‬
‭the logistics for his next big excavation, to‬ ‭race name being a portmanteau of the‬
‭confirm the findings of Mesozoic plant‬ ‭words‬‭Repl‬‭icant and Andr‬‭oid.‬‭After much‬
‭fossils. After a hefty clearance from‬ ‭fine-tuning, a little modification, and‬
‭customs, he finds himself on a flight to the‬ ‭enough zoning and preparation with the‬
‭American European Empire, otherwise‬ ‭Arcadian Government, three months later,‬
‭known as Amerope. Jetlag notwithstanding,‬ ‭mass production of these Reploids would‬
‭the archaeological dig happens no more‬ ‭take place.‬
‭than a day later, just outside of current-day‬
‭Denver, Colorado.‬ ‭ t should be known that as far as the‬
I
‭general populace is concerned, there was‬
‭ or the initial month, Cain’s search for fossil‬
F ‭never a progenitor to Reploids. Dr. Cain is‬
‭records turned up fruitless. Out of‬ ‭simply touted as the creator of the species,‬
‭desperation, he expands his excavation‬ ‭after uncovering Dr. Thomas Light’s latent‬
‭zonings, beyond some old discharged‬ ‭designs. X is merely referred to by many‬
‭electric fences, and deactivated Mechaniloid‬ ‭outside of his organization as just a Reploid‬
‭remains. After laying some preliminary‬ ‭and only a select few are aware of the truth.‬
‭gridwork, Dr. Cain was notified by his‬
‭subordinate Ball De Voux Mechaniloids of an‬ ‭ egulations were hardly coming together in‬
R
‭odd reading at designated point E-46.‬ ‭enough time to counteract the speed at‬
‭Something metallic could be identified‬ ‭which these newfound sentient automata‬
‭meters below the surface.‬ ‭were coming off the assembly line. Mere‬
‭months after their inception, Reploid‬
‭ day later, Dr. Cain discovers the remains‬
A ‭integration into society, while jarring at‬
‭of a laboratory, and detailed notes from‬ ‭first, was welcomed by much of the human‬
‭renowned Roboticist Dr. Thomas Light,‬ ‭populace.‬
‭referring to a capsule of some kind. A few‬
‭more days of excavation yielded the capsule‬ ‭ issenting opinions would only incur after‬
D
‭in question, beneath a collapsed ceiling.‬ ‭the first of several Maverick attacks.‬
‭Upon opening the capsule in question, Cain‬ ‭Maverick, while a buzzword at first, would‬
‭encountered X, an advanced robot, capable‬ ‭soon become a brand to any Reploid‬
‭of complete autonomy. At times, X seemed‬ ‭harboring illicit intent, malfunction, or‬
‭more like a man than a machine.‬ ‭irregular behavior.‬

‭ fter stumbling upon Light’s design‬


A ‭ o combat these steadily rising Maverick‬
T
‭blueprints, Dr. Cain surmises that he may be‬ ‭incidents, an organization of specialists,‬
‭able to replicate Light’s design and create a‬ ‭dedicated to eliminating the Maverick‬
‭new generation of robots.‬ ‭threat for everlasting peace was born. They‬
‭are the Maverick‬
‭Hunters.‬

‭X" POSSESSES GREAT RISKS‬


"
AS WELL AS GREAT POSSIBILITIES.‬

I CAN ONLY HOPE FOR THE BEST.‬

SEPT 18, 20XX‬


Thomas Light‬

‭10‬

The
‭ Maverick Hunters‬

‭ he Maverick Hunters are an international‬


T ‭ ome stay as tight-knit survivors of an‬
S
‭paramilitary organization under the‬ ‭attack who joined the Hunters together,‬
‭auspices of the United Nations, funded by‬ ‭former non-combatants reassigned in a‬
‭the Arcadian High Command. Hunters are‬ ‭time of great need, or newly constructed‬
‭beholden to international law and‬ ‭officers sent on shakedown as a team. Some‬
‭diplomacy, and cannot act in complete‬ ‭are assembled to help a general war effort,‬
‭independence of world governments. While‬ ‭clean up other Hunters’ failed missions, or‬
‭not technically a standing army, they are a‬ ‭hunt agents of a dangerous new Maverick‬
‭battle-ready institution of specialists‬ ‭group.‬
‭dedicated to eliminating the Maverick‬
‭threat for everlasting peace.‬ ‭ s Maverick incidents cause havoc across‬
A
‭the globe, many Hunters adopt a 24/7‬
‭ ach Maverick Hunter is assigned to one of‬
E ‭on-call regimen. Regardless of the locale,‬
‭Eighteen Units. Each unit specializes in a‬ ‭there is rarely such a shortage of Maverick‬
‭specific tactic, assignment, or form of‬ ‭activity that HQ can spare trained‬
‭environmental training. Hunters that‬ ‭specialists for “public work” such as‬
‭survive Evaluations and Probationary‬ ‭escorting cargo down a highway or building‬
‭assignments will be provided a Rank based‬ ‭bridges in a border zone. Workers, security‬
‭on their analytical and combat skills and‬ ‭groups, private contractors, and local‬
‭assigned to a Squad within their Unit. As‬ ‭governments can handle that. Hunters don't‬
‭Hunters continue their service, they will‬ ‭exist for civilian jobs; they exist solely to‬
‭Rank up or down depending on their prowess‬ ‭hunt Mavericks.‬
‭on the battlefield, and gain Command‬
‭Status based on their leadership qualities.‬ ‭ hat's not to say that some Hunters are shy‬
T
‭from public life completely. Buzzwords and‬
‭ n the wake of the original Maverick war of‬
I ‭controversy do not escape the Hunters'‬
‭2116, Hunter operatives used to take to the‬ ‭organization. International incidents and‬
‭field solo, or with only a navigator at best.‬ ‭collateral damage are unfortunate‬
‭Now with a larger command of Reploids,‬ ‭casualties of Hunter HQ Affairs. Fortunately,‬
‭Hunters are assigned to a team of other‬ ‭prominent figureheads of the organization‬
‭Hunters who participate in missions‬ ‭can be reached for dialogue, such as Mega‬
‭together.‬ ‭Man X. While not on assignment, X has an‬
‭open-door policy on the discussion of‬
‭ Hunter Team composition might consist of‬
A ‭Maverick Retirement, and whether or not‬
‭fresh recruits, oddball specialists,‬ ‭steps can be maintained to dilute the‬
‭experienced middleweights, or combat‬ ‭number of worldwide Maverick attacks.‬
‭experts.‬
‭ takes ownership of the enforcement of‬
X
‭each Hunter unit. On the political‬
‭battlefield, his tenets for peace among‬
‭Reploids and humanity alike are noble, but‬
‭such motivations can be just as ripe to‬
‭manipulate with the right parties involved.‬
‭11‬

Mavericks & The Maverick


‭ ‘Condition’.‬
‭ he term‬‭Maverick‬‭initially began as a media‬
T ‭ astly, the current major cause of the Maverick‬
L
‭buzzword, which quickly gained traction and took‬ ‭Condition is a sentient energy entity created in the‬
‭on a moniker of its own. Any Reploid harboring‬ ‭form of a computer virus that exists in the deepest‬
‭illicit intent, malfunction, or irregular behavior, be‬ ‭annals of Cyberspace. Called the‬‭Maverick Virus‬
‭it from viruses, reprogramming, defects, or‬ ‭initially, it became known in 2117 as the‬‭Sigma‬
‭deciding criminal or destructive acts upon their‬ ‭Virus,‬‭due to the influence of how this virus was‬
‭own free will, can be declared a Maverick by‬ ‭controlled, and in turn, spread by the de facto‬
‭definition.‬ ‭leader of the larger splinters in the radical‬
‭Maverick Faction:‬‭Sigma.‬
‭ he severity of crimes for Mavericks differ, much as‬
T
‭human laws do, but they are all defined under‬ ‭ igma was formerly Commander of the Maverick‬
S
‭Arcadian High Command Jurisdiction and are‬ ‭Hunter’s 17th Unit and was constructed at the time‬
‭policed by the Maverick Hunters. Normally due to‬ ‭with top-of-the-line tech. At some point in 2116,‬
‭the fight-or-flight response incurred by Mavericks‬ ‭Sigma began to act erratically and would meet with‬
‭when accosted by Maverick Hunters, the usual‬ ‭his subordinates in secret, sowing the seeds of‬
‭judgment is‬‭retirement‬‭or the destruction of the‬ ‭rebellion. He would counsel those closest to him to‬
‭physical body.‬ ‭defect from the Hunters and challenge those who‬
‭would fight for his supremacy.‬
‭ ategorically, we can sort most Mavericks by three‬
C
‭distinctions: Criminals, Defects, and Viral.‬ ‭ n June 4th, 2116, Sigma began a campaign where‬
O
‭he occupied much of the Arcadian City State,‬
‭ riminal Mavericks choose wanton murder,‬
C ‭alongside various subordinates formerly of his‬
‭destruction, theft, and illegal activity of their own‬ ‭command, now branded as Maverick. It was only‬
‭accord. These free-willed Mavericks are well within‬ ‭thanks to the heroic acts of Maverick Hunters X and‬
‭their rational mind, but have certainly been‬ ‭Zero, that Sigma and his initial band of mechanical‬
‭hardened by the civil systems in place and are‬ ‭revolutionaries were stopped. But it was not the‬
‭looking to rise above them.‬ ‭end.‬

‭ efective Mavericks were prominent in early‬


D ‭ igma’s mind had endured, and before his physical‬
S
‭Reploid development around 2115, due to cognitive‬ ‭end, he had persuaded many to join his cause,‬
‭errors or fatal bugs, but they still crop up from‬ ‭either through rationalization, fear, or infecting‬
‭time to time due to manufacturing errors. These‬ ‭them with his own virus. A myriad of Maverick‬
‭errors can bring about great mental and physical‬ ‭conflicts ultimately seems to trace back to Sigma’s‬
‭turmoil for the affected Reploid, which can cause‬ ‭influence in one way or another. And somehow he‬
‭those affected to lash out or go berserk.‬ ‭continues to return with battle body after battle‬
‭body.‬

‭ he Sigma Virus usually causes the infected‬


T
‭Reploid's programming to malfunction, which‬
‭causes the victim to become very violent and‬
‭irrational. Inhibitions and empathy dissipate while‬
‭under the Maverick Condition. More importantly,‬
‭Mavericks have a penchant for killing humans, as‬
‭they believe the organic race is limiting the‬
‭potential of Reploids, and their chance to evolve as‬
‭a species.‬
‭12‬

Reploids in Society‬

‭ eploids, much like the Robot Master series that preceded them, had found a foothold in every‬
R
‭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
D
‭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
F
‭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
A
‭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,‬
L
‭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
W
‭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
T
‭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
A
‭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
W
‭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
T
‭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
T
‭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
C
‭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
W
‭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
M
‭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
T
‭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
A
‭ ector 16: Mechaniloid Production.‬‭Reworked older‬
S
‭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.‬

‭ ector 17 and 18: Reploid Production.‬


S
‭ bel City‬‭is the capital of Arcadia, and the cradle‬
A
‭CainLabs’ primary export, and the financial boon of‬
‭of Reploid civilization, having been the birthplace‬
‭Arcadia. Reploids from all walks of life are‬
‭of the technological race.‬
‭constructed, contracted, and exported from here.‬

‭ bel City consists of Twenty-Eight‬‭Sectors‬‭, with‬


A
‭ ector 19 and 20: Corporate Block.‬
S
‭each residential Sector housing sixteen mile-long‬
‭Comprising news outlets, media conglomerates,‬
‭blocks, and each corporate or government block‬
‭expensive stores, pricey restaurants, and the upper‬
‭consisting of thirty-two blocks.‬
‭echelon’s lodgings.‬

‭ ector 1: The Arcadian Government District.‬


S
‭ ector 21: Medical District.‬
S
‭The Arcadian High Command, Embassies from‬
‭Hospitals for both Humans and Reploids can be‬
‭various nations, and the Maverick Hunter‬
‭found here.‬
‭Headquarters can be found here.‬

‭ ector 22 and 23: New-Type Airport.‬


S
‭ ectors 2 and 3: Industrial Row.‬
S
‭Newly constructed from its aerial bombardment in‬
‭Factories responsible for the development of‬
‭2116, this airport connects Abel City to the rest of‬
‭industrial tools for export can be found here.‬
‭the 21XX world.‬

‭ ector 3 and 4: Residential A.‬


S
‭ ector 24: Accommodated Housing.‬
S
‭Lower to middle-class human homes can be found‬
‭This is the oldest district in Arcadia, ridden with old‬
‭here.‬
‭homes and ruddy apartments. Given its lack of‬
‭mandated improvement due to a rampant streak of‬
‭ ector 5 and 6: Residential B.‬
S
‭crime, both Human and Reploid, it is a visual stain‬
‭Service industry locales, like supermarkets and‬
‭on the shining example of Arcadia. Mechanical‬
‭local businesses, can be found here.‬
‭beings without a home will often get involved with‬
‭gangs and vie for control of blocks in this sector.‬
‭ ector 7 and 8: Shipping Facilities.‬
S
‭Consisting of shipping warehouses, and package‬
‭ ector 25: Waste Management.‬
S
‭delivery/ retrieval services.‬
‭Recycling centers, waste disposal centers, and the‬
‭like can be found here.‬
‭ ector 9: Municipal Governing.‬
S
‭Each Sector has its own metropolitan body to‬
‭ ector 26: Nightlife.‬
S
‭govern, and Sector 6 is the place where they all‬
‭This block was originally intended to be an‬
‭convene.‬
‭expansion for the Corporate Block, but before long‬
‭it became a haven for after-dark pleasantries.‬
‭ ector 10 and 11: Gold Coast Run.‬
S
‭Many bars, clubs, shady hotels, and dark alleyways‬
‭The remnants of the old world have become a bit of‬
‭litter the streets of Sector 26.‬
‭a tourist attraction. The Gold Coast Run does its‬
‭best to keep up the old local beachside businesses‬
‭ ector 27 and 28: Infrastructure.‬
S
‭that existed when Abel City was formerly known as‬
‭From Hydroelectric Dams to Geothermal Plants,‬
‭Queensland in the 20XX era.‬
‭Plasma Conduit Lines, and Transit Construction,‬
‭these facilities can be found just outside of the‬
‭ ector 12 and 13: Harbor Area.‬
S
‭Abel City limits, scattered from summit to plateau.‬
‭Warehousing directly from the shorefront, allowing‬
‭imports and exports to leave freely.‬

‭ ector 14 and 15: Civic Biomes.‬


S
‭Houses the last vestiges of biological wildlife in‬
‭Arcadia. Civic centers are built to see animals in‬
‭their natural habitat.‬
‭15‬

Cyberspace‬

‭ yberspace is a complex, metaphysical realm of data that exists parallel to the physical world‬
C
‭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

Building your Mechanical


‭ Character‬
‭ o begin playing 21XX, your first step is to create a‬‭Player Character‬‭of your own. The Player Character‬‭acts as‬
T
‭your Avatar in the Mega Man X world and is a combination of game statistics and your imagination.‬

‭ 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
W
‭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
F
‭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.‬

Mechanical Part Requirements‬



‭On the following pages in this chapter, you will find each part, sorted by its function, and BP or Zenny cost.‬

‭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
C
‭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
M
‭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

‭Original Era: 20XX.‬

‭ echaniloids are machines that can have a vastly adaptable frame and chassis since they can‬
M
‭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
A
‭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
O
‭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,‬
E
‭Metool C-15, and Sniper Joe.‬

‭Mechaniloids gain the following:‬

‭ .‬ 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

‭Original Era: 20XX.‬

‭ 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,‬
L
‭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.‬
Y
‭171‬‭.‬

‭ xample Robot Masters found in the 21XX Foundation Guide include: Cut Man, Elec Man, and Guts‬
E
‭Man.‬

‭Robot Masters Gain the following:‬

‭ .‬ 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

‭(A portmanteau of the words‬‭Repl‬‭icant and Andr‬‭oid.‬‭)‬

‭Original Era: 21XX.‬

‭ he next evolutionary step from the Robot Masters. Reploids have the same capabilities as‬
T
‭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
H
‭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
Y
‭NPC Appendix, starting on pg.‬‭171‬‭.‬

‭ ome example Reploids found in the 21XX Foundation Guide include: Mega Man X, Sigma, Vile,‬
S
‭Zero.‬

‭Reploids gain the following:‬

‭ .‬ 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

‭(A portmanteau of the words‬‭Ani‬‭mal and Rep‬‭loid.‬‭)‬

‭Original Era: 21XX.‬

‭ 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,‬
U
‭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,‬
E
‭Storm Eagle.‬

‭Aniloids gain the following:‬

‭ .‬ 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
S
‭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
E
‭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 ‭Height / Length‬ ‭Weight‬ ‭Occupying Space (Ft)‬

‭Size 1 - Tiny‬ ‭6 Inches to 2 Feet‬ ‭⅛ lb to 12 lbs‬ ‭½ Square (2.5 ft.)‬

‭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 4 - Large‬ ‭8 Feet to 12 Feet‬ ‭500 lbs to 2 tons‬ ‭ Squares (5 ft.‬


4
‭radius.)‬

‭Size 5 - Huge‬ ‭12 Feet to 32 Feet‬ ‭2 tons to 16 tons‬ ‭ 6 Squares (10 ft.‬
1
‭radius.)‬

‭Size 6 - Colossal‬ ‭ 2 Feet to 64 Feet or‬


3 ‭ 6 tons to 125 tons or‬
1 ‭ 2 Squares (20 ft.‬
3
‭more‬ ‭more‬ ‭radius.)‬

Basic
‭ Humanoid Chassis‬
‭Your limbs may be larger and bulkier, but otherwise, you may be able to pass for a human.‬

‭Basic Humanoid Chassis provides the following:‬

‭ .‬
1 ‭ ize - Tiny to Colossal.‬
S
‭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
A
‭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.‬

‭ .‬ S
1 ‭ ize - Small to Large.‬ ‭Anglerge Chassis provides the following:‬
‭2.‬ ‭Provides (10 + LCD) x Milestone Life‬
‭Energy (LE).‬ ‭ .‬
1 ‭ ize - Huge to Colossal.‬
S
‭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

‭omms and Service‬


C ‭ata Analysis
D Humanoid‬
Humanoid Chassis‬
‭ Chassis‬

‭ eveloped specifically for Maverick Hunter‬
D ‭ ata Analysis Models are tailor-made for zipping‬
D
‭Communications and Administrative work, normally‬ ‭through the monotony of data collection at a pace‬
‭contracted as Navigators for Combat Units in the‬ ‭that humans could only dream of. They make‬
‭field.‬ ‭excellent programmers, analysts, or Cyberspace‬
‭sleuths.‬
‭ omms and Service Humanoid Chassis‬
C
‭provides the following:‬ ‭ ata Analysis Humanoid Chassis provides‬
D
‭the following:‬
‭ .‬ S
1 ‭ ize - Small to Large.‬
‭2.‬ ‭Provides (10 + LCD) x Milestone Life‬ ‭ .‬ S
1 ‭ ize - Tiny to Medium.‬
‭Energy (LE).‬ ‭2.‬ ‭Provides (10 + LCD) x Milestone Life‬
‭3.‬ ‭+1 to ANA or APT. This STAT increase‬ ‭Energy (LE).‬
‭can bypass the Milestone‬ ‭3.‬ ‭+1 to ANA or LCD. This STAT‬
‭Restriction.‬ ‭increase can bypass the Milestone‬
‭4.‬ ‭Advance your Hack/Interface Skill‬ ‭Restriction.‬
‭by one.‬ ‭4.‬ ‭Advance your Hack/Interface Skill‬
‭5.‬ ‭Advance your Networking Skill by‬ ‭by three.‬
‭one.‬ ‭5.‬ ‭You gain the ‘Code Savant’‬
‭6.‬ ‭Advance your Operate Skill by one.‬ ‭ echnique. Refer to pg. 230 for‬
T
‭7.‬ ‭You gain the ‘Signal Lock’‬ ‭more information.‬
‭ echnique. Refer to pg. 249 for‬
T
‭more information.‬
‭28‬

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.‬

‭Devil Chassis provides the following:‬ ‭ nvironmental Adaptive Chassis provides‬


E
‭the following:‬
‭ .‬ S
1 ‭ ize - Medium to Colossal.‬
‭2.‬ ‭Provides (16 + LCD) x Milestone Life‬ ‭ .‬ S
1 ‭ ize - Medium.‬
‭Energy (LE).‬ ‭2.‬ ‭Provides (10 + LCD) x Milestone Life‬
‭3.‬ ‭+1 to PWR or LCD. This STAT‬ ‭Energy (LE).‬
‭increase can bypass the Milestone‬ ‭3.‬ ‭+1 to any STAT. This STAT increase‬
‭Restriction.‬ ‭can bypass the Milestone‬
‭4.‬ ‭Advance your Intimidate Skill by‬ ‭Restriction.‬
‭one.‬ ‭4.‬ ‭Advance your Discipline Skill by‬
‭5.‬ ‭Advance your Sensory Skill by one.‬ ‭one.‬
‭6.‬ ‭Advance your Stealth/Steal Skill by‬ ‭5.‬ ‭Advance your Networking Skill by‬
‭one.‬ ‭one.‬
‭7.‬ ‭You begin with the Devil Core MK. I‬ ‭6.‬ ‭Advance your Operate Skill by one.‬
‭ ircuits Part and the Nanopod‬
C ‭7.‬ ‭In addition to whatever Upgrade‬
‭Armor Body Part equipped. Neither‬ ‭ lots are provided by your Race,‬
S
‭of these parts can be removed from‬ ‭Chassis and Parts, the‬
‭your Chassis. You must pay the BP‬ ‭Environmental Adaptive Model can‬
‭value for each part. Refer to pg. 38‬ ‭select an additional Head Upgrade‬
‭and pg. 50 for more information.‬ ‭Slot, Body Upgrade Slot, Arms‬
‭8.‬ ‭You gain the ‘Devil Extend’‬ ‭Upgrade Slot, or Legs Upgrade Slot.‬
‭ echnique. Refer to pg. 232 for‬
T ‭8.‬ ‭If you select an Element other than‬
‭more information.‬ ‭Null when choosing your Circuits,‬
‭9.‬ ‭You have Disadvantage on Evade‬ ‭the Environmental Adaptive‬
‭ kill Checks against attacks that‬
S ‭Humanoid Chassis adds +1 to‬
‭may cause the Blind Status Effect.‬ ‭Damage Die rolls that involve that‬
‭Element.‬
‭29‬

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.‬

‭ f you are playing a‬‭Mechaniloid‬‭or a‬‭Robot Master‬‭,‬‭refer to the‬‭Mechaniloid Integrated Circuits‬‭portion‬‭of‬


I
‭this step to select a brain 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:‬

‭ ysterious Control CPU (Junk‬


M ‭ entech Model J1 Control CPU‬
D
‭Model)‬ ‭(Retail Model)‬

‭ pon selecting this CPU, request that your‬


U ‭ pon selecting this CPU, request that your‬
U
‭OPERATOR roll a d100. If a result below 40 is‬ ‭OPERATOR roll a d100. If a result below 30 is‬
‭rolled, roll a d6, then add a Defect from the‬ ‭rolled, roll a d6, then add a Defect from the‬
‭Circuits Defects Table on pg. 56.‬ ‭Circuits Defects Table on pg. 56.‬

‭ functional Reploid CPU, regardless of its state.‬


A ‭ chipset designed for disposable or one-time‬
A
‭Much of its virtual memory is fragmented and not‬ ‭projects, this CPU has minimal space for additional‬
‭properly formatted, much like a computer with‬ ‭modification, capping at just barely over a 2.75‬
‭multiple corrupted partitions.‬ ‭Petabyte limit, which is the bare minimum required‬
‭Small to severe 'quirks' in the Reploid's‬ ‭to hold a complete, unfragmented DNA Soul.‬
‭programming may occur from time to time due to‬
‭misuse of this CPU and poor DNA Soul Syncing.‬ ‭ ircuits do not occupy an Upgrade Slot.‬
C
‭Select an Element Type from Null, Acid, Aqua,‬
‭ electing this part allows the OPERATOR to be in‬
S ‭Elec, Fire, Force, Frost, Holo, Stone, Viral, and‬
‭control of several key facets of your background‬ ‭Wood. You gain all the Resistances and‬
‭prior to your current configuration. You may begin‬ ‭Weaknesses of that Element.‬
‭with amnesia or severe memory loss. One may‬ ‭Provides 1 Upgrade Slot of Choice: Head, Body,‬
‭attempt to defragment or format this CPU, but the‬ ‭Arms, or Legs.‬
‭consequences may be severe for doing this. A‬ ‭+1 to two STATS of Choice. You cannot choose the‬
‭Hack/Interface Skill Check with a Difficulty Check‬ ‭same STAT each time, and the STAT cannot break‬
‭of 20 minus your Milestone will be required to‬ ‭its Milestone Restriction.‬
‭defrag this CPU. Anything can happen at that point,‬ ‭Select a Skill other than Evade or Grapple/Break.‬
‭from memory loss to regaining new memories, BP‬ ‭Advance that Skill by one.‬
‭redistribution, Skill redistribution, and so on.‬ ‭3 BP or 15,000 Ƶ.‬

‭ ircuits do not occupy an Upgrade Slot.‬


C
‭You are provided an Element Type at random. You‬
‭gain all the Resistances and Weaknesses of that‬
‭Element.‬
‭You are provided a single Technique at random.‬
‭This CPU cannot provide Upgrade Slots while‬
‭Fragmented. It may have Slots at the OPERATOR’s‬
‭discretion when Defragmented.‬
‭+1 to a STAT at random, -1 to a STAT at random.‬
‭Costs no BP at Character Creation.‬
‭Can be purchased from Scrap Vendors for 5,000 Ƶ.‬
‭35‬

‭ ainLabs Model J2 Control CPU‬


C
‭(Production Model)‬ ‭ ainLabs Model J3 Control CPU‬
C
‭(Military Model)‬
‭ pon selecting this CPU, request that your‬
U
‭OPERATOR roll a d100. If a result below 10 is‬ ‭ pon selecting this CPU, request that your‬
U
‭rolled, roll a d6, then add a Defect from the‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭Circuits Defects Table on pg. 56.‬ ‭rolled, roll a d6, then add a Defect from the‬
‭Circuits Defects Table on pg. 56.‬
‭ he J2’s above-average memory capacity of 3.5‬
T
‭Petabytes allows for future-proofing. It has a‬ ‭ he J3 comes with a large read-only memory‬
T
‭built-in retractable jacking port for Cyberspace‬ ‭capacity. Much of its 4.8 Petabyte memory is‬
‭input.‬ ‭malleable to the needs of whatever the Reploid‬
‭needs to retain or grasp.‬
‭ ircuits do not occupy an Upgrade Slot.‬
C
‭Select an Element Type from Null, Acid, Aqua,‬ ‭ ircuits do not occupy an Upgrade Slot.‬
C
‭Elec, Fire, Force, Frost, Holo, Stone, Viral, and‬ ‭Select an Element Type from Null, Acid, Aqua,‬
‭Wood. You gain all the Resistances and‬ ‭Elec, Fire, Force, Frost, Holo, Stone, Viral, and‬
‭Weaknesses of that Element.‬ ‭Wood. You gain all the Resistances and‬
‭Provides 2 Upgrade Slots of Choice: Head, Body,‬ ‭Weaknesses of that Element.‬
‭Arms, or Legs.‬ ‭Provides 2 Upgrade Slots of Choice: Head, Body,‬
‭+2 to one STAT of Choice. This STAT cannot break‬ ‭Arms, or Legs.‬
‭its Milestone Restriction.‬ ‭+1 to three STATS of Choice. You cannot choose‬
‭Select a Skill other than Evade or Grapple/Break.‬ ‭the same STAT each time, and the STAT cannot‬
‭Advance that Skill by two.‬ ‭break its Milestone Restriction.‬
‭You can connect to Cyberspace without a Cyber‬ ‭Select a Skill other than Evade or Grapple/Break.‬
‭Rig or Jacking Kit with a successful‬ ‭Advance that Skill by three.‬
‭Hack/Interface Check.‬ ‭You can Internalize an additional Enhancement‬
‭You can load one free Cyberspace Program into‬ ‭upon reaching Milestone 3.‬
‭your Program Deck without consuming a Head‬ ‭7 BP or 35,000 Ƶ.‬
‭Upgrade Slot.‬
‭5 BP or 25,000 Ƶ.‬
‭36‬

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:‬

‭ ysterious Integrated Circuit‬


M ‭ entech Retail Integrated Circuit‬
D
‭(Junk Model)‬ ‭(Retail Model)‬
‭ pon selecting this Integrated Circuit, request‬
U
‭that your OPERATOR roll a d100. If a result below‬
‭ pon selecting this Integrated Circuit, request‬
U
‭40 is rolled, roll a d6, then add a Defect from the‬
‭that your OPERATOR roll a d100. If a result below‬
‭Circuits Defects Table on pg. 56.‬
‭30 is rolled, roll a d6, then add a Defect from the‬
‭Circuits Defects Table on pg. 56.‬
‭ functional I.C. Chip with a random assortment of‬
A
‭applicable memories, Special Weapon, and tool‬
‭ he current retail standard is a retro throwback‬
T
‭data, regardless of its state. Much of its virtual‬
‭with above-average space, providing a 15 Terabyte‬
‭memory is fragmented, and not properly formatted,‬
‭memory limit. Allows extra expansion for‬
‭much like a computer with multiple corrupted‬
‭Cyberspace connectivity.‬
‭partitions. Furthermore, small to severe 'quirks' in‬
‭the user's programming may occur from time to‬ ‭ ircuits do not occupy an Upgrade Slot.‬
C
‭time. Selecting this part allows the OPERATOR to be‬
‭Select an Element Type from Null, Acid, Aqua,‬
‭in control of several key facets of your background‬
‭Elec, Fire, Force, Frost, Holo, Stone, Viral, and‬
‭prior to your current configuration. You may begin‬
‭Wood. You gain all the Resistances and‬
‭with amnesia or severe memory loss. One may‬
‭Weaknesses of that Element.‬
‭attempt to defragment or format this I.C. Chip, but‬
‭Provides 1 Upgrade Slot of Choice: Head, Body,‬
‭the consequences may be severe for doing this.‬‭A‬ ‭Arms, or Legs.‬
‭ ack/Interface Skill Check with a Difficulty Check‬
H ‭+1 to two STATS of Choice. You cannot choose the‬
‭of 20 will be required to defrag this Integrated‬ ‭same STAT each time, and the STAT cannot break‬
‭Circuit. Anything can happen at that point, from‬ ‭its Milestone Restriction.‬
‭memory loss to regaining new memories, BP‬ ‭Select a Skill other than Evade or Grapple/Break.‬
‭redistribution, Skill redistribution, and so on.‬ ‭Advance that Skill by one.‬
‭You can load one free Cyberspace Program into‬
‭ ircuits do not occupy an Upgrade Slot.‬
C ‭your Program Deck without consuming a Head‬
‭You are provided an Element Type at random. You‬ ‭Upgrade Slot.‬
‭gain all the Resistances and Weaknesses of that‬ ‭3 BP or 15,000 Ƶ.‬
‭Element.‬
‭You are provided a single Special Weapon at‬
‭random.‬
‭This I.C. Chip cannot provide Upgrade Slots while‬
‭Fragmented. It may have Slots at the OPERATOR’s‬
‭discretion when Defragmented.‬
‭+1 to a STAT at random, -1 to a STAT at random.‬
‭Costs no BP at Character Creation.‬
‭Can be purchased from Scrap Vendors for 5,000 Ƶ.‬
‭37‬

‭ bel-1 Integrated Circuit‬


A ‭ ightLabs EPROM Chip (Legacy‬
L
‭(Production Model)‬ ‭Model)‬
‭ pon selecting this Integrated Circuit, request‬
U
‭ pon selecting this Integrated Circuit, request‬
U ‭that your OPERATOR roll a d100. If a result below‬
‭that your OPERATOR roll a d100. If a result below‬ ‭10 is rolled, roll a d6, then add a Defect from the‬
‭10 is rolled, roll a d6, then add a Defect from the‬ ‭Circuits Defects Table on pg. 56.‬
‭Circuits Defects Table on pg. 56.‬
‭ he standard in 20XX workforce and military robot‬
T
‭production, providing 15 terabytes of memory‬
‭ Stopgap chipset for those who prefer the tried‬
A
‭storage. Made to Overclock Variable Weapon‬
‭and true machines of the last century.‬
‭Systems.‬

‭ ircuits do not occupy an Upgrade Slot.‬


C
‭Select an Element Type from Null, Acid, Aqua,‬ ‭ ircuits do not occupy an Upgrade Slot.‬
C
‭Elec, Fire, Force, Frost, Holo, Stone, Viral, and‬ ‭Select an Element Type from Null, Acid, Aqua,‬
‭Wood. You gain all the Resistances and‬ ‭Elec, Fire, Force, Frost, Holo, Stone, Viral and‬
‭Weaknesses of that Element.‬ ‭Wood. You gain all the Resistances and‬
‭Provides 2 Upgrade Slots of Choice: Head, Body,‬ ‭Weaknesses of that Element.‬
‭Arms, or Legs.‬ ‭Provides 1 Upgrade Slot of Choice: Head, Body,‬
‭+2 to one STAT of Choice. This STAT cannot break‬ ‭Arms, or Legs.‬
‭its Milestone Restriction. If the chosen STAT is‬ ‭+1 to two STATS of Choice. You cannot choose the‬
‭ANA or APT, you gain the following:‬ ‭same STAT each time, and the STAT cannot break‬
‭During a Combat Encounter or Narrative‬ ‭its Milestone Restriction.‬
‭Encounter, at the cost of 1 TP, you may perform a‬ ‭Select a Special Weapon. Increase that Special‬
‭Skill as an Action in the corresponding STAT, and‬ ‭Weapon's Tier by one. If that Special Weapon's‬
‭may choose to double its Stat Modifier when‬ ‭Tier reaches Tier 5, and would not increase with‬
‭rolled. This may be performed a number of times‬ ‭the LightLabs Integrated Circuit's benefit, double‬
‭equal to your Milestone.‬ ‭the value of its Attack, Damage or Utility Die rolls‬
‭Select a Skill other than Evade or Grapple/Break.‬ ‭when performing it as an Uncharged Action.‬
‭Advance that Skill by two.‬ ‭Enemy Targets have Advantage on‬
‭5 BP or 25,000 Ƶ.‬ ‭Hack/Interface Checks against you.‬
‭Select a Skill other than Evade or Grapple/Break.‬
‭Advance that Skill by two.‬
‭5 BP, or 25,000 Ƶ.‬
‭38‬

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:‬

‭Devil Core MK. I‬

‭ 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:‬

‭ road Range Camera (Junk‬


B
‭Model)‬

‭ pon selecting these Optics request that your‬


U
‭OPERATOR roll a d100. If a result below 40 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭Optics Defects Table on pg. 56.‬

‭ single optical camera lens, capable of feeding‬


A
‭information back to its user.‬

‭ equires 1 Head Upgrade Slot.‬


R
‭ ioScan Optics (Production‬
B
‭You can zoom in and see objects clearly up to 60‬ ‭Model)‬
‭ft.‬
‭If your Sensory Skill Check exceeds a Difficulty‬
‭ pon selecting these Optics request that your‬
U
‭Check of 10, increase the maximum visibility‬
‭OPERATOR roll a d100. If a result below 10 is‬
‭range of your Broad Range Optics to 120 ft. for‬
‭rolled, roll a d6, then add a Defect from the‬
‭one minute (ten Combat Rounds.) This benefit can‬
‭Optics Defects Table on pg. 56.‬
‭only occur once per Boss Encounter, Combat‬
‭Encounter, or Narrative Encounter.‬
‭ military-grade optical aide to identify biological‬
A
‭Friendly and unfriendly targets gain Advantage‬
‭and mineralogical changes.‬
‭on Hack/Interface Skill Checks made specifically‬
‭to access your Optics.‬
‭ equires 1 Head Upgrade Slot.‬
R
‭Any Optics color is available.‬
‭You can zoom in and see objects clearly up to 180‬
‭1 BP, or 5,000 Ƶ.‬
‭ft.‬
‭When performing Sensory Skill Checks, you can:‬
‭1.‬ ‭Identify heat signatures with Infrared‬
‭Thermal Imaging at the cost of 1 TP.‬
‭2.‬ ‭Identify biological/mineralogical‬
‭changes with Hyperspectral Imaging at‬
‭the cost of 1 TP.‬
‭3.‬ ‭Identify the internal workings of‬
‭Biological or Mechanical beings with‬
‭nonlethal X-Ray bursts, at the cost of‬
‭gaining the Blind Status Effect for one‬
‭Combat Round, until the end of the next‬
‭Cooldown Phase.‬
‭ road Range Optics (Retail‬
B ‭When making a Sensory Skill Check, you gain‬
‭Advantage against targets with Thermoptic‬
‭Model)‬
‭Camouflage.‬
‭These Optics are generally Orange or Red but can‬
‭ pon selecting these Optics request that your‬
U
‭be any color.‬
‭OPERATOR roll a d100. If a result below 10 is‬
‭4 BP, or 20,000 Ƶ.‬
‭rolled, roll a d6, then add a Defect from the‬
‭Optics Defects Table on pg. 56.‬

‭The retail standard in 21XX era optical design.‬

‭ equires 1 Head Upgrade Slot.‬


R
‭Provides 1 Head Upgrade Slot.‬
‭You can zoom in and see objects clearly up to 120‬
‭ft.‬
‭If your Sensory Skill Check exceeds a Difficulty‬
‭Check of 10, increase the maximum visibility‬
‭range of your Broad Range Optics to 240 ft. for‬
‭one minute (ten Combat Rounds.) This benefit can‬
‭only occur once per Boss Encounter, Combat‬
‭Encounter, or Narrative Encounter.‬
‭Any Optics color is available.‬
‭3 BP, or 15,000 Ƶ.‬
‭40‬

‭ uperScope Optics (Military‬


S
‭ owLight Optics (Production‬
L
‭Model)‬
‭Model)‬
‭ pon selecting these Optics request that your‬
U
‭ pon selecting these Optics request that your‬
U
‭OPERATOR roll a d100. If a result below 10 is‬
‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭rolled, roll a d6, then add a Defect from the‬
‭Optics Defects Table on pg. 56.‬
‭Optics Defects Table on pg. 56.‬

‭ riginally designed for Hunter Recon and Sniper‬


O
‭ riginally designed for Hunter Ranger Units. Its‬
O
‭Units. Designed for long-range sweeps of vast open‬
‭unique circuitry provides a failsafe to prevent‬ ‭areas.‬
‭blinding.‬
‭ equires 1 Head Upgrade Slot.‬
R
‭ equires 1 Head Upgrade Slot.‬
R ‭Provides 1 Head Upgrade Slot.‬
‭Provides 1 Head Upgrade Slot.‬ ‭You can zoom in and see objects clearly up to 240‬
‭You can zoom in and see objects clearly up to 240‬ ‭ft.‬
‭ft., in light, or darkness.‬ ‭If your Sensory Skill Check exceeds a Difficulty‬
‭If you would normally be affected by the Blind‬ ‭Check of 10, increase the maximum visibility‬
‭Status Effect, you reduce your maximum visibility‬ ‭range of your SuperScope Optics to 480 ft. for one‬
‭to 30 ft instead of losing sight completely.‬ ‭minute (ten Combat Rounds.) This benefit can‬
‭These Optics are generally Pink or Purple but can‬ ‭only occur once per Boss Encounter, Combat‬
‭be any color.‬ ‭Encounter, or Narrative Encounter.‬
‭5 BP, or 25,000 Ƶ.‬ ‭Disadvantage for Sensory Skill Checks or Called‬
‭Shot Actions default to a single roll, but lose all‬
‭Untrained Die.‬
‭Any Optics color is available.‬
‭6 BP, or 30,000 Ƶ.‬
‭41‬

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:‬

‭ udio Recognition System (Retail‬


A ‭ ilitary Tremor Auditory Sensors‬
M
‭Model)‬ ‭(Rustic Model)‬

‭ pon selecting this Auditory Speaker, request‬


U ‭ pon selecting this Auditory Speaker, request‬
U
‭that your OPERATOR roll a d100. If a result below‬ ‭that your OPERATOR roll a d100. If a result below‬
‭30 is rolled, roll a d6, then add a Defect from the‬ ‭30 is rolled, roll a d6, then add a Defect from the‬
‭Auditory Defects Table on pg. 57.‬ ‭Auditory Defects Table on pg. 57.‬

‭ ndustry standard media production speakers with‬


I ‭ hese Tremor Sensors were used in conjunction with‬
T
‭input and output for audio. Users can attune to‬ ‭old LIDAR scout technology in the 20XX era, and are‬
‭other audio sources to maximize efficiency.‬ ‭still actively used today.‬

‭ equires 1 Head Upgrade Slot.‬


R
‭ equires 1 Head Upgrade Slot.‬
R ‭When you perform Sensory Skill Checks, you can‬
‭When you perform Sensory Skill Checks, you can‬ ‭identify audio frequencies such as speech‬
‭identify audio frequencies such as speech‬ ‭patterns, sounds from internal communications,‬
‭patterns, and sounds from internal‬ ‭external stimuli, and dampened/isolated sounds‬
‭communications and external stimuli within 120‬ ‭within 180 ft.‬
‭ft.‬ ‭When performing a Sensory Skill Check, you can‬
‭You can perform a Hack/Interface Skill Check‬ ‭identify vibrations in the ground, and pinpoint‬
‭with a Difficulty Check of 8 minus your Milestone‬ ‭the location of anything within contact of a 30 ft.‬
‭to attempt to connect your Retail Auditory‬ ‭radius if above land, or a 60 ft. radius if‬
‭Speakers to another mechanical target within a‬ ‭submerged in water.‬
‭60 ft. radius. As long as you and the target are‬ ‭You gain a Bonus ANA or MOB Reaction against‬
‭within that radius, you can hear from both‬ ‭the first Stealthed target identified by the‬
‭sources with a Sensory Skill Check. If one source‬ ‭Military Tremor Auditory Sensors during a‬
‭gains the Interference or Stunned Status Effect,‬ ‭Combat Encounter or Boss Encounter.‬
‭they both do.‬ ‭Any Color is available.‬
‭Any Color is available.‬ ‭3 BP, or 15,000 Ƶ.‬
‭2 BP, or 10,000 Ƶ.‬

‭Broad Range Auditory Sensors (Production Model)‬

‭ 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.‬

‭ equires 1 Head Upgrade Slot.‬


R
‭When you perform Sensory Skill Checks, you can identify audio frequencies such as speech patterns, sounds‬
‭from internal communications, external stimuli, and dampened/isolated sounds within 240 ft.‬
‭You have Advantage when performing Sensory Skill Checks alongside other friendly targets equipped with‬
‭Broad Range Auditory Sensors.‬
‭When affected by the Interference Status Effect, you can still hear within a 10 ft. radius.‬
‭Any Color is available.‬
‭4 BP, or 20,000 Ƶ.‬
‭42‬

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:‬

‭ ext to Speech Voice Synthesizer‬


T ‭ alinde Labs Virtuoso Synthesizer‬
L
‭(Junk Model)‬ ‭(Production Model)‬

‭ pon selecting this Synthesizer, request that your‬


U ‭ pon selecting this Synthesizer, request that your‬
U
‭OPERATOR roll a d100. If a result below 40 is‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the Voice‬ ‭rolled, roll a d6, then add a Defect from the Voice‬
‭Modulator Defects Table on pg. 57.‬ ‭Modulator Defects Table on pg. 57.‬

‭ ipped directly from a 200X Software Program; it‬


R
‭has maintained notoriety due to its memeable‬ ‭ voice synthesizer intended for generating digital‬
A
‭qualities.‬ ‭vocals. While not phonetically accurate to all‬
‭languages at times, you maintain perfect pitch.‬
‭ ou speak as if you were talking from a‬
Y
‭Text-to-Speech Computer Program.‬ ‭ equires 1 Head Upgrade Slot.‬
R
‭Any Elec damage targeting you will short-circuit‬ ‭Your vocals are fine-tuned for a singular male or‬
‭your Voice Modulator and mute you indefinitely,‬ ‭female voice, but can generate Octaves of various‬
‭until the modulator is repaired with a Repair‬ ‭decibels and amplitudes.‬
‭Check of 10 or Higher.‬ ‭You have Advantage on Perform Skill Checks when‬
‭Costs no BP at Character Creation. Can be‬ ‭you utilize your voice. Advance Perform (Vocals)‬
‭purchased from Scrap Vendors for 5,000 Ƶ.‬ ‭by three.‬
‭4 BP, or 20,000 Ƶ‬
‭ ff-Brand Voice Synthesizer (Rustic‬
O
‭Model)‬ ‭ ainLabs Voice Replicator (Military‬
C
‭Model)‬
‭ pon selecting this Synthesizer, request that your‬
U
‭OPERATOR roll a d100. If a result below 30 is‬ ‭ n improved voice synthesizer, which allows the‬
A
‭rolled, roll a d6, then add a Defect from the Voice‬ ‭Reploid the ability to alter their vocals in any‬
‭Modulator Defects Table on pg. 57.‬ ‭manner, be it to attempt subterfuge, comedic‬
‭effect, etc.‬
‭ his synthesizer creates a raspy, mechanical tone‬
T
‭when you speak, and said voice sounds almost‬ ‭ equires 1 Head Upgrade Slot.‬
R
‭entirely androgynous.‬ ‭You speak with a singular Masculine or Feminine‬
‭voice.‬
‭ ou speak with a raspy, mechanical tone.‬
Y ‭At the cost of 1 TP, you can perform a CHA Action‬
‭You have Disadvantage on Intimidate Skill Checks‬ ‭to adjust your voice instantaneously, and you can‬
‭when you utilize your voice.‬ ‭even layer multiple voices on top of a single‬
‭1 BP, or 5,000 Ƶ.‬ ‭voice.‬
‭You have Advantage on Bluff, Perform or‬
‭ AYATOM Voice Synthesizer (Retail‬
H ‭Persuade Skill Checks when you utilize your voice.‬
‭4 BP, or 25,000 Ƶ.‬
‭Model)‬

‭ pon selecting this Synthesizer, request that your‬


U
‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the Voice‬
‭Modulator Defects Table on pg. 57.‬

‭ he same synthesizer that was designed to create‬


T
‭X's voice, now repackaged entirely for commercial‬
‭Reploid production.‬

‭ equires 1 Head Upgrade Slot.‬


R
‭You speak with a singular Masculine or Feminine‬
‭voice. The voice you initially select is preset as‬
‭your default voice, and can only be adjusted with‬
‭external modification at no cost during‬
‭downtime.‬
‭2 BP, or 10,000 Ƶ.‬
‭43‬

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:‬

‭ lkaline Battery Core (Junk‬


A ‭Lithium Ion Core (Rustic Model)‬
‭Model)‬
‭ pon selecting this Core, request that‬
U
‭ pon selecting this Core, request that‬
U ‭your OPERATOR roll a d100. If a result‬
‭your OPERATOR roll a d100. If a result‬ ‭below 30 is rolled, roll a d6, then add a‬
‭below 40 is rolled, roll a d6, then add a‬ ‭Defect from the Core Defects Table on pg.‬
‭Defect from the Core Defects Table on pg.‬ ‭58.‬
‭58.‬
‭ he Lithium Ion Core is essentially a much‬
T
‭ he cheapest, but least efficient solution for‬
T ‭larger electronic battery, with a large‬
‭core construction. The Alkaline Battery Core‬ ‭capacity of energy needed to run‬
‭functions at three hours per Battery. You‬ ‭mechanical beings. It can last up to eight‬
‭must replace the Alkaline Battery Core to‬ ‭hours, before needing an immediate‬
‭continue functioning.‬ ‭six-hour recharge utilizing a Lithium‬
‭Charging Kit. This in effect, makes the user‬
‭ rovides 2 + Milestone CT.‬
P ‭with a Lithium Ion Core run on a more‬
‭The Alkaline Battery Core will deplete to 0‬ ‭maintenance-heavy schedule. If ruptured, it‬
‭CT at the end of a Mission.‬ ‭will cause an immediate shutdown and‬
‭You cannot recover the CT of the Alkaline‬ ‭short-circuit of systems.‬
‭Battery Core.‬
‭If your Core becomes ruptured, you‬ ‭ rovides 4 + Milestone CT.‬
P
‭deactivate and are dealt 1d4 Elec Damage.‬ ‭During Downtime, you are able to recover‬
‭You cannot Repair a rupture of the‬ ‭your LE, SE, and CT by resting next to a‬
‭Alkaline Battery Core.‬ ‭Lithium Charging Kit.‬
‭Once deactivated, you can replace one‬ ‭If your core becomes ruptured, you have‬
‭Alkaline Battery Core with another with a‬ ‭until the next Cooldown Phase to Repair‬
‭successful Repair Skill Check.‬ ‭the rupture. If you cannot Repair the‬
‭Costs no BP at Character Creation. Can be‬ ‭rupture, you deactivate and are dealt 1d4‬
‭purchased from Scrap Vendors for 2,500 Ƶ.‬ ‭Elec Damage.‬
‭Once deactivated, you can replace one‬
‭Lithium Ion Core with another with a‬
‭successful Repair Skill Check.‬
‭2 BP, or 10,000 Ƶ‬
‭44‬

‭ icro Solar-Pile Reactor (Legacy‬


M ‭ ithium Sulfur Core (Retail‬
L
‭Model)‬ ‭Model)‬

‭ pon selecting this Core, request that‬


U ‭ pon selecting this Core, request that‬
U
‭your OPERATOR roll a d100. If a result‬ ‭your OPERATOR roll a d100. If a result‬
‭below 20 is rolled, roll a d6, then add a‬ ‭below 10 is rolled, roll a d6, then add a‬
‭Defect from the Core Defects Table on pg.‬ ‭Defect from the Core Defects Table on pg.‬
‭58.‬ ‭58.‬

‭ geothermal design that allows recyclable‬


A
‭ cost-effective solution, Lithium Sulfur‬
A
‭solar energy to be harnessed into renewable‬
‭Cores can last up to Twelve hours with most‬
‭plasma. Mechanical beings housing a‬
‭mechanical power sources before needing‬
‭Solar-Pile Reactor can be sustained with‬
‭an immediate eight-hour recharge utilizing‬
‭some good old-fashioned time outdoors in‬
‭a Lithium Charging Kit. This in effect, makes‬
‭the sunlight to recover their CT. If the Micro‬
‭the user with a Lithium Sulfur Core run on a‬
‭Solar-Pile Reactor becomes unstable, or‬
‭similar schedule to most humans. A Lithium‬
‭damage to the core occurs, even the‬
‭Sulfur Core is not nearly as unstable as‬
‭smallest rupture can lead to a cataclysmic‬
‭other counterparts, so if a rupture occurs, it‬
‭explosion. This Reactor can also be utilized‬
‭will merely deactivate the being it is‬
‭for power output on internal weapons, such‬
‭attached to, to mitigate short-circuiting or‬
‭as Busters. If a fully charged Micro‬
‭explosive results.‬
‭Solar-Pile Reactor user were to continue to‬
‭function without sunlight, supplementary‬
‭ rovides 6 + Milestone CT.‬
P
‭energy reserves, maintenance, or strain on‬
‭With the Lithium Sulfur Core equipped,‬
‭its core, the average life expectancy is no‬
‭your Charge Weapon Attacks up to Charge‬
‭more than around twenty-five years. If the‬
‭Level 1 will not deal CT Damage to either‬
‭user is ever severed from its Micro Solar-Pile‬
‭your Weapon or Your Core.‬
‭Reactor, internal power reserves will last no‬
‭Once per Combat Round, any Elec Damage‬
‭longer than two hours at most.‬
‭dealt to you can jolt your core, and cause‬
‭you to gain or lose CT. Roll 1d10. If you‬
‭ rovides 4 + Milestone CT.‬
P
‭roll a 10, gain 1 CT. If you roll a 1, lose 1‬
‭With the Micro Solar-Pile Reactor‬
‭CT. If you roll a 2 - 9, you lose no CT.‬
‭equipped, your Charge Weapon Attacks up‬
‭During Downtime, you are able to recover‬
‭to Charge Level 2 will not deal CT Damage‬
‭your LE, SE, and CT by resting next to a‬
‭to either your Weapon or Your Core.‬
‭Lithium Charging Kit.‬
‭During Downtime, you are able to recover‬
‭If your Core becomes ruptured, you have‬
‭your LE, SE, and CT simply by resting out‬
‭until the next Cooldown Phase to Repair‬
‭of Combat until your next Mission.‬
‭the rupture. If you cannot Repair the‬
‭If your core becomes ruptured, you have‬
‭rupture, you simply deactivate and take‬
‭until the next Cooldown Phase to Repair‬
‭no further LE damage for the remainder of‬
‭the rupture. If you cannot repair the‬
‭the Combat Encounter. However, if you‬
‭rupture, you take Fire Damage equal to‬
‭deactivate during a Boss Encounter, the‬
‭1D4 + your Milestone. This rupture‬
‭Boss may continue to deal LE damage to‬
‭explodes in a radius of 30 ft.‬
‭you.‬
‭3 BP, or 15,000 Ƶ.‬
‭3 BP, or 15,000 Ƶ.‬
‭45‬

‭ nstable Nuclear Reactor‬


U ‭ olar Energy Core (Production‬
S
‭(Sabotaged Model)‬ ‭Model)‬

‭ pon selecting this Core, request that‬


U ‭ pon selecting this Core, request that‬
U
‭your OPERATOR roll a d100. If a result‬ ‭your OPERATOR roll a d100. If a result‬
‭below 80 is rolled, roll a d6, then add a‬ ‭below 10 is rolled, roll a d6, then add a‬
‭Defect from the Core Defects Table on pg.‬ ‭Defect from the Core Defects Table on pg.‬
‭58.‬ ‭58.‬

‭ y utilizing a carbon-free and recyclable‬


B ‭ geothermal design that allows recyclable‬
A
‭core of highly heated hydrogen fuel cells,‬ ‭solar energy to be harnessed into renewable‬
‭plasma fusion can be harnessed, allowing‬ ‭plasma. Mechanical beings housing a Solar‬
‭the user to function nearly infinitely,‬ ‭Energy core can be sustained with some‬
‭provided no damage to the core is done.‬ ‭good old-fashioned time outdoors in the‬
‭However, this Reactor is malfunctioning. It‬ ‭sunlight, or by sleeping on SESPs (Solar‬
‭is highly unstable, and considerable damage‬ ‭Energy Sustaining Pods) to recover their CT.‬
‭can lead to a catastrophic explosion. The‬ ‭If the Solar Energy core becomes unstable,‬
‭average life expectancy of one using this‬ ‭or damage to the core occurs, even the‬
‭reactor without strain or damage will be‬ ‭smallest rupture can lead to a cataclysmic‬
‭roughly fifty years. If the user is ever‬ ‭explosion. The core can also be utilized for‬
‭severed from its Unsable Nuclear Reactor,‬ ‭power output on internal weapons, such as‬
‭internal power reserves will last no longer‬ ‭Busters. If a fully charged Solar Energy core‬
‭than an hour at most.‬ ‭user were to continue to function without‬
‭sunlight, supplementary energy reserves,‬
‭maintenance, or strain on its core, the‬
‭ rovides 6 + Milestone CT.‬
P
‭average life expectancy is no more than‬
‭With the Unstable Nuclear Reactor‬
‭around fifty years. If the user is ever‬
‭equipped, your Charge Weapon Attacks up‬
‭severed from its Solar Energy core, internal‬
‭to Charge Level 2 will not deal CT Damage‬
‭power reserves will last no longer than three‬
‭to either your Weapon or Your Core.‬
‭hours at most.‬
‭All damage dealt by your weapons is Fire‬
‭in addition to its other Element Types.‬
‭ rovides 8 + Milestone CT.‬
P
‭You can Reinforce this Core with Thermal‬
‭With the Solar Energy Core equipped, your‬
‭Shielding, but are unable to recover your‬
‭Charge Weapon Attacks up to Charge Level‬
‭CT beyond repairing a Rupture.‬
‭2 will not deal CT Damage to either your‬
‭If your core becomes ruptured, you have‬
‭Weapon or Your Core.‬
‭until the next Cooldown Phase to Repair‬
‭During Downtime, you are able to recover‬
‭the rupture. If you cannot repair the‬
‭your LE, SE, and CT by resting in a Solar‬
‭rupture, you take Fire Damage equal to‬
‭Energy Sustaining Pod (SESP.)‬
‭3D6 + your Milestone. This rupture‬
‭If your core becomes ruptured, you have‬
‭explodes in a radius of 120 ft.‬
‭until the next Cooldown Phase to Repair‬
‭4 BP, or 20,000 Ƶ.‬
‭the rupture. If you cannot repair the‬
‭rupture, you take Fire Damage equal to‬
‭1D8 + your Milestone. This rupture‬
‭explodes in a radius of 30 ft.‬
‭5 BP, or 25,000 Ƶ.‬
‭46‬

‭ assnium Energy Reactor‬


B ‭ icro-Fusion Hybrid Core‬
M
‭(Experimental Model)‬ ‭(Military Model)‬

‭ pon selecting this Core, request that‬


U ‭ pon selecting this Core, request that‬
U
‭your OPERATOR roll a d100. If a result‬ ‭your OPERATOR roll a d100. If a result‬
‭below 30 is rolled, roll a d6, then add a‬ ‭below 10 is rolled, roll a d6, then add a‬
‭Defect from the Core Defects Table on pg.‬ ‭Defect from the Core Defects Table on pg.‬
‭58.‬ ‭58.‬

‭ relatively new element discovery,‬


A ‭ reinforced core that allows recyclable‬
A
‭Bassnium is a highly radioactive but‬ ‭solar energy to be harnessed into renewable‬
‭renewable energy source. Mechanical beings‬ ‭plasma. When a minimal amount of solar‬
‭housing a Bassnium Energy Reactor can be‬ ‭energy is accumulated, the core initiates a‬
‭sustained with some good old-fashioned‬ ‭backup battery powered by a small‬
‭time outdoors in the sunlight to recover‬ ‭Hydrogen fuel cell.‬
‭their CT. If the Bassnium Energy Reactor‬ ‭Mechanical beings housing a Micro-Fusion‬
‭becomes unstable, or damage to the core‬ ‭Hybrid Core can be sustained with some‬
‭occurs, even the smallest rupture can lead‬ ‭good old-fashioned time outdoors in the‬
‭to a cataclysmic explosion. The reactor can‬ ‭sunlight, or by sleeping on SESPs (Solar‬
‭also be utilized for power output on internal‬ ‭Energy Sustaining Pods) to recover their CT.‬
‭weapons, such as Busters. If a fully charged‬ ‭If the Micro-Fusion Hybrid Core becomes‬
‭Bassnium Energy Reactor user were to‬ ‭unstable, or damage to the core occurs,‬
‭continue to function without sunlight,‬ ‭even the smallest rupture can lead to a‬
‭supplementary energy reserves,‬ ‭cataclysmic explosion. The core can also be‬
‭maintenance, or strain to its core, the‬ ‭utilized for power output on internal‬
‭average life expectancy is no more than‬ ‭weapons, such as Busters. If a fully charged‬
‭around fifty years. If the user is ever‬ ‭Micro-Fusion Hybrid Core user were to‬
‭severed from its Bassnium Energy Reactor,‬ ‭continue to function without sunlight,‬
‭internal power reserves will last no longer‬ ‭supplementary energy reserves,‬
‭than three hours at most.‬ ‭maintenance, or strain to its core, the‬
‭average life expectancy is no more than‬
‭around a hundred years. If the user is ever‬
‭ rovides 6 + Milestone CT.‬
P
‭severed from its Micro-Fusion Hybrid Core,‬
‭With the Bassnium Energy Reactor‬
‭internal power reserves will last no longer‬
‭equipped, your Charge Weapon Attacks up‬
‭than three hours at most.‬
‭to Charge Level 3 will not deal CT Damage‬
‭to either your Weapon or Your Core.‬
‭ rovides 10 + Milestone CT.‬
P
‭During Downtime, you are able to recover‬
‭With the Micro-Fusion Hybrid Core‬
‭your LE, SE, and CT simply by resting out‬
‭equipped, your Charge Weapon Attacks up‬
‭of Combat until your next Mission.‬
‭to Charge Level 2 will not deal CT Damage‬
‭If your core becomes ruptured, you have‬
‭to either your Weapon or Your Core.‬
‭until the next Cooldown Phase to Repair‬
‭During Downtime, you are able to recover‬
‭the rupture. If you cannot repair the‬
‭your LE, SE, and CT by resting in a Solar‬
‭rupture, you take Plasma Damage equal to‬
‭Energy Sustaining Pod (SESP.)‬
‭3D6 + your Milestone. This rupture‬
‭Once per Mission, if your core becomes‬
‭explodes in a radius of 30 ft.‬
‭ruptured, you regain half of your total CT.‬
‭6 BP, or 30,000 Ƶ.‬
‭If your core becomes ruptured a second‬
‭time, you immediately take Fire Damage‬
‭equal to 2D10 + your Milestone. This‬
‭rupture explodes in a radius of 60 ft.‬
‭7 BP, or 35,000 Ƶ.‬
‭47‬

‭ uclear Fusion Core (Production‬


N
‭Model)‬

‭ pon selecting this Core, request that‬


U
‭your OPERATOR roll a d100. If a result‬
‭below 10 is rolled, roll a d6, then add a‬
‭Defect from the Core Defects Table on pg.‬
‭58.‬

‭ y utilizing a carbon-free and recyclable‬


B
‭core of highly heated hydrogen fuel cells,‬
‭plasma fusion can be harnessed, allowing‬
‭the user to function nearly infinitely,‬
‭provided no damage to the core is done. If‬
‭the nuclear fusion core becomes unstable,‬
‭or damage to the nuclear fusion core‬
‭occurs, even the smallest rupture can lead‬
‭to a cataclysmic explosion. The core can‬
‭also be utilized for power output on internal‬
‭weapons, such as Busters. Nuclear fusion‬
‭core energy is finite once activated, and CT‬
‭can only be repaired with a complete‬
‭deactivation of the user. The average life‬
‭expectancy without maintenance or strain‬
‭to the core is about 200 years. If the user is‬
‭ever severed from its Nuclear Fusion core,‬
‭internal power reserves will last no longer‬
‭than an hour at most.‬

‭ rovides 12 + Milestone CT.‬


P
‭With the Nuclear Fusion Core equipped,‬
‭your Charge Weapon Attacks up to Charge‬
‭Level 3 will not deal CT Damage to either‬
‭your Weapon or Your Core.‬
‭During Downtime, you are able to fully‬
‭recover your CT with a Successful Repair‬
‭Skill Check, if the result exceeds the CT‬
‭Damage you have taken.‬
‭If your core becomes ruptured, you have‬
‭until the next Cooldown Phase to Repair‬
‭the rupture. If you cannot repair the‬
‭rupture, you take Fire Damage equal to‬
‭3D12 + your Milestone. This rupture‬
‭explodes in a radius of 120 ft.‬
‭9 BP, or 45,000 Ƶ.‬
‭48‬

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:‬

‭ rototype Ceramic Titanium‬


P ‭ ightweight Tungsten Armor‬
L
‭Body (Legacy Model)‬ ‭(Rustic Model)‬

‭ pon selecting this Armor, request that‬


U ‭ pon selecting this Armor, request that‬
U
‭your OPERATOR roll a d100. If a result‬ ‭your OPERATOR roll a d100. If a result‬
‭below 40 is rolled, roll a d6, then add a‬ ‭below 40 is rolled, roll a d6, then add a‬
‭Defect from the Body Defects Table on pg.‬ ‭Defect from the Body Defects Table on pg.‬
‭59.‬ ‭59.‬

‭ lightweight material created by Dr.‬


A ‭ ustic parts using a near rustproof alloy.‬
R
‭Thomas Light, Ceramic Titanium is capable‬ ‭Originally devised for War Machines during‬
‭of resisting intense physical damage.‬ ‭the 20XX era. Despite its age, it still feels‬
‭lighter than most dense metals.‬
‭ equires 1 Body Upgrade Slot.‬
R
‭ equires 1 Body Upgrade Slot.‬
R
‭Provides 3 + Milestone SE.‬
‭Provides 3 + Milestone SE.‬
‭Reduce Damage dealt to your SE by‬
‭Reduce Damage dealt to your SE by Acid‬
‭Impacting Attacks by 1.‬
‭Attacks by 1.‬
‭Increase Damage dealt to your SE by‬
‭Increase Damage dealt to your SE by‬
‭Piercing Attacks by 2.‬
‭Force Attacks by 2.‬
‭When your SE is reduced to 0 by a Piercing‬
‭When your SE is reduced to 0 by a Force‬
‭Attack, you gain the I-Frame Status until‬
‭Attack, you gain the I-Frame Status until‬
‭the Cooldown Phase.‬
‭the Cooldown Phase.‬
‭1 BP, or 5,000 Ƶ‬‭.‬
‭1 BP, or 5,000 Ƶ.‬
‭49‬

‭ ynthetic Skin Armor (Luxury‬


S
‭Model)‬

‭ his Armor has not been thoroughly tested. Upon‬


T
‭selecting this Armor, request that your OPERATOR‬
‭roll a d100. If a result below 40 is rolled, roll a d6,‬
‭then add a Defect from the Body Defects Table on‬
‭pg. 59.‬
‭ ilitary Grade Ceratanium Armor‬
M
‭ he Synthetic Skin Armor is a newly unveiled‬
T ‭(Military Model)‬
‭experimental design that has been circulating‬
‭Arcadia for a few months now as an under-table‬
‭business dealing leading to a peculiar skin-graft‬ ‭ pon selecting this Armor, request that your‬
U
‭procedure. This Exoskeleton allows a complete‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭artificial skin graft to a mechanical body, creating‬ ‭rolled, roll a d6, then add a Defect from the Body‬
‭a truly human look. This skin is about 1.5‬ ‭Defects Table on pg. 59.‬
‭millimeters thick, and the dermis is capable of‬ ‭The military standard for exoskeletons in Reploid‬
‭auto-repairing most cosmetic damage from minor‬ ‭construction.‬
‭cuts or bruises, but there is no other form of‬
‭protection provided with this Armor.‬ ‭ equires 1 Body Upgrade Slot.‬
R
‭Provides 5 + Milestone SE.‬
‭ equires 1 Body Upgrade Slot.‬
R ‭Upon equipping the Military-Grade Ceratanium‬
‭Provides 1 + Milestone SE.‬ ‭Armor, select a non-Slashing Damage Type.‬
‭+1 to CHA. This CHA increase can bypass the‬ ‭Reduce Damage dealt to your SE by that Damage‬
‭Milestone Restriction.‬ ‭Type by 1.‬
‭You have Advantage on Bluff and Persuade Skill‬ ‭Increase Damage Dealt to your SE by Slashing‬
‭Checks to convince others that you are human.‬ ‭Attacks by 2.‬
‭Costs no BP at Character Creation. Can be‬ ‭When your SE is reduced to 0 by a Slashing‬
‭purchased from Black Market vendors for 25,000 Ƶ.‬ ‭Attack, you gain the I-Frame Status until the‬
‭Cooldown Phase.‬
‭3 BP, or 15,000 Ƶ.‬

‭ ndustrial Chromium Armor‬


I ‭ itanium-X Armor (Refined‬
T
‭(Production Model)‬ ‭Model)‬

‭ pon selecting this Armor, request that your‬


U ‭ pon selecting this Armor, request that your‬
U
‭OPERATOR roll a d100. If a result below 30 is‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the Body‬ ‭rolled, roll a d6, then add a Defect from the Body‬
‭Defects Table on pg. 59.‬ ‭Defects Table on pg. 59.‬

‭ he middle-class standard of mechanical‬


T ‭ n improved endoskeleton, based on X's original‬
A
‭production. Its joints are quite strong, and its‬ ‭design.‬
‭frame is more durable under excessive force.‬
‭However, the biggest drawback to Chromium is its‬ ‭ equires 1 Body Upgrade Slot.‬
R
‭chemical reaction to intense heat.‬ ‭Provides 1 Body Upgrade Slot.‬
‭Provides 6 + Milestone SE.‬
‭ equires 1 Body Upgrade Slot.‬
R ‭Reduce Damage dealt to your SE by Physical‬
‭Provides 4 + Milestone SE.‬ ‭Attacks by 1.‬
‭Reduce Damage dealt to your SE by Force Attacks‬ ‭Increase Damage Dealt to your SE by Elec Attacks‬
‭by 1.‬ ‭by 2.‬
‭Increase Damage dealt to your SE by Fire Attacks‬ ‭When your SE is reduced to 0 by an Elec Attack,‬
‭by 2.‬ ‭you gain the I-Frame Status until the Cooldown‬
‭When your SE is reduced to 0 by a Fire Attack, you‬ ‭Phase.‬
‭gain the I-Frame Status until the Cooldown‬ ‭5 BP, or 25,000 Ƶ.‬
‭Phase.‬
‭2 BP, or 10,000 Ƶ.‬
‭50‬

‭Nanopod Armor (Experimental Model)‬


‭ pon selecting this Armor, request that your OPERATOR roll a d100. If a result below 10 is rolled, roll a d6,‬
U
‭then add a Defect from the Body Defects Table on pg. 59.‬

‭ 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.‬

‭ equires 2 Body Upgrade Slots.‬


R
‭Provides 8 + Milestone SE.‬
‭Upon equipping the Nanopod Armor, select Acid or Aqua.‬
‭Reduce Damage dealt to your SE by that Damage Type by 1.‬
‭Increase Damage Dealt to your SE by the Weakness of that Damage Type by 2.‬
‭When your SE is reduced to 0 by the Weakness of the selected Damage Type, you gain the I-Frame Status‬
‭until the Cooldown Phase.‬
‭At the Cost of 1 TP, you can perform a Full-Round MOB Action to Transform yourself into a Liquid Form. While‬
‭in this form, you move at half your Standard Movement Speed. You cannot perform Attack Actions,‬
‭Reactions, Special Weapons, or Techniques. You cannot speak, and you cannot manipulate Objects or‬
‭Obstructions. Damage can be dealt to you while in Liquid Form. You are capable of occupying the space of‬
‭another Target and can pass through any opening in which liquids such as water can flow.‬
‭You can perform Nonlethal Grapple / Break Skill checks while in Liquid Form. You have Advantage on Stealth‬
‭Checks while in Liquid Form. Any liquid that you interact with while in Liquid Form provides Half Cover. You‬
‭can revert back to your original Physical Form by performing another Full-Round MOB Action.‬
‭7 BP, or 35,000 Ƶ.‬

‭Light Armor Body Parts‬


‭Found in a secluded capsule in Sting Chameleon’s Recon Base Ruins.‬

‭ equires 1 Body Upgrade Slot.‬


R
‭Provides 1 Body Upgrade Slot.‬
‭Provides 10 + Milestone SE.‬
‭Increase your LCD by 1.‬
‭Reduce Damage dealt to your SE by Plasma Attacks by 1.‬
‭Increase Damage Dealt to your SE by Elec Attacks by 2.‬
‭When your SE is reduced to 0 by any Attack, you gain the I-Frame Status until the Cooldown Phase.‬
‭This Part can only be obtained from Mega Man X, or from Dr. Light‬‭
.‬

‭Second Armor Body Parts‬


‭Found in a secret capsule in Morph Moth’s Robot Junkyard.‬

‭ equires 1 Body Upgrade Slot.‬


R
‭Provides 1 Body Upgrade Slot.‬
‭Provides 10 + Milestone SE.‬
‭Increase your LCD by 1.‬
‭Reduce Damage dealt to your SE by Plasma Attacks by 1.‬
‭Increase Damage Dealt to your SE by Viral Attacks by 2.‬
‭When your SE is reduced to 0 by any Attack, you gain the I-Frame Status until the Cooldown Phase.‬
‭You Gain the ‘Giga Crush’ Technique.‬
‭This Part can only be obtained from Mega Man X, or from Dr. Light.‬
‭51‬

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:‬

‭ rototype Ceramic Titanium Legs‬


P
‭(Legacy Model)‬

‭ pon selecting these Legs, request that your‬


U
‭OPERATOR roll a d100. If a result below 40 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭ ndustrial Chromium Legs‬
I
‭(Production Model)‬
‭ equires 1 Legs Upgrade Slot.‬
R
‭Your base Speed is 20 ft.‬
‭For every point your character has in MOB,‬ ‭ pon selecting these Legs, request that your‬
U
‭increase your Speed by 5 ft.‬ ‭OPERATOR roll a d100. If a result below 30 is‬
‭You have Advantage on Evade Skill Checks against‬ ‭rolled, roll a d6, then add a Defect from the‬
‭Impacting Attacks.‬ ‭Arms/Legs Defects Table on pg. 58.‬
‭You have Disadvantage on Evade Skill Checks‬
‭against Piercing Attacks.‬ ‭ equires 1 Legs Upgrade Slot.‬
R
‭1 BP, or 5,000 Ƶ.‬ ‭Provides 1 Legs Upgrade Slot.‬
‭Your base Speed is 20 ft.‬
‭For every point your character has in MOB,‬
‭increase your Speed by 5 ft.‬
‭You have Advantage on Evade Skill Checks against‬
‭Force or Impacting Attacks.‬
‭You have Disadvantage on Evade Skill Checks‬
‭against Fire Attacks.‬
‭2 BP, or 10,000 Ƶ.‬

‭ ightweight Tungsten Legs‬


L
‭(Rustic Model)‬

‭ pon selecting these Legs, request that your‬


U
‭OPERATOR roll a d100. If a result below 40 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬

‭ equires 1 Legs Upgrade Slot.‬


R ‭ ilitary-Grade Ceratanium Legs‬
M
‭Your base Speed is 25 ft.‬
‭(Military Model)‬
‭For every point your character has in MOB,‬
‭increase your Speed by 5 ft.‬
‭You have Advantage on Evade Skill Checks against‬ ‭ pon selecting these Legs, request that your‬
U
‭Acid Attacks.‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭You have Disadvantage on Evade Skill Checks‬ ‭rolled, roll a d6, then add a Defect from the‬
‭against Force Attacks.‬ ‭Arms/Legs Defects Table on pg. 58.‬
‭1 BP, or 5,000 Ƶ.‬
‭ equires 1 Legs Upgrade Slot.‬
R
‭Provides 1 Legs Upgrade Slot.‬
‭Your base Speed is 25 ft.‬
‭For every point your character has in MOB,‬
‭increase your Speed by 5 ft.‬
‭Upon equipping the Military-Grade Ceratanium‬
‭Legs, select a non-Slashing Damage Type. You‬
‭have Advantage on Evade Skill Checks against‬
‭that Damage Type.‬
‭You have Disadvantage on Evade Skill Checks‬
‭against Slashing Attacks.‬
‭3 BP, or 15,000 Ƶ.‬
‭52‬

‭ eratanium Piston (Legacy‬


C ‭Titanium-X Legs (Refined Model)‬
‭Model)‬
‭ pon selecting these Legs, request that your‬
U
‭OPERATOR roll a d100. If a result below 10 is‬
‭ pon selecting these Legs, request that your‬
U
‭rolled, roll a d6, then add a Defect from the‬
‭OPERATOR roll a d100. If a result below 10 is‬
‭Arms/Legs Defects Table on pg. 58.‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬
‭Based on X's original design.‬

‭ equires 1 Legs Upgrade Slot.‬


R ‭ equires 1 Legs Upgrade Slot.‬
R
‭Your base Speed is 10 ft.‬ ‭Provides 2 Legs Upgrade Slots.‬
‭For every point your character has in MOB,‬ ‭Your base Speed is 30 ft.‬
‭increase your Speed by 5 ft.‬ ‭For every point your character has in MOB,‬
‭Your Jump Skill Checks can damage Enemy‬ ‭increase your Speed by 5 ft.‬
‭Targets. When performing a Jump Skill Check as a‬ ‭You have Advantage on Evade Skill Checks against‬
‭MOB Action, you must determine prior to its roll‬ ‭Physical Attacks.‬
‭that you are performing this Jump as an attack.‬ ‭You have Disadvantage on Evade Skill Checks‬
‭When you do, roll the Skill as you would normally.‬ ‭against Elec Attacks.‬
‭Consider that Skill Check as both the Attack Die‬ ‭5 BP, or 35,000 Ƶ.‬
‭and Damage Die for a Physical Impacting Attack.‬
‭You have Disadvantage on Evade Checks against‬
‭Impacting and Slashing Attacks.‬ ‭ eratanium Polymer Treads‬
C
‭4 BP, or 20,000 Ƶ.‬
‭(Military Model)‬

‭ pon selecting these Legs, request that your‬


U
‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬

‭ hese treads allow for slow but stable travel across‬


T
‭a plethora of difficult terrain.‬
‭ eratanium Talons (Military‬
C
‭ equires 1 Legs Upgrade Slot.‬
R
‭Model)‬ ‭Provides 2 Legs Upgrade Slots.‬
‭Your base Speed is 20 ft.‬
‭ pon selecting these Legs, request that your‬
U ‭For every point your character has in MOB,‬
‭OPERATOR roll a d100. If a result below 10 is‬ ‭increase your Speed by 5 ft.‬
‭rolled, roll a d6, then add a Defect from the‬ ‭Your Speed cannot be reduced unless it is by a‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭Status Effect, such as Frozen.‬
‭You have Disadvantage on Evade Skill Checks‬
‭ einforced Ceratanium Talons made to grasp‬
R ‭against Slashing Attacks.‬
‭equipment, or prey, firmly.‬ ‭5 BP, or 25,000 Ƶ.‬

‭ equires 1 Legs Upgrade Slot.‬


R ‭ eratanium Polymer Wheels‬
C
‭Provides 2 Legs Upgrade Slots.‬
‭Your base Speed is 20 ft.‬ ‭(Military Model)‬
‭For every point your character has in MOB,‬
‭increase your Speed by 5 ft.‬ ‭ pon selecting these Legs, request that your‬
U
‭You can perform Grapple Checks at Advantage‬ ‭OPERATOR roll a d100. If a result below 10 is‬
‭while in Flight.‬ ‭rolled, roll a d6, then add a Defect from the‬
‭You have Disadvantage on Evade Skill Checks‬ ‭Arms/Legs Defects Table on pg. 58.‬
‭against Wood Attacks.‬
‭4 BP, or 20,000 Ƶ.‬ ‭ lick reinforced wheels of Ceratanium Polymer and‬
S
‭Rubber. Made to last, and built for speed.‬

‭ equires 1 Legs Upgrade Slot.‬


R
‭Provides 1 Legs Upgrade Slots.‬
‭Your base Speed is 20 ft.‬
‭For every point your character has in MOB,‬
‭increase your Speed by 10 ft.‬
‭You have Advantage on Evade Skill Checks against‬
‭Ranged Attacks.‬
‭You have Disadvantage on Evade Skill Checks‬
‭against Melee Attacks.‬
‭7 BP, or 35,000 Ƶ.‬
‭53‬

‭Emergency Acceleration Legs (Military Model)‬

‭ 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.‬

‭Allows a quick burst of speed with EAS Jet Thrust!‬

‭ equires 1 Legs Upgrade Slot.‬


R
‭Provides 2 Legs Upgrade Slots.‬
‭Your base Speed is 25 ft.‬
‭For every point your character has in MOB, increase your Speed by 5 ft.‬
‭You have Advantage on Evade Skill Checks against Impacting Attacks.‬
‭You gain the ‘Dash’ Technique.‬
‭7 BP, or 35,000 Ƶ.‬

‭Light Armor Leg Parts‬

‭ 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!‬

‭ equires 1 Legs Upgrade Slot.‬


R
‭Provides 2 Legs Upgrade Slots.‬
‭Your base Speed is 25 ft.‬
‭For every point your character has in MOB, increase your Speed by 5 ft.‬
‭Increase your MOB by 1.‬
‭You have Advantage on Evade Skill Checks against Plasma Attacks.‬
‭You gain the ‘Dash’ Technique.‬
‭This Part can only be obtained from Mega Man X, or from Dr. Light‬‭
.‬

‭Second Armor Leg Parts‬

‭ ound in a secret capsule, located in Overdrive Ostrich’s Desert Base. Allows a quick burst of speed with EAS Jet‬
F
‭Thrust!‬

‭ equires 1 Legs Upgrade Slot.‬


R
‭Provides 2 Legs Upgrade Slots.‬
‭Your base Speed is 25 ft.‬
‭For every point your character has in MOB, increase your Speed by 5 ft.‬
‭Increase your MOB by 2.‬
‭You have Advantage on Evade Skill Checks against Plasma Attacks.‬
‭You gain the ‘Dash’ Technique.‬
‭You gain the ‘Air-Dash’ Technique.‬
‭This Part can only be obtained from Mega Man X, or from Dr. Light‬‭
.‬
‭54‬

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:‬

‭ inetic Energy Palm Generators‬


K
‭(Experimental Model)‬

‭ pon selecting these Arms, request that your‬


U
‭OPERATOR roll a d100. If a result below 40 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬
‭ ightweight Tungsten Arms‬
L
‭ n external palm graft that gives a new meaning to‬
A
‭(Rustic Model)‬ ‭improvising with weapons.‬

‭ pon selecting these Arms, request that your‬


U ‭ equires 1 Arms Upgrade Slot.‬
R
‭OPERATOR roll a d100. If a result below 40 is‬ ‭When you have no other weapons equipped, select‬
‭rolled, roll a d6, then add a Defect from the‬ ‭a non-moving, non-combatant object within touch‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭range that is visible, and that weighs less than‬
‭you on the Size Table. You touch and envelop the‬
‭ equires 1 Arms Upgrade Slot.‬
R ‭object in an aura of Kinetic Energy, and can fire‬
‭With no other weapons equipped, the Lightweight‬ ‭the object at a target within range.‬
‭Tungsten Arms provide the following:‬ ‭If the selected object would ignite or trigger an‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭elemental reaction upon striking a target, that‬
‭Damage Die - 1D4 + PWR Physical Impacting‬ ‭element reverts to Plasma Impacting and does‬
‭Damage.‬ ‭not deal any additional Damage Dies.‬
‭Range of 5 ft.‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭1 BP, or 5,000 Ƶ.‬ ‭Damage Die - 1D4 + PWR Plasma Impacting‬
‭Damage.‬
‭Range of 60 ft.‬
‭3 BP, or 15,000 Ƶ.‬

‭ rototype Ceramic Titanium‬


P
‭Arms (Legacy Model)‬

‭ pon selecting these Arms, request that your‬


U
‭ ndustrial Chromium Arms‬
I ‭OPERATOR roll a d100. If a result below 40 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭(Production Model)‬ ‭Arms/Legs Defects Table on pg. 58.‬

‭ pon selecting these Arms, request that your‬


U ‭ equires 1 Arms Upgrade Slot.‬
R
‭OPERATOR roll a d100. If a result below 30 is‬ ‭Provides 2 Arms Upgrade Slots.‬
‭rolled, roll a d6, then add a Defect from the‬ ‭With no other weapons equipped, the Prototype‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭Ceramic Titanium Arms provide the following:‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭ equires 1 Arms Upgrade Slot.‬
R ‭Damage Die - 1D6 + PWR Physical Impacting‬
‭With no other weapons equipped, the Industrial‬ ‭Damage.‬
‭Chromium Arms provide the following:‬ ‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭3 BP, or 15,000 Ƶ.‬
‭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 cannot be used for‬
‭Grapple Skill Checks.‬
‭2 BP, or 10,000 Ƶ.‬
‭55‬

‭ eratanium Claws (Refined‬


C
‭Model)‬

‭ pon selecting these Arms, request that your‬


U
‭ ilitary-Grade Ceratanium Arms‬
M ‭OPERATOR roll a d100. If a result below 10 is‬
‭rolled, roll a d6, then add a Defect from the‬
‭(Military Model)‬ ‭Arms/Legs Defects Table on pg. 58.‬

‭ pon selecting these Arms, request that your‬


U ‭ nleash your inner beast with these extremely‬
U
‭OPERATOR roll a d100. If a result below 10 is‬ ‭powerful claw arms!‬
‭rolled, roll a d6, then add a Defect from the‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭ equires 1 Arms Upgrade Slot.‬
R
‭Provides 1 Arms Upgrade Slot.‬
‭ equires 1 Arms Upgrade Slot.‬
R ‭With no other weapons equipped, the Ceratanium‬
‭Provides 2 Arms Upgrade Slots.‬ ‭Claws provide the following:‬
‭With no other weapons equipped, the‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Military-Grade Ceratanium Arms provide the‬ ‭Damage Die - 1D8 + PWR Physical Slashing‬
‭following:‬ ‭Damage.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬ ‭Range of 5 ft.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬ ‭Slashing Damage Techniques performed by‬
‭Damage.‬ ‭Ceratanium Claws add an additional Untrained‬
‭Range of 5 ft.‬ ‭Die to the Damage Die only.‬
‭Techniques performed with Military-Grade‬ ‭4 BP, or 20,000 Ƶ.‬
‭Ceratanium Arms deal additional Physical‬
‭Impacting damage equal to your Milestone.‬
‭3 BP, or 15,000 Ƶ.‬ ‭Light Armor Arm Parts‬

‭ ound in a capsule, hidden away in Flame‬


F
‭Titanium-X Arms (Refined Model)‬
‭Mammoth’s captured factory.‬

‭ pon selecting these Arms, request that your‬


U ‭ equires 1 Arms Upgrade Slot.‬
R
‭OPERATOR roll a d100. If a result below 10 is‬ ‭Provides 2 Arms Upgrade Slots.‬
‭rolled, roll a d6, then add a Defect from the‬ ‭With no other weapons equipped, the Light Armor‬
‭Arms/Legs Defects Table on pg. 58.‬ ‭Arm Parts provide the following:‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭ equires 1 Arms Upgrade Slot.‬
R ‭Damage Die - 1D8 + PWR Physical Impacting‬
‭Provides 2 Arms Upgrade Slots.‬ ‭Damage.‬
‭With no other weapons equipped, the Titanium-X‬ ‭Range of 5 ft.‬
‭Arms provide the following:‬ ‭Increase your PWR by 1.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬ ‭When a Positive Critical Explosion is rolled on the‬
‭Damage Die - 1D8 + PWR Physical Impacting‬ ‭Attack Die of the Light Armor Arm Parts, before‬
‭Damage.‬ ‭the Damage Die is rolled, you may choose to‬
‭Range of 5 ft.‬ ‭change its Damage Type from Physical Impacting‬
‭Techniques performed with Titanium-X Arms deal‬ ‭to Plasma Impacting. This may only be performed‬
‭additional Plasma Impacting damage equal to‬ ‭once per Combat Round, and cannot be reacted‬
‭your Milestone.‬ ‭against. The Damage Type reverts back to‬
‭4 BP, or 15,000 Ƶ.‬ ‭Physical Impacting after damage is dealt.‬
‭This Part can only be obtained from Mega Man X,‬
‭or from Dr. Light‬‭
.‬

‭Second Armor Arm Parts‬

‭ ound in a secret capsule, located in Wheel Gator’s‬


F
‭Dinosaur Tank.‬

‭ equires 1 Arms Upgrade Slot.‬


R
‭Provides 2 Arms Upgrade Slots.‬
‭With no other weapons equipped, the Second‬
‭Armor Arm Parts provide the following:‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting‬
‭Damage.‬
‭Range of 5 ft.‬
‭Increase your PWR by 1.‬
‭When a Positive Critical Explosion is rolled on the‬
‭Damage Die of the Second Armor Arm Parts, you‬
‭gain a free Charge Level at no action or CT Cost.‬
‭This Part can only be obtained from Mega Man X,‬
‭or from Dr. Light‬‭
.‬
‭56‬

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.‬

Circuit Defects‬‭(Roll a D6 to determine your result.)‬


‭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.‬

‭6‬ ‭ ue to an Operating System Defect; whenever you Stabilize at 1 LE during a Combat‬


D
‭Encounter or Boss Encounter, it takes 1d4 Combat Rounds for you to get back up.‬

Optics Defects‬‭(Roll a D6 to determine your result.)‬


‭Number‬ ‭Result‬
‭Rolled‬

‭1‬ ‭Your pupil, iris, and eyeball have their colors inverted in some way.‬

‭2‬ ‭You have three or more pupils and no irises.‬

‭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.‬

Voice Modulator Defects‬


‭ ‭(Roll a D6 to determine your‬‭result.)‬

‭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.‬

Personality Defects‬‭(Optional; roll a D6 to determine‬‭your result.)‬


‭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

‭Requires 1 Body Upgrade Slot, Recover Plus‬


‭α‬‭and‬ ‭β‬‭Internalized.‬
‭Upgrade the Healing Die of Recover Plus‬‭
α‬
‭ rom 1D6 to 1D8.‬
f
‭Your Healing Dies Explode Twice.‬
‭The Sub-Tank Technique will recover an‬
‭additional 1D8 LE if performed on you.‬
‭4 BP, or 20,000 Ƶ.‬
‭61‬

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.‬

‭ our swindling and sweet-talking has‬


Y ‭Enigma Publius Protocol γ‬
‭improved with new conning techniques.‬
‭ ou’ve prepared yourself for the next‬
Y
‭Requires 1 Head Upgrade Slot, and‬ ‭would-be revolution or new world order on‬
‭Charlatan Protocol‬‭
α‬‭Internalized.‬ ‭the horizon.‬
‭ hen rolling a Bluff, Networking, or‬
W
‭Persuade Skill Check, the Untrained Die‬ ‭Requires 1 Head Upgrade Slot, Enigma‬
‭can now Explode.‬ ‭Publius Protocol‬‭
α‬‭and‬ ‭β‬‭Internalized.‬
‭4 BP, or 20,000 Ƶ.‬ ‭ ny Negative Critical Explosions on a‬
A
‭Hack/Interface, Networking, or Operate‬
‭Charlatan Protocol γ‬ ‭Skill Check will revert to a 2, and will not‬
‭Explode.‬
‭ ou’ve advanced your Charlatan craft to a‬
Y ‭4 BP, or 20,000 Ƶ.‬
‭fine art.‬

‭Requires 1 Head Upgrade Slot, Charlatan‬


‭Protocol‬‭
α‬‭and‬ ‭β‬‭Internalized.‬
‭ ny Negative Critical Explosions on a‬
A
‭Bluff, Networking, or Persuade Skill Check‬
‭will revert to a 2, and will not Explode.‬
‭4 BP, or 20,000 Ƶ.‬
‭62‬

‭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

‭ equires one Head Upgrade Slot.‬


R ‭ equires 1 Head Upgrade Slot, and‬
R
‭You gain an additional Untrained Die with‬ ‭Character Milestone 4 or Higher.‬
‭Operate, Repair, and Sensory Skill Checks.‬ ‭You have Advantage on Evade Skill Checks‬
‭However, this partition of memory may‬ ‭against Viral Attacks.‬
‭yield an unusual psychological side effect.‬ ‭After a Viral Attack deals LE damage to‬
‭You have a habit of over-examining fellow‬ ‭you, you gain the I-Frame Status Effect‬
‭machines, almost to a social detriment.‬ ‭until the Cooldown Phase.‬
‭This is an optional character quirk;‬ ‭8 BP, or 40,000 Ƶ.‬
‭discuss with your Operator what the‬
‭benefits or ramifications of selecting this‬ ‭Socratics Plus.‬
‭Chip could be.‬
‭4 BP, or 20,000 Ƶ.‬
‭ equires 1 Head Upgrade Slot, and‬
R
‭Character Milestone 4 or Higher.‬
‭Inaugurator Protocol β‬ ‭This Enhancement cannot be Internalized.‬
‭Increase your ANA, CHA, and LCD by 1.‬
‭ ou have the knack for electrical‬
Y ‭Each increase may bypass the Milestone‬
‭engineering and circuitry!‬ ‭Restriction.‬
‭8 BP, or 40,000 Ƶ.‬
‭Requires 1 Head Upgrade Slot, and‬
‭Inaugurator Protocol‬‭
α‬‭Internalized.‬ ‭Synaptics Plus.‬
‭ hen rolling an Operate, Repair, or‬
W
‭Sensory Skill Check, the Untrained Die can‬
‭ equires 1 Head Upgrade Slot, and‬
R
‭now Explode.‬
‭Character Milestone 4 or Higher.‬
‭4 BP, or 20,000 Ƶ.‬
‭This Enhancement cannot be Internalized.‬
‭Increase your APT, MOB, and PWR by 1.‬
‭Each increase may bypass the Milestone‬
‭Restriction.‬
‭8 BP, or 40,000 Ƶ.‬
‭63‬

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.‬

‭Requires 1 Leg Upgrade Slot and Jumper‬‭


α‬ ‭Splash Jump‬‭
α‬
‭ nternalized.‬
I
‭When rolling a Climb/Jump Check, the‬ ‭ equires 1 Leg Upgrade Slot.‬
R
‭Untrained Die can now Explode.‬ ‭At the Cost of 1 TP, you may perform a‬
‭Jump Check Horizontal or Vertical Height‬ ‭Jump Skill Check on the surface of water‬
‭is now equal to double your Standard‬ ‭terrain. If you do, instead of falling into‬
‭Movement Speed.‬ ‭the water, you may use the water’s surface‬
‭4 BP, or 20,000 Ƶ.‬ ‭as a standable tile until the Cooldown‬
‭Phase. If you do not move to another type‬
‭Jumper γ‬ ‭of terrain, you will fall into the water‬
‭during the Cooldown Phase.‬
‭4 BP, or 20,000 Ƶ.‬
‭Requires 1 Leg Upgrade Slot, Jumper‬‭
α‬‭and‬
‭Jumper‬‭
β‬‭Internalized.‬
‭ hen rolling an Evade Skill Check, the‬
W
‭ yper Dash‬
H
‭Untrained Die can now Explode.‬ ‭(ハイパーダッシュ)‬
‭Any Negative Critical Explosions on a‬
‭Climb/Jump Skill Check will revert to a 2,‬ ‭Requires 1 Leg Upgrade Slot and‬
‭and will not Explode.‬
‭Emergency Acceleration System‬‭
α‬
‭4 BP, or 20,000 Ƶ.‬
‭ nternalized.‬
I
‭To activate Hyper Dash, you may perform‬
‭a Bonus MOB Action during your first turn‬
‭Speedster‬‭
α‬ ‭in a Boss Encounter or Combat Encounter.‬
‭You can perform your first usage of the‬
‭ equires 1 Leg Upgrade Slot.‬
R ‭‘Dash’ or ‘Air-Dash’ Technique at no TP‬
‭Add an additional Untrained Die to all‬ ‭cost. You must have access to these‬
‭Evade, Flight and Swim Skill Checks.‬ ‭Techniques in order to use them.‬
‭Increase your Standard Movement Speed‬ ‭6 BP, or 30,000 Ƶ.‬
‭by 10 ft.‬
‭4 BP, or 20,000 Ƶ.‬ ‭Shadow Dash‬
‭(影歩く)‬

‭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

‭Met Helmet‬ ‭X’s Titanium-X Helmet.‬

‭ ead Upgrade Slot Not Required.‬


H
‭ ead Upgrade Slot Not Required.‬
H
‭Provides 2 Head Upgrade Slots.‬
‭Provides 1 Head Upgrade Slot.‬
‭Called Shot Attack Dies targeting your‬
‭Called Shot Attack Dies targeting your‬
‭Head lose the Untrained Die.‬
‭Head lose the Untrained Die.‬
‭If non-Elec damage would be dealt to your‬
‭You gain the ‘Met Guard’ Technique (pg.‬
‭LE by an attack, reduce that damage by 1.‬
‭242)‬
‭This Part can only be obtained from Mega‬
‭4 BP, or 20,000 Ƶ.‬
‭Man X, or from Dr. Light.‬

‭ 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
.‬

‭Second Armor Helmet‬


‭Reinforced Titanium-X Helmet‬
‭ ead Upgrade Slot Not Required.‬
H
‭ ead Upgrade Slot Not Required.‬
H
‭Provides 2 Head Upgrade Slots.‬
‭Provides 2 Head Upgrade Slots.‬
‭Called Shot Attack Die values targeting‬
‭Called Shot Attack Dies targeting your‬
‭your Head are halved, rounded down.‬
‭Head lose the Untrained Die.‬
‭If non-Viral damage would be dealt to‬
‭If non-Elec damage would be dealt to your‬
‭your LE by an attack, reduce that damage‬
‭LE by an attack, reduce that damage by 1.‬
‭by 2.‬
‭You gain the ‘Headbutt’ Technique (pg. 237)‬
‭Increase your ANA by 1.‬
‭5 BP, or 20,000 Ƶ.‬
‭You have the ‘Item Sensor’ Enhancement‬
‭Internalized to you at no cost.‬
‭This Part can only be obtained from Mega‬
‭Man X, or from Dr. Light‬‭
.‬
‭66‬

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.‬

‭Retrofitted Limb (Tail)‬


‭Thermoptic Camouflage‬‭
α‬
‭ ody Upgrade Slot Not Required.‬
B
‭You can have a number of Retrofitted Limbs (Tail)‬ ‭ n active stealth system that projects ambient‬
A
‭equal to your Milestone.‬ ‭conditions of the opposing side, rendering the‬
‭A mechanical tail has been well-welded to your‬ ‭masked object transparent by transmission.‬
‭body. At the cost of 1 TP per Action, the Tail can‬
‭be used during any APT, MOB, or PWR Action as a‬ ‭ equires 1 Body Upgrade Slot.‬
R
‭supplementary limb with a reach of 5 ft. It‬ ‭You can activate the Thermoptic Camouflage at‬
‭cannot be used for Standard PWR Attacks.‬ ‭the cost of 1 TP. While under Thermoptic‬
‭Enhancement Core Threshold - 4 + Milestone CT.‬ ‭Camouflage, the active stealth system projects‬
‭(This Enhancement can be targeted by Called‬ ‭ambient conditions of the opposing side and‬
‭Shot Attacks. When this Enhancement’s CT‬ ‭renders you visibly transparent.‬
‭reaches 0, it stops functioning, and cannot be‬ ‭The user gains an additional Untrained Die to all‬
‭used for attacks.)‬ ‭Evade, and Stealth/Steal Skill Checks while‬
‭4 BP, or 20,000 Ƶ.‬ ‭camouflaged. Damage that you deal under‬
‭Thermoptic Camouflage is considered Holo‬
‭damage in addition to its pre-existing element‬
‭Retrofitted Head‬ ‭types.‬
‭An effective opposing Sensory Skill Check against‬
‭ ead Upgrade Slot Not Required.‬
H ‭the user's Stealth/Steal Skill Checks will allow‬
‭You can have a number of Retrofitted Heads equal‬ ‭anyone to track your movement while under‬
‭to 1 plus your Milestone.‬ ‭Thermoptics.‬
‭Provides 2 Head Upgrade Slots.‬ ‭With the exception of Busters and ‘Concealed’‬
‭Additional heads have been grafted to your body.‬ ‭Weapons, other weapons equipped while under‬
‭Each other head utilizes the same parts as you to‬ ‭Thermoptic Camouflage will be visible to the‬
‭survive, and will not be able to function if it is‬ ‭naked eye, provided anyone can spot them with a‬
‭severed from you. Their personalities and‬ ‭Sensory Skill Check.‬
‭motivations may be completely different from‬ ‭If you are dealt damage while under Thermoptic‬
‭yours, but ultimately they follow your commands‬ ‭Camouflage, your body will noticeably flicker.‬
‭and cannot perform Actions or Reactions without‬ ‭4 BP, or 20,000 Ƶ.‬
‭your forethought or confirmation.‬
‭You gain 1 ANA. This STAT increase can bypass the‬ ‭Thermoptic Camouflage‬‭
β‬
‭Milestone Restriction.‬
‭Designate a Skill. Your Retrofitted Head gains an‬
‭additional Untrained Die when performing that‬ ‭ n improved active stealth system, with‬
A
‭Skill. Your Retrofitted Head can only perform that‬ ‭enhancements to render objects transparent.‬
‭Skill.‬
‭Enhancement Core Threshold - 4 + Milestone CT.‬
‭ equires 1 Body Upgrade Slot and Thermoptic‬
R
‭(This Enhancement can be targeted by Called‬
‭Camouflage α Internalized.‬
‭Shot Attacks. When this Enhancement’s CT‬
‭While under Thermoptic Camouflage, all‬
‭reaches 0, it stops functioning, and you lose the‬
‭Untrained Die on your Stealth/Steal Skill Checks‬
‭benefit it provides.)‬
‭can explode.‬
‭4 BP, or 20,000 Ƶ.‬
‭All held Field Equipment, Objects or equipped‬
‭Weapons will now become transparent while the‬
‭user is in Thermoptic Camouflage.‬
‭4 BP, or 20,000 Ƶ.‬
‭67‬

‭Thermoptic Camouflage γ‬ ‭Retrofitted Limb (Arm)‬

‭ vastly improved active stealth system, made to‬


A ‭ rms Upgrade Slot Not Required.‬
A
‭better compensate for sudden changes and‬ ‭You can have a number of Retrofitted Limbs (Arm)‬
‭physical impacts.‬ ‭equal to 1 times your Milestone.‬
‭Provides 1 Arms Upgrade Slot.‬
‭An arm has been well-welded to your body.‬
‭Requires 1 Body Upgrade Slot, Thermoptic‬ ‭This arm can equip weapons and tools but will‬
‭Camouflage α and‬‭
β‬‭Internalized.‬ ‭Default on Skill Checks and Attack / Damage Rolls‬
‭ hile under Thermoptic Camouflage, any‬
W ‭until you’ve ‘broken it in’ with a Positive Critical‬
‭Negative Critical Explosions on a Stealth/Steal‬ ‭Explosion.‬
‭Skill Check will revert to a 2, and will not Explode.‬ ‭You gain 1 PWR for each Arm Retrofitted to your‬
‭While using Thermoptic Camouflage, if you have‬ ‭body. This STAT increase can bypass the Milestone‬
‭not been identified by a Sensory Check, you may‬ ‭Restriction.‬
‭perform a Bonus PWR Action with an equipped‬ ‭Enhancement Core Threshold - 4 + Milestone CT.‬
‭weapon, with Advantage on the Attack and‬ ‭(This Enhancement can be targeted by Called‬
‭Damage Dies.‬ ‭Shot Attacks. When this Enhancement’s CT‬
‭4 BP, or 20,000 Ƶ.‬ ‭reaches 0, it stops functioning, and you lose the‬
‭benefit it provides.)‬
‭5 BP, or 25,000 Ƶ.‬
‭Cyber Rig‬‭
α‬
‭Retrofitted Limb (Legs)‬
‭ n external helm device with several insertion‬
A
‭points to interface with the mind and sensory‬
‭acumen of its user. Once the Cyber Rig is connected‬ ‭ eg Upgrade Slot Not Required.‬
L
‭to the Cyberspace Network, you can equip this helm‬ ‭You can have a number of Retrofitted Limbs‬
‭to allow complete synchronization and data‬ ‭(Legs) equal to your Milestone.‬
‭transfer of your Residual Self Image, allowing you‬ ‭Provides 1 Legs Upgrade Slot.‬
‭to function freely in Cyberspace as if you were‬ ‭Legs have been well-welded to your body.‬
‭data. Destruction of your physical form will allow‬ ‭These legs can perform actions but will Default on‬
‭you to maintain your mind as Data, but you will be‬ ‭Skill Checks until you’ve ‘broken them in’ with a‬
‭unable to return without a physical body.‬ ‭Positive Critical Explosion.‬
‭In addition, the Cyber Rig contains a Program Deck,‬ ‭You gain 1 MOB for each set of Legs Retrofitted to‬
‭which can be used to load Cyberspace Programs to‬ ‭your body.‬
‭defend oneself against Maverick or Viral Attacks in‬ ‭Enhancement Core Threshold - 4 + Milestone CT.‬
‭Cyberspace.‬ ‭(This Enhancement can be targeted by Called‬
‭Shot Attacks. When this Enhancement’s CT‬
‭ equires 1 Head Upgrade Slot.‬
R ‭reaches 0, it stops functioning, and you lose the‬
‭Provides 2 Head Upgrade Slots, which can only be‬ ‭benefit it provides.)‬
‭used for Cyberspace Programs for your Program‬ ‭5 BP, or 25,000 Ƶ.‬
‭Deck.‬
‭You can be transmitted to Cyberspace as data if‬
‭you have a machine with a direct connection to‬
‭the network. You will have access to all your‬
‭STATS, Resource Pools, Weapons, Techniques and‬
‭Special Weapons. You must perform a successful‬
‭Interface Skill Check equal to 6 minus your‬
‭Milestone.‬
‭You gain access to the Program Deck, and can‬
‭initiate Cyberspace Encounters.‬
‭5 BP, or 25,000 Ƶ.‬
‭68‬

Internal Enhancements‬

‭Hover Module‬

‭ equires 1 Leg Upgrade Slot.‬


R
‭By succeeding a Climb/Jump or Flight Skill‬
‭Check with a Difficulty Check of 4, you are‬
‭able to maintain a constant stream of‬
‭Heart Container‬ ‭propulsion via Jet Thrust, allowing you to‬
‭hover 10 ft. above ground. You can move‬
‭while hovering, equal to one-third of your‬
‭ ach Heart Container immediately‬
E
‭standard movement speed, rounded down.‬
‭Internalizes itself to you and requires no‬
‭4 BP, or 20,000 Ƶ.‬
‭Upgrade Slots.‬
‭A Player Character can have a maximum‬
‭of Eight Heart Containers Internalized to‬ ‭Hover Plus‬
‭them.‬
‭Heart Container values are added after‬ ‭ equires 1 Leg Upgrade Slot, and the‬
R
‭the Chassis’ value is calculated, and are‬ ‭Winged Biped Chassis, Retrofitted Wings,‬
‭not added to its Milestone Multiplier.‬ ‭or the Hover Module.‬
‭Increases your Maximum LE by 4.‬ ‭You are capable of extending your Jet‬
‭3 BP, or 15,000 Ƶ.‬ ‭Thrust for a longer period of time.‬
‭Increase your maximum Flight or Hover‬
‭height by 20 ft.‬
‭Auto-Repair‬‭
α‬ ‭The Untrained Die on your Flight Skill‬
‭Checks can explode.‬
‭ equires 1 Body Upgrade Slot.‬
R ‭4 BP, or 20,000 Ƶ.‬
‭Gain 1D4 LE Healing at the Cooldown‬
‭Phase. Fully recover LE at Mission‬
‭Completion.‬
‭4 BP, or 20,000 Ƶ.‬

‭Auto-Repair β‬

‭Requires 1 Body Upgrade Slot, and‬


‭Auto-Repair‬‭
α‬‭Internalized.‬ ‭Shield Battery‬‭
α‬
‭ ecover an additional 1D4 LE Healing at‬
R
‭the Cooldown Phase.‬
‭ equires 1 Body Upgrade Slot.‬
R
‭Fully recover LE and CT at Mission‬
‭Increase your SE by 3.‬
‭Completion.‬
‭When your SE is depleted, the Shield‬
‭4 BP, or 20,000 Ƶ.‬
‭Battery becomes inactive until the current‬
‭Combat Encounter or Boss Encounter is‬
‭Emergency Acceleration System‬‭
α‬ ‭over. You will regain the Shield Battery's‬
‭SE during Downtime.‬
‭4 BP, or 20,000 Ƶ.‬
‭ equires 1 Leg Upgrade Slot.‬
R
‭You gain the ‘Dash’ Technique. Refer to pg.‬
‭Shield Battery β‬
‭231.‬
‭4 BP, or 20,000 Ƶ.‬
‭Requires 1 Body Upgrade Slot, and Shield‬
‭Emergency Acceleration System β‬ ‭Battery‬‭
α‬‭Internalized.‬
‭ ncrease your SE by 3.‬
I
‭Double the amount of SE gained per‬
‭Requires 1 Leg Upgrade Slot and‬
‭Milestone.‬
‭Emergency Acceleration System‬‭
α‬ ‭4 BP, or 20,000 Ƶ.‬
‭ nternalized.‬
I
‭You gain the ‘Air-Dash’ Technique. Refer to‬
‭pg. 227.‬
‭4 BP, or 20,000 Ƶ.‬
‭69‬

‭Active Noise Generator‬

‭ equires 1 Head Upgrade Slot.‬


R
‭At the cost of 1 TP, you can Activate your‬
‭Thermal Shielding‬‭
α‬ ‭Active Noise Generator.‬
‭When activated, all Non-Human Characters‬
‭ equires 1 Body Upgrade Slot or 1 Weapon‬
R ‭and Field Equipment within a 60 ft.‬
‭Upgrade Slot.‬ ‭horizontal and vertical radius gain the‬
‭If placed on a Body Part, increase your CT‬ ‭Interference Status Effect. Anyone who‬
‭by 2.‬ ‭performs a Hack/Interface Skill Check‬
‭If placed on a Weapon, increase that‬ ‭succeeding a Difficulty Check of (4 + Your‬
‭Weapon's CT by 2.‬ ‭Milestone) can remove the Interference‬
‭4 BP, or 10,000 Ƶ.‬ ‭Status Effect from one target.‬
‭5 BP or 25,000 Ƶ.‬

‭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

Building your Human Character‬


‭ 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.‬

‭ ach Character also selects a‬‭Faction‬‭, and purchases‬‭necessary‬‭Field Equipment‬‭or‬‭Weapons‬‭.‬


E
‭As you continue to 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.‬

‭ 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.‬

‭Humans gain the following:‬

‭ .‬ 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:‬

‭Adaptive Cybernetics (Arm)‬


‭1‬ ‭ ual Torque Enhancer - Your fingers are‬
D
‭ he limb you have replaced is noticeably‬
T ‭stronger and can output more friction‬
‭than an average human. Add an‬
‭mechanical in design, and can even power internal‬
‭additional Untrained Die to‬
‭weaponry.‬ ‭non-Damaging PWR Actions that require‬
‭the use of your hand.‬
‭ equires 1 Arms Upgrade Slot.‬
R
‭When selecting Adaptive Cybernetics (Arm),‬
‭choose a Core from Chapter 3, pgs. 43 - 47.‬ ‭2‬ ‭ ngineer's Toolkit - One finger has a‬
E
‭Screwdriver, and the other has a‬
‭You now have a CT Resource Pool equal to the CT‬ ‭Blowtorch. Add an additional Untrained‬
‭value of the Core you've selected. The specified‬ ‭Die to Repair Skill Checks. At the cost of‬
‭core will be attached to the shoulder of your‬ ‭1 TP, you can Activate the Blowtorch to‬
‭Adaptive Cybernetics (Arm) and will power its‬ ‭use as a weapon at touch range. Attacks‬
‭made by the Blowtorch have Advantage‬
‭functions. If your CT drops to 0, the Adaptive‬
‭against Obstructions.‬
‭Cybernetics (Arm) will cease to function, and the‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Core will rupture.‬ ‭Damage Die - 1D4 + PWR Fire Piercing‬
‭You gain +1 to PWR or MOB.‬ ‭Damage.‬
‭Provides 1 Arm Upgrade Slot.‬
‭With no other weapons equipped, the Adaptive‬
‭Cybernetics (Arm) provide the following:‬
‭3‬ ‭ edic’s Toolkit - One finger has a‬
M
‭Syringe with Sedative Nanites, and the‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭other has a self-cleaning,‬
‭Damage Die - 1D4 + PWR Physical Impacting‬ ‭self-lubricating dispenser with a‬
‭Damage.‬ ‭refillable antibacterial sanitizing‬
‭solution. Add an additional Untrained Die‬
‭You can now use various weapons that require‬
‭to Repair Skill Checks. At the cost of 1‬
‭Cores, such as Busters.‬ ‭TP, you can Activate the Sedative to use‬
‭Add a Negative Critical Explosion to all Disguise‬ ‭as a weapon at touch range.‬
‭Skill Checks unless the Cybernetics are covered‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭effectively.‬ ‭Damage Die - 1D4 + PWR Physical‬
‭Enemies no longer have Disadvantage on‬ ‭Piercing Damage.‬
‭Called-Shot Attacks when targeting your Adaptive‬ ‭Targets of any Race dealt damage by the‬
‭Syringe gain the Stun status for 1D4‬
‭Cybernetics Core.‬
‭rounds.‬
‭The BP value is equal to 1 + the BP of the Core‬
‭Selected. You cannot pay Zenny for this upgrade.‬
‭4‬ ‭ echie's Toolkit - One finger has a‬
T
‭Universal Serial Bus slot, which can be‬
‭Attachable Cybernetics (Fingers)‬ ‭used to transfer Datapad files. The other‬
‭finger has a miniature holoprojector‬
‭interface, which allows you to interface‬
‭Body or Leg Upgrade Slot Not Required.‬ ‭with the files on your Universal Serial‬
‭Bus slot, or access other networks if‬
‭close by. Add an additional Untrained Die‬
‭ elect up to two fingers on one hand. They will be‬
S
‭to Hack/Interface Skill Checks when‬
‭replaced with cybernetic fingers.‬ ‭attempting to use this toolkit in‬
‭The fingers are removable and can be swapped‬ ‭conjunction with a Cyber Rig, Datapad.‬
‭for various tools.‬ ‭Jacking Kit, or other Computer.‬
‭Determine via the table below which combination‬
‭of attachments you receive:‬
‭ dd a Negative Explosion to all Disguise Skill‬
A
‭Checks unless these Cybernetics are covered‬
‭effectively.‬
‭4 BP, or 20,000 Ƶ.‬
‭74‬

‭Containment Limb (Arm or Leg)‬ ‭Flak Jacket‬

‭ rms or Legs Upgrade Slot Not Required.‬


A ‭ he Flak Jacket can be equipped to Humans only.‬
T
‭Select either a single arm or leg. The selected‬ ‭Requires 1 Body Upgrade Slot.‬
‭limb has a retractable plate, which is designed to‬ ‭Provides 1 Body Upgrade Slot.‬
‭hold an Object Size 1 Weapon, Actuator, or Field‬ ‭Provides 4 + Milestone SE.‬
‭Equipment item.‬ ‭Called Shot Attacks targeting your Chest lose the‬
‭You have advantage on Stealth/Steal Skill Checks‬ ‭Untrained Die.‬
‭to conceal an item within your Containment Limb.‬ ‭Reduce Damage dealt to your SE by Physical‬
‭Add a Negative Critical Explosion to all of your‬ ‭Attacks by 1.‬
‭Disguise Skill Checks unless the Cybernetics are‬ ‭Increase Damage Dealt to your SE by Slashing‬
‭covered effectively.‬ ‭Attacks by 2.‬
‭Enhancement Core Threshold - 4 + Milestone CT.‬ ‭When your SE is reduced to 0 by a Slashing‬
‭(This Enhancement can be targeted by Called‬ ‭Attack, you gain the I-Frame Status until the‬
‭Shot Attacks. When this Enhancement’s CT‬ ‭Cooldown Phase.‬
‭reaches 0, it stops functioning, and you lose the‬ ‭4 BP, or 20,000 Ƶ.‬
‭benefit it provides.)‬
‭4 BP, or 20,000 Ƶ.‬
‭Kevlar Jacket‬

‭ he Kevlar Jacket can be equipped to Humans‬


T
‭only.‬
‭Requires 1 Body Upgrade Slot.‬
‭Provides 1 Body Upgrade Slot.‬
‭Provides 8 + Milestone SE.‬
‭Called Shot Attacks targeting your Chest lose the‬
‭Untrained Die.‬
‭Reduce Damage dealt to your SE by Physical‬
‭Attacks by 1.‬
‭Increase Damage Dealt to your SE by Slashing‬
‭Attacks by 2.‬
‭Cryo-Stasis Tank‬ ‭When your SE is reduced to 0 by a Slashing‬
‭Attack, you gain the I-Frame Status until the‬
‭ oes not require an Upgrade Slot, and can only be‬
D ‭Cooldown Phase.‬
‭equipped to Humans.‬ ‭8 BP, or 40,000 Ƶ.‬
‭When at 1 or lower LE, you or a friendly target‬
‭can activate the Cryo-Stasis Tank by pressing it‬
‭against your chest. Once activated, the tank‬ ‭Adaptive Cybernetics (Frame)‬
‭releases a large sphere of chilled plasma that‬
‭surrounds the target's body and suspends the‬
‭ equires 1 Body Upgrade Slot.‬
R
‭target in a cryogenesis state, so that they may be‬
‭When selecting Adaptive Cybernetics (Frame),‬
‭transported to a medical facility to recuperate‬
‭choose from one of the Following Chassis from‬
‭fully.‬
‭Chapter 3, pg. 22 - 33:‬
‭You remain incapacitated until the Combat‬
‭-‬ ‭Aquatic Humanoid Chassis.‬
‭Encounter or Boss Encounter is over, and cannot‬
‭-‬ ‭Cephalopod Chassis.‬
‭take any further LE damage for the remainder of‬
‭-‬ ‭Insectoid Chassis.‬
‭the encounter. Once the encounter is over, the‬
‭-‬ ‭Winged Biped Chassis.‬
‭Cryo-Stasis Tank deactivates, allowing you to be‬
‭You gain this Chassis, and permanently lose all‬
‭healed safely during Downtime.‬
‭the benefits of the Basic Humanoid Chassis.‬
‭4 BP, or 20,000 Ƶ.‬
‭5 BP or 25,000 Ƶ.‬

‭ xternal Broad Range Auditory‬


E ‭Cybernetic HUD‬
‭Headset‬
‭ cybernetic implant in the form of a thin wafer‬
A
‭surgically implanted into the cornea of a single eye‬
‭ n external version of the Production Model‬
A
‭and connected to a power cell and processor‬
‭Auditory Sensors.‬
‭embedded in the distal supraorbital foramen. The‬
‭device interprets visual input entering the cornea‬
‭ ead Upgrade Slot Not Required.‬
H
‭and relays it to the processor, which signals an‬
‭When you perform Sensory Skill Checks, you can‬
‭illuminated heads-up display to the retina. The‬
‭identify audio frequencies such as speech‬
‭Cybernetic HUD is favored by specialists in many‬
‭patterns, sounds from external stimuli, and‬
‭professions requiring low-light operations, minute‬
‭dampened/isolated sounds within 240 ft.‬
‭precision, or rapid situational assessment.‬
‭You have Advantage when performing Sensory‬
‭Skill Checks alongside other friendly targets‬
‭ equires 1 Head Upgrade Slot.‬
R
‭equipped with Broad Range Auditory Sensors.‬
‭Any Negative Critical Explosions on an ANA-based‬
‭When affected by the Interference Status Effect,‬
‭Skill Check will revert to a 2, and will not Explode.‬
‭you can still hear within a 10 ft. radius.‬
‭8 BP, or 40,000 Ƶ.‬
‭Any Color is available.‬
‭4 BP, or 20,000 Ƶ.‬
‭75‬
‭76‬

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.‬

‭ ou can change Factions on a per-Milestone Basis.‬


Y
‭For example, if you choose at Milestone 2 to move from a Freelance Faction to a Maverick Hunter Faction, you‬
‭will not lose any previously acquired Resistances, Skills, Special Weapons, Techniques, or starting Equipment.‬
‭However, upon selecting a new Faction, even at Milestone 2, you only gain that Faction’s Milestone 1 Techniques‬
‭or Special Weapons, and will only acquire those after every two Milestones, as you normally would. Thus, if you‬
‭were to change Factions at Milestone 2, those new Special Weapons or Techniques would be available at‬
‭Milestones 2 and 4, respectively. This offset in Character Progression may lead to brand new avenues of‬
‭storytelling.‬

‭ 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.‬

20XX Era Factions‬


‭LightLabs Assistant (Mega Man 1)‬

‭ 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.‬

‭ action Requirements: 2 LCD or 2 CHA.‬


F
‭Skill Benefits: Advance Operate by one. Advance Repair by one.‬
‭Starting Rank: N/A.‬
‭Special Weapons Provided by Milestone: Magnet Beam (Milestone 1)‬
‭Techniques Provided by Milestone: Slide (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Mega Buster or Sniper Joe Shield.‬

‭Dr. Wily's Army (Mega Man 1)‬

‭ 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.‬

‭ action Requirements: 2 APT or 2 PWR.‬


F
‭Skill Benefits: Advance Intimidate by one. Advance Operate by one.‬
‭Starting Rank: N/A.‬
‭Special Weapons Provided by Milestone: At Milestone 1, and 3, select a different Special Weapon from the‬
‭available Special Weapons found on pg. 213.‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Proto Buster or Sniper Joe Shield.‬

Freelance Factions‬

‭Freelancer (Bounty Hunter)‬

‭ 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.‬

‭ action Requirements: 2 CHA or 2 PWR.‬


F
‭Skill Benefits: Advance Intimidate by one. Advance Networking by one.‬
‭Resistances: N/A.‬
‭Starting Rank: B.‬
‭Techniques Provided By Milestone: Suppressive Barrage (Milestone 1), Tactical Roll (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Buster Pistol, 32 Energy Cell‬
‭Ammunition, 3 Smoke Bombs, Shield Battery Actuator.‬
‭77‬

‭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.‬

‭ action Requirements: N/A‬


F
‭Skill Benefits: Select two Skills other than Evade or Grapple / Break. Advance both of those skills by one.‬
‭You cannot choose the same Skill twice.‬
‭Resistances: N/A‬
‭Starting Rank: D‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Any Melee or Ranged weapon with a BP‬
‭cost of 2 or less, any single Field Equipment item with a BP cost of 3 or less, 10,000 Zenny.‬

‭Freelancer (Cyberspace Hacker)‬

‭ 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.‬

‭ action Requirements: 2 APT or 2 ANA.‬


F
‭Skill Benefits: Advance Hack/Interface by one. Advance Operate by one.‬
‭Resistances: Holo.‬
‭Starting Rank: B.‬
‭Techniques Provided By Milestone: Program Advance (Milestone 1), Cyber Puppet (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Cyber Rig‬‭
α‬‭or Jacking Kit‬‭α‭,‬ 1‬
‭Compress Program, 1 MetMiner Program, 1 SneakRun Program.‬

‭Freelancer (Street Fighter)‬

‭ wandering world warrior, you scour the land seeking opportunities to defeat new opponents and better your‬
A
‭craft as a fighter.‬

‭ action Requirements: 2 PWR or 2 LCD.‬


F
‭Skill Benefits: Advance Discipline by one. Advance Grapple/Break by one.‬
‭Resistances: Impacting.‬
‭Starting Rank: D.‬
‭Techniques Provided By Milestone: Hyakuretsu Kyaku or Shoryuken (Milestone 1), Hadoken (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Military-Grade Ceratanium Arms or‬
‭Ceratanium Claws, Containment Capsule with 10,000 Zenny in Prize Money.‬

Maverick Hunter Factions‬


‭ 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.‬

‭ action Requirements: 2 MOB and 2 PWR.‬


F
‭Skill Benefits: Advance Climb/Jump by one. Advance Stealth/Steal by one.‬
‭Resistances: Slashing.‬
‭Starting Rank: SA.‬
‭Techniques Provided By Milestone: Slash Wave (Milestone 1), Rising Slash (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Beam Saber or Beam Rapier, External‬
‭Teleport Module, Heat Sink Pack (Single).‬
‭78‬

‭3rd Deployment Corps‬

‭ 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.‬

‭ action Requirements: 2 CHA or 2 ANA.‬


F
‭Skill Benefits: Advance Operate by one. Advance Repair by one.‬
‭Resistances: Viral.‬
‭Starting Rank: C.‬
‭Techniques Provided By Milestone: Sub-Tank (Milestone 1), Weapon Tank (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Guard Buster, First-Aid Kit or Lifesaver‬
‭Kit, Lifesaver Actuator.‬

‭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.‬

‭ action Requirements: 2 PWR or 2 MOB.‬


F
‭Skill Benefits: Advance Climb/Jump by one. Advance Operate by one.‬
‭Resistances: Fire.‬
‭Starting Rank: C.‬
‭Techniques Provided By Milestone: Hunker Down (Milestone 1), Jump Press (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Ceratanium Break Hammer or‬
‭Ceratanium Loading Arm, 3x Bumpity Boom Concussion Grenades, External Teleport Module.‬

‭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.‬

‭ action Requirements: 2 ANA or 2 APT.‬


F
‭Skill Benefits: Advance Hack/Interface by one. Advance Networking by one.‬
‭Resistances: Holo.‬
‭Starting Rank: D.‬
‭Techniques Provided By Milestone: Navigation (Milestone 1), Weakness Analysis (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Broad Range Actuator, Datapad,‬
‭External Teleport Module.‬

‭6th Naval Armada‬

‭ 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.‬

‭ action Requirements: 2 MOB or 2 ANA.‬


F
‭Skill Benefits: Advance Sensory by one. Advance Swim by one.‬
‭Resistances: Aqua.‬
‭Starting Rank: C.‬
‭Techniques Provided By Milestone: Sonar Pulse (Milestone 1), Drain (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Micro Missile Rack, Item Sensor, Broad‬
‭Range Actuator.‬

‭7th Air Cavalry‬

‭ th Air Cavalry operates Hunter aviation and aerial superiority missions. This unit was formerly Commanded by‬
7
‭Storm Eagle.‬

‭ action Requirements: 2 MOB or 2 APT.‬


F
‭Skill Benefits: Advance Evade by one. Advance Flight by one.‬
‭Resistances: Force.‬
‭Starting Rank: B.‬
‭Techniques Provided By Milestone: Dive Bomb (Milestone 1), Body Blow (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Air Vortex Buster, Hover Module, Hover‬
‭Plus.‬
‭79‬

‭8th Armored Battalion‬

‭ 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.‬

‭ action Requirements: 2 PWR or 2 APT.‬


F
‭Skill Benefits: Advance Grapple/Break by one. Advance Operate by one.‬
‭Resistances: Impacting.‬
‭Starting Rank: C.‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Ride Armor Type - CE-1 (Civil‬
‭Engineering)‬

‭9th Special Forces (Rangers)‬

‭ 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.‬

‭ action Requirements: 2 MOB or 2 APT.‬


F
‭Skill Benefits: Advance Sensory by one. Advance Stealth/Steal by one.‬
‭Resistances: Wood.‬
‭Starting Rank: C.‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Any Melee or Ranged weapon with a BP‬
‭cost of 4 or less, Thermoptic Camouflage α or Thermoptic-Emitter Δ, Active Noise Generator.‬

‭10th Special Forces (Civic)‬

‭ 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.‬

‭ action Requirements: 2 APT or 2 CHA.‬


F
‭Skill Benefits: Advance Bluff by one. Advance Intimidate by one.‬
‭Resistances: N/A.‬
‭Starting Rank: C.‬
‭Techniques Provided By Milestone: Ping (Milestone 1), First Response (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Civic Buster, Ride Chaser Type ADU-T100‬
‭Turbo Workhorse, Teleport Disruption Actuator.‬

‭13th Polar Region‬

‭ 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.‬

‭ action Requirements: 2 MOB or 2 LCD.‬


F
‭Skill Benefits: Advance Climb/Jump by one. Advance Sensory by one.‬
‭Resistances: Frost.‬
‭Starting Rank: D.‬
‭Techniques Provided By Milestone: Frozen Castle (Milestone 1), Ice Sculpture (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Broad Range Actuator, 3 Hot Icicle Cryo‬
‭Grenades, Snowy Spray.‬

‭16th Research and Development‬

‭ 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.‬

‭ action Requirements: 2 LCD or 2 APT.‬


F
‭Skill Benefits: Advance Operate by one. Advance Repair by one.‬
‭Resistances: Elec.‬
‭Starting Rank: C.‬
‭Techniques Provided By Milestone: Jury-Rig (Milestone 1), Stubbornness (Milestone 3)‬
‭Parts, Vehicles, Weapons or Field Equipment Provided at Milestone 1: Beam Shield, Datapad, External‬
‭Teleport Module.‬
‭80‬

‭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.‬

‭ action Requirements: 2 PWR and 2 LCD.‬


F
‭Skill Benefits: Advance Climb/Jump by one. Advance Operate by one.‬
‭Resistances: Piercing.‬
‭Starting Rank: A.‬
‭Techniques Provided by Milestone: Wall Slide/Wall Jump. (Milestone 1), Sub-Tank (Milestone 3)‬
‭Parts, Vehicles, Weapons, or Field Equipment Provided at Milestone 1: External Teleport Module, Military‬
‭Buster, Teleport Disruption Actuator.‬

‭ averick Hunter Letter Ranks and How to‬


M ‭ he payout for Retiring S Rank Boss Encounter‬
T
‭Advance:‬ ‭targets: 30,000 Ƶ + 5,000 Ƶ per Milestone.‬

‭ A Rank:‬‭The example for Hunters to follow. Special‬


S
‭ Rank:‬‭D Rank is the usual starting rank for‬
D ‭A or SA Ranks maintain their status by a ‘never say‬
‭Probationary and Non-Commissioned Officers, but‬ ‭die’ mentality. Once at this echelon, you can only‬
‭those who have not managed to prove themselves‬ ‭go up, and a single mission failure will send you‬
‭battle ready have languished in D Rank. Any Hunter‬ ‭back down to S Rank. Six successful missions or‬
‭of Higher Rank with more than four consecutive‬ ‭fifteen confirmed Maverick Retirements of equal to‬
‭mission failures will be demoted to D Rank. A single‬ ‭higher rank while at SA Rank will advance you to GA‬
‭mission success or a single confirmed Maverick‬ ‭Rank.‬
‭Retirement of equal to higher rank while at D Rank‬
‭will advance you to C Rank.‬ ‭ he payout for Retiring SA Rank Boss Encounter‬
T
‭targets: 50,000 Ƶ + 5,000 Ƶ per Milestone.‬
‭ he payout for Retiring D Rank Boss Encounter‬
T
‭targets: 10,000 Ƶ + 5,000 Ƶ per Milestone.‬ ‭ A Rank:‬‭Very few have maintained a perfect‬
G
‭enough record to become Gold A or GA Rank within‬
‭ Rank:‬‭C Rank usually maintains Hunters with a‬
C ‭the Hunter Database. Once at this echelon, you can‬
‭spotty record. Any Hunter of Higher Rank with three‬ ‭only go up, and a single mission failure will send‬
‭consecutive mission failures will be demoted to C‬ ‭you back down to SA Rank. Seven successful‬
‭Rank. Two successful missions or three confirmed‬ ‭missions or eighteen confirmed Maverick‬
‭Maverick Retirements of equal to higher rank while‬ ‭Retirements of equal to higher rank while at GA‬
‭at C Rank will advance you to B Rank.‬ ‭Rank will advance you to PA Rank.‬

‭ he payout for Retiring C Rank Boss Encounter‬


T ‭ he payout for Retiring GA Rank Boss Encounter‬
T
‭targets: 15,000 Ƶ + 5,000 Ƶ per Milestone.‬ ‭targets: 100,000 Ƶ + 5,000 Ƶ per Milestone.‬

‭ Rank:‬‭The median average of Hunters. B Ranks‬


B ‭ A Rank:‬‭The highest ranking a Hunter can feasibly‬
P
‭have proven themselves in combat, and have‬ ‭complete. Platinum A or PA Rank is the culmination‬
‭potential, but something is holding them back. Any‬ ‭of a perfect combat record. Once at this echelon,‬
‭Hunter of Higher Rank with two consecutive mission‬ ‭you have reached the ceiling of Hunter‬
‭failures will be demoted to B Rank. Three successful‬ ‭advancement, and a single mission failure will send‬
‭missions or six confirmed Maverick Retirements of‬ ‭you back down to GA Rank.‬
‭equal to higher rank while at B Rank will advance‬
‭you to A Rank.‬ ‭ he payout for Retiring PA Rank Boss Encounter‬
T
‭targets: 250,000 Ƶ + 5,000 Ƶ per Milestone.‬
‭ he payout for Retiring B Rank Boss Encounter‬
T
‭targets: 20,000 Ƶ + 5,000 Ƶ per Milestone.‬ ‭ H Rank:‬‭The UH, or Ultimate Hunter Rank is a‬
U
‭badge of honor given to Hunters who have managed‬
‭ Rank:‬‭A Ranks are veterans that have proven‬
A ‭to save the planet from an extinction-level event.‬
‭themselves, and are perfecting their skills for an‬ ‭At this point, UH exists as a formality. While there‬
‭S-Rank advancement. Any S Rank Hunter with a‬ ‭have been plenty of close calls, no Hunter has yet‬
‭single mission failure will be demoted to A Rank.‬ ‭to endure the trial to advance to UH Rank. You‬
‭Four successful missions or nine confirmed‬ ‭cannot be demoted from UH Rank.‬
‭Maverick Retirements of equal to higher rank while‬
‭at A Rank will advance you to S Rank.‬ ‭ he payout for Retiring UH Rank Boss Encounter‬
T
‭targets: 500,000 Ƶ + 5,000 Ƶ per Milestone.‬
‭ he payout for Retiring A Rank Boss Encounter‬
T
‭targets: 25,000 Ƶ + 5,000 Ƶ per Milestone.‬

‭ Rank:‬‭S Rank comprises the brightest of Hunter‬


S
‭Specialists, and is the final stepping stone before‬
‭reaching the upper echelon of letter ranking. Any‬
‭Hunter of Higher Rank with a single mission failure‬
‭will be demoted to S Rank. Five successful missions‬
‭or twelve confirmed Maverick Retirements of equal‬
‭to higher rank while at S Rank will advance you to‬
‭SA Rank.‬
‭81‬

‭Maverick Hunter Command Posts:‬


‭ ny Rank Hunter with a minimum of one B Rank‬
A
‭ ny Rank Hunter who begins with the Maverick‬
A ‭Retirement will be considered experienced, and be‬
‭Hunters will undergo intense training and‬ ‭individually assigned to a Squadron, with the rank‬
‭shadowing with other Hunters before proceeding to‬ ‭of Specialist.‬
‭the battlefield, with the official rank of‬ ‭Any Rank Hunter with a minimum of one A Rank‬
‭Probationary Officer. Usually, most Hunters will‬ ‭Retirement will be the Second-in-Command within a‬
‭refer to Probationary Officers as “Probies” or‬ ‭Squadron, with the rank of Sergeant.‬
‭“Rookies.”‬
‭ - S Rank Hunters with a minimum of one S Rank‬
C
‭ ny Rank Hunter with no Maverick Retirement under‬
A ‭Retirement will operate a Squadron within a‬
‭their belt, but still showing promise after their‬ ‭Company of a Unit, with the rank of Major or‬
‭Probationary period will be ranked as a‬ ‭Captain.‬
‭Non-Commissioned Officer or just “Officer.”‬
‭Non-Commissioned Officers will continue to be‬ ‭ - SA Rank Hunters with a minimum of three S Rank‬
C
‭shadowed by a superior officer within a Unit‬ ‭Retirements will operate a Battalion or Company‬
‭Company and will maintain menial clerical duties‬ ‭within a Unit, with the rank of Lieutenant‬
‭and training until they manage to Retire a C Rank‬ ‭Commander.‬
‭or higher threat.‬
‭ - PA Rank Hunters with a minimum of one GA-Rank‬
B
‭ ny Rank Hunter with a minimum of one C Rank‬
A ‭to PA-Rank Retirement will operate a Unit of‬
‭Retirement will be considered capable, but green‬ ‭Hunters, to the highest rank of Field Commander or‬
‭and inexperienced, with the rank of Private.‬ ‭Chief Officer.‬
‭Privates are usually assigned to fill out active‬
‭Battalions or Companies alongside other recruits to‬ ‭ - UH Rank Hunters with a long-running perfect‬
A
‭build camaraderie and provide challenges for‬ ‭record of leadership under any of the below ranks‬
‭leadership to overcome.‬ ‭for more than twelve campaigns become a Major‬
‭General, and will usurp any current Interim‬
‭Commander in leadership.‬

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.‬

‭ action Requirements: 2 LCD or 2 CHA.‬


F
‭Skill Benefits: Advance Bluff by one. Advance Networking by one.‬
‭Resistances: N/A.‬
‭Starting Rank: B.‬
‭Techniques Provided By Milestone: Call in a Favor (Milestone 1), Head/Mouth Beams (Milestone 3)‬
‭Parts, Vehicles, Weapons, or Field Equipment Provided at Milestone 1: Beam Whip, Cherry Blast Hand Vulcan,‬
‭Datapad.‬

‭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.‬

‭ action Requirements: 1 LCD or lower.‬


F
‭Skill Benefits: Advance Intimidate by one. Advance Networking by one.‬
‭Resistances: Viral.‬
‭Starting Rank: D.‬
‭Techniques Provided By Milestone: Enraged Aura (Milestone 1), Head/Mouth Beams (Milestone 3)‬
‭Parts, Vehicles, Weapons, or Field Equipment Provided at Milestone 1: Beam Dagger, Cherry Blast Hand‬
‭Vulcan, Datapad.‬
‭82‬

‭Maverick (Sigma Virus)‬

‭ 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.‬

‭ action Requirements: 0 LCD.‬


F
‭[Note: As a Maverick (Viral) character gains Milestones, they may improve their LCD STAT. Upon doing so,‬
‭they will regain control of their STAT. Doing this will not remove the Maverick (Viral) Faction or prior‬
‭acquired abilities unless requested by the Player or OPERATOR.]‬
‭Skill Benefits: Advance Hack/Interface by one. Advance Persuade by one.‬
‭Resistances: Viral.‬
‭Starting Rank: SA.‬
‭Techniques Provided By Milestone: Viral Contact (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.‬

‭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.‬

‭Notes on the Maverick Hierarchy:‬

‭ 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:‬

‭Hoganmer Flail (アインハンマー-フレイル)‬

‭ large flail, originally intended for use by‬


A
‭Hoganmer Reploid. A large spiky ball and chain, it‬
‭can function as a perfect demolition or destructive‬
‭force!‬

‭ bject Size 3.‬


O
‭Two-Handed Melee Weapon. This Weapon can be‬
‭Beam Shield (ビームシールド)‬ ‭equipped as a Single-Handed Melee Weapon if‬
‭your PWR is 4 or greater.‬
‭Requires 2 PWR, a Size of Small or Larger, and an‬
‭ his small Ceratanium handle emits a Plasma‬
T
‭Arms Upgrade Slot.‬
‭Shield. While unconventional as a weapon, this‬
‭Provides 1 Weapon Upgrade Slot.‬
‭shield can pack a punch, and provide ample defense‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭when needed.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Damage.‬
‭ bject Size 2‬
O
‭Range of 25 ft.‬
‭Single-Handed Melee Weapon.‬
‭You have Advantage on Damage Die Rolls against‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Objects or Obstructions.‬
‭Utility Die (UD) - 1d4 + LCD.‬
‭When an enemy target is dealt SE Damage by the‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Hoganmer Flail, they are dealt 1 LE Damage. Both‬
‭Damage Die - 1D4 + PWR Plasma Impacting‬
‭the SE and LE Damage cannot be increased,‬
‭Damage.‬
‭reduced, or prevented.‬
‭(A roll of the Beam Shield's Damage Die consumes‬
‭You can perform Grapple Skill Checks against‬
‭1 SE.)‬
‭targets at the range of this weapon, as long as‬
‭Range of 5 ft.‬
‭you have the Hoganmer Flail equipped. The‬
‭You may activate the Beam Shield with a PWR,‬
‭Damage Die of your Grapple Skill Check will‬
‭MOB, or LCD Action / Reaction. Activating the‬
‭revert to the Damage Die of this Weapon.‬
‭Beam Shield cannot be reacted against. When‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭activating the Beam Shield for the first time‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭during a Mission, roll the UD. You gain the UD‬
‭cannot be used for attacks.)‬
‭total as SE as long as the Beam Shield is‬
‭3 BP or 15,000 Ƶ.‬
‭equipped.‬
‭When all of your SE is depleted, the Beam Shield‬
‭is destroyed, and can no longer be used.‬ ‭ eratanium Break Hammer‬
C
‭2 BP or 10,000 Ƶ.‬ ‭(ブレイクハンマー)‬

‭ n obtrusively large Ceratanium hammer, with‬


A
‭reinforced tungsten carbide rings to lessen the‬
‭shock when unleashing powerful blows.‬

‭ bject Size 3.‬


O
‭Two-Handed Melee Weapon. This Weapon can be‬
‭equipped as a Single-Handed Melee Weapon if‬
‭your PWR is 5 or greater.‬
‭Requires 3 PWR, and a Size of Medium or Larger.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting‬
‭Damage.‬
‭If an Attack from the Ceratanium Break Hammer‬
‭would reduce SE on an Enemy Target, reduce it by‬
‭half the result of the rolled Damage Die.‬
‭Weapon Core Threshold - 8 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬

‭4 BP or 20,000 Ƶ.‬
‭85‬

‭ eratanium Loading Arm‬


C
‭Iron Tongue‬
‭(セラタニウムローダー)‬
‭ bject Size 2.‬
O
‭ ommercial Loading Models in the early 21XX era‬
C ‭Free-Handed Melee Weapon. (You do not require‬
‭were outfitted with this loading arm to bolster‬ ‭the usage of a limb to use this weapon.)‬
‭efficiency with commercial construction and‬ ‭Requires 1 Head Upgrade Slot.‬
‭military loadout work.‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭ bject Size 2.‬
O ‭Damage Die - 1D8 + PWR Physical Impacting‬
‭Single-Handed Melee Weapon.‬ ‭Damage.‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭Range of 15 ft.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬ ‭You can perform Grapple Skill Checks against‬
‭Damage Die - 1D8 + PWR Physical Impacting‬ ‭targets at the range of this weapon, as long as‬
‭Damage.‬ ‭you have the Iron Tongue equipped.‬
‭Range of 5 ft.‬ ‭You can perform Climb Skill Checks utilizing the‬
‭When performing a Non-Lethal Grapple Skill‬ ‭Iron Tongue, so long as you can secure it within‬
‭Check to hold, lift or carry an Object or Target of‬ ‭range to a surface, battlement, ledge, or other‬
‭an equal or larger Size on the Size Table than‬ ‭protrusion.‬
‭you, you gain Advantage on that roll.‬ ‭Weapon Core Threshold - 8 CT. (When this‬
‭Add an additional Untrained Die to all Grapple /‬ ‭weapon's CT reaches 0, it stops functioning, and‬
‭Break Skill Checks when the Ceratanium Loading‬ ‭cannot be used for attacks.)‬
‭Arm is equipped.‬ ‭4 BP or 20,000 Ƶ.‬
‭Weapon Core Threshold - 8 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬
‭4 BP or 20,000 Ƶ.‬

‭Micro Missile Rack‬‭( マイクロミサイル ラック)‬

‭ bject Size 2.‬


O
‭Hands-Free Ranged Weapon.‬
‭Go-Getter Rocket Arm (ゴーゲッター)‬
‭(This Shoulder-Mounted Weapon does not require‬
‭a hand for use, cannot be removed, and is always‬
‭ Ceratanium fist with a hydraulic/pneumatic‬
A ‭equipped to you.)‬
‭launcher. Upon launching the fist, a bursting flame‬ ‭Requires 2 PWR, a Size of Small or Larger, and a‬
‭exhaust will ignite and propel the fist to impact its‬ ‭Body Upgrade Slot.‬
‭target!‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + XD4 + PWR.‬
‭ bject Size 1.‬
O ‭Damage Die - XD4 + PWR Fire Impacting Damage.‬
‭Single-Handed Melee Weapon.‬ ‭Range of 100 ft. 12-Round Energy Cell Magazine.‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭Before rolling the Attack Die for the Micro Missile‬
‭Attack Die - Untrained Die + * + PWR.‬ ‭Rack, roll 1D4. Until the Cooldown Phase, the‬
‭Damage Die - * + PWR Fire Impacting Damage.‬ ‭result rolled is equal to X. Use X to determine the‬
‭Range of 90 ft.‬ ‭number of D4s rolled for the Attack and Damage‬
‭The Go-Getter Rocket Arm’s * Value is equal to the‬ ‭Dies, and the number of Energy Cells consumed.‬
‭Primary Damage Die of the Arm Parts you have‬ ‭This roll cannot be overwritten or changed until‬
‭equipped.‬ ‭the next Combat Round.‬
‭Select one of your left or right arms. The selected‬ ‭A full-round PWR Action is required to reload‬
‭arm will have the Go-Getter Rocket Arm Equipped.‬ ‭Energy Cells for the Micro Missile Rack.‬
‭Only that arm may attack at a range of 90 ft.‬ ‭Weapon Core Threshold - 4 CT. (When this‬
‭Weapon Core Threshold - 8 CT. (When this‬ ‭weapon's CT reaches 0, the weapon is destroyed,‬
‭weapon's CT reaches 0, it is destroyed, and‬ ‭and explodes in a 10 ft. radius for 1d4 Fire‬
‭explodes in a 10 ft. radius for 1d4 Fire Damage.)‬ ‭Damage.)‬
‭4 BP or 20,000 Ƶ.‬ ‭4 BP or 20,000 Ƶ.‬
‭86‬

‭Power Puncher (パワーパンチャー)‬ ‭Sniper Joe Shield (スナイパー ジョーシールド)‬

‭ n arm-mounted pneumatic shotgun that fires‬


A ‭ his older, ovular Ceratanium Shield once held by a‬
T
‭bursts of highly compressed air.‬ ‭Sniper Joe Mechaniloid has been restored and‬
‭re-treated. It can deflect attacks with ease.‬
‭ bject Size 1.‬
O
‭Single-Handed Ranged Weapon.‬ ‭ bject Size 2.‬
O
‭Provides 1 Weapon Upgrade Slot.‬ ‭Single-Handed Melee Weapon.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Damage Die - 1D6 + PWR Force Impacting Damage.‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Range of 30 ft. 6-Round Energy Cell Magazine.‬ ‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Positive Critical Explosions rolled on the Damage‬ ‭Damage.‬
‭Die of the Power Puncher will give the enemy‬ ‭(A roll of the Sniper Joe Shield’s Damage Die‬
‭target the Recoil Status Effect until the Cooldown‬ ‭consumes 1 SE.)‬
‭Phase.‬ ‭Range of 5 ft.‬
‭Increase the range of Recoil Knockback of‬ ‭Provides 2 SE.‬
‭attacks from the Power Puncher by 5 ft. for each‬ ‭As long as the Sniper Joe Shield is equipped, you‬
‭point of PWR you have.‬ ‭gain the 'High Guard' Technique. (pg. 238)‬
‭A full-round PWR Action is required to reload the‬ ‭When all of your SE is depleted, the Sniper Joe‬
‭Energy Cells for the Power Puncher.‬ ‭Shield is destroyed, and can no longer be used.‬
‭Weapon Core Threshold - 6 CT. (When this‬ ‭4 BP or 20,000 Ƶ.‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1d6 Force‬
‭Damage.)‬ ‭Banzai Beetle (バンザイビートル)‬
‭4 BP or 20,000 Ƶ.‬
‭ he Banzai Beetle is an internal containment field‬
T
‭within one’s arm that houses winged missiles with‬
‭an aerodynamic flight module, allowing you to‬
‭designate its trajectory of a target within line of‬
‭sight.‬

‭ bject Size 2.‬


O
‭Single-Handed Ranged Weapon.‬
‭Requires ANA or APT of 2 or Higher.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D12 + PWR.‬
‭Damage Die - (1D12 + PWR) x Milestone Fire‬
‭Impacting Damage.‬
‭Reinforced Ceratanium Arm Guard‬ ‭(Consumes 1 Energy Cell.)‬
‭Range of 350 ft.‬
‭7-Round Missile Magazine.‬
‭ his Shield was one of two, originally carried by‬
T
‭Prior to performing a PWR Attack Action/Reaction‬
‭Armored Armadillo.‬
‭to fire the Banzai Beetle, you must perform a‬
‭Successful Sensory Skill Check to identify an‬
‭ bject Size 2.‬
O
‭Enemy Target.‬
‭Single-Handed Melee Weapon.‬
‭If an enemy target dealt damage by the Banzai‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Beetle has Thermoptic Camouflage, they lose the‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭benefits of the Enhancement until the Cooldown‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Phase.‬
‭Damage.‬
‭5 BP or 25,000 Ƶ.‬
‭(A roll of the Reinforced Ceratanium Arm Guard’s‬
‭Damage Die consumes 1 SE.)‬
‭Range of 5 ft.‬
‭Provides 4 SE.‬
‭As long as the Reinforced Ceratanium Arm Guard‬
‭is equipped, you gain the 'Repulsor Guard'‬
‭Technique. (pg. 245) When all of your SE is‬
‭depleted, the Reinforced Ceratanium Arm Guard is‬
‭destroyed, and can no longer be used.‬
‭4 BP or 20,000 Ƶ.‬
‭87‬

‭ ront Runner Hardpoint Buster‬


F ‭Sandstormer (サンドストーマー)‬
‭Cannon‬‭(フロントランナー)‬
‭ n arm-mounted spray gun that generates a mass‬
A
‭ bject Size 2.‬
O ‭of stone, and fires with an intense pneumatic‬
‭Hands-Free Ranged Weapon.‬ ‭launcher to kick up a literal sandstorm. Larger‬
‭(This Shoulder-Mounted Weapon does not require‬ ‭sandstorms can be generated by the transference‬
‭a hand for use, cannot be removed, and is always‬ ‭of fuel from Plasma Energy Cells.‬
‭equipped to you.)‬
‭Requires 3 PWR, a Size of Medium or Larger, a‬
‭Object Size 2.‬
‭Core, and a Body Upgrade Slot.‬
‭Provides 2 Weapon Upgrade Slots.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬ ‭ mbidextrous Buster Weapon. (For Mechanical‬
A
‭Damage Die - 1D8 + PWR Plasma Impacting‬ ‭races, you are allowed to freely transform each‬
‭Damage.‬ ‭hand as needed into your Buster.)‬
‭Range of 60 ft. You can Charge this weapon.‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭Charged Attack Die - (Untrained Die + 1D8 + PWR)‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭x Charge Level.‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Charged Damage Die - (1D8 + PWR) x Charge Level‬ ‭Damage Die - 1D8 + PWR Stone Impacting Damage‬‭.‬
‭Plasma Impacting Damage.‬ ‭Range of 20 ft. You can Charge this weapon.‬
‭If the Core Threshold of the Front Runner‬ ‭6-Round Charge Attack Energy Cell Magazine.‬
‭Hardpoint Buster Cannon reaches 0, you can still‬ ‭Targets dealt damage by the Sandstormer's‬
‭utilize this weapon for Charge attacks by‬ ‭Uncharged Attacks have Disadvantage on Sensory‬
‭consuming your own Core Threshold.‬ ‭Skill Checks until the Cooldown Phase.‬
‭Enemy targets in Flight have Disadvantage on‬ ‭Charged Attack Die - (Untrained Die + 1D8 + PWR)‬
‭their Evade Skill Checks against the Charged‬ ‭x Charge Level.‬
‭Attack Die.‬ ‭Charged Damage Die - (1D8 + PWR) x Charge Level‬
‭When a Successful Charge Weapon Attack is made‬ ‭Stone Impacting Damage.‬
‭with this weapon, you fire a golden ball of energy‬ ‭To make a Charge Weapon Attack with this‬
‭that will ground any aerial target it collides into.‬ ‭weapon, in addition to Consuming CT, you must‬
‭Any target in mid-air due to the Climb/Jump or‬ ‭also consume 1 Energy Cell.‬
‭Flight Skill Checks, or applicable Special‬ ‭When a successful Charge Weapon Attack is made‬
‭Weapons/Techniques will fall and cannot perform‬ ‭with this weapon, you generate a Size 5‬
‭that skill or reactivate that Special‬ ‭Sandstorm within range. This Sandstorm lasts for‬
‭Weapon/Technique until the Cooldown Phase.‬ ‭1D4 Combat Rounds. All targets within the‬
‭Weapon Core Threshold - 8 CT. (When this‬ ‭Sandstorm, and all targets that move into it, have‬
‭weapon's CT reaches 0, the weapon is destroyed,‬ ‭Disadvantage on Sensory Skill Checks until the‬
‭and explodes in a 10 ft. radius for 1d8 Plasma‬ ‭Sandstorm disappears, or until they move out of‬
‭Damage.)‬ ‭the Sandstorm. Enemies in the Sandstorm move‬
‭5 BP or 25,000 Ƶ.‬ ‭at half their Standard Movement Speed, and all‬
‭Climb/Jump Check speed is halved.‬
‭A full-round PWR Action is required to reload the‬
‭Energy Cells for the Sandstormer.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1d8 Stone‬
‭Damage.)‬
‭5 BP or 25,000 Ƶ.‬
‭88‬

‭ omahawk Mini Vertical Launching‬


T
‭System (トマホーク VLS)‬

‭ bject Size 2.‬


O
‭Hands-Free Ranged Weapon.‬
‭(This Back-Mounted Weapon does not require a‬
‭hand for use, cannot be removed, and is always‬
‭equipped to you.)‬
‭Requires 3 PWR, a Size of Medium or Larger, and a‬
‭Body Upgrade Slot.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D10 + PWR.‬
‭Damage Die - 1D10 + PWR Fire Impacting Damage.‬
‭(Consumes 1 Energy Cell.)‬
‭Range of 200 ft. 10-Round Energy Cell Magazine.‬
‭You have Advantage on the Attack Die if you‬
‭performed a Sensory Action or Reaction prior to a‬
‭Tomahawk Mini Vertical Launching System PWR‬
‭Attack. You have Disadvantage on the Attack Die‬
‭if you did not perform a Sensory Action or‬
‭Reaction prior to a Tomahawk Mini Vertical‬
‭Launching System PWR Attack.‬
‭Each cell fired by the Tomahawk Mini Vertical‬
‭Launching System explodes in a 10 ft. radius once‬
‭it collides with a single target. Surrounding‬
‭targets within that radius must LOCK into MOB to‬
‭Evade if able, but may only Evade once.‬
‭A full-round PWR Action is required to reload‬
‭Energy Cells for the Tomahawk Mini Vertical‬
‭Launching System.‬
‭Weapon Core Threshold - 10 CT. (When this‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1d10 Fire‬
‭Damage.)‬
‭5 BP or 25,000 Ƶ.‬
‭89‬

Piercing Weapons‬

‭ elow you will find a sample list of Piercing Weapons, sorted by their Build Point cost from lowest‬
B
‭to highest:‬

‭Cherry Blast Hand Vulcan‬‭(チェリーブラスト)‬

‭ quipped with a concealable magazine for Energy‬


E
‭Cells, the Cherry Blast fires volleys of plasma from‬
‭one’s fingertips. It has a limited range, but‬
‭excellent rapid fire for stopping power.‬

‭Buster Pistol (バスターピストル)‬


‭ bject Size 1.‬
O
‭Single-Handed Ranged Weapon. (Select one of‬
‭ he current standard in Military pistols. It‬
T ‭your left or right arms. The selected arm will‬
‭consumes Energy Cells to fire a largely focused‬ ‭have the Cherry Blast Hand Vulcan Equipped.)‬
‭burst of plasma energy out of a three-inch barrel.‬ ‭Requires 1 Arms Upgrade Slot.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭ bject Size 1.‬
O ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Single-Handed Ranged Weapon.‬ ‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭(Consumes 1 Energy Cell.)‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭Range of 30 ft. 30-Round Energy Cell Magazine.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬ ‭You have Advantage on the Damage Die if you‬
‭(Consumes 1 Energy Cell.)‬ ‭Successfully performed a Stealth/Steal Skill‬
‭Range of 60 ft. 16 Round Energy Cell Magazine.‬ ‭Check prior to a Cherry Blast Hand Vulcan PWR‬
‭As long as the Buster Pistol is equipped and you‬ ‭Attack.‬
‭are attacking with it, if acting first during a‬ ‭A full-round PWR Action is required to reload‬
‭Combat Encounter or Boss Encounter, you gain a‬ ‭Energy Cells for the Cherry Blast Hand Vulcan.‬
‭Bonus PWR Attack Action until the end of the first‬ ‭Weapon Core Threshold - 4 CT. (When this‬
‭Cooldown Phase.‬ ‭weapon's CT reaches 0, the weapon is destroyed,‬
‭A full-round PWR Action is required to reload‬ ‭and explodes in a 10 ft. radius for 1D4 Plasma‬
‭Energy Cells for the Buster Pistol.‬ ‭Damage.)‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭2 BP or 10,000 Ƶ.‬
‭cannot be used for attacks.)‬
‭1 BP or 5,000 Ƶ.‬

‭Beam Rapier (ビームレイピア)‬ ‭Civic Buster (シビックバスター)‬

‭ n energy weapon resembling a rapier, with a single‬


A ‭ he Civic-Grade Buster Arm Cannon is used for‬
T
‭plasma-charged blade. The blade is pigmented‬ ‭Urban Pacification of Maverick Targets. Shoots‬
‭Green in Color.‬ ‭bullets of compressed solar energy. While not as‬
‭potent as its military counterpart, it still gets the‬
‭job done.‬
‭ bject Size 1.‬
O
‭Single-Handed Melee Weapon.‬
‭ bject Size 1.‬
O
‭Provides 1 Weapon Upgrade Slot.‬
‭Ambidextrous Buster Weapon. (For Mechanical‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭races, you are allowed to freely transform each‬
‭Damage Die - 1D6 + PWR Plasma Piercing Damage.‬
‭hand as needed into your Buster.)‬
‭Range of 5 ft.‬
‭Requires a Core, and an Arms Upgrade Slot.‬
‭The Beam Rapier has Advantage on Attack Die‬
‭Provides 1 Weapon Upgrade Slot.‬
‭rolls against targets equipped with a weapon of a‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭larger Object Size.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭If you do not have a Heat Sink Pack to cool the‬
‭Range of 60 ft. You can Charge this weapon, but‬
‭plasma blade, the Beam Rapier will overheat and‬
‭only to Charge Level 1.‬
‭stall after 3 PWR Actions. It will take one Combat‬
‭Charged Attack Die - Untrained Die + 3D4 + PWR.‬
‭Round without use for the Beam Rapier to cool‬
‭Charged Damage Die - 3D4 + PWR Plasma Piercing‬
‭back down and become usable.‬
‭Damage.‬
‭If a Hack/Interface Skill Check is successfully‬
‭When a successful Charge Weapon Attack is made‬
‭made with a Difficulty Check of 6, you can remove‬
‭with this weapon, you fire a three-round burst‬
‭the stalling mechanism. If unable to stall, after 3‬
‭shot of compressed solar bullets. All three bullets‬
‭PWR Actions without cooling the blade, the Beam‬
‭must hit the same target.‬
‭Rapier's CT will drop to 0.‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭cannot be used for attacks.)‬
‭and explodes in a 10 ft. radius for 1D6 Plasma‬
‭2 BP or 10,000 Ƶ.‬
‭Damage.)‬
‭2 BP or 10,000 Ƶ.‬
‭90‬

‭Ceratanium Pickaxe‬ ‭Air Vortex Buster (エアロ バスター)‬


‭ n ergonomically designed Pickaxe, intended for‬
A ‭ miniature turbine that can unleash massive‬
A
‭use by the Dig Labour Reploids. Can pierce through‬ ‭volleys of wind. When fully charged, it unleashes a‬
‭less durable obstructions with ease.‬ ‭cyclonic blast!‬

‭ bject Size 2.‬


O ‭ bject Size 1.‬
O
‭Single-Handed Melee Weapon.‬ ‭Ambidextrous Buster Weapon. (For Mechanical‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭races, you are allowed to freely transform each‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬ ‭hand as needed into your Buster.)‬
‭Damage Die - 1D6 + PWR Physical Piercing‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭Damage.‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Range of 5 ft.‬ ‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭As long as the Ceratanium Pickaxe is equipped,‬ ‭Damage Die - 1D6 + PWR Force Piercing Damage.‬
‭you gain the 'Toss Pick' Technique. (pg. 254)‬ ‭Range of 90 ft. You can Charge this weapon.‬
‭The Ceratanium Pickaxe has Advantage on‬ ‭Uncharged attacks made by the Air Vortex Buster‬
‭Damage Die Rolls against Stone or Wood Element‬ ‭will push targets back 10 ft. When uncharged,‬
‭Objects, Obstructions, or Targets.‬ ‭Positive Critical Explosions rolled on the Damage‬
‭Weapon Core Threshold - 6 CT. (When this‬ ‭Die of the Air Vortex Buster will give the enemy‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭target the Recoil Status Effect until the Cooldown‬
‭cannot be used for attacks.)‬ ‭Phase.‬
‭3 BP or 15,000 Ƶ.‬ ‭Charged Attack Die - (Untrained Die + 1D6 + PWR)‬
‭x Charge Level.‬
‭Guard Buster (ガードバスター)‬ ‭Charged Damage Die - (1D6 + PWR) x Charge Level‬
‭Force Piercing Damage.‬
‭When a successful Charge Weapon Attack is made‬
‭ he Guard Buster Arm Cannon has an alternate‬
T ‭with this weapon, its user generates a Size 3‬
‭mode of fire to defend against incoming attacks.‬ ‭Cyclone, 30 ft. long and 10 ft. wide. Any target‬
‭other than you within the Cyclone must LOCK into‬
‭ bject Size 1.‬
O ‭MOB if able, and roll a MOB-based Skill Check‬
‭Ambidextrous Buster Weapon. (For Mechanical‬ ‭equal or greater than the rolled Attack Die. If the‬
‭races, you are allowed to freely transform each‬ ‭target succeeds, they break away from the‬
‭hand as needed into your Buster.)‬ ‭Cyclone. If unsuccessful, the target will be dealt‬
‭Requires a Core, and an Arms Upgrade Slot.‬ ‭the Damage Die, and will be sucked into the‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭Cyclone, pushed outward or pulled inward equal‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭to the Cyclone's range, at the discretion of the‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬ ‭OPERATOR.‬
‭Range of 60 ft.‬ ‭Weapon Core Threshold - 6 CT. (When this‬
‭You can Charge this weapon.‬ ‭weapon's CT reaches 0, it stops functioning, and‬
‭In addition to any additional CT spent per Charge‬ ‭cannot be used for attacks.)‬
‭Level if Applicable, consume 1 WE.‬ ‭4 BP or 20,000 Ƶ.‬
‭When a successful Charge Weapon Attack is made‬
‭with this weapon, select a space in range of your‬
‭Guard Buster. The Guard Buster fires a Shield‬
‭Battery Actuator, which will now occupy that‬
‭space. The SE on the Shield Battery Actuator is‬
‭equal to (2 + X), where X is your Charge Level.‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬
‭3 BP or 15,000 Ƶ.‬
‭91‬

‭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

‭High-Speed Beam Rifle (ハイライフル)‬

‭ his energy weapon can fire a suppressing barrage‬


T
‭Electrigger (エレクトリガー)‬ ‭of charged plasma with an impressive range.‬

‭ n arm-mounted electric line gun that can‬


A ‭ bject Size 2.‬
O
‭generate more power with the assistance of Plasma‬ ‭Two-Handed Ranged Weapon.‬
‭Energy Cells.‬ ‭Provides 2 Weapon Upgrade Slots.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭ bject Size 1.‬
O ‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬
‭Ambidextrous Buster Weapon. (For Mechanical‬ ‭(Consumes 1 Energy Cell.)‬
‭races, you are allowed to freely transform each‬ ‭Range of 150 ft. 30 Round Energy Cell Magazine.‬
‭hand as needed into your Buster.)‬ ‭Add an additional Untrained Die to your Attack‬
‭Requires a Core, and an Arms Upgrade Slot.‬ ‭Die result when performing a PWR Attack‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭Reaction with the High-Speed Beam Rifle. This‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬ ‭Untrained Die does not carry over to the Damage‬
‭Damage Die - 1D6 + PWR Elec Piercing Damage.‬ ‭Die result.‬
‭Range of 90 ft. You can Charge this weapon.‬ ‭A full-round PWR Action is required to reload‬
‭3-Round Charge Attack Energy Cell Magazine.‬ ‭Energy Cells for the High-Speed Beam Rifle.‬
‭When uncharged, Positive Critical Explosions‬ ‭Weapon Core Threshold - 8 CT. (When this‬
‭rolled on the Damage Die of the Electrigger will‬ ‭weapon's CT reaches 0, it stops functioning, and‬
‭give the enemy target the Stun Status Effect until‬ ‭cannot be used for attacks.)‬
‭the Cooldown Phase.‬ ‭4 BP or 20,000 Ƶ.‬
‭Uncharged attacks do not require Energy Cells.‬
‭Charged Attack Die - (Untrained Die + 1D6 + PWR)‬
‭x Charge Level.‬
‭Charged Damage Die - (1D6 + PWR) x Charge Level‬
‭Elec Piercing Damage.‬
‭To make a Charge Weapon Attack with this‬
‭weapon, in addition to Consuming CT, you must‬ ‭Mad Boiler Buster (マッドボイラー)‬
‭also consume 1 Energy Cell.‬
‭When a successful Charge Weapon Attack is made‬
‭ hoots a blob of powerful biologically-derived acid.‬
S
‭with this weapon, select three targets within a 45‬
‭When fully charged, the Mad Boiler compound is‬
‭ft. range. You fire a line of electricity that‬
‭unleashed as a short range nova.‬
‭bounces between those three targets. Targets‬
‭dealt damage by this Charge Weapon Attack have‬
‭ bject Size 1.‬
O
‭Disadvantage on their Evade Skill Checks until‬
‭Ambidextrous Buster Weapon. (For Mechanical‬
‭the Cooldown Phase. The Stun Status Effect will‬
‭races, you are allowed to freely transform each‬
‭not be dealt by this Charge Weapon Attack. A‬
‭hand as needed into your Buster.)‬
‭full-round PWR Action is required to reload the‬
‭Requires a Core, and an Arms Upgrade Slot.‬
‭Energy Cells for the Electrigger.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭Damage Die - 1D6 + PWR Acid Piercing Damage.‬
‭and explodes in a 10 ft. radius for 1D6 Elec‬
‭Range of 30 ft.‬
‭Damage.)‬
‭You can Charge this weapon.‬
‭4 BP or 20,000 Ƶ.‬
‭Uncharged attacks made by the Mad Boiler will‬
‭deal an extra point of SE Damage, in addition to‬
‭any damage dealt by the Damage Die.‬
‭If a target's SE drops to 0 by the Mad Boiler, any‬
‭successful Called Shot Attacks made against a‬
‭non-Core, non-Weapon Part by this weapon will‬
‭destroy that Part.‬
‭Charged Attack Die - (Untrained Die + 1D6 + PWR)‬
‭x Charge Level.‬
‭Charged Damage Die - (1D6 + PWR) x Charge Level‬
‭Acid Piercing Damage.‬
‭When a successful Charge Weapon Attack is made‬
‭with this weapon, its user generates a 20 ft.‬
‭radius nova of acid, which deals 1 SE Damage per‬
‭Charge Level, in addition to any damage dealt by‬
‭the Damage Die.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1D6 Acid‬
‭Damage.)‬
‭4 BP or 20,000 Ƶ.‬
‭93‬

‭Rush Javelins‬

‭ bject Size 1.‬


O
‭Two-Handed Melee Weapon. (Once equipped, you‬
‭cannot revert your arms out of the Rush Javelins’‬
‭form without the assistance of another NPC or‬ ‭Military Buster (ミリタリーバスター)‬
‭Player to detach it, using a Repair Skill Check‬
‭Roll. The Difficulty Check is determined by the‬ ‭ he Hunter Military Buster Arm Cannon is utilized‬
T
‭OPERATOR.)‬ ‭against higher-priority Maverick Targets. Shoots‬
‭Requires an Arms Upgrade Slot.‬ ‭bullets of compressed solar energy. When fully‬
‭Provides 2 Weapon Upgrade Slots.‬ ‭charged, it unleashes a powerful Red Ball of Plasma‬
‭Attack Die - Untrained Die + 2D4 PWR.‬ ‭Energy.‬
‭Damage Die- 2D4 + PWR Physical Piercing Damage.‬
‭Range of 5 ft.‬ ‭ bject Size 1.‬
O
‭If a Dash or Air-Dash Technique was performed‬ ‭Ambidextrous Buster Weapon. (For Mechanical‬
‭prior to an Attack with the Rush Javelins, you‬ ‭races, you are allowed to freely transform each‬
‭have Advantage on the Attack Die.‬ ‭hand as needed into your Buster.)‬
‭Weapon Core Threshold - 4 CT. (When this‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭Provides 2 Weapon Upgrade Slots.‬
‭cannot be used for attacks.)‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭4 BP or 20,000 Ƶ.‬ ‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬
‭Range of 150 ft.‬
‭You can Charge this weapon.‬
‭Charged Attack Die - (Untrained Die + 1D8 + PWR)‬
‭x Charge Level.‬
‭Charged Damage Die - (1D8 + PWR) x Charge Level‬
‭Plasma Piercing Damage.‬
‭Snowy Spray‬ ‭If the Core Threshold of the Military Buster‬
‭reaches 0, you can still utilize this weapon for‬
‭ n arm-mounted spray gun that generates a mass‬
A ‭Charge attacks by consuming your own Core‬
‭of liquid nitrogen to freeze targets. When fully‬ ‭Threshold.‬
‭charged, it unleashes a torrent of frost straight‬ ‭When a Successful Charge Weapon Attack is made‬
‭forward!‬ ‭with this weapon, you fire a Red Ball of Plasma,‬
‭which ignores Resistance and Damage Reduction.‬
‭ bject Size 1.‬
O ‭Weapon Core Threshold - 8 CT.‬
‭Ambidextrous Buster Weapon. (For Mechanical‬ ‭5 BP or 25,000 Ƶ.‬
‭races, you are allowed to freely transform each‬
‭hand as needed into your Buster.)‬
‭Requires a Core, and an Arms Upgrade Slot.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Frost Piercing Damage.‬
‭Range of 90 ft. You can Charge this weapon.‬
‭When uncharged, Positive Critical Explosions on‬
‭Spiked Roller (スパイクローラー)‬
‭the Damage Die of the Snowy Spray will give the‬
‭enemy target the Frozen Status Effect until the‬ ‭ large rotating roller, with eight Ceratanium‬
A
‭Cooldown Phase.‬ ‭Spikes jutting out!‬
‭Charged Attack Die - (Untrained Die + 1D6 + PWR)‬
‭x Charge Level.‬ ‭ bject Size 4.‬
O
‭Charged Damage Die - (1D6 + PWR) x Charge Level‬ ‭Two-Handed Melee Weapon. (Once equipped, you‬
‭Frost Piercing Damage.‬ ‭cannot revert your arms out of the Spiked Roller's‬
‭When a successful Charge Weapon Attack is made‬ ‭form without the assistance of another NPC or‬
‭with this weapon, you generate a Size 1 Blizzard‬ ‭Player to detach it, using a Repair Skill Check‬
‭that blasts in a straight line forward equal to its‬ ‭Roll. The Difficulty Check is determined by the‬
‭range. Any targets within the 5 ft. wide line must‬ ‭OPERATOR.)‬
‭perform an Evade Skill Check at Disadvantage,‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭but may only Evade once. Targets hit by the‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Charge Weapon Attack cannot perform MOB‬ ‭Attack Die - Untrained Die + 2D8 + PWR.‬
‭Techniques until two Cooldown Phases have‬ ‭Damage Die - 2D8 + PWR Physical Piercing‬
‭passed.‬ ‭Damage. Range of 15 ft.‬
‭Weapon Core Threshold - 6 CT. (When this‬ ‭When targeting a non-metal Object or‬
‭weapon's CT reaches 0, the weapon is destroyed,‬ ‭Obstruction, if the Spiked Roller deals Damage, it‬
‭and explodes in a 10 ft. radius for 1D6 Frost‬ ‭can excavate the Object or Obstruction within a‬
‭Damage.)‬ ‭10 ft. cubic space, so long it comprises‬
‭4 BP or 20,000 Ƶ.‬ ‭substances such as Dirt, Stone, or Wood. If the‬
‭Spiked Roller’s Damage Die is dealt to an Object‬
‭or Obstruction, the Damage Die result is doubled.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬
‭6 BP or 30,000 Ƶ.‬
‭94‬

‭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)‬

‭ mbidextrous Buster Weapon. (For Mechanical‬


A
‭ mbidextrous Buster Weapon. (For Mechanical‬
A
‭races, you are allowed to freely transform each‬
‭races, you are allowed to freely transform each‬
‭hand as needed into your Buster.)‬
‭hand as needed into your Buster.)‬
‭Requires a Core, and an Arms Upgrade Slot.‬
‭Requires a Core, and an Arms Upgrade Slot.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Provides 2 Weapon Upgrade Slots.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭Damage Die - 1D6 + PWR Plasma Piercing Damage.‬
‭Range of 150 ft.‬
‭Range of 150 ft.‬
‭You cannot charge this weapon.‬
‭You can charge this weapon.‬
‭With the exception of Evade Skill Checks, your‬
‭Charged Attack Die - (Untrained Die + 1D6 + PWR)‬
‭first three PWR Attack Actions in a Combat‬
‭x Charge Level.‬
‭Encounter or Boss Encounter performed by the‬
‭Charged Damage Die - (1D6 + PWR) x Charge Level‬
‭Mega Buster (MK. I) cannot be reacted against.‬
‭Plasma Piercing Damage.‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭The X-Buster has an internal inhibitor, which‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭prevents Charging Weapons Beyond Charge Level‬
‭cannot be used for attacks.)‬
‭2. This inhibitor is removed if Mega Man X‬
‭This Part can only be obtained from Mega Man, or‬
‭initiates an Armor Transformation while the‬
‭from Dr. Light.‬
‭X-Buster is equipped.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬
‭This Part can only be obtained from Mega Man X,‬
‭or from Dr. Light.‬

‭Proto Buster (ブルースバスター)‬

‭ mbidextrous Buster Weapon. (For Mechanical‬


A
‭races, you are allowed to freely transform each‬
‭Light Armor Buster‬
‭hand as needed into your Buster.)‬
‭Requires a Core, and an Arms Upgrade Slot.‬ ‭ r. Light's improved design of the Mega Buster MK.‬
D
‭Provides 1 Weapon Upgrade Slot.‬ ‭XVII. Shoots bullets of compressed solar energy.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬ ‭When fully charged, it unleashes a powerful Spiral‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬ ‭of Pink Plasma Energy.‬
‭Range of 150 ft.‬
‭You can Charge this weapon.‬ ‭ bject Size 1.‬
O
‭Charged Attack Die - (Untrained Die + 1D4 + PWR)‬ ‭Ambidextrous Buster Weapon. (For Mechanical‬
‭x Charge Level.‬ ‭races, you are allowed to freely transform each‬
‭Charged Damage Die - (1D4 + PWR) x Charge Level‬ ‭hand as needed into your Buster.)‬
‭Plasma Piercing Damage.‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭As long as the Proto Buster is equipped, you gain‬ ‭Provides 2 Weapon Upgrade Slots.‬
‭the 'Proto Strike' and ‘Big Bang Strike’‬ ‭Increase your PWR by 1.‬
‭Techniques. (pgs. 255 & 237)‬ ‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Weapon Core Threshold - 4 CT. (When this‬ ‭Damage Die - 1D6 + PWR Plasma Piercing Damage.‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭Range of 150 ft.‬
‭cannot be used for attacks.)‬ ‭You can Charge this weapon.‬
‭This Part can only be obtained from Proto Man, or‬ ‭Charged Attack Die - (Untrained Die + 3D6 + PWR)‬
‭from Dr. Wily.‬ ‭x Charge Level.‬
‭Charged Damage Die - (3D6 + PWR) x Charge Level‬
‭Plasma Piercing Damage.‬
‭If the Core Threshold of the Light Armor Buster‬
‭reaches 0, you can still utilize this weapon for‬
‭Charge attacks by consuming your own Core‬
‭Threshold.‬
‭When a Successful Charge Weapon Attack is made‬
‭with this weapon, you fire a Spiral Crush Shot,‬
‭which ignores Resistance and Damage Reduction.‬
‭When the Light Armor Buster's Spiral Crush Shot‬
‭is fired, you gain the I-Frame Status Effect until‬
‭you perform your next Action or Reaction during‬
‭this Combat Round. If you have no more actions‬
‭or reactions to spend, the I-Frame lasts until the‬
‭Cooldown Phase.‬
‭Weapon Core Threshold - 6 CT.‬
‭This Part can only be obtained from Mega Man X,‬
‭or from Dr. Light.‬
‭95‬

‭Z-Buster MK.II (ゼットバスター MK.II)‬ ‭ ouble Charge Buster‬


D
‭(ダブルチャージバスター)‬
‭ ngineered by Serges, this Buster designed for Zero‬
E
‭was intended to be Dr. Wily’s final gift for his‬ ‭ 's Second Armor Buster. Utilized against‬
X
‭greatest creation. When charged, it fires a flurry of‬ ‭higher-priority Maverick Targets. Shoots bullets of‬
‭blue plasma shots, each orbited by three plasma‬ ‭compressed solar energy. When charged, it enables‬
‭rings.‬ ‭a powerful Double-Shot!‬

‭ mbidextrous Buster Weapon. (For Mechanical‬


A ‭ bject Size 1.‬
O
‭races, you are allowed to freely transform each‬ ‭Ambidextrous Buster Weapon. (For Mechanical‬
‭hand as needed into your Buster.)‬ ‭races, you are allowed to freely transform each‬
‭Requires a Core, and an Arms Upgrade Slot.‬ ‭hand as needed into your Buster.)‬
‭Provides 2 Weapon Upgrade Slots.‬ ‭Requires a Core, and an Arms Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬ ‭Provides 2 Weapon Upgrade Slots.‬
‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬ ‭Increase your PWR by 1.‬
‭Range of 150 ft.‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭You can charge this weapon.‬ ‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬
‭Charged Attack Die - (Untrained Die + 1D8 + PWR)‬ ‭Range of 150 ft.‬
‭x Charge Level.‬ ‭You can Charge this weapon.‬
‭Charged Damage Die - (1D8 + PWR) x Charge Level‬ ‭Charged Stock 1 Attack Die - (Untrained Die + 1D8‬
‭Plasma Piercing Damage.‬ ‭+ PWR) x Charge Level.‬
‭When a Successful Charge Weapon Attack is made‬ ‭Charged Stock 1 Damage Die - (1D8 + PWR) x‬
‭with this weapon, you fire a Ringed Plasma Shot,‬ ‭Charge Level Plasma Piercing Damage.‬
‭which ignores Resistance and Damage Reduction.‬ ‭Charged Stock 2 Attack Die - (Untrained Die + XD8‬
‭Charge Weapon Attacks beyond Charge Level 2‬ ‭+ PWR) x Charge Level.‬
‭will fire twice. The initial Charge Weapon Attack‬ ‭Charged Stock 2 Damage Die - (XD8 + PWR) x‬
‭must be a PWR Action, while the second Charge‬ ‭Charge Level Plasma Piercing Damage.‬
‭Weapon Attack is a Bonus PWR Reaction. Roll a‬ ‭If the Core Threshold of the Double Charge Buster‬
‭separate Damage Die for both Charge Shots.‬ ‭reaches 0, you can still utilize this weapon for‬
‭Weapon Core Threshold - 8 CT. (When this‬ ‭Charge attacks by consuming your own Core‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭Threshold.‬
‭cannot be used for attacks.)‬ ‭Each Charge Weapon Action made up to Charge‬
‭This Part can only be obtained from Zero, Serges,‬ ‭Level 2 creates a Charge Stock. Each Stocked‬
‭or Dr. Wily.‬ ‭Charge can be fired separately as a PWR Attack‬
‭Action or Reaction, but must be fired before other‬
‭Weapons, Special Weapons, or Techniques can be‬
‭used.‬
‭For Charge Stock 1, you fire a Charge Level 1‬
‭Attack.‬
‭Any Charge Level generated beyond Charge Level‬
‭2 will be used to allocate X, where X is the number‬
‭of Charge Levels made beyond Charge Level 1 for‬
‭Charge Stock 2.‬
‭For Charge Stock 2, you fire a much larger blast,‬
‭which ignores Resistance and Damage Reduction.‬
‭When the Double Charge Buster's First Charge‬
‭Shot is fired, you gain the I-Frame Status Effect‬
‭until you perform your next Action or Reaction‬
‭during this Combat Round to fire the Second‬
‭Stock Charge Shot. If you have no more actions‬
‭or reactions to spend, the I-Frame lasts until the‬
‭Cooldown Phase, but your Charge Stock may still‬
‭remain.‬
‭Weapon Core Threshold - 8 CT.‬
‭This Part can only be obtained from Mega Man X,‬
‭or from Dr. Light.‬
‭96‬

Slashing Weapons‬

‭ elow you will find a sample list of Slashing Weapons, sorted by their Build Point cost from‬
B
‭lowest to highest:‬

‭Beam Dagger (ビームダガー)‬

‭ n energy weapon resembling a dagger, with a‬


A
‭single plasma-charged blade. The blade is‬
‭pigmented Green in Color.‬
‭Beam Whip (ビームウィップ)‬

‭ bject Size 1.‬


O ‭ n energy weapon resembling a razor chain whip,‬
A
‭Single-Handed Melee Weapon.‬ ‭with each tip of the chain a plasma-charged blade.‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭The blades are pigmented Green in Color.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Plasma Slashing Damage.‬ ‭ bject Size 1.‬
O
‭Range of 5 ft. Thrown range is equal to PWR.‬ ‭Single-Handed Melee Weapon.‬
‭The Beam Dagger can be used as a melee weapon‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭or thrown as a ranged weapon.‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭If a successful Stealth/Steal Skill Check is rolled‬ ‭Damage Die - 1D4 + PWR Plasma Slashing Damage.‬
‭during your first Combat Encounter or Boss‬ ‭Range of 10 ft.‬
‭Encounter round, you can perform your first PWR‬ ‭You can perform Grapple Skill Checks against‬
‭Attack Action or Reaction with the Beam Dagger‬ ‭targets at the range of this weapon, as long as‬
‭as a Bonus Action.‬ ‭you have the Beam Whip equipped.‬
‭If you do not have a Heat Sink Pack to cool the‬ ‭If you do not have a Heat Sink Pack to cool the‬
‭plasma blade, the Beam Dagger will overheat and‬ ‭plasma blade, the Beam Whip will overheat and‬
‭stall after 3 PWR Actions. It will take one Combat‬ ‭stall after 3 PWR Actions. It will take one Combat‬
‭Round without use for the Beam Dagger to cool‬ ‭Round without use for the Beam Whip to cool back‬
‭back down and become usable.‬ ‭down and become usable.‬
‭If a Hack/Interface Skill Check is successfully‬ ‭If a Hack/Interface Skill Check is successfully‬
‭made with a Difficulty Check of 4, you can remove‬ ‭made with a Difficulty Check of 4, you can remove‬
‭the stalling mechanism. If unable to stall, after 3‬ ‭the stalling mechanism. If unable to stall, after 3‬
‭PWR Actions without cooling the blade, the Beam‬ ‭PWR Actions without cooling the blade, the Beam‬
‭Dagger's CT will drop to 0.‬ ‭Whip's CT will drop to 0.‬
‭Weapon Core Threshold - 4 CT. (When this‬ ‭Weapon Core Threshold - 4 CT. (When this‬
‭weapon's CT reaches 0, the weapon is destroyed,‬ ‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1D4 Plasma‬ ‭and explodes in a 10 ft. radius for 1D4 Plasma‬
‭Damage.)‬ ‭Damage.)‬
‭1 BP or 5,000 Ƶ.‬ ‭2 BP or 10,000 Ƶ.‬
‭97‬

‭Beam Saber (ビームセイバー )‬


‭Concealed Plasma Blades‬
‭ n energy weapon resembling a sword, with a single‬
A
‭ bject Size 1.‬
O
‭plasma-charged blade. The blade is pigmented‬
‭Ambidextrous Melee Weapon.‬
‭Yellow or Green in Color.‬
‭(Both arms have Concealed Plasma Blades.‬
‭You are allowed to freely unsheathe and retract‬
‭ bject Size 1.‬
O
‭each Blade as needed from your arms.)‬
‭Single-Handed Melee Weapon.‬
‭Requires a Mechanical Race, and an Arms Upgrade‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Slot.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Damage Die - 1D6 + PWR Plasma Slashing Damage.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Range of 5 ft.‬
‭Damage Die - 2D4 + PWR Plasma Slashing Damage.‬
‭You have Advantage on the Attack Die when‬
‭Range of 5 ft.‬
‭performing Slashing Techniques with this weapon.‬
‭You have Advantage on the Attack Die after a‬
‭If you do not have a Heat Sink Pack to cool the‬
‭successful Stealth/Steal Check is made, either to‬
‭plasma blade, the Beam Saber will overheat and‬
‭silently dispatch an enemy target or to retract‬
‭stall after 3 PWR Actions. It will take one Combat‬
‭your blades without detection before attacking.‬
‭Round without use for the Beam Saber to cool‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭back down and become usable.‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭If a Hack/Interface Skill Check is successfully‬
‭cannot be used for attacks.)‬
‭made with a Difficulty Check of 6, you can remove‬
‭the stalling mechanism. If unable to stall, after 3‬ ‭4 BP or 20,000 Ƶ.‬
‭PWR Actions without cooling the blade, the Beam‬
‭Saber's CT will drop to 0.‬
‭Weapon Core Threshold - 6 CT. (When this‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 10 ft. radius for 1D6 Plasma‬
‭Damage.)‬
‭2 BP or 10,000 Ƶ.‬
‭Ceratanium Axe (アックスマックス)‬
‭Concealed Ceratanium Blades‬ ‭ finely sharpened Ceratanium Axe, intended for‬
A
‭use by Axe Max Reploids. Can slice through less‬
‭ bject Size 1.‬
O ‭durable metals and wood obstructions with ease.‬
‭Ambidextrous Melee Weapon.‬
‭(Both arms have Concealed Ceratanium Blades.‬ ‭ bject Size 2.‬
O
‭You are allowed to freely unsheathe and retract‬ ‭Two-Handed Melee Weapon. This Weapon can be‬
‭each Blade as needed from your arms.)‬ ‭equipped as a Single-Handed Melee Weapon if‬
‭Requires a Mechanical Race, and an Arms Upgrade‬ ‭your PWR is 3 or greater.‬
‭Slot.‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Provides 1 Weapon Upgrade Slot.‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬ ‭Damage Die - 1D8 + PWR Physical Slashing‬
‭Damage Die - 2D4 + PWR Physical Slashing‬ ‭Damage.‬
‭Damage.‬ ‭Range of 10 ft.‬
‭Range of 5 ft.‬ ‭Attacks with the Ceratanium Axe are made at a‬
‭You have Advantage on the Attack Die after a‬ ‭Cleaving Arc in a 10 ft. Cone.‬
‭successful Stealth/Steal Check is made, either to‬ ‭The Ceratanium Axe has Advantage on Damage‬
‭silently dispatch an enemy target or to retract‬ ‭Die Rolls against Null or Wood Element Objects,‬
‭your blades without detection before attacking.‬ ‭Obstructions, or Targets.‬
‭Weapon Core Threshold - 4 CT. (When this‬ ‭Weapon Core Threshold - 8 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬ ‭cannot be used for attacks.)‬
‭4 BP or 20,000 Ƶ.‬ ‭5 BP or 25,000 Ƶ.‬
‭98‬

‭Ceratanium Sword (セラタニウムブレード)‬

‭ finely sharpened Ceratanium Sword. While it can‬


A
‭feel unwieldy due to its massive blade, it is a‬
‭weapon that is more than capable of intimidating‬
‭and bisecting its opponents.‬

‭ bject Size 3.‬


O
‭Two-Handed Melee Weapon. This Weapon can be‬
‭equipped as a Single-Handed Melee Weapon if‬
‭your PWR is 4 or greater.‬ ‭Beam Scythe (ビームサイス)‬
‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D10 + PWR.‬ ‭ curved plasma beam melee weapon, made to look‬
A
‭Damage Die - 1D10 + PWR Physical Slashing‬ ‭as if it were the blade of a scythe. The blade is‬
‭Damage.‬ ‭pigmented Green in color.‬
‭Range of 10 ft.‬
‭If this weapon is equipped as Two-Handed, you‬ ‭ bject Size 2.‬
O
‭have Disadvantage on the Attack Die of the‬ ‭Two-Handed Melee Weapon. This Weapon can be‬
‭Ceratanium Sword, but Advantage on its Damage‬ ‭equipped as a Single-Handed Melee Weapon if‬
‭Die.‬ ‭your PWR is 4 or greater.‬
‭If the weapon is equipped as Single-Handed,‬ ‭Provides 2 Weapon Upgrade Slots.‬
‭Enemy Targets have Disadvantage on their Evade‬ ‭Attack Die - Untrained Die + 1D12 + PWR.‬
‭Skill Checks against the Ceratanium Sword.‬ ‭Damage Die - 1D12 + PWR Plasma Slashing‬
‭Weapon Core Threshold - 8 CT. (When this‬ ‭Damage.‬
‭weapon's CT reaches 0, it stops functioning, and‬ ‭Range of 10 ft. Thrown range is equal to PWR.‬
‭cannot be used for attacks.)‬ ‭The Beam Scythe can be used as a melee weapon‬
‭6 BP or 30,000 Ƶ.‬ ‭or thrown as a ranged weapon.‬
‭If the weapon lands on a surface, you can‬
‭perform a PWR Reaction and return the weapon to‬
‭you at the cost of 1 TP.‬
‭You have Advantage on the Attack Die if you‬
‭performed a Stealth Action or Reaction prior to a‬
‭Beam Scythe PWR Attack.‬
‭If you do not have a Heat Sink Pack to cool the‬
‭Ceratanium Shuriken‬‭(セラタニウム手裏剣)‬
‭plasma blade, the Beam Scythe will overheat and‬
‭stall after 3 PWR Actions. It will take one Combat‬
‭ his massive Shuriken has three sharpened‬
T
‭Round without use for the Beam Scythe to cool‬
‭Ceratanium Blades. Usually thrown as a Boomerang‬
‭back down and become usable.‬
‭to cut through waves of enemies.‬
‭If a Hack/Interface Skill Check is successfully‬
‭made with a Difficulty Check of 8, you can remove‬
‭ bject Size 3.‬
O
‭the stalling mechanism. If unable to stall, after 3‬
‭Two-Handed Melee Weapon. This Weapon can be‬
‭PWR Actions without cooling the blade, the Beam‬
‭equipped as a Single-Handed Melee Weapon if‬
‭Scythe's CT will drop to 0.‬
‭your PWR is 4 or greater.‬
‭Weapon Core Threshold - 12 CT. (When this‬
‭Provides 1 Weapon Upgrade Slot.‬
‭weapon's CT reaches 0, the weapon is destroyed,‬
‭Attack Die - Untrained Die + 3D4 + PWR.‬
‭and explodes in a 10 ft. radius for 1d12 Plasma‬
‭Damage Die - 3D4 + PWR Physical Slashing‬
‭Damage.)‬
‭Damage.‬
‭6 BP or 30,000 Ƶ.‬
‭Range of 5 ft. Thrown range is equal to PWR.‬
‭The Ceratanium Shuriken can be used as a melee‬
‭weapon or thrown as a ranged weapon.‬
‭At the cost of 1 TP, when this weapon is thrown as‬
‭a ranged weapon, you may perform a PWR‬
‭Reaction to return to you after the Damage Die is‬
‭dealt.‬
‭If this weapon Succeeds on a Called Shot Attack,‬
‭the Damage Die is rolled twice.‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭weapon's CT reaches 0, it stops functioning, and‬
‭cannot be used for attacks.)‬
‭6 BP or 30,000 Ƶ.‬
‭99‬

Grenades‬

‭ elow you will find a sample selection of Grenades, sorted by their Zenny cost from lowest to‬
B
‭highest:‬
‭Hot Icicle Cryo Grenade‬

‭ bject Size 1.‬


O
‭Single-Handed Ranged Weapon.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Frost Impacting Damage.‬
‭Thrown range equal to PWR + 10 ft.‬
‭When performing a PWR Action throwing this‬
‭Grenade, a pressure-induced burst of liquid‬
‭nitrogen explodes in a 30 ft. vertical pillar where‬
‭Bombombomb‬ ‭the grenade lands. If a Positive Critical Explosion‬
‭is rolled on the Attack Die, targets within the‬
‭ time bomb originally designed to demolish‬
A ‭blast radius have the Frozen Status Effect until‬
‭condemned buildings.‬ ‭the Cooldown Phase.‬
‭Weapon Core Threshold - 4 CT. (When this‬
‭ bject Size 2.‬
O ‭weapon's CT reaches 0, the weapon is destroyed,‬
‭Single-Handed Ranged Weapon.‬ ‭and explodes in a 20 ft. radius for 2D4 Frost‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬ ‭Impacting Damage.)‬
‭Damage Die - 2D4 + PWR Fire Impacting Damage.‬ ‭Cannot be purchased with BP. 5,000 Ƶ per grenade.‬
‭Thrown range equal to PWR + 10 ft.‬
‭When performing a PWR Action throwing this‬
‭Peace Out Roller EMP Grenade‬
‭Grenade, it must be thrown directly upward.‬
‭At the height of its thrown range, the‬
‭Bombombomb will remain suspended in mid-air‬ ‭ bject Size 1.‬
O
‭until the Cooldown Phase.‬ ‭Single-Handed Ranged Weapon.‬
‭At the start of the following Combat Round, the‬ ‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Bombombomb will explode in a 10 ft. radius, and‬ ‭Damage Die - 2D4 + PWR Elec Impacting Damage.‬
‭launch four Size 1 Shrapnel pieces, which will fire‬ ‭Thrown range equal to PWR + 10 ft.‬
‭into each cardinal direction 10 ft. apart.‬ ‭When performing a PWR Action throwing this‬
‭Targets in the radius of the Bombombomb may‬ ‭Grenade, two spheres of electricity fire in‬
‭Evade against the Attack Die, but cannot Evade‬ ‭opposite cardinal directions from where the‬
‭against the Shrapnel pieces. Each shrapnel piece‬ ‭grenade lands. These spheres will continue to‬
‭deals 1D4 Stone Piercing Damage.‬ ‭move 30 ft. in its set direction until it dissipates,‬
‭Weapon Core Threshold - 4 CT. (When this‬ ‭or until it hits an Object, Obstruction, or Target.‬
‭weapon's CT reaches 0, the weapon is destroyed,‬ ‭If a Positive Critical Explosion is rolled on the‬
‭and explodes in a 20 ft. radius for 2D4 Fire‬ ‭Attack Die, targets struck by a sphere have the‬
‭Impacting Damage.)‬ ‭Stunned Status Effect until the Cooldown Phase.‬
‭Cannot be purchased with BP.‬ ‭Weapon Core Threshold - 4 CT. (When this‬
‭10,000 Ƶ per grenade.‬ ‭weapon's CT reaches 0, the weapon is destroyed,‬
‭and explodes in a 20 ft. radius for 2D4 Elec‬
‭Impacting Damage.)‬
‭ umpity Boom Concussion‬
B ‭Cannot be purchased with BP. 5,000 Ƶ per 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

‭Element Plus‬ ‭Range Booster (レンジアップ)‬

‭ equires 1 Weapon Upgrade Slot.‬


R ‭ equires 1 Weapon Upgrade Slot.‬
R
‭Select an Element: Acid, Aqua, Elec, Fire, Force,‬ ‭This Weapon Enhancement can only be attached‬
‭Frost, Holo, Stone, Viral, or Wood. Your weapon’s‬ ‭to a Ranged Weapon.‬
‭Primary Damage Die will now be this element. If‬ ‭Increase that weapon's range by 30 ft.‬
‭the Damage Type was originally Physical, the‬ ‭4 BP, or 20,000 Ƶ.‬
‭Element will override that Damage Type. If‬
‭originally Plasma, the weapon gains the Element‬ ‭Suppressor Δ‬
‭in addition to having the Plasma Damage Type.‬
‭Refer to Chapter 12 (pg. 138) to learn more about‬
‭Elements and Status Effects.‬ ‭ ou’ve modified your weapon to lessen the noise of‬
Y
‭4 BP or 20,000 Ƶ.‬ ‭its use.‬

‭ equires 1 Weapon Upgrade Slot.‬


R
‭Element Randomizer‬‭
α‬ ‭Requires a weapon that consumes ammunition,‬
‭such as Energy Cells.‬
‭ equires 1 Weapon Upgrade Slot.‬
R ‭Add a Negative Critical Explosion to opposing‬
‭Whenever the Attack Die of this weapon is‬ ‭Sensory Skill Checks that attempt to detect or‬
‭successful against a target, select an element‬ ‭determine the direction of fire of your weapon.‬
‭type at random between Aqua, Elec, Fire, or Force‬ ‭4 BP, or 20,000 Ƶ.‬
‭(rolling a D4 would be the ideal means of‬
‭selection.)‬
‭When rolling the Damage Die of this weapon, add‬ ‭Turbo Charger (ターボチャージ)‬
‭the randomly selected element type as a 1D4‬
‭Secondary Damage Die. You can only have one‬ ‭ equires 1 Weapon Upgrade Slot.‬
R
‭randomized element at a time. Once the Damage‬ ‭Increases the Attack Die of a weapon to the next‬
‭Die is resolved, the randomized element‬ ‭numerical value. (For example, if an Attack Die of‬
‭disappears.‬ ‭a weapon begins at 1d4, the next numerical value‬
‭Refer to Chapter 12 (pg. 138) to learn more about‬ ‭would be 1d6.) The Damage Die of the weapon‬
‭Elements and Status Effects.‬ ‭retains its original value. Beam Weapons with this‬
‭4 BP or 20,000 Ƶ.‬ ‭Enhancement will glow Orange in color.‬
‭4 BP, or 20,000 Ƶ.‬

‭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.‬

‭ equires 1 Weapon Upgrade Slot.‬


R
‭Increases the Damage Die of a weapon to the‬
‭next numerical value. (For example, if a Damage‬
‭Die of a weapon begins at 1D6, the next numerical‬
‭value would be 1D8.) The Attack Die of the weapon‬
‭retains its original value. Beam Weapons with this‬
‭Enhancement will glow Red in color.‬
‭4 BP, or 20,000 Ƶ.‬
‭101‬

‭Range Extend‬‭
α‬ ‭Rapid Plus‬

‭ n extendable wave of plasma unleashes with each‬


A ‭ equires 1 Weapon Upgrade Slot.‬
R
‭attack of your modified weapon.‬ ‭This Weapon Enhancement can only be attached‬
‭to a Ranged Weapon.‬
‭ equires 1 Weapon Upgrade Slot.‬
R ‭If you perform more than one PWR Attack action‬
‭This Weapon Enhancement can only be attached‬ ‭consecutively during a combat round, add an‬
‭to a Melee Weapon.‬ ‭additional Untrained Die to your Attack Die rolls.‬
‭The range of your weapon’s attack is increased by‬ ‭6 BP, or 30,000 Ƶ.‬
‭5 ft. due to a Nova of Plasma at the end of your‬
‭attack. If a target is in range of both your‬
‭Shot Eraser‬
‭normal attack range and the Range Extend α‬
‭Nova, your Damage Die gains a Secondary Die‬
‭dealing 1d4 Plasma Damage, in addition to your‬ ‭ our Melee Weapon glows with a crackling pink‬
Y
‭Weapon’s usual Damage Die. If the target can‬ ‭aura. If your Melee Weapon is Plasma, the blade will‬
‭only be reached by the Plasma Nova, only the‬ ‭be Pink.‬
‭Range Extend α Nova will deal damage. The Attack‬
‭Die will not consider the Secondary Die from‬ ‭ equires 1 Weapon Upgrade Slot.‬
R
‭Range Extend α during calculation.‬ ‭This Weapon Enhancement can only be attached‬
‭5 BP or 25,000 Ƶ.‬ ‭to a Melee Weapon.‬
‭To use Shot Eraser, you must declare to the‬
‭OPERATOR that you are doing so prior to‬
‭Thermoptic-Emitter Δ‬ ‭activating it. Perform a PWR Attack Reaction with‬
‭the equipped weapon in response to a Ranged‬
‭ ou attach a small transistor modified to emit‬
Y ‭PWR Attack Action. If your Attack Die exceeds the‬
‭Thermoptic Camouflage on the weapon. If‬ ‭Damage Die result of the prior Ranged Attack‬
‭untouched, the weapon will seem completely‬ ‭roll, you may pay 1 TP and nullify that Ranged‬
‭transparent. However, due to physical contact, the‬ ‭Attack. If your Attack Die does not exceed the‬
‭hilt or grip of the weapon may be noticeable to‬ ‭Damage Die result, you will take all of the‬
‭those with a sharp eye.‬ ‭damage from the Ranged Attack.‬
‭6 BP, or 30,000 Ƶ.‬
‭ equires 1 Weapon Upgrade Slot.‬
R
‭You can enable the Thermoptic Emitter with a‬
‭successful Stealth/Steal Skill Check, and the‬
‭Damage Plus 2‬
‭additional cost of 1 TP. You have Advantage on‬
‭Stealth/Steal Skill Checks made to continue the‬ ‭ our weapon glows with a crackling Purple aura. If‬
Y
‭concealment of the weapon. An effective opposing‬ ‭the weapon is Plasma, any Plasma ignited or fired‬
‭Sensory Skill Check against the user’s‬ ‭will be a Purple Color.‬
‭Stealth/Steal Skill Checks will allow anyone to‬
‭track your weapon’s movement while under‬ ‭ equires 1 Arms or Weapon Upgrade Slot, and‬
R
‭Thermoptics.‬ ‭Damage Plus 1.‬
‭5 BP or 25,000 Ƶ.‬ ‭Add an additional Primary Attack and Damage Die‬
‭to your weapon. (For example, if your Attack and‬
‭Damage Dies would normally deal 2D4, it now‬
‭Heat Haze (カゲロウ)‬ ‭deals 3D4.) Beam Weapons with this Enhancement‬
‭will glow Purple in color.‬
‭ equires one Weapon Upgrade Slot.‬
R ‭8 BP, or 40,000 Ƶ.‬
‭Whenever you perform a PWR Attack Action with‬
‭the modified weapon, you can spend 3 WE to‬
‭create a Hologram Copy of yourself within 10 ft.‬
‭of you. This Hologram generates with 1 LE, 1 SE,‬
‭and 1 CT, must be the same Size as you, and will‬
‭perform the same action as you as a Bonus PWR‬
‭Reaction. The Attack Die of the Hologram is equal‬
‭to the weapon you have equipped. However, the‬
‭Damage Die of the Hologram will be calculated as‬
‭1d4 + PWR Holo Impacting Damage. The Hologram‬
‭will mimic your actions, and will disappear at the‬
‭Cooldown Phase, unless destroyed.‬
‭6 BP, or 30,000 Ƶ.‬
‭102‬
‭103‬

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

‭Broad Range Actuator‬ ‭Lifesaver Actuator‬

‭ bject Size 1.‬


O ‭ bject Size 1.‬
O
‭This rod blinking with a myriad of colors and‬ ‭This carted machine unit assists in intensive‬
‭sensors can be placed flat or staked 5 ft. into the‬ ‭mechanical repair.‬
‭ground with a PWR Action.‬ ‭You can activate the Lifesaver Actuator with an‬
‭You can activate the Broad Range Actuator with‬ ‭ANA or LCD Action. While the actuator is within 5‬
‭an ANA or APT Action. When the actuator is‬ ‭ft. of you, you have Advantage to all Repair Skill‬
‭activated, perform a Hack/Interface Skill Check.‬ ‭Checks assisting in the stabilization or recovery‬
‭If you succeed with a Difficulty Check of 4 or‬ ‭of a mechanical being.‬
‭higher, you will establish a Broad Range‬ ‭Actuator Resource Pools - 2 SE (This item‬
‭Frequency. Any Auditory Sensors or External‬ ‭maintains its own separate SE Resource Pool,‬
‭Auditory Headsets tuned to its frequency have‬ ‭which does not allocate to your SE, and can be‬
‭their range extended by 300 ft.‬ ‭targeted with any attack. When the Lifesaver‬
‭Actuator Resource Pools - 2 SE (This item‬ ‭Actuator’s SE is depleted, it is destroyed, and can‬
‭maintains its own separate SE Resource Pool,‬ ‭no longer be used. Once destroyed, any ongoing‬
‭which does not allocate to your SE, and can be‬ ‭effects that the item provided will cease‬
‭targeted with any attack. When the Broad Range‬ ‭immediately.)‬
‭Actuator’s SE is depleted, it is destroyed, and can‬ ‭4 BP or 15,000 Ƶ.‬
‭no longer be used. Once destroyed, any ongoing‬
‭effects that the item provided will cease‬
‭Teleport Disruption Actuator (TPD)‬
‭immediately.)‬
‭2 BP or 10,000 Ƶ.‬
‭ bject Size 1.‬
O
‭This rod blinking with a myriad of colors and‬
‭Shield Battery Actuator‬ ‭sensors can be placed flat, or staked 5 ft. into the‬
‭ground with a PWR Action.‬
‭ bject Size 1.‬
O ‭You can activate the Teleport Disruption Actuator‬
‭This rod blinking with a myriad of colors and‬ ‭with an ANA or APT Action.‬
‭sensors can be placed flat or staked 5 ft. into the‬ ‭When the actuator is activated, perform a‬
‭ground with a PWR Action.‬ ‭Hack/Interface Skill Check. If you succeed with a‬
‭You can activate the Shield Battery Actuator with‬ ‭Difficulty Check of 4 or higher, establish a‬
‭an ANA or LCD Action. When the actuator is‬ ‭Teleport Disruption Frequency. When the‬
‭activated, a hemispherical dome of energy with a‬ ‭frequency is established, it will jam all buffering‬
‭radius of up to 15 feet generates where it was‬ ‭signals relating to mass physical matter transfer,‬
‭placed.‬ ‭preventing all within a 100 ft. radius from‬
‭Item Durability - The Actuator and its dome have‬ ‭utilizing the Teleport Technique.‬
‭3 SE. When the SE is depleted, the dome‬ ‭Actuator Resource Pools - 2 SE (This item‬
‭disappears and the actuator is destroyed.‬ ‭maintains its own separate SE Resource Pool,‬
‭2 BP or 10,000 Ƶ.‬ ‭which does not allocate to your SE, and can be‬
‭targeted with any attack. When the Teleport‬
‭Disruption Actuator’s SE is depleted, it is‬
‭destroyed, and can no longer be used. Once‬
‭destroyed, any ongoing effects that the item‬
‭provided will cease immediately.)‬
‭4 BP or 15,000 Ƶ.‬
‭104‬

Consumables‬

‭Energy Cell Ammunition‬ Containers‬


‭ bject Size 1.‬


O
‭Some weapons require ammunition for use. The Energy Cell‬
‭Heat Sink Pack (Single)‬
‭Ammunition purchased will match the weapon you load it‬
‭into.‬
‭ bject Size 2.‬
O
‭Cannot Be purchased with BP. 50 Ƶ per Energy Cell.‬
‭You can conceal a single Beam Melee weapon,‬
‭holstered on the back or a hip.‬
‭A Bonus PWR Action is made to Holster a Beam‬
‭Weapon after use. The Beam Melee Weapon can be‬
‭re-ignited at full usage capacity after another‬
‭Life Energy Capsule‬ ‭Action has passed.‬
‭1 BP or 5,000 Ƶ.‬
‭ bject Size 1.‬
O
‭Perform an LCD Action to consume a Life Energy Capsule.‬
‭Containment Capsule‬
‭Healing Die - 1D4+LCD LE.‬
‭Cannot Be Purchased with BP. 1,250 Ƶ.‬
‭ four-foot cylindrical capsule, contained by‬
A
‭durable plastids, glass, and Ceratanium fittings.‬
‭Due to its highly pressurized pneumatic internal‬
‭structure, it is made to suspend objects in place‬
‭until removed from its containment chamber.‬

‭Weapon Energy Capsule‬ ‭ bject Size 2.‬


O
‭Designed to contain objects or individual targets‬
‭ bject Size 1.‬
O ‭Size 2 or below. Objects and Targets placed in‬
‭Perform an LCD Action to consume a Weapon Energy‬ ‭containment must be Crystalline, Frozen,‬
‭Capsule.‬
‭Stunned, or Incapacitated, and cannot move or‬
‭Healing Die - 1D4+LCD WE.‬
‭Cannot Be purchased with BP. 1,250 Ƶ.‬ ‭perform actions unless the capsule is opened or‬
‭destroyed.‬
‭The Containment Capsule can be accessed with a‬
‭Anti-Lock‬
‭4 or Higher Hack/Interface Skill Check to gather‬
‭Diagnostic information on what is contained‬
‭ bject Size 1.‬
O
‭within it.‬
‭Perform an APT Action to consume an Anti-Lock.‬
‭In conjunction with a Datapad, First Aid Kit, or Lifesaver‬ ‭Capsule Resource Pools - 2 SE (This item‬
‭Kit, the Anti-Lock program can be used to treat Frozen or‬ ‭maintains its own separate SE Resource Pool,‬
‭Stunned targets.‬ ‭which does not allocate to your SE, and can be‬
‭Choose a target with the Crystalline, Frozen, or Stun Status‬ ‭targeted with any attack. When the Containment‬
‭Effect. Remove one of those Status Effects.‬
‭Capsule’s SE is depleted, it is destroyed, freeing‬
‭Cannot Be purchased with BP. 2,500 Ƶ.‬
‭the object or individual inside, and can no longer‬
‭be used.)‬
‭Clear Vision‬ ‭2 BP or 10,000 Ƶ.‬

‭ bject Size 1.‬


O
‭Perform an LCD Action to consume a Clear Vision.‬
‭Diagnostic Capsule‬
‭In conjunction with a Datapad, First Aid Kit, or Lifesaver‬
‭Kit, the Clear Vision Bypass can be used to treat optical‬
‭ n eight-foot cylindrical capsule, contained by‬
A
‭disruption.‬
‭Choose a target with inactive optics, or with the Blind‬ ‭durable plastids, glass, and Ceratanium fittings. It‬
‭Status Effect.‬ ‭is made to suspend objects in place until removed‬
‭Add an additional Untrained Die to Repair Skill Checks used‬ ‭from their containment chamber.‬
‭to reactivate one’s optics, or remove the Blind Status from‬
‭a target.‬
‭Cannot Be purchased with BP. 2,500 Ƶ.‬ ‭ bject Size 3.‬
O
‭Designed to contain objects or individual targets‬
‭Hyper Cooler‬ ‭Size 3 or below. Objects and Targets placed in‬
‭containment must be Crystalline, Frozen,‬
‭ bject Size 1.‬
O ‭Stunned, or Incapacitated, and cannot move or‬
‭Perform an LCD Action to consume a Hyper Cooler.‬ ‭perform actions unless the capsule is opened or‬
‭The Hyper Cooler removes the Burn Status Effect from a‬ ‭destroyed.‬
‭single target, if applicable, in addition to its CT Healing‬
‭The Diagnostic Capsule can be accessed with a 6‬
‭Die.‬
‭Healing Die - 1D4+LCD CT.‬ ‭or Higher Hack/Interface Skill Check to gather‬
‭Cannot Be purchased with BP. 2,500 Ƶ.‬ ‭Diagnostic information on what is contained‬
‭within it.‬
‭Capsule Resource Pools - 4 SE (This item‬
‭maintains its own separate SE Resource Pool,‬
‭which does not allocate to your SE, and can be‬
‭targeted with any attack. When the Diagnostic‬
‭Capsule’s SE is depleted, it is destroyed, freeing‬
‭the object or individual inside, and can no longer‬
‭be used.)‬
‭4 BP or 20,000 Ƶ.‬
‭105‬

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

‭ Stealth program, used to cover your tracks while‬


A ‭ nhancement Cyberspace Program. LCD Reaction.‬
E
‭in Cyberspace.‬ ‭Range of 90 ft.‬
‭Select an ongoing Enhancement Cyberspace‬
‭ nhancement Cyberspace Program. MOB Action.‬
E ‭Program affecting a target in visual range and‬
‭Self-Targeting.‬ ‭perform a Hack Skill Check, with a DC equal to‬
‭Utility Die - 1D4.‬ ‭double the target’s Milestone. If you succeed, you‬
‭This can only be used in Cyberspace.‬ ‭delete the Program from the User’s Program‬
‭Double the result of all Stealth/Steal Skill Checks‬ ‭Deck. Any ongoing effects of that Program‬
‭for the next 1d4 Combat Rounds.‬ ‭immediately disappear.‬
‭2 BP or 10,000 Ƶ.‬ ‭2 BP or 10,000 Ƶ.‬

‭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

‭First Aid Kit‬ ‭Lithium Charging Kit‬

‭ rganic creatures require more maintenance, so‬


O ‭ wall-port charger, used to recharge Datapads and‬
A
‭the First Aid Kit is chock full of anesthetics,‬ ‭Mechanical beings with a corresponding Lithium‬
‭ligatures, surgical spirits, and more to keep human‬ ‭Core. Lithium Charging Kits also provide Core‬
‭companions alive.‬ ‭tune-up parts.‬

‭ bject Size 2.‬


O ‭ bject Size 1.‬
O
‭While the kit is within 5 ft. of you, add an‬ ‭Any mechanical being with a Lithium-based core‬
‭additional Untrained Die to Repair Skill Checks‬ ‭will completely recover its LE, SE, and CT after a‬
‭assisting in the stabilization or recovery of an‬ ‭minimum of eight hours of rest attached to the‬
‭organic being, such as a Human or animal.‬ ‭Lithium Charging Kit.‬
‭2 BP or 10,000 Ƶ.‬ ‭Charging Kit Resource Pools - 4 SE (This item‬
‭maintains its own separate SE Resource Pool,‬
‭which does not allocate to your SE, and can be‬
‭Lifesaver Kit‬ ‭targeted with any attack. When the Lithium‬
‭Charging Kit’s SE is depleted, it is destroyed, and‬
‭ ifesaver Kits house essential stabilization and‬
L ‭can no longer be used.)‬
‭structural repair materials to ensure mechanical‬ ‭3 BP or 15,000 Ƶ.‬
‭targets on the battlefield can remain functional‬
‭and battle-hardy.‬

‭ bject Size 2.‬


O
‭While the kit is within 5 ft. of you, add an‬
‭additional Untrained Die to Repair Skill Checks‬
‭assisting in the stabilization or recovery of a‬
‭mechanical being.‬
‭2 BP or 10,000 Ƶ.‬
‭107‬

‭Datapad‬

‭ atapads are tablet-sized terminals with a‬


D
‭pseudo-holographic interface. Their storage space‬
‭varies between about two to eight petabytes in‬ ‭External Teleport Module (TPM)‬
‭total. At the bare minimum, they serve as day‬
‭planners, internet browsers, communication‬ ‭ hese small teleport harnesses can be invaluable to‬
T
‭devices, and sketch pads. Nearly all datapads also‬ ‭targets without the capability to teleport‬
‭incorporate a comms unit (which houses a‬ ‭internally, such as civilian machines, and human‬
‭microphone and speaker) along with several other‬ ‭beings. It has a limited number of Teleport charges.‬
‭functions, such as Cyberspace jacking connectivity‬
‭and data storage. Datapads can record simple‬
‭audio and video, store thousands of hours of‬ ‭ bject Size 1.‬
O
‭recordings, play games, track time and set‬ ‭This External Enhancement does not require an‬
‭time-based alarms, act as word processors, and‬ ‭Upgrade Slot and can be equipped to any race.‬
‭perform numerous other minor data processing and‬ ‭Any individual with the External Teleport Module‬
‭entertainment functions. With additional installed‬ ‭can utilize the ‘Teleport’ Technique.‬
‭applications, the Datapad can be used for a variety‬ ‭Each time a Teleport is activated, the External‬
‭of functions. Datapads can be charged with a‬ ‭Teleport Module loses 1 CT. This CT damage‬
‭Lithium Charging Kit.‬ ‭cannot be prevented or repaired.‬
‭Module Resource Pools - 6 CT (When the External‬
‭ bject Size 1.‬
O ‭Teleport Module reaches 0 CT, it will deactivate‬
‭A Datapad is required for non-mechanical beings‬ ‭and can no longer Teleport.)‬
‭to perform Hack/Interface Skill Checks on‬ ‭4 BP, or 20,000 Ƶ.‬
‭Mechanical targets.‬
‭You can also transmit data to Cyberspace if you‬ ‭Solar Energy Sustainment Pod (SESP)‬
‭have a connection to the network.‬
‭You can perform Hack/Interface and Networking‬ ‭ SESP is an adjustable containment pod with‬
A
‭Skill Checks from your Datapad while accessing‬ ‭absorbed solar energy reserves made to fully‬
‭Cyberspace.‬ ‭recover depleted Solar Cores, and assist in the‬
‭Each Datapad carries a Program Deck, which can‬ ‭auto-repair sequence of damaged cores.‬
‭only store up to three Cyberspace Programs at a‬
‭time. You cannot use the Programs with the‬ ‭ bject Size 3.‬
O
‭Datapad, but you can upload these programs for‬ ‭Any mechanical being with a Solar-based core will‬
‭other Mechanical targets to use in Cyberspace‬ ‭completely recover its LE, SE, and CT after a‬
‭with a Successful Interface Skill Check, so long as‬ ‭minimum of eight hours of rest attached to the‬
‭they have the applicable Head Upgrade Slots to‬ ‭Solar Energy Sustaining Pod.‬
‭use them.‬ ‭When purchasing a SESP, it will always be one size‬
‭Targets Interfaced by a Datapad will show a‬ ‭larger than you on the Size Table, to provide‬
‭Diagnostic Readout, showcasing their Resource‬ ‭ample space for rest.‬
‭Pools, Status Effects, and Element.‬ ‭SESP Resource Pools - 4 SE (This item maintains‬
‭Targets Hacked by a Datapad will show a‬ ‭its own separate SE Resource Pool, which does not‬
‭technical readout of their applicable specs, as it‬ ‭allocate to your SE, and can be targeted with any‬
‭correlates to the Hacked STAT.‬ ‭attack. When the Solar Energy Sustaining Pod’s‬
‭Any other information relevant when Hacked will‬ ‭SE is depleted, it is destroyed, and can no longer‬
‭be at the OPERATOR’s discretion.‬ ‭be used. Once destroyed, any ongoing effects that‬
‭3 BP or 15,000 Ƶ.‬ ‭the item provided will cease immediately.)‬
‭4 BP, or 20,000 Ƶ.‬

‭External Shield Battery‬

‭ he External Shield Battery can be a lifesaver for‬


T
‭non-mechanical beings. The small generator‬
‭surrounds its user in a bubble of bioelectric energy.‬

‭ bject Size 2.‬


O
‭Increase your SE by 3. When your SE is depleted,‬
‭the External Shield Battery is destroyed.‬
‭You cannot use the External Shield Battery‬
‭alongside a Shield Battery Enhancement.‬
‭4 BP, or 20,000 Ƶ.‬
‭108‬

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.‬

‭ rom Ride Chasers to Ride Armors, you can find an‬


F
‭initial glossary of vehicles starting on pg. 109 in‬
‭Jacking Kit‬
‭this Foundation Guide. Additional Vehicles will be‬
‭cited and expanded upon in future 21XX updates.‬
‭ n external wireless connection device with‬
A
‭insertion points to interface with mechanical‬ ‭ hen initiating the use of a Vehicle, you must‬
W
‭optics, or a Datapad’s holoprojector interface.‬ ‭perform a successful‬‭Operate‬‭Skill Check. When‬
‭riding a Vehicle, you utilize the Vehicle’s statistics‬
‭ bject Size 1.‬
O ‭and resource pools instead of your own. You can‬
‭You can transmit data to Cyberspace if you have‬ ‭only perform the Vehicle's attacks and abilities‬
‭a direct connection to the network.‬ ‭while riding it. Only Skills will be retained from your‬
‭You must perform a successful Interface Skill‬ ‭original character while piloting a vehicle.‬
‭Check equal to 6 minus your Milestone.‬
‭You gain access to the Program Deck and can‬
‭initiate Cyberspace Encounters.‬
‭All-access in Cyberspace is through the use of a‬
‭Residual Self Image Navigator (RSIN), an avatar‬
‭that you can only create once and cannot modify‬
‭due to government restrictions.‬
‭Your RSIN will maintain all of the same STATS and‬
‭Resource Pools as you, but will not have access to‬
‭Weapons, Special Weapons, or Techniques unless‬
‭additional conditions are met.‬
‭Each Jacking Kit carries a Program Deck, which‬
‭can store an unlimited number of Cyberspace‬
‭Programs at a time. Your RSIN can utilize these‬
‭Cyberspace Programs in Cyberspace.‬
‭Jacking Kit Resource Pools - 2 SE (This item‬
‭maintains its own separate SE Resource Pool,‬
‭which does not allocate to your SE, and can be‬
‭targeted with any attack. When the Jacking Kit’s‬
‭SE is depleted, it is destroyed, and can no longer‬
‭be used. Once destroyed, any ongoing effects that‬
‭the item provided will cease immediately.)‬
‭5 BP, or 25,000 Ƶ.‬
‭109‬

‭ tandard Movement Speed:‬‭30 ft.‬


S
‭Dash Movement Speed:‬‭60 ft.‬

‭ 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.‬

‭Parts, Enhancements, and Upgrade Slots:‬

‭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.‬

‭LCD‬ ‭0‬ ‭Special Weapons / Techniques:‬

‭ 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.‬

‭ f the Ride Armor’s CT drops to 0, it will take an‬


I
‭additional Combat Round before the core ruptures‬
‭and explodes.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭this Vehicle a Boss, add an additional 16 + LCD x‬
‭Milestone LE for each Player Character you are‬
‭facing during an encounter.)‬
‭110‬

‭ tandard Movement Speed:‬‭40 ft.‬


S
‭Dash Movement Speed:‬‭80 ft.‬

‭ 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.‬

‭ s a Vehicle, all Skill Check capabilities are derived‬


A
‭Milestone‬ ‭Equal to yours.‬
‭from the Pilot’s Character Sheet.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭PWR‬ ‭4‬
‭Body:‬ ‭ Upgrade Slots. (Titanium-X Armor‬
2
‭MOB‬ ‭2‬ ‭Equipped.)‬
‭ ead:‬
H ‭0 Upgrade Slots.‬
‭Arms:‬ ‭2 Upgrade Slots. (Titanium-X Arms and‬
‭ANA‬ ‭1‬ ‭Damage Plus 1 Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots. (Titanium-X Legs‬
‭APT‬ ‭2‬ ‭and Emergency Acceleration System α‬
‭Equipped, Jumper α Internalized.)‬
‭CHA‬ ‭1‬ ‭Core:‬ ‭Solar Energy Core.‬

‭Special Weapons / Techniques:‬


‭LCD‬ ‭0‬
‭ 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 ‭6 + 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.‬

‭ f the Ride Armor’s CT drops to 0, it will take an‬


I
‭additional Combat Round before the core ruptures‬
‭and explodes.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭this Vehicle a Boss, add an additional 16 + LCD x‬
‭Milestone LE for each Player Character you are‬
‭facing during an encounter.)‬
‭111‬

‭Basic Attacks:‬

‭ orkhorse Ramming Attack‬


W
‭Attack Die - Untrained Die + 1D6 + MOB.‬
‭Damage Die - 1D6 + MOB Physical Impacting‬
‭Damage.‬

‭ he Workhorse Ramming Attack requires the user‬


T
‭LOCK into the MOB STAT for Attacks, rather than‬
‭PWR. The Ride Chaser TYPE ADU-T100 Turbo‬
‭Workhorse moves equal to its Standard Movement‬
‭ ide Chaser Type ADU-T100 Turbo‬
R ‭Speed and rams into a single target.‬
‭Workhorse‬
‭ successful Damage Die dealt by the Workhorse‬
A
‭Ramming Attack will deal 1 SE to the Ride Chaser‬
‭ ou can purchase this Vehicle for 10 BP, or‬
Y ‭TYPE ADU-T100 Turbo Workhorse, or half of the total‬
‭50,000 Ƶ.‬ ‭damage dealt in LE if no SE remains.‬

‭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:‬

‭Milestone‬ ‭Equal to yours.‬


‭Body:‬ ‭ Upgrade Slots. (Military-Grade‬
1
‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭0 Upgrade Slots.‬
‭PWR‬ ‭1‬ ‭ rms:‬
A ‭0 Upgrade Slots.‬
‭Legs:‬ ‭2 Upgrade Slots. (Emergency Acceleration‬
‭MOB‬ ‭4‬ ‭System α and Hover Module Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬

‭ANA‬ ‭1‬
‭Special Weapons / Techniques:‬

‭APT‬ ‭1‬ ‭ ash (ダッシュ)‬


D
‭Refer to ‘Dash’ in‬‭Chapter 16, pg. 231.‬
‭CHA‬ ‭2‬
‭ ide Chaser Specialty Rules:‬
R
‭While piloting a Ride Chaser, Damage that would be‬
‭LCD‬ ‭0‬
‭dealt to your Character’s Resource Pools will be‬
‭dealt to the Ride Chaser instead.‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭ tandard Movement Speed:‬‭40 ft.‬
S ‭this Vehicle a Boss, add an additional 16 + LCD x‬
‭Hover Movement Speed:‬‭10 ft.‬ ‭Milestone LE for each Player Character you are‬
‭Dash Movement Speed:‬‭80 ft.‬ ‭facing during an encounter.)‬

‭ 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:‬

‭ heval Ramming Attack‬


C
‭Attack Die - Untrained Die + 1D8 + MOB.‬
‭Damage Die - 1D8 + MOB Physical Impacting‬
‭Damage.‬

‭ he Cheval Ramming Attack requires the user LOCK‬


T
‭into the MOB STAT for Attacks, rather than PWR. The‬
‭Ride Chaser TYPE ADU-T400 Turbo Cheval moves‬
‭equal to its Standard Movement Speed and rams‬
‭into a single target.‬

‭ ide Chaser Type ADU-T400 Turbo‬


R ‭ successful Damage Die dealt by the Cheval‬
A
‭Cheval‬ ‭Ramming Attack will deal 1 SE to the Ride Chaser‬
‭TYPE ADU-T400 Turbo Cheval, or half of the total‬
‭damage dealt in LE if no SE remains.‬
‭ ou can purchase this Vehicle for 15 BP, or‬
Y
‭75,000 Ƶ.‬ ‭Skills:‬

‭ s a Vehicle, all Skill Check capabilities are derived‬


A
‭from the Pilot’s Character Sheet.‬
‭Chassis‬ ‭Vehicle - Ride Chaser.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭Size‬ ‭3 - Medium.‬
‭Body:‬ ‭ Upgrade Slots. (Titanium-X Armor‬
2
‭Milestone‬ ‭Equal to yours.‬ ‭Equipped.)‬
‭Head:‬ ‭0 Upgrade Slots.‬
‭ rms:‬
A ‭0 Upgrade Slots.‬
‭Legs:‬ ‭2 Upgrade Slots. (Emergency Acceleration‬
‭PWR‬ ‭3‬
‭System α and Hover Module Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭MOB‬ ‭4‬
‭Special Weapons / Techniques:‬
‭ANA‬ ‭1‬
‭ ash (ダッシュ)‬
D
‭APT‬ ‭1‬ ‭Refer to ‘Dash’ in‬‭Chapter 16, pg. 231.‬

‭CHA‬ ‭2‬ ‭ urbo Shot‬


T
‭(ターボショット)‬
‭1 WE per use.‬
‭LCD‬ ‭0‬
‭ plasma shot weapon with a quick trigger for fast‬
A
‭strikes!‬
‭LE‬ ‭(16 + LCD) x‬ ‭Vehicle Special Weapon. (Only the Ride Chaser TYPE‬
‭Milestone.‬ ‭ADU-T400 Turbo Cheval can utilize Turbo Shot.)‬
‭Range of 60 ft.‬
‭SE‬ ‭6 + Milestone.‬ ‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Damage Die - 2D4 + PWR Plasma Piercing Damage.‬
‭Fires a Size 2 plasma shot. If a non-Evade Reaction‬
‭WE‬ ‭Equal to yours.‬
‭is performed by an enemy target against you within‬
‭range of this Special Weapon, you can fire the‬
‭TP‬ ‭Equal to yours.‬ ‭Turbo Shot as a Bonus PWR Reaction.‬

‭CT‬ ‭8 + Milestone.‬ ‭ ide Chaser Specialty Rules:‬


R
‭While piloting a Ride Chaser, Damage that would be‬
‭dealt to your Character’s Resource Pools will be‬
‭ tandard Movement Speed:‬‭60 ft.‬
S
‭dealt to the Ride Chaser instead.‬
‭Hover Movement Speed:‬‭20 ft.‬
‭To use a Ride Chaser, once per Combat Round you‬
‭Dash Movement Speed:‬‭120 ft.‬
‭must roll an Operate Skill Check equal to 8 minus‬
‭your Milestone to ride it. Each successful Operate‬
‭ rimary Element:‬‭Null.‬
P
‭Skilll Check will replenish the Standard Movement‬
‭Resistances:‬‭None.‬
‭Speed of the Vehicle once depleted.‬
‭Weakness:‬‭None.‬
‭You may perform a MOB Action or Reaction to‬
‭Traits:‬
‭Dismount from the Ride Chaser at any time.‬
‭Reduce SE Damage done by Physical Attacks by 1.‬
‭If the Ride Chaser’s CT drops to 0, it will take an‬
‭Increase SE Damage done by Elec Attacks by 2.‬
‭additional Combat Round before the core ruptures‬
‭Advantage on Evade Skill Checks against Physcial‬
‭and explodes.‬
‭Attacks.‬
‭Disadvantage on Evade Skill Checks against Elec‬
‭ NOTE FOR OPERATOR: If you would like to make‬
(
‭Attacks.‬
‭this Vehicle a Boss, add an additional 16 + LCD x‬
‭Milestone LE for each Player Character you are‬
‭facing during an encounter.)‬
‭113‬

‭Basic Attacks:‬

‭ eath Rogumer Cannons‬


D
‭Object Size 4.‬
‭Free-Handed Melee Weapon.‬
‭(You do not require the usage of‬
‭a limb to use this weapon.)‬
‭Requires 2 Body Upgrade Slots.‬
‭Provides 2 Weapon Upgrade Slots.‬
‭Attack Die - Untrained Die + 2d6 + PWR.‬

‭ 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:‬

‭APT‬ ‭4‬ ‭Body:‬ ‭ Upgrade Slots. (Titanium-X Armor, and‬


3
‭Death Rogumer Cannons Equipped.)‬
‭ ead:‬
H ‭0 Upgrade Slots.‬
‭CHA‬ ‭1‬ ‭Arms:‬ ‭0 Upgrade Slots.‬
‭Legs:‬ ‭1 Upgrade Slots. (Hover Plus Equipped.)‬
‭Core:‬ ‭Nuclear Fusion Core.‬
‭LCD‬ ‭0‬
‭Special Weapons / Techniques:‬

‭ 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
W
‭Character’s Resource Pools will be dealt to the Air Ship‬
‭instead.‬

‭ tandard Movement Speed:‬‭40 ft.‬


S ‭ o use an Air Ship, once per Combat Round you must roll an‬
T
‭Hover Plus Movement Speed:‬‭60 ft.‬ ‭Operate Skill Check equal to 8 minus your Milestone to ride it.‬
‭Each successful Operate Skilll Check will replenish the‬
‭ rimary Element:‬‭Null.‬
P ‭Standard Movement Speed of the Vehicle once depleted.‬
‭Users piloting an Air Ship may perform a MOB Action or‬
‭Resistances:‬‭Force.‬
‭Reaction to Dismount from the Air Ship at any time.‬
‭Weakness:‬‭None.‬
‭Traits:‬ ‭ f the Air Ship’s CT drops to 0, it will take an additional‬
I
‭Reduce SE Damage done by Physical Attacks by 1.‬ ‭Combat Round before the core ruptures and explodes.‬
‭Increase SE Damage done by Elec Attacks by 2.‬
‭ NOTE FOR OPERATOR: If you would like to make this Vehicle‬
(
‭a Boss, add an additional 16 + LCD x Milestone LE for each‬
‭Player Character you are facing during an encounter.)‬
‭114‬

‭Basic Attacks:‬

‭ ily Claw‬
W
‭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
A
‭from the Pilot’s Character Sheet.‬
‭Milestone‬ ‭4.‬

‭Parts, Enhancements, and Upgrade Slots:‬

‭PWR‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots. (Industrial Chromium‬


2
‭Armor and Wily Claw Equipped.)‬
‭MOB‬ ‭4‬ ‭ ead:‬
H ‭0 Upgrade Slots.‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭Legs:‬ ‭1 Upgrade Slots. (Hover Plus Equipped.)‬
‭ANA‬ ‭3‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬

‭APT‬ ‭3‬ ‭Special Weapons / Techniques:‬

‭CHA‬ ‭2‬ ‭ light‬


F
‭At the cost of 1 Technique Point, you can perform a‬
‭LCD‬ ‭0‬ ‭MOB Action to fly vertically or horizontally, with‬
‭your maximum flying speed equal to your Standard‬
‭Movement Speed. If the Wily UFO 1 ever becomes‬
‭grounded due to a failed Flight Skill Check, revert‬
‭LE‬ ‭56.‬
‭the Wily UFO 1’s speed to 0 until the end of the next‬
‭Cooldown Phase.‬
‭SE‬ ‭8.‬
‭Wily UFO 1 Specialty Rules:‬
‭WE‬ ‭0.‬
‭ ummon Wily Machine 1: At the cost of 1 Technique‬
S
‭TP‬ ‭12.‬ ‭Point, you may perform a Full-Round LCD Action to‬
‭attach the Wily UFO 1 as the cockpit of the Wily‬
‭Machine 1. This is considered a Transformation, and‬
‭CT‬ ‭8.‬
‭will continue until the end of the Cooldown Phase.‬
‭During this Transformation, Wily UFO 1 gains the‬
‭ tandard Movement Speed:‬‭40 ft.‬
S ‭I-Frame Status. Post Cooldown Phase, the‬
‭Hover Plus Movement Speed:‬‭60 ft.‬ ‭Transformation is complete, and Wily Machine 1‬
‭loses the I-Frame.‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭None.‬ ‭ NOTE FOR OPERATOR: Wily UFO 1 will always be a‬
(
‭Weakness:‬‭Fire, Slashing.‬ ‭Boss Encounter.)‬
‭Traits:‬
‭Reduce SE Damage done by Force Attacks by 1.‬
‭Increase SE Damage done by Fire Attacks by 2.‬
‭115‬

‭Basic Attacks:‬

‭ ORM 1 - Wily Machine Gun:‬


F
‭Attack Die - Untrained Die + 4D4 + PWR.‬
‭Damage Die - 4D4 + PWR Plasma Piercing Damage.‬
‭Range of 90 ft.‬
‭Enemy Targets have Disadvantage on Evade Skill‬
‭Checks against the Wily Machine Gun.‬

‭ ORM 2 - Wily Spiral Cannon:‬


F
‭Attack Die - Untrained Die + 2D8 + PWR.‬
‭ ily Machine 1‬
W ‭Damage Die - 2D8 + PWR Plasma Piercing Damage.‬
‭(ワイリーマシン1号)‬ ‭Range of 180 ft.‬
‭Generates a Size 3 Spiral Cannon Shot, which moves‬
‭in a downward spiral motion at the OPERATOR’s‬
‭ his vehicle cannot be purchased. This‬
T ‭discretion. If an Enemy Target successfully evades‬
‭vehicle can only be acquired by defeating‬ ‭the Spiral Cannon Shot, it lands on the nearest‬
‭Dr. Wily.‬ ‭terrain surface behind the Enemy Target and‬
‭explodes with a 10 ft. radius. Targets within its blast‬
‭radius are dealt LE Damage equal to half the‬
‭Chassis‬ ‭Vehicle - Wily Machine.‬
‭Damage Die result.‬

‭Size‬ ‭5 - Huge.‬ ‭Skills:‬

‭Milestone‬ ‭4.‬ ‭ s a Vehicle, all Skill Check capabilities are derived‬


A
‭from the Pilot’s Character Sheet.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭PWR‬ ‭4‬
‭Body:‬ ‭ Upgrade Slots. (Industrial Chromium‬
2
‭MOB‬ ‭2‬ ‭Armor and Thermal Shielding α Equipped.)‬
‭ ead:‬
H ‭0 Upgrade Slots.‬
‭ANA‬ ‭3‬ ‭Arms:‬ ‭0 Upgrade Slots.‬
‭Legs:‬ ‭1 Upgrade Slots. (Hover Plus Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭APT‬ ‭3‬
‭Special Weapons / Techniques:‬
‭CHA‬ ‭2‬
‭ light‬
F
‭LCD‬ ‭0‬ ‭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 Wily Machine 1 ever‬
‭LE‬ ‭56.‬
‭becomes grounded due to a failed Flight Skill‬
‭Check, revert the Wily Machine 1’s speed to 0 until‬
‭SE‬ ‭8.‬ ‭the end of the next Cooldown Phase.‬

‭WE‬ ‭0.‬ ‭Wily Machine 1 Specialty Rules:‬

‭TP‬ ‭12.‬ ‭The Wily Machine 1 has two forms:‬

‭CT‬ ‭10.‬ ‭ ORM 1 - While in FORM 1, your only Basic Attack is‬
F
‭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.‬

‭ NOTE FOR OPERATOR: Wily Machine 1 will always‬


(
‭be a Boss Encounter.)‬
‭116‬
‭117‬

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
A
‭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
I
‭or ending a Plot-Intensive Narrative Encounter.‬

‭ ll Milestones after Milestone 1 provide additional Build Points, Skills, and abilities. Special‬
A
‭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
W
‭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.‬

Foundation Guide Milestone


‭ Chart‬

‭ 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.‬
‭118‬
‭119‬

Explaining STATS‬

‭ n 21XX all Actions, Reactions, Skills, Special Weapons, and Techniques are governed by six core‬
I
‭statistics, or‬‭STATS.‬

‭ ower‬‭(abbreviated in this system as‬‭PWR‬‭) measures‬‭an individual’s strength and durability.‬


P
‭Your PWR STAT is added as a Modifier to every Action, Reaction, or Skill Check governed by Power.‬

‭ 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.)‬

‭You apply your PWR as a Modifier to:‬

‭‬
- ‭ 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
I
‭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.‬
M
‭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.)‬

‭You apply your MOB as a Modifier to:‬

‭‬
- ‭ 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
M
‭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,‬
A
‭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.)‬

‭You apply your ANA as a Modifier to:‬

‭‬
- ‭ 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.‬
‭120‬

‭ ptitude (abbreviated in this system as APT) measures how capable one is at performing a method or task,‬
A
‭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.)‬

‭You apply your APT as a Modifier to:‬

‭‬
- ‭ 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
C
‭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.)‬

‭You apply your CHA as a Modifier to:‬

‭‬
- ‭ 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.)‬

‭You apply your LCD as a Modifier to:‬

‭‬
- ‭ 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
A
‭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
C
‭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.‬
A
‭function, and what is required to improve them.‬ ‭At Tier 2, a Mechanical Character begins with 8 WE.‬

‭ E can be recovered with Weapon Energy Capsules,‬


W
‭with various Enhancements, or Buffing Special‬
‭Weapons.‬

‭ ife Energy (Abbreviated in this system as LE)‬


L
‭measures the amount of damage a Character,‬
‭Object, or Obstruction can take before being‬
‭ echnique Points (Abbreviated in this system as TP)‬
T
‭incapacitated, killed, or destroyed.‬
‭provide a pool of regenerating points, which allow‬
‭Characters to perform Techniques at a cooldown‬
‭ hen a player’s LE total drops to 0, the Character‬
W
‭rate. TP regenerates after a Combat Encounter or‬
‭becomes incapacitated. If more than (8 x‬
‭Boss Encounter is resolved.‬
‭Milestone) LE damage is dealt while a Character is‬
‭incapacitated, the Character is killed.‬
‭ echanical characters will always begin with a TP of‬
M
‭3 starting at Milestone 1. Human characters will‬
‭ E can be recovered with Life Energy Capsules, or‬
L
‭always begin with a TP of 6 starting at Milestone 1.‬
‭with various Enhancements, Weapons, or Healing‬
‭Special Weapons.‬

‭ E can be improved by acquiring and Internalizing‬


L
‭Heart Tanks into your Character.‬
‭Core Threshold (Abbreviated in this system as CT) is‬
‭ xclusive to Mechanical Characters and Objects,‬
e
‭and dictates how much fatal damage one can take‬
‭before their core shuts down, ruptures, or explodes.‬

‭ ertain Damage Types, Enhancements, Weapons,‬


C
‭Special Weapons, or Techniques can deal damage‬
‭ hield Energy (Abbreviated in this system as SE)‬
S ‭directly to CT. Charge Weapon Attacks can also‬
‭provides a means of additional hits a Character can‬ ‭reduce Core Threshold if a player Charges beyond‬
‭take before their Life Energy is at risk.‬ ‭the defined safe charge levels for a particular core‬
‭or weapon.‬
‭ nless otherwise specified by a Weapon, Technique‬
U
‭or Special Weapon, regardless of how much LE‬ ‭ f a character, weapon, object, obstruction, or‬
I
‭damage a single attack can do, each successful‬ ‭weapon with CT have its CT drop to 0, its Core will‬
‭Attack Action that deals a Damage Die will remove 1‬ ‭Rupture. If a Core Rupture is not repaired it will‬
‭point of SE, until the SE on a target is depleted.‬ ‭cause either immediate Shutdown, or depending on‬
‭Once a Damage Die has depleted all of a‬ ‭the type of core utilized, an Explosion during the‬
‭Character’s SE, any Damage Die immediately‬ ‭Cooldown Phase. A Rupture can be repaired with a‬
‭afterward will deal damage to LE.‬ ‭Repair Skill Check. The DC to repair a Rupture is‬
‭equal to the Core’s total CT minus the Skill user’s‬
‭ E can be recovered with various Enhancements,‬
S ‭Milestone.‬
‭Equipment, Weapons, or Buffing Special Weapons.‬
‭ f a Core Rupture causes Shutdown on a character,‬
I
‭SE can be improved by acquiring various Shield‬ ‭the character is incapacitated, and their LE drops‬
‭Batteries for your Character.‬ ‭to 0. If a Core Rupture causes Shutdown on a‬
‭Weapon or Enhancement, that weapon or‬
‭Enhancement can no longer be used until repaired‬
‭during Downtime.‬

‭ f a Core Rupture causes an Explosion, in most‬


I
‭cases, a Core Explosion Die and Explosion Range will‬
‭be specified, either by the Playtest materials or the‬
‭OPERATOR. If for some reason these are not‬
‭specified, the range of the explosion will be equal‬
‭to double the Character’s Size; the character and‬
‭all nearby targets are dealt LE damage equal to the‬
‭Damage Die, Weapon Durability Die, or Utility Die,‬
‭as is specified.‬
‭122‬
‭123‬

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

‭Untrained.‬ ‭Defaults at Untrained 1D4.‬


‭Cannot Explode.‬

‭Proficient.‬ ‭Untrained 1d4 + Trained 1D4.‬


‭Trained Skill Die‬
‭CAN Explode.‬

‭Intermediate.‬ ‭Untrained 1d4 + Trained 1D6.‬


‭Trained Skill Die‬
‭CAN Explode.‬

‭Adept.‬ ‭Untrained 1d4 + Trained 1D8.‬


‭Trained Skill Die‬
‭CAN Explode.‬

‭Master.‬ ‭Untrained 1d4 + Trained 1D10.‬


‭Trained Skill Die‬
‭CAN Explode.‬

‭Epic.‬ ‭Untrained 1d4 + Trained 1D12.‬


‭Trained Skill Die‬
‭Explodes Twice!‬
‭(Positively, or Negatively.)‬
‭124‬

1. Bluff (CHA)‬
‭ 3. Discipline (_) (LCD/PWR)‬

‭ Bluff Skill Check is normally rolled in an attempt‬


A ‭ hen the Discipline Skill is specified, you designate‬
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‭to feign ignorance, lie, boast, or something to that‬ ‭a Discipline Type that suits your character.‬
‭effect. OPERATORs should encourage players to‬ ‭Types of Discipline may include: Civil Servant,‬
‭come up with a plausible bluff for their scenario.‬ ‭Martial Arts, Military Tradition, and Spiritual.‬
‭Bluff can be used as a Reaction to enhance a‬
‭Networking Skill Check that may have an undesired‬ ‭ f a type of Discipline that you're interested in isn't‬
I
‭value. Half of the result of the Bluff Skill Check‬ ‭listed here, feel free to discuss making that‬
‭rounded up will be added to the Skill that is‬ ‭Discipline an option with your OPERATOR.‬
‭enhancing.‬
‭ ou may choose more than one type of Discipline‬
Y
‭ luff Skill Checks can be contested by Sensory Skill‬
B ‭for your character to learn.‬
‭Checks.‬
‭ Discipline Skill Check is rolled to determine your‬
A
‭ f a successful Bluff check is rolled against any‬
I ‭effectiveness in maintaining focus while performing‬
‭target, the target becomes Slighted. Slighted‬ ‭the task as designated.‬
‭targets gain Disadvantage against Actions or‬
‭Reactions that may deal the Burn Status effect‬ ‭ f a Discipline Skill Check is successful, the‬
I
‭until the Cooldown Phase.‬ ‭OPERATOR will provide a STAT that they feel best‬
‭correlates to your Discipline. On the following‬
‭ hematically, a successful Bluff Skill Check‬
T ‭Combat Round, you will gain a bonus Reaction in‬
‭indicates that the target reacts as desired,‬ ‭that STAT, or Advantage to a Corresponding STAT‬
‭typically for a brief period (usually no longer than‬ ‭roll until the Cooldown Phase.‬
‭a Combat Round), or adopts a belief you wish to‬
‭instill. Unaware targets cannot be Bluffed.‬ ‭ iscipline is a Hybrid Skill. You can use either the‬
D
‭LCD or PWR STAT as your Modifier.‬
‭Bluff uses the CHA Modifier.‬

2. Climb/Jump (MOB/PWR)‬
‭ 4.Disguise (CHA/LCD)‬

‭ f selecting Climb, you can scale vertical surfaces,‬


I ‭ Disguise Skill Check is rolled to superficially alter‬
A
‭via natural indents in slopes or inclines, ladders,‬ ‭your physical appearance with different clothing,‬
‭wall sliding, etc.‬ ‭cosmetics, or items to change your look, perhaps to‬
‭not incur suspicion or interest.‬
‭ or all characters, your Climb Speed is equal to half‬
F ‭The effectiveness of your disguise usually depends‬
‭your standard movement speed, rounded up.‬ ‭in part on how much you’re attempting to change‬
‭For every skill advancement in Climb, your Climb‬ ‭your appearance.‬
‭Speed increases by 5 ft.‬ ‭Disguise characters can be snuffed out with a‬
‭successful Sensory Skill Check.‬
‭ f selecting Jump, you determine a successful‬
I ‭Disguise is a Hybrid Skill. You can use either the‬
‭vertical or horizontal leap across gaps, scaling‬
‭vertical surfaces, or reaching platforms.‬ ‭CHA or LCD STAT as your Modifier.‬
‭For all characters, your maximum horizontal jump‬
‭height is equal to half your standard movement‬ 5. Evade (MOB)‬

‭speed, rounded up.‬

‭ n Evade Skill Check is rolled to attempt to dodge‬


A
‭ or human characters, your maximum vertical jump‬
F
‭an incoming Melee or Ranged Attack Action or‬
‭height is equal to one-fifth of your standard‬
‭Reaction. Evade can only be performed as a‬
‭movement speed, rounded up. (For example, if you‬
‭Reaction to an Attack Die, but only after the Attack‬
‭have a MOB of 1, one-fifth of 25 ft. would be 5 ft.)‬
‭is declared, and before The Attack Die is rolled. The‬
‭For every skill advancement in Jump, you gain an‬
‭OPERATOR should give each player a chance to‬
‭additional 5 ft. to your maximum jump height.‬
‭respond before the Attack Die is rolled. The Attack‬
‭For mechanical characters, your maximum vertical‬
‭Die and the opposing Evade Skill Check will roll at‬
‭jump height is equal to half your standard‬
‭the same time, and if no other Reactions are taken,‬
‭movement speed, rounded up. (For example, if you‬
‭the result will be determined. Once all results are‬
‭have a MOB of 1, half of 25 ft. would round up to 15‬
‭compared, if the Evade Check is higher than the‬
‭ft.) For every skill advancement in Jump, you gain‬
‭Attack Die, the Attack misses.‬
‭an additional 5 ft. to your maximum jump height.‬
‭A jump can also be used to contest certain Special‬
‭ ou cannot Advance Skill Ranks in Evade with usual‬
Y
‭Weapons and Techniques.‬
‭Skill Advancements. Characters at Milestone 1‬
‭usually begin with a Proficient Evade Skill, unless‬
‭ limb/Jump is a Hybrid Skill. You can use either the‬
C
‭aligned with a Chassis, Faction, or Part that‬
‭MOB or PWR STAT as your Modifier.‬
‭improves the Skill during character creation. With‬
‭every two Milestones, your character's Evade Skill‬
‭Check will advance to its next Rank.‬

‭Evade uses the MOB Modifier.‬


‭125‬

6. Flight (APT/MOB)‬

‭ f selecting Break, you can contest a Grapple skill‬
I
‭ 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.‬

‭ nless specified otherwise, the default Difficulty‬


U 8. Hack/Interface (ANA/LCD)‬

‭Check that must be maintained for continued flight‬
‭is equal to 8 minus your Milestone, rounded up. If‬ ‭ f selecting Hack, you roll to circumvent security,‬
I
‭the Difficulty Check is failed, you will begin to fall.‬ ‭bypass firewalls, outsmart algorithmic AI, or‬
‭Flight is a Hybrid Skill. You can use either the APT‬ ‭overwrite the synaptic and socratic data of a‬
‭or MOB STAT as your Modifier.‬ ‭Mechanical target.‬

7. Grapple/Break (PWR)‬
‭ ‭ ou may only Hack a number of STATS on a single‬
Y
‭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.‬

‭ n Intimidate Skill Check is rolled to frighten or‬


A
‭Proficient.‬ ‭Attack Die - Untrained + 1D4 +‬ ‭weaken one’s resolve with threats, an aggressive or‬
‭PWR.‬
‭threatening demeanor, or physical superiority.‬
‭Damage Die - 1D4 + PWR‬
‭Intimidate can contest Discipline and Persuasion‬
‭Physical Impacting Damage.‬
‭Skill Checks.‬

‭Intermediate.‬ ‭Attack Die - Untrained + 1D6 +‬


‭ f a successful Intimidate check is rolled against a‬
I
‭PWR.‬
‭Damage Die - 1D6 + PWR‬ ‭target, the target becomes Intimidated.‬
‭Physical Impacting Damage.‬
‭ ntimidated targets gain Disadvantage against‬
I
‭Adept.‬ ‭Attack Die - Untrained + 1D8 +‬ ‭Actions or Reactions that deal the Frozen Status‬
‭PWR.‬ ‭effect until the Cooldown Phase.‬
‭Damage Die - 1D8 + PWR‬
‭Physical Impacting Damage.‬ ‭ hematically, a successful Intimidate Skill Check‬
T
‭will cause any aggressive or hostile behavior on a‬
‭Master.‬ ‭Attack Die - Untrained + 1D10 +‬ ‭target to change, either by demoralizing them, or‬
‭PWR.‬ ‭insilling fear. Targets that were once hostile may‬
‭Damage Die - 1D10 + PWR‬ ‭flee or cower, at the OPERATOR's discretion.‬
‭Physical Impacting Damage.‬ ‭Unaware targets cannot be Intimidated.‬

‭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

10. Knowledge (_) (ANA/APT)‬



13. Perform (_) (APT/CHA)‬

‭ hen the Knowledge Skill is specified, you‬
W
‭designate an area of expertise that suits your‬ ‭ hen the Perform Skill is specified, you designate‬
W
‭character. Types of Knowledge may include:‬ ‭an artistic ability that suits your character.‬
‭Arcadian Government, Arcadian Workforce,‬ ‭Types of artistic abilities may include: Acting,‬
‭Anthropology, Biology, Hardware, History,‬ ‭Carpentry, Comedy, Creative Writing, Dancing,‬
‭Mavericks, Maverick Hunters, Medical, Physics,‬ ‭Musical Instruments, Orator, Painting, Sculpting,‬
‭Repliforce, Robotics, or Software. If a type of‬ ‭and Singing.‬
‭Knowledge that you're interested in isn't listed‬
‭here, feel free to discuss making that expertise an‬ ‭ f a type of artistic ability that you’re interested in‬
I
‭option with your OPERATOR. You may choose more‬ ‭isn’t listed here, feel free to discuss making that‬
‭than one type of Knowledge for your character to‬ ‭Perform an option with your OPERATOR.‬
‭learn.‬
‭ ou may choose more than one type of Perform for‬
Y
‭ Knowledge Skill Check is rolled to determine your‬
A ‭your character to learn. A Perform Skill Check is‬
‭offhand experience, memories, and retained‬ ‭normally rolled to determine the success of‬
‭thoughts regarding your expertise of choice, and‬ ‭conveying one’s creative prowess or originality‬
‭how it can be used in practical applications.‬ ‭during a performance or showcase of their work.‬
‭Each Knowledge expertise will have its Modifier‬
‭determined by the OPERATOR, either as ANA or APT.‬ ‭ erform can be used as a Reaction to enhance a‬
P
‭Networking Skill Check that may have an undesired‬
‭value. Half of the result of the Perform Skill Check‬
11. Networking (CHA/LCD)‬

‭rounded up will be added to the Skill that it is‬
‭enhancing.‬
‭ Networking Skill check is rolled to attempt to‬
A
‭interact and exchange information favorable with‬ ‭ hematically, a Perform Skill Check can be used to‬
T
‭new or familiar contacts, be it in Casual Social‬ ‭enthrall or distract targets that can spot your‬
‭Gatherings, Social-Political Aggregations, or‬ ‭performance within line of sight or hearing.‬
‭interactions via Cyberspace. This can happen with‬ ‭Unaware targets will be unable to see or hear your‬
‭just about any applicable friendly NPC during‬ ‭performance.‬
‭Downtime, or Narrative Encounters.‬
‭ erform is a Hybrid Skill. You can use either the APT‬
P
‭ f a successful Networking check is rolled against a‬
I ‭or CHA STAT as your Modifier.‬
‭target, the target becomes a Gossip. Gossip targets‬
‭gain Disadvantage against Actions or Reactions‬
‭that deal the Interference Status effect until the‬ 14. Persuade (CHA/LCD)‬

‭Cooldown Phase.‬
‭ Persuade Skill Check is rolled to attempt to‬
A
‭ hematically, a successful Networking Skill Check‬
T ‭convince another to do as you say, and it can be‬
‭will make the target compelled to open up to you‬ ‭done in several ways. Perhaps by providing an‬
‭and consider you trustworthy with their‬ ‭incentive, or perhaps coercing or blackmailing;‬
‭information. Targets affected by the Networking‬ ‭perhaps by flaunting wiles of attraction or interest.‬
‭Skill may be allowed to only provide information‬
‭that they as a character consider relevant to your‬ ‭ ersuade can be used as a Reaction to enhance a‬
P
‭inquiries or conversation, unless the OPERATOR‬ ‭Bluff or Networking Skill Check that may have an‬
‭compels them to do otherwise. Unaware targets‬ ‭undesired value. Half of the result of the Persuade‬
‭cannot be Networked with.‬ ‭Skill Check rounded up will be added to the Skill‬
‭that is enhancing.‬
‭ etworking is a Hybrid Skill. You can use either the‬
N
‭CHA or LCD STAT as your Modifier.‬ ‭ ersuade Skill Checks can be contested by‬
P
‭Intimidate and Sensory Skill Checks.‬

12. Operate (APT)‬


‭ ‭ f a successful Persuade check is rolled against a‬
I
‭target, the target becomes Agreeable. Agreeable‬
‭ n Operate Skill Check is rolled to activate or‬
A ‭targets gain Disadvantage against Actions or‬
‭continually run an Electronic Device, Tool, or‬ ‭Reactions that deal the Blind Status effect until the‬
‭Vehicle.‬ ‭Cooldown Phase.‬

‭ enial or tedious tasks with simple Electronic‬


M ‭ hematically, a successful Persuade Skill check‬
T
‭Devices or Tools will usually require only one‬ ‭prompts the target to reevaluate their position in a‬
‭Operate Check.‬ ‭narrative conflict or the advantages of your‬
‭proposal, weighing the potential benefits of‬
‭ ontinually piloting a Vehicle may require a single‬
C ‭compliance. Before accepting your terms, affected‬
‭Operate Skill Check per Combat Round.‬ ‭targets may explore compromise, unless compelled‬
‭Operate uses the APT Modifier.‬ ‭otherwise by the OPERATOR. Unaware targets‬
‭cannot be Persuaded.‬

‭ ersuade is a Hybrid Skill. You can use either the‬


P
‭CHA or LCD STAT as your Modifier.‬
‭127‬

15. Repair (ANA)‬


‭ 17. Stealth/Steal (APT/MOB)‬

‭ Repair Skill Check is rolled to attempt to Stabilize‬


A
‭ f selecting Stealth, you roll to attempt to conceal‬
I
‭or Repair a mechanical target, such as an Electrical‬
‭yourself from others and to move without being‬
‭Object or Obstruction, a Player Character, NPC,‬
‭seen or heard. If you no longer have any cover or‬
‭Field Equipment, or Weapon.‬
‭concealment against an enemy target’s line of‬
‭sight, you no longer remain hidden from that‬
‭Repair may only be performed as an Action.‬
‭enemy. You don’t need full cover or total‬
‭concealment, or to stay outside the line of sight,‬
‭ f attempting to Stabilize a mechanical target with‬
I
‭but you do need some degree of cover or‬
‭0 LE, you must succeed with a Repair Skill Check‬
‭concealment to remain hidden.‬
‭equal to 6 + the Milestone of the target you are‬
‭stabilizing. Stabilized targets will recover LE equal‬
‭ f selecting Steal, you roll to perform a swift‬
I
‭to the Untrained Die results rolled during your‬
‭movement with your hands, potentially stealing an‬
‭Repair Skill Check.‬
‭item, planting something on someone else, or‬
‭concealing an object on your person. Objects that‬
‭ f attempting to Heal a mechanical target, Repair‬
I
‭can be concealed by a Steal Check must be at‬
‭will heal LE equal to half the result of your Repair‬
‭minimum two Sizes smaller than you.‬
‭Check, rounded up.‬

‭ tealth/Steal Checks can be contested with a‬


S
‭ f attempting to rejoin a Weapon, Limb or Head to‬
I
‭successful Sensory Check, provided there is the‬
‭a mechanical target that was removed due to a‬
‭potential of line of sight agreed upon by the‬
‭Called Shot Attack Action, you must succeed with a‬
‭OPERATOR.‬
‭Repair Skill Check greater than the total Damage‬
‭Stealth/Steal is a Hybrid Skill. You can use either‬
‭Die of the Called Shot Attack that severed the part.‬
‭the APT or MOB STAT as your Modifier.‬
‭If successful, that part’s CT becomes 1 if applicable,‬
‭and the part is rejoined to the target’s body. If‬
‭unsuccessful, the part cannot be repaired.‬ 18. Swim (PWR/MOB)‬

‭ epair can also be used to fix a Ruptured Weapon‬


R ‭ wim Skill Checks are rolled to determine a‬
S
‭or Core. If attempting to Repair a Ruptured‬ ‭successful traversal through water or other liquids.‬
‭Weapon or Core, you must succeed with a Repair‬
‭Skill Check equal to or greater than the base CT‬ ‭ or most characters, your Swim Speed is equal to‬
F
‭value before the Milestone calculation of the Core‬ ‭half your standard movement speed, rounded up.‬
‭you are repairing. If successful, the Core’s CT‬ ‭Characters with an Aquatic Chassis can Swim equal‬
‭becomes 1. If unsuccessful, the Core’s rupture‬ ‭to their Standard Movement Speed.‬
‭cannot be repaired.‬
‭ wim is a Hybrid Skill. You can use either the PWR‬
S
‭ he Difficulty Check to repair a Rupture is equal to‬
T ‭or MOB STAT as your Modifier.‬
‭the Core’s total CT minus the Skill user’s Milestone.‬

‭Repair uses the ANA Modifier.‬

16. Sensory (ANA/APT)‬


‭ hen rolling a Sensory check, select one of three‬


W
‭senses: Listening (ANA), Seeing (ANA/APT) or Touch‬
‭(APT); you must notify the OPERATOR of which sense‬
‭you are acting with when performing a Sensory‬
‭Check.‬

‭ epending on the result of a roll, the OPERATOR‬


D
‭may provide two additional senses. Taste and smell‬
‭are bonus senses provided when performing a‬
‭sensory check and may either be OPERATOR-devised‬
‭flavor or of actual relevant value to the game at‬
‭hand.‬
‭A sensory check can be used to intuit your‬
‭surroundings, spot crucial details, or sense when‬
‭those around you are concealing their true intent‬
‭or nature.‬

‭ ensory is a Hybrid Skill. Each sense uses its own‬


S
‭corresponding STAT, either as ANA, APT, or both.‬
‭128‬
‭129‬

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
N
‭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
N
‭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
L
‭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
E
‭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
E
‭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
L
‭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
J
‭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

Stage Hazard Encounters‬


‭ 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
D
‭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
E
‭mechanics of the Hazard for gameplay, and a recommendation on how best to use it.‬

‭Below are the following Foundation Guide Stage Hazards:‬

‭Acid Rain‬
‭(酸性雨)‬

‭ escription:‬‭Unlike normal forms of nitric acid deposition,‬‭this acidic drizzle of liquid is highly corrosive and can‬
D
‭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
W
‭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.‬

‭Appearing / Disappearing Blocks‬


‭(出現ブロック)‬

‭ 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

‭Ceratanium Spike Pit‬


‭(針ブロック)‬

‭ escription:‬‭An openly visible pit of spikes can be‬‭seen below, with small or steep platforms used to maintain‬
D
‭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
D
‭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

‭tep-By-Step Order of‬


S
Combat‬

‭Step 1: Establish Positions.‬ ‭Enemy Combat Round:‬

‭ he OPERATOR dictates where the Player‬


T ‭During Enemy Combat Rounds you may:‬
‭Characters and Enemies are located. This‬
‭usually is established by identifying each‬ ‭ Lock yourself into one of two STATS by‬
-
‭player’s position in a room or other‬ ‭performing a Reaction. A reaction is simply‬
‭location, and how far the enemies are from‬ ‭defined as an action that is done in‬
‭said position.‬ ‭response to the active character's‬
‭movement or actions. This can be done‬
‭ tep 2: Establish Combat Round‬
S ‭before your combat round even begins, but‬
‭Order.‬ ‭be mindful that once your turn begins, you‬
‭will still be locked into performing actions‬
‭ n 21XX, Players always get to act first.‬
I ‭of this STAT until the Cooldown Phase.‬
‭When Combat initiates, the Player‬ ‭Common reactions used during an Enemy‬
‭Characters agree on the first Active Player‬ ‭Combat Round are Evade Skill Checks to‬
‭(or an allied NPC) to take the first Combat‬ ‭dodge attacks, Breakaway to disrupt a‬
‭Round. If the players cannot agree on‬ ‭Grapple, or Disengage Target to attempt to‬
‭someone, the OPERATOR chooses. Next, the‬ ‭flee from an ongoing assault.‬
‭OPERATOR chooses a hostile enemy to act,‬
‭followed by a Player Character (or allied‬ ‭ Respond to Spoken Words with up to twelve‬
-
‭NPC,) nominated by the previous Active‬ ‭words. You will have to expend a CHA-based‬
‭Player. This is followed by another hostile‬ ‭Reaction to speak freely.‬
‭NPC of the OPERATOR’s choice, and so on,‬
‭alternating between hostile and allied‬ ‭ ther Player (or Allied NPC) Combat‬
O
‭Player characters until every character has‬ ‭Round:‬
‭acted. If all characters on one side have‬
‭acted, the remaining characters take their‬
‭ uring Combat Rounds where other Players‬
D
‭Combat Rounds in an order decided either‬
‭are the Active Player, you may:‬
‭by the OPERATOR or the Players, as relevant.‬

‭ Lock yourself into one of two STATS by‬


-
‭ tep 3: Players and Enemies Take‬
S
‭performing a reaction. A reaction is simply‬
‭Turns on Their Combat Rounds.‬ ‭defined as an action that is done in‬
‭response to the active character's‬
‭Your Combat Round:‬ ‭movement or actions. This can be done‬
‭before your combat round even begins, but‬
‭ ach Combat Round reflects 6 seconds of‬
E ‭be mindful that once your turn begins, you‬
‭passed time. During your Combat Round,‬ ‭will still be locked into performing actions‬
‭you are considered the Active Character.‬ ‭of this STAT.‬

‭ layers and Enemies may take Reactions‬


P ‭ Respond on Comms to the Active‬
-
‭against the actions you perform during your‬ ‭Character freely with no restrictions.‬
‭turn.‬
‭ Respond to Spoken Words with up to twelve‬
-
‭During your turn, you may:‬ ‭words. You will have to expend a CHA-based‬
‭Reaction to speak freely.‬
‭ Move equal to your movement speed. Refer‬
-
‭to the additional information below on‬
‭Movement and Position‬‭.‬

‭ Lock yourself into one of two STATS by‬


-
‭performing an Action. Refer to the‬
‭additional information below on‬‭Performing‬
‭Actions‬‭.‬

‭ Speak up to twelve words at no cost, or‬


-
‭expend a CHA-based action to speak freely.‬

‭ Use a CHA-Based action to communicate‬


-
‭via Comms with Auditory or a Headset.‬
‭133‬

‭Step 4: The Cooldown Phase‬‭Initiates.‬


Performing Actions.‬

‭ uring the Cooldown Phase, any STATS‬


D ‭ uring your Combat Round, you may‬‭Lock‬
D
‭locked by actions are reset, so you can‬ ‭yourself into one of two‬‭STATS‬‭by‬
‭change your tactics on the next order of‬ ‭performing an‬‭Action.‬‭Until the Cooldown‬
‭Combat Rounds. Unless otherwise specified,‬ ‭Phase, you may only‬‭lock‬‭yourself into‬
‭Status Effects will also disappear during the‬ ‭performing actions from two specific‬‭STATs‬‭,‬
‭Cooldown Phase. There are other‬ ‭either by performing an‬‭Action‬‭in that‬‭STAT‬
‭Enhancements and Techniques available‬ ‭or using a‬‭Reaction‬‭to respond to another‬
‭that provide additional effects during The‬ ‭task with a‬‭STAT‬‭.‬
‭Cooldown Phase. If there are no more‬
‭enemies after the Cooldown Phase initiates,‬
‭ ctions available in a particular STAT are‬
A
‭Combat Ends.‬
‭equal to the STAT’s number.‬

‭ tep 5: Establish a new Combat Round‬


S ‭ or example, should you choose to Attack‬
F
‭Order, adjusting for player tactics‬ ‭during your turn, you must expend a PWR‬
‭and any defeated enemies.‬ ‭Action. If your PWR is at 3, you have three‬
‭available PWR Actions, therefore potentially‬
‭ tep 6: Repeat Steps 2 through 5 until‬
S ‭3 available Attack actions! However, you can‬
‭a Victory is achieved by either‬ ‭always utilize PWR Actions for other Skills,‬
‭Special Weapons, Techniques, and so on.‬
‭players or enemies.‬
‭ hatever remaining Actions in a STAT you‬
W
Movement and Position.‬
‭ ‭do not take during your Combat Round will‬
‭be available to you as Reactions when it is‬
‭ s Combat Rounds pass, Players and‬
A ‭not your turn.‬
‭Enemies are in constant motion, often using‬
‭their movement to find suitable tactical‬
‭positions to gain the upper hand.‬ ‭Types of Actions you can perform:‬

‭ uring your Combat Round, you can move‬


D ‭ nteracting with the Environment.‬
I
‭equal to your movement speed. You decide‬ ‭Attack Actions. (This includes normal‬
‭whether to move first or take any Actions‬ ‭Attacks, Special Weapons, or Techniques.)‬
‭first. You can break up your movement on‬ ‭Performing a Skill Check or Standard STAT‬
‭your Combat Round, using some of your‬ ‭Action.‬
‭speed before and after your actions. For‬ ‭Equipping an Unequipped Weapon.‬
‭example, if you have a speed of 30 feet, you‬
‭can move 10 feet, perform your Action(s),‬
‭nteracting With Your‬
I
‭and then move 20 feet. If you have more‬ Environment.‬

‭than one speed, such as your walking speed‬
‭and a flying speed, you can switch back and‬ ‭ ormally, actions that would not normally‬
N
‭forth between your speeds during your‬ ‭be defined within this packet, such as‬
‭move. Whenever you switch, subtract the‬ ‭opening doors, picking up objects, pushing‬
‭distance you’ve already moved from the new‬ ‭buttons, throwing levers, etc, are usually‬
‭speed.‬ ‭casually handwaved and are part of the‬
‭theatre of the mind aspect of an‬
‭OPERATOR’s narrative. However, when in‬
‭Combat, objects and obstructions in the‬
‭Environment take on an additional layer of‬
‭nuance and may require you to perform‬
‭specific Skill Checks and Actions at the‬
‭OPERATOR’s discretion. Do keep in mind that‬
‭the rules defined in 21XX function more as‬
‭suggestions than guidelines. There is no‬
‭right or wrong way to interact with one’s‬
‭environment. Do your best to adhere to your‬
‭OPERATOR’s guidelines and the playgroup’s‬
‭Social Contract, and try improvising with‬
‭your environment when it's applicable!‬
‭134‬

Actions and Dice Rolls.‬


‭ ‭Standard STAT Actions.‬

‭The Untrained Die.‬ ‭ f an Action you are performing does not‬


I
‭have a mechanical equivalent in the 21XX‬
‭ ll non-damaging Actions, Reactions, and‬
A ‭System, and your OPERATOR feels like a‬
‭Skill Checks in 21XX require a roll of the‬ ‭necessary challenge is required to perform‬
‭Untrained Die unless specified otherwise.‬ ‭it, you may have to perform a Standard STAT‬
‭The Untrained Die is a universal 1D4 die roll,‬ ‭Action in the STAT that best correlates to‬
‭acting within the narrative as a random‬ ‭the Action taken. Standard STAT Actions will‬
‭chance or circumstance in a situation.‬ ‭Lock you into a STAT if not chosen already,‬
‭and consume Actions of that STAT during‬
‭ enerally, if untrained in a Skill Check or‬
G ‭your Combat Round.‬
‭STAT Action, the Untrained Die is the only‬
‭die rolled. There are a number of ways to‬ ‭Positive Critical Explosions.‬
‭increase the number of Untrained Die rolled‬
‭with Skill Checks and STAT Actions, usually‬
‭ hen the highest number is rolled during a‬
W
‭relying on a particular Chip, Enhancement,‬
‭performed Action or Reaction, usually with a‬
‭Special Weapon, or Technique to provide the‬
‭Primary or Secondary Die, the Die Explodes,‬
‭benefit.‬
‭maintaining its full value, and you roll it‬
‭again. This is considered a Positive Critical‬
‭ nless a Chip, Enhancement, Special‬
U
‭Explosion.‬
‭Weapon, or Technique specifies otherwise,‬
‭The Untrained Die cannot explode.‬
‭Negative Critical Explosions.‬
‭Defaulting.‬
‭ hen the lowest number is rolled during a‬
W
‭ s specified previously, if you are untrained‬
A
‭performed Action or Reaction, usually with a‬
‭in a Skill Check or STAT Action, the‬
‭Primary or Secondary Die, the Die Explodes,‬
‭Untrained Die is the only Die rolled. When‬
‭subtracting the maximum value of that Die,‬
‭only rolling the Untrained Die during a Skill‬
‭and you roll it again. This is considered a‬
‭Check or STAT Action, that is considered‬
‭Negative Critical Explosion.‬
‭Defaulting.‬

‭ n OPERATOR will usually plan roll results‬


A ‭Exploding Die Results.‬
‭based on Trained Checks and Actions, and‬
‭Defaulting Checks and Actions. Defaulting‬ ‭ hether a Positive Critical Explosion or a‬
W
‭rolls may have a higher risk, but since the‬ ‭Negative Critical Explosion is rolled on a die,‬
‭dice are stacked against you when‬ ‭it is rolled again. Once a non-exploded roll is‬
‭Defaulting, should you succeed, you may‬ ‭made, you allocate the value of all dice‬
‭end up with a greater reward at the‬ ‭rolled and determine the result. You can‬
‭OPERATOR’s discretion.‬ ‭potentially chain multiple Explosions during‬
‭a die roll.‬
‭Rolling Skill Checks.‬
‭Attack Actions.‬
‭ Skill Check will test a character's mettle,‬
A
‭talent, and training in an effort to overcome‬
‭ ne of the most common actions taken in‬
O
‭a challenge, be it menial or challenging.‬
‭21XX is, naturally, attacking enemies. When‬
‭During Narrative and Combat Encounters,‬
‭you expend an available PWR action during‬
‭the OPERATOR may call for you to perform a‬
‭a Combat Round, you can perform an Attack‬
‭Skill Check in response to a character‬
‭Action.‬
‭choice or action made, if a Special Weapon‬
‭or Technique doesn't already specify it. Skill‬
‭ ttack Actions comprise three Die Rolls: The‬
A
‭Checks can be contested with other Skill‬
‭Attack Die, The Damage Die, and The Utility‬
‭Checks.‬
‭Die.‬

‭ n addition, Skill Checks will be made to‬


I
‭ xplained below are each of the Die used‬
E
‭meet or surpass a Difficulty Check defined‬
‭during Attacks, and how they correlate to‬
‭by the OPERATOR during a crucial moment‬
‭Attack Actions.‬
‭of play. Unless otherwise specified, the‬
‭OPERATOR defines the Difficulty Check value‬
‭that you must surpass for each Skill Check.‬
‭If a result of 0 or a negative value result (-1,‬
‭-2, etc) is rolled on your Skill Check, it fails.‬
‭135‬

‭The Attack Die.‬


‭The Utility Die.‬
‭ hen performing PWR Attack Actions, the‬
W
‭Attack Die is rolled first to determine‬ ‭ hile normally triggered by PWR Actions,‬
W
‭whether or not the attack connects against‬ ‭the Utility Die is a special die that occurs‬
‭a target. Generally, a Weapon, Special‬ ‭when utilizing Buffs, De-Buffs, or Healing‬
‭Weapon, or Technique that uses an Attack‬ ‭Supertype Weapons or Abilities. There are‬
‭Die will specify the value, and it usually‬ ‭exceptions to this rule, where Weapons,‬
‭matches the Damage Die. Unless otherwise‬ ‭Special Weapons, and Techniques will utilize‬
‭specified,‬‭the Untrained Die is always‬ ‭the Utility Die alongside the Attack and‬
‭rolled with The Attack Die.‬ ‭Damage Dies to determine specific‬
‭outcomes.‬‭The Untrained Die will never be‬
‭ eactions can be declared against the‬
R ‭rolled with The Utility Die.‬
‭Attack Die, but only after the Attack is‬
‭declared, and before The Attack Die is‬ ‭ eactions can be made against the Utility‬
R
‭rolled. Players should give each other a‬ ‭Die when the die is rolled, but after its‬
‭chance to respond before the Attack Die is‬ ‭effects are dealt.‬
‭rolled. The Attack Die and the opposing‬
‭Reaction Die will roll at the same time, and‬
‭The Primary Die.‬
‭if no other Reactions are taken, the result‬
‭will be determined. Once opposing checks‬
‭are made, all results are compared, and if‬ ‭ ll Weapons, Special Weapons, and‬
A
‭the Attack Die is equal or higher, an Attack‬ ‭Techniques will roll a Primary Die of a‬
‭is dealt, and the Damage Die is rolled.‬ ‭corresponding Damage or Utility Type, in‬
‭addition to the Untrained Die. The Primary‬
‭ he Attack Die must resolve before the‬
T ‭Die can Explode. If a Weapon, Special‬
‭Damage Die can be rolled.‬ ‭Weapon, or Technique rolls more than one‬
‭Primary Die, each die is considered‬
‭ f a result of 0 or a negative value result (-1,‬
I ‭separately when calculating damage on SE.‬
‭-2, etc) is rolled on your Attack Die, the‬
‭Attack automatically misses.‬ ‭The Secondary Die.‬

‭The Damage Die.‬ ‭ ome Weapons, Special Weapons, or‬


S
‭Techniques may roll an additional Die after‬
‭the Untrained and Primary Die. This Die,‬
‭ hen performing PWR Attack Actions, the‬
W
‭known as the Secondary Die, will usually be‬
‭Damage Die is rolled second to determine‬
‭separated from the Primary Die, and‬
‭how much damage is dealt by a Weapon,‬
‭provide an additional Damage or Utility‬
‭Special Weapon, or Technique. Generally, a‬
‭Type of some kind. The Secondary Die can‬
‭Weapon, Special Weapon, or Technique that‬
‭Explode. The Secondary Die is considered a‬
‭uses a Damage Die will specify the value,‬
‭separately connecting hit when calculating‬
‭and it usually matches the Attack Die.‬‭The‬
‭damage on SE.‬
‭Untrained Die will never be rolled with The‬
‭Damage Die.‬
‭ erforming Special Weapons &‬
P
‭ fter the Damage Die is rolled, apply any‬
A ‭Techniques.‬
‭applicable Weakness or Resistances, and‬
‭then resolve any Reactions to your Damage‬
‭ nless a Special Weapon or Technique‬
U
‭Die to determine the final result of an‬
‭specifies otherwise, you can expend a PWR‬
‭attack.‬
‭Attack Action to perform said Special‬
‭Weapon or Technique. You must have the‬
‭ eactions can be made against the Damage‬
R
‭necessary Resource Pools available to‬
‭Die when damage is rolled, but before‬
‭perform said Action. If you do not have‬
‭damage is dealt.‬
‭enough of the corresponding Resource Pool‬
‭when initiating a Special Weapon or‬
‭Technique, the Attack and Damage Dies will‬
‭fail. Failing to use a Special Weapon in this‬
‭way can be Reacted against, so be mindful‬
‭of your Resource Pools.‬
‭136‬

‭Reactions.‬ ‭Charge Attack Actions.‬

‭ hen you are not the Active Character, you‬


W ‭ harge Attack Actions have two modes:‬
C
‭can respond to the Active Character’s‬ ‭Charge, and Charge Attack.‬
‭Actions by performing a Reaction. Reactions‬
‭work in the same way that Actions do, only‬ ‭ harge: By performing a PWR Action or‬
C
‭that they must be performed in response to‬ ‭Reaction, you begin to build up energy for a‬
‭the Active Player’s actions, and they cannot‬ ‭more powerful future action. Each Charge‬
‭be performed consecutively. Any remaining‬ ‭PWR Action or Reaction Builds a Charge‬
‭Actions left in a Locked STAT during a‬ ‭Level on an applicable Weapon or Special‬
‭Combat Round before the Cooldown Phase‬ ‭Weapon. Unless otherwise specified, for‬
‭can be used as a Reaction, and you may‬ ‭each Charge Level raised, reduce the CT of‬
‭choose to‬‭Lock‬‭yourself into a‬‭STAT‬‭initially‬ ‭the Weapon that will fire the attack by 1.‬
‭by performing a‬‭Reaction.‬‭Reactions follow‬ ‭Some Cores will allow Charge Level 1 and up‬
‭the same rules as Actions on Locked STAT‬ ‭to safely charge without CT Damage dealt.‬
‭usage.‬
‭Reactions to Attack Actions are usually‬ ‭ harge Attack: All Charge Levels raised will‬
C
‭rolled to contest the Attack in some way,‬ ‭be depleted when Weapon or Special‬
‭and thus occur at the same time as the‬ ‭Weapon performs a PWR Attack Action or‬
‭Attack Action.‬ ‭Reaction. Each Charge Level depleted adds a‬
‭Reactions against Standard Actions or‬ ‭multiplier on the Attack Die and Damage Die‬
‭Reactions are usually done in response to‬ ‭of the Weapon or Special Weapon used. (x2‬
‭spotting external stimuli, so they occur‬ ‭for Charge Level 1, x3 for Charge Level 2,‬
‭immediately after the Reacted Action‬ ‭etc.)‬
‭resolves.‬
‭Advantage and Disadvantage.‬
‭ ull-Round and Per-Round‬
F
‭Actions/Reactions.‬ ‭ ometimes, due to game mechanics or the‬
S
‭whim of the OPERATOR, a Standard STAT‬
‭ Full-Round Action must be the only action‬
A ‭Action / Reaction, Skill Check, or Attack‬
‭performed during the Combat Round in‬ ‭Action may be modified by Advantage or‬
‭which you are the Active Character. Some‬ ‭Disadvantage.‬
‭Weapons, Special Weapons, and Techniques‬
‭require the use of a Full-Round Action,‬ ‭ hen you have Advantage on a die roll, you‬
W
‭corresponding to a particular Standard STAT‬ ‭roll the die necessary for the Action /‬
‭Action or Skill Check.‬ ‭Reaction or Skill Check twice, and take the‬
‭A Full-Round Reaction functions similarly,‬ ‭higher of the two results.‬
‭being the only action performed when you‬
‭are not the Active Character, but only one‬ ‭ nversely, when you have Disadvantage on a‬
I
‭Full-Round Reaction can be performed in a‬ ‭die roll, you roll the die necessary for the‬
‭Combat Round rotation. Some Weapons,‬ ‭Action / Reaction or Skill Check twice, and‬
‭Special Weapons, and Techniques require‬ ‭take the lower of the two values.‬
‭the use of a Full-Round Reaction,‬
‭corresponding to a particular Standard STAT‬ ‭ or example, if you have Advantage on a‬
F
‭Reaction or Skill Check.‬ ‭PWR Attack Die roll, your initial result is a 2,‬
‭Per-Round Actions/Reactions can be used in‬ ‭and your second roll is a 7, you would take‬
‭conjunction with other Actions or Reactions,‬ ‭the result of 7.‬
‭but as implied, Per-Round Actions/Reactions‬
‭may only be performed once per Combat‬ ‭ nother example, if you have Disadvantage‬
A
‭Round.‬ ‭on a PWR Attack Die roll, if your first result‬
‭was a 14, and your second result is a -3, you‬
‭would take the lower result of -3.‬
‭Bonus Actions.‬

‭ arious Weapons, Special Weapons, and‬


V
‭Techniques allow one to perform a Bonus‬
‭Action of a Particular STAT or Skill Check at‬
‭no cost. Bonus Actions cannot be Reacted to‬
‭in any way. You cannot chain Bonus Actions‬
‭consecutively one after the other; only a‬
‭single Bonus Action may be performed per‬
‭Combat Round.‬
‭137‬

‭Called Shot Attack Actions.‬ Cover.‬


‭ alled Shot Attack Actions will either require the‬


C ‭ alls, trees, other targets, and large objects can‬
W
‭use of the Called Shot Protocol Enhancement, or a‬ ‭provide cover during Combat Encounters, making a‬
‭specific Weapon, Special Weapon, or Technique that‬ ‭target more difficult to harm. A target can benefit‬
‭can perform the Action. When rolling a Called Shot‬ ‭from cover only when an attack or other effect‬
‭Attack Action, you must first declare that you are‬ ‭originates on the opposite side of the cover. A‬
‭doing so before the Attack and Damage Die are‬ ‭myriad of examples of everyday objects can‬
‭rolled. Next, declare a part of the enemy target’s‬ ‭provide cover, from a chain link fence to a large‬
‭body. When rolling the Attack Die, Called Shot‬ ‭piece of furniture, to other targets, whether they‬
‭Attacks are rolled at Disadvantage. In addition,‬ ‭are an enemy or a friend.‬
‭Enemy Targets get a small benefit to their Evade‬
‭Skill, depending on the declared body part‬ ‭ here are three degrees of cover. If a target is‬
T
‭attacked. Each benefit is cited below:‬ ‭behind multiple sources of cover, only the most‬
‭protective degree of cover applies. For example, if‬
‭a target is behind a target that gives half cover‬
‭ ead (Circuits) - Add an additional Untrained Die‬
H
‭and a tree trunk that gives three-quarters cover,‬
‭when performing a Skill to Evade the Called Shot‬
‭the target has three-quarters cover.‬
‭Attack. Your Head’s CT is equal to your current CT‬
‭Resource Pool. Successful Called Shot Attacks dealt‬
‭ over is also relative to one’s Size. For example, if a‬
C
‭to your head may decapitate you in battle.‬
‭small wall would provide Full-Cover for a Size 1‬
‭Character, it might only provide three-quarters‬
‭ yes/Optics - Add an additional two Untrained Die‬
E
‭cover for a Size 2 Character, and half cover for a‬
‭when performing a Skill to Evade the Called Shot‬
‭Size 3 Character, while Size 4 Characters gain no‬
‭Attack. Successful Called Shot Attacks dealt to your‬
‭practical benefit of cover.‬
‭Eyes / Optics can caused a prolonged or permanent‬
‭Blind Status Effect.‬
‭ alf Cover - Add an additional Untrained Die to any‬
H
‭MOB-based Skill Check when attempting to Evade an‬
‭ ars/Auditory - Add an additional two Untrained Die‬
E
‭incoming Attack. A target has half cover if an‬
‭when performing a Skill to Evade the Called Shot‬
‭obstacle blocks at least half of its body.‬
‭Attack. Successful Called Shot Attacks dealt to your‬
‭Ears / Auditory can caused a prolonged or‬
‭ hree-Quarters Cover - Add two additional‬
T
‭permanent Interference Status Effect.‬
‭Untrained Die to any MOB-based Skill Check when‬
‭attempting to Evade an incoming attack.‬‭A target‬
‭ hroat/Voice Modulator - Add an additional two‬
T
‭has three-quarters cover if about three-quarters of‬
‭Untrained Die when performing a Skill to Evade the‬
‭it are covered by an obstacle.‬
‭Called Shot Attack. Successful Called Shot Attacks‬
‭dealt to your Throat / Voice Modulator can cause‬
‭ target with total cover has Advantage with any‬
A
‭you to become mute.‬
‭MOB-based Skill Check when attempting to dodge‬
‭an incoming Attack. A target has total cover if it is‬
‭ hest (Heart/Core) - Add an additional Untrained‬
C
‭completely concealed by an obstacle.‬
‭Die when performing a Skill to Evade the Called‬
‭Shot Attack. Your Core’s CT is equal to your current‬
‭CT Resource Pool. Successful Called Shot Attacks‬ ‭amage, Death, Recovery, and‬
D
‭dealt to your Core may cause it to rupture.‬ Stabilizing.‬

‭ imb (Arm/Leg) - Add an additional Untrained Die‬


L ‭ hen a character drops to 0 LE, they gain the‬
W
‭when performing a Skill to Evade the Called Shot‬ ‭Incapacitated Status Effect and can no longer‬
‭Attack. Each Limb unless otherwise specified has a‬ ‭perform Actions or Reactions or speak.‬
‭CT of 4 + Milestone. Successful Called Shot Attacks‬ ‭Incapacitated characters can be Stabilized with the‬
‭dealt to your limb may remove it from your body‬ ‭use of a First Aid Kit for Humans, or a Lifesaver Kit‬
‭altogether, making it impossible to use.‬ ‭for other Mechanical Races. When Stabilized, the‬
‭character regains 1 LE.‬
‭ xternal Weapon - Add an additional two Untrained‬
E
‭Die when performing a Skill to Evade the Called‬ ‭ f an Incapacitated target is dealt (8 x Milestone)‬
I
‭Shot Attack.‬ ‭or more damage to their LE, they die.‬
‭While Mechanical Races may still have functional‬
‭ nternal Weapon - Add an additional two Untrained‬
I ‭parts salvageable to be rebuilt after death at the‬
‭Die when performing a Skill to Evade the Called‬ ‭OPERATOR’s discretion, a Human considered dead‬
‭Shot Attack.‬ ‭will likely not be revivable.‬

‭ f despite all odds, you manage to succeed with the‬


I
‭Called Shot Attack, after the Damage Die is dealt,‬
‭the target’s specified part will have a negative‬
‭effect dealt to it, either at the OPERATOR’s‬
‭discretion, or as specified with the Weapon, Special‬
‭Weapon, or Technique used. If the Part selected has‬
‭a CT value, the Damage Die from the Called Shot‬
‭Attack deals half its Damage Die value to the‬
‭targeted part’s CT. Called Shot Attack Actions are‬
‭almost always Full-Round Attack Actions, and as‬
‭such abide by the same rules.‬
‭138‬
‭139‬

‭xplaining Damage Types and‬


E ‭Impacting‬
Elements.‬

‭ mpacting can describe a plethora of attacks,‬
I
‭ hroughout 21XX, all Weapons, Special Weapons,‬
T ‭including but not limited to collisions, slams,‬
‭and Techniques have a variety of elements and‬ ‭recoiling strikes, etc.‬
‭damage types that they call upon. Each damage‬
‭type follows a different hierarchy of rules and has‬ ‭ mpacting is a form of Damage and requires rolls‬
I
‭specific benefits when Positive Critical Explosion‬ ‭of the Attack & Damage Dies.‬
‭Die Rolls are made with them.‬
‭ henever a Positive Critical Explosion is rolled with‬
W
Damage/Utility Supertype‬
‭ ‭an Impacting Die, regain one non-movement Action‬
‭that was expended this Combat Round. This benefit‬
‭ ‬‭Supertype‬‭defines how a weapon or ability is‬
A ‭can only trigger once per Combat Round.‬
‭administered to a target. Depending on how the‬ ‭(Climb/Jump, Evade, Flight, and Swim count as‬
‭weapon or ability functions, it will either rely on the‬ ‭Movement Actions in this context.)‬
‭Attack / Damage Dies or the Utility Die. Supertypes‬
‭are a way of distinguishing what to expect, as each‬ ‭ mpacting Weapons or Abilities have a Passive +1‬
I
‭Supertype usually only relies on Damage or Utility.‬ ‭Damage Bonus if combined with the Force or Stone‬
‭Unique to Supertypes, are benefits that trigger‬ ‭Elements.‬
‭whenever a Positive Critical Explosion is rolled with‬
‭a corresponding die. Below we will cite each‬ ‭ ormally, Impacting is included alongside a Basic‬
N
‭Supertype, and what benefits they provide when‬ ‭or Primary Element Damage Type. Both Impacting‬
‭you roll a Positive Critical Explosion with them.‬ ‭and the corresponding damage type apply to the‬
‭Die that is rolled.‬

‭Buff‬
‭Piercing‬
‭ Buff describes an ability that can empower or‬
A
‭improve a target’s capabilities or status in some‬ ‭ iercing can describe a plethora of attacks,‬
P
‭way.‬ ‭including but not limited to shots, impalements,‬
‭Buffs exclusively rely on the Utility Die.‬ ‭stabs, etc.‬

‭ henever a Positive Critical Explosion is rolled with‬


W ‭ iercing is a form of Damage and requires rolls of‬
P
‭a Buff, the target of said Buff receives +1 SE‬ ‭the Attack & Damage Dies.‬
‭temporarily, until the end of their next Combat‬
‭Encounter.‬ ‭ henever a Positive Critical Explosion is rolled with‬
W
‭a Piercing Die, if it was a Damage Die, it will ignore‬
‭ uffs have a Passive +1 Bonus to the Utility Die‬
B ‭the target’s SE and instead damage LE.‬
‭when utilized with the Aqua or Viral Elements.‬
‭ iercing Weapons or Abilities have a Passive +1‬
P
‭Damage Bonus if combined with the Frost or Wood‬
‭De-Buff‬ ‭Elements.‬

‭ ormally, Piercing is included alongside a Basic or‬


N
‭ De-Buff describes an ability that can debilitate or‬
A ‭Primary Element Damage Type. Both Piercing and‬
‭diminish a target’s capabilities or status in some‬ ‭the corresponding damage type apply to the Die‬
‭way.‬ ‭that is rolled.‬
‭De-Buffs exclusively rely on the Utility Die.‬

‭ henever a Positive Critical Explosion is rolled with‬


W ‭Slashing‬
‭a De-Buff, Select a STAT. The target loses a single‬
‭Action or Reaction with that STAT until the‬ ‭ lashing can describe a plethora of attacks,‬
S
‭Cooldown Phase.‬ ‭including but not limited to lacerations, incisions,‬
‭shredding, etc.‬
‭ e-Buffs have a Passive +1 Bonus to the Utility Die‬
D
‭when utilized with the Acid or Elec Elements.‬ ‭ lashing is a form of Damage and requires rolls‬
S
‭of the Attack & Damage Dies.‬
‭Healing‬
‭ henever a Positive Critical Explosion is rolled with‬
W
‭ process of recuperation or stabilization on‬
A ‭a Slashing Die, you may declare this attack as a‬
‭injured targets. Healing recovers Resource Pools,‬ ‭Called Shot Attack against a part of your choice.‬
‭such as LE, SE, WE, TP, and CT.‬
‭Healing exclusively relies on the Utility Die.‬ ‭ lashing Weapons or Abilities have a Passive +1‬
S
‭Usually, Healing will specify the type of Resource‬ ‭Damage Bonus if combined with the Fire or Holo‬
‭Pool it is recovering.‬ ‭Elements.‬

‭ henever a Positive Critical Explosion is rolled with‬


W ‭ ormally, Slashing is included alongside a Basic or‬
N
‭Healing, the Healed target gains the I-Frame status‬ ‭Primary Element Damage Type. Both Slashing and‬
‭until the next Cooldown Phase. This benefit can only‬ ‭the corresponding damage type apply to the Die‬
‭trigger once per Combat Encounter, per singular‬ ‭that is rolled.‬
‭target.‬

‭ ealing has a Passive +1 Bonus to the Utility Die‬


H
‭when utilized with the Aqua or Wood Elements.‬
‭140‬

Basic Damage/Utility Types‬


‭ ‭Elements found in this Guide:‬

‭ f a Weapon, Special Weapon, or Technique has no‬


I ‭Acid‬
‭Element, it will be considered one of the Basic‬ ‭ corrosive substance that can dissolve metals and‬
A
‭Damage/Utility Types. Basic Types exist alongside‬ ‭organic material. Due to its corrosive attribute,‬
‭the Supertype. Below are examples of both Basic‬ ‭Acid attacks tend to deal additional Damage dies‬
‭Types:‬ ‭over time after contact is made, to melt through‬
‭Armor, and in turn reduce SE with small single hit‬
‭attacks.‬
‭Physical‬ ‭Acid has resistance against Acid and Wood.‬
‭Acid is weak to Fire and Frost.‬
‭ f a Weapon or Ability does not have an Elemental‬
I
‭or Energy property, it will undoubtedly be‬ ‭Aqua‬
‭considered Physical in nature. In regards to‬ ‭ he basis of all organic life, and still a very‬
T
‭damage, Physical has the unique property of being‬ ‭destructive force. Aqua, or water, has the potential‬
‭the type least resisted in the 21XX era and has no‬ ‭to flood areas, causing new environmental hazards,‬
‭weaknesses.‬ ‭usually at the OPERATOR’s discretion.‬
‭Humans submerged in open waters may face the‬
‭unfortunate consequence of drowning if they spend‬
‭Plasma‬
‭more than ten Combat Rounds without coming up‬
‭for air. Drowning immediately causes the‬
‭ vast majority of non-elemental weapons in the‬
A ‭Incapacitation Status Effect after the tenth‬
‭21XX era are Plasma in design. Being the current‬ ‭Cooldown Phase.‬
‭standard for both urban and military combat,‬ ‭Aqua has resistance against Aqua and Fire. Aqua‬
‭Plasma weapons and abilities are intensely heated,‬ ‭is weak to Acid and Elec.‬
‭highly potent, and destructive. Plasma has no‬
‭weaknesses.‬ ‭Elec‬
‭ harged particles creating Static, or generating‬
C
‭Lightning. Electricity attacks can be detrimental to‬
‭lement Damage/Utility‬
E
‭mechanical targets, due to the prospect of‬
Types‬
‭ ‭stunning or short-circuiting.‬
‭Elec attacks are capable of causing the‬‭Stun‬‭Status‬
‭Effect, and have the potential to deal damage to a‬
‭ en Elements comprise the Element Damage/Utility‬
T
‭target’s TP.‬
‭Type. Elements exist alongside the Supertype. If a‬
‭Elec has resistance against Elec and Aqua.‬
‭Weapon, Special Weapon, or Technique would have‬
‭Elec is weak to Stone and Wood.‬
‭an Element, it would overwrite where the Basic‬
‭Damage/Utility Type would be. Elements can also‬
‭dictate resistances and weaknesses.‬ ‭Fire‬
‭ ire can combust, spread, and ignite to cause‬
F
‭potential environmental hazards, usually at the‬
‭Resistances‬ ‭OPERATOR’s discretion.‬
‭Fire attacks are capable of causing the‬‭Burn‬‭Status‬
‭ aving Resistance to a form of damage reduces the‬
H ‭Effect, and have the potential to deal damage to a‬
‭amount dealt by an attack of said element or‬ ‭target’s CT.‬
‭damage type.‬ ‭Fire has resistance against Fire and Wood.‬
‭Fire is weak to Aqua and Force.‬
‭ esistance only halves damage from a Primary or‬
R
‭Secondary Damage die with the damage type you‬ ‭Force‬
‭are resistant to. When that die rolls a positive‬ ‭ orce can be brought upon by intense winds or‬
F
‭result, half its result against you before resolving‬ ‭intensive perpetual motion. Force attacks are‬
‭the die. If the die is negative, maintain its result.‬ ‭capable of knocking targets back prone, causing‬
‭the Recoil Status Effect, which can prevent use of‬
‭Resistances from multiple sources cannot stack.‬ ‭Special Weapons, and has the potential to deal‬
‭damage to a target’s WE.‬
‭Force has resistance against Force and Stone.‬
‭Weaknesses‬ ‭Force is weak to Frost and Wood.‬

‭ eaknesses to damage allow players and the‬


W
‭Frost‬
‭OPERATOR to exploit vulnerabilities of targets.‬
‭ rost attacks create intense cold, and can drop the‬
F
‭temperature of an area to create new‬
‭ ttacks you have a Weakness against deal two‬
A
‭environmental hazards, usually at the OPERATOR’s‬
‭times the damage from the result of its Primary or‬
‭discretion.‬
‭Secondary Damage Die with the damage type you‬
‭Frost attacks are capable of causing the‬‭Frozen‬
‭are weak to. When that die rolls a positive result,‬
‭Status Effect, which can leave targets immobile and‬
‭double that result before resolving the die. If the‬
‭vulnerable to attacks.‬
‭die is negative, maintain its result.‬
‭Frost has resistance against Aqua and Frost.‬
‭Frost is weak to Fire and Stone.‬
‭ eaknesses from multiple sources‬‭can‬‭stack,‬
W
‭increasing the damage multiplier done to you by‬
‭one each time.‬
‭141‬

‭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
T
‭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

‭ argets with the Berserk Status gain a huge power‬


T ‭ argets with the Crystalline Status, and any object‬
T
‭boost at the cost of their mental and physical‬ ‭equipped with them are altered into a solid‬
‭health. When Berserk, all Dies, including the‬ ‭inanimate substance. The target acts‬
‭Untrained Die, Can Now Explode. During every‬ ‭incapacitated, cannot move or speak, and is‬
‭Combat Round after this, you may only perform‬ ‭unaware of its surroundings. They retain all of their‬
‭PWR-based actions, and you cannot LOCK into‬ ‭LE and SE, and have resistance to all forms of‬
‭another STAT. You must target the closest target‬ ‭damage. If the target loses all of its LE and SE‬
‭for Attacks at all times. Take 1 LE Damage, 1 CT‬ ‭while in the Crystalline Status, they die. Crystalline‬
‭Damage, and reduce your LCD by 1 per each initial‬ ‭targets cannot perform any Actions or Reactions‬
‭Negative Critical Explosion Rolled during a Combat‬ ‭other than a Break Skill Check to attempt to break‬
‭Round. If your LCD drops to 0, you lose the Berserk‬ ‭free. The Break Skill Check must roll greater than‬
‭Status Effect. Roll the Untrained Die. If you roll a 1,‬ ‭the Die result that caused the Crystalline Status to‬
‭gain the‬‭Virus‬‭Status Effect.‬ ‭succeed.‬

‭Blind‬ ‭Frozen‬

‭ argets with the Frozen Status cannot perform their‬


T
‭ argets with the Blind Status cannot use their eyes‬
T
‭standard movement, MOB based Actions or‬
‭or Optics to see, and cannot use ANA-based Actions‬
‭Reactions until the Frozen Status disappears.‬
‭or Reactions until the Blind Status disappears.‬

‭Hacked‬
‭Burn‬

‭ argets with the Burn Status that perform PWR,‬


T ‭ argets with the Hacked Status effect lose the‬
T
‭MOB, or APT-based Actions or Reactions will be dealt‬ ‭ability to perform Actions or Reactions of a STAT,‬
‭1 CT (if applicable) per Action/Reaction until the‬ ‭designated by the player who dealt the Status.‬
‭Burn Status disappears.‬ ‭Instead, the target who hacked you has full control‬
‭of that Action or Reaction until the Cooldown Phase.‬

‭I-Frame‬

‭ argets with the I-Frame Status nullify all forms of‬


T
‭damage directed at them from targets other than‬
‭themselves, until the I-Frame Status disappears.‬
‭142‬

‭Recoil‬
‭Incapacitated‬
‭ argets with the Recoil Status are knocked prone‬
T
‭ 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
C
‭ 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
T
‭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.‬

‭ ertain Stun Abilities may also temporarily reduce‬


C
‭a user’s TP Resource Pool.‬

‭Virus‬

‭ argets with the Virus Status no longer have control‬


T
‭over their LCD STAT. Any LCD-based Actions or‬
‭Reactions by your character no longer have a STAT‬
‭requirement, and are rolled and narrated by the‬
‭OPERATOR. When this status occurs, add the‬
‭additional Faction ‘Maverick (Viral)’ to your‬
‭Character.‬
‭143‬
‭144‬

‭ tandard Movement Speed:‬‭55 ft.‬


S
‭Jumper Speed:‬‭55 ft.‬
‭Amenhopper‬
‭ rimary Element:‬‭Wood.‬
P
‭ his is a Unique Machine Template that will have‬
T ‭Resistances:‬‭Elec, Wood.‬
‭additional Techniques outside of what would‬ ‭Weakness:‬‭Acid, Fire.‬
‭normally be provided by Character Creation. At‬ ‭Traits:‬
‭the cost of 20 BP, you may begin with this Model‬ ‭Reduce SE Damage done by Acid Attacks by 1.‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Increase SE Damage done by Force Attacks by 2.‬
‭a Faction to provide additional bonuses for this‬ ‭Advantage on Evade Skill Checks against Acid‬
‭model.‬ ‭Attacks.‬
‭Disadvantage on Evade Skill Checks against Force‬
‭ he Amenhopper is an Agricultural Mechaniloid,‬
T ‭Attacks.‬
‭capable of skidding above water and dispensing‬ ‭The Amenhopper can walk on water, and remain still‬
‭fertilizer to crops.‬ ‭without sinking. The Amenhopper can perform their‬
‭first Swim Skill Check as a Bonus Action, and have‬
‭Advantage on Swim Skill Checks.‬
‭Race‬ ‭Mechaniloid‬
‭Basic Attacks:‬
‭Chassis‬ ‭Quadruped‬
‭ asic Physical Attack.‬
B
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Faction‬ ‭Any.‬
‭Damage Die - PWR + Milestone Physical Impacting‬
‭Damage.‬
‭Rank‬ ‭N/A.‬ ‭Range of 5 ft.‬

‭Size‬ ‭2 - Small.‬ ‭Skills:‬

‭ limb / Jump - Master.‬


C
‭Milestone‬ ‭1‬
‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭Repair - Intermediate.‬
‭PWR‬ ‭1‬ ‭Sensory - Adept.‬
‭Stealth / Steal - Master.‬
‭Swim - Intermediate.‬
‭MOB‬ ‭4 (Bypassed)‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭ANA‬ ‭2‬
‭Body:‬ ‭ Upgrade Slots. (Lightweight Tungsten‬
3
‭Armor Equipped.)‬
‭APT‬ ‭1‬ ‭Head:‬ ‭3 Upgrade Slots. (BioScan Optics, and‬
‭Military Tremor Auditory Sensors‬
‭CHA‬ ‭2‬ ‭Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭Legs:‬ ‭2 Upgrade Slots. (Lightweight Tungsten‬
‭LCD‬ ‭0‬
‭Legs and Jumper α Equipped.)‬
‭Core:‬ ‭Lithium Ion Core.‬
‭Circuits:‬‭Dentech Retail Integrated Circuit‬
‭LE‬ ‭13‬ ‭(+1 Legs Upgrade Slot)‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Amenhopper a Boss, roll 1D6, and add that many‬
‭Amenhopper to the Boss Encounter. Unlike a usual‬
‭Boss Encounter, the Amenhopper will not refresh‬
‭their Actions after each Player Character‬
‭performs their turn.)‬
‭145‬

‭Armor Soldier‬
‭Standard Movement Speed:‬‭35 ft.‬

‭ his is a Unique Machine Template that will have‬


T ‭ rimary Element:‬‭Null.‬
P
‭additional Techniques outside of what would‬ ‭Resistances:‬‭None.‬
‭normally be provided by Character Creation. At‬ ‭Weakness:‬‭None.‬
‭the cost of 30 BP, you may begin with this Model‬ ‭Traits:‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭a Faction to provide additional bonuses for this‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭model.‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭Attacks.‬
‭ he Arcadian Armor Soldier was originally the‬
T
‭Disadvantage on Evade Skill Checks against‬
‭lowest-class Military Model developed for the‬
‭Slashing Attacks.‬
‭Maverick Hunters. Their excessive use as‬
‭The Armor Soldier has Advantage on Operate Skill‬
‭workhorses during the First Maverick War led the‬
‭Checks when Piloting a Ride Armor. The Armor‬
‭Armor Soldier models to be persecuted and their‬
‭Soldier has Advantage on the Attack Die when‬
‭production line to be ceased.‬
‭piloting a Ride Armor.‬

‭Race‬ ‭Reploid‬ ‭Basic Attacks:‬

‭ eratanium Arms Attack‬


C
‭Chassis‬ ‭Basic Humanoid‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Faction‬ ‭Any.‬ ‭Damage. Range of 5 ft.‬
‭Techniques performed with Military-Grade‬
‭Ceratanium Arms deal additional Physical‬
‭Rank‬ ‭N/A.‬
‭Impacting damage equal to your Milestone.‬

‭Size‬ ‭3 - Medium.‬
‭Skills:‬

‭Milestone‬ ‭1‬ ‭ limb / Jump - Proficient.‬


C
‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭Operate - Epic.‬
‭PWR‬ ‭3‬ ‭Networking - Proficient.‬
‭Repair - Intermediate.‬
‭MOB‬ ‭2‬ ‭Sensory - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭ANA‬ ‭2‬
‭Body:‬ ‭ Upgrade Slots. (Military Grade‬
2
‭APT‬ ‭1‬ ‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (BioScan Optics,‬
‭Military-Grade Ceratanium Helmet,‬
‭CHA‬ ‭1‬ ‭Military Tremor Auditory Sensors, and‬
‭Off-Brand Voice Synthesizer Equipped.)‬
‭LCD‬ ‭1 (Bypassed)‬ ‭Arms:‬ ‭2 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots. (Military-Grade‬
3
‭Ceratanium Legs Equipped.)‬
‭LE‬ ‭13‬
‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭Dentech Model J1 Control CPU‬
‭SE‬ ‭6‬ ‭(+1 Legs Upgrade Slot)‬

‭WE‬ ‭4‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭the Armor Soldier a Boss, add an additional 13 LE‬
‭for each Player Character you are facing during‬
‭TP‬ ‭3‬ ‭an encounter. In addition, provide the Armor‬
‭Soldier with a Ride Armor Type - CE-1 (pg.117.)‬
‭CT‬ ‭9‬
‭146‬

‭Standard Movement Speed:‬‭15 ft.‬


‭Axe Max‬
‭ rimary Element:‬‭Null.‬
P
‭ his is a Unique Machine Template that will have‬
T ‭Resistances:‬‭None.‬
‭additional Techniques outside of what would‬ ‭Weakness:‬‭None.‬
‭normally be provided by Character Creation. At‬ ‭Traits:‬
‭the cost of 30 BP, you may begin with this Model‬ ‭Reduce SE Damage done by Impacting 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 ‭Disadvantage on Evade Skill Checks against‬
‭model.‬ ‭Slashing Attacks.‬
‭Your Jump Skill Checks can damage Enemy Targets.‬
‭ he Arcadian Axe Max lumberjack Reploid are‬
T ‭When performing a Jump Skill Check as a MOB‬
‭stationary deforestation models with a large axe‬ ‭Action, you must determine prior to its roll that you‬
‭and a wicked sense of humor.‬ ‭are performing this Jump as an attack. When you‬
‭do, roll the Skill as you would normally. Consider‬
‭that Skill Check as both the Attack Die and Damage‬
‭Race‬ ‭Reploid‬ ‭Die for a Physical Impacting Attack.‬

‭Chassis‬ ‭Basic Humanoid‬ ‭Basic Attacks:‬

‭ eratanium Arms Attack‬


C
‭Faction‬ ‭Any.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Rank‬ ‭N/A.‬
‭Techniques performed with Military-Grade Ceratanium Arms‬
‭deal additional Physical Impacting damage equal to your‬
‭Milestone.‬
‭Size‬ ‭3 - Medium.‬
‭ eratanium Axe Attack‬
C
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Milestone‬ ‭1‬
‭Damage Die - 1D8 + PWR Physical Slashing Damage.‬
‭Range of 10 ft.‬
‭Attacks with the Ceratanium Axe are made at a Cleaving Arc‬
‭in a 10 ft. Cone.‬
‭PWR‬ ‭3‬ ‭The Ceratanium Axe has Advantage on Damage Die Rolls‬
‭against Null or Wood Element Objects, Obstructions, or‬
‭Targets.‬
‭MOB‬ ‭1‬
‭Skills:‬
‭ANA‬ ‭2‬
‭ limb / Jump - Proficient.‬
C
‭APT‬ ‭2‬ ‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭Operate - Epic.‬
‭CHA‬ ‭2‬ ‭Networking - Intermediate.‬
‭Perform (Voice) - Intermediate.‬
‭LCD‬ ‭1 (Bypassed)‬ ‭Sensory - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭the Axe Max a Boss, add an additional 13 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭147‬

‭ tandard Movement Speed:‬‭40 ft.‬


S
‭Anglerge‬ ‭You can Swim equal to your Standard Movement‬
‭Speed.‬
‭ his is a Basic Machine Template that will‬
T
‭ rimary Element:‬‭Aqua.‬
P
‭showcase how a generic build of this machine‬
‭Resistances:‬‭Aqua, Fire.‬
‭would be handled during Character Creation. At‬
‭Weakness:‬‭Acid, Elec.‬
‭the cost of 26 BP, you may begin with this Model‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Traits:‬
‭a Faction to provide additional bonuses for this‬ ‭ educe SE Damage done by Physical Attacks by 1.‬
R
‭model.‬ ‭Increase SE Damage done by Elec Attacks by 2.‬

‭ scouting class machine, made to look like an‬


A ‭ ou are considered a Vehicle and can be operated‬
Y
‭angler fish. The Anglerge is capable of sending out‬ ‭by another Player Character or NPC. A total of (4 +‬
‭small drones to continue its recon.‬ ‭your Milestone) Characters can be transported by‬
‭you as a vehicle. When Operated as a Vehicle, you‬
‭may perform Evade, Operate and Swim‬
‭Race‬ ‭Mechaniloid /‬ ‭Actions/Reactions independent of your Pilot, but‬
‭Vehicle‬ ‭any other Action/Reaction must be controlled by‬
‭those Operating you.‬
‭Chassis‬ ‭Anglerge‬
‭Basic Attacks:‬
‭Faction‬ ‭Any.‬
‭ nergy Angler‬
E
‭Attack Die - Untrained Die + 1d6 + PWR.‬
‭Rank‬ ‭N/A.‬ ‭Damage Die - 1D6 + PWR Plasma Piercing Damage.‬
‭Range of 30 ft. Hits in a 30 foot cone. Targets dealt‬
‭Size‬ ‭5 - Huge.‬ ‭damage by the Energy Angler have Disadvantage on‬
‭Sensory Skill Checks until the Cooldown Phase.‬

‭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.‬

‭APT‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭5 Upgrade Slots. (Titanium-X Armor‬


‭CHA‬ ‭1‬
‭and Thermoptic Camouflage‬ ‭α‬‭Equipped.)‬
‭Head:‬ ‭ Upgrade Slots. (Broad Range Optics,‬
2
‭LCD‬ ‭2‬ ‭and Military Tremor Auditory Sensors‬
‭Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭LE‬ ‭18‬ ‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots.‬
3
‭(UNABLE TO EQUIP LEG PARTS.)‬
‭SE‬ ‭7‬ ‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭WE‬ ‭4‬ ‭(+ 2 Body Upgrade Slots.)‬

‭TP‬ ‭3‬ ‭Special Weapons/Techniques:‬

‭ earch Snake (サーチスネーク)‬


S
‭CT‬ ‭9‬
‭Refer to ‘Search Snake’; Chapter 15, pg. 221.‬

‭ acuum Wave (真空波)‬


V
‭Refer to ‘Vacuum Wave’; Chapter 16, pg. 255.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make the Anglerge a Boss, add an‬
‭additional 18 LE for each Player Character‬
‭you are facing during an encounter.)‬
‭148‬

‭Ball De Voux‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ his is a Basic Machine Template that will‬


T ‭ rimary Element:‬‭Null.‬
P
‭showcase how a generic build of this machine‬ ‭Resistances:‬‭None.‬
‭would be handled during Character Creation. At‬ ‭Weakness:‬‭None.‬
‭the cost of 30 BP, you may begin with this Model‬
‭Traits:‬
‭as a Milestone 1 Character. It is advised to select‬
‭ educe SE Damage done by Force Attacks by 1.‬
R
‭a Faction to provide additional bonuses for this‬
‭Increase SE Damage done by Fire Attacks by 2.‬
‭model.‬
‭Advantage on Evade Skill Checks against Force‬
‭Attacks.‬
‭ he Ball De Voux Mechaniloid is a Scouting and‬
T
‭Disadvantage on Evade Skill Checks against Fire‬
‭Surveillance Model. Its peculiar ‘ball-on-legs’‬
‭Attacks.‬
‭design, while impractical, has endeared it to many.‬
‭Their long nimble legs allow for swift movement,‬
‭and to gain momentum, the Ball De Voux can‬ ‭Basic Attacks:‬
‭retract itself into a spherical form.‬
‭ asic Physical Attack.‬
B
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Race‬ ‭Mechaniloid‬ ‭Damage Die: PWR + Milestone Physical Impacting‬
‭Damage.‬
‭Chassis‬ ‭Ball De Voux‬ ‭Range of 5 ft.‬

‭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:‬

‭Body:‬ ‭5 Upgrade Slots. (Industrial Chromium‬


‭PWR‬ ‭1‬ ‭Armor, Shield Battery‬ ‭α‬‭, and Thermal‬
‭Shielding‬ ‭α‬‭Equipped.)‬
‭MOB‬ ‭3 (Bypassed)‬ ‭Head:‬ ‭ Upgrade Slots. (Broad Range Optics,‬
2
‭and Broad Range Auditory Sensors‬
‭ANA‬ ‭3‬ ‭Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭APT‬ ‭1‬ ‭Legs:‬ ‭ Upgrade Slots.‬
5
‭(Industrial Chromium Legs Equipped.)‬
‭CHA‬ ‭1‬ ‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭(+ 2 Body Upgrade Slots.)‬
‭LCD‬ ‭0‬
‭Special Weapons/Techniques:‬

‭LE‬ ‭13‬ ‭Ball Mode (ボールモード)‬


‭Refer to ‘Ball Mode’ in Chapter 16, pg. 228.‬

‭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

‭Standard Movement Speed:‬‭45 ft.‬


‭Batton M-501‬
‭ 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 21 BP, you may begin with this Model‬ ‭Reduce SE Damage done by Piercing 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
‭model.‬ ‭Basic Attacks:‬

‭ he Batton is a universally loved Mechaniloid from‬


T ‭ asic Physical Attack.‬
B
‭the 20XX era, so popular that the general public‬ ‭Attack Die - Untrained Die + PWR + Milestone.‬
‭wanted to have them as pets. It is surprisingly‬ ‭Damage Dies: PWR + Milestone Physical Impacting‬
‭sturdy despite its small frame.‬ ‭Damage.‬
‭Range of 5 ft.‬

‭Race‬ ‭Mechaniloid‬
‭Skills:‬

‭Chassis‬ ‭Batton‬ ‭ isguise - Intermediate.‬


D
‭Evade - Proficient.‬
‭Flight - Epic.‬
‭Faction‬ ‭Any.‬
‭Grapple / Break - Proficient.‬
‭Sensory - Master.‬
‭Rank‬ ‭N/A.‬ ‭Stealth / Steal - Intermediate.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭Size‬ ‭2 - Small.‬

‭Body:‬ ‭3 Upgrade Slots. (Industrial Chromium‬


‭Milestone‬ ‭1‬ ‭Armor and Thermal Shielding‬ ‭α‬‭Equipped.)‬
‭Head:‬ ‭ Upgrade Slots. (Broad Range Optics,‬
3
‭Audio Recognition System and Off-Brand‬
‭PWR‬ ‭1‬ ‭Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭MOB‬ ‭3‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭ANA‬ ‭1‬ ‭ ore:‬
C ‭Solar Energy Core.‬
‭Circuits:‬‭Dentech Retail Integrated Circuit‬
‭APT‬ ‭1‬ ‭(+1 Head Upgrade Slot)‬

‭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.‬

‭CT‬ ‭11‬ ‭ 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 M-501 ever becomes‬
‭grounded due to a failed Flight Skill Check, revert‬
‭the Batton M-501’s speed to 0 until the end of the‬
‭next Cooldown Phase.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Batton M-501 a Boss, roll 1D6, and add that many‬
‭Batton M-501 to the Boss Encounter. Unlike a‬
‭usual Boss Encounter, the Batton M-501 will not‬
‭refresh their Actions after each Player Character‬
‭performs their turn.)‬
‭150‬

‭Standard Movement Speed:‬‭40 ft.‬


‭Batton Bone‬
‭ 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 20 BP, you may begin with this Model‬ ‭Reduce SE Damage done by Acid Attacks by 1.‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Increase SE Damage done by Force Attacks by 2.‬
‭a Faction to provide additional bonuses for this‬
‭model.‬ ‭Basic Attacks:‬

‭ stripped down Batton Mechaniloid made for swift‬


A
‭ asic Physical Attack.‬
B
‭and affordable recon despite its brittle frame.‬
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Physical Impacting‬
‭Damage.‬
‭Race‬ ‭Mechaniloid‬
‭Range of 5 ft.‬

‭Chassis‬ ‭Batton‬ ‭Skills:‬

‭ limb / Jump - Proficient.‬


C
‭Faction‬ ‭Any.‬
‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭Rank‬ ‭N/A.‬ ‭Hack / Interface - Adept.‬
‭Sensory - Master.‬
‭Stealth / Steal - Intermediate.‬
‭Size‬ ‭2 - Small.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭Milestone‬ ‭1‬
‭Body:‬ ‭ Upgrade Slots. (Lightweight Tungsten‬
3
‭Armor Equipped.)‬
‭PWR‬ ‭2‬ ‭Head:‬ ‭3 Upgrade Slots. (BioScan Optics,‬
‭Audio Recognition System, and‬
‭Off-Brand Voice Synthesizer Equipped.)‬
‭MOB‬ ‭4 (Bypassed)‬ ‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭ANA‬ ‭1‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭ ore:‬
C ‭Solar Energy Core.‬
‭APT‬ ‭1‬
‭Circuits:‬‭Dentech Retail Integrated Circuit‬
‭(+1 Head Upgrade Slot)‬
‭CHA‬ ‭1‬
‭Special Weapons/Techniques:‬
‭LCD‬ ‭0‬
‭ atton Hangout‬
B
‭At the cost of 1 Technique Point, you can perform a‬
‭MOB Action to cling onto any vertical or horizontal‬
‭LE‬ ‭10‬ ‭surface. If the Batton Bone takes damage while‬
‭clinging onto a surface, it must exceed the value of‬
‭SE‬ ‭4‬ ‭the Damage die with a Flight Skill check, otherwise,‬
‭it will fall.‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Batton Bone a Boss, roll 1D6, and add that many‬
‭Batton Bone to the Boss Encounter. Unlike a usual‬
‭Boss Encounter, the Batton Bone will not refresh‬
‭their Actions after each Player Character‬
‭performs their turn.)‬
‭151‬

‭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.‬

‭Rank‬ ‭N/A.‬ ‭Basic Attacks:‬

‭Size‬ ‭2 - Small.‬ ‭ laster Shot.‬


B
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭Milestone‬ ‭1‬
‭Range of 90 ft.‬

‭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

‭Parts, Enhancements, and Upgrade Slots:‬


‭CHA‬ ‭1‬
‭Body:‬ ‭ Upgrade Slots. (Lightweight Tungsten‬
4
‭LCD‬ ‭1‬ ‭Armor Equipped.)‬
‭Head:‬ ‭2 Upgrade Slots. (Broad Range Camera,‬
‭and Audio Recognition System Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭LE‬ ‭6‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭Legs:‬ ‭2 Upgrade Slots.‬
‭SE‬ ‭4‬ ‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭ ore:‬
C ‭Lithium Ion Core.‬
‭WE‬ ‭4‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(+1 Body Upgrade Slot)‬

‭TP‬ ‭3‬
‭Special Weapons/Techniques:‬

‭CT‬ ‭5‬ ‭ rmored Enclosure‬


A
‭Refer to ‘Armored Enclosure’ in Chapter 16, pg. 227.‬

‭ pread Shot‬
S
‭Refer to ‘Spread Shot’ in Chapter 15, pg. 222.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Beak Blaster a Boss, roll 1D6, and add that many‬
‭Beak Blasters to the Boss Encounter. Unlike a‬
‭usual Boss Encounter, each Beak Blaster will not‬
‭refresh their Actions after each Player Character‬
‭performs their turn, and will only refresh their‬
‭Actions on the next Combat Round.)‬
‭152‬

‭Standard Movement Speed:‬‭40 ft.‬


‭Bee Blader‬
‭ 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 ‭ educe SE Damage done by Physical Attacks by 1.‬
R
‭as a Milestone 1 Character. It is advised to select‬ ‭Increase SE Damage done by Elec Attacks by 2.‬
‭Any Legs Enhancements equipped by the Bee Blader can‬
‭a Faction to provide additional bonuses for this‬
‭occupy a Body Upgrade Slot instead of a Legs Upgrade Slot.‬
‭model.‬
‭ ou are considered a Vehicle and can be operated by another‬
Y
‭ he Bee Blader, a guerilla warfare Mechaniloid‬
T ‭Player Character or NPC. A total of (4 + your Milestone)‬
‭originally designed in the Far East, has become a‬ ‭Characters can be transported by you as a vehicle. When‬
‭Operated as a Vehicle, you may perform Evade, Operate and‬
‭hot military commodity due to its sheer speed and‬
‭Swim Actions/Reactions independent of your Pilot, but any‬
‭extensive room for mechaniloid dispensary and‬
‭other Action/Reaction must be controlled by those Operating‬
‭deployment. While known for bringing the cavalry‬ ‭you.‬
‭in many a conflict, it is more than capable of‬
‭defending itself in combat.‬ ‭Basic Attacks:‬

‭ atling Spread Gun‬


G
‭Race‬ ‭Mechaniloid /‬
‭Vehicle‬ ‭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.‬
‭Chassis‬ ‭Bee Blader‬

‭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:‬

‭Body:‬ ‭5 Upgrade Slots. (Titanium-X Armor,‬‭Shield‬


‭PWR‬ ‭3‬
‭Battery‬‭α‬‭and Thermal Shielding‬ ‭α‬
‭ quipped.)‬
E
‭MOB‬ ‭4 (Bypassed)‬ ‭Head:‬ ‭2 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors and‬
‭ANA‬ ‭1‬ ‭Off-Brand Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭APT‬ ‭1‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭CHA‬ ‭1‬ ‭ ore:‬
C ‭Solar Energy Core.‬
‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭LCD‬ ‭0‬ ‭(+ 2 Body Upgrade Slots.)‬

‭Special Weapons/Techniques:‬

‭LE‬ ‭16‬ ‭ eployment‬


D
‭(デプロイ)‬
‭SE‬ ‭10‬ ‭Refer to ‘Deployment’ in Chapter 16, pg. 231.‬

‭ 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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭the Bee Blader a Boss, add an additional 16 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭153‬

‭Big Eye‬
‭Standard Movement Speed:‬‭25 ft.‬

‭ his is a Unique Machine Template that will have‬


T ‭ rimary Element:‬‭Null.‬
P
‭additional Techniques outside of what would‬ ‭Resistances:‬‭None.‬
‭normally be provided by Character Creation. At‬ ‭Weakness:‬‭None.‬
‭the cost of 19 BP, you may begin with this Model‬ ‭Traits:‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭a Faction to provide additional bonuses for this‬ ‭Increase SE Damage done by Piercing Attacks by 2.‬
‭model.‬ ‭Disadvantage on Evade Checks against Impacting‬
‭and Slashing Attacks.‬
‭ robot made to monitor enemies. This strong foe‬
A ‭Your Jump Skill Checks can damage Enemy Targets.‬
‭boasts high defensive capabilities.‬ ‭When performing a Jump Skill Check as a MOB‬
‭Action, you must determine prior to its roll that you‬
‭are performing this Jump as an attack. When you‬
‭do, roll the Skill as you would normally. Consider‬
‭Race‬ ‭Mechaniloid‬
‭that Skill Check as both the Attack Die and Damage‬
‭Die for a Physical Impacting Attack.‬
‭Chassis‬ ‭Big Eye‬
‭Basic Attacks:‬

‭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.‬

‭ANA‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭APT‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬


4
‭Titanium Body Equipped.)‬
‭Head:‬ ‭2 Upgrade Slots. (BioScan Optics,‬
‭CHA‬ ‭1‬ ‭Audio Recognition System and Text to‬
‭Speech Voice Synthesizer Equipped.)‬
‭LCD‬ ‭1‬ ‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots.‬
2
‭(Ceratanium Piston Equipped)‬
‭LE‬ ‭11‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭SE‬ ‭4‬ ‭(+1 Body Upgrade Slot)‬

‭WE‬ ‭4‬ ‭Special Weapons/Techniques:‬

‭ ptic Orb. (オプティックオーブ)‬


O
‭TP‬ ‭3‬
‭Refer to ‘Optic Orb’ in Chapter 15, pg. 218.‬

‭CT‬ ‭5‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Big Eye a Boss, add an additional 11 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭154‬

‭Bunbi Heli‬
‭Standard Movement Speed:‬‭50 ft.‬

‭ his is a Unique Machine Template that will have‬


T
‭ rimary Element:‬‭Null.‬
P
‭additional Techniques outside of what would‬
‭Resistances:‬‭None.‬
‭normally be provided by Character Creation. At‬
‭Weakness:‬‭None.‬
‭the cost of 13 BP, you may begin with this Model‬
‭Traits:‬
‭as a Milestone 1 Character. It is advised to select‬
‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭a Faction to provide additional bonuses for this‬
‭Increase SE Damage done by Piercing Attacks by 2.‬
‭model.‬

‭ hese reconnaissance machines use their helicopter‬


T ‭Basic Attacks:‬
‭build to swarm the enemy from the air. They work‬
‭best in greater numbers.‬ ‭ asic Physical Attack.‬
B
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Physical‬
‭Impacting/Slashing Damage.‬
‭Race‬ ‭Mechaniloid‬ ‭Range of 5 ft.‬
‭The Bunbi Heli’s Basic Physical Attack is considered‬
‭both an Impacting and Slashing Attack. Both‬
‭Chassis‬ ‭Bunbi Heli‬
‭Enemy Resistances and Weaknesses are applicable‬
‭with this attack.‬
‭Faction‬ ‭Any.‬
‭Skills:‬
‭Rank‬ ‭N/A.‬
‭ vade - Proficient.‬
E
‭Flight - Epic.‬
‭Size‬ ‭2 - Small.‬
‭Grapple/Break - Proficient.‬
‭Intimidate - Adept.‬
‭Milestone‬ ‭1‬ ‭Sensory - Adept.‬
‭Stealth/Steal - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭PWR‬ ‭2‬
‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬
3
‭MOB‬ ‭4 (Bypassed)‬ ‭Titanium Body Equipped.)‬
‭Head:‬ ‭3 Upgrade Slots. (Broad Range Optics,‬
‭ANA‬ ‭2‬ ‭and Audio Recognition System Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭APT‬ ‭1‬
‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭CHA‬ ‭1‬ ‭ ore:‬
C ‭Lithium Ion Core.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭LCD‬ ‭0‬ ‭(+1 Head Upgrade Slot)‬

‭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

‭Crag Man‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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:‬

‭MOB‬ ‭2‬ ‭ isguise - Epic.‬


D
‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭ANA‬ ‭1‬ ‭Intimidate - Proficient.‬
‭Networking - Proficient.‬
‭APT‬ ‭1‬ ‭Operate - Proficient.‬
‭Sensory - Adept.‬
‭Stealth/Steal - Adept.‬
‭CHA‬ ‭1‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭LCD‬ ‭3 (Bypassed)‬
‭Body:‬ ‭ Upgrade Slots. (Military Grade‬
2
‭Ceratanium Armor Equipped.)‬
‭LE‬ ‭15‬ ‭Head:‬ ‭3 Upgrade Slots. (BioScan Optics,‬
‭Military Tremor Auditory Sensors and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭SE‬ ‭6‬
‭Arms:‬ ‭3 Upgrade Slots.‬
‭(Military-Grade Ceratanium Arms‬
‭WE‬ ‭4‬ ‭Equipped.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots.‬
2
‭TP‬ ‭3‬ ‭(Military-Grade Ceratanium Legs‬
‭Equipped.)‬
‭Core:‬ ‭Lithium Sulfur Core.‬
‭CT‬ ‭7‬ ‭Circuits:‬‭Dentech Model J1 Control CPU‬
‭(+1 Arms Upgrade Slot)‬

‭Special Weapons/Techniques:‬

‭ tone Body (ストーンボディ)‬


S
‭Refer to ‘Stone Body’ in Chapter 16, pg. 251.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Crag Man a Boss, add an additional 15 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭156‬

‭Dig Labour‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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:‬

‭Chassis‬ ‭Basic Humanoid‬ ‭ hromium Arm Attack.‬


C
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage. Range of‬
‭Faction‬ ‭Any.‬ ‭5 ft.‬
‭You have Advantage on PWR Actions or Reactions made to lift‬
‭Objects or Targets of a larger Size than you. This Advantage‬
‭Rank‬ ‭N/A.‬ ‭cannot be used for Grapple Skill Checks.‬

‭ eratanium Pickaxe Attack‬


C
‭Size‬ ‭3 - Medium.‬ ‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Piercing Damage.‬
‭Range of 5 ft.‬
‭Milestone‬ ‭1‬ ‭The Ceratanium Pickaxe has Advantage on Damage Die Rolls‬
‭against Stone or Wood Element Objects, Obstructions, or‬
‭Targets.‬

‭PWR‬ ‭2‬ ‭Skills:‬

‭MOB‬ ‭2‬ ‭ limb / Jump - Master.‬


C
‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭ANA‬ ‭2‬ ‭Intimidate - Intermediate.‬
‭Networking - Intermediate.‬
‭APT‬ ‭2‬ ‭Operate - Adept.‬
‭Sensory - Master.‬

‭CHA‬ ‭2 (Bypassed)‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭LCD‬ ‭0‬ ‭Body:‬ ‭ Upgrade Slots. (Industrial Chromium‬


2
‭Armor Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (BioScan Optics,‬
‭Broad Range Auditory Sensors,‬
‭LE‬ ‭12‬ ‭Off-Brand Voice Synthesizer, and‬
‭Industrial Chromium Helmet Equipped.)‬
‭SE‬ ‭5‬ ‭Arms:‬ ‭3 Upgrade Slots.‬
‭(Industrial Chromium Arms‬
‭Equipped.‬‭)‬
‭WE‬ ‭4‬
‭Legs:‬ ‭ Upgrade Slots.‬
2
‭(Industrial Chromium Legs‬
‭TP‬ ‭3‬ ‭Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭CT‬ ‭9‬ ‭Circuits:‬‭Dentech Model J1 Control CPU‬
‭(+1 Arms Upgrade Slot)‬
‭Weapon:‬‭Ceratanium Pickaxe.‬

‭Special Weapons/Techniques:‬

‭ oss Pick (トスピック)‬


T
‭Refer to ‘Toss Pick’ in Chapter 16, pg. 254.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Dig Labour a Boss, add an additional‬
‭12 LE for each Player Character you are‬
‭facing during an encounter.)‬
‭157‬

‭Gabyoall‬ ‭Standard Movement Speed:‬‭60 ft.‬

‭ his is a Unique Machine Template that will have‬


T ‭ While Gabyoall Chassis maintain a MOB STAT for‬
(
‭additional Traits outside of what would normally‬ ‭Actions, Reactions, Special Weapons, Techniques,‬
‭be provided by Character Creation. At the cost of‬ ‭and Skill Checks, they must remain magnetically‬
‭19 BP, you may begin with this Model as a‬ ‭latched or physically clamped to the vertical or‬
‭Milestone 1 Character. It is advised to select a‬
‭horizontal terrain they are initially placed on by‬
‭another friendly target, and cannot perform‬
‭Faction to provide additional bonuses for this‬
‭Climb/Jump, Flight, or Swim actions of their own.‬
‭model.‬

‭ uring a Combat Round, you may only move your‬


D
‭ hese security robots dash forward to intercept and‬
T
‭Standard Movement Speed as a Reaction to another‬
‭puncture moving targets.‬
‭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.)‬
‭Race‬ ‭Mechaniloid‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭None.‬
‭Chassis‬ ‭Gabyoall‬
‭Weakness:‬‭None.‬
‭Traits:‬
‭Faction‬ ‭Any.‬ ‭ educe Damage dealt to your SE by Impacting‬
R
‭Attacks by 1.‬
‭Rank‬ ‭N/A.‬ ‭Increase Damage dealt to your SE by Piercing‬
‭Attacks by 2.‬
‭Advantage on Evade Skill Checks against Ranged‬
‭Size‬ ‭2 - Small.‬
‭Attacks.‬
‭Disadvantage on Evade Skill Checks against Melee‬
‭Milestone‬ ‭1‬ ‭Attacks.‬

‭Basic Attacks:‬

‭PWR‬ ‭2‬ ‭ abyoall Spikes Attack.‬


G
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭MOB‬ ‭4 (Bypassed)‬ ‭Damage Die - 2D4 + PWR Physical Piercing Damage.‬
‭Range of 5 ft.‬

‭ANA‬ ‭2‬
‭Skills:‬

‭APT‬ ‭1‬ ‭ luff - Master.‬


B
‭Evade - Intermediate.‬
‭Grapple/Break - Proficient.‬
‭CHA‬ ‭1‬ ‭Intimidate - Proficient.‬
‭Sensory - Master.‬
‭LCD‬ ‭0‬ ‭Stealth/Steal - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬

‭LE‬ ‭5‬ ‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬


2
‭Titanium Body Equipped.)‬
‭SE‬ ‭4‬ ‭Head:‬ ‭4 Upgrade Slots. (Broad Range Camera,‬
‭and Audio Recognition System Equipped.)‬
‭Arms:‬ ‭3 Upgrade Slots.‬
‭WE‬ ‭4‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots.‬
2
‭TP‬ ‭3‬ ‭(Ceratanium Polymer Wheels Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭CT‬ ‭5‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(+1 Head Upgrade Slot)‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Gabyoall a Boss, roll 1D6, and add that many‬
‭Gabyoall to the Boss Encounter. Unlike a usual‬
‭Boss Encounter, the Gabyoall will not refresh‬
‭their Actions after each Player Character‬
‭performs their turn.)‬
‭158‬

‭Gulpher‬ ‭ tandard Movement Speed:‬‭20 ft.‬


S
‭Swim Movement Speed:‬‭20 ft.‬
‭ his is a Unique Machine Template that will have‬
T
‭additional Traits outside of what would normally‬ ‭ rimary Element:‬‭Aqua.‬
P
‭be provided by Character Creation. At the cost of‬ ‭Resistances:‬‭Aqua, Fire.‬
‭20 BP, you may begin with this Model as a‬ ‭Weakness:‬‭Acid, Elec.‬
‭Milestone 1 Character. It is advised to select a‬ ‭Traits:‬
‭Faction to provide additional bonuses for this‬ ‭ educe SE Damage done by Physical Attacks by 1.‬
R
‭model.‬ ‭Increase SE Damage done by Elec Attacks by 2.‬

‭ he Gulpher is an environmental cleanup‬


T ‭Basic Attacks:‬
‭Mechaniloid, capable of ingesting large amounts of‬
‭waste and debris. It is capable of deep sea‬ ‭ asic Physical Attack.‬
B
‭traversal, and thus has a high degree of durability.‬ ‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Physical Impacting‬
‭Damage.‬
‭Race‬ ‭Mechaniloid‬ ‭Range of 5 ft.‬

‭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:‬

‭CHA‬ ‭1‬ ‭ eep Dweller‬


D
‭Refer to 'Deep Dweller' in Chapter 16, pg. 231.‬

‭LCD‬ ‭1‬ ‭ wallowing Vortex (飲み込み渦)‬


S
‭Refer to ‘Swallowing Vortex’ in Chapter 16, pg. 253.‬

‭LE‬ ‭13‬ ‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Gulpher a Boss, add an additional 13‬
‭SE‬ ‭7‬ ‭LE for each Player Character you are‬
‭facing during an encounter.)‬
‭WE‬ ‭4‬

‭TP‬ ‭3‬

‭CT‬ ‭9‬
‭159‬

‭Gun Volt‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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.‬

‭ icro Missle Attack.‬


M
‭Attack Die - Untrained Die + XD4 + PWR.‬
‭Race‬ ‭Mechaniloid‬
‭Damage Die - XD4 + PWR Fire Impacting Damage.‬
‭Range of 100 ft.‬
‭Chassis‬ ‭Gun Volt‬ ‭12-Round Energy Cell Magazine.‬
‭Before rolling the Attack Die for the Micro Missile‬
‭Faction‬ ‭Any.‬ ‭Rack, roll 1D4. Until the Cooldown Phase, the result‬
‭rolled is equal to X. Use X to determine the number‬
‭of d4s rolled for the Attack and Damage Dies, and‬
‭Rank‬ ‭N/A.‬ ‭the number of Energy Cells consumed. This roll‬
‭cannot be overwritten or changed until the next‬
‭Size‬ ‭4 - Large.‬ ‭Combat Round.‬

‭Skills:‬
‭Milestone‬ ‭1‬
‭ limb/Jump - Adept.‬
C
‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭PWR‬ ‭4 (Bypassed)‬
‭Intimidate - Epic.‬
‭Operate - Adept.‬
‭MOB‬ ‭3‬ ‭Sensory - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭ANA‬ ‭1‬
‭Body:‬ ‭ Upgrade Slots. (Military Grade‬
4
‭APT‬ ‭1‬ ‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭2 Upgrade Slots. (Broad Range Optics and‬
‭CHA‬ ‭1‬ ‭Audio Recognition System Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭LCD‬ ‭0‬
‭Legs:‬ ‭ Upgrade Slots. (Military Grade‬
3
‭Ceratanium Legs Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭LE‬ ‭12‬ ‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭(+ 1 Body Upgrade Slot, +1 Leg Upgrade‬
‭Slot.)‬
‭SE‬ ‭6‬
‭Weapon:‬‭Micro Missle Rack x2.‬

‭WE‬ ‭4‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Gun Volt a Boss, add an additional 12‬
‭LE for each Player Character you are‬
‭facing during an encounter.)‬
‭160‬

‭Standard Movement Speed:‬‭35 ft.‬

‭ 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.‬

‭ oganmers were originally non-lethal Combat‬


H ‭Basic Attacks:‬
‭Reploids designed for the Cielo Castillo Renaissance‬
‭Fair, as part of their Robot Coliseum attraction.‬ ‭ oganmer Flail Attack.‬
H
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Their penchant for real violence forced the model’s‬
‭Damage Die - 1D6 + PWR Physical Impacting Damage.‬
‭decommission, but the remaining robots were‬
‭Range of 25 ft.‬
‭transferred to the 4th Overland Unit and upgraded‬ ‭You have Advantage on Damage Die Rolls against Objects or‬
‭prior to the First Maverick War.‬ ‭Obstructions.‬
‭When an enemy target is dealt SE Damage by the Hoganmer‬
‭Flail, they are dealt 1 LE Damage. Both the SE and LE Damage‬
‭Race‬ ‭Reploid‬ ‭cannot be increased, reduced, or prevented.‬
‭You can perform Grapple Skill Checks against targets at the‬
‭range of this weapon, as long as you have the Hoganmer Flail‬
‭Chassis‬ ‭Basic Humanoid‬ ‭equipped. The Damage Die of your Grapple Skill Check will‬
‭revert to the Damage Die of this Weapon.‬

‭Faction‬ ‭Any.‬ ‭ niper Joe Shield Attack.‬


S
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage.‬
‭Rank‬ ‭N/A.‬ ‭(A roll of the Sniper Joe Shield’s Damage Die consumes 1 SE.)‬
‭Range of 5 ft.‬

‭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:‬

‭CT‬ ‭9‬ ‭ igh Guard‬


H
‭(ハイガード)‬
‭Refer to ‘High Guard’ in Chapter 16, pg. 238.‬

‭ ocket Flail‬
R
‭(ロケットフレイル)‬
‭Refer to ‘Rocket Flail’ in Chapter 16, pg. 246.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Hoganmer a Boss, add an additional 13 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭161‬

‭Standard Movement Speed:‬‭40 ft.‬

‭Jamminger‬ ‭ rimary Element:‬‭Null.‬


P
‭Resistances:‬‭None.‬
‭ his is a Basic Machine Template that will‬
T ‭Weakness:‬‭None.‬
‭showcase how a generic build of this machine‬ ‭Traits:‬
‭would be handled during Character Creation. At‬ ‭Reduce SE Damage done by Force Attacks by 1.‬
‭the cost of 30 BP, you may begin with this Model‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭as a Milestone 1 Character. It is advised to select‬
‭a Faction to provide additional bonuses for this‬ ‭Basic Attacks:‬
‭model.‬
‭ amminger Spikes Attack.‬
J
‭ he Jamminger is an aerial Mechaniloid used‬
T ‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭primarily for scouting and communication‬ ‭Damage Die - 2D4 + PWR Physical Piercing Damage.‬
‭jamming. They have a knack for acting like‬ ‭Range of 5 ft.‬
‭tricksters, and work well when swarming in great‬
‭numbers.‬ ‭Skills:‬

‭ vade - Proficient.‬
E
‭Race‬ ‭Mechaniloid‬ ‭Flight - Epic.‬
‭Grapple / Break - Proficient.‬
‭Hack / Interface - Adept.‬
‭Chassis‬ ‭Jamminger‬ ‭Sensory - Master.‬

‭Faction‬ ‭Any.‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭3 Upgrade Slots. (Military-Grade‬


‭Rank‬ ‭N/A.‬
‭Ceratanium Armor, and Auto-Repair‬ ‭
α‬
‭ quipped.)‬
E
‭Size‬ ‭3 - Medium.‬
‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors,‬
‭Milestone‬ ‭1‬ ‭Off-Brand Voice Synthesizer, and Active‬
‭Noise Generator Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭PWR‬ ‭1‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭MOB‬ ‭3‬ ‭ ore:‬
C ‭Solar Energy Core.‬
‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭ANA‬ ‭4 (Bypassed)‬ ‭(+ 2 Head Upgrade Slots.)‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭the Jamminger a Boss, roll 1D6, and add that‬
‭many Jamminger to the Boss Encounter. Unlike a‬
‭usual Boss Encounter, the Jamminger will not‬
‭refresh their Actions after each Player Character‬
‭performs their turn.)‬
‭162‬

‭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:‬

‭Rank‬ ‭N/A.‬ ‭ limb/Jump - Master.‬


C
‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭Size‬ ‭2 - Small‬
‭Networking - Proficient.‬
‭Operate - Adept.‬
‭Milestone‬ ‭1‬ ‭Persuade - Master.‬

‭Parts, Enhancements, and Upgrade Slots:‬

‭PWR‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬


3
‭Titanium Body Equipped.)‬
‭MOB‬ ‭3‬ ‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭Audio Recognition System,‬
‭HAYATOM Voice Synthesizer and‬
‭ANA‬ ‭1‬ ‭Met Helmet Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭APT‬ ‭1‬ ‭Legs:‬ ‭2 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭CHA‬ ‭2 (Bypassed)‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(+1 Head Upgrade Slot)‬
‭LCD‬ ‭2‬
‭Special Weapons/Techniques:‬

‭ 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

‭Metool C-15‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ his is a Basic Machine Template that will‬


T ‭ rimary Element:‬‭Null.‬
P
‭showcase how a generic build of this machine‬ ‭Resistances:‬‭None.‬
‭would be handled during Character Creation. At‬ ‭Weakness:‬‭None.‬
‭the cost of 28 BP, you may begin with this Model‬ ‭Traits:‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭a Faction to provide additional bonuses for this‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭model.‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭Attacks.‬
‭ he Metool Model C-15 is the modern equivalent of‬
T ‭Disadvantage on Evade Skill Checks against‬
‭the original 20XX Metool line. This construction‬ ‭Slashing Attacks.‬
‭foreman Reploid, unlike its original Mechaniloid‬ ‭Called Shot Attack Dies targeting your Head lose‬
‭ancestor, is a hard worker and a good listener.‬ ‭the Untrained Die.‬

‭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:‬

‭PWR‬ ‭3‬ ‭Body:‬ ‭ Upgrade Slots. (Military Grade‬


2
‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭6 Upgrade Slots. (Broad Range Optics,‬
‭MOB‬ ‭2‬
‭Broad Range Auditory Sensors,‬
‭HAYATOM Voice Synthesizer and‬
‭ANA‬ ‭1‬ ‭Met Helmet Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭APT‬ ‭1‬ ‭Legs:‬ ‭2 Upgrade Slots. (Military Grade‬
‭Ceratanium Legs Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭CHA‬ ‭3 (Bypassed)‬ ‭Circuits:‬‭CainLabs Model J2 Control CPU‬
‭(+ 2 Head Upgrade Slots.)‬
‭LCD‬ ‭1‬
‭Special Weapons/Techniques:‬

‭ 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

‭Mega Tortoise‬ ‭Standard Movement Speed:‬‭45 ft.‬

‭ 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.‬

‭Chassis‬ ‭Quadruped‬ ‭Basic Attacks:‬

‭Faction‬ ‭Any‬ ‭ asic Physical Attack.‬


B
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Physical Impacting‬
‭Rank‬ ‭N/A‬ ‭Damage.‬
‭Range of 5 ft.‬
‭Size‬ ‭4 - Large.‬
‭Skills:‬

‭Milestone‬ ‭1‬ ‭ limb/Jump - Master.‬


C
‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭Intimidate - Adept.‬
‭PWR‬ ‭3‬ ‭Sensory - Master.‬
‭Swim - Master.‬
‭MOB‬ ‭2 (Bypassed)‬
‭Parts, Enhancements, and Upgrade Slots:‬

‭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:‬

‭WE‬ ‭4‬ ‭ arachute Bomb (パラシュートボンブ)‬


P
‭Refer to ‘Parachute Bomb’ in Chapter 15, pg. 218.‬
‭TP‬ ‭3‬
‭ NOTE FOR OPERATOR: If you would like to‬
(
‭CT‬ ‭9‬ ‭make Mega Tortoise a Boss, add an‬
‭additional 12 LE for each Player Character‬
‭you are facing during an encounter.)‬
‭165‬

‭Mole Borer‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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:‬

‭ piked Roller Attack.‬


S
‭Race‬ ‭Mechaniloid‬ ‭Attack Die - Untrained Die + 2D8 + PWR.‬
‭Damage Die - 2D8 + PWR Physical Piercing Damage. Range of 15‬
‭ft.‬
‭Chassis‬ ‭Mole Borer‬
‭When targeting a non-metal Object or Obstruction, if the‬
‭Spiked Roller deals Damage, it can excavate the Object or‬
‭Obstruction within a 10 ft. cubic space, so long it comprises‬
‭Faction‬ ‭Any‬
‭substances such as Dirt, Stone, or Wood. If the Spiked Roller’s‬
‭Damage Die is dealt to an Object or Obstruction, the Damage‬
‭Die result is doubled.‬
‭Rank‬ ‭N/A‬
‭Skills:‬
‭Size‬ ‭5 - Huge.‬
‭ vade - Proficient.‬
E
‭Grapple/Break - Proficient.‬
‭Milestone‬ ‭1‬ ‭Intimidate - Intermediate.‬
‭Knowledge (Excavation) - Master.‬
‭Networking - Proficient.‬
‭Sensory - Epic.‬
‭PWR‬ ‭4 (Bypassed)‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭MOB‬ ‭3‬
‭Body:‬ ‭ Upgrade Slots. (Military Grade‬
4
‭ANA‬ ‭1‬ ‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭2 Upgrade Slots. (Broad Range Optics,‬
‭Military Tremor Auditory Sensors, and‬
‭APT‬ ‭1‬ ‭Off-Brand Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭CHA‬ ‭1‬ ‭Legs:‬ ‭3 Upgrade Slots. (Ceratanium Polymer‬
‭Treads Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭LCD‬ ‭0‬ ‭Circuits:‬‭Abel-1 Integrated Circuit‬
‭(+ 1 Body Upgrade Slot, +1 Legs Upgrade‬
‭Slot.)‬
‭LE‬ ‭16‬ ‭Weapon:‬‭Spiked Roller.‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Mole Borer a Boss, add an additional‬
‭16 LE for each Player Character you are‬
‭facing during an encounter.)‬
‭166‬

‭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:‬

‭ eramic Titanium Arm Attack.‬


C
‭Race‬ ‭Mechaniloid‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage. Range of‬
‭5 ft.‬
‭Chassis‬ ‭Basic Humanoid‬
‭ eratanium Pickaxe Attack‬
C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Faction‬ ‭Any‬ ‭Damage Die - 1D6 + PWR Physical Piercing Damage.‬
‭Range of 5 ft.‬
‭The Ceratanium Pickaxe has Advantage on Damage Die Rolls‬
‭Rank‬ ‭N/A‬ ‭against Stone or Wood Element Objects, Obstructions, or‬
‭Targets.‬

‭Size‬ ‭3 - Medium.‬ ‭ niper Joe Shield Attack.‬


S
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage.‬
‭Milestone‬ ‭1‬ ‭(A roll of the Sniper Joe Shield’s Damage Die consumes 1 SE.)‬
‭Range of 5 ft.‬

‭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:‬

‭CHA‬ ‭2 (Bypassed)‬ ‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬


2
‭Titanium Body Equipped.)‬
‭LCD‬ ‭0‬ ‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭Audio Recognition System,‬
‭HAYATOM Voice Synthesizer, and‬
‭Met Helmet Equipped.)‬
‭LE‬ ‭12‬ ‭Arms:‬ ‭5 Upgrade Slots.‬
‭(Prototype Ceramic Titanium Arms‬
‭SE‬ ‭6 (4 + 2)‬ ‭Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots.‬
‭(Prototype Ceramic Titanium Legs‬
‭WE‬ ‭4‬ ‭Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭TP‬ ‭3‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(+1 Head Upgrade Slot)‬
‭Weapon:‬‭Ceratanium Pickaxe, Sniper Joe Shield.‬
‭CT‬ ‭5‬
‭Special Weapons/Techniques:‬

‭ igh Guard‬
H
‭(ハイガード)‬
‭Refer to ‘High Guard’ in Chapter 16, pg. 238.‬

‭ oss Pick (トスピック)‬


T
‭Refer to ‘Toss Pick’ in Chapter 16, pg. 266.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Pickelman a Boss, add an additional 12 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭167‬

‭ tandard Movement Speed:‬‭60 ft.‬


S
‭Rush Roader‬ ‭Dash Movement Speed:‬‭120 ft.‬

‭ his is a Unique Machine Template that will have‬


T ‭ rimary Element:‬‭Null.‬
P
‭additional Traits outside of what would normally‬ ‭Resistances:‬‭None.‬
‭be provided by Character Creation. At the cost of‬ ‭Weakness:‬‭None.‬
‭30 BP, you may begin with this Model as a‬ ‭Traits:‬
‭Milestone 1 Character. It is advised to select a‬ ‭Reduce SE Damage done by Force Attacks by 1.‬
‭Faction to provide additional bonuses for this‬ ‭Increase SE Damage done by Fire Attacks by 2.‬
‭model.‬ ‭Advantage on Evade Skill Checks against Ranged‬
‭Attacks.‬
‭ he roader archetype were Mechaniloids originally‬
T ‭Disadvantage on Evade Skill Checks against Melee‬
‭used for competitive street racing. In 21XX, they‬ ‭Attacks.‬
‭are made to protect and rise through the ranks of‬
‭Basic Attacks:‬
‭Maverick bōsōzoku gangs throughout Abel City.‬

‭ ush Javelins Attack.‬


R
‭Race‬ ‭Mechaniloid‬ ‭Attack Die - Untrained Die + 2D4 PWR.‬
‭Damage Die- 2D4 + PWR Physical Piercing Damage.‬
‭Range of 5 ft.‬
‭Chassis‬ ‭Roader‬
‭If a Dash or Air-Dash Technique was performed‬
‭prior to an Attack with the Rush Javelins, you have‬
‭Faction‬ ‭Any.‬ ‭Advantage on the Attack Die.‬

‭Skills:‬
‭Rank‬ ‭N/A.‬

‭ luff - Proficient.‬
B
‭Size‬ ‭3 - Medium.‬ ‭Evade - Proficient.‬
‭Grapple / Break - Proficient.‬
‭Milestone‬ ‭1‬ ‭Intimidate - Master.‬
‭Networking - Master.‬
‭Sensory - Master.‬

‭PWR‬ ‭3‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭MOB‬ ‭2 (Bypassed)‬ ‭Body:‬ ‭ Upgrade Slots. (Industrial Chromium‬


3
‭Armor Equipped.)‬
‭Head:‬ ‭3 Upgrade Slots. (Broad Range Optics,‬
‭ANA‬ ‭1‬
‭Audio Recognition System,‬
‭and Off-Brand Voice Synthesizer‬
‭APT‬ ‭1‬ ‭Equipped.)‬
‭ rms:‬
A ‭2 Upgrade Slots.‬
‭CHA‬ ‭2‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(Ceratanium Polymer Wheels and‬
‭Emergency Acceleration System‬‭α‬
‭LCD‬ ‭0‬ ‭Equipped.)‬
‭ ore:‬
C ‭Solar Energy Core.‬
‭Circuits:‬‭Dentech Retail Integrated Circuit‬
‭LE‬ ‭10‬ ‭(+1 Head Upgrade Slot)‬
‭Weapon:‬‭Rush Javelins.‬

‭SE‬ ‭5‬ ‭Special Weapons/Techniques:‬

‭WE‬ ‭4‬ ‭ ash (ダッシュ)‬


D
‭Refer to ‘Dash’ in Chapter 16, pg. 231.‬
‭TP‬ ‭3‬
‭ amming Attack (体当たり攻撃)‬
R
‭CT‬ ‭9‬ ‭Refer to ‘Ramming Attack’ in Chapter 16, pg.‬
‭244.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Rush Roader a Boss, add an‬
‭additional 10 LE for each Player Character‬
‭you are facing during an encounter.)‬
‭168‬

‭Standard Movement Speed:‬‭30 ft.‬


‭Sniper Joe‬
‭ 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 Impacting Attacks by 1.‬
‭as a Milestone 1 Character. It is advised to select‬ ‭Increase SE Damage done by Piercing Attacks by 2.‬
‭a Faction to provide additional bonuses for this‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭model.‬ ‭Attacks.‬
‭Disadvantage on Evade Skill Checks against‬
‭Piercing Attacks.‬
‭ he Classic military Mechaniloid of the 20XX era.‬
T
‭Called Shot Attack Dies targeting your Head lose‬
‭While a bit archaic now, the Sniper Joe is an icon of‬
‭the Untrained Die.‬
‭21st Century Warfare, and many of the original‬
‭If non-Piercing damage would be dealt to your LE‬
‭models have been upgraded and repurposed.‬
‭by an attack, reduce that damage by 1.‬

‭Basic Attacks:‬
‭Race‬ ‭Mechaniloid‬

‭ ivic Buster Shot‬


C
‭Chassis‬ ‭Basic Humanoid‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭Faction‬ ‭Any.‬ ‭Charged Damage Die - 3d4 + PWR Plasma Piercing‬
‭Damage.‬
‭Range of 60 ft.‬
‭Rank‬ ‭N/A.‬
‭ niper Joe Shield Strike‬
S
‭Size‬ ‭3 - Medium.‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Damage.‬
‭Milestone‬ ‭1‬
‭(A roll of the Sniper Joe Shield’s Damage Die‬
‭consumes 1 SE.)‬
‭Range of 5 ft.‬
‭PWR‬ ‭3‬
‭Skills:‬

‭MOB‬ ‭2‬ ‭ limb / Jump - Intermediate.‬


C
‭Evade - Proficient.‬
‭ANA‬ ‭2‬ ‭Grapple / Break - Proficient.‬
‭Intimidate - Proficient.‬
‭Networking - Proficient.‬
‭APT‬ ‭1‬
‭Operate - Master.‬
‭Sensory - Epic.‬
‭CHA‬ ‭1‬ ‭Stealth / Steal - Intermediate.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭LCD‬ ‭1 (Bypassed)‬
‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬
3
‭Titanium Body Equipped.)‬
‭LE‬ ‭13‬ ‭Head:‬ ‭3 Upgrade Slots. (BioScan Optics,‬
‭Audio Recognition System, and‬
‭SE‬ ‭6 (4 + 2)‬ ‭Prototype Ceramic Titanium Helmet‬
‭Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.(Prototype Ceramic‬
‭WE‬ ‭4‬ ‭Titanium Arms Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots. (Prototype Ceramic‬
‭TP‬ ‭3‬ ‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭CT‬ ‭5‬ ‭(+1 Arms Upgrade Slot)‬
‭Weapon:‬‭Civic Buster (Modified with Range‬
‭Booster), Sniper Joe Shield.‬

‭Special Weapons/Techniques:‬

‭ igh Guard‬
H
‭(ハイガード)‬
‭Refer to ‘High Guard’ in Chapter 16, pg. 238.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Sniper Joe a Boss, add an additional 13 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭169‬

‭Turn Cannon‬

‭ his is a Unique Machine Template that will have‬


T
‭additional Techniques outside of what would‬
‭normally be provided by Character Creation. At‬ ‭Standard Movement Speed:‬‭0 ft.‬
‭the cost of 15 BP, you may begin with this Model‬ ‭(‬‭While Turn Cannons maintain a MOB STAT for‬
‭as a Milestone 1 Character. It is advised to select‬ ‭ ctions, Reactions, Special Weapons, Techniques,‬
A
‭a Faction to provide additional bonuses for this‬ ‭and Skill Checks, they must remain latched to the‬
‭model.‬ ‭vertical or horizontal surface they are initially‬
‭placed on by another friendly target, and cannot‬
‭ surface-mounted rotating cannon that can‬
A ‭perform Standard Movement, Climb/Jump, Flight, or‬
‭alternate its firing angles between horizontal and‬ ‭Swim actions of their own. Special Weapons or‬
‭45-degrees. They are mostly stationed on ceilings‬ ‭Techniques that imply Standard Movement for use‬
‭and floors, but have been known to occupy floating‬ ‭cannot be performed. This rule will apply until‬
‭or moving platforms.‬ ‭Retrofitted Limbs are purchased for the Beak‬
‭Blaster.)‬

‭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:‬

‭Size‬ ‭3 - Medium.‬ ‭ urn Cannon Shot.‬


T
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Milestone‬ ‭1‬ ‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬
‭Range of 90 ft.‬

‭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.‬

‭CHA‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭ Upgrade Slots. (Military Grade‬


4
‭LCD‬ ‭1‬
‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭2 Upgrade Slots. (Broad Range Camera,‬
‭and Audio Recognition System Equipped.)‬
‭LE‬ ‭6‬ ‭Arms:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP ARM PARTS.‬‭)‬
‭SE‬ ‭5‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(UNABLE TO EQUIP LEG PARTS.‬‭)‬
‭ ore:‬
C ‭Solar Energy Core.‬
‭WE‬ ‭4‬ ‭Circuits:‬‭Dentech Retail Integrated Circuit‬
‭(+1 Body Upgrade Slot)‬
‭TP‬ ‭3‬
‭ NOTE FOR OPERATOR: If you would like to make‬
(
‭Turn Cannon a Boss, roll 1D6, and add that many‬
‭CT‬ ‭9‬
‭Turn Cannons to the Boss Encounter. Unlike a‬
‭usual Boss Encounter, each Turn Cannon will not‬
‭refresh their Actions after each Player Character‬
‭performs their turn, and will only refresh their‬
‭Actions on the next Combat Round.)‬
‭170‬

‭Utuboros‬

‭ his is a Unique Machine Template that will have‬


T ‭ tandard Movement Speed:‬‭40 ft.‬
S
‭additional Techniques outside of what would‬ ‭Swim Movement Speed:‬‭40 ft.‬
‭normally be provided by Character Creation. At‬ ‭(The Utuboros has a unique ability to perform its‬
‭the cost of 27 BP, you may begin with this Model‬ ‭Swim Speed above or below ground, such as dirt,‬
‭as a Milestone 1 Character. It is advised to select‬ ‭gravel, or sand.)‬
‭a Faction to provide additional bonuses for this‬
‭model.‬
‭ rimary Element:‬‭Aqua.‬
P
‭Resistances:‬‭Aqua, Fire.‬
‭ giant moray eel Mechaniloid that was created to‬
A
‭Weakness:‬‭Acid, Elec.‬
‭explore the underground of the sea, undulating its‬
‭Traits:‬
‭flexible body to pass through narrow crevices.‬
‭Reduce SE Damage done by Physical Attacks by 1.‬
‭Increase SE Damage done by Elec Attacks by 2.‬
‭Race‬ ‭Mechaniloid‬
‭Basic Attacks:‬

‭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:‬

‭PWR‬ ‭3‬ ‭ isguise - Intermediate.‬


D
‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭MOB‬ ‭4 (Bypassed)‬
‭Intimidate - Intermediate.‬
‭Knowledge (Nautical) - Adept.‬
‭ANA‬ ‭1‬ ‭Stealth/Steal - Master.‬
‭Swim - Master.‬
‭APT‬ ‭1‬
‭Parts, Enhancements, and Upgrade Slots:‬

‭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.)‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭TP‬ ‭3‬
‭make Utuboros a Boss, add an additional‬
‭12 LE for each Player Character you are‬
‭CT‬ ‭11‬
‭facing during an encounter.)‬
‭171‬
‭172‬

‭Standard Movement Speed:‬‭55 ft.‬


‭Armored Armadillo‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭Physical, Plasma.‬
‭ his is a Non-Player Character (NPC), and may‬
T
‭Weakness:‬‭Elec, Holo.‬
‭only be controlled by the OPERATOR.‬
‭Traits‬‭:‬
‭Reduce SE Damage done by Physical Attacks by 1.‬
‭ he former leader of the 8th Armored Unit. During‬
T
‭Increase SE Damage done by Elec Attacks by 2.‬
‭the first Maverick War, Armored Armadillo followed‬
‭Advantage on Evade Skill Checks against Physical‬
‭the renegade Sigma out of loyalty. His fierce and‬
‭Attacks.‬
‭steadfast tactics and sense of fair play led him to a‬
‭Disadvantage on Evade Skill Checks against Elec‬
‭noble final battle against Mega Man X.‬
‭Attacks.‬

‭Race‬ ‭Aniloid‬ ‭Basic Attacks:‬

‭ itanium-X Arms Attack‬


T
‭Chassis‬ ‭Bipedal‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Faction‬ ‭Maverick -‬ ‭Techniques performed with Titanium-X Arms deal additional‬
‭Criminal‬ ‭Plasma Impacting damage equal to your Milestone.‬

‭ apid Fire Shot (弾速射)‬


R
‭Rank‬ ‭Commander - S‬ ‭Attack Die - Untrained Die + 3D4 + PWR.‬
‭Rank‬ ‭Damage Die - 3D4 + PWR Plasma Piercing Damage.‬
‭Range of 60 ft. This weapon fires from Armored Armadillo’s‬
‭forehead. It cannot be targeted by Called Shot Attacks.‬
‭Size‬ ‭4 - Large.‬
‭Skills:‬
‭Milestone‬ ‭2‬
‭ luff - Proficient.‬
B
‭Climb/Jump - Adept.‬
‭Discipline (Military Tradition) - Epic.‬
‭Evade - Intermediate.‬
‭PWR‬ ‭3‬ ‭Grapple / Break - Intermediate.‬
‭Networking - Proficient.‬
‭Persuade - Master.‬
‭MOB‬ ‭4 (Bypassed)‬
‭Sensory - Adept.‬

‭ANA‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭APT‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots. (Titanium-X Armor and‬


2
‭Thermal Shielding α Equipped.)‬
‭Head:‬ ‭3 Upgrade Slots. (BioScan Optics,‬
‭CHA‬ ‭1‬ ‭Military Tremor Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭LCD‬ ‭1‬ ‭Arms:‬ ‭2 Upgrade Slots. (Titanium-X Arms‬
‭Equipped.)‬
‭Legs:‬ ‭3 Upgrade Slots. (Titanium-X Legs‬
‭and Jumper α Equipped.)‬
‭LE‬ ‭28‬ ‭Core:‬ ‭Micro-Fusion Hybrid Core.‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭SE‬ ‭16‬ ‭(+1 Body Upgrade Slot,‬
‭+1 Legs Upgrade Slot.)‬
‭Weapon:‬‭Reinforced Ceratanium Arm Guard. (x2)‬
‭WE‬ ‭12‬
‭Special Weapons/Techniques:‬
‭TP‬ ‭6‬
‭ epulsor Guard (リパルサーガード)‬
R
‭Refer to ‘Repulsor Guard’ in Chapter 16, pg. 245.‬
‭CT‬ ‭12‬
‭ olling Shield (ローリングシールド)*‬
R
‭Refer to ‘Rolling Shield’ in Chapter 15, pg. 220.‬
‭ ‭U
* ‬ nlike the normal usage of this Special Weapon, Armored‬
‭Armadillo rolls into a ball and becomes the Rolling Shield‬
‭Attack upon rolling the Attack and Damage Dies respectively.‬
‭Any movement done with Rolling Shield can be done in‬
‭addition to Armored Armadillo’s Standard Movement Speed.‬

‭ erritorial POW (テリトリアルパウ)‬


T
‭Refer to ‘Territorial POW’ in Chapter 15, pg. 223.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Armored Armadillo a Boss, add an additional 28 LE‬
‭for each Player Character you are facing during‬
‭an encounter.)‬
‭173‬

‭Bomb Man (DLN-006)‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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:‬

‭Milestone‬ ‭2‬ ‭ limb/Jump - Master.‬


C
‭Discipline (Bowling) - Proficient.‬
‭Evade - Intermediate.‬
‭Grapple / Break - Intermediate.‬
‭PWR‬ ‭2‬
‭Networking - Proficient.‬
‭Operate - Master.‬
‭MOB‬ ‭3‬ ‭Repair - Proficient.‬
‭Sensory - Proficient.‬

‭ANA‬ ‭1‬
‭Parts, Enhancements, and Upgrade Slots:‬

‭APT‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots.‬


3
‭(Industrial Chromium Armor Equipped.)‬
‭CHA‬ ‭2‬ ‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭LCD‬ ‭1 (Bypassed)‬ ‭Arms:‬ ‭2 Upgrade Slots. (Industrial Chromium‬
‭Arms Equipped.‬‭)‬
‭Legs:‬ ‭3 Upgrade Slots. (Industrial Chromium‬
‭LE‬ ‭26‬ ‭Legs Equipped.‬‭)‬
‭ ore:‬
C ‭Micro Solar-Pile Reactor.‬
‭SE‬ ‭6‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(Weapon Selected: Hyper Bomb)‬
‭(+1 Legs Upgrade Slot.)‬
‭WE‬ ‭12‬
‭Special Weapons/Techniques:‬
‭TP‬ ‭6‬
‭ yper Bomb (ハイパーボム)‬
H
‭CT‬ ‭6‬ ‭Refer to ‘Hyper Bomb’ in Chapter 15, pg. 215.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Bomb Man a Boss, add an additional 26 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭174‬

‭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:‬

‭Chassis‬ ‭Insectoid‬ ‭ eratanium Arms Attack‬


C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Faction‬ ‭Maverick -‬
‭Criminal‬ ‭Damage.‬
‭Range of 5 ft.‬
‭Techniques performed with Military-Grade‬
‭Rank‬ ‭Commander - S‬
‭Ceratanium Arms deal additional Physical‬
‭Rank‬
‭Impacting damage equal to your Milestone.‬

‭Size‬ ‭4 - Large.‬ ‭Skills:‬

‭ 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.‬

‭ uick Homesick (クイックホームシック)‬


Q
‭Refer to ‘Quick Homesick’ in Chapter 15, pg. 219.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Boomer Kwanger a Boss, add an additional 22 LE‬
‭for each Player Character you are facing during‬
‭an encounter.)‬
‭175‬

‭ tandard Movement Speed:‬‭35 ft.‬


S
‭Chill Penguin‬ ‭Dash Movement Speed:‬‭70 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Frost.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭Aqua,‬‭Frost.‬
‭Weakness:‬‭Fire, Stone.‬
‭ hill Penguin was a former Lieutenant Commander‬
C ‭Traits:‬
‭of the 13th Polar Region, before transferring to the‬ ‭Reduce SE Damage done by Force Attacks by 1.‬
‭17th Elite mere months before the Day of Sigma.‬ ‭Increase SE Damage done by Fire Attacks by 2.‬
‭Loudmouthed and belligerent, he is more interested‬ ‭Advantage on Evade Skill Checks against Force‬
‭in performing jobs that pay well, so that he can‬ ‭Attacks.‬
‭continue to live a fast and lavish lifestyle.‬ ‭Disadvantage on Evade Skill Checks against Fire‬
‭Attacks.‬

‭Race‬ ‭Aniloid‬ ‭Basic Attacks:‬

‭ hromium Arm Attack.‬


C
‭Chassis‬ ‭Bipedal‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Faction‬ ‭Maverick -‬ ‭Damage. Range of 5 ft.‬
‭Criminal‬ ‭You have Advantage on PWR Actions or Reactions‬
‭made to lift Objects or Targets of a larger Size than‬
‭you. This Advantage cannot be used for Grapple‬
‭Rank‬ ‭Lieutenant‬
‭Commander - S‬ ‭Skill Checks.‬
‭Rank‬
‭Skills:‬

‭Size‬ ‭3 - Medium.‬ ‭ luff - Proficient.‬


B
‭Climb/Jump - Master.‬
‭Evade - Intermediate.‬
‭Milestone‬ ‭2‬
‭Grapple/Break - Intermediate.‬
‭Networking - Epic.‬
‭Perform (Ice Sculpting) - Proficient.‬
‭PWR‬ ‭3‬ ‭Persuade - Adept.‬
‭Sensory - Intermediate.‬

‭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:‬

‭TP‬ ‭6‬ ‭ ash (ダッシュ)‬


D
‭Refer to ‘Dash’ in Chapter 16, pg. 231.‬

‭CT‬ ‭12‬
‭ ce Sculpture (氷の彫刻)‬
I
‭Refer to ‘Ice Sculpture’ in Chapter 16, pg. 239.‬

‭ liding Dash (滑りダッシュ)‬


S
‭Refer to ‘Sliding Dash’ in Chapter 16, pg. 250.‬

‭ hotgun Ice (ショットガンアイス)‬


S
‭Refer to ‘Shotgun Ice’ in Chapter 15, pg. 221.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Chill Penguin a Boss, add an additional 28 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭176‬

‭Cut Man (DLN-003)‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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.‬

‭Rank‬ ‭N/A.‬ ‭Skills:‬

‭ 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.‬

‭CT‬ ‭6‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Cut Man a Boss, add an additional 26 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭177‬

‭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.‬

‭Race‬ ‭Human‬ ‭Basic Attacks:‬

‭Chassis‬ ‭Basic Humanoid‬ ‭ asic Physical Attack.‬


B
‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Physical Impacting‬
‭Faction‬ ‭Dr. Wily’s Army‬
‭Damage.‬
‭Range of 5 ft.‬
‭Rank‬ ‭N/A.‬
‭Skills:‬
‭Size‬ ‭3 - Medium.‬
‭ luff - Proficient.‬
B
‭Disguise - Proficient.‬
‭Milestone‬ ‭2‬ ‭Evade - Intermediate.‬
‭Grapple/Break - Intermediate.‬
‭Knowlege (Robotics) - Adept.‬
‭Operate - Intermediate.‬
‭PWR‬ ‭1‬ ‭Repair - Adept.‬

‭MOB‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭ 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.‬

‭ ummon Wily UFO‬


S
‭LE‬ ‭26‬ ‭At the cost of 1 Technique Point, you may perform a‬
‭Full-Round LCD Action to have Dr. Albert Wily be‬
‭scooped up by the Wily UFO 1 Vehicle‬‭(pg. 114.)‬‭He‬
‭SE‬ ‭0‬ ‭then stares down at the party, waggling his‬
‭eyebrows and laughing in a gesture of superiority.‬
‭WE‬ ‭N/A‬ ‭This is considered a Transformation, and will‬
‭continue until the end of the Cooldown Phase.‬
‭During this Transformation, Dr. Albert Wily gains‬
‭TP‬ ‭9‬
‭the I-Frame Status. Post Cooldown Phase, the‬
‭Transformation is complete, and Wily UFO 1 loses‬
‭CT‬ ‭N/A‬ ‭the I-Frame.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Dr. Albert Wily a Boss, add an additional 26 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭178‬

‭Dr. Cain‬ ‭Standard Movement Speed:‬‭25 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T
‭ rimary Element:‬‭Null.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭None.‬
‭Weakness:‬‭None.‬
‭ former archeologist turned roboticist, Dr. Cain‬
A ‭Traits‬‭:‬
‭was the man who found the sealed capsule of Mega‬ ‭Humans cannot have or gain WE, or learn‬
‭Man X. Using X’s blueprints, he reverse-engineered‬
‭Special Weapons.‬
‭and created the Reploid Race. He is heralded by‬
‭many as a visionary in the field of Robotics.‬
‭Unless enhanced with Adaptive Cybernetics,‬
‭Humans do not have CT and cannot take CT‬
‭damage. All CT damage that would be taken‬
‭Race‬ ‭Human‬ ‭will revert to LE Damage instead.‬

‭Chassis‬ ‭Basic Humanoid‬ ‭Basic Attacks:‬

‭Faction‬ ‭Maverick Hunters -‬ ‭ asic Physical Attack.‬


B
‭16th Unit /‬
‭Attack Die - Untrained Die + PWR +‬
‭Arcadian High‬
‭Milestone.‬
‭Command‬
‭Damage Dies: PWR + Milestone Physical‬
‭Impacting Damage.‬
‭Rank‬ ‭N/A‬
‭Range of 5 ft.‬

‭Size‬ ‭3 - Medium.‬
‭Skills:‬

‭Milestone‬ ‭2‬ ‭ vade - Intermediate.‬


E
‭Grapple/Break - Intermediate.‬
‭Knowlege (Robotics) - Adept.‬
‭PWR‬ ‭1‬ ‭Networking - Intermediate.‬
‭Operate - Proficient.‬
‭MOB‬ ‭1‬ ‭Persuade - Proficient.‬
‭Repair - Adept.‬
‭ANA‬ ‭2‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭APT‬ ‭2‬
‭ ody:‬
B ‭
1 Upgrade Slot.‬
‭CHA‬ ‭3‬ ‭Head:‬ ‭1 Upgrade Slot.‬
‭Arms:‬ ‭1 Upgrade Slot.‬
‭LCD‬ ‭2 (Bypassed)‬ ‭Legs:‬ ‭1 Upgrade Slot.‬

‭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.‬

‭ ologram Physical Attack.‬


H
‭Milestone‬ ‭4‬ ‭Attack Die - Untrained Die + PWR + Milestone.‬
‭Damage Dies: PWR + Milestone Holo Impacting‬
‭Damage.‬
‭Range of 5 ft.‬
‭PWR‬ ‭1‬
‭Skills:‬
‭MOB‬ ‭1‬
‭ vade - Adept.‬
E
‭Grapple/Break - Adept.‬
‭ANA‬ ‭4‬
‭Knowledge (Robotics) - Adept.‬
‭Networking - Proficient.‬
‭APT‬ ‭1‬ ‭Operate - Intermediate.‬
‭Repair - Master.‬
‭Sensory - Proficient.‬
‭CHA‬ ‭1‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭LCD‬ ‭4 (Bypassed)‬
‭Body:‬ ‭ Upgrade Slots.‬
2
‭(Titanium-X Armor Equipped.)‬
‭LE‬ ‭64‬ ‭Head:‬ ‭5 Upgrade Slots. (LowLight Optics,‬
‭Audio Recognition System,‬
‭HAYATOM Voice Synthesizer and‬
‭SE‬ ‭10‬ ‭Cyber Rig α Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots.‬
‭WE‬ ‭16‬ ‭Legs:‬ ‭2 Upgrade Slots.‬
‭(Hover Module Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭TP‬ ‭12‬ ‭Circuits:‬‭Mysterious Control CPU‬
‭(+1 to LCD, -1 to APT.‬
‭CT‬ ‭12‬ ‭Gains Hadouken Technique.)‬
‭Field Equipment:‬
‭Diagnostic Capsule‬

‭Special Weapons/Techniques:‬

‭ adouken (波動拳)‬
H
‭Refer to ‘Hadouken’ in Chapter 16, pg. 237.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Dr. Thomas Light (Mega Man X) a Boss, add an‬
‭additional 64 LE for each Player Character you‬
‭are facing during an encounter.)‬
‭180‬

‭Dr. Thomas Light (Mega Man 1)‬


‭Standard Movement Speed:‬‭25 ft.‬
‭ his is a Non-Player Character (NPC), and may‬
T
‭only be controlled by the OPERATOR.‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭None.‬
‭ he creator of the Robot Master line, and the Blue‬
T ‭Weakness:‬‭None.‬
‭Bomber known as Mega Man. A graduate of the‬ ‭Traits‬‭:‬
‭Robot Institute of Technology, Thomas Light’s Civil‬ ‭Humans cannot have or gain WE, or learn‬
‭Engineering, Household, and Military Robot designs‬
‭Special Weapons.‬
‭have been renowned the world over. He seeks to‬
‭expand the limits of his creations, and one day‬ ‭Unless enhanced with Adaptive Cybernetics,‬
‭forage an era of peace and prosperity between‬ ‭Humans do not have CT and cannot take CT‬
‭Humans and Robots.‬ ‭damage. All CT damage that would be taken‬
‭will revert to LE Damage instead.‬

‭Race‬ ‭Human‬
‭Basic Attacks:‬

‭Chassis‬ ‭Basic Humanoid‬


‭ asic Physical Attack.‬
B
‭Attack Die - Untrained Die + PWR +‬
‭Faction‬ ‭ ight Labs‬
L
‭Assistant‬ ‭Milestone.‬
‭Damage Dies: PWR + Milestone Physical‬
‭Rank‬ ‭N/A‬ ‭Impacting Damage.‬
‭Range of 5 ft.‬

‭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

‭Elec Man (DLN-008)‬


‭Standard Movement Speed:‬‭45 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Elec.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭Aqua, Elec.‬
‭Weakness:‬‭Stone, Wood.‬
‭ Robot Master created for management of Nuclear‬
A ‭Traits‬‭:‬
‭Power Plants. Elec Man is considered Dr. Light’s‬ ‭Reduce SE Damage done by Piercing Attacks by 1.‬
‭crowning achievement of Robot Master‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭development, due to its impressive processing‬ ‭Advantage on Evade Skill Checks against Piercing‬
‭power and agility. Due to all the press attention,‬ ‭Attacks.‬
‭Elec Man has an inflated Ego, and once captured‬ ‭Disadvantage on Evade Skill Checks against‬
‭and programmed by Dr. Wily, developed a bit of a‬ ‭Slashing Attacks.‬
‭sadistic side.‬

‭Basic Attacks:‬

‭Race‬ ‭Robot Master‬


‭ eratanium Arms Attack‬
C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Chassis‬ ‭Basic Humanoid‬ ‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Damage.‬
‭Faction‬ ‭Light Labs‬ ‭Range of 5 ft.‬
‭Assistant / Dr.‬ ‭Techniques performed with Military-Grade‬
‭Wily’s Army‬ ‭Ceratanium Arms deal additional Physical‬
‭Impacting damage equal to your Milestone.‬

‭Rank‬ ‭N/A.‬ ‭Skills:‬

‭Size‬ ‭3 - Medium.‬ ‭ limb/Jump - Master.‬


C
‭Evade - Intermediate.‬
‭Grapple/Break - Intermediate.‬
‭Milestone‬ ‭2‬ ‭Knowledge (Circuitry/Electricity) - Adept.‬
‭Networking - Proficient.‬
‭Operate - Adept.‬
‭PWR‬ ‭3‬ ‭Repair - Proficient.‬
‭Sensory - Master.‬

‭MOB‬ ‭2‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭ANA‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots.‬


3
‭(Military-Grade Ceratanium Armor‬
‭Equipped.)‬
‭APT‬ ‭1‬ ‭Head:‬ ‭6 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors,‬
‭CHA‬ ‭2 (Bypassed)‬ ‭HAYATOM Voice Synthesizer, and‬
‭Military-Grade Ceratanium Helmet‬
‭Equipped.)‬
‭LCD‬ ‭1‬
‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.‬‭)‬
‭Legs:‬ ‭ Upgrade Slots. (Military-Grade‬
3
‭LE‬ ‭26‬ ‭Ceratanium Legs and Speedster α‬
‭Equipped.‬‭)‬
‭SE‬ ‭7‬ ‭ ore:‬
C ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭(Weapon Selected: Thunder Beam)‬
‭WE‬ ‭12‬ ‭(+1 Legs Upgrade Slot.)‬

‭TP‬ ‭6‬ ‭Special Weapons/Techniques:‬

‭CT‬ ‭6‬ ‭ hunder Beam (サンダービーム)‬


T
‭Refer to ‘Thunder Beam’ in Chapter 15, pg. 224.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Elec Man a Boss, add an additional 26 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭182‬

‭Standard Movement Speed:‬‭25 ft.‬


‭Fire Man (DLN-007)‬ ‭ rimary Element:‬‭Fire.‬
P
‭Resistances:‬‭Fire, Wood.‬
‭ his is a Non-Player Character (NPC), and may‬
T ‭Weakness:‬‭Aqua, Force, Frost.‬
‭only be controlled by the OPERATOR.‬ ‭Traits‬‭:‬
‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭ Robot Master created for work in an incinerator,‬
A ‭Increase SE Damage done by Piercing Attacks by 2.‬
‭able to wield flames that are over 8,000 Degrees‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭Fahrenheit. Charismatic in nature, Fire Man fancies‬ ‭Attacks.‬
‭himself as the hero of his own story, and as such he‬ ‭Disadvantage on Evade Skill Checks against‬
‭constantly preaches to others about himself and‬ ‭Piercing Attacks.‬
‭his “Burning Flame of Justice.‬ ‭Called Shot Attack Dies targeting your Head lose‬
‭the Untrained Die.‬
‭If non-Piercing damage would be dealt to your LE‬
‭Race‬ ‭Robot Master‬ ‭by an attack, reduce that damage by 1.‬

‭Chassis‬ ‭Basic Humanoid‬ ‭Basic Attacks:‬

‭ eramic Titanium Arm Attack.‬


C
‭Faction‬ ‭Light Labs‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Assistant / Dr.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Wily’s Army‬
‭Damage.‬
‭Range of 5 ft.‬
‭Rank‬ ‭N/A‬
‭ ual Flamethrowers Attack.‬
D
‭Attack Die - Untrained Die + 2D6 + PWR.‬
‭Size‬ ‭3 - Medium.‬
‭Damage Die - 2D6 + PWR Fire Piercing Damage.‬
‭Range of 40 ft.‬
‭Milestone‬ ‭2‬
‭Skills:‬

‭ 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:‬

‭ ire Storm (ファイヤーストーム)‬


F
‭Refer to ‘Fire Storm’ in Chapter 15, pg. 213.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Fire Man a Boss, add an additional 28 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭183‬

‭Standard Movement Speed:‬‭30 ft.‬

‭Flame Mammoth‬ ‭ rimary Element:‬‭Fire.‬


P
‭Resistances:‬‭Fire, Wood.‬
‭Weakness:‬‭Aqua, Force.‬
‭ his is a Non-Player Character (NPC), and may‬
T ‭Traits:‬
‭Reduce SE Damage done by Aqua Attacks by 1.‬
‭only be controlled by the OPERATOR.‬
‭Increase SE Damage done by Slashing Attacks by 2.‬
‭Advantage on Evade Skill Checks against Aqua Attacks.‬
‭ lame Mammoth was the former Commander of the‬
F ‭Disadvantage on Evade Skill Checks against Slashing Attacks.‬
‭4th Overland Unit. Arrogant and loud-mouthed, he‬
‭considered his size a blessing against a world full of‬ ‭Basic Attacks:‬
‭small-fry, and took every opportunity to belittle‬
‭the smaller soldiers under his thumb. He has‬ ‭ eratanium Arms Attack‬
C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭considerable knowledge on artillery weaponry.‬
‭Damage Die - 1D6 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Techniques performed with Military-Grade Ceratanium Arms‬
‭Race‬ ‭Aniloid‬ ‭deal additional Physical Impacting damage equal to your‬
‭Milestone.‬

‭Chassis‬ ‭Bipedal‬ ‭ urning Spray Attack‬


B
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Fire Piercing Damage.‬
‭Faction‬ ‭Maverick -‬ ‭Range of 90 ft. You can Charge this weapon.‬
‭Criminal‬ ‭When uncharged, Positive Critical Explosions rolled on the‬
‭Damage Die of the Burning Spray will give the enemy target‬
‭the Burn Status Effect until the Cooldown Phase.‬
‭Rank‬ ‭Commander - S‬ ‭Charged Damage Die - (1D6 + PWR) x Charge Level Fire‬
‭Rank‬ ‭Piercing Damage.‬
‭When a successful Charge Weapon Attack is made with this‬
‭weapon, you fire a 15 ft. cone of flame directly in front of you.‬
‭Size‬ ‭4 - Large.‬ ‭Each target within that cone must LOCK into MOB to Evade if‬
‭able, but may only Evade once. Targets hit by this charge‬
‭attack take an additional 1 CT of damage to both their Core‬
‭Milestone‬ ‭2‬ ‭and their Weapon. The Burn Status Effect will not be dealt by‬
‭this Charge Weapon attack.‬

‭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:‬

‭CHA‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots.‬


2
‭(Military-Grade Ceratanium Armor Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (BioScan Optics,‬
‭LCD‬ ‭2‬
‭Audio Recognition System, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.)‬
‭LE‬ ‭28‬ ‭Legs:‬ ‭2 Upgrade Slots. (Military-Grade‬
‭Ceratanium 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 ‭ eapon:‬ ‭Burning Spray.‬
W

‭TP‬ ‭6‬ ‭Special Weapons/Techniques:‬

‭ ire Wave (ファイヤーウェーブ)‬


F
‭CT‬ ‭10‬ ‭Refer to ‘Fire Wave’ in Chapter 15, pg. 214.‬

‭ lame Drop (炎を降らす)‬


F
‭Refer to ‘Flame Drop’ in Chapter 16, pg. 235.‬

‭ ump Press (ジャンププレス)‬


J
‭Refer to ‘Jump Press’ in Chapter 16, pg. 239.‬

‭ iling (油)‬
O
‭Refer to ‘Oiling’ in Chapter 16, pg. 243.‬

‭ ild Horse Kick (ワイルドホースキック)‬


W
‭Refer to ‘Wild Horse Kick’ in Chapter 16, pg. 224.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Flame Mammoth a Boss, add an additional 28 LE‬
‭for each Player Character you are facing during‬
‭an encounter.)‬
‭184‬

‭Geemel‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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.‬

‭ eratanium Shuriken Attack‬


C
‭Chassis‬ ‭Basic Humanoid‬
‭Attack Die - Untrained Die + 3D4 + PWR.‬
‭Damage Die - 3D4 + PWR Physical Slashing Damage.‬
‭Range of 5 ft. Thrown range is equal to PWR.‬
‭Faction‬ ‭Maverick -‬
‭The Ceratanium Shuriken can be used as a melee weapon or‬
‭Criminal‬ ‭thrown as a ranged weapon.‬
‭At the cost of 1 TP, when this weapon is thrown as a ranged‬
‭weapon, you may perform a PWR Reaction to return to you‬
‭Rank‬ ‭Commander - S‬
‭after the Damage Die is dealt.‬
‭Rank‬ ‭If this weapon Succeeds on a Called Shot Attack, the Damage‬
‭Die is rolled twice.‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Geemel a Boss, add an additional 45 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭185‬

‭Guts Man (DLN-004)‬


‭Standard Movement Speed:‬‭30 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Null.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭None.‬
‭Weakness:‬‭Fire.‬
‭ civil engineering Robot Master created by Dr.‬
A ‭Traits‬‭:‬
‭Thomas Light to work alongside Bomb Man for the‬ ‭Reduce SE Damage done by Force Attacks by 1.‬
‭purpose of land reclamation and construction. He is‬ ‭Increase SE Damage done by Fire Attacks by 2.‬
‭hot-tempered and impatient, but passionate about‬ ‭Advantage on Evade Skill Checks against Force‬
‭the work that he does, and supportive of his Robot‬ ‭Attacks.‬
‭Master brethren.‬ ‭Disadvantage on Evade Skill Checks against Fire‬
‭Attacks.‬

‭Race‬ ‭Robot Master‬


‭Basic Attacks:‬

‭Chassis‬ ‭Basic Humanoid‬ ‭ eratanium Arms Attack‬


C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Faction‬ ‭Light Labs‬
‭Assistant / Dr.‬ ‭Damage.‬
‭Wily’s Army‬ ‭Range of 5 ft.‬
‭Techniques performed with Military-Grade‬
‭Ceratanium Arms deal additional Physical‬
‭Rank‬ ‭N/A.‬ ‭Impacting damage equal to your Milestone.‬

‭Size‬ ‭4 - Large.‬ ‭Skills:‬

‭ limb / Jump - Adept.‬


C
‭Milestone‬ ‭2‬ ‭Evade - Intermediate.‬
‭Grapple / Break - Intermediate.‬
‭Intimidate - Intermediate.‬
‭Networking - Proficient.‬
‭PWR‬ ‭4‬
‭Operate - Epic.‬
‭Perform (Vocals) - Proficient.‬
‭MOB‬ ‭2‬ ‭Repair - Proficient.‬
‭Sensory - Adept.‬
‭ANA‬ ‭1‬
‭Parts, Enhancements, and Upgrade Slots:‬

‭APT‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots.‬


3
‭(Industrial Chromium Armor Equipped.)‬
‭CHA‬ ‭2‬ ‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, and Industrial‬
‭LCD‬ ‭1 (Bypassed)‬ ‭Chromium Helmet Equipped.)‬
‭Arms:‬ ‭3 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.‬‭)‬
‭LE‬ ‭26‬ ‭Legs:‬ ‭2 Upgrade Slots. (Industrial Chromium‬
‭Legs Equipped.‬‭)‬
‭SE‬ ‭6‬ ‭ ore:‬
C ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭(Weapon Selected: Super Arm.)‬
‭WE‬ ‭12‬ ‭(+1 Arms Upgrade Slot.)‬

‭TP‬ ‭6‬ ‭Special Weapons/Techniques:‬

‭CT‬ ‭6‬ ‭ uper Arm (スーパーアーム)‬


S
‭Refer to ‘Super Arm’ in Chapter 15, pg. 223.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Guts Man a Boss, add an additional 26 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭186‬

‭Ice Man (DLN-005)‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭Standard Movement Speed:‬‭30 ft.‬
‭only be controlled by the OPERATOR.‬ ‭ rimary Element:‬‭Frost.‬
P
‭Resistances:‬‭Aqua, Frost.‬
‭ Robot Master created for work in extreme climate‬
A ‭Weakness:‬‭Elec, Fire, Stone.‬
‭conditions. Ice Man is impervious to chilling‬ ‭Traits‬‭:‬
‭sub-zero temperatures, but due to his sheer‬ ‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭coolant, can be capable of functioning in hot‬ ‭Increase SE Damage done by Piercing Attacks by 2.‬
‭environments. While he cares deeply for his‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭brothers, and even has a budding romantic interest‬
‭Attacks.‬
‭for Roll, Ice Man can find it hard to read a room,‬
‭Disadvantage on Evade Skill Checks against‬
‭and is known to be a show-off.‬
‭Piercing Attacks.‬

‭Basic Attacks:‬
‭Race‬ ‭Robot Master‬

‭ eramic Titanium Arm Attack.‬


C
‭Chassis‬ ‭Basic Humanoid‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Faction‬ ‭Light Labs‬ ‭Damage.‬
‭Assistant / Dr.‬ ‭Range of 5 ft.‬
‭Wily’s Army‬
‭Skills:‬
‭Rank‬ ‭N/A‬
‭ limb/Jump - Intermediate.‬
C
‭Evade - Intermediate.‬
‭Size‬ ‭3 - Medium.‬ ‭Grapple/Break - Intermediate.‬
‭Knowledge (Arctic Climates) - Master.‬
‭Networking - Proficient.‬
‭Milestone‬ ‭2‬
‭Operate - Master.‬
‭Perform (Ice Sculpting) - Proficient.‬
‭Repair - Proficient.‬
‭PWR‬ ‭3‬ ‭Sensory - Proficient.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭MOB‬ ‭2‬
‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬
3
‭ANA‬ ‭1‬ ‭Titanium Body Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭APT‬ ‭1‬ ‭Broad Range Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭5 Upgrade Slots. (Prototype Ceramic‬
‭CHA‬ ‭2 (Bypassed)‬ ‭Titanium Arms Equipped.)‬
‭Legs:‬ ‭1 Upgrade Slot. (Prototype Ceramic‬
‭LCD‬ ‭1‬ ‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭(Weapon Selected: Ice Slasher.)‬
‭LE‬ ‭26‬ ‭(+1 Arms Upgrade Slot.)‬

‭SE‬ ‭5‬ ‭Special Weapons/Techniques:‬

‭WE‬ ‭12‬ ‭ ce Slasher (アイススラッシャー)‬


I
‭Refer to ‘Ice Slasher’ in Chapter 15, pg. 215.‬

‭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

‭ tandard Movement Speed:‬‭45 ft.‬


S
‭Launch Octopus‬ ‭Launch Octopus can Swim equal to his Standard‬
‭Movement Speed.‬
‭ his is a Non-Player Character (NPC), and may‬
T
‭only be controlled by the OPERATOR.‬ ‭ rimary Element:‬‭Aqua.‬
P
‭Resistances:‬‭Aqua, Fire.‬
‭ aunch Octopus was the former Commander of the‬
L ‭Weakness:‬‭Acid,‬‭Elec.‬
‭6th Marine Armada. While flamboyant and graceful,‬ ‭Traits:‬
‭his detestment for the human race made it a‬ ‭Reduce SE Damage done by Elec Attacks by 1.‬
‭no-brainer for him to side with Sigma’s Rebellion.‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭He is a tactical artist who prefers to overwhelm his‬ ‭Advantage on Evade Skill Checks against Elec‬
‭opponents solo rather than commanding a squad.‬ ‭Attacks.‬
‭Disadvantage on Evade Skill Checks against‬
‭Slashing Attacks.‬
‭Race‬ ‭Aniloid‬
‭Basic Attacks:‬
‭Chassis‬ ‭Cephalopod‬
‭ eratanium Tentacle Strike‬
C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Faction‬ ‭Maverick -‬ ‭Damage Die - 1D6 + PWR Physical Impacting Damage. Range of‬
‭Criminal‬ ‭5 ft.‬
‭Techniques performed with Military-Grade Ceratanium Arms‬
‭deal additional Physical Impacting damage equal to your‬
‭Rank‬ ‭Commander - S‬ ‭Milestone.‬
‭Rank.‬
‭Skills:‬
‭Size‬ ‭4 - Large.‬
‭ luff - Proficient.‬
B
‭Climb / Jump - Adept.‬
‭Milestone‬ ‭2‬
‭Evade - Adept.‬
‭Grapple / Break - Adept.‬
‭Intimidate - Master.‬
‭PWR‬ ‭4 (Bypassed)‬ ‭Networking - Proficient.‬
‭Persuade - Master.‬
‭Swim - Epic.‬
‭MOB‬ ‭2‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭ANA‬ ‭2‬
‭Body:‬ ‭ Upgrade Slot.‬
1
‭(Military-Grade Ceratanium Armor‬
‭APT‬ ‭1‬
‭Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭CHA‬ ‭2‬ ‭Military Tremor Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭LCD‬ ‭1‬
‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭5 Upgrade Slots. (Military-Grade‬
‭Ceratanium Legs, Jumper α, and‬
‭LE‬ ‭22‬ ‭Speedster α Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭SE‬ ‭7‬
‭(+2 Legs Upgrade Slots.)‬

‭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.‬

‭ arine Tornado (マリントルネード)‬


M
‭Refer to ‘Marine Tornado’ in Chapter 15, pg. 217.‬

‭ autilus Strike (ノーチラス-ストライク)‬


N
‭Refer to ‘Nautilus Strike’ in Chapter 16, pg. 242.‬

‭ ecro Burst (ネクロバースト)‬


N
‭Refer to ‘Necro Burst’ in Chapter 15, pg. 217.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Launch Octopus a Boss, add an additional 22 LE‬
‭for each Player Character you are facing during‬
‭an encounter.)‬
‭188‬

‭Mega Man (Mega Man 1)‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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.‬

‭ ega Buster Shot.‬


M
‭Race‬ ‭Robot Master‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Plasma Piercing Damage.‬
‭Range of 150 ft.‬
‭Chassis‬ ‭Basic Humanoid‬ ‭You cannot charge this weapon.‬
‭With the exception of Evade Skill Checks, your first three PWR‬
‭Attack Actions in a Combat Encounter or Boss Encounter‬
‭Faction‬ ‭ ight Labs‬
L ‭performed by the Mega Buster (MK. I) cannot be reacted‬
‭Assistant‬ ‭against.‬

‭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.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭PWR‬ ‭3‬
‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬
4
‭Titanium Body and Internal Teleport‬
‭MOB‬ ‭2‬ ‭Module Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬

‭ANA‬ ‭1‬ ‭Broad Range Auditory Sensors, HAYATOM‬


‭Voice Synthesizer and Prototype Ceramic‬
‭Titanium Helmet Equipped.)‬
‭APT‬ ‭1‬ ‭Arms:‬ ‭4 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Arms Equipped.)‬
‭Legs:‬ ‭1 Upgrade Slot. (Prototype Ceramic‬
‭CHA‬ ‭2 (Bypassed)‬ ‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭LCD‬ ‭1‬ ‭(Weapon Selected: N/A.)‬
‭(+1 Body Upgrade Slot.)‬
‭Weapon:‬ ‭Mega Buster (MK. I)‬

‭LE‬ ‭13‬ ‭Special Weapons/Techniques:‬

‭ agnet Beam (マグネットビーム)‬


M
‭SE‬ ‭4‬ ‭Refer to ‘Magnet Beam’ in Chapter 15, pg. 216.‬

‭WE‬ ‭8‬ ‭ ega Kick (ロックキック)‬


M
‭Refer to ‘Mega Kick’ in Chapter 16, pg. 241.‬

‭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.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Mega Man a Boss, add an additional 13 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭189‬

‭Standard Movement Speed:‬‭30 ft.‬


‭Mega Man X (Mega Man X1)‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭Piercing.‬
‭ 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 ‭Reduce SE Damage done by Physical Attacks by 1.‬
‭Increase SE Damage done by Elec Attacks by 2.‬
‭21XX as the Mega Man X Protagonist.‬
‭Advantage on Evade Skill Checks against Physical Attacks.‬
‭To accommodate this, Mega Man X begins at‬ ‭Disadvantage on Evade Skill Checks against Elec Attacks.‬
‭Milestone 1, at the beginning of his adventure.‬
‭Basic Attacks:‬
‭ espite X's exceptional abilities he is still‬
D
‭considered a B-Rank Maverick Hunter in the 17th‬ ‭ itanium-X Arms Attack‬
T
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Unit. Although he is viewed by his fellow hunters as‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭a rookie for his tendency to hesitate in the thick of‬
‭Range of 5 ft.‬
‭battle, it is actually mercy, not inexperience, that‬ ‭Techniques performed with Titanium-X Arms deal additional‬
‭stays his hand. Only Zero has begun to suspect of‬ ‭Plasma Impacting damage equal to your Milestone.‬
‭X's incredible potential on the battlefield...‬
‭ -Buster Shot‬
X
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Plasma Piercing Damage.‬
‭Race‬ ‭Reploid‬ ‭Range of 150 ft.‬
‭You can charge this weapon.‬
‭Charged Damage Die - (1D6 + PWR) x Charge Level Plasma‬
‭Chassis‬ ‭Basic Humanoid‬
‭Piercing Damage.‬
‭The X-Buster has an internal inhibitor, which prevents‬
‭Charging Weapons Beyond Charge Level 2. This inhibitor is‬
‭Faction‬ ‭Maverick Hunters -‬
‭removed if Mega Man X initiates an Armor Transformation‬
‭17th Unit‬ ‭while the X-Buster is equipped.‬

‭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:‬

‭MOB‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots. (Titanium-X Armor, and‬


3
‭Internal Teleport Module Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭ANA‬ ‭1‬ ‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, and X’s Titanium-X Helmet‬
‭Equipped.)‬
‭APT‬ ‭2‬ ‭Arms:‬ ‭4 Upgrade Slots. (Titanium-X Arms Equipped.)‬
‭Legs:‬ ‭4 Upgrade Slots. (Titanium-X Legs Equipped.)‬
‭Core:‬ ‭Micro-Fusion Hybrid Core.‬
‭CHA‬ ‭1‬ ‭Circuits:‬ ‭X's Control CPU‬
‭(Equivalent to CainLabs Model J3 Control CPU.)‬
‭(+1 Arms Upgrade Slot, +1 Legs Upgrade Slot.)‬
‭LCD‬ ‭4 (Bypassed)‬ ‭ eapon:‬ ‭X-Buster (Mega Buster MK.XVII)‬
W

‭Special Weapons/Techniques:‬

‭LE‬ ‭16‬ ‭ rmor Transformation‬


A
‭Refer to ‘Armor Transformation’ in Chapter 16, pg. 228.‬

‭SE‬ ‭7‬ ‭ eleport (テレポート)‬


T
‭Refer to ‘Teleport’ in Chapter 16, pg. 254.‬

‭WE‬ ‭4‬ ‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬


W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.‬

‭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:‬

‭Mega Man X (Light Armor)‬ ‭ ight Armor Arms Attack‬


L
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭ his is a Non-Player Character (NPC), that may‬
T ‭Range of 5 ft.‬
‭usually only be controlled by the OPERATOR.‬ ‭When a Positive Critical Explosion is rolled on the Attack Die‬
‭of the Light Armor Arm Parts, before the Damage Die is rolled,‬
‭you may choose to change its Damage Type from Physical‬
‭Impacting to Plasma Impacting. This may only be performed‬
‭Race‬ ‭Reploid‬
‭once per Combat Round, and cannot be reacted against. The‬
‭Damage Type reverts back to Physical Impacting after‬
‭damage is dealt.‬
‭Chassis‬ ‭Basic Humanoid‬
‭ ight Armor Buster Shot‬
L
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Faction‬ ‭Maverick Hunters -‬
‭Damage Die - 1D6 + PWR Plasma Piercing Damage. Range of 150‬
‭17th Unit‬ ‭ft.‬
‭You can Charge this weapon.‬
‭Charged Damage Die - (3D6 + PWR) x Charge Level Plasma‬
‭Rank‬ ‭Captain - B Rank‬
‭Piercing Damage.‬
‭If the Core Threshold of the Light Armor Buster reaches 0, you‬
‭can still utilize this weapon for Charge attacks by consuming‬
‭Size‬ ‭3 - Medium.‬
‭your own Core Threshold.‬
‭When a Successful Charge Weapon Attack is made with this‬
‭weapon, you fire a Spiral Crush Shot, which ignores Resistance‬
‭Milestone‬ ‭4‬
‭and Damage Reduction.‬
‭When the Light Armor Buster's Spiral Crush Shot is fired, you‬
‭gain the I-Frame Status Effect until you perform your next‬
‭Action or Reaction during this Combat Round. If you have no‬
‭PWR‬ ‭6‬ ‭more actions or reactions to spend, the I-Frame lasts until the‬
‭Cooldown Phase.‬

‭MOB‬ ‭3‬ ‭Skills:‬

‭ 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.‬

‭LCD‬ ‭5 (Bypassed)‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭ Upgrade Slots. (Light Armor Body Parts, and‬


3
‭Internal Teleport Module Equipped.)‬
‭LE‬ ‭68‬ ‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, and Light Armor Helmet‬
‭SE‬ ‭14‬ ‭Equipped.)‬
‭Arms:‬ ‭4 Upgrade Slots. (Light Armor Arm Parts Equipped.)‬
‭Legs:‬ ‭4 Upgrade Slots. (Light Armor Leg Parts Equipped.)‬
‭WE‬ ‭16‬ ‭Core:‬ ‭Micro-Fusion Hybrid Core.‬
‭Circuits:‬ ‭X's Control CPU‬
‭(Equivalent to CainLabs Model J3 Control CPU.)‬
‭TP‬ ‭12‬ ‭(+1 Arms Upgrade Slot, +1 Legs Upgrade Slot.)‬
‭ eapon:‬ ‭Light Armor Buster‬
W

‭CT‬ ‭14‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

‭Advantage on Evade Skill Checks against Plasma‬


‭ ub-Tank‬
S
‭Attacks.‬ ‭Refer to ‘Sub-Tank’; Chapter 16, pg. 252.‬

‭ eleport (テレポート)‬
T
‭Refer to ‘Teleport’ in Chapter 16, pg. 254.‬

‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬


W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Mega Man X a Boss, add an additional 68 LE for‬
‭each Player Character you are facing during an‬
‭encounter.)‬
‭191‬

‭Mega Man X (Second Armor)‬ ‭Basic Attacks:‬

‭ his is a Non-Player Character (NPC), that may‬


T ‭ econd Armor Arms Attack‬
S
‭usually only be controlled by the OPERATOR.‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Increase your PWR by 1.‬
‭Race‬ ‭Reploid‬ ‭When a Positive Critical Explosion is rolled on the Damage Die‬
‭of the Second Armor Arm Parts, you gain a free Charge Level‬
‭at no action or CT Cost.‬
‭Chassis‬ ‭Basic Humanoid‬
‭ econd Armor Buster Shot‬
S
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Faction‬ ‭Maverick Hunters -‬ ‭Damage Die - 1D8 + PWR Plasma Piercing Damage.‬
‭17th Unit‬ ‭Range of 150 ft.‬
‭You can Charge this weapon.‬
‭Refer to Charge Weapon Attack information on pg. 95.‬
‭Rank‬ ‭Interim‬
‭Commander - S‬ ‭Skills:‬
‭Rank‬
‭ limb/Jump - Epic.‬
C
‭Discipline (Civil Servant) - Master.‬
‭Size‬ ‭3 - Medium.‬ ‭Evade - Adept.‬
‭Grapple/Break - Adept.‬
‭Networking - Proficient.‬
‭Milestone‬ ‭5‬ ‭Operate - Epic.‬
‭Persuade - Adept.‬
‭Sensory - Master.‬

‭PWR‬ ‭5‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭MOB‬ ‭5‬ ‭Body:‬ ‭ Upgrade Slots. (Second Armor Body Parts,‬‭and‬


3
‭Internal Teleport Module Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭ANA‬ ‭2‬ ‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, Item Sensor, and Second Armor‬
‭Helmet Equipped.)‬
‭APT‬ ‭2‬ ‭Arms:‬ ‭4 Upgrade Slots. (Second Armor Arm Parts‬
‭Equipped.)‬
‭Legs:‬ ‭4 Upgrade Slots. (Second Armor Leg Parts‬
‭CHA‬ ‭2‬ ‭Equipped.)‬
‭Core:‬ ‭Micro-Fusion Hybrid Core.‬
‭Circuits:‬ ‭X's Control CPU‬
‭LCD‬ ‭5 (Bypassed)‬ ‭(Equivalent to CainLabs Model J3 Control CPU.)‬
‭(+1 Arms Upgrade Slot, +1 Legs Upgrade Slot.)‬
‭ eapon:‬ ‭Second Armor Buster‬
W

‭LE‬ ‭85‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

‭ iga Crush (ギガクラッシュ)‬


G
‭CT‬ ‭14‬ ‭Refer to ‘Giga Crush’ in Chapter 16, pg. 236.‬

‭ 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

‭Middy‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭MOB‬ ‭1‬
‭Body:‬ ‭ Upgrade Slots. (Lightweight Tungsten Armor‬
3
‭Equipped.)‬
‭ANA‬ ‭4 (Bypassed)‬ ‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, Cyber Rig‬ ‭α,‬‭and‬
‭APT‬ ‭3‬
‭ ilitary-Grade Ceratanium Helmet Equipped.)‬
M
‭Arms:‬ ‭2 Upgrade Slots. (Lightweight Tungsten Arms‬
‭CHA‬ ‭2‬ ‭Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots. (Lightweight Tungsten Legs‬
‭Equipped.)‬
‭LCD‬ ‭1‬ ‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬ ‭Shared Control CPU‬
‭(Equivalent to CainLabs Model J3 Control CPU.)‬
‭(+1 Body Upgrade Slot, +1 Head Upgrade Slot.)‬
‭Field Equipment:‬
‭LE‬ ‭11‬ ‭Datapad.‬

‭SE‬ ‭4‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

‭CT‬ ‭9‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Middy a Boss, add an additional 11 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭193‬

‭ 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.‬

‭Rank‬ ‭N/A‬ ‭Skills:‬

‭ 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:‬

‭MOB‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots. (Prototype Ceramic‬


4
‭Titanium Body Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭ANA‬ ‭1‬ ‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer and Prototype Ceramic‬
‭Titanium Helmet Equipped.)‬
‭APT‬ ‭1‬ ‭Arms:‬ ‭4 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Arms Equipped.)‬
‭Legs:‬ ‭1 Upgrade Slot. (Prototype Ceramic‬
‭CHA‬ ‭2 (Bypassed)‬ ‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭Circuits:‬‭LightLabs EPROM Chip‬
‭LCD‬ ‭2‬ ‭(Weapon Selected: N/A.)‬
‭(+1 Body Upgrade Slot.)‬
‭Weapon:‬ ‭Proto Buster‬

‭LE‬ ‭28‬

‭SE‬ ‭5‬

‭WE‬ ‭12‬ ‭ roto Shield‬


P
‭Object Size 2.‬
‭Single-Handed Melee Weapon.‬
‭TP‬ ‭6‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭CT‬ ‭6‬ ‭Damage.‬
‭(A roll of the Proto Shield’s Damage Die consumes 1‬
‭SE.)‬
‭ NOTE FOR OPERATOR: If you would like to make Proto Man a‬
( ‭Range of 5 ft.‬
‭Boss, add an additional 28 LE for each Player Character you‬ ‭Provides 6 SE.‬
‭are facing during an encounter.)‬ ‭As long as the Proto Shield is equipped, you gain‬
‭the 'Shield Charge' Technique. (pg. 259)‬
‭When all of your SE is depleted, the Proto Shield is‬
‭Standard Movement Speed:‬‭30 ft.‬
‭destroyed, and can no longer be used.‬
‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭None.‬ ‭Special Weapons/Techniques:‬
‭Weakness:‬‭None.‬

‭ ig Bang Strike (ビッグバンストライク)‬


B
‭Refer to ‘Big Bang Strike’ in Chapter 16, pg. 229.‬

‭ roto Strike (ブルースストライク)‬


P
‭Refer to ‘Proto Strike’ in Chapter 16, pg. 244.‬

‭ hield Charge‬
S
‭Refer to ‘Shield Charge’ in Chapter 16, pg. 248.‬
‭194‬

‭Rock (Mega Man 1)‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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.‬

‭Rank‬ ‭N/A‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭ 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.‬

‭ ega Man Transformation‬


M
‭CHA‬ ‭3 (Bypassed)‬ ‭Refer to ‘Mega Man Transformation’ in Chapter 16, pg. 241.‬

‭LCD‬ ‭1‬ ‭ ega Upper (ロックアッパー)‬


M
‭Refer to ‘Mega Upper’ in Chapter 16, pg. 241.‬

‭ lide‬
S
‭LE‬ ‭13‬ ‭Refer to ‘Slide’ in Chapter 16, pg. 249.‬

‭SE‬ ‭2‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Rock a Boss, add an additional 13 LE for each‬
‭WE‬ ‭8‬ ‭Player Character you are facing during an‬
‭encounter.)‬

‭TP‬ ‭3‬

‭CT‬ ‭5‬
‭195‬

‭Roll (Mega Man 1)‬


‭Standard Movement Speed:‬‭30 ft.‬

‭ 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:‬

‭ eramic Titanium Arm Attack.‬


C
‭Race‬ ‭Robot Master‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Chassis‬ ‭Basic Humanoid‬
‭Skills:‬
‭Faction‬ ‭ ight Labs‬
L ‭ iscipline (Housekeeping) - Master.‬
D
‭Assistant‬ ‭Evade - Proficient.‬
‭Grapple/Break - Proficient.‬
‭Networking - Adept.‬
‭Rank‬ ‭N/A‬ ‭Operate - Epic.‬
‭Persuade - Proficient.‬
‭Repair - Proficient.‬
‭Size‬ ‭3 - Medium.‬
‭Sensory - Proficient.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭Milestone‬ ‭1‬
‭ ody:‬
B ‭ Upgrade Slots. (Synthetic Skin Armor Equipped.)‬
2
‭Head:‬ ‭4 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, and HAYATOM‬
‭PWR‬ ‭1‬ ‭Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Arms Equipped.)‬
‭MOB‬ ‭2‬ ‭Legs:‬ ‭1 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Legs Equipped.)‬
‭Core:‬ ‭Micro Solar-Pile Reactor.‬
‭ANA‬ ‭2‬ ‭Circuits:‬‭LightLabs EPROM Chip‬
‭(Weapon Selected: N/A.)‬
‭(+2 Body Upgrade Slot)‬
‭APT‬ ‭1‬ ‭Weapon:‬

‭CHA‬ ‭4 (Bypassed)‬

‭LCD‬ ‭1‬ ‭ oll Broom‬


R
‭Object Size 2.‬
‭Single-Handed Melee Weapon.‬
‭Provides 1 Weapon Upgrade Slot.‬
‭LE‬ ‭13‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭Damage.‬
‭SE‬ ‭2‬ ‭Range of 5 ft.‬
‭You have Advantage on Discipline (Housekeeping)‬
‭Skill Checks with the Roll Broom equipped.‬
‭WE‬ ‭8‬ ‭As long as the Roll Broom is equipped, you gain the‬
‭'Roll Swing' Technique. (pg. 247)‬

‭TP‬ ‭3‬ ‭Special Weapons/Techniques:‬

‭CT‬ ‭5‬ ‭ oll Swing (ロールスウィング)‬


R
‭Refer to ‘Roll Swing’ in Chapter 16, pg. 247.‬

‭ lide‬
S
‭Refer to ‘Slide’ in Chapter 16, pg. 249.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Roll a Boss, add an additional 13 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭196‬

‭Serges‬ ‭Standard Movement Speed:‬‭35 ft.‬

‭ 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:‬

‭Race‬ ‭Reploid‬ ‭ eratanium Arms Attack‬


C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Chassis‬ ‭Basic Humanoid‬
‭Damage.‬
‭Range of 5 ft.‬
‭Faction‬ ‭Maverick -‬ ‭Techniques performed with Military-Grade‬
‭Criminal‬ ‭Ceratanium Arms deal additional Physical‬
‭Impacting damage equal to your Milestone.‬
‭Rank‬ ‭Specialist - A Rank.‬
‭Skills:‬

‭Size‬ ‭3 - Medium.‬ ‭ luff - Proficient.‬


B
‭Climb/Jump - Master.‬
‭Evade - Intermediate.‬
‭Milestone‬ ‭3‬
‭Grapple/Break - Intermediate.‬
‭Knowledge (20XX Era) - Master.‬
‭Networking - Intermediate.‬
‭PWR‬ ‭2‬ ‭Operate - Master.‬
‭Repair - Master.‬
‭Sensory - Proficient.‬
‭MOB‬ ‭2‬
‭Parts, Enhancements, and Upgrade Slots:‬
‭ANA‬ ‭3‬
‭Body:‬ ‭ Upgrade Slot.‬
1
‭APT‬ ‭3‬ ‭(Military-Grade Ceratanium Armor‬
‭Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (BioScan Optics,‬
‭CHA‬ ‭2‬ ‭Military Tremor Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭LCD‬ ‭2 (Bypassed)‬ ‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭5 Upgrade Slots. (Military-Grade‬
‭Ceratanium Legs, and Jumper α Equipped.)‬
‭LE‬ ‭42‬ ‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭SE‬ ‭8‬ ‭(+1 Legs Upgrade Slot,‬
‭+1 Body Upgrade Slot.)‬

‭WE‬ ‭12‬
‭Special Weapons/Techniques:‬

‭TP‬ ‭9‬ ‭ and Mine (地雷)‬


L
‭Refer to ‘Land Mine’ in Chapter 15, pg. 215.‬
‭CT‬ ‭11‬
‭ eprogram (再プログラム)‬
R
‭Refer to ‘Reprogram’ in Chapter 16, pg. 245.‬

‭ ing Laser (リングレーザー)‬


R
‭Refer to ‘Ring Laser’ in Chapter 15, pg. 219.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Serges a Boss, add an additional 42 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬

‭ Expect Serges’ Spike Platform, and the Serges‬


*
‭Tank to be available for use in a future 21XX‬
‭Foundation Guide Update!‬
‭197‬

‭ tandard Movement Speed:‬‭50 ft.‬


S
‭Sigma (Mega Man X1)‬ ‭Dash Movement Speed:‬‭100 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Null.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭Impacting,‬‭Piercing, Slashing.‬
‭Weakness:‬‭Elec.‬
‭ nce the leader of the Maverick Hunters, Sigma‬
O ‭Traits:‬
‭chose to rebel against humanity, and with his call‬ ‭Reduce SE Damage done by Physical Attacks by 1.‬
‭to action, many of his troops fell in line to serve‬ ‭Increase SE Damage done by Elec Attacks by 2.‬
‭him. Believing that humanity hinders the true‬ ‭Advantage on Evade Skill Checks against Physical‬
‭development and evolution of the Reploid Race, he‬ ‭Attacks.‬
‭seeks to wipe humans from the Earth to liberate his‬ ‭Disadvantage on Evade Skill Checks against Elec‬
‭brothers and sisters from oppression.‬ ‭Attacks.‬

‭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.‬

‭ ead/Mouth Beams (ヘッド/口ビーム)‬


H
‭Refer to ‘Head/Mouth Beams’ in Chapter 16, pg. 237.‬

‭ aber Block / Redirect (セイバーブロック)‬


S
‭Refer to ‘Saber Block’ in Chapter 16, pg. 247.‬

‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬


W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Sigma a Boss, add an additional 48 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭198‬

‭ tandard Movement Speed:‬‭40 ft.‬


S
‭Spark Mandrill‬ ‭Dash Movement Speed:‬‭80 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Elec.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭Aqua, Elec, Piercing.‬
‭Weakness:‬‭Frost, Stone, Wood.‬
‭ park Mandrill was a soldier under Sigma’s‬
S ‭Traits:‬
‭command in the 17th Unit. He is a simple-minded‬ ‭Reduce SE Damage done by Impacting Attacks by 1.‬
‭soldier who is content to follow the orders of those‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭in positions of power above him. He is also quite‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭lazy, leaving most of the fighting to his underlings‬ ‭Attacks.‬
‭while he wastes time gorging himself on electricity.‬
‭Disadvantage on Evade Skill Checks against‬
‭Slashing Attacks.‬

‭Race‬ ‭Aniloid‬
‭Basic Attacks:‬

‭Chassis‬ ‭Bipedal‬ ‭ eratanium Arms Attack‬


C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Faction‬ ‭Maverick -‬ ‭Damage Die - 1D6 + PWR Physical Impacting‬
‭Criminal‬ ‭Damage.‬
‭Range of 5 ft.‬
‭Techniques performed with Military-Grade‬
‭Rank‬ ‭Commander - S‬
‭Ceratanium Arms deal additional Physical‬
‭Rank.‬
‭Impacting damage equal to your Milestone.‬

‭Size‬ ‭4 - Large.‬ ‭Skills:‬

‭ 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.‬

‭ANA‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭APT‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slot.‬


1
‭(Military-Grade Ceratanium Armor‬
‭Equipped.)‬
‭CHA‬ ‭1‬ ‭Head:‬ ‭4 Upgrade Slots. (LowLight Optics,‬
‭Broad Range Auditory Sensors, and‬
‭LCD‬ ‭2‬ ‭HAYATOM Voice Synthesizer Equipped.)‬
‭Arms:‬ ‭6 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭3 Upgrade Slots. (Military-Grade‬
‭LE‬ ‭28‬ ‭Ceratanium Legs, Emergency Acceleration‬
‭System α, and Jumper α Equipped.)‬
‭SE‬ ‭7‬ ‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭(+2 Arms Upgrade Slots.)‬
‭WE‬ ‭12‬
‭Special Weapons/Techniques:‬
‭TP‬ ‭6‬
‭ ash (ダッシュ)‬
D
‭Refer to ‘Dash’ in Chapter 16, pg. 231.‬
‭CT‬ ‭10‬
‭ ash Punch (ダッシュパンチ)‬
D
‭Refer to ‘Dash Punch’ in Chapter 16, pg. 231.‬

‭ lectric Spark (エレクトリックスパーク)‬


E
‭Refer to ‘Electric Spark’ in Chapter 15, pg. 213.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Spark Mandrill a Boss, add an‬
‭additional 28 LE for each Player Character‬
‭you are facing during an encounter.)‬
‭199‬

‭Sting Chameleon‬ ‭ tandard Movement Speed:‬‭40 ft.‬


S
‭Dash Movement Speed:‬‭80 ft.‬

‭ his is a Non-Player Character (NPC), and may‬


T
‭ rimary Element:‬‭Wood.‬
P
‭only be controlled by the OPERATOR.‬
‭Resistances:‬‭Elec, Wood.‬
‭Weakness:‬‭Acid, Slashing, Fire.‬
‭ former Hunter of the 9th Special Forces Unit. His‬
A
‭Traits:‬
‭tact for a cloak-and-dagger approach both on and‬
‭Reduce SE Damage done by Fire Attacks by 1.‬
‭off the battlefield left him unpopular, and he was‬
‭Increase SE Damage done by Slashing Attacks by 2.‬
‭never chosen for a Unit Commander promotion. He‬
‭Advantage on Evade Skill Checks against Fire‬
‭left the Hunters to join Sigma's Rebellion to finally‬
‭Attacks.‬
‭lead a command of his own, only to have that‬
‭Disadvantage on Evade Skill Checks against‬
‭command laid waste by a Class B Hunter...‬
‭Slashing Attacks.‬

‭Race‬ ‭Aniloid‬ ‭Basic Attacks:‬

‭ eratanium Arms Attack‬


C
‭Chassis‬ ‭Bipedal‬ ‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Faction‬ ‭Maverick -‬ ‭Techniques performed with Military-Grade Ceratanium Arms‬
‭Criminal‬ ‭deal additional Physical Impacting damage equal to your‬
‭Milestone.‬

‭Rank‬ ‭Commander - S‬ ‭ ron Tongue Attack‬


I
‭Rank.‬ ‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭Range of 15 ft.‬
‭Size‬ ‭3 - Medium.‬ ‭You can perform Grapple Skill Checks against targets at the‬
‭range of this weapon, as long as you have the Iron Tongue‬
‭equipped.‬
‭Milestone‬ ‭2‬
‭Skills:‬

‭ 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.‬

‭APT‬ ‭2‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭ Upgrade Slots.‬


2
‭CHA‬ ‭2‬
‭(Military-Grade Ceratanium Armor,‬
‭Thermoptic Camouflage α, and‬
‭LCD‬ ‭2‬ ‭Retrofitted Limb (Tail) Equipped.)‬
‭Head:‬ ‭4 Upgrade Slots. (BioScan Optics,‬
‭Broad Range Auditory Sensors,‬
‭HAYATOM Voice Synthesizer, and‬
‭LE‬ ‭28‬
‭Iron Tongue Equipped.)‬
‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭SE‬ ‭7‬ ‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭3 Upgrade Slots. (Military-Grade‬
‭WE‬ ‭12‬ ‭Ceratanium Legs, Emergency Acceleration‬
‭System α, and Jumper α Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭TP‬ ‭6‬ ‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭(+1 Body Upgrade Upgrade Slot,‬
‭CT‬ ‭10‬ ‭+1 Head Upgrade Slot.)‬

‭Special Weapons/Techniques:‬

‭ hameleon Sting (カメレオンスティング)‬


C
‭Refer to ‘Chameleon Sting’ in Chapter 15, pg. 212.‬
‭*Note: The Chameleon Sting is fired from Sting Chameleon’s‬
‭Retrofitted Tail. If the tail is removed due to a Called Shot‬
‭Attack, he can no longer perform this Special Weapon.‬

‭ ash (ダッシュ)‬
D
‭Refer to ‘Dash’ in Chapter 16, pg. 231.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Sting Chameleon a Boss, add an additional 28 LE‬
‭for each Player Character you are facing during‬
‭an encounter.)‬
‭200‬

‭ tandard Movement Speed:‬‭45 ft.‬


S
‭Storm Eagle‬ ‭Flying Movement Speed:‬‭65 ft.‬

‭ 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:‬

‭Size‬ ‭4 - Large.‬ ‭ luff - Epic.‬


B
‭Evade - Intermediate.‬
‭Flight - Epic.‬
‭Milestone‬ ‭2‬ ‭Grapple/Break - Intermediate.‬
‭Intimidate - Proficient.‬
‭Networking - Proficient.‬
‭Persuade - Adept.‬
‭PWR‬ ‭3‬ ‭Sensory - Master.‬
‭Stealth/Steal - Proficient.‬

‭MOB‬ ‭4 (Bypassed)‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭ANA‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots.‬


2
‭(Military-Grade Ceratanium Armor‬
‭Equipped.)‬
‭APT‬ ‭1‬ ‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭Audio Recognition System,‬
‭HAYATOM Voice Synthesizer, and‬
‭CHA‬ ‭2‬ ‭Military-Grade Ceratanium Helmet‬
‭Equipped.)‬
‭Arms:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭LCD‬ ‭2‬ ‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭3 Upgrade Slots. (Military-Grade‬
‭Ceratanium Legs, and Hover Plus‬
‭Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭LE‬ ‭28‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭(+1 Body Upgrade Upgrade Slot,‬

‭SE‬ ‭7‬ ‭+1 Arms Upgrade Slot.)‬


‭Weapon:‬ ‭Air Vortex Buster‬

‭WE‬ ‭12‬ ‭Special Weapons/Techniques:‬

‭ ird Drone Summon (鳥召喚)‬


B
‭TP‬ ‭6‬ ‭Refer to ‘Bird Drone Summon’ in Chapter 15, pg. 211.‬

‭ ive Bomb (ダイブボム)‬


D
‭CT‬ ‭10‬ ‭Refer to ‘Dive Bomb’ in Chapter 16, pg. 232.‬

‭ 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.‬

‭ ongshot Gizmo (ロングショットギズモ)‬


L
‭Refer to ‘Longshot Gizmo’ in Chapter 15, pg. 216‬

‭ torm Tornado (ストームトルネード)‬


S
‭Refer to ‘Storm Tornado’ in Chapter 15, pg. 222.‬

‭ ing Gust (突風)‬


W
‭Refer to ‘Wing Gust’ in Chapter 16, pg. 257.‬
‭201‬

‭Techno‬ ‭Standard Movement Speed:‬‭30 ft.‬

‭ 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:‬

‭Faction‬ ‭Freelance -‬ ‭ ightweight Tungsten Arms Attack‬


L
‭Cyberspace Hacker‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage.‬
‭Range of 5 ft.‬
‭Rank‬ ‭N/A‬
‭Skills:‬
‭Size‬ ‭3 - Medium.‬
‭ vade - Proficient.‬
E
‭Grapple/Break - Proficient.‬
‭Hack/Interface - Epic.‬
‭Milestone‬ ‭1‬
‭Knowledge (Cyberspace) - Adept.‬
‭Operate - Epic.‬
‭Repair - Master.‬

‭PWR‬ ‭1‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭MOB‬ ‭1‬ ‭Body:‬ ‭ Upgrade Slots. (Lightweight Tungsten Armor‬


3
‭Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (BioScan Optics,‬
‭ANA‬ ‭4 (Bypassed)‬ ‭Broad Range Auditory Sensors, HAYATOM‬
‭Voice Synthesizer, Cyber Rig‬ ‭α,‬‭and‬
‭ ilitary-Grade Ceratanium Helmet Equipped.)‬
M
‭APT‬ ‭3‬ ‭Arms:‬ ‭2 Upgrade Slots. (Lightweight Tungsten Arms‬
‭Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots. (Lightweight Tungsten Legs‬
‭CHA‬ ‭2‬ ‭Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬ ‭Shared Control CPU‬
‭LCD‬ ‭1‬ ‭(Equivalent to CainLabs Model J3 Control CPU.)‬
‭(+1 Body Upgrade Slot, +1 Head Upgrade Slot.)‬
‭Field Equipment:‬
‭Datapad.‬
‭LE‬ ‭11‬ ‭One of each Cyberspace Program found on‬
‭pg. 113 and 114.‬

‭SE‬ ‭4‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

‭CT‬ ‭9‬ ‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Techno a Boss, add an additional 11 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭202‬

‭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.‬

‭Rank‬ ‭Specialist - A Rank‬


‭Skills:‬

‭Size‬ ‭3 - Medium.‬ ‭ luff - Proficient.‬


B
‭Climb/Jump - Epic.‬
‭Evade - Intermediate.‬
‭Milestone‬ ‭2‬
‭Grapple/Break - Intermediate.‬
‭Networking - Proficient.‬
‭Sensory - Epic.‬
‭PWR‬ ‭4‬ ‭Stealth/Steal - Master.‬
‭Swim - Intermediate.‬

‭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.)‬

‭SE‬ ‭7‬ ‭Special Weapons/Techniques:‬

‭WE‬ ‭8‬ ‭ lectro Orbs (電撃)‬


E
‭Refer to ‘Electro Orbs’ in Chapter 16, pg. 233.‬

‭TP‬ ‭6‬ ‭ riender Flame (フレンダーフレイム)‬


F
‭Refer to ‘Friender Flame’ in Chapter 16, pg. 236.‬
‭CT‬ ‭10‬
‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬
W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg.‬
‭256.‬

‭ NOTE FOR OPERATOR: If you would like to‬


(
‭make Velguarder a Boss, add an additional‬
‭28 LE for each Player Character you are‬
‭facing during an encounter.)‬
‭203‬

‭Vile (Mega Man X1)‬ ‭ tandard Movement Speed:‬‭40 ft.‬


S
‭Dash Movement Speed:‬‭80 ft.‬

‭ his is a Non-Player Character (NPC), that may‬


T ‭ rimary Element:‬‭Null.‬
P
‭only be controlled by the OPERATOR.‬ ‭Resistances:‬‭Piercing.‬
‭Weakness:‬‭Impacting.‬
‭ former A-Class Hunter of the 17th Unit. Vile was‬
A ‭Traits:‬
‭discharged and detained after numerous cases of‬ ‭Reduce SE Damage done by Fire Attacks by 1.‬
‭collateral damage and wanton destruction during‬ ‭Increase SE Damage done by Slashing Attacks by 2.‬
‭Maverick retirements. Vile is arrogant due to his‬ ‭Advantage on Evade Skill Checks against Fire‬
‭abilities and cynical against the life humans have‬ ‭Attacks.‬
‭crafted for him. When Sigma rebelled, Vile was set‬
‭Disadvantage on Evade Skill Checks against‬
‭free, and he chose this opportunity to cause as‬
‭Slashing Attacks.‬
‭much chaos and destruction as he wishes.‬

‭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.‬

‭MOB‬ ‭3‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭Body:‬ ‭ Upgrade Slots. (Military-Grade‬


3
‭ANA‬ ‭1‬
‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (BioScan Optics, Broad‬
‭APT‬ ‭2‬ ‭Range Auditory Sensors, HAYATOM Voice‬
‭Synthesizer, and Military-Grade‬
‭CHA‬ ‭2 (Bypassed)‬ ‭Ceratanium Helmet Equipped.)‬
‭Arms:‬ ‭2 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.)‬
‭LCD‬ ‭2‬ ‭Legs:‬ ‭3 Upgrade Slots. (Military-Grade‬
‭Ceratanium Legs, Containment Limb (Legs)‬
‭and Emergency Acceleration System α‬
‭LE‬ ‭28‬ ‭Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭SE‬ ‭7‬ ‭(+1 Body Upgrade Upgrade Slot,‬
‭+1 Legs Upgrade Slot.)‬
‭WE‬ ‭8‬ ‭Weapon:‬‭Cherry Blast Hand Vulcan‬
‭Front Runner Hardpoint Buster Cannon‬
‭Go-Getter Rocket Arm‬
‭TP‬ ‭6‬ ‭Bumpity Boom Concussion Grenades (x6)‬
‭Vehicle:‬‭Ride Armor Type - AM-1 (Arcadia Military)‬
‭CT‬ ‭10‬
‭Special Weapons/Techniques:‬

‭ ash (ダッシュ)‬
D
‭Refer to ‘Dash’ in Chapter 16, pg. 231.‬

‭ lectroshock Bullet (電撃弾)‬


E
‭Refer to ‘Electroshock Bullet’ in Chapter 16, pg. 234.‬

‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬


W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Vile a Boss, add an additional 28 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭204‬

‭ tandard Movement Speed:‬‭0 ft.‬


S
‭Wolf Sigma is incapable of Movement, and can only maneuver‬
‭Wolf Sigma‬ ‭itself from the surface it is clung to for the purpose of Evade‬
‭Skill Checks. It cannot perform Flight or Swim Skill Checks.‬

‭ his is a Non-Player Character (NPC), and may‬


T ‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭Impacting,‬‭Piercing, Slashing.‬
‭only be controlled by the OPERATOR.‬
‭Weakness:‬‭Plasma.‬
‭Traits:‬
‭ n incomplete battle body for Sigma. Only its head,‬
A ‭Reduce SE Damage done by Physical Attacks by 1.‬
‭torso and self-propelled hands have been‬ ‭Increase SE Damage done by Elec Attacks by 2.‬
‭completed. Nevertheless, when Sigma’s original‬ ‭Advantage on Evade Skill Checks against Physical Attacks.‬
‭Disadvantage on Evade Skill Checks against Elec Attacks.‬
‭body is destroyed, he interfaces with this body,‬
‭Wolf Sigma can only be damaged with a successful Called Shot‬
‭creating the ultimate trap of his fortress.‬
‭Attack to his Head, or a Ranged Charged Weapon Attack with‬
‭a Positive Critical Explosion on its Damage Die. Otherwise,‬
‭Wolf Sigma has the I-Frame Status effect for the entire‬
‭Race‬ ‭Reploid‬ ‭encounter.‬‭Wolf Sigma is always considered a Boss‬
‭Encounter. Add an additional 60 LE to Wolf Sigma for each‬
‭Player Character you are facing during an Encounter.‬
‭Chassis‬ ‭Basic Humanoid‬
‭Basic Attacks:‬

‭Faction‬ ‭Maverick - Sigma‬


‭ law Drone Attack‬
C
‭Virus‬
‭Attack Die - Untrained Die + 1D12 + PWR.‬
‭Damage Die - 1D12 + PWR Physical Impacting Damage.‬
‭Rank‬ ‭Commander - UH‬ ‭Range of 10 ft.‬
‭Rank.‬
‭Skills:‬

‭Size‬ ‭6 - Colossal.‬ ‭ vade - Adept.‬


E
‭Grapple/Break - Adept.‬
‭Hack/Interface - Epic.‬
‭Milestone‬ ‭5‬ ‭Intimidate - Epic.‬
‭Operate - Epic.‬
‭Persuade - Epic.‬
‭Sensory - Epic.‬
‭PWR‬ ‭7‬
‭Parts, Enhancements, and Upgrade Slots:‬

‭MOB‬ ‭5‬ ‭Body:‬ ‭ Upgrade Slots.‬


4
‭(Titanium-X Armor Equipped.)‬

‭ANA‬ ‭4‬ ‭Head:‬ ‭6 Upgrade Slots. (Broad Range Optics,‬


‭Broad Range Auditory Sensors, and‬
‭HAYATOM Voice Synthesizer Equipped.)‬
‭APT‬ ‭4‬ ‭Arms:‬ ‭6 Upgrade Slots.‬
‭Legs:‬ ‭4 Upgrade Slots.‬
‭Core:‬ ‭Solar Energy Core.‬
‭CHA‬ ‭6 (Bypassed)‬ ‭Circuits:‬‭Sigma’s Advanced Control CPU‬
‭(+2 to PWR, MOB, ANA, APT, and CHA.‬
‭+1 to Each Upgrade Slot.)‬
‭LCD‬ ‭0‬ ‭Weapon:‬

‭LE‬ ‭60‬

‭SE‬ ‭11‬ ‭ law Drone (x2)‬


C
‭Object Size 4.‬
‭Single-Handed Melee Weapon.‬
‭WE‬ ‭20‬ ‭Provides 1 Weapon Upgrade Slot.‬
‭Attack Die - Untrained Die + 1D12 + PWR.‬
‭Damage Die - 1d12 + PWR Physical Impacting‬
‭TP‬ ‭15‬ ‭Damage.‬
‭Range of 10 ft.‬
‭Each Claw Drone is considered both an Arm Part,‬
‭CT‬ ‭17‬ ‭and Weapon part. The Claw Drone is also considered‬
‭as surfaced terrain, and can be Climbed/Jumped‬
‭onto, or stood upon.‬
‭While a target is standing on the Claw Drone, a‬
‭Melee PWR Attack Action cannot be performed by‬
‭that same Claw Drone. It can only perform Special‬
‭Weapons or Techniques.‬
‭As long as the Claw Drone is equipped, you gain the‬
‭‘Electrification’ Technique.‬

‭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

‭Standard Movement Speed:‬‭35 ft.‬


‭Yellow Devil (Mega Man 1)‬ ‭ rimary Element:‬‭Null.‬
P
‭Resistances:‬‭None.‬
‭ his is a Non-Player Character (NPC), and may‬
T ‭Weakness:‬‭Elec.‬
‭only be controlled by the OPERATOR.‬ ‭Traits:‬
‭Reduce SE Damage done by Aqua Attacks by 1.‬
‭ he first true Combat Automata created by Dr. Wily,‬
T ‭Increase SE Damage done by Acid or Elec Attacks‬
‭and by far his most experimental. The Yellow Devil‬ ‭by 2.‬
‭is Wily’s fortress defender, capable of expanding‬ ‭Advantage on Evade Skill Checks against Impacting‬
‭and retracting its body into a variety of malleable‬ ‭Attacks.‬
‭forms due to its goo-like shape memory nanopods,‬ ‭Disadvantage on Evade Skill Checks against‬
‭generated by its massive core.‬
‭Piercing Attacks.‬
‭Disadvantage on Evade Skill Checks against attacks‬
‭that may cause the Blind Status Effect.‬
‭Race‬ ‭Mechaniloid‬
‭If not separated into Devil Segments, the Yellow‬
‭Devil can only be damaged when Stunned, with a‬
‭Chassis‬ ‭Devil‬ ‭successful Called Shot Attack to its Head, or by a‬
‭Ranged Charged Weapon Attack with a Positive‬
‭Critical Explosion on its Damage Die. Once‬
‭Faction‬ ‭Dr. Wily’s Army‬
‭separated into Devil Segments, this restriction no‬
‭longer applies.‬
‭Rank‬ ‭N/A‬ ‭Yellow Devil is always considered a Boss‬
‭Encounter. Add an additional 48 LE to Yellow Devil‬
‭Size‬ ‭6 - Colossal.‬ ‭for each Player Character you are facing during‬
‭an Encounter.‬

‭Milestone‬ ‭3‬
‭Basic Attacks:‬

‭ eramic Titanium Arm Attack.‬


C
‭PWR‬ ‭4 (Bypassed)‬ ‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting‬
‭MOB‬ ‭3‬ ‭Damage.‬
‭Range of 5 ft.‬

‭ANA‬ ‭2‬ ‭Skills:‬

‭APT‬ ‭2‬ ‭ vade - Adept.‬


E
‭Grapple/Break - Adept.‬
‭Intimidate - Epic.‬
‭CHA‬ ‭1‬ ‭Operate - Adept.‬
‭Sensory - Adept.‬
‭LCD‬ ‭0‬ ‭Stealth/Steal - Epic.‬

‭Parts, Enhancements, and Upgrade Slots:‬


‭LE‬ ‭48‬
‭Body:‬ ‭ Upgrade Slots.‬
3
‭(Nanopod Armor Equipped.)‬
‭SE‬ ‭12‬
‭Head:‬ ‭3 Upgrade Slots. (Audio Recognition‬
‭System, and HAYATOM Voice Synthesizer‬
‭WE‬ ‭16‬ ‭Equipped.)‬
‭*Yellow Devil can only say “Bumo!”*‬
‭TP‬ ‭12‬ ‭Arms:‬ ‭2 Upgrade Slots. (Prototype Ceramic‬
‭Titanium Arms Equipped.)‬
‭Legs:‬ ‭2 Upgrade Slots. (Prototype Ceramic‬
‭CT‬ ‭10‬ ‭Titanium Legs Equipped.)‬
‭Specialty:‬
‭Devil Core MK. I‬

‭Special Weapons/Techniques:‬

‭ evil Extend‬
D
‭Refer to ‘Devil Extend’ in Chapter 16, pg. 232.‬

‭ aser Eye (アイレーザー)‬


L
‭Refer to ‘Laser Eye’ in Chapter 16, pg. 240.‬

‭ 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

‭Zain‬ ‭Standard Movement Speed:‬‭40 ft.‬

‭ 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:‬

‭Race‬ ‭Reploid‬ ‭ eratanium Arms Attack‬


C
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Impacting Damage.‬
‭Chassis‬ ‭Basic Humanoid‬ ‭Range of 5 ft.‬
‭Techniques performed with Military-Grade Ceratanium Arms‬
‭deal additional Physical Impacting damage equal to your‬
‭Faction‬ ‭Maverick -‬ ‭Milestone.‬

‭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.‬

‭CHA‬ ‭2 (Bypassed)‬ ‭Parts, Enhancements, and Upgrade Slots:‬

‭LCD‬ ‭2‬ ‭Body:‬ ‭ Upgrade Slots. (Military-Grade‬


2
‭Ceratanium Armor Equipped.)‬
‭Head:‬ ‭5 Upgrade Slots. (Broad Range Optics,‬
‭Broad Range Auditory Sensors, HAYATOM‬
‭LE‬ ‭42‬ ‭Voice Synthesizer, and Military-Grade‬
‭Ceratanium Helmet Equipped.)‬
‭SE‬ ‭8‬ ‭Arms:‬ ‭5 Upgrade Slots. (Military-Grade‬
‭Ceratanium Arms Equipped.)‬
‭Legs:‬ ‭4 Upgrade Slots. (Military-Grade‬
‭WE‬ ‭12‬ ‭Ceratanium Legs, and Jumper α Equipped.)‬
‭Core:‬ ‭Solar Energy Core.‬
‭TP‬ ‭9‬ ‭Circuits:‬‭CainLabs Model J3 Control CPU‬
‭(+1 Arms Upgrade Upgrade Slot,‬
‭+1 Legs Upgrade Slot.)‬
‭CT‬ ‭11‬
‭Weapon:‬‭Ceratanium Sword.‬

‭Special Weapons/Techniques:‬

‭ eaping Slash (跳躍剣)‬


L
‭Refer to ‘Leaping Slash’ in Chapter 16, pg. 240.‬

‭ pinning Slash (自転斬り)‬


S
‭Refer to ‘Spinning Slash’ in Chapter 16, pg. 251.‬

‭ NOTE FOR OPERATOR: If you would like to make‬


(
‭Zain a Boss, add an additional 42 LE for each‬
‭Player Character you are facing during an‬
‭encounter.)‬
‭207‬

‭ tandard Movement Speed:‬‭35 ft.‬


S
‭Dash Movement Speed:‬‭70 ft.‬
‭Zero (Mega Man X1)‬
‭ rimary Element:‬‭Null.‬
P
‭ his is a Non-Player Character (NPC), that may‬
T ‭Resistances:‬‭Piercing.‬
‭only be controlled by the OPERATOR.‬ ‭Weakness:‬‭None.‬
‭Traits:‬
‭ educe SE Damage done by Physical Attacks by 1.‬
R
‭ mysterious Reploid who was discovered and taken‬
A ‭Increase SE Damage done by Elec Attacks by 2.‬
‭under the wing of the Maverick Hunter leader‬ ‭Advantage on Evade Skill Checks against Impacting Attacks.‬
‭Sigma. When Sigma began his rebellion, Zero‬ ‭Called Shot Attack Dies targeting your Head lose the‬
‭became the de facto leader of the Maverick‬ ‭Untrained Die.‬
‭Hunters. A friend and mentor figure to X, Zero sees‬ ‭If non-Elec damage would be dealt to your LE by an attack,‬
‭reduce that damage by 1.‬
‭the potential of his comrade, and believes he has‬
‭what it takes to defeat Sigma’s machinations.‬
‭Basic Attacks:‬

‭Race‬ ‭Reploid‬ ‭ itanium-X Arms Attack‬


T
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Physical Impacting Damage.‬
‭Chassis‬ ‭Basic Humanoid‬ ‭Range of 5 ft.‬
‭Techniques performed with Titanium-X Arms deal additional‬
‭Plasma Impacting damage equal to your Milestone.‬
‭Faction‬ ‭Maverick Hunters -‬
‭17th Unit‬ ‭ -Buster Shot‬
Z
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Plasma Piercing Damage. Range of 150‬
‭Rank‬ ‭Commander - SA‬ ‭ft.‬
‭Rank‬ ‭You can Charge this weapon.‬
‭Charged Damage Die - (1D8 + PWR) x Charge Level Plasma‬
‭Piercing Damage.‬
‭Size‬ ‭3 - Medium.‬ ‭If the Core Threshold of the Military Buster reaches 0, you can‬
‭still utilize this weapon for Charge attacks by consuming your‬
‭own Core Threshold. When a Successful Charge Weapon Attack‬
‭Milestone‬ ‭3‬ ‭is made with this weapon, you fire a Red Ball of Plasma, which‬
‭ignores Resistance and Damage Reduction.‬

‭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

‭SE‬ ‭9‬ ‭Equipped.)‬


‭Legs:‬ ‭4 Upgrade Slots. (Emergency Acceleration‬
‭Legs Equipped.)‬
‭WE‬ ‭12‬ ‭Core:‬ ‭Z-Heart. (Equivalent to Bassnium Energy‬
‭Reactor.)‬
‭Circuits:‬ ‭Mysterious Control CPU‬
‭TP‬ ‭9‬ ‭(+1 to PWR, -1 to MOB.)‬
‭(Gains Enkoukyaku)‬
‭ eapon:‬ ‭Military Buster.‬
W
‭CT‬ ‭9‬
‭Special Weapons/Techniques:‬

‭ 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.‬

‭ all Slide / Wall Jump (壁はりつき / 壁蹴り)‬


W
‭Refer to ‘Wall Slide / Wall Jump’ in Chapter 16, pg. 256.‬

‭ NOTE FOR OPERATOR: If you would like to make Zero a‬


(
‭Boss, add an additional 42 LE for each Player Character you‬
‭are facing during an encounter.)‬
‭208‬

‭Zero (Mega Man X2)‬ ‭Basic Attacks:‬

‭ -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.‬

‭LCD‬ ‭2‬ ‭Special Weapons/Techniques:‬

‭ 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.‬

Explaining Special Weapon


‭ Tiers‬

‭ 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

‭Tier 1.‬ ‭1‬ ‭N/A.‬ ‭1D4‬ ‭0 ft.‬ ‭0‬

‭Tier 2.‬ ‭2‬ ‭1‬ ‭1D6‬ ‭5 ft.‬ ‭0‬

‭Tier 3.‬ ‭4‬ ‭2‬ ‭1D8‬ ‭10 ft.‬ ‭1‬

‭Tier 4.‬ ‭6‬ ‭4‬ ‭1D10‬ ‭15 ft.‬ ‭2‬

‭Tier 5.‬ ‭8‬ ‭6‬ ‭1D12‬ ‭20 ft.‬ ‭3‬

Foundation Guide Special


‭ Weapons‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Boomerang Kuwanger.‬

‭ 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.‬

‭ anged Physical Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 40 ft.‬
‭Charged Range of 80 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Physical Slashing Damage.‬

‭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.‬

‭ harged Tier 1 Attack Die - Untrained Die + XD4 + PWR.‬


C
‭Charged Tier 1 Damage Die - XD4 + PWR Plasma Slashing Damage.‬

‭ 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.‬

‭Bird Drone Summon‬


‭(鳥召喚)‬
‭3 WE per use.‬

‭This Special Weapon can be acquired by defeating Storm Eagle.‬

‭ ou unleash an egg bomb that detaches up to four Bird Drone Mechaniloids for surveillance, to provide cover, or‬
Y
‭to call for backup.‬

‭ anged Drone Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 120 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Utility Die (UD) - 1D4.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Force Piercing Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Sting Chameleon.‬

‭ 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.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 120 ft.‬
‭Charged Range of Self-Targeting.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Wood Piercing Damage.‬

‭ 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.‬

‭ harged Tier 1 Utility Die - 1D4 + MOB.‬


C
‭For 1D4 + MOB (UD) Combat Rounds, your body is equipped with Thermoptic Camouflage α, and you have the‬
‭I-Frame Status. You can only successfully perform Chameleon Sting’s Charged Ability once per Combat‬
‭Encounter or Boss Encounter.‬

‭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.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 30 ft. Charged Range of 60 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Force Piercing Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Spark Mandrill.‬

‭ 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.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged / Charged Range of 60 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Elec Impacting Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Fire Man.‬

‭You generate a barrier of protective flame and fire flaming bolts!‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 90 ft / Self-Targeting.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Fire Piercing Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Flame Mammoth.‬

‭ 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.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 15 ft. Charged Range of 150 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Fire Piercing Damage.‬

‭ 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.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 90 ft. Charged Range of 150 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Fire Impacting Damage.‬

‭ 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.‬

‭ harged Tier 1 Attack Die - Untrained Die + XD4 + PWR.‬


C
‭Charged Tier 1 Damage Die - XD4 + PWR Fire Impacting Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Bomb Man.‬

‭ 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.‬

‭ anged Detonating Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Thrown range equal to PWR + 10 ft. bounce.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Fire Impacting Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Ice Man.‬

‭An arrowhead-shaped blade of ice that can freeze enemies with a temperature of 200 degrees below zero.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 90 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Frost Piercing/Slashing Damage.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Serges.‬

‭ anged Detonating Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 5 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 2D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 2D4 Fire Impacting Damage + PWR.‬

‭ 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.‬

‭This Special Weapon can be acquired by defeating Storm Eagle.‬

‭ ires a stream of five randomly targeting orbed projectiles, which launch into the air and then rain down upon‬
F
‭the battlefield.‬

‭ anged Plasma Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 180 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Impacting Damage.‬

‭ 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.‬

‭ anged Special Weapon.‬


R
‭ANA Action.‬

‭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.‬

‭This Special Weapon can be acquired by defeating Launch Octopus.‬

‭ 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.‬

‭ anged Elemental / Drone Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 10 ft. Charged Range of 60 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 2D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 Aqua Impacting + 1D4 Force Slashing Damage + PWR.‬

‭ 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

‭This Special Weapon can be acquired by defeating Launch Octopus.‬

‭ 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.‬

‭ nvironmental Plasma Special Weapon.‬


E
‭PWR Action / Reaction.‬
‭Uncharged Range of 60 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + X.‬
‭Uncharged Tier 1 Damage Die - 1D4 + X Viral Plasma Impacting Damage.‬

‭ he Necro Burst unleashes itself as a 60 ft. radius nova that bypasses all Objects, Obstructions, and‬
T
‭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
F
‭your CT drops to 0, you cannot Repair a Rupture dealt by Necro Burst.‬
‭218‬

‭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!‬

‭ anged Plasma Special Weapon. PWR Action.‬


R
‭Uncharged/Charged Range of 60 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Impacting Damage.‬

‭ ou generate a Size 1 Optic Orb from your eyes, which can only move in range to a single Cardinal Direction.‬
Y
‭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
Y
‭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
T
‭Encounter.‬

‭ anged Elemental Special Weapon. PWR Reaction.‬


R
‭Uncharged Range of PWR + 30 ft.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Damage Die - 2D4 + PWR Fire Impacting Damage.‬

‭ he Parachute Bomb is a Size 2 Grenade that can only be launched as a PWR Attack Reaction. When declaring‬
T
‭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.‬
‭219‬

‭ uick Homesick‬
Q
‭(クイックホームシック)‬
‭3 WE per use.‬

‭This Special Weapon can be acquired by defeating Boomerang Kuwanger.‬

‭Unleashes a large singular plasma boomerang that can pass through walls and drag items or targets toward you.‬

‭ anged Plasma Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 60 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Slashing Damage.‬

‭ ou generate a Size 3 Quick Homesick. The Quick Homesick can pass through Obstructions and Surfaces, but‬
Y
‭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
D
‭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
R
‭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.‬

‭This Special Weapon can be acquired by defeating Serges.‬

‭The user performs a backflip, emitting a glowing surge of laser blasts that cover a wide area.‬

‭ anged Plasma Special Weapon.‬


R
‭PWR Reaction.‬
‭Uncharged Range of 40 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Piercing Damage.‬

‭ ing Laser can only be performed as a PWR Reaction to a Successful Jump Skill Check. The Ring Laser‬
R
‭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
I
‭Jump Skill Check and add it to your Damage Die.‬
‭220‬

‭Rolling Cutter‬
‭ ローリングカッター)‬
(
‭1 WE per use.‬

‭This Special Weapon can be acquired by defeating Cut Man.‬

‭ 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.‬

‭ anged Physical Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Melee Range of 5 ft. or Thrown range equal to PWR + 10 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Physical Slashing Damage.‬

‭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
M
‭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
M
‭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
I
‭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.‬

‭This Special Weapon can be acquired by defeating Armored Armadillo.‬

‭ 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.‬

‭ anged Plasma Special Weapon.‬


R
‭PWR Action.‬
‭Uncharged Range of 60 ft. Charged Range of Self-Targeting.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Impacting Damage.‬

‭ ou fire a Size 2 Rolling Shield. If the Rolling Shield hits an Obstruction or Wall, you can choose a single‬
Y
‭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
I
‭Damage Die. The Rolling Shield disappears after it deals damage.‬

‭Charged Tier 1 Utility Die - (1D4 + Milestone) x Charge Level.‬

‭You gain (1D4 + Milestone) x Charge Level SE.‬

‭ s long as you retain the Rolling Shield's SE, all damage dealt by 1D4 Damage Dies or Size 1 ranged‬
A
‭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.‬
‭221‬

‭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,‬
T
‭or by defeating an Anglerge-Chassis NPC during a Boss Encounter.‬

‭Creates a Snake Drone with a Search and Destroy protocol.‬

‭ anged Drone Special Weapon. PWR Action.‬


R
‭Uncharged Range of 120 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Wood Impacting Damage.‬

‭ ou fire a Size 2 Search Snake Drone, with 1 LE, 1 SE, and 1 CT. The Search Snake must travel along a‬
Y
‭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
I
‭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.‬

‭This Special Weapon can be acquired by defeating Chill Penguin.‬

‭ n its uncharged state, the user who fires Shotgun Ice creates a shard of ice that impales its target. In its‬
I
‭highly charged state, the user creates a slab of ice, which can be used for icy traversal or impacting targets‬
‭below it.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 40 ft. Charged Range of 5 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Frost Impacting Damage.‬

‭ ou fire a Size 1 Shotgun Ice Blast at an Enemy Target, Object, Obstruction, or Surface in range. When the‬
Y
‭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.‬
C
‭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
Y
‭to 1 plus your Milestone, and the slab will lose 1 SE at every Cooldown Phase.‬

‭Choose one of the following modes:‬

‭ ake a PWR Attack Action to strike a target; if an enemy target is struck by the slab, once damage is dealt,‬
M
‭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
M
‭speed of 40 ft. + MOB per Combat Round. Should the slab collide with a wall or obstruction, the slab breaks.‬
‭222‬

‭Spread Shot‬
‭ WE per use.‬
1

‭ his Special Weapon can be acquired through Vendor Purchases, or by defeating a Beak‬
T
‭Blaster NPC during a Boss Encounter.‬

‭ anged Plasma Special Weapon. PWR Action.‬


R
‭Uncharged Range of 30 ft.‬
‭You cannot charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Piercing Damage.‬

‭ elect up to four separate targets within a 30 foot cone. Each target must LOCK into MOB if able, but may‬
S
‭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.‬

‭This Special Weapon can be acquired by defeating Storm Eagle.‬

‭ n its uncharged state, the Storm Tornado creates a long horizontal tornado that shreds and recoils targets. In‬
I
‭its highly charged state, the user vents the weapon’s exhaust to create a high-velocity vertical whirlwind.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 90 ft.‬
‭Charged Range of Self-Targeting.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Force Impacting Damage.‬

‭ ou generate a Size 3 Storm Tornado that is 5 ft. tall and 30 ft. wide, occupying a space horizontally. It must‬
Y
‭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
Y
‭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.‬
‭223‬

‭Super Arm‬
‭ スーパーアーム)‬
(
‭2 WE per use.‬

‭This Special Weapon can be acquired by defeating Guts Man.‬

‭ he Super Arm empowers the user with great strength, to lift and throw heavy objects. Its immense power‬
T
‭cannot be adjusted, so the user should avoid certain actions like shaking hands while equipped.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action.‬
‭Thrown range equal to PWR + 10 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Utility Die (UD) - 1D4.‬

‭ or the next 1D4 (UD) Combat Rounds, you may only perform PWR Actions with the Super Arm. You cannot‬
F
‭LOCK into any other STAT until Super Arm ends during the final Cooldown Phase. Each roll of the Attack Die‬
‭consumes WE.‬

‭ ncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬


U
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Stone Impacting Damage.‬

‭ pon initiating the Super Arm’s Attack Die, you generate a Size 4 Stone Block, which you can throw at an‬
U
‭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.‬

‭This Special Weapon can be acquired by defeating Armored Armadillo.‬

‭Generates three blue energy spheres to block incoming attacks, or create an explosive barrier of plasma.‬

‭ anged Plasma Special Weapon.‬


R
‭PWR Reaction.‬
‭Uncharged range of 5 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Plasma Impacting Damage.‬

‭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
Y
‭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
I
‭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
I
‭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
I
‭during the Cooldown Phase.‬
‭224‬

‭Thunder Beam‬
‭(サンダービーム)‬
‭2 WE per use.‬

‭This Special Weapon can be acquired by defeating Elec Man.‬

‭ ou generate a surge of electricity that pass through targets and obstructions in three directions: Straight‬
Y
‭ahead, directly above, and directly below you.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 90 ft.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Elec Piercing Damage.‬

‭ ou generate three Size 3 Thunder Beams directly in front of you. Each Thunder Beam must follow a‬
Y
‭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
E
‭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
I
‭Effect until the Cooldown Phase.‬

‭Once at the end of its path, each Thunder Beam disappears.‬

‭ f a Wood Element target is dealt damage by a Thunder Beam, that Thunder Beam does not pass through the‬
I
‭target and immediately disappears.‬

‭Thunder Beam can only be performed once per Combat Round.‬

‭Wild Horse Kick‬


‭ ワイルドホースキック)‬
(
‭3 WE per use.‬

‭This Special Weapon can be acquired by defeating Flame Mammoth.‬

‭Shoot jets of searing flame from your leg, either from an exhaust or containment port.‬

‭ anged Elemental Special Weapon.‬


R
‭PWR Action / Reaction.‬
‭Uncharged Range of 20 ft.‬
‭You cannot Charge this Special Weapon.‬
‭Uncharged Tier 1 Attack Die - Untrained Die + 1D4 + PWR.‬
‭Uncharged Tier 1 Damage Die - 1D4 + PWR Fire Impacting Damage.‬

‭ hen fired on the ground, the Wild Horse Kick unleashes a 5 ft. wide, 20 ft. long burst of flame. If a Positive‬
W
‭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
I
‭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.‬

‭You cannot perform Wild Horse Kick underwater.‬


‭225‬

Creating your own Special


‭ Weapon.‬

‭ hen creating any Mechanical character, providing a Custom Special Weapon for them is an‬
W
‭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
O
‭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
O
‭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
O
‭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.‬

A Custom Special Weapon must have:‬


‭ .‬
1 ‭ Damage/Utility Supertype. (Uses the Attack / Damage Dies, or the Utility Die.)‬
A
‭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
T
‭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
T
‭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
S
‭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.‬

Foundation Guide Techniques‬


‭Below you can find a list of each Technique in Alphabetical order.‬

‭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
T
‭during a Boss Encounter.‬
‭Requires a Melee Weapon.‬

‭ elee Weapon Technique.‬


M
‭PWR Reaction.‬
‭Range of 10 ft.‬

‭ ou may perform 360-Degree Cleave as a PWR Reaction to all enemy targets within a 10 ft. radius of you. You‬
Y
‭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
O
‭discretion, at a distance equal to your throwing range.‬

‭Air-Dash (エアダッシュ)‬
‭1 TP per use.‬

‭Requires Emergency Acceleration System‬‭


β‭,‬ or a Legs‬‭Part with Air-Dash Internalized‬‭.‬

‭ tilizing Jet Thrust, you perform a Dash while in mid-air to propel yourself forward with a burst of speed!‬
U
‭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
Y
‭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
W
‭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
Y
‭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
T
‭NPC during a Boss Encounter.‬

‭ nhancement Technique.‬
E
‭MOB Reaction.‬
‭Self-Targeting.‬

‭ ou may perform Armored Enclosure as a MOB Reaction to a ranged attack. In addition to consuming 1 TP, you‬
Y
‭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.‬
‭228‬

‭Armor Transformation‬
‭1 TP per use.‬

‭Requires at least one ‘Light Armor’ or ‘Second Armor’ Part.‬

‭ nhancement Technique.‬
E
‭Full-Round MOB Action.‬
‭Self-Targeting.‬

‭ ou begin to glow blue and white, before altering your entire body into a powerful Armor.‬
Y
‭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
T
‭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
A
‭your original form is instantaneous; it causes no Transformation State, and triggers no I-Frames.‬

‭Aquatic Form (アクアフォーム)‬


‭1 TP per use.‬

‭Requires the Aquatic Humanoid Chassis.‬

‭In Aquatic Form, you can traverse underwater at a swift speed compared to your standard form.‬

‭ ransformation Technique.‬
T
‭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
Y
‭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
W
‭of water is halved.‬

‭ ou can revert back to your original form instantly by performing a Bonus MOB Reaction. Reverting back to your‬
Y
‭original form is instantaneous; it causes no Transformation State, and triggers no I-Frames.‬

‭Ball Mode (ボールモード)‬


‭1 TP per use.‬

‭Requires the Ball De Voux Chassis.‬

‭You curl your legs inward and become a spherical object, utilizing Jet Thrust from your lower exhaust to move.‬

‭ ransformation Technique.‬
T
‭MOB Action.‬
‭Self-Targeting.‬

‭Utility Die - 1D4 + Milestone.‬

‭ his is considered a Transformation, and will continue until the Cooldown Phase of the Combat Round Ball Mode‬
T
‭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
W
‭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
A
‭Reaction. Reverting back to your original form is instantaneous; it causes no Transformation State, and triggers‬
‭no I-Frames.‬
‭229‬

‭Big Bang Strike (ビッグバンストライク)‬


‭3 TP per use.‬

‭ his Technique can be acquired through training with Proto Man, by acquiring the Proto Buster, or by‬
T
‭defeating Proto Man during a Boss Encounter.‬

‭ anged Weapon Technique.‬


R
‭Full-Round PWR Action.‬
‭Range of 150 ft.‬

‭ ttack Die - Untrained Die + XD4 + PWR.‬


A
‭Damage Die - XD4 + PWR Plasma Impacting Damage.‬

‭ o perform Big Bang Strike, deplete all of your remaining SE to 0. You unleash a massive spiral of crackling‬
T
‭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.‬

‭Body Blow (ボディブロー)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭ equires the Maverick Hunters 7th Air Cavalry Faction, and Emergency Acceleration System α, a Legs Part‬
R
‭with Dash Internalized, the Flight Technique, or the Hover Module.‬

‭Dashing vertically at a high speed, you thrust yourself into the enemy!‬

‭ artial Arts Technique.‬


M
‭PWR or MOB Reaction.‬
‭Range of Standard Movement Speed.‬
‭Attack Die - Untrained Die + 1D8 + PWR + MOB.‬
‭Damage Die - (1D8 + PWR + MOB) x Milestone Physical Impacting Damage.‬

‭ hen performing a Dash, Air-Dash, Flight Skill Check, Flight, Hover, or a Swim Skill Check, activate Body Blow as‬
W
‭a Reaction. If moving vertically, double the available movement speed. You must attack a target within visual‬
‭range of your Body Blow movement speed.‬

‭Bunbi Blader (ブンビブレーダー)‬


‭1 TP per use.‬

‭Requires the Bunbi Heli Chassis.‬

‭ ith utmost precision, you use your sharpened helicopter blades to slash an enemy and maintain flight as you‬
W
‭zoom right past them.‬

‭ elee Weapon Technique.‬


M
‭PWR Reaction.‬
‭Range of Standard Movement Speed.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - (1D6 + PWR) x Milestone Physical Slashing Damage.‬

‭ hen performing a Flight Skill Check or Flight Technique, you can activate Bunbi Blader as a Reaction. If your‬
W
‭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

‭Call In a Favor (お気に入り)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick (Criminal) Faction.‬

‭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.‬
E
‭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
Y
‭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
Y
‭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
I
‭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

‭Requires the Data Analysis Humanoid Chassis.‬

‭ 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.‬

‭Cyber Puppet (サイバーパペット)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires the Freelancer (Cyberspace Hacker) Faction.‬

‭ 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
T
‭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.‬
‭231‬

‭ ash (ダッシュ)‬
D
‭1 TP per use.‬

‭Requires Emergency Acceleration System‬‭


α‭,‬ or a Legs‬‭Part with Dash Internalized.‬

‭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.‬

‭Dash Punch (ダッシュパンチ)‬


‭1 TP per use.‬

‭ his Technique can be acquired through Black Market or Military Vendors, by training with Spark Mandrill,‬
T
‭or by defeating Spark Mandrill during a Boss Encounter.‬

‭Requires Arm Parts, and Emergency Acceleration System‬‭


α‬‭, or a Legs Part with Dash Internalized.‬

‭ elee Martial Arts Technique.‬


M
‭PWR Reaction.‬
‭Range of Standard Movement Speed.‬

‭ ttack Die - Untrained Die + 1D8 + PWR.‬


A
‭Damage Die - (1D8 + PWR) x MOB Physical Impacting Damage.‬

‭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
W
‭Dash right past them if applicable, and roll the Attack Die.‬

‭Deep Dweller (ディープドゥエラー)‬


‭1 TP per use.‬

‭Requires the Vertebrata Chassis.‬

‭Underwater, you have an instinctive advantage.‬

‭ 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.‬

‭Requires the Bee Blader Chassis or Death Rogumer Airship.‬

‭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
S
‭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.‬
‭232‬

‭Devil Extend‬
‭ TP per use.‬
1

‭Requires the Devil Chassis.‬

‭ nhancement Technique.‬
E
‭PWR Action.‬
‭Self-Targeting.‬

‭When performing Devil Extend, reduce your Size by 1.‬

‭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.‬

‭Dive Bomb (ダイブボム)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick Hunters 7th Air Armada Faction, and Flight.‬

‭While in Flight, you have impeccable skill with striking targets from the air.‬

‭ anged Martial Arts Technique.‬


R
‭MOB Action.‬
‭Range of Flight Movement Speed.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Force Impacting Damage.‬

‭ ntil the Cooldown Phase, double your Flight Movement Speed. Select a single Enemy Target within range of your‬
U
‭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.‬

‭ his Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬


T
‭(Maverick Hunters 6th Naval Armada)‬

‭ 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.‬

‭ artial Arts Technique.‬


M
‭PWR Action.‬
‭Range of 5 ft.‬
‭Utility Die - 1D4 + Milestone LE/SE/WE Healing.‬

‭ he user must perform a Grapple Skill Check within touch range of an enemy target. If the Skill Check succeeds,‬
T
‭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,‬
I
‭and pass them along to you.‬
‭233‬

‭Earth Gaizer (アースゲイザー)‬


‭5 TP per use.‬

‭ his Technique can be acquired through Military Vendors, by training with Zero, or by defeating Zero during‬
T
‭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.‬

‭Electro Orbs (電撃)‬


‭3 TP per use.‬

‭ his Technique can be acquired through Black Market Vendors, by training with Velguarder, or by defeating‬
T
‭Velguarder during a Boss Encounter.‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 40 ft.‬
‭Attack Die - Untrained Die + XD4 + PWR.‬
‭Damage Die - XD4 + PWR Elec Piercing Damage.‬
‭You create X Size 1 Electro Orbs, where X is equal to your PWR.‬
‭Each orb is fired in an upward overhead arc much like a grenade to its target, landing at a 10 ft., 20 ft., 30 ft.,‬
‭and 40 ft. space respectively.‬
‭Each Enemy Target in range must LOCK IN to MOB to Evade if able, but may only Evade once. If a Target is of a‬
‭large enough Size on the Size table to be hit by more than one Electro Orb, they may only Evade against one of‬
‭them.‬
‭Each Electro Orb's Attack and Damage Die is XD4, where X is equal to your PWR.‬

‭Electrification (手がらの電撃)‬
‭3 TP per use.‬

‭This Technique can be acquired by defeating Wolf Sigma.‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 90 ft.‬
‭Attack Die - Untrained Die + 1D12 + PWR.‬
‭Damage Die - 1D12 + PWR Elec Piercing Damage.‬

‭ 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.‬
‭234‬

‭Electroshock Bullet (電撃弾)‬


‭1 TP per use.‬

‭ his Technique can be acquired through Black Market or Military Vendors, by training with Vile, or by‬
T
‭defeating Vile during a Boss Encounter.‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 60 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Elec Piercing Damage.‬

‭You fire a Size 1 Electroshock Bullet at a visible Enemy Target within range of this Technique.‬

‭ lectroshock Bullet can only deal damage to SE.‬


E
‭Any LE damage that would be dealt by Electroshock Bullet is reduced to 0.‬

‭ 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
T
‭a Boss Encounter.‬

‭ he Enkoukyaku is an adapted martial arts technique, based upon Shotokan moves of the early 20XX era. It is a‬
T
‭diving kick, that feeds upon the Ki, or Life Force of the user, in order to generate a powerful flaming strike!‬

‭ elee Martial Arts Technique.‬


M
‭PWR Reaction.‬
‭Range of 30 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Physical Imapcting Damage.‬

‭ 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.‬

‭Enraged Aura (怒りのオーラ)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick (Defect) Faction.‬

‭ 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
T
‭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.‬
‭235‬

‭Flame Drop (炎を降らす)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Flame Mammoth, or by defeating Flame Mammoth in a Boss‬
T
‭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
I
‭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.‬

‭You spew out a continuous stream of flames from a mouth or receptacle!‬

‭ anged Martial Arts Technique.‬


R
‭Full-Round PWR Action.‬
‭Range of 20 ft.‬
‭Attack Die - Untrained Die + XD6 + PWR.‬
‭Damage Die - XD6 + PWR.‬

‭To activate Flamethrower, perform a Full-Round PWR Attack Action.‬

‭ 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
T
‭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.‬

‭First Response (最初の対応)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires the Maverick Hunters 10th Special Forces Faction.‬

‭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
W
‭perform their turn rotations in a Combat Round before enemy targets do. Enemy targets may still respond with‬
‭Reactions.‬
‭236‬

‭Friender Flame (フレンダーフレイム)‬


‭3 TP per use.‬

‭ his Technique can be acquired through Black Market Vendors, by training with Velguarder, or by defeating‬
T
‭Velguarder during a Boss Encounter.‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 90 ft.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - (1D8 + PWR) x Milestone Fire Piercing Damage.‬

‭ ou exhale a continual burst of wisping fireballs, which can bypass objects and obstructions to damage an‬
Y
‭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
I
‭Status Effect for 1D4 Combat Rounds, ending at the final Cooldown Phase of those Combat Rounds.‬

‭Frozen Castle (フローズンキャッスル)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick Hunters 13th Polar Region Faction.‬

‭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
W
‭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.‬

‭Giga Crush (ギガクラッシュ)‬


‭7 TP per use.‬

‭Requires Character Milestone 8, or the Second Armor Body Part.‬

‭A powerful burst of energy, which damages all targets within its wake.‬

‭ iga Attack Technique.‬


G
‭Full-Round PWR Action.‬
‭Range of 200 ft.‬
‭Attack Die - Untrained Die + X + PWR.‬
‭Damage Die - X + PWR Plasma Impacting/Piercing/Slashing Damage.‬

‭ n order to perform Giga Crush, the user must be at less than one-third of their maximum LE rounded down, and‬
I
‭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.‬
‭237‬

‭Hadouken (波動拳)‬
‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭ equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with‬
R
‭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
T
‭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!‬

‭ artial Arts Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 60 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - (1D6 + PWR) x Milestone Force Impacting Damage.‬

‭ he Hadouken's Damage Die ignores an enemy target's Resistance. You can utilize the Hadouken as a PWR Attack‬
T
‭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.‬

‭Requires the Reinforced Titanium X Helmet or Light Armor Helmet.‬

‭ or the headstrong, in more than one way! A well-placed headbutt can leave targets staggered, or can breach‬
F
‭through obstructions!‬

‭ artial Arts Technique. PWR Action / Reaction.‬


M
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - (1D6 + PWR) x Milestone Physical Impacting Damage.‬

‭ 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.‬

‭Head/Mouth Beams (ヘッド/口ビーム)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭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!‬

‭ anged Weapon Technique.‬


R
‭PWR Action / Reaction.‬
‭Range of 30 ft.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - (1D8 + PWR) x Milestone Plasma Piercing Damage.‬

‭ 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.‬
‭238‬

‭High Guard (ハイガード)‬


‭1 TP per use.‬

‭Requires the Sniper Joe Shield Melee Weapon.‬

‭ 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.‬

‭Hunker Down (ハンカーダウン)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick Hunters 4th Overland Faction.‬

‭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.‬

‭Hyakuretsu Kyaku (百裂脚)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭ equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with‬
R
‭NPCs, or through Black Market vendors.‬

‭ he Hyakuretsu Kyaku, commonly incorrectly termed “Lightning Legs”, is a legendary Martial Arts technique‬
T
‭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.‬

‭ artial Arts Technique.‬


M
‭PWR Action.‬
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - (1D4 + PWR) x Milestone Elec Impacting Damage.‬

‭ amage Dealt by Hyakuretsu Kyaku ignores Damage Reduction or Resistances.‬


D
‭If a Positive Critical Explosion is rolled on the Attack Die, you can initiate another PWR Attack Reaction of‬
‭Hyakuretsu Kyaku at no Action cost. This can only be done once per Combat Round.‬
‭If the user is Human, they gain an additional Untrained Die with their Attack and Damage Dies.‬
‭239‬

‭Ice Sculpture (氷の彫刻)‬


‭5 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬


‭(Maverick Hunters‬‭13th Polar Region Faction)‬

‭ 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
I
‭Cooldown Phase.‬

‭If an Ice Sculpture is dealt damage by a Fire Attack, it disappears.‬

‭Jamming (ジャミング)‬
‭1 TP per use.‬

‭Requires the Jamminger Chassis.‬

‭ 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.‬

‭Jump Press (ジャンププレス)‬


‭3 TP per use.‬

‭ his Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬


T
‭(Maverick Hunters 4th Overland)‬

‭ t can also be acquired through Black Market or Military Vendors, by training with Flame Mammoth, or by‬
I
‭defeating Flame Mammoth during a Boss Encounter.‬

‭ technique passed from Overland Commander to subordinate since the days Flame Mammoth was present as‬
A
‭leader.‬

‭ anged Martial Arts Technique.‬


R
‭PWR Reaction.‬
‭Range of 60 ft.‬
‭Attack Die - (Untrained Die + 2D6 + PWR) x Size‬
‭Damage Die - (2D6 + PWR) x Size Physical Impacting Damage.‬

‭ 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.‬
‭240‬

‭Jury-Rig (ジュリー-リグ)‬
‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick Hunters 16th Research and Development Faction.‬

‭ ith minimal knowledge of a target’s specs, you are able to override circuitry limiters to empower, and‬
W
‭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
I
‭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.‬

‭Laser Eye (アイレーザー)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭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!‬

‭ anged Weapon Technique.‬


R
‭PWR Action / Reaction.‬
‭Range of 30 ft.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Damage Die - (2D4 + PWR) x Milestone Plasma Piercing Damage.‬

‭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.‬

‭Leaping Slash (跳躍剣)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Zain. It can also be acquired by defeating Zain in a Boss‬
T
‭Encounter.‬

‭ elee Weapon Technique.‬


M
‭PWR Reaction.‬
‭Range of 15 ft.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Damage Die - 2D4 + PWR Force Slashing Damage.‬

‭ 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
I
‭Jump Skill Check to the Damage Die of Leaping Slash.‬
‭241‬

‭Mega Kick (ロックキック)‬


‭1 TP per use.‬

‭ his Technique can be acquired by training with Mega Man or Rock. It can also be acquired by defeating‬
T
‭Mega Man or Rock in a Boss Encounter.‬

‭ elee Martial Arts Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - (1D6 + PWR) x Milestone Physical Impacting Damage.‬

‭ 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.‬

‭Mega Man Transformation‬


‭1 TP per use.‬

‭This Technique is unique to Rock.‬

‭ 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
T
‭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.‬

‭Mega Upper (ロックアッパー)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Mega Man or Rock. It can also be acquired by defeating‬
T
‭Mega Man or Rock in a Boss Encounter.‬

‭ elee Martial Arts Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - (1D8 + PWR) x Milestone Plasma Impacting Damage.‬

‭ argets dealt damage by the Mega Upper are launched 10 ft. into the air, and are knocked back equal to your‬
T
‭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.‬
‭242‬

‭Met Guard (メットガード)‬


‭1 TP per use.‬

‭Requires Met Helmet.‬

‭You attempt to deflect a blast with your Met Helmet!‬

‭ 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.‬
Y
‭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.‬

‭Nautilus Strike (ノーチラス-ストライク)‬


‭1 TP per use.‬

‭Requires the Cephalopod Chassis.‬

‭A powerful multi-limbed attack!‬

‭ elee Martial Arts Technique.‬


M
‭Bonus PWR Action.‬
‭Range of 5 ft.‬
‭Attack Die - (Untrained Die + 1D4 + PWR) x # of your character's arms.‬
‭Damage Die (1D4 + PWR) x # of your character's arms Physical Impacting Damage.‬

‭ uring your first Combat Round of a Combat Encounter or Boss Encounter, activate this Technique as a Bonus‬
D
‭PWR Action.‬

‭ elect an Enemy Target within range of your remaining standard movement speed and this Technique. That‬
S
‭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.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭ equires access to a Datapad or other electronic device connected to Cyberspace, and the Maverick Hunters‬
R
‭5th Communications Faction.‬

‭ ou are capable of utilizing the Cyberspace Network to assist friendly targets from a distance, providing useful‬
Y
‭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
Y
‭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,‬
Y
‭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.‬
‭243‬

‭Oiling (油)‬
‭1 TP per use.‬

‭ his Technique can be acquired by training with Flame Mammoth, or by defeating Flame Mammoth during a‬
T
‭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.‬

‭ anged Weapon Technique.‬


R
‭PWR Action/Reaction,‬
‭Range of 30 ft.‬

‭ 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
I
‭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.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭ 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.‬

‭Predator's Grasp (プレデターズグラブ)‬


‭1 TP per use.‬

‭Requires the Insectoid Chassis.‬

‭A multi-limbed Grapple!‬

‭ elee Martial Arts Technique.‬


M
‭Bonus PWR Action.‬
‭Range of 5 ft.‬

‭ 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.‬
‭244‬

‭Program Advance (プログラムアドバンス)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Freelancer (Cyberspace Hacker) Faction.‬

‭ nhancement Technique.‬
E
‭APT Action.‬
‭Self-Targeting.‬

‭ pon activating Program Advance, you can now Charge your Cyberspace Programs for the remainder of a‬
U
‭Cyberspace Encounter.‬

‭ f a Cyberspace Program has an Attack Die and Damage Die, you can perform Charge Weapon Actions to‬
I
‭multiply the result on both once rolled.‬

‭Charge Weapon Actions performed in this way reduce TP instead of CT.‬

‭Proto Strike (ブルースストライク)‬


‭3 TP per use.‬

‭ his Technique can be acquired through training with Proto Man, by acquiring the Proto Buster, or by‬
T
‭defeating Proto Man during a Boss Encounter.‬

‭ anged Weapon Technique.‬


R
‭PWR Action/Reaction.‬
‭Range of 90 ft.‬
‭Attack Die - Untrained Die + 2D6 + PWR.‬
‭Damage Die - (2D6 + PWR) x Milestone Fire Plasma Piercing Damage.‬

‭ n addition to the TP cost of Proto Strike, you are dealt 1D4 CT Damage.‬
I
‭If a Positive Critical Explosion is rolled on the Damage Die of Proto Strike, the Enemy Target takes 1D6 CT‬
‭Damage.‬

‭Ramming Attack (体当たり攻撃)‬


‭1 TP per use.‬

‭ equires the Roader Chassis. This Technique can also be acquired through training with a Rush Roader NPC,‬
R
‭or by defeating a Rush Roader NPC during a Boss Encounter.‬

‭You charge forward to ram into a single target!‬

‭ elee Martial Arts Technique.‬


M
‭MOB Action.‬
‭Range equal to Standard Movement Speed.‬
‭Attack Die - Untrained Die + 2D6 + MOB.‬
‭Damage Die - 2D6 + MOB Physical Piercing Damage.‬

‭ 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.‬
‭245‬

‭Renzokudan (連続弾)‬
‭5 TP per use.‬

‭This Technique can be acquired by defeating Wolf Sigma.‬

‭Requires Milestone 5.‬

‭You unleash a flurry of eight balls of lightning across the battlefield!‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 40 ft.‬
‭Attack Die - Untrained Die + 8D6 + PWR.‬
‭Damage Die - 8D6 + PWR Elec Impacting Damage.‬

‭ 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.‬
I
‭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.‬

‭*Info on De-Buffing can be found on pg. 139.‬

‭Repulsor Guard (リパルサーガード)‬


‭3 TP per use.‬

‭Requires the Reinforced Ceratanium Arm Guard Melee Weapon.‬

‭ 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.‬

‭ alf the LE Damage that would be dealt to you, rounded down.‬


H
‭You gain SE equal to half the Damage Dealt to you, rounded down.‬
‭You deal Plasma Piercing Damage to the attacker equal to half the Damage Dealt to you, rounded up.‬

‭Repulsor Guard cannot be performed against Elec Attacks.‬


‭246‬

‭Reverse-Engineer (リバースエンジニアリング)‬
‭5 TP per use.‬

‭This Technique can be acquired through training with Dr. Cain.‬

‭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
P
‭its designs to schematics.‬

‭ he OPERATOR will define a Difficulty Check for you to exceed. If you succeed, you can perform a Full-Round‬
T
‭Knowledge (Robotics) Skill Check on the following Combat Round to develop a copy of the Part, Enhancement, or‬
‭Weapon.‬

‭Rising Slash (ライジングスラッシュ)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭ 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!‬

‭ elee Weapon Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D8 + PWR.‬
‭Damage Die - 1D8 + PWR Force Slashing Damage.‬

‭ argets dealt damage by the Rising Slash are carried 30 ft. in the air, and are knocked back 5 ft. from the force‬
T
‭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
I
‭after the Damage Die resolves, but before the enemy target begins to fall.‬

‭Rocket Flail (ロケットフレイル)‬


‭1 TP per use.‬

‭ his Technique can be acquired through training with a Hoganmer NPC, or by defeating a Hoganmer NPC‬
T
‭during a Boss Encounter. Requires the Hoganmer Flail Weapon.‬

‭ elee Weapon Technique.‬


M
‭PWR Action/Reaction.‬
‭Range of 25 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - 1D4 + PWR Physical Impacting Damage.‬

‭ he Rocket Flail will cause the ball of the Hoganmer Flail to remain suspended in mid-air at the range it was‬
T
‭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
Y
‭targets within its return trajectory.‬

‭ f a Positive Critical Explosion is rolled on the Damage Die of Rocket Flail, its Damage Type becomes Fire‬
I
‭Impacting Damage until the Cooldown Phase.‬
‭247‬

‭Roll Swing (ロールスウィング)‬


‭1 TP per use.‬

‭ his Technique can be acquired through training with Roll, or by defeating a Roll during a Boss Encounter.‬
T
‭Requires the Roll Broom weapon.‬

‭A powerful swing that originated from a Household Object that no-one saw coming!‬

‭ elee Weapon Technique.‬


M
‭PWR Action.‬
‭Range of 10 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - (1D4 + PWR) x Milestone Physical Impacting Damage.‬

‭Targets dealt damage by Roll Swing have Disadvantage on Reactions until the Cooldown Phase.‬

‭Saber Block/Redirect (セイバーブロック)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Sigma. It can also be acquired by defeating Sigma in a Boss‬
T
‭Encounter.‬

‭Requires the Beam Saber Weapon.‬

‭You raise your Saber swiftly to parry or redirect attacks!‬

‭ elee Weapon Technique.‬


M
‭MOB Reaction.‬
‭Self-Targeting.‬
‭Utility Die - 1D6.‬

‭ ou can only perform Saber Block as a MOB Reaction to a PWR Attack Action against you.‬
Y
‭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.‬

‭Shadow Hunter Kite (凧に乗る)‬


‭1 TP per use.‬

‭ his Technique can be acquired by training with Geemel. It can also be acquired by defeating Geemel in a‬
T
‭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
Y
‭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
S
‭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
I
‭damage dealt to it.‬
‭248‬

‭Shield Charge (シールドチャージ)‬


‭3 TP per use.‬

‭ his Technique can be acquired through training with Proto Man, by acquiring the Proto Shield, or by‬
T
‭defeating Proto Man during a Boss Encounter.‬

‭Requires a Shield Weapon.‬

‭ elee Weapon Technique.‬


M
‭PWR/MOB Reaction.‬
‭Range equal to Standard Movement Speed.‬
‭Attack Die - Untrained Die + 2D4 + PWR + MOB.‬
‭Damage Die - 2D4 + PWR + MOB Physical Impacting Damage.‬

‭ hield Charge may be performed as a Reaction to a Ranged PWR Attack Action. If your Attack Die exceeds the‬
S
‭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
E
‭the blow.‬

‭Shoryuken (昇龍拳)‬
‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭ equires the Freelancer (Street Fighter) Faction. This technique can also be acquired through training with‬
R
‭NPCs, or through Black Market vendors.‬

‭ he Shoryuken, or Rising Dragon Fist, is a legendary martial arts technique, passed down from the Shotokan‬
T
‭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!‬

‭ elee Martial Arts Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 10 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - (1D4 + PWR) x Milestone Fire Impacting Damage.‬

‭ argets dealt damage by the Shoryuken are carried 10 ft. in the air, and are knocked back 5 ft. from the force of‬
T
‭the blow.‬

‭ f a Positive Critical Explosion is rolled on the Attack or Damage Dies, the target gains the Burn Status Effect‬
I
‭until the Cooldown Phase.‬

‭If the user is Human, they gain an additional Untrained Die with their Attack and Damage Dies.‬

‭Sigma’s Suggestion (シグマの提案)‬


‭1 TP per Skill Check.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick (Sigma Virus) Faction.‬

‭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
F
‭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
Y
‭Encounter.‬
‭249‬

‭Signal Lock (シグナルロック)‬


‭3 TP per use.‬

‭Requires the Comms and Service Humanoid Chassis.‬

‭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
A
‭Equipment, Attacks, Special Weapons or Techniques that cause Interference for the remainder of the encounter.‬

‭Slash Wave (スラッシュウェーブ)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭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.‬

‭ elee Weapon Technique.‬


M
‭PWR Action / Reaction.‬
‭Range of 15 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - (1D4 + PWR) x Milestone Force Plasma Slashing Damage.‬

‭ ou unleash a 15 ft. cone shockwave of jutting plasma. If a Positive Critical Explosion is rolled on the Damage‬
Y
‭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
T
‭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.‬
W
‭While Sliding, you gain an additional Untrained Die to Evade, and Stealth/Steal Skill Checks.‬
‭250‬

‭Sliding Dash (滑りダッシュ)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Chill Penguin. It can also be acquired by defeating Chill‬
T
‭Penguin in a Boss Encounter.‬

‭Skidding on your belly, you dash forward, and use the momentum of your body to ram directly into targets!‬

‭ elee Martial Arts Technique.‬


M
‭MOB Action.‬
‭Range of Standard Movement Speed.‬
‭Attack Die - Untrained Die + 1D10 + PWR.‬
‭Damage Die - 1D10 + PWR Physical Impacting Damage.‬

‭ f you perform Sliding Dash in an Arctic Environment, your Standard Movement Speed is doubled.‬
I
‭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
Y
‭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.‬

‭Sonar Pulse (ソナーパルス)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick Hunters 6th Naval Armada Faction.‬

‭ ou emit an acoustic pulse of sound into the water. As the sound echoes off of surfaces and object, you gain a‬
Y
‭clearer picture of the area around you!‬

‭ nvironmental Technique.‬
E
‭Full-Round ANA Action.‬
‭Range of 60 ft.‬

‭You must be in water to activate Sonar Pulse.‬

‭ erform a Full-Round Sensory Skill Check, with the Difficulty Check equal to 8 minus your Milestone. If you‬
P
‭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.‬

‭Spark Burst (スパークバースト)‬


‭3 TP per use.‬

‭Requires the Gun Volt Chassis.‬

‭ his Technique can be acquired by training with a Gun Volt NPC. It can also be acquired by defeating a Gun‬
T
‭Volt in a Boss Encounter.‬

‭Two charged orbs of Electricity are unleashed, stunning targets in their place!‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 120 ft.‬
‭Attack Die - Untrained Die + 2D4 + PWR.‬
‭Damage Die - 2D4 + PWR Elec Impacting Damage.‬

‭ ou generate two Size 1 Spark Bursts, which travel along a horizontal surface equal to its range until it strikes a‬
Y
‭single Enemy Target.‬

‭ f a Positive Critical Explosion is rolled on the Damage Die, the Target gains the Stun Status Effect until the‬
I
‭Cooldown Phase.‬
‭251‬

‭Speed Devil (スピードデビル)‬


‭1 TP per use.‬

‭ his technique can be acquired through training with Storm Eagle or Vile, or by defeating Storm Eagle or‬
T
‭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
T
‭Air-Dash.‬

‭Spinning Slash (自転斬り)‬


‭3 TP per use.‬

‭ his Technique can be acquired by training with Zain. It can also be acquired by defeating Zain in a Boss‬
T
‭Encounter.‬

‭ elee Weapon Technique.‬


M
‭PWR Action/Reaction.‬
‭Range of 60 ft.‬
‭Attack Die - Untrained Die + 2D6 + PWR.‬
‭Damage Die - (2D6 + PWR) x Milestone Physical Slashing Damage.‬

‭ f Spinning Slash is performed as a Reaction to a Successful PWR Attack Action, you have Advantage on the‬
I
‭Attack Die.‬

‭ ou begin to wildly spin around the room in a 10 ft. radius, and must move that radius in a cardinal direction‬
Y
‭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
P
‭Positive Critical Explosion result will Double the Damage Die result when it resolves.‬

‭Stone Body (ストーンボディ)‬


‭1 TP per use.‬

‭ his Technique can be acquired through training with a Crag Man NPC, or by defeating a Crag Man NPC‬
T
‭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
U
‭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
T
‭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
W
‭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
W
‭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.‬
‭252‬

‭Stubbornness (頑固さ)‬
‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires the Maverick Hunters 16th Research and Development Faction.‬

‭ nhancement Technique.‬
E
‭APT Reaction.‬
‭Self-Targeting.‬

‭ nce per Narrative Encounter, Combat Encounter or Boss Encounter, if a Negative Critical Explosion is rolled,‬
O
‭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.‬

‭This Technique can be acquired at Milestone 1 or Milestone 3 in its applicable Factions.‬

‭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.‬
D
‭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
Y
‭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.‬

‭Suppressive Barrage (制圧弾幕)‬


‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires a Ranged Weapon and the Freelance (Bounty Hunter) Faction.‬

‭ ou unleash a barrage of weapon fire in a spread against nearby targets.‬


Y
‭Ranged Weapon Technique.‬
‭Full-Round PWR Attack Reaction.‬
‭Range of 20 ft.‬
‭Attack Die - Untrained Die + 1D4 + PWR.‬
‭Damage Die - (1D4 + PWR) x Milestone Physical Piercing Damage.‬

‭ uppressive Barrage can only be used as a Full-Round PWR Attack Reaction. You send a barrage of weapon fire in‬
S
‭a 20 ft. radius. Targets dealt damage by Suppressive Barrage cannot perform PWR-based Reactions until the‬
‭Cooldown Phase.‬
‭253‬

‭Swallowing Vortex (飲み込み渦)‬


‭1 TP per use.‬

‭ his Technique can be acquired through training with a Gulpher NPC, or by defeating a Gulpher NPC during‬
T
‭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
S
‭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
S
‭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
A
‭released.‬

‭Synthesis (合成)‬
‭1 TP per use.‬

‭Requires the Ambulacraria Chassis.‬

‭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
W
‭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.‬

‭Tactical Roll (戦術的なロール)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires a Ranged Weapon, and the Freelance (Bounty Hunter) Faction.‬

‭You narrowly roll to avoid a dangerous attack!‬

‭ 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
I
‭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
P
‭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
I
‭Shot Attack are negated. You then move equal to half your standard movement speed in a direction of choice.‬
‭254‬

‭Teleport (テレポート)‬
‭1 TP per use.‬

‭Requires an External or Internal Teleport Module.‬

‭ ou utilize your External or Internal Teleport Module to transport you safely into a matter stream in‬
Y
‭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
W
‭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
Y
‭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
I
‭regained through Downtime.‬

‭ ou may only Teleport into a location that is not affected by a Teleport Disruption Actuator. You may initiate a‬
Y
‭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.‬

‭The Father of All Robots‬

‭This is a Unique Technique for Dr. Thomas Light.‬

‭ 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.‬

‭Toss Pick (トスピック)‬


‭1 TP per use.‬

‭Requires the Ceratanium Pickaxe.‬

‭ elee Weapon Technique.‬


M
‭PWR Action.‬
‭Thrown range equal to PWR.‬
‭Attack Die - Untrained Die + 1d6 + PWR.‬
‭Damage Die - 1d6 + PWR Physical Piercing Damage.‬

‭ he Ceratanium Pickaxe is thrown in an upward arc towards the target. If a Positive Critical Explosion is rolled‬
T
‭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
A
‭the OPERATOR’s discretion.‬
‭255‬

‭Vacuum Wave (真空波)‬


‭1 TP per use.‬

‭Requires the Anglerge Chassis.‬

‭You unleash an internal wind turbine, which can blow targets back or pull them towards you!‬

‭ anged Weapon Technique.‬


R
‭PWR Action.‬
‭Range of 30 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - (1D6 + PWR) x Milestone Force Impacting Damage.‬

‭ elect a target that is equal or less than your current Size on the Size Table. If the Vacuum Wave's Attack Die‬
S
‭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
I
‭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.‬

‭Requires the Industrial Loading Humanoid Chassis.‬

‭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.‬

‭You can choose that Sensory Skill Check to succeed.‬

‭ iral Contact‬
V
‭1 TP per use.‬

‭This Technique can be acquired at Milestone 1 in its applicable Faction.‬

‭Requires the Maverick (Viral) Faction.‬

‭ elee Martial Arts Technique.‬


M
‭PWR/MOB Action/Reaction.‬
‭Range of 5 ft.‬
‭Attack Die - Untrained Die + 1D6 + PWR.‬
‭Damage Die - 1D6 + PWR Viral Impacting Damage.‬

‭ 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
I
‭the end of the Combat Encounter, or Boss Encounter.‬
‭256‬

‭Wall Slide / Wall Jump (壁はりつき / 壁蹴り)‬


‭1 TP per use.‬

‭ his Technique can be acquired at Milestone 1 in its applicable Faction.‬


T
‭(Maverick Hunters 17th Elite)‬

‭ 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
F
‭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,‬
T
‭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.‬

‭Weakness Analysis (弱さの分析)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires the Maverick Hunters 5th Communications Faction.‬

‭ tilizing tactical knowledge, available information, and gut intuition, you are able to determine one or more‬
U
‭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,‬
I
‭Resistances, and Weaknesses.‬

‭ f failed, the OPERATOR may still feel the need to provide relevant information to your analysis, but it may be‬
I
‭false conjecture.‬

‭ ntil the end of the Combat Encounter or Boss Encounter, if the Target is dealt its Weakness Damage Type by‬
U
‭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

‭Weapon Tank (ウェポンタンク)‬


‭3 TP per use.‬

‭This Technique can be acquired by advancing to Milestone 3 in its applicable Faction.‬

‭Requires the Maverick Hunters 3rd Deployment Corps Faction.‬

‭ 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.‬
D
‭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
W
‭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
Y
‭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
A
‭Pool Dice value to restore all Reserve Pool Dice. This can be done only once per Mission.‬

‭Wing Guard (ウイングガード)‬


‭1 TP per use.‬

‭Requires the Batton Chassis.‬

‭ 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
Y
‭of the Ranged Attack will resolve.‬

‭You may only perform Wing Guard once per Combat Round.‬

‭Wing Gust (突風)‬


‭3 TP per use.‬

‭ his technique can be acquired through training with Storm Eagle, or by defeating Storm Eagle in a Boss‬
T
‭Encounter.‬

‭Requires a Winged Biped Chassis, or Retrofitted Wings.‬

‭ 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
F
‭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
I
‭Disadvantage.‬
‭258‬

‭Zero Final (‬‭ゼロファイナル‬‭)‬


‭10 TP per use.‬

‭This technique can be acquired by defeating Zero. (Good luck!)‬

‭ ero’s ultimate Technique, a final strike with a blindingly fast dash attack, finishing with a powerful uppercut‬
Z
‭slash!‬

‭ elee Weapon Technique.‬


M
‭Full-Round PWR Action.‬
‭Range of 90 ft.‬

‭ ttack Die - XD6 + PWR.‬


A
‭Damage Die - (XD6 + PWR) x Milestone Plasma Slashing Damage.‬

‭Select an enemy target within range of your remaining movement speed.‬

‭ hen the user initiates the Attack Die Roll, they use their remaining movement action and the range of this‬
W
‭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
U
‭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
T
‭with another object or obstruction or falls to the ground without performing Skill Checks, they take an‬
‭additional 2D4 Physical Impacting Damage.‬
‭259‬
‭260‬

Notes
‭ for the Operator‬

‭ ven though the Classic Mega Man and Mega Man X stories may set the foundation‬
E
‭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
C
‭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
I
‭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
W
‭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
O
‭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
C
‭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
A
‭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,‬
Y
‭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

Mega Man 1 Alternate Universe‬


‭ r. Wily's army of machines are rampaging across the world! But perhaps instead of the Blue‬
D
‭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
I
‭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
T
‭fighting the Yellow Devil, and finally a climactic encounter with Dr. Wily himself.‬

Wily Robots Preparing for Mega Man 2‬


‭ hile Dr. Wily is fuming over his first defeat over Dr. Light's blue boy, he is hard at work on eight‬
W
‭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
T
‭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.‬

Mega Man X1 Alternate Universe‬


‭ cramble all available Maverick Hunters! Sigma has rebelled, and most of the Maverick Hunter‬
S
‭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
I
‭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
T
‭fighting Vile, and Velguarder, with a climactic encounter with Sigma at the very end.‬

Mega Man Xtreme Alternate Universe‬


‭ he Maverick Hunter Base Mother Computer has been breached, and stolen battle data has‬
T
‭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
I
‭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

Adventure Hook: A Routine Traffic Stop‬


‭ group consisting of Civic Unit Maverick Hunters and other nearby first responders receive‬
A
‭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
T
‭or retire the targets if necessary, all while keeping the humans occupied in their vehicles safe.‬

Adventure Hook: Cyber Training‬


‭ onsider that each piece of battle data on a Maverick or Robot Master can be an invaluable‬
C
‭teaching tool for prospective Hunters looking to test their mettle.‬

‭ lace the party in a Cyberspace Training Simulation, battling through Combat Encounters and‬
P
‭dashing through Stage Hazards until reaching a Boss Encounter at the end.‬

Adventure Hook: Double-Crossed‬


‭ s a group of Freelancers or Mavericks, you are tasked with sneaking into a Hunter-occupied‬
A
‭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,‬
T
‭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.‬

Adventure Hook: I’ve Got Sigma In My Basement‬


‭ unter Communications has received a strange call from their emergency line from a young‬
H
‭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
T
‭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.‬

Adventure Hook: Trouble at the Docks‬


‭ ur on-duty Maverick Hunters are assigned as First Responders to an A-Class Maverick threat!‬
O
‭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.‬
‭263‬
‭264‬

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 Scrap Vendor List (Selling Cap at 50,000 Ƶ.)‬


‭Item Name‬ ‭Cost‬ ‭Cost (Cheap)‬ ‭Cost‬ ‭Limited‬ ‭Rural‬ ‭Urban‬ ‭ action‬
F
‭(Normal)‬ ‭(Premium)‬ ‭Stock‬ ‭ ocale‬
L ‭ ocale‬
L ‭Locale‬
‭ Parts]‬
[
‭Mysterious Control CPU‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭ ‬
X ‭ ‬
X
‭Dentech Model J1 Control‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭CPU‬
‭Mysterious Integrated‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬
‭Circuit‬
‭Broad Range Camera‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭ ‬
X ‭ ‬
X
‭Military Tremor Auditory‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Sensors‬
‭Text to Speech Voice‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬
‭Synthesizer‬
‭Alkaline Battery Core‬ ‭2,500 Ƶ‬ ‭2,300 Ƶ‬ ‭2,700 Ƶ‬ ‭X‬ ‭ ‬
X ‭ ‬
X
‭Lithium Ion Core‬ ‭ 0,000
1 Ƶ‬ ‭ ,000
8 Ƶ‬ ‭ 2,000
1 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬
‭Micro Solar-Pile Reactor‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭ ‬
X ‭X‬
‭Prototype Ceramic‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Titanium Body‬
‭Prototype Ceramic‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Titanium Legs‬
‭Prototype Ceramic‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Titanium Arms‬
‭Prototype Ceramic‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Titanium Helmet‬
‭Attachable Cybernetics‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭(Fingers)‬
‭[Weapons]‬
‭Sniper Joe Shield‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭ ‬
X ‭ ‬
X
‭Buster Pistol‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬
‭Civic Buster‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Ceratanium Pickaxe‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭8,000 Ƶ‬ ‭X‬
‭Beam Dagger‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Field Equipment]‬
‭Energy Cell Ammunition‬ ‭50 Ƶ‬ ‭30 Ƶ‬ ‭70 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Life Energy Capsule‬ ‭ ,250
1 Ƶ‬ ‭ ,050
1 Ƶ‬ ‭ ,450
1 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Weapon Energy Capsule‬ ‭1,250 Ƶ‬ ‭1,050 Ƶ‬ ‭1,450 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Anti-Lock‬ ‭2,500 Ƶ‬ ‭2,300 Ƶ‬ ‭2,700 Ƶ‬ ‭X‬ ‭X‬
‭Clear Vision‬ ‭2,500 Ƶ‬ ‭2,300 Ƶ‬ ‭2,700 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬
‭Hyper Cooler‬ ‭2,500 Ƶ‬ ‭2,300 Ƶ‬ ‭2,700 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Heat Sink Pack (Single)‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬
‭Datapad‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Vehicles]‬
‭Ride Chaser Type‬ ‭N/A‬ ‭40,000 Ƶ‬ ‭N/A‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭ADU-T100 Turbo‬
‭Workhorse‬
‭265‬

‭21XX Era Retail Vendor List (Selling Cap at 100,000 Ƶ.)‬


‭Item Name‬ ‭Cost‬ ‭Cost‬ ‭Cost‬ ‭Limited‬ ‭Rural‬ ‭Urban‬ ‭ action‬
F
‭(Normal)‬ ‭(Cheap)‬ ‭(Premium)‬ ‭Stock‬ ‭ ocale‬
L ‭ ocale‬
L ‭Locale‬
‭ Parts]‬
[
‭Dentech Model J1‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Control CPU‬
‭CainLabs Model J2‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Control CPU‬
‭Dentech Retail‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Integrated Circuit‬
‭Broad Range Optics‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Audio Recognition‬ ‭ 0,000 Ƶ‬
1 ‭8,000 Ƶ‬ ‭ 2,000 Ƶ‬
1 ‭X‬ ‭X‬ ‭X‬
‭System‬
‭HAYATOM Voice‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Synthesizer‬
‭Lalinde Labs‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬
‭Virtuoso‬
‭Synthesizer‬
‭Lithium Sulfur Core‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Lightweight‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Tungsten Armor‬
‭Industrial‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Chromium‬
‭Armor‬
‭Lightweight‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Tungsten Legs‬
‭Industrial‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Chromium Legs‬
‭Lightweight‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Tungsten Arms‬
‭Industrial‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Chromium Arms‬
‭[Enhancements]‬
‭Industrial‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Chromium‬
‭Helmet‬
‭Containment Limb‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭(Arm or Leg)‬
‭External Broad‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Range Auditory‬
‭Headset‬
‭Skill Plus‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Weapons]‬
‭Beam Dagger‬ ‭ ,000 Ƶ‬
5 ‭ ,000 Ƶ‬
3 ‭ ,000 Ƶ‬
7 ‭X‬ ‭ ‬
X ‭ ‬
X
‭Buster Pistol‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬
‭Ceratanium Break‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭Hammer‬
‭Ceratanium Loading‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Arm‬
‭[Field Equipment]‬
‭Datapad‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭First Aid Kit‬ ‭ 0,000 Ƶ‬
1 ‭8,000 Ƶ‬ ‭ 2,000 Ƶ‬
1 ‭X‬ ‭X‬ ‭X‬
‭Lithium Charging‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Kit‬
‭[Cyberspace‬
‭Programs]‬
‭AirShoes‬ ‭ 0,000 Ƶ‬
1 ‭ ,000 Ƶ‬
8 ‭ 2,000 Ƶ‬
1 ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Compress‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Uninstaller‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Vehicles]‬
‭Ride Chaser Type‬ ‭50,000 Ƶ‬ ‭45,000 Ƶ‬ ‭55,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭ADU-T100 Turbo‬
‭Workhorse‬
‭Ride Chaser Type‬ ‭75,000 Ƶ‬ ‭70,000 Ƶ‬ ‭80,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬ ‭X‬
‭ADU-T400 Turbo‬
‭Cheval‬
‭266‬

‭21XX Era Military Vendor List (Selling Cap at 200,000 Ƶ.)‬


‭Item Name‬ ‭Cost (Normal)‬ ‭Cost‬ ‭Cost (Premium)‬ ‭Limited‬ ‭Rural‬ ‭Urban Locale‬ ‭ action‬
F
‭(Cheap)‬ ‭Stock‬ ‭ ocale‬
L ‭Locale‬
‭ Parts]‬
[
‭CainLabs Model J2‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Control CPU‬
‭CainLabs Model J3‬ ‭35,000 Ƶ‬ ‭33,000 Ƶ‬ ‭37,000 Ƶ‬ ‭X‬ ‭X‬
‭Control CPU‬
‭Abel-1 Integrated‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭Circuit‬
‭BioScan Optics‬ ‭ 0,000
2 Ƶ‬ ‭ 8,000
1 Ƶ‬ ‭ 2,000
2 Ƶ‬ ‭ ‬
X ‭X‬ ‭ ‬
X
‭LowLight Optics‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭SuperScope Optics‬ ‭30,000 Ƶ‬ ‭28,000 Ƶ‬ ‭32,000 Ƶ‬ ‭X‬ ‭X‬
‭Broad Range Auditory‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Sensors‬
‭CainLabs Voice‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭Replicator‬
‭Solar Energy Core‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭ ‬
X ‭ ‬
X
‭Micro-Fusion Hybrid‬ ‭ 5,000 Ƶ‬
3 ‭ 3,000 Ƶ‬
3 ‭ 7,000 Ƶ‬
3 ‭X‬ ‭X‬ ‭X‬
‭Core‬
‭Nuclear Fusion Core‬ ‭ 5,000 Ƶ‬
4 ‭ 3,000 Ƶ‬
4 ‭ 7,000 Ƶ‬
4 ‭X‬ ‭ ‬
X
‭Military Grade‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Ceratanium Armor‬
‭Military Grade‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Ceratanium Legs‬
‭Ceratanium Polymer‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭Treads‬
‭Ceratanium Polymer‬ ‭35,000 Ƶ‬ ‭33,000 Ƶ‬ ‭37,000 Ƶ‬ ‭X‬ ‭X‬
‭Wheels‬
‭Emergency Acceleration‬ ‭35,000 Ƶ‬ ‭33,000 Ƶ‬ ‭37,000 Ƶ‬ ‭X‬ ‭X‬
‭Legs‬
‭Military Grade‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Ceratanium Arms‬
‭[Enhancements]‬
‭Auto-Repair α‬ ‭ 0,000
2 Ƶ‬ ‭ 8,000
1 Ƶ‬ ‭ 2,000
2 Ƶ‬ ‭X‬ ‭ ‬
X ‭ ‬
X
‭Barrier Extender‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Cryo Stasis Tank‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬
‭Shield Battery α‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Thermal Shielding α‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Thermoptic Camouflage‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭α‬
‭Damage Converter‬ ‭ 5,000 Ƶ‬
2 ‭ 3,000 Ƶ‬
2 ‭ 7,000 Ƶ‬
2 ‭ ‬
X ‭ ‬
X
‭Energy Balancer‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭Internal Teleport‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬
‭Module (ITM)‬
‭[Weapons]‬
‭Beam Saber‬ ‭ 0,000
1 Ƶ‬ ‭ ,000
8 Ƶ‬ ‭ 2,000
1 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Beam Shield‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Civic Buster‬ ‭10,000 Ƶ‬ ‭8,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Guard Buster‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭12,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭High-Speed Beam Rifle‬ ‭20,000 Ƶ‬ ‭18,000 Ƶ‬ ‭22,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Front Runner Hardpoint‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Buster Cannon‬
‭Military Buster‬ ‭25,000 Ƶ‬ ‭23,000 Ƶ‬ ‭27,000 Ƶ‬ ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Bumpity Boom‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Concussion‬
‭Grenade‬
‭Smoke Bomb‬ ‭5,000 Ƶ‬ ‭3,000 Ƶ‬ ‭7,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Field Equipment]‬
‭Broad Range Actuator‬ ‭ 0,000 Ƶ‬
1 ‭ ,000 Ƶ‬
8 ‭ 2,000 Ƶ‬
1 ‭ ‬
X ‭ ‬
X ‭ ‬
X
‭Teleport Disruption‬ ‭15,000 Ƶ‬ ‭13,000 Ƶ‬ ‭17,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭Actuator‬
‭[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
‭Earth Gaizer‬ ‭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
‭Enkoukyaku‬ ‭50,000 Ƶ‬ ‭48,000 Ƶ‬ ‭52,000 Ƶ‬ ‭ ‬
X ‭X‬ ‭X‬ ‭X‬
‭Flamethrower‬ ‭50,000 Ƶ‬ ‭48,000 Ƶ‬ ‭52,000 Ƶ‬ ‭X‬ ‭X‬
‭Ice Sculpture‬ ‭50,000 Ƶ‬ ‭48,000 Ƶ‬ ‭52,000 Ƶ‬ ‭X‬ ‭X‬
‭Jump Press‬ ‭50,000 Ƶ‬ ‭48,000 Ƶ‬ ‭52,000 Ƶ‬ ‭X‬ ‭X‬
‭Wall Slide / Wall Jump‬ ‭50,000 Ƶ‬ ‭48,000 Ƶ‬ ‭52,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭[Vehicles]‬
‭Ride Chaser Type‬ ‭75,000 Ƶ‬ ‭70,000 Ƶ‬ ‭80,000 Ƶ‬ ‭X‬ ‭X‬ ‭X‬
‭ADU-T400 Turbo‬
‭Cheval‬
‭Ride Armor Type - AM-1‬ ‭125,000 Ƶ‬ ‭100,000 Ƶ‬ ‭150,000 Ƶ‬ ‭X‬ ‭X‬
‭(Arcadia Military)‬
‭267‬

‭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:‬

‭ age 40 - Corrected some of the text on the 'Superscope Optics' Part.‬


P
‭Page 47 - Add CT Damage for the Repair Check Clause for the Nuclear Fusion Core.‬
‭Page 65 - Added a new Titanium-X Helmet specifically for Mega Man X.‬
‭Page 72 - Added new evergreen rules for how humans can see, hear and speak.‬
‭Pages 80 & 82 - Defined Zenny Payouts as per Boss Encounter of various Ranks. Removed the BP‬
‭gain rulings for Mavericks in the Factions chapter, to showcase Zenny for retired targets as a‬
‭universal benefit for all evergreen militant Factions in 21XX.‬
‭Page 87 - Added the 'Charged Attack Die' to the Front Runner Hardpoint Buster Cannon's‬
‭Description.‬
‭Page 87 - Added the 'Charged Attack Die' to the Sandstormer's Description.‬
‭Page 89 - Added the 'Charged Attack Die' to the Civic Buster’s description.‬
‭Page 91 - Added the 'Charged Attack Die' to the Burning Spray’s description.‬
‭Page 92 - Added the 'Charged Attack Die' to the Electrigger’s description.‬
‭Page 92 - Added the 'Charged Attack Die' to the Mad Boiler Buster’s description.‬
‭Page 93 - Added the 'Charged Attack Die' to the Snowy Spray’s description. Expanded on the‬
‭rulings of the Snowy Spray's Charge Weapon Attack.‬
‭Page 93 - Added the 'Charged Attack Die' to the Military Buster’s description.‬
‭Page 94 - Added the 'Charged Attack Die' to the Proto Buster’s description.‬
‭Page 94 - Added the 'Charged Attack Die' to the X-Buster’s description.‬
‭Page 94 - Added the 'Charged Attack Die' to the Light Armor Buster’s description.‬
‭Page 95 - Added the 'Charged Attack Die' to the Z-Buster MK. II’s description.‬
‭Page 113 - Remove text on the Death Rogumer that mentions 'Wily Machine 1' incorrectly.‬
‭Page 114 - Remove text on the Wily UFO 1 that mentions 'Wily Machine 1' incorrectly.‬
‭Page 125 - Added the Attack and Damage Die to the Grapple Table in the Skills Chapter.‬
‭Page 136 - Provided a proper explanation of ‘Advantage and Disadvantage’ in the Foundation‬
‭Guide rules.‬
‭Page 141 - Added new rulings regarding the Crystalline Status Effect.‬
‭Page 180 - Changed Dr. Light (Mega Man 1)’s Race from Reploid to its correct race of Human.‬
‭Page 189 - Added 'X's Titanium-X Helmet' to Mega Man X’s character sheet.‬
‭Page 207 - Added new artwork of Zero (Mega Man X1.)‬
‭Page 231 - Corrected some of the rules regarding the 'Dash' Technique.‬
‭Page 234 - Corrected some of the rules regarding the 'Electroshock Bullet' Technique.‬
‭Page 240 - Corrected some of the rules regarding the 'Laser Eye' Technique.‬
‭Page 254 - Corrected some of the rules regarding the 'Teleport' Technique.‬

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.‬
‭269‬
‭270‬
‭271‬
‭272‬
‭273‬

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