| Display a Printer Friendly Version Tekkaman Blade, Star Wars D20 [comments:(0),
views:(6610), rating:(0.0)] Author: Manuel Pirino Homepage: http://www.girsacrew.it System: Star Wars Type: Hook Category: Science Fiction Requirements: A conversion for the D20 System (Revised Core Rulebook) of the Power Armor known as Tekkaman, with some background story to fit into an ongoing Star Wars campaign. The file features a description of the armor (in game terms), its stroy and that of the invading waldasters. All set at the time of the battle of Ruusan
Tekkaman
Blade
Star Wars
Revised Core Rulebook (d20 System)
Introduction: this
is a conversion I am attempting just for fun, as they are airing the
original Tekkaman series from the 70s these days. I thought there
would be some potential for plot development in the Star Wars
expanded universe if only the armor was a little bit underpowered
compared to what we see on TV (where, of course, the tekkaman has the
lead role and owns like on one else). I did not even try to convert
the weapons and feats of the more recent “Teknoman”,
which are on an even greater scale of power. It is still a very
powerful artifact and GMs should be wary of letting the PCs lay there
hands on it. Even with the nasty side effects the armor has on her
pilot, power gamers could still be quite tempted. As it is presented,
the armor is influenced by some items introduced in the Arms &
Equipment Guide. Since it was becoming longer and longer, and more
and more complicated, I though "OK...stop NOW! Post it, and see
what the guys on the rpg archive have to say". So, consider it a
beta version, and know that all feedback is welcome. Whatever comes
to your minds, from grammar and structure to loopholes in the rules
and considerations on game balance.
Appearance:
the Tekkaman armor reminds somehow of the old mandalorian crusaders'
suits of armor, especially in the Y-shape of the visor. It is
predominantly white in color, with star shaped mark on the forehead,
two small and sharp looking antennas on the ears, a red rim around
the Y-shaped visor, red shoulder pauldrons, arms and shin bracers; on
the chest run three colored strips (all these colors are just for
decoration, although it is argued that they could have been used as
ranks insignia). Nasty looking spikes, akin to riders' spurs, jut out
from the heels, pointing up. An integrated armored belt features two
small metal casings that work as holsters for the retractable spear
on the right side and for the whip on the left side. The armor looks
(and is) totally airtight with slightly less protected spots at the
joints and the neck. The Y-visor has a dark blue transparent lens.
The armor is quite tight fitting and stands only a few inches taller
than the person that wears it.
Some background
information: this armor was originally devised and built as a
prototype by the scientists of a colony of humans, not later than two
years before the battle of Ruusan (circa 1000 BBY) when all but two
of the Sith were exterminated. During those years, and in the
previous millennium, the Sith had invaded and raided many worlds,
sometimes hiding or fleeing from the Jedi Order, and other times just
indulging in their favorite activity: subduing other civilizations
and bringing pain and grief to the galaxy. One of these sith
commanders, called Dobrai, was quite in haste when he stumbled upon
the world of Ard (“Earth”). Despite the fact that there
was not so much to pillage and steal, the planet was on a uncharted
route, far from the Jedi fleet and technologically less advanced than
many other richer worlds. All too eager to disappear from the jedis'
radars, Dobrai launched the attack, swiftly and with amazing
brutality.
On the world of Ard, a
“M-class” planet located far out in the region of
expansion, the invasion further deteriorated the already compromised
environment. Its inhabitants, originally settlers from Coruscant, had
long lost their contacts with the Republic and for centuries thrived
and multiplied, establishing their own independent power on the
planet.
At the time of the Sith
invasion, they were facing the problems of a heavily polluted
atmosphere and dwindling natural resources. Months before the
invading battleships where spotted in the Ard system, the government
decided to launch the “Messenger” project: a space
expedition on the old routes still charted in their computer to
re-establish contact with a Republic that seemed to have completely
forgotten them. The scientists had built a ring shaped launching pad
in the orbit between the second and the third planet of their system,
Ard being the first from their Sol class star. The mothership, called
Messenger-1 after the project's name, was almost ready to launch when
a fleet of various sith battle cruisers poured out of hyperspace. The
negotiation was somehow brief and a pure formality: Dobrai (who isn't
exactly good looking by human standards, see below) appeared on the
Ardian government's monitors and ordered immediate and unconditional
surrender and that all the population be enslaved and used for forced
labor on penalty of genocide if they even attempted to resist. As a
display of power and warrant to the population, the Sith fleet
destroyed in a second the whole hyperspace launching pad and the
Messenger-1, killing all of its crew members.
Dobrai was afraid that if
they managed to launch they could have warned Lord Hoth, leader of
the Army of the Light. The people of Ard, however, had kept
developing a fairly advanced level of war technology. Although no
match for the sith fleet and the Darkside power of some of Dobrai's
minions, it was still good enough to slow them down. One of the most
valuable prototypes that the Ardians invented was the empowerment
device called “Tek-Setter”.
The Waldaster
(warning: Sith War plot spoiler below!)
Not
unlike many other alien species seen in science fiction, the
waldaster have a very high technological level, are evil and power
hungry, decadent, utterly evil, and repulsive by all human standards.
Very little is known of these hulking masses of tentacles. It has
been agreed that they are old, and that their civilization has
reached, at the time of the battle of Ruusan, almost its natural end.
They must have originated somewhere in the wild space region,
possibly at the time of the birth of the very first Galactic
Republic. From what could be guessed by Dobrai's archive after he was
defeated by the last of the Space Knights, it seems that the number
of the waldasters had dwindled dramatically over the previous 500
years. The archives were in bad state, and partially in the
waldaster's native speech, so there can be no certainty, but what
follows is still a reasonably good guess.
2000
BBY: The Light and Darkness War (or New Sith War) breaks out. For
centuries, the Siths are nearly unstoppable.
1900
BBY: somewhere in the Wild Space region, having subdued all of
their neighboring systems, the waldasters seek to expand their
empire. Jumping into hyperspace, they attack and assimilate entire
civilizations.
1500
BBY: after four centuries of unquestioned sovereignty, the
waldaster reach one of the planet's under the sith empire's
influence. The two opposing fleets clash, and the siths gain the
upper hand, although by a small margin. However, since their Dark
Lord sees in the waldaster a rather powerful ally and a race
naturally skilled in the Dark Side of the Force, he does not
exterminate them; an alliance is made instead, and the waldaster
overlords are now faithful lieges of the Dark Lord. Obscure teachings
and forbidden dark force lore is swapped between the two sides, who
gain even more dark power than before. Now under the authority of the
Dark Lord of the Siths, the waldaster overlords moves into the
Galactic Republic space to conquer, assimilate and pillage.
1230
BBY: the sith empire is nearly collapsing. Various warlords are
at each other's throat, proclaiming themselves to be the Dark Lords
of the Sith. The waldasters' overlords get involved, and many of them
perish.
1200
BBY: after the internal strifes, all but a fistful of the
remaining waldaster overlords loose their lives. Among these, Dobrai
emerges as the most powerful one. This is the “Golden Age”
of the waldasters. The Siths are busy killing each other, and they
have time and resources to subjugate and destroy. This age of terror
lasts for almost 100 years.
1010
BBY: Lord Kaan and The Brotherhood of Shadows, 20.000 strong,
re-emerge from the ashes of the Sith Empire. However, the vast fleet
amass by Lord Hoth and the Kuat Drive Yards has already scored many
important victories against them. Chased and restlessly attacked by
lord Hoth, the waldasters too seek refuge in unknown regions of
space. Seeing no good can come from their allegiance with the Sith,
they abandon them and try to survive.
1008
BBY: Dobrai, along with all of his enormous fleet, leaves
hyperspace inside the Ard System. The “Messenger 1” is
spotted as it is about to launch into hyperspace, with the
coordinates of Coruscant. Seeing this as a threat to the security of
his now hideout, and wishing to take his time to subjugate yet
another world, Dobrai destroys the Messenger 1 and orders to the
Ard's people immediate surrender. The people of Ard refuse, since
they know they are cornered. Their planet probably has not more than
3 or 4 years of life, and they need to abandon it anyway. The Tek
Setter project is further developed. The war nearly wipes all of the
ardians out.
1007
BBY: after getting dangerously close to extinction, the Ardian
manage to launch the first tekkaman squad, which manages to turn the
tables with the waldaster fleet. During a hit and run mission, the
Tekkaman squad manges to steal the Hyperdrive system, with schematics
and blueprints, from one of the invading battle cruiser. The ardians
start studying it to resume the Messenger project.
1006
BBY: the waldatser fleet manages to wipe out the Space Study
Center, destroyng all prototypes, projects and spare parts of the
tek-setter. Only some of its creators, two pilots and one tekkaman
armor prototype manage to escape. Hidden below the surface, the
remaining scientists try to finish the Messenger project.
1004
BBY: after four years of gruesome conflict, the Messenger is
ready to launch again. The “Ard Asfar” (Blue Earth) ship
launches from Ard, but needs time to enter the hyperspace. The last
living tekkaman leaves the augmentation chamber to buy time for the
Blue Earth, engaging the waldaster fleet together with what is left
of the forces of Ard. The outcome of the battle is almost too easy to
figure out. In the heat of the battle, the tekkaman enters the main
control deck of Dobrai's mothership, where he confronts the alien
overlord. Already wounded and running short of energy, he could not
stand the fury of the Dark Side powers of the alien mastermind,
especially his Drain Energy ability. However, thanks to his sacrifice
the Blue Earth launches successfully. After eight weeks, they clear
hyperspace outside the Coruscant System. After another week,
dispatched by Lord Hoth, a fleet under the orders of a Jedi High
General appears in the Ard system. They engage and vanquish the
waldaster threat in space, seizing control of the mothership and of
all of its databanks. Unfortunately, Dobrai managed to land and
conquer the planet's surface. In the next weeks the onslaught
escalates. The conflict ends with a final confrontation between a
team of Jedi Masters and their Padawans, who break into Dobrai's
fortress. They end the alien's life, at the cost of one of the
masters'. The waldaster threat is over, but the planet is destroyed.
What remains of its populations is transferred to the Republic's
space. Due to the battles with Dobrai and to the hasty transfer, much
of the Ardian history and technology is now lost. It is unknown
whether the strike team that killed Dobrai died at the battle of
Ruusan two years later or not.
Tek-Setter and Pegas
Augmentation chamber: the tek-setter project was meant to produce
a small number of physically boosted combat pilots, that could
perform hit and run actions and sabotage missions, overcoming the
heavily armored and shielded sith battleships and land vehicles.
These elite units were
carefully chosen among the world's population. World-wide blood tests
conducted on tens of thousands individuals screened out a few
hundred. On these subjects, further physiology and neurological tests
were conducted, searching for the template that could match the
project's specifications.
More than physical
prowess and combat skills, the scientists were looking for a specific
kind of matching glandular and lymphatic interactions, a certain
wave-length in the brain waves, and a metabolism which could
withstand the strain of the final transformation process. Of the few
hundred that made it to the finals, dozens died or developed fatal
diseases during the experimentation. Only a fistful was elected to
become part of the newly founded OMACs (One Man Army Corps), better
know by the wide public under the more romantic and appealing name of
Space Knights.
Those few (less than two dozens) went through a tough training to
optimize their compatibility with the tek-setter and their piloting
and fighting skills, and must have been eventually used against the
invading fleet of Dobrai.
What happened when a
pilot entered the augmentation chamber was quite impressive and also
quite painful ti behold, let alone to experience directly. The pilot
would place his fingertips on two activation orbs, issue a vocal
command, and close the chamber. A violent discharge of
electromagnetic energy would then run through his or her body. This
energy multiplied the cellular density of the target by an unknown
factor, which must have ranged from x50 to x100. This was necessary
to sustain the armor installation process and to withstand the
amazing strain placed on muscles and bones while fighting in the
tekkaman armor. Moreover, it gave the pilot with some resistance to
direct and indirect damage. When the density boost was complete, the
tek-setter would proceed to install on the pilot's body a support
mesh armor that looked uncomfortably similar to barbed wire. The mesh
would go quite deep in the flesh, and had energy running through it,
so as to keep the molecular density stable. While being
excruciatingly painful, it was also what saved the pilot's life
before the armor was eventually installed.
At this stage, the energy
went further up the scale, nearly cooking the pilot's body. Armor
platings would be fitted on the pilot, fixed on the mesh armor and to
each other. They would become suddenly airtight and with one final
jolt of electricity be activated to full combat potential.
The armor's medical
computer would then proceed to release painkilling chemicals in the
pilot's body, to the extent of making him or her regain consciousness
in case they lost it (as it often happened) and restore them back in
good conditions. Moments before the lift off, the armor's computer
would jack in on the pilot's lymphatic system and release a substance
called “Metastymoline BK - MBK”. This substance pushed
the pilot's body and neural system to move faster and with greater
power and coordination. When fully trained, a pilot under MBK could
perceive the non-stimulated subjects as motionless and still. The
whole armor was especially resistant to all sorts of energy and
physical damage, explosions, heat and cold. Since it was developed
for space fight, the armor, know as Tekkaman, was very heavy and
nearly incapable of independent flight. However, thanks to the MBK
and the armor servo muscles, amazing jumps and acrobatic maneuvers
were possible.
In space, it could also
use small directional thrusters located under the boots and on the
back and front of the shoulder pauldrons to maneuver and improve the
jump accuracy. The Tekkaman, especially in space, needed a support
vehicle, that came in the form of large sled, not so different from a
surfboard, that had both repulsorlift and ionic thrusters for
atmospheric and space flight. It was mainly designed to approach
enemies at point blank range, being of diminutive size, and damage
key spots in battleships. This is why the armor had only one ranged
weapon, a ray emitter located in the middle of the forehead, relying
for most of its activities on highly powered melee weapons, speed and
stealthy approaches.
The main assault
technique must have been something like this: a skilled pilot could
have used the repulsor board to fly as fast as possible towards the
target. A competent fighter could come close enough to a unshielded
space or ground unit, slash his or her way with the vibrospear or
placing breach charges made of something similar to pyroxilene. Once
the breach was open, the pilot would dispose with little or no
difficulty of all the crew members, security droids and point blank
turrets. The pilot would proceed to the main energy station or to the
reactor core, trying to disable or destroy it, possibly with the use
of more charges. Less than a stingfly next to a corvette or a battle
cruiser, but with the destructive power of a proton torpedo, a
skilled pilot could take it even on a tie fighter class vehicle, and
once inside the hull of a space ship, like a bug or virus, could
exterminate whole crews, rendering even the largest battleships
incapable of action. When the job was done, the pilot would abandon
the ship and call the repulsor board via radio signal, rendez vouz
with it, and flee.
Disadvantages: power
comes always at a price. The OMACs were all volunteers that knew what
they were going to face. Aside from the risk of death in combat,
there was always the chance that the transformation could kill or
permanently injure the pilot. An armor plate could be fitted just ¼
of inch too high, crushing or pulverizing a bone, or the compressing
the marrow. The density boost could cripple for good the neural
system, turning the pilot from a healthy human to a vegetable.
Another risk factor was to use the armor for more than 30 minutes.
After exactly this amount of time, the cellular density boost would
begin to wear out. Without this protection, the metabolic
acceleration would simply burn the body, thus, this one too would
shut down. This could cause terrible physical damage to the pilot and
leave him or her like a stringless puppet, the very weight of the
armor too high to even move. This was not all though. The metabolic
acceleration had major after effects, making the body age 1200 times
faster. Thus, a single 30 minutes mission would cost to the pilot a
whole month of life. Moreover, the MBK gave to some (though not all)
the pilots terrible addiction effects and lasting neural damage, that
would surface at any given time in their daily lives, such as
tremors, blindness or deafness, terrible dizziness, headaches, bone
aches, lack of appetite and sleep, depression or mood swings.
Game statistics:
To
qualify as an eligible pilot, a character must be a young adult or an
adult of his or her species, be of human or humanoid structure, and
be to full VP and WP. Constitution must be at least 13 and the
character must have at least a +4 in his or her Fortitude bonus. Of
course, a good pilot still needs the proper feats and skills to fight
effectively: Armor Proficiency (powered), Exotic Weapon Proficiency
(double bladed vibrospear), EWP (power whip), demolitions, tumble and
jump, spot, computer use and Zero-G operation)
Once
all these prerequisites are met, there are only two ways to determine
if the tek-setter can turn a character into a tekkaman or not.
A)
The GM way. Simple rule that a PC is MBK compatible. The rest is just
a test of endurance and involves a lot of pain. The character still
has to go through all the grief and shock of the transformation, but
will not die (well, not immediately at least).
B)
The dice rolling way. Very dangerous, you put yourself in the hands
of luck. If one sticks to statistics and percentages, tek-setter
compatible individuals are one in a million. Assuming all the tests
are positive, or that there has been no test at all, the final step
is still to enter the chamber and engage power. A character can wear
only very light armor or simple, tight fitting clothes while doing
that.
Once
the power is engaged for the FIRST time, a Fortitude save with a DC
of 25 must be passed (ONLY the first time one tries the armor). If
the save is positive, it means that the subject is compatible. If the
check fails, the character goes at -5 WP and starts dying, losing 1
WP per round and dying in 5 more rounds unless stabilized. The DC for
the Treat Injury check is the same as per a single blow that
inflicted 18 WP. Individuals with
the qualities to stand the transformation seem to show common
characteristics. They are all between 1,75 (5'10”) and 1,80
(6') meters tall, with a lean structure (70 to 75 kilos / 175 to 187
lbs), in their late teens or mid twenties, with a decent physical
endurance. Sex is irrelevant for purposes of eligibility.
Game
effects: assuming one has
passed the fortitude save, the process moves to the tough part. The
energy that increases the molecular density to protect the target
from over heating is in itself horribly painful and inflicts
immediately upon activation 1 WP and 1 VP to the subject, who must
then roll Fortitude (this can be pretty dangerous if the subject is
not at full WP). If the subject falls unconscious, the machine shuts
down immediately; however, 1% of the times the machine does not stop
and proceeds installing the mesh armor on the subject, which always
inflicts another WP and 1d3 VP (calling for another Fortitude roll to
remain conscious, WPs stack for the DC of the Fortitude Save).
If
the subject passes this test too, then the armor plating is
installed. It goes smoothly 99% of the times, without causing any
further damage. However, 1% of the time the plating is ill fitting,
causing 0-7 (1d8-1) WP to the subject. For example, a plate could
appear INSIDE a bone rather than around the limb.
After
the armor installation, the biocomputer starts accelerating the
metabolysm releasing the MBK. Now the character must pass a Will save
with a DC of 10, +1 to the DC per single daily usage of the tek
setter. If the check is positive, the character synchronizes his
perceptions and coordination to the new levels of speed and strength.
If not, treat the character as DAZED for the whole duration of the
fight. Once this step is completed, the medicomputer uses on the
character a medpack and a medical kit, with a treat injury skill of
+10, to cancel or attenuate the effects of the transformation. The
density boost will last for exactly 30 minutes, whatever the pilot
does. The MBK ceases it's effects after, supposedly, 29 minutes. The
armor can be removed with a manual release procedure by the pilot
(full round action, works like the expulsion of the pilot's seat from
a jet fighter) or in the tek-setter chamber (2 full rounds). For the
MBK roll 27+1d4. This is the exact duration in minutes. If the
character rolls 4 (thus getting 31, 1 minute more than the density
boost), he must roll a Fortitude Save (DC 25) every round or suffer
3d6 damage, until 6 full rounds have passed.
Now you are a
Tekkaman! Well,
congratulations...for a maximum of 30 minutes, the molecular density
of your body will prevent burnout due to MBK stimulation and the
armor suit will protect you from whatever they will throw at you,
from slingshots to ground-to-ground missiles. A character will have
the chance to attack a Star Destroyer single handedly and survive!
Let's see how this works first.
Molecular density
boost: the character develops a natural DR of 3. This gives also
a +2 to Fortitude saves to resist environmental hazards (cold, fire,
explosions, vacuum, falling damage). The Constitution score also
gains +3 points (which count for the maximum WP).
Mesh armor: DR 1,
+1 Fortitude save Vs cold and electricity (Faraday Cage effect).
MBK:
it works like the “Enhance Ability” Force Power. The MBK
will grant the Pilot a +5 bonus to Dexterity and a +9 bonus to
Strength. It can, in fact, achieve a greater muscular power than any
force user ever will. However, the speed factor that the Force grants
remains unmatched, since there is always a certain amount of
'precognition' in it. The MBK also doubles running speed and jump
distance. Verbal communication with non-boosted subjects is almost
impossible. Treat every exchange of verbal information as a Listen
check with a DC of 20. If the pilot is surprised, he can roll a
dexterity check (DC 25) to avoid being surprised. Sense motive check
are even more difficult, since the body language factor becomes non
existent (+15 to all DCs)
The Tekkaman Armor:
DR: 30
Size: counts as a Fine
Vehicle (+8 to defense).
Anti-Ionization shield:
DR 30, 50 Shield Points.
Servo muscles: powerful
muscles made of a plastic material that contracts and expands
according to the different level of electromagnetic tension. They
back up the normal miniaturized hydraulic muscles boosting the
pilot's strength. In total, the Strength is augmented by +6. Special
gyroscopes and automatic mini-thrusters increase the dexterity by +3
points.
Non proficient users not
only do not gain the listed bonuses, but suffer a -6 penalty to
Strength scores.
Battery: 30 minutes in
combat modality. 3 hours in life support modality.
Comlink:
none.
Helmet:
Sensor arrays: +2 to
Computer Use checks made to detect the presence of moving targets,
Vision enhancer: +2 To
Spot checks, low light vision and infrared vision up to 20 meters.
Anti blinding shades (+5 to reflex saves to resist sudden flashes of
light). Electrobinoculars.
Computerized weapons:
acquisition computer +2 to ranged attacks with weapons connected to
the armor suit (Voltekker).
Thrusters: these are
meant only to help the pilot during 0-G acrobatics. They can be used
with the same feat (Armor Group Proficiency: Powered) needed for the
Tekkaman armor, and provide a +2 equipment bonus to all Tumble and
Balance checks. In water, they can help the armor stay afloat.
Otherwise, it is impossible to swim (-15 to all swim checks without
the thrusters, battery usage x1,5)
Armor check penalty: -10.
Non applicable to Jump, Balance and Tumble checks.
Maximum dexterity bonus:
non applicable
Base speed: 9.
Running speed: twice as
normal, due to MBK drug
Size: medium (2,5 cm / 1”
taller than the pilot).
Total Weight: 60kg.
Ranged Weapons mounted
on the Armor
Voltekker (point blank
blaster).
Range: 8 (4)meters.
Damage: 3d10 (3d10 x 2)
Autofire/Multifire:
Multifire (none)
Stun damage: cannot be
set to stun
Shots: 30 (3)
Critical: 20 (18-20)
Commonly referred to as
“Voltekker” by its creators, it's a high energy beam
installed in the armor's helmet. It is basically a heavy blaster
pistol, seldom used by the pilot. It has, unlike the blaster pistol,
two different settings.
1) The normal setting
deals 3d10 damage per successful hit, just like a very powerful gun.
2) The special setting is
on the can be used only three times before emptying the whole
Tekkaman Armor battery. In practice, every shot counts as 10 minutes
of autonomy. Each shot deals 3d10x2 damage, has a range increment of
only 4 meters, and ignores 50% of the damage reduction of all sorts
of armor, including that of vehicles up to Gargantuan size, such as a
Sith War Droid, or that of a tiny starship (X-Wing starfighter). It
does not ignore the DR of energy shields. In “special”
mode, the weapon can fire as a full round action. Setting the weapon
to “special” counts as a move action.
No matter the modality,
it is always connected to the telemetry and target acquisition
computer of the visor (which grants the pilot a +2 equipment bonus to
hit, see above).
Other weapons:

Tek-spear
Group: exotic
Damage: 2d12+5+STR bonus
(piercing or slashing)
Range increment (normal /
zero gravity): 4 / 12 meters
Critical: 18-20
Size: large
Cost: not for sale
DR: 15 WP: 15
The “Tek Spear”
is the top of the powered blades technology. It consists of a 50 cm
(20”) long handle with activation switches. The handle is very
heavy since it holds two retractable ultra dense shafts that can
extend telescopically for more than 1 meter (3' 4”) from each
end. Along the shafts, orthogonal cutting surfaces snap out like in a
switchblade, turning each shaft into two long blades places at a 90°
angle. It can be used as a double or single weapon, just like a
quarterstaff. Each blade is made of high density shatterproof metal
and is powered by highly effective internal generators, all along the
shafts. The cutting power of the blade can be matched by very few
lightsaber users, thanks also to the leverage and weight of the
blade. The weapon's weight makes it difficult to use for non boosted
individuals. Medium sized characters with a strength of 20 or less
suffer a -4 to all hit rolls and individual initiative with one blade
extended (treat as vibrosword) or -6 with two (treat as an exotic
weapon). It is designed for space combat, where it can also be used
as a ranged weapon with a range increment of 8 meters and no maximum
distance. The pilot normally throws it and recovers if with the aid
of the tek-whip.
Tek-Whip
Group: exotic
Damage: 3d4+STR modifier.
Range increment: --
Critical: 20
Size: medium
Cost: not for sale
WP: 10 (DR 5). DR 15 Vs
ionizing energy.
The tek-whip is the back
up weapon for the tekkaman pilot. It is a high tech weapon since it
appears as a handle the size of a torchlight, with a round cap on
top. The cap is in fact the counterweight that allows the extension
of the whip. When fully extended the whip is a 30 meters long line
made of the same material that powers the muscles of the armor suit.
It is not, in fact, a real rope. It is more like a thick gluey
material that responds to different levels of electromagnetic
tension, contracting, relaxing and twisting. Gyroscopes and a small
computer in the handle translate the pilot's movements of the handle
into the proper level of electromagnetic tension, allowing for very
fine and precise fighting maneuvers. The weapon's handle is also very
heavy (making it a MEDIUM weapon, despite the size) and is protected
by a layer of anti-ionization material (DR 15 Vs ionization damage).
Although just used for tactical purposes (such as movement aid and
item recovery), the long leverage and density of the whip can deal
some nasty damage, especially at long distances. In theory, the pilot
could entangle the tek-sword's hilt with the tek-whip, delivering a
devastating slashing blow at long range.
Spurs
Group:
none
Damage:
2d4+2+STR modifier
Critical:
20
Size:
tiny
Cost:
included in the armor
Basically
two mastercraft vibrodaggers attached to the heels and pointing
upwards at a 45° angle with the calves. The deal either slashing
or piercing damage. To be able to use them in combat, the pilot needs
to have the “Improved Martial Arts” feat.
Support Repulsorlift
Board
Class:
airspeeder
Size:
fine starship/large vehicle (4,9 m long)
Hyperdrive:
none
Passengers:
none
Cargo
capacity: none
Hull
Points: 30 (DR 10)
Maximum
altitude: 30 km (repulsorlift engine) or ionic thrusters
Cost:
30,000
Maximum
Speed in space: attack (8 squares/action)
Atmospheric
speed: 900 km/h (14 moves/action)
Flight
autonomy (combat): 1 hour
Defense:
28 / 19
Initiative:
+8/-1
Maneuver:
+8/-1
Cover:
none
Weapons:
none
Countermeasures:
reduced radar and heat signature, chaffs (x3)
A
dark orange vehicle, that the pilot can use to move in space. It has
a homing device that can be activated by the pilot to guide the board
automatically to the location of the tekkaman armor (if within 300
kilometers). It can also be piloted with a remote interface from the
Tekkaman armor's computer (-4 to all maneuvers). The surface of the
board has a number of strong movable magnetic clamps that match those
places on the armor's boots, which are used to keep the pilot in his
place. The clamps work as pedals, and are used to pilot the board.
The
material and profile of the board give a -2 penalty to all computer
use checks made to locate it through sensors. It also gives a +2 to
the Defense score against missiles. The chaffs (if expelled on an
initiative count higher than the missile) provide a +4 bonus to
defense against missile weapons when these enter the board's square
and attempt their attack action.
Special Combat
Modifiers:
In space, as stated
above, the Tekkaman Armor is handled a lot more easily in game terms
as a small vehicle flying vehicle with no cover, since it has to move
together with the repulsor board. The enhance dexterity and reflexes
can do very little against incoming starship fire. However, since the
pilot can perform stunts and flight defensively or in total defense,
the dexterity boost will still be quite useful. When fighting against
ground vehicles, on the other hand, a fighter in tekkaman armor fears
few if any adversaries.
Force Using pilots
There
is no record of anyone ever mastering the force on the planet Ard. No
jedis, not even force adepts. However, there is a chance that a small
number of naturally force sensitive individuals (FSI) might have been
born on that planet. In such cases, and in general if anyone who is
force sensitive tries to use the Tekkaman armor, a few considerations
must be made. A FSI has access to the Enhance Ability Force Power.
This can be used to augment for 10 to 20 rounds (Extend Force
technique, Hero's Guide, p. 140) the Strength and Dexterity ability
scores. While the is no problem in combining a force boosted ability
with the same boost provided by the Armor's servos, with the MBK
things are quite different. There is a serious interference between
what the Force can do to your neural system and what that drug can
achieve; a potentially FATAL one. Since the whole thing is highly
fictional, there is no other reason than game balance, i.e. avoid
uber power playing. This said, the incompatibility can still be
overcome, although at a price.
Before activating the force power, the pilot under MBK needs to roll
his Enhance Ability and beat a DC of 20. If that check is positive,
he can then proceed to roll his Enhance Ability and see how much his
strength or dexterity are improved. In this way, the Enhance Ability
power counts as a FULL round action. If he then wishes to improve
also the other ability (dexterity OR strength) he needs to roll his
Enhance Ability a third time, beat a DC of 25, and if he succeeds,
roll the Force Power, once again as a FULL round action. Failure in
either check (DC 20 or 25) means that the player still pays the VP
cost for the power.
Succeeding means that the ability cap is raised from 35 to 40, but
also that base VP cost for each activation is doubled (from 3 to 6
VPs) and that you can NEVER take 10 or 20 on the skill check. Most
importantly, the AGING process, which for the sole MBK goes 1200
times faster, will accelerate to 1800 times for ONE force boosted
ability, and to 2400, for both strength and dexterity improvements.
Thus, 30 minutes of mission with both abilities force boosted, even
if the Force Powers last only 10 or 20 rounds, will cost the pilot
roughly 2 months of life.
Other
force powers:
Assuming a pilot is a force user, with access to alter, control and
sense based skills, use what stated above as a general rule. All
force powers are FULL Round Actions, and they all need to be rolled
twice. The first one, needs to beat a DC of 20 to 25 (at the GM's
discretion). Failure means that the VP cost still needs to be paid.
The second one, is the skill check itself, and has double base VP
cost. When in doubt, consider that the MBK always prevails on the
Force Power. Communication or Perception based Force Powers, such as
Telepathy, Empathy, Affect Mind and Enhance Senses should suffer from
higher DCs due to the heavily altered perceptions of the Tekkaman
Pilot.
Move
Object for Force Jumps:
Force Fall and Force Jumps work normally and do not need double
rolls. The effects stack, allowing for amazing jumps and for safe
falling from scary heights. However, the VP cost is 8 VP, and not
just 4.
Force
Points and Dark Side Points
Consider the Pilot as 1d3 levels lower for the purposes of FPs
expenditure. If the pilot yields to rage and the Dark Side, the level
is, on the other hand, not only unaffected, but considered 1d3 levels
higher.
Other
plot hooks: there
are many traits in common with what the Sith dark amours seem to be
capable of, but I preferred to make the whole thing as a pure product
of fictional science and technology, rather than involving magic and
the force. Sure enough, if a Sith alchemist was to seize such a piece
of fine weaponry, there no saying on what he could do to improve and
twist it.
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