True20 Mechagenesis
True20 Mechagenesis
blurs
In Mechagenesis, a player assumes the role             Mechagens vary greatly in size and appearance.
of a mechagen, a gigantic robot with the ability       However, every mechagen shares some basic
to assume other forms. Although mechagens              traits.
predominantly wage their battles on an Earth
not too different from our own, mechagens have
special powers and abilities that dwarf those of       The Mechagen Background
human beings. Creating a 10-ton, 50-ft.-high           Mechagens have the following background
robot is a bit different from making most other        traits:
True20 characters, however.
                                                       Ability Bonuses: None. The starting ability
                                                       scores of a mechagen are all +0, modified by
What Is A Mechagen?                                    size (see Table 1-4).
Mechagens are gigantic robots engaged in an            Bonus Skill: Any one skill of the players
ancient struggle between freedom and tyranny.          choice at 4 ranks.
Mechagens have amazing capabilities, not the           Bonus Feats: Any one general feat or upgrade
least of which is morphing: the ability to assume      of the players choice.
an alternate form, or alt form. A mechagens alt       Favored Feats: Any two role-specific feats of
form often resembles something mundane: a car,         the players choice.
a camera, a jetliner, or perhaps even an animal.
                                                       Upgrades: Mechagen characters begin play
Mechagens are fueled by quantum energy, the
                                                       with a certain number of upgrades, as determined
spark that gives them life and power. Quantum
                                                       by priority.
energy also powers the mechagens nanomechs,
tiny machines that exist inside the larger robots,     Mechagen Traits: Built-In Radio, Damage
constantly reconfiguring their internal circuitry to   Reduction, Energy Resistance, Imbued Attacks,
allow them to assume new forms and activate            Living Machine, Morph
new abilities.
Mechagenesis                                                                                   PAGE 1
Built-In Radio: Mechagens usually communicate      designed to counter mechagen armor, while
verbally with humans and each other. Mechagens     conventional weapons are not.
can also communicate with other mechagens
                                                   Living Machine: Because of its machine body,
within 1 mile via built-in two-way radios. This
                                                   a mechagen is immune to gases and poisons,
communication can be broadcast on all-channels
                                                   and does not need to breathe or eat. They can
or across a previously agreed-upon channel.
                                                   operate under water or in the void of outer space
All-channel communication is automatically
                                                   without harm. Additionally, mechagens are
intercepted by any other radio receiver in
                                                   immune to most effects geared toward organic
range (including other mechagens). Locating a
                                                   creatures that cause death, nausea, paralysis,
communication channel that is currently in use
                                                   petrification, stunning, and unconsciousness.
requires a full-round action and a successful
                                                   However, there are technological equivalents
Difficulty 15 Computers check. Mechagen radios
                                                   of the above: mechagens can suffer any of
can be disrupted by electromagnetic interference
                                                   the above conditions as a result of an attack
as with any other radio communication.
                                                   especially geared toward living machines, and
Damage Reduction: All mechagens have damage        can suffer the effects of exhaustion and fatigue if
reduction 4/quantum energy in both primary form    they do not get enough fuel or spend enough time
and alt-form. Some well-armored mechagens          in stasis (see Quantum Energy and Stasis).
are protected even further. In any case where      Mechagens also have electronic minds that
an armor bonus to Toughness is mentioned for       function much like intelligent, organic beings,
a mechagen, it is armor that protects even from    and are therefore vulnerable to mind-affecting
quantum energy.                                    effects like compulsions and illusions. As living
Energy Resistance: All mechagens have energy       machines, mechagens also use the damage
resistance 4 against all energy types in both      rules for characters instead of those for objects,
primary form and alt form.                         including the penalties for being wounded and
                                                   having to make checks to stabilize if brought to
Imbued Attacks: Mechagens can deal damage          dying on the damage track. Mechagens are also
with unarmed attacks when in primary form;         subject to critical hits, although the effects are
the damage varies based on the mechagens          different than those applied to normal characters
size, as shown on Table 1-1. Because the           (see Critical Hits). Mechagens heal at the
mechagen has damage reduction 4/quantum            normal rate, as their systems are monitored
energy, his natural attacks, as well as attacks    and repaired by non-sentient autonomous
with any mechagen weapons he wields, are           nanomechs.
treated as being imbued with quantum energy
for the purposes of bypassing other mechagens     Morph: Every mechagen has the ability to
damage reduction. A mechagen deals quantum         assume at least two different forms. These are
energy damage with his unarmed attacks,            the primary form and the alt form. Primary form is
natural weapons, damaging special powers,          generally a humanoid shape, and is considered
and most weapons. Thus, these attacks ignore       a mechagens true form. Some mechagens
the DR of other mechagens. A mechagen              primary forms are more akin to animals than
wielding an improvised weapon or a weapon          humans, but they are no less intelligent.
with the Conventional Damage disadvantage          A mechagens alt form can be nearly anything.
does not ignore the DR of other mechagens.         Most have some element of disguise, usually
This is a departure from the normal rules for      appearing to be normal Earth vehicles that
damage reduction, since a mechagens DR is         can travel freely among humans. Other forms
meant to represent material hardness rather        are more combat-oriented, being otherworldly
than a supernatural ability to ignore certain      combat platforms or ferocious, robotic animals.
damage types. Simply put, weapons designed         With the exception of mechagens with animal
by mechagen-level technology are specifically      alt forms, a mechagen retains all of his abilities,
PAGE 2                                                                              Mechagenesis
                                    TABLE 1-1: SIZE MODIFIERS
   Size        Primary  Combat Damage Grapple Manipulation Toughness                  Height          Weight         Carrying
             Form Speed Modifier Bonus Modifier Modifier    Modifier                                                 Capacity
Awesome      60 ft.      16        +5        +20         20            +10         128+ ft.      1,000+ tons       x32
Colossal     60 ft.      8         +4        +16         16            +8          64-128 ft.    125-1,000 tons x16
Gargantuan   50 ft.      4         +3        +12         12            +6          32-64 ft.     16-125 tons.      x8
Huge         50 ft.      2         +2        +8          8             +4          16-32 ft.     2-16 tons         x4
Large        40 ft.      1         +1        +4          4             +2          8-16 ft.      500-4,000 lbs.    x2
Medium       30 ft.      +0         +0        +0          +0             +0          4-8 ft.       60-500 lbs.       x1
Small        20 ft.      +1         1        4          +4             1          2 ft.-4 ft.   8-60 lbs.         x3/4
Tiny         15 ft.      +2         2        8          +8             2          1-2 ft.       1-8 lbs.          x1/2
Diminutive   10 ft.      +4         3        12         +12            4          6 in-1 ft.    0.25-1 lb.        x1/4
Fine         5 ft.       +8         4        16         +16            8          3 in-6 in.    0.9-0.1 lb.       x1/8
  Mechagenesis                                                                                                      PAGE 3
                                                                   Mechageneration
                  TABLE 1-2:
                MECHAGEN SCALE                                     Follow the         steps     below      to   design   your
        Size     Example Form             Space      Reach*        mechagen.
 Fine            Cell phone          0              0
                                                                   1. Assign priorities. The order in which you
 Diminutive      CD Player           0              0              rank priorities determine what strengths and
 Tiny            Computer            0              0              weaknesses your character has. The priorities
 Small           Eagle               0              0              are: alt form, ability scores, special powers, gear,
 Medium          Motorcycle          0              0              and upgrades.
 Large           Sports car          1              1
                                                                   2. Generate the characters ability scores.
 Huge            Semi truck          4              1
 Gargantuan      Jet fighter         4              2              3. Construct the characters alt form. See
 Colossal        Attack sub          9              3              Chapter Two: Alt Form Design.
 Awesome         Aircraft carrier    16             4              4. Choose the characters role. See Chapter
Note: Space and Reach (listed above) are in                        Three: Roles.
squares.                                                           5. Assign skill points and starting feats. See
*Most mechagen vehicle and object alt forms do not have any        Chapter Four: Skills and Feats.
natural reach at all. These numbers are mainly for primary forms
and animal alt forms.                                              6. Choose the characters special powers. See
                                                                   Chapter Five: Special Powers.
PAGE 4                                                                                                      Mechagenesis
Alt Form
                                                         Total to 15 Priority Point Variant
More than anything else, what a mechagen turns           To allow for greater customization, your Narrator
into determines who he is and what he does.              may let you make use of the total to 15 method of
                                                         assigning priorities.
Consider what shape you would take if your
subconscious offered you the chance to change            In this method, instead of assigning priorities from 1
                                                         to 5, you have 15 priority points to assign. No priority
form into an animal or vehicle. Your personality,        may be given a value of less than 1 or greater than
interests, and style would likely affect your            5. Other than that, you can set your priorities in any
                                                         way you like, as long as they total no more than 15.
choice; so it is with mechagens.                         For example, you can set all priorities at 3, set them
                                                         at 5, 5, 2, 2, and 1, or in any other array that totals
The size of a mechagens primary form is usually         15.
directly linked to the size of its alt form, although
there are exceptions to the rule. Generally, the
greater priority given to alt form construction,
the larger, faster, more maneuverable, or more
adaptable the form is. Alt forms are discussed in
                                                         0-Priorities
greater detail in Chapter Two.
                                                         If your Narrator is allowing the total to 15 priority
                                                         point variant, he may also allow you to assign a cost
                                                         of 0 to one or more of your priorities. The only priority
               TABLE 1-4:                                that can never be assigned a value of 0 is ability
                                                         points. Also, since priorities must total 15, you cant
        BASE ABILITY MODIFIERS                           have more than two priorities with a value of 0.
 Mechagen Size    Base        Base          Base
                 Strength    Dexterity    Constitution
                                                         Alt Form 0: Mechagens with no alt-form represent
                                                         a very rare, older design from the days before
Awesome          +10        5           +10             morphing technology was in wide use. A non-
Colossal         +8         4           +8              morphing robot has the advantage of more power in
                                                         other areas since the limited space inside its chassis
Gargantuan       +6         3           +6              isnt being taken up with morphing actuators and
Huge             +4         2           +4              gears. The disadvantage of this type of mechagen
                                                         is that they cant easily hide on Earth disguised as
Large            +2         1           +2              commonplace items. Furthermore, other mechagens
Medium           +0         +0           +0              tend to react to non-morphing robots as primitive
                                                         throwbacks, outdated and obsolete technology with
Small            1         +1           1              one foot in the scrap-heap.
Tiny             2         +2           2
                                                         Special Power 0: Like the non-morphing robots,
Diminutive       4         +3           4              mechagens without special powers are yet another
Fine             8         +4           8              pervious step in the evolution of the mechagen as
                                                         it is today. Mechagens without a special power tend
                                                         to concentrate on upgrades and gear, tweaking
                                                         their physical forms and loading up on weapons in
                                                         order to fill the gap in their abilities as compared to
                                                         other mechagens.
                                                         Gear Points 0: Mechagens with no gear points
                                                         are essentially standard models. They dont have
                                                         any fancy options or tech gear or even weapons.
                                                         Mechagens without gear points can only get gear
                                                         points by taking the Gear Point upgrade. The only
                                                         weapons they can have are simple weapons, since
                                                         such weapons have 0 cost. These mechagens tend
                                                         to concentrate on special powers and ability points
                                                         to make up for their lack of gear.
                                                         Upgrades 0: Mechagens with no upgrades are
                                                         robots that have been designed to the limit of
                                                         their chassis, leaving no extra space or surplus
                                                         quantum energy to power further upgrades. These
                                                         mechagens usually have high priorities in ability
                                                         points and gear. The only way a mechagen with 0
                                                         priority in upgrades to get upgrades is to swap out
                                                         feats.
Mechagenesis                                                                                               PAGE 5
Multiple Alt Forms                                            S trength Above +10
With your Narrators permission, you can choose               Mechagen characters, especially the big ones,
more than one alt form by dividing your priority              can have Strength scores much higher than
points among them; for example, if you set your               +10. If it becomes necessary to determine such
alt form priority at 4, you can have one priority 4           a characters carrying capacity, consult Table 1-
alt form, two priority 2 alt forms, or one priority 3         5. Remember that larger creatures have greater
and one priority 1 alt form. If you have multiple alt         carrying capacity, as shown on Table 1-1.
forms, the size of your primary form is determined
by the size of your largest alt form. If your alt
                                                              Special Power
forms have different sizes, you are considered
to have the massmorph ability as well.                        All mechagens are built with innate special powers
                                                              that set them apart from others. Although they
                                                              work like supernatural powers, special powers
Ability Points                                                are technological in nature. The greater the
                                                              priority given to special power, the more powerful
Mechagens are built, not born. How strong,
                                                              your special power. You choose your special
quick, or fast a mechagen is depends on its
                                                              power from the list of supernatural powers in
creators intentions. While some mechagens are
                                                              Chapter 4 of True20 Adventure Roleplaying (or
smaller or poorly equipped compared to others,                any other True20 source your Narrator allows). If
they make up for it by being quicker, smarter,                you want a power that has a prerequisite power,
and stronger. Players construct their characters             such as Dominate (which requires Mind Touch),
abilities using the point buy method, just like               you must select the prerequisite power as your
other True20 characters. The number of points                 special power then take the Special Power Gain
available depends on the priority given to ability            upgrade to select the additional power. Special
scores. Mechagens begin with physical ability                 powers are discussed in greater detail in Chapter
scores determined by size.                                    Five. Some powers may be restricted or limited
                                                              at the Narrators discretion.
                                            TABLE 1-5:
                                        CARRYING CAPACITY
               Strength   Light Load Medium Load        Heavy Load    Maximum Load     Push/Drag
              +10         532 lb.      1,064 lb.        1,600 lb.     3,200 lb.        8,000 lb.
              +11         692 lb.      1,384 lb.        2,080 lb.     4,160 lb.        10,400 lb.
              +12         932 lb.      1,864 lb.        2,800 lb.     5,600 lb.        14,000 lb.
              +13         1,124 lb.    2,452 lb.        3,680 lb.     7,360 lb.        18,400 lb.
              +14         1,600 lb.    3,200 lb.        4,800 lb.     9,600 lb.        24,000 lb.
              +15         2,128 lb.    4,256 lb.        6,400 lb.     12,800 lb.       32,000 lb.
              +16         2,768 lb.    5,536 lb.        8,320 lb.     16,640 lb.       41,600 lb.
              +17         3,728 lb.    7,456 lb.        11,200 lb.    22,400 lb.       56,000 lb.
              +18         4,496 lb.    9,808 lb.        14,720 lb.    29,440 lb.       73,600 lb.
              +19         6,400 lb.    12,800 lb.       19,200 lb.    38,400 lb.       96,000 lb.
              +20         8,512 lb.    17,024 lb.       25,600 lb.    51,200 lb.       128,000 lb.
              +21         11,072 lb.   22,144 lb.       33,280 lb.    66,560 lb.       166,400 lb.
              +22         14,912 lb.   29,824 lb.       44,800 lb.    89,600 lb.       224,000 lb.
              +23         17,984 lb.   39,232 lb.       58,880 lb.    117,760 lb.      294,400 lb.
              +24         25,600 lb.   51,200 lb.       76,800 lb.    153,600 lb.      384,000 lb.
              +25         34,048 lb.   68,096 lb.       102,400 lb.   204,800 lb.      512,000 lb.
PAGE 6                                                                                             Mechagenesis
Multiple Special Powers                               Adaptable
With your Narrators permission, you can choose       You are as adept underwater as a human. You
more than one special power by dividing your
priority points among them; for example, if you       can swim above and below the water without
set your special power priority at 4, you can         sinking to the bottom. You have a swim speed
have one priority 4 power, two priority 2 powers,     equal to your primary forms ground speed.
or one priority 3 and one priority 1 power.
Upgrades Armored
While a mechagens basic design and alt form          You have a heavily armored chassis. You gain
rarely change, its peripheral strengths are           an armor bonus of +1. This upgrade can be taken
always being upgraded. The higher the priority        up to 3 times. Since it is an armor bonus, it can be
allocated to upgrades, the more of them you           bypassed with a successful finesse attack. This
start with. In this regard, upgrades are like bonus   upgrade takes the place of the Defensive Roll
feats with the specific purpose of modifying          and Toughness feats for mechagen characters.
your mechagens mechanical body. Upgrades
can affect either your primary or your alt form;
which form an upgrade applies to is given in its      Damage Boost
description.                                          Your unarmed strikes or one of your natural
A mechagen can take an upgrade regardless of          weapons has been modified to deal more
role, although some upgrades require a particular     damage than usual. Select unarmed attacks
type of alt form. Like feats, some upgrades           or one natural weapon; that weapons damage
have prerequisites that must be met before the        bonus is increased by +1. If you take this upgrade
upgrade can be taken. During character creation       for unarmed attacks, you deal lethal damage
you can also trade in upgrades in exchange for        instead of non-lethal damage with an unarmed
bonus general feats; these upgrades represent         attack. You can take this upgrade multiple times.
special programming or training your mechagen         Each time, it applies to a different attack. This
has received in lieu of physical modifications.       upgrade takes the place of the Improved Strike
Furthermore, whenever you are allowed to take         feat for mechagen characters.
feat, such as when you are selecting your 4
starting feats or during level advancement, you
may instead take an upgrade for which you meet
the prerequisites.                                    Database
Unlike feats, a mechagen cant spend Quantum          You have a complex data storage system that
Energy Reserves (i.e. Conviction) to gain             constantly records stray bits of information.
temporary use of an upgrade. Either the               When confronted with a topic in which you do
mechagen has an upgrade or he does not. Also          not have any relevant knowledge, you may still
unlike feats, upgrades can be removed and             remember something useful about it. Make a
replaced with other upgrades. See the Craft           database check with a bonus equal to your total
(mechagen tech) skill in Chapter Four for more        level + your Intelligence to see whether you know
information about altering upgrades.                  some relevant information about a particular
Mechagenesis                                                                                     PAGE 7
person, place, or thing. You may not take 10 or        Foot Wheels
take 20 on this check, as this type of data recall     You have wheels on your feet in primary form,
is essentially random. This upgrade takes the          allowing you to skate at double your normal
place of the Eidetic Memory feat for mechagen          primary form speed. You can activate and
characters.                                            deactivate the wheels as a free action. You avoid
The Narrator can determine the Difficulty of the       hazards with a Dexterity or Acrobatics check
check by referring to the table below.                 instead of Drive.
                                                       Gear Point
     TABLE 1-6: DATABASE CHECKS
 Difficulty     Knowledge          Examples            You can use more gear. You can gain this
10            Common        The name of the local      upgrade multiple times. Each time you take the
                            mayor; the location of a   upgrade, you gain 1 gear point.
                            nearby garage.
20            Uncommon      A celebritys favorite
                            food; the location of a    Grappler
                            power substation.
25            Obscure       The typical armament       When grappling larger opponents, your modifiers
                            on a military vehicle;     to grapple checks are treated as if you were one
                            the location of an
                            abandoned bomb             size larger. You may select this ability multiple
                            shelter.                   times. Each time you do, your modifiers to
30            Extremely     A security password;       grapple checks when grappling larger opponents
              Obscure       a location considered
                            classified.                are treated as if you were one size larger.
Empower
PAGE 8                                                                                  Mechagenesis
High Performance                                    Improved Primary/Animal Form Speed
You can deal with most hazards that come your       Your primary form or animal alt form speed
way. You receive a +4 bonus to your Drive or        increases by 10 feet while not carrying a heavy
Pilot skill (whichever is most appropriate for      load. You can take this upgrade multiple times.
your alt form) when making skill checks to avoid    Each time it increases your speed by 10 feet, to
hazards.                                            a maximum increase of +30 feet. This upgrade
                                                    takes the place of the Improved Speed feat for
                                                    mechagen characters.
Hybrid Form
Prerequisite: Large or larger.                       Once per round, you can use a power that
                                                     requires a full-round action as a standard action,
You stand and walk in such a manner that it is       or a power that normally requires a standard
difficult for smaller creatures to move through      action as a move action. You cant use powers
your legs. A creature must be four size categories   more quickly than a move action using this
smaller than you to move through an area that        upgrade. The fatigue Difficulty of the quickened
you occupy.                                          power increases by +8.
                                                     Sensors
Masterwork Weapon
                                                     You can get more out of your sensors than other
Prerequisite: Weapon alt form.                       mechagens, even those with more advanced
                                                     equipment. Your audio-visual sensor range
Your weapon alt form is an example of fine
                                                     doubles, reducing the Notice penalties for
craftsmanship. A masterwork weapon alt form          distance to 1 per 20 feet. You may select this
provides a +1 bonus to attacks made with it. A       upgrade multiple times. Each time you do, your
masterwork shield alt form has an armor check        sensor range doubles. This upgrade only applies
penalty one less than normal.                        to hearing and vision, not other forms of detection
                                                     such as radar, sonar, and quantum sensors.
Mini-Digits
PAGE 10                                                                                 Mechagenesis
Special Power Focus                                   Vehicle Ramming
                                                      Widen Power
Special Power Gain
                                                      You can broaden the effect of one of your powers.
Your nanomechs upgrade you in such a way              When using powers that normally affect a single
that you gain a new special power. You can take       target, you can affect an area with a radius of up
this upgrade multiple times. Each time you take       to four times your total level in feet. The power
the upgrade, you gain a new priority 1 special        affects all targets in the area normally. You must
power. You can also use this upgrade to take a        still meet any requirements for range, including
power that has another of your special powers         mental contact, that the power requires. Make
as a prerequisite. In that case, the new power        a single check and compare the results to each
starts at a priority equal to your original special   target in the area. Targets save individually
power.                                                against the powers effects. The widened powers
                                                      fatigue Difficulty increases by +6.
Mechagenesis                                                                                     PAGE 11
be rebuilt in the same manner as mechagens,            make a level check to overcome it, adding your
except that the backup programming can be              Charisma to the check. The Narrator sets the
provided by the master mechagen, and the link          Difficulty. If your communication link is broken, it is
cannot lose a level or ability score points. A         automatically reestablished as soon as possible.
links power is provided by its master, so it does     You cannot see through the links eyes, but you
not have a quantum generator and, unlike other         can communicate by exchanging basic message
mechagens, does not roll on the critical hit table     signals. Because of the limited nature of the link,
(see Critical Hits).                                   only general, one- or two-word commands or
To morph with a link, a mechagen and link must         messages can be communicated. You get a +4
be within 10 feet of each other. A mechagen can        bonus on interaction checks involving your link.
morph without its link, but does so at a penalty.      Share Powers: You can choose to have any
A mechagen that morphs into its alt form without       power you use on yourself also affect your link.
its alt form link does not gain the normal +10         This includes powers like Enhance Ability, which
bonus to his Disguise check when he morphs.            normally only affect the user. The link must be
A mechagen that morphs into its primary form           within 10 feet of you when the power is used to
without its primary form link loses any special        receive its effects. If the power has a duration
abilities provided by its link and further suffers a   other than instantaneous, it stops affecting the
penalty to certain actions. See Special Primary        link when the link moves farther than 10 feet
Form Link Bonus, below, to determine which             away from you and does not affect it again,
special abilities are lost and what penalties are      even if it returns while the power is still in effect.
suffered.                                              Additionally, you may choose to activate your
A link may take the form of a Small robot, a Small     special power to affect only your link, and not
vehicle, or a Small or smaller animal.                 your main form.
                                                       Evasion: Your link gains the Evasion feat.
Link Basics
                                                       Dedicated: Your link gains the Dedicated feat
                                                       towards you.
Use the basic statistics given for the robot or
vehicle link or a creature of the links kind. Links   Encrypted Verbal Communication: You
are treated as mechagens. The link gains all           and your link can communicate verbally using
mechagen traits. Links also have special abilities     digitized messages and sound impulses. Others
depending on the mechagens total level, as            cannot understand the communication without
                                                       decrypting it (Computers Difficulty 25).
shown on Table 1-7.
                                                       Improved Evasion: Your link gains the Improved
Total Level: Enhancements to the links traits
                                                       Evasion feat.
are based on your total level. When you go up a
level, your link does as well.                                     TABLE 1-7:
Abilities: This is a bonus to the links Strength,         LINK SPECIAL ABILITY LIST
Dexterity, and Intelligence scores. An animal             Total          Abilities            Special
links Intelligence begins at 2, while a humanoid       Level
or vehicle links Intelligence begins at 1. Links     1st-2nd      +0                 Basic Link, Share
are intelligent, and can understand any language                                       Special Powers
you know. A link can only communicate verbally         3rd-5th      +0                 Evasion
if you choose to allow that when you take the          6th-8th      +1                 Dedicated
Link upgrade.                                          9th-11th     +1                 Encrypted   Verbal
Basic Link: You have a basic communications                                            Communication
connection with your link (like a use of the Mind      12th-14th    +2                 
Touch power). The two of you are always in             15th-17th    +2                 Improved Evasion
mental contact. If some outside force, such as         18th-20th    +3                 
electromagnetic shielding, interferes, you can
PAGE 12                                                                                     Mechagenesis
Link Types                                             Special Alt Form Link Bonus
Animal: If an animal link is chosen, the link          An alt form link grants a bonus general feat to
retains the size, appearance, level, base combat       its main form. This feat is chosen when the link
bonus, base save bonuses, skills, feats, and           is created, and cannot be changed. This bonus
traits and of the ordinary animal it resembles,        feat applies only when the main primary form
but it is treated as a mechagen for the purpose        and form-link are within one mile of each other.
of any effect that depends on its type. Any Small
animal may be chosen. Animal links have the
same skills as a normal animal of its type, and        Special Primary Form Link Bonus
gain 2 + Intelligence (minimum 1) skill points per     The special ability granted by a primary form
level.                                                 link depends upon what part of the mechagens
                                                       primary form it assumes, as shown below.
                                                       These special abilities apply only when the
Humanoid/Vehicle: A humanoid or vehicle links         link has morphed into the mechagens primary
combat bonus is the same as an expert of your          form. The special abilities are listed using the
total level. Also like an expert, it has one good      following format: Primary form part: Special
save (chosen by you) and two normal saves.             ability/penalty for morphing into primary form
Humanoid and vehicle links have 4 + Intelligence       without link.
skills at 4 ranks each at 1st level, and gain 4 +
Intelligence skill points per level after that. They   Arm: +1 bonus to attack rolls and +4 bonus to
can only access general feats and your role-           Strength checks involving that arm/3 penalty to
specific feats (unless you are a controller, in        attack rolls.
which case you choose if they can take expert or       Head: Increase Intelligence by 1/sight reduced
warrior feats; links cannot take controller feats).    to 10 ft. and 2 penalty to all attacks and skill
Humanoid links have articulate hands. Vehicle          checks. The bonus to Intelligence does not
links have very basic claw arms, but are treated       provide extra skill points.
as quadrupeds for resisting trip attacks, rushes,
                                                       Leg: +10 ft. to speed and +2 bonus to Reflex
and for calculating carrying capacity. They
                                                       saves/base movement is halved and 1 to
cannot attain speeds high enough to move into
                                                       Dexterity.
surface scale. Use the following statistics for the
basic humanoid and vehicle links:                      Torso: +1 armor and +2 bonus to Fortitude
                                                       saves/2 to armor and DR/quantum energy
                                                       reduced by 1.
Base Humanoid or Vehicle Link
Size and Type: Small 1st level Mechagen
Speed: 20 ft. (humanoid) or 40 ft. (vehicle)
Abilities: Str +0, Dex +2, Con +0, Int 1, Wis
+1, Cha 1
Skills: Any 3 skills at 4 ranks each.
Feats: Any one general or role-specific feat.
Traits: Mechagen traits
Combat: +3 (+1 size, +0 base, +2 Dex), Damage
+0 (slam), Defense Dodge/Parry +3/+1 (+1 size,
+0 base, +2 Dex/+0 Str), Initiative +2
Saves: Toughness 1 (1 size, +0 Con), Fort
+0 (+0 base, +0 Con), Ref +4 (+2 base, +2 Dex),
Will +1 (+0 base, +1 Wis)
Mechagenesis                                                                                    PAGE 13
Chapter Two: Alt Forms
PAGE 14                                                                               Mechagenesis
                                                Animal Alt Forms
                                                Choose any creature of the animal or vermin
 So What About Primary Forms?                   type that is the same size or smaller than the
 All mechagens are assumed to have              size allowed by your priority, as shown on Table
 bipedal, humanoid primary forms (some          2-1: Animal Alt Forms. That choice not only
 companions have animal or vehicle primary      determines the traits that your alt form will have,
 forms and object alt forms, however).          it also determines the size of your mechagens
 Unless you have the massmorph ability,
 the size of your characters primary form is   primary form.
 the same as that of your alt form.
 Other than size, your primary form is yours
 to design. You can create a sketch or a            TABLE 2-1: ANIMAL ALT FORMS
 simple description to describe which parts      Priority                     Size
 of the robots alt form become which parts     1           Medium
 of his primary form (windshield on chest,
 doors as shoulder-guards, luggage rack as      2           Large or Medium/Small
                                                3           Huge, Large/Medium or Medium/Tiny
                                                4           Gargantuan, Huge/Large, Large/Small to
                                                            Tiny, or Medium/Diminutive
                                                5           Colossal, Huge/Medium to Tiny, Large/
                                                            Diminutive, or Medium/Fine
Mechagenesis                                                                                 PAGE 15
                                                      	 The base creatures movement mode(s) and
                                                         speed(s).
For instance, a mechagen with alt form priority
4 (Large/Small-Tiny) chooses a monstrous              	 The base creatures Strength, Dexterity, and
centipede as its alt form. He would be Large in          Constitution.
his primary form, and could morph into a Tiny         	 The base creatures bonus feats (and only
monstrous centipede in his alt form. He could
                                                         the bonus feats). If the base creature has
also morph into a Large monstrous centipede
                                                         any bonus feat that is superseded by tech
alt form, not shrinking at all. Whereas the
                                                         gear (such as Night Vision) or an upgrade
mechagens Large monstrous centipede alt
                                                         (such as Improved Speed), you gains that
form is not as powerful as, say, a Gargantuan
                                                         tech gear or upgrade for free while in your alt
monstrous centipede alt form, allowable under
                                                         form.
the same priority, the massmorphing allows for
more flexibility.                                     	 The base creatures attack types and damage
                                                         for those attacks, and any effect associated
If there is no animal of the appropriate sizes
                                                         with them unless that effect is eliminated by
for your priority and you do not want to take a
                                                         something on the list of traits you do not gain
smaller animal form, ask your Narrator if you can
                                                         from the base creature (see below).
advance a smaller creature to a larger size (see
the True20 Bestiary, Modifying Creatures).            	 Some of the base creatures traits, except
Mechagens are alien robots, and thus have a              for any modification to mental abilities such
difficult time mimicking the forms of Earthly            as mindlessness. Any saving throw Difficulty
life. The animal alt form of a mechagen, like            determined from the base creatures level
its primary form, is obviously mechanical and            and abilities must be recalculated using your
cannot pass for a biological creature even to the        total levels instead of the creatures. The
casual observer.                                         traits you gain may include: Ability Loss,
                                                         Blindsense, Blindsight, Breath Weapon,
                                                         Constrict, Darkvision, Death Attack, Disease,
Animal Alt Form Abilities                                Engulf, Flight, Mimicry, Paralysis, Poison,
                                                         Pounce, Powerful Charge, Rake, Ray, Scent,
When you morph into your animal alt form, you
                                                         Sonic Attacks, Swallow Whole, Tentacles,
retain the following:
                                                         Trample, and Tremorsense.
	 Your level and level-dependent benefits.
	 Your Intelligence, Wisdom, and Charisma.
                                                      When you morph into your animal alt form, you
	 Your skill ranks in all skills, adjusted for any   do not retain or gain the following:
   changes in size and physical ability scores.
                                                      	 Any of your weapons or gear, unless they
	 Your feats, assuming they are useful in the           are specifically linked to your alt form.
   alt form.
                                                      	 The base creatures subtypes or any trait
	 Your mechagen traits and any upgrades,                associated with its subtypes.
   special powers, and other useful abilities
                                                      	 The base creatures        armor    bonus    to
   from your primary form, assuming they are
                                                         Toughness.
   usable in the alt form.
                                                      	 Any of the base creatures skills or skill
	 Your combat bonus and base saving throws,
                                                         ranks.
   adjusted for any changes in size and physical
   ability scores.                                    	 Any of the base creatures feats that are not
                                                         bonus feats.
When you morph into your animal alt form, you
gain the following:                                   	 Any of the creatures supernatural powers,
                                                         even if they are provided as bonus feats. In
PAGE 16                                                                                Mechagenesis
   order to have those powers, you must select      Animal Alt          Form      Diseases        and
   them via the special power priority.             Poisons
	 Some of the base creatures traits. The          Mechagens are generally immune to poisons
   traits you do not gain may include: Alternate    that affect organic creatures. However, when
   Form, Amphibious, Change Shape, Create           a mechagen morphs into an animal or vermin
   Spawn, Damage Reduction, Dependent,              alt form that has a disease or poison special
   Etherealness, Fast Healing, Fear, Frightful      attack, the nanomechs in the mechagens body
   Presence, Gaseous Form, Gaze, Immunity,          produce substances that affect mechagens and
   Invisibility, Light Sensitivity, Liquid Form,    constructs in a manner quite similar to the way
   Persistent Wound, Petrification, Powers,         an ordinary creatures disease or poison affects
   Regeneration, Resistance to Energy,              an organic victim. When a mechagen is diseased
   Sensitivity,      Supernatural       Immunity,   or poisoned by an animal alt form, apply the
   Supernatural Resistance, Summon, and             effect stated in the animals description. These
   Vulnerable to Energy.                            substances have no effect on organic beings.
any humans or mechagens using it gain a +10               For all their deviousness while spying, device
bonus to skill checks for which the device might          alt forms are notoriously useless in combat. A
be useful.                                                mechagen in a device alt form can control all
Other than these abilities, the extent of which           of its moving parts normally, and can morph
are determined by the Narrator, devices must              when he desires (assuming he isnt pinned in a
purchase their abilities with tech gear, upgrades,        grapple), but thats about it.
special powers, and feats. The most notable
of their powers, however, is in their ability to          S tructure Alt Forms
blend into the tiniest corners of the human and
mechagen worlds, transforming into innocuous              Structure alt forms mimic stationary buildings.
objects that mechagens are too large to notice            Structures can provide cover and concealment,
and humans dont think twice about seeing. Table          and may have advanced scientific or military
                                                          capabilities. All of this is at the cost, however, of a
2-4 shows how many size categories different a
                                                          structures large size and immobility, which make
mechagens primary form can be from its device
                                                          him quite vulnerable to attack. For this reason,
alt form.                                                 structure mechagens tend to be incredibly
                                                          courageous, willing to sacrifice themselves
                                                          without a second thought for the cause or
    TABLE 2-2: DEVICE ALT FORMS                           for the safety of their friends. Other structure
          Size         Example (Primary                   mechagens, particularly those with alt forms that
          Change       form/Alt form)                     do not focus on combat, simply adopt the forms
1         0-1 step     Medium, Medium/Small               that are the most conducive to learning about
2         2 steps      Medium/Tiny, Large/Small           their surroundings, keeping a protective eye on
3         3 steps      Medium/Diminutive,   Large/Tiny,   their territory, or repairing their allies. Whether
                       Huge/Small                         theyre motivated by selflessness, scientific
4         4 steps      Medium/Fine, Large/Diminutive,     obsession, or overwhelming paranoia, structure
                       Huge/Tiny, Gargantuan/Small
                                                          mechagens let the others claim the glory while
5         5 steps      Large/Fine,   Huge/Diminutive,
                       Gargantuan/Tiny
                                                          they stay put and get the hard work done.
PAGE 18                                                                                        Mechagenesis
S tructure Alt Forms       in   Combat                  their own initiatives, targeting enemies using
A mechagen in structure form has an effective           the structure mechagens linked weapons. The
Dexterity of 5, but is not helpless (cannot be         structure mechagen may turn over any number
coup de graced). They automatically fail grapple        of his weapons to gunners in any given round. If
checks. If an attack roll misses a mechagen             the mechagen turns over all of his weapons and
claiming cover from the structure, but would            does not fire any of them independently, he may
normally hit the structures Defense, the attack        divide his combat bonus among the gunners
instead hits the structure. Although they cannot        attacks, adding portions of its own combat
move, they may participate in combat. Below is          bonus to the gunners attack rolls. The structure
a list of the special combat rules for structure alt    mechagen must decide how much of its combat
forms.                                                  bonus will be contributed before each attack roll
                                                        is made.
Cover: A mechagen in structure alt form can
provide cover to allies one size category smaller
than himself, but they cannot actually enter the        Weapon Alt Forms
structure and cannot use his equipment (for             Mechagens with weapon alt forms are among
instance, its weapons or its tech gear). A structure    the most violent and dangerous of mechagens.
alt form can provide full cover to allies more than     After all, their alt forms are created for one thing,
one size category smaller than himself. Such            and one thing only: to destroy. Most weapon
creatures can also use the structures weapons          mechagens take that onus on as a sacred
and tech gear (see below). For instance, a              mission, and delight in tasting their foes energy
defense tower (a Gargantuan structure) would            up close and personal. While they depend on
be able to house and protect several dozen              others to wield them to maximum effectiveness,
humans, but could only offer cover to Huge              they are always sure to claim the glory when an
mechagens.                                              enemy falls to their blows or blasts.
Improved Aid Another: A mechagen in                     Weapon mechagens are the most versatile of
structure form with weapons to bear can use the         their kin in terms of size and mass alteration.
aid another action in special ways. First of all,       All weapon mechagens can alter their alt form
the mechagen can aid multiple allies in a single        to fit the hand of any wielder, whether he is a
round, provided the allies are inside the structure     confused human or a battle-ready mechagen
or are otherwise working in close concert with the      ally. The weapon mechagens damage and
structure mechagen. The structure mechagen              range changes appropriately, depending on the
can aid one ally, plus an additional ally per 4 total   size of the wielder.
levels he has (so, one ally at 1st level, two at
4th level, three at 8th level, and so on). Second,
the mechagen can use the aid another action in              TABLE 2-4: WEAPON ALT FORMS
ranged combat, as well as melee combat. Third,           Priority              Size/Gear Points
if both the ally and enemy are inside his structure     1           Medium/2, Medium/buckler shield
alt form, the mechagen may use the aid another          2           Medium/4, Large/buckler     shield,   Medium/
action as a free action.                                            standard shield
                                                        3           Large/6, Huge/buckler shield, Large/standard
Share Tech Gear: As a move action, a structure                      shield, Medium/tower shield
may share the benefits of any of his sensor tech        4           Large/8, Gargantuan/buckler shield,     Huge/
gear with those claiming cover from him. The                        standard shield, Large/tower shield
structure must use a move action each round to          5           Huge/10, Colossal/buckler shield, Gargantuan/
                                                                    standard shield, Huge/tower shield
continue sharing the benefits.
Assist Gunners: If a structures weapons are
manned, he may turn control of his weapons
over to his gunners. The gunners then act on
Mechagenesis                                                                                              PAGE 19
Weapon   alt form   Qualities                         Vehicle Alt Forms
Weapon alt forms have the following properties:       A vehicle alt form is a different thing to different
Priority: This is the priority that must be           mechagens. For some, it is first and foremost
devoted to determine the mechagens inherent          a means of disguise. After all, a mechagens
capabilities.                                         skin is so resilient that it resists pointblank
                                                      hits from tank cannon, whether its in the form
Size/Gear Points: This is the primary form size       of an armored car or an ice cream truck. For
and number of gear points you have to design          others, it is a means of transportation, giving the
the capabilities of your weapon form (see Get         mechagen the ability to move rapidly over land,
Your Guns). Shield alt forms do not receive           sea, or air. Finally, some mechagens prefer to
gear points; none of the weapon advantages and        use their vehicle forms specifically for combat
disadvantages really apply to shield alt forms.       whether its the improved aerial maneuverability
No alt form size is provided, since all weapon        of an attack helicopter or the low profile of a tank
mechagens automatically resize to the scale of        turret, vehicle forms can add a wide variety of
their wielder.                                        tricks to a mechagens attack style.
                                                      A mechagens alt form generally has all the
Weapon Alt Forms       in   Combat                    accoutrements one could find in a normal vehicle
Although a weapon alt form cannot move                of its type, such as a radio, air conditioning, and
independently, it can greatly assist its wielder in   so on. A mechagen has complete control of these
combat. A weapon alt form can use one of the          standard features. He can roll down his windows,
following abilities in any one round.                 open his hood or trunk, turn on his windshield
                                                      wipers or the radio, flash his headlights, etc. as
Lend Feat: A mechagen in weapon alt form can          a free action.
lend one of its weapon-based feats to its wielder.
The wielder need not meet the prerequisites           If you have decided to play a mechagen with
to use the feat. Appropriate feats include            a vehicle alt form, choose one from Table 2-5.
the following: All-Out Attack, Attack Focus,          With your Narrators permission, you can design
Attack Specialization, Blind-Fight, Cleave,           your own vehicle alt form using the statistics on
Exotic Weapon Training*, Far Shot, Firearms           the table as a guideline.
Training*, Great Cleave, Greater Attack Focus,
Greater Attack Specialization, Improved Critical,     Vehicle   alt form   Qualities
Improved Disarm, Improved Initiative, Improved
Precise Shot, Improved Sunder, Improved Trip,         Vehicle alt forms have the following properties.
Point Blank Shot, Precise Shot, Ready Gunner,         Vehicles designated with an asterisk on Table
Shield Training*, Two-Weapon Defense, Two-            2-5 are well-armored, even by mechagen
Weapon Fighting, and Weapon Training*.                standards. They have a free +1 armor bonus to
                                                      Toughness.
*A weapon mechagen can only lend his wielder
these feats if his alt form is of the same type.      Priority: This is the priority that must be devoted
                                                      to alt form in order to choose this vehicle as an
Assist Wielder: A mechagen in weapon alt form         alt form.
can lend any amount of its combat bonus to its
wielder. The weapon mechagen must decide              Size: The vehicles        (and    therefore,   the
how much of its combat bonus will be contributed      mechagens) size.
before each attack roll is made.                      Character Scale (10 ft. squares): The movement
                                                      rate of the vehicle when at character scale. An
                                                      easy way to remember the character scale speed
                                                      is that 1 square per round = approximately 1 mile
                                                      per hour at this scale.
PAGE 20                                                                                  Mechagenesis
Surface Scale (50 ft. squares): The vehicles          Aircraft carrier: The aircraft carrier is the
top speed at vehicle scale. An easy way to             largest transport vehicle form a mechagen can
remember the character scale speed is that 1           assume. A mechagen with this alt form receives
square per round = approximately 5 miles per           the Adaptable upgrade for free.
hour at this scale.                                    Attack frigate: This military naval vessel is a
Top Speed (500 ft. squares): The vehicles top         sizeable transport vehicle and can bring a wide
speed at air scale. An easy way to remember            variety of weapons to bear as well. A mechagen
the character scale speed is that 1 square per         with this alt form receives the Adaptable upgrade
round = approximately 50 miles per hour at this        for free.
scale.                                                 Attack chopper: The master of air-to-ground
MPH: The vehicles top speed in MPH.                   annihilation, the attack chopper is maneuverable,
                                                       well-armed, and fast. It lacks only the top speed
Maneuverability: The maneuverability provides
                                                       of its jet counterparts and heavy weapons
a modifier on Drive or Pilot checks.
                                                       potential of its ground-borne kin. Regardless
Acceleration: The number of squares a vehicle          of their maneuverability, attack choppers move
can accelerate in a single round. The first number     downward and upward at half speed.
is the vehicles acceleration at character scale,
                                                       Attack cruiser: Cruisers are heavily armed,
the second number is the vehicles acceleration
                                                       heavily armored floating weapons platforms.
at surface scale, while the last number after is the
                                                       They are effective ground, sea, or air support
vehicles acceleration at air scale. A character
                                                       vehicles, and unlike battleships, do not take up
can reach his top speed after 5 rounds. He can
                                                       an entire harbor on their own. A mechagen with
increase his acceleration with a Drive or Pilot
                                                       this alt form receives the Adaptable upgrade for
check (see Changing Speed in Chapter Seven)
                                                       free.
or with the Increased Acceleration upgrade.
                                                       Attack submarine: Attack submarines may
                                                       maneuver just as well submerged as they do
Vehicle Descriptions                                   above water. A mechagen with this alt form
The vehicle alt forms on Table 2-5 are intended        receives the Adaptable upgrade for free.
to be as generic as possible. Qualities such as        Battleship: This ship is almost the size of an
speed, acceleration, and maneuverability can all       aircraft carrier, but rather than devoting its
be changed by taking upgrades. Some wheeled            enormity to storage and deck space, every
vehicles are penalized by bad surface conditions.      available foot is committed to weapons turrets.
Refer to the Hampered Movement table in                A mechagen with this alt form receives the
Chapter Six of True20 Adventure Roleplaying.
                                                       Adaptable upgrade for free.
The vehicle alt forms with mecha in the name
are alien in appearance. Mechagens with those          Business jet: The most basic high-speed
alt forms never bothered to adopt the form of an       flying form available to mechagens. It doesnt
Earthling vehicle.                                     have much in the way of offensive or defensive
4-door: This is the baseline alt form. Whether a       capability, but it can get to where its going,
sedan, economy car, hatchback, light pickup, or        fast.
all-terrain station wagon, the 4-door is the most      Construction vehicle: Built with the durability
ubiquitous of vehicle shapes. Mechagens with           and maneuverability of tanks but without the
these alt forms run the gamut from proud young         conspicuous military design, construction
warriors to grumbling veterans to cowardly             vehicles pack a wallop in melee combat.
draftees. The form is either chosen for its ability    Construction vehicles receive 2 free gear points
to blend in nearly anywhere, or simply because         to design a single melee weapon that morphs
the mechagens resources are devoted to other          into their vehicle alt forms, such as a bulldozer
areas of expertise. 4-door alt forms are penalized     blade that becomes a greataxe or a wrecking ball
by bad surface conditions.
Mechagenesis                                                                                    PAGE 21
                                   TABLE 2-5: VEHICLE ALT FORMS
        Vehicle      Priority      Size      Character   Surface    Air    MPH     Maneuverability    Acceleration
                                               Scale      Scale    Scale
4-door               1          Large        100         20        2       100     Average (+0)      20/4/.4
Aircraft carrier*    4          Awesome      25          5         .5      25      Clumsy (8)       5/1/.1
Attack chopper       3          Gargantuan   225         45        4.5     225     Perfect (+8)      50/10/1
Attack cruiser*      3          Colossal     50          10        1       50      Clumsy (8)       10/2/.2
Attack frigate*      2          Gargantuan   50          10        1       50      Poor (4)         10/2/.2
Attack submarine*    3          Colossal     50          10        1       50      Poor (4)         10/2/.2
Battleship*          4          Awesome      25          5         .5      25      Clumsy (8)       5/1/.1
Business jet         2          Gargantuan   350         70        7       350     Poor (4)         100/20/2
Construction vehicle 2          Huge         25          5         .5      25      Perfect (+8)      5/1/.1
Dirtbike             1          Medium       50          10        1       50      Perfect (+8)      10/2/.2
Dune Buggy           1          Large        100         20        2       100     Good (+4)         15/3/.3
Freighter            1          Gargantuan   25          5         .5      25      Clumsy (8)       5/1/.1
Gunboat              1          Huge         100         20        2       100     Average (+0)      20/4/.4
Heavy pickup         1          Large        100         20        2       100     Average (+0)      20/4/.4
Jet fighter          3          Gargantuan   1,100       220       22      1,100   Average (+0)      250/50/5
Large car            1          Large        100         20        2       100     Poor (4)         20/4/.4
Mecha aircraft*      4          Gargantuan   2,800       560       56      2,800   Perfect (+8)      550/110/11
Mecha all-terrain*   4          Huge         175         35        3.5     175     Perfect (+8)      35/7/.7
Mecha speeder        3          Large        200         40        4       200     Perfect (+8)      50/10/1
Mecha starship*      5          Awesome      575         115       11.5    575     Average (+0)      150/30/3
Motorcycle           1          Medium       150         30        3       150     Perfect (+8)      30/6/.6
Passenger jet        3          Colossal     575         115       11.5    575     Clumsy (8)       100/20/2
Rescue copter        2          Huge         200         40        4       200     Perfect (+8)      40/8/.8
Semi truck           2          Huge         100         20        2       100     Poor (4)         20/4/.4
Single prop plane    2          Huge         200         40        4       200     Good (+4)         25/5/.5
Space shuttle        4          Gargantuan   575         115       11.5    575     Clumsy (8)       150/30/3
Speedboat            1          Large        175         35        3.5     175     Good (+4)         35/7/.7
Sports car           1          Large        175         35        3.5     175     Good (+4)         35/7/.7
Tank*                2          Gargantuan   50          10        1       50      Perfect (+8)      10/2/.2
that becomes a morning star. Most construction                 *Vehicles designated with an asterisk are well-
vehicles are Huge, but some, like excavators,                  armored, even by mechagen standards. They
cranes, and road graders, are Gargantuan.                      have a free +1 armor bonus to Toughness.
Construction vehicles are not penalized by bad                 Dune buggy: The dune buggy chassis includes
surface conditions.                                            light jeeps, ATVs, and other vehicles that are big
Dirt bike: The dirt bike chassis includes motor                on engines, tires, and shocks, but low on frames.
scooters, automated military scout vehicles, and               Dune buggy alt forms are not penalized by bad
other maneuverable, all-terrain, light vehicles.               surface conditions.
Dirt bike mechagens tend to be the runts of                    Freighter: The freighter is the simplest water
mechakind, as they are around human-sized,                     vehicle alt form. Whether a trash barge, a
and fairly gangly as well. Dirt bike alt forms                 research vessel, or a yacht, its big, slow, and
are quite useful in combat, providing excellent                not too flashy. A mechagen with this alt form
maneuverability on nearly all terrains. They are               receives the Adaptable upgrade for free.
not penalized by bad surface conditions.
PAGE 22                                                                                              Mechagenesis
Gunboat: Gunboats are smaller and more                 targets. When you look like something from a sci-
maneuverable than freighters, yet devote               fi film crossed with a space-age jet fighter, and
more effort to stability and weapon mounts.            bristling with weapons, thats not surprising.
A mechagen with this alt form receives the
                                                       Mecha starship: Less maneuverable than
Adaptable upgrade for free.
                                                       mecha aircraft and much more otherworldly
Heavy pickup: The heavy pickup chassis                 looking than a space shuttle chassis, the mecha
includes heavy jeeps like Hummers and Land             starship sacrifices nothing to hide its origins: not
Rovers, as well as SUVs. Quickly becoming the          its speed-of-light space travel, its mechagen-
great American vehicle, heavy pickups blend in         scaled pilot seats, nor its high-tech weaponry.
well in most areas, whether urban or rural, while      This vehicle alt form multiplies its speed and
remaining capable in different environments.           acceleration by 10 in outer space.
They tend to soak up fuel, but luckily a
                                                       Motorcycle: The master of the open road, the
mechagens power quantum can more than
                                                       motorcycle combines the speed of a sports car
handle the energy requirements. Heavy pickups
                                                       with the maneuverability of a dirt bike, at the cost
are not penalized by bad surface conditions.
                                                       of terrain adaptability. Motorcycle alt forms are
Jet fighter: The ultimate in long-range destruction,   penalized by bad surface conditions.
jet fighters rain down fire and explosives on
                                                       Passenger jet: Passenger jets are the enormous
their foes from high in the atmosphere. The
                                                       transport vehicles that humans use to cross
closer to the ground they get, though, the less
                                                       continents and oceans in the span of a few hours.
advantageous their speed and the more obvious
                                                       While poorly armed and not very maneuverable,
their lack of fine maneuverability.
                                                       their large size makes their primary forms an
Large car: Big and slow, these vehicles arent         intimidating presence on the battlefield.
very maneuverable; one of their only benefits
                                                       Rescue copter: Nearly as fast as a business jet
is that they can carry more than most other
                                                       but with far more maneuverability, this chassis
vehicles, which can be fairly crucial when their
                                                       includes traffic copters, civilian helicopters,
job is to pick up pieces of their blown-up friends
                                                       and other non-combat whirlybirds. Regardless
and evacuate them from the middle of a human
                                                       of their maneuverability rescue copters move
settlement. Large cars include limousines,
                                                       downward and upward at half speed.
hearses, and other long, wide-bodied cars.
Large car alt forms are penalized by bad surface       Semi truck: This king-of-the-road chassis can
conditions.                                            also be used for large trucks like moving vans,
                                                       buses, and fire trucks. The Huge size of a semi
Mecha speeder: This high-tech one-seat hover
                                                       alt for is only for the truck; a semi alt form that
car or hover bike looks like nothing on Earth.
                                                       incorporates the trucks trailer into the primary
It combines maneuverability with weaponry,
                                                       form is Gargantuan. Semi-truck alt forms are
but is fairly sensitive to changes in terrain.
                                                       penalized by bad surface conditions.
Mecha speeders are penalized by bad surface
conditions such as rough terrain, but not surface      Single prop plane: Smaller, more fragile, and
conditions such as ice.                                with shorter ranges than business jets, single
                                                       prop planes are second only to helicopters in
Mecha all-terrain assault: This futuristic-looking
                                                       terms of horizontal maneuverability, and far
hover tank can travel equally well on land, on the
                                                       surpass their vertical maneuverability with
sea, or under the water. A mechagen with this
                                                       climbing and diving.
alt form receives the Adaptable upgrade for free,
and is not penalized by bad surface conditions.        Space shuttle: This chassis applies to any earth
                                                       vehicle that is space-worthy. Human nations
Mecha aircraft: Mecha aircraft are notorious for
                                                       tend to keep close eyes on their shuttles, so this
causing a huge media stir, inspiring human military
                                                       is not the best disguise, but it at least can pass
commanders to scramble entire squadrons of
                                                       for human technology long enough to get into
jet fighters, and generally making themselves
Mechagenesis                                                                                      PAGE 23
and out of Earths gravity. Once in space, space-     Once a vehicle wishes to push its speed and
worthy mechagen alt forms can travel at amazing       use vehicle movement, the combat pulls out
speeds, much more quickly than their Earth            to surface scale or air scale (see Surface and
counterparts. This vehicle alt form multiplies its    Air Scale). At that point, use the surface scale
speed and acceleration by 10 in outer space.          (50 ft. squares), air scale (500 ft. squares), and
Speedboat: There may not be much room                 acceleration ratings on Table 2-5.
for weaponry, but these boats can move.               Mechagens in vehicle form suffer a 10 penalty
A mechagen with this alt form receives the            on grapple checks.
Adaptable upgrade for free.
Sports car: Sports cars are among the most
popular alt forms for mechagens, much to                Female Mechagens?
their leaders dismay. They are showy, attract          Although there is no gender among robots,
attention, and arent terribly useful in rugged         and reproduction generally requires a
battlefields but if thats the form that a warrior     factory and schematics, there are some
                                                        mechagens who appear female to human
with a shoulder-mounted quad missile launcher           perceptions. They have higher-pitched
wants to morph into, no one is going to argue           voices and even their personalities and the
with him. Sports car alt forms are penalized by         general shape of their primary forms are
bad surface conditions.                                 what humans might identify as feminine.
                                                        How can this be?
Tank: Tanks tend to stick out like sore thumbs,
                                                        When mechagens came to Earth, they
but are built for maximum use of weapons.               adopted earthly alt forms and human
Additionally, while the tank itself might attract       culture to help them blend in and relate
more attention than a car, weapon mountings do          to humans. They had to be recognizable
not seem strange on it unlike a laser cannon           to the dominant life form of the planet,
mounted on the back of a Porsche. Tanks are             and not just appear as frightening alien
                                                        machines. When the mechagens adapted
not penalized by bad surface conditions.                to humanity, they took on more than
                                                        language and cultural idioms. As a result
                                                        of this adoption of human conventions,
Vehicle Alt Form Combat                                 the curious phenomena of gender based
Most combat takes place with vehicle mechagens          dimorphism began to appear amongst the
                                                        alien robots. Depending on personality,
in their primary forms. However, some mechagens         function, or perhaps something in their
use their vehicle alt forms for sudden battlefield      electronic subconscious, the mechagens
maneuvers, dramatic entrances and exits, and            began to identify as male or female in
high-speed strafing runs.                               self-references.
While it is impossible for an average fighter jet
to make sudden turns and remain on the map,
mechagen vehicles use advanced technology
and are amazingly maneuverable. Whenever
using character scale, use the base move listed         Restricted Feats
on Table 2-5. Each vehicle (even land and sea           The following feats cannot be taken by
vehicles) has a maneuverability at character            mechagen characters because they are
scale, which works just like the rules for flying       either simply of no use or have been
creatures. The character may use single moves,          superseded by more specific feats,
double moves, and charge and run actions                upgrades, or tech gear:
as normal. It is assumed that, with all of the          Armor Training, Attractive, Defensive
maneuvering of combat, the character is not             Roll, Eidetic Memory, Improved Speed,
                                                        Improved Strike, Night Vision, Overrun,
accelerating or decelerating beyond the scale of        Vehicular Combat, Tough, and Wealthy.
its base move.
PAGE 24                                                                                 Mechagenesis
Chapter Three: Roles
A characters role defines, more than anything       Combat Bonus: Slow. Combat bonus equal to
else, who he is and what he can do. The heroes       1/2 controller levels.
of Mechagenesis are also defined more by what        Skill Progression: 6 + Intelligence.
shapes they take and what mindsets they apply.
All are warriors, all are healers, and all are       Feat Progression: Any four feats from the
defenders of humanity in their ancient war against   general or controller list. The controller role feats are
powerful adversaries. However, character roles       Advance Companion, Enlarge Companion, Greater
still play a large role, allowing a character to     Linked Mind, Improved Aid, Improved Companion
focus on specific areas of expertise.                Form, Improved Linked Mind, Linked Mind, and
                                                     Mechagen Companion. Its a short list, but most can
In general, Mechagenesis utilizes only the expert    be taken multiple times.
and warrior roles for mechagen characters.
The adept role is reserved for non-mechagen          Saving Throws: Good Reflex and Will, normal
characters such as human psychics, ancient           Fortitude.
wizards, extradimensional mystics, or whatever       Special: A controller can have any number of
other alien or supernatural beings the Narrator      companions and begins play with one for free.
cares to incorporate into his campaign. In lieu      Only mechagens can be controllers.
of the adept, a mechagen character may take
                                                     Core Ability: Amazing save. Your companions
levels in the controller role (see below).
                                                     look out for you, alerting you to danger, or
                                                     strengthening your resolve. Choose your
                                                     Reflexes or Will saving throw; when rolling
New Role: Controller                                 saves for the chosen saving throw, roll two dice
A controller is a mechagen that is linked to         and use the better of the two rolls. If you spend
several smaller mechagens called companions.         quantum energy to re-roll a save, roll only one
A controller begins play with one companion,         die and compare it to the better of your original
and may acquire more through the use of the          two rolls.
Mechagen Companion feat.
Mechagenesis                                                                                         PAGE 25
Mechagen Companions                                    also affect your companion. The companion must
                                                       be within 10 ft. at the time of activation to receive
A mechagen companion can act independently
                                                       the benefit. If the power has a duration other
from you, but is predisposed to follow your
                                                       than instantaneous, it stops affecting the animal
orders. Regardless of its primary form size,
                                                       companion if the companion moves farther than
a companions alt form is always two size
                                                       10 ft. away and will not affect the companion
categories smaller than your alt form; if you have
                                                       again, even if it returns to the controller before
the massmorph ability, so does your companion.
                                                       the duration expires. Additionally, you may
If you are Medium, your companions primary
                                                       activate a power with a target of you on your
form is Tiny. If you are Large, your companions
                                                       companion (with a range of touch) instead of on
primary form is Small. If you are Huge or
                                                       yourself. Larger controllers have a greater range
Gargantuan, your companions primary form is
                                                       at which this ability works; increase the range by
Medium. If you are Colossal or Awesome, your
                                                       5 feet per size category above Large.
companions primary form is Large.
Companions primary forms can be either based
on animals, or can be humanoid.                        Animal Companion
Companion Traits: All companions have the              An animal companions primary form mimics that
Link, Share Feat, Share Quantum Energy, and            of 0- or 1st-level animal. You can begin play with
Share Power abilities. When choosing upgrades,         an animal companion of greater than 1st level,
gear, and special powers, you may designate            but you must use the Advance Companion feat
them as belonging to one of your companions            to do so.
instead of yourself.                                   Determine your animal companions stats by
Link: You can give your companions orders              adding the mechagen type and its accompanying
as a free action. Convincing a companion to            qualities, to the stats for an appropriately size
do something that seems unwise, suicidal, or           animal. It retains the size, appearance, level, base
incredibly tedious requires an interaction check       combat bonus, base save bonuses, skills, feats,
(Bluff, Diplomacy, or Intimidate, depending on         and traits and of the ordinary animal it resembles,
your style) with a Difficulty of at least 10, though   but it is treated as a mechagen for the purpose
the Narrator may put the Difficulty as high as         of any effect that depends on its type. Animal
30 if you ask your companion to do something           links have the same skills as a normal animal of
foolish. You have a +4 bonus on all interaction        its type, and gains 2 + Intelligence (minimum 1)
checks made regarding your companions.                 skill points per level. The companion also gains
                                                       an Intelligence of 2.
Share Feats: You may loan any of your feats to
one of your companions as a full round action.
You and companion must in physical contact             Humanoid Companion
for the feat to be shared. Each companion may          Alternatively, you may select a humanoid
only take on one feat a time in this way, and          companion. It has +0 combat bonus and base
each of your feats may only be loaned to one           saves, and no skill points or feats. The humanoid
companion at a time. The loaned feat reverts to        does not choose powers or gear. A humanoid
the controller within 24 hours if it is not given      companion has 4 ability score points to allot. You
back before then.                                      can begin play with a humanoid companion with
Share Quantum Energy: Companions are                   expert or warrior levels, but you must use the
powered by a remote link to your quantum core,         Advance Companion feat to do so. Use Tables
so although they dont have Quantum Energy             1-1, 1-2, and 1-4 to determine a humanoid
Reserves (i.e. Conviction), you can spend your         companions base abilities.
reserves on their behalf.                              The companions alt form is an immobile object
Share Special Power: At your option, you may           that relates to your form (a CD for a CD player,
have any special power that it activates upon you      a removable hard drive for a laptop, a trailer on
                                                       a car, etc.).
PAGE 26                                                                                    Mechagenesis
Chapter Four: Skills                                and    Feats
Mechagenesis                                                                                   PAGE 27
requires repair tools, optimally with a tech score    check. To conduct major repairs effectively
of 2 or better. For every point by which the repair   requires repair tools, optimally with a tech score
tools are lower, you suffer a 5 to your check.       of 3 or better. For every point by which the repair
Create New Gear: If you have the Savvy Tech           tools are lower, you suffer a 5 to your check.
feat, you can create new gear so long as you have
the proper materials, tools, and power sources.
                                                      Overhaul: You can use your skills to perform an
As with Craft tasks, creating new gear requires
                                                      overhaul on a mechagen. This has a Difficulty
repair tools with a minimum tech score. For every
                                                      of 25 and may be used on any mechagen once
point lower than the minimum tech score your
                                                      per week. To conduct an overhaul effectively
repair tools are, you suffer a 5 penalty to the
                                                      requires repair tools, optimally with a tech score
check. Table 4-1 provides the Difficulties and
                                                      of 4 or better. For every point by which the repair
time required. At the end of the time specified
                                                      tools are lower, you suffer a 5 to your check.
on the table, the mechagen acting as the main
                                                      Success repairs all damage conditions, ability
gear creator makes a Craft (mechagen) check,
                                                      damage, and damaged components. Failure
adding all appropriate modifiers and aid another
                                                      by 5 or more causes one point of temporary
actions. A main gear creator may have a number
                                                      Constitution damage to the mechagen per point
of assistants equal to the gear rank of the item
                                                      over 5 by which you failed.
being created. If the check fails, the gear creator
and his assistants have made no progress. If the      Rebuild: You can rebuild a character that has
check fails by more than 10, the materials being      been destroyed, i.e. reduced to dead on the
used have been damaged, and new materials             damage track. Rebuilding a character requires
must be found.                                        completing the following steps:
                                                      	 First, you must retrieve the destroyed
                                                         characters backup programming from
        TABLE 4-1: GEAR CREATION                         its memory banks (if they are available).
      Gear Points   Difficulty   Tech        Time        Retrieving the programming requires a
1-2                 15           1      1 hour           successful Difficulty 25 Computers check. A
3-4                 20           2      12 hours         failure by 5 or less means that the memory
5-6                 25           3      24 hours         cannot be accessed for another day. A failure
7-8                 30           4      60 hours         by 5-14 means that some of the mechagens
9+                  35+          5      100+ hours       programming has become corrupted and part
                                                         of its data is lost. If the character is rebuilt, he
                                                         comes back at one total level lower. If the
Alternatively, a piece of gear may be jury-rigged      character was destroyed at first level, all of
using other gear as base materials. The Difficulty       his mental ability scores are permanently
is increased by +5 as a skill challenge and the          reduced by 1. A failure by more than 15 means
project takes 5 minutes per hour of the projects        that the backup programming is destroyed
normal time requirement. A failure by more than          and the mechagens consciousness forever
10 means that the gear used as base materials            lost.
has been damaged; it may continue to be used
for the jury-rig, but will no longer be able to be    	 Second, you must prepare a body. If the
used for its original purpose. A jury-rigged item        destroyed characters body is available, and
only lasts one hour per skill rank of the character      his quantum generator is intact, then it must
who jury-rigged it.                                      first be overhauled as above, although any
                                                         Constitution damage inflicted on the body
Major Repair: You may make major repairs,                is permanent. If the destroyed characters
fixing a component damaged by a critical hit or          body is not available, a new body must be
restoring all ability damage in one ability with a       constructed and a new quantum generator
successful Difficulty 20 Craft (mechagen tech)           must be found. Constructing a new body
PAGE 28                                                                                    Mechagenesis
   requires the appropriate supplies and repair       Craft (Mechanical)
   tools with a tech score of 5, and takes a
                                                      Intelligence, Untrained
   number of weeks equal to the destroyed
   characters total levels (reduced by one if        This skill is used to fix ordinary equipment and
   using corrupted backup programming). . For         create from scratch anything that is not based on
   every point lower than the minimum tech            mechagen technology. It can, however, be used
                                                      to do minor upkeep and repairs on mechagens
   score your repair tools are, you suffer a 5
                                                      and mechagen technology.
   penalty to the check Each week, you must
   make a Difficulty 25 Craft (mechagen tech)         Check: The Difficulty for a Craft (mechanical)
   check. Failure means that you have made            project is based on the complexity of the job
   no progress that week and therefore prolong        attempted. A jury-rig can also be attempted
                                                      as a skill challenge. The Difficulty is increased
   the construction an additional week. The
                                                      by +5 and the project takes one minute per five
   new body must have the same priorities as          minutes of the projects normal Difficulty. A jury-
   the original, but its alt form, size, upgrades,    rigged item will only last one hour per skill rank
   gear, and physical ability scores can all be       of the character who jury-rigged it.
   reassigned (if the player so desires).
                                                      To use this skill effectively requires repair
	 Third, you must download the original              tools with a minimum score dependent on the
   programming into the rebuilt or newly built        complexity of the job attempted. For each point
   body. Doing so requires a successful Difficulty    by which the tech score of your repair tools are
   30 Computers check. A failure means that           lower than the minimum, you suffer a 5 to your
   the programming cannot be downloaded for           check. If you do not have repair tools at all, you
   another day.                                       are treated as having repair tools with a tech
                                                      score of 1, and suffer an additional 5 to your
	 Finally, you must power up the new body with       check.
   an infusion of quantum energy. To activate         The following are special uses of this skill.
   the rebuilt character requires expenditure of
   a number of quantum energy cells equal to          Avoid Shutdown: When a mechagen is at
   the total level of the destroyed characters       dying on the damage track, he is experiencing
                                                      shutdown as his internal core loses quantum
   rebuilt or newly built body. See Quantum
                                                      energy. A character experiencing shutdown can
   Energy Cells.                                      take no actions and must roll a Constitution check
Tinker: You can remove one upgrade from a             (Difficulty 20) to stabilize every round. You can
mechagen (including yourself) and replace it          stabilize a mechagen experiencing shutdown
with another. This requires a successful Difficulty   with a Difficulty 15 Craft (mechanical) check.
25 Craft (mechagen tech) check. You cannot            Battlefield Repair: You may use the Craft
install an upgrade with a prerequisite unless the     (mechanical) skill to repair minor dings and
mechagen meets the prerequisite. You cannot           gashes on mechagens. This skill may be
install an upgrade without first removing another     successfully used on any mechagen (including
one. You can only swap upgrades, not feats,           yourself) a maximum of once per day. It involves
even if the feats were gained from swapping           cleaning out the damaged area and applying
                                                      minor energy stimulus to general areas to direct
out upgrades in the first place. Tinkering with
                                                      nanomechs there. The Difficulty is 10, and it takes
upgrades requires repair tools with a minimum         one full minute. Success grants the wounded
tech score of 3. For every point lower than the       mechagen an immediate recovery check with a
minimum tech score your repair tools are, you         +1 bonus for every 5 points by which the check
suffer a 5 penalty to the check.                     beats the Difficulty.
Try Again:      No,    generally.    See    above     To conduct battlefield repair effectively requires
descriptions.                                         at least basic repair tools with a tech score of 1.
                                                      If you do not have repair tools, you suffer a 5 to
                                                      your check.
Mechagenesis                                                                                     PAGE 29
Earthling     Patch-up:     Alternatively,    Craft                    TABLE 4-2:
(mechanical) may be used by a non-mechagen                        DISGUISE (MECHAGEN)
on an alt form with which the non-mechagen is                         MODIFIERS
familiar. For instance, a mechanic who knows                        Circumstances                  Modifier
nothing about mechagen technology, but if his
                                                          Different equipment or armament          1 to 5
mechagen buddy gets his alt form transmission             than ordinary form
shot out, he can sure get him going again! If used
in this manner, Craft may be used as if it were           Seen in an unusual place for that        1 to 5
                                                          form
Craft (mechagen tech), the wounds recovered
and systems repaired only remain with the                 Observer has seen mechagens              10
                                                          before
mechagen in its alt form; until the mechagen
receives advanced technological attention, its            Observer has seen this particular        20
wounds and damaged systems return as soon                 mechagen before
as he morphs.
Try Again: Yes, although failure by 5-10 means
that you have ruined your parts and must supply
more; failure by more than 10 means you have
permanently damaged the system you are trying
to repair. You may try again, but the project has
a +5 Difficulty.                                           Limited Powers
                                                           You can limit your special power in exchange
                                                           for a boost in priority, decreasing its scope in
Disguise (Mechagen)                                        some way in order to help increase its overall
Intelligence                                               power. You can limit the effects of a power
                                                           with multiple effects, like Light Shaping or
This skill is used primarily to fool humans into           Heart-Shaping, taking only one or two effects
thinking youre just another machine or vehicle            instead of all of them. You can also limit
while in your alt form. It works just like the Disguise    what objects the power affects, such as the
skill for humans, but is based on Intelligence             Move Object power only working on ferrous
instead of Charisma. It can also be used to alter          metals and thus being a form of magnetic
                                                           manipulation instead of telekinesis. You can
the appearance of your primary form.                       limit the scope in some other way as well,
Check: The result of your Disguise check                   such as range and duration. Lastly, you can
determines how convinced the viewer is that                also have your special power only function
                                                           only when you are in one form rather than
you are nothing more than a normal vehicle or              both forms.
piece of equipment. It is opposed by the other
characters Notice, Craft (mechagen tech), Craft           If you choose to limit your power, your
                                                           priority for that power increases by at least
(mechanics), or Knowledge (technology) check.              1 (to a maximum of 5). The priority increase
You may make a Disguise check as a free action             is the Narrators discretion.
whenever you morph into alt form, and gain a
+10 bonus to the check when doing so. Some                 For example, you set your special power
                                                           priority at 2 and choose the Light Shaping
characters alt forms are quite conspicuous; for           power, but all you want out of it is invisibility.
instance, if you ace your Disguise check, the              Since you cant generate light, illusions, or
human passer-by might not realize that youre              blur your outline, your Narrator may give
a giant morphing robot, but the fact that your alt         you a +1 increase in your effective priority
form is that of a giant prehistoric insect will likely     for your special power. Furthermore, you
tip him off that some thing strange is going on.           decide that you can only become invisible
                                                           while you are in your alt form. Thats good
Sample circumstances, as listed on Table 4-2,              for another priority increase. Your powers
may apply to the check.                                    priority is still 2, but its effects are calculated
Try Again: No, unless circumstances have                   as if it were priority 4.
changed.
PAGE 30                                                                                       Mechagenesis
Drive/Pilot                                                  Furthermore, since the focus of this game is
                                                             on mechagen characters instead of human
Dexterity/Untrained for Mechagens
                                                             characters, mechagens have a 10 penalty on
This skill helps get you where you are going, and            certain Knowledge checks specifically pertaining
with your diodes and actuators intact.                       to the planet Earth. The reverse is true for
Check: Every mechagen has at least basic                     human characters; they have a 10 penalty on
skill at maneuvering in his alt form. Driving in             all Knowledge checks specifically pertaining to
car form is the same as walking or running,                  mechagens. The penalty for human characters
for most bots. But some practice their alt form             may even be higher depending on how well-
maneuverability until it becomes an art form.                known mechagens are in the Narrators campaign.
Whenever a mechagen picks up enough speed                    Either way, the penalty can be mitigated with
to enter vehicle scale, Drive or Pilot checks may            the Challenge (alien studies) feat. This penalty
come into play. Mechagens also sometimes                     applies to the following Knowledge skills: art,
utilize vehicles that are not mechagens as well,             behavioral sciences, business, civics, current
such as spacecraft, and this skill is used to                events, history, popular culture, streetwise,
operate them. This skill may be taken multiple               supernatural, technology, and theology and
times. Each time you take this skill it applies to           philosophy.
a different type of vehicle (land, water, air, or            All other aspects of the Knowledge skills are
space).                                                      unchanged.
Try Again: No.
                                                             Medicine
Knowledge                                                    Mechagens hail from a society of intelligent
Intelligence/Trained Only                                    machines, where injuries are treated with tools
                                                             and welding gear instead of bandages and
To use the science-oriented Knowledge skills                 antibiotics. They are ignorant of the techniques
effectively requires lab tools with a minimum                used to treat the human injuries. As with the
tech score dependent on the complexity of the                Knowledge skills, even with training mechagens
job attempted. For each point by which the                   have a 10 penalty on all Medicine checks due to
tech score of your lab tools are lower than the              their innate unfamiliarity with medical treatments.
minimum, you suffer a 5 to your check. The                  The penalty can be mitigated with the Challenge
penalty cannot be mitigated with the Challenge               (alien studies) feat.
feat.
                                                             Swim
            TABLE 4-3:
                                                             Most mechagens cannot swim; they simply sink
     KNOWLEDGE AND TECHNOLOGY
                                                             to the floor of any body of water, and walk on the
 Complexity   Difficulty Tools          Example
                                                             bottom of it. Some mechagens (such as those
Simple        5         1        Study an ecology (earth
                                 sciences)                   with the Adaptable upgrade or an aquatic alt
Easy          10        2        Create a powerful new       form) can remain buoyant in water. Both types of
                                 chemical     (physical      mechagen follow the normal rules for swimming,
                                 sciences)                   but of course can never drown. A mechagen with
Average       15        3        Cure a disease (life
                                 sciences)
                                                             a Swim speed does not gain the normal benefits
Tough         20        4        Genetically     alter   a
                                                             for having a swim speed (that is, he doesnt get
                                 species (life sciences)     the +8 bonus, cant take 10 on Swim checks if
Difficult     25        5        Calculate a hyperspace      rushed or threatened, and so on).
                                 course        (physical
                                 sciences)
Mechagenesis                                                                                            PAGE 31
Feats                                                Challenge (Alien Studies)
                                                     (General)
All mechagen characters gain four feats at first
level, chosen from the general or role-specific      Youve made it a point to study humans. You
feat lists, and two favored feats, which can be      can take this feat twice. Each time, the penalty
taken from any role-specific list.                   to human-specific Knowledge and Medicine
                                                     checks is reduced by 5 for you.
Characters then gain one feat every level
thereafter. Feats may have prerequisites. If you     At the Narrators discretion, humans can take
can no longer meet the prerequisites, then you       this feat to decrease the penalty for mechagen-
can no longer use the feat.                          specific knowledge checks.
PAGE 32                                                                                 Mechagenesis
Enlarge Companion (Controller)                         Improved Aid (Controller)
One of your companions increases in size by            When you use the aid another action, you may
size category. It gains a +2 to Strength, a 1 to      choose one of the following benefits to give
Dexterity, a +1 to Constitution, a +4 size bonus on    the mechagen youre aiding, in addition to the
grapple checks, a +1 size bonus to Toughness,          normal benefit. The ally, foe, and controller must
a 4 size penalty on manipulation and Stealth          all be within 60 feet of one another.
checks, and a 1 size penalty to attack and
                                                       	 A single ally may apply its sneak attack
defense. You can take this feat multiple times.
                                                          damage to one designated foe, regardless of
Each time, it applies to a different companion.
                                                          whether or not that foe is flat-footed.
                                                       	 A single ally that is considered flat-footed
Force Stop (General)                                      against any foe is not considered flat-footed
                                                          for the rest of the round.
Prerequisites: Trained in the Drive skill
When you attempt a sideswipe stunt while in
vehicle mode or while driving a surface vehicle,       Improved Companion Form
you can force another vehicle to a stop by             (Controller)
nudging it with the Slamming attack maneuver           You may choose new alt forms for any of your
(see Attack Maneuvers). If you succeed in              current companions. They may have priority 1
pushing the other vehicle out of control, it instead   weapon alt forms. You can take this feat multiple
turns 90 across the front of your vehicle. You        times, each time increasing the priority of the
can then decelerate at your normal rate.               companions weapon alt form, or adding another
Humans may take this feat.                             priority 1 weapon alt form.
Mechagenesis                                                                                      PAGE 33
Improved Rush (General)                               Vehicular Combat (General)
Prerequisites: Strength +1                            Prerequisite: Trained in the Drive or Pilot skill
When you perform a rush you gain a +2 bonus           This feat works as described in True20 Adventure
on the opposed Strength check you make to             Roleplaying, except that mechagens can use it
push back the defender.                               while in their vehicle alt form. Taking this feat a
                                                      second time allows you to even negate critical
Humans may take this feat.
                                                      hits.
                                                      Humans may take this feat.
Linked Mind (Controller)
Your companions can act as a single entity.
Your companions can work together in battle to          Ordinary Vehicles
prevent the enemy from gaining advantage. As            Mechagens frequently encounter ordinary
long as they are within 60 feet of one another,         vehicles. Most often a mechagen will find
none of your companions can be caught flat-             itself driving among them, but sometimes he
footed unless they are all caught flat-footed.          might find himself in an all-out fight with them.
                                                        Ordinary vehicles are treated as constructs
                                                        for the purposes of characteristics, abilities
                                                        and immunities. However, vehicles are
Mechagen Companion (Controller)                         inanimate objects, which means that they
You gain a 1st-level mechagen companion,                require pilots to move and always fail saving
either humanoid or animal.                              throws, except for Toughness saves. They
                                                        follow the Toughness save rules for objects
                                                        (see Sundering in Chapter Six of True20
Ready Gunner (General)                                  Adventure Roleplaying).
PAGE 34                                                                                  Mechagenesis
Chapter Five: Special Powers
Using Special Powers                                  You use your effective total level in place of
                                                      adept levels when using your special power.
Special power use follows the normal rules for
                                                      Your effective total level is set by priority. See
determining your save Difficulty and fatigue
                                                      Table 1-3. A priority 2 power has an effective
save Difficulty. You use your effective total level
                                                      total level of 0 until the mechagen is at least
in place of adept levels for these calculations.
                                                      2nd level (since the effective level for a power of
Power checks, familiarity, fatigue, maintenance,
                                                      that priority is level  1). A priority 1 power has
concentration, and all other aspects of
                                                      an effective level of 0 until the mechagen is 3rd
supernatural power use apply to special power
                                                      level. Your power rank is equal to your effective
use. If your special power requires a Fortitude
                                                      total level +3.
Mechagenesis                                                                                     PAGE 35
Save Difficulty                                     larger than the largest component mechagen.
                                                    As a result, it gains the resulting size modifiers,
The base save Difficulty is equal to 10 plus half
                                                    damage, speed, and reach.
your total effective level (rounded up).
                                                    Level: The mechamerges level and combat
                                                    bonus is equal to that of the highest level
Key Ability                                         mechagen in the merge, plus 1 for each additional
The key ability of all mechagen special powers      mechagen.
is Intelligence. It takes a certain amount of       Quantum Energy Reserves: The mechamerge
processor speed to reroute quantum energy           has the current quantum energy reserves of
to the conduits that power your special ability.    the highest level component. It can spend
Smarter mechagens are better able to access         the quantum energy reserves of the another
these conduits.                                     component as well, but that takes 2 points of the
                                                    components quantum energy reserves for every
                                                    1 point given to the mechamerge.
Mechamerge                                          Abilities: The mechamerges ability scores
There is one special power that is not based        are the same as that of the component with
on a supernatural power: the ability to form a      the highest score in a particular ability, with the
mechamerge.                                         following modifications: Strength +5; Dexterity
You can merge with other mechagens to form          2; Constitution +5.
a giant robot. To participate in mechamerge,        Saves: The mechamerges base saving throws
each of the five component mechagens must           for Fortitude, Reflexes, and Will are calculated
have this special power. A Gargantuan or larger     using its level. It has the same good and normal
mechagen cannot take this special power. See        saves as those of the highest-level mechagen in
Mechamerge Rules, below.                            the merge. Use the torso sections armor bonus
Priority: 3.                                        for the mechamerges armor bonus.
                                                    Other: A mechamerge also gains access
                                                    to any feats, special powers or role abilities
Mechamerge Rules                                    of its components, and may use the special
A mechamerge is a giant robot formed from           powers of all of its components. If one or more
five components, each a mechagen with the           components have the same special power, the
mechamerge special power. To merge, all             powers stack with respect to duration only. The
five components must be within 30 feet of one       mechamerge uses the best skill checks of each
another. The components must choose a merge         of its components as well, applying any modifiers
point within 30 feet of any single component. The   resulting from the mechamerges new Strength,
merge point is where the mechamerge appears         Dexterity, and Constitution scores.
when it is formed. Merging is a standard action.    Gear: Given its larger size, a mechamerge
Components must delay their actions so that         cannot utilize any tech gear used by its
they may all merge on the same initiative. That     components. A mechamerge can use weapons
becomes the mechamerges initiative.                from the mechagens that form it, adjusted for the
Due to the infusion of quantum during a             increase in size.
mechamerge, a component that has been
damaged gets an automatic recovery check. A
                                                    Partial Mechamerge
mechagen may be repaired in this manner only
once per day. The resulting mechamerge has          A mechamerge can be formed with only four
the following characteristics:                      components instead of five, providing the torso
Size: A mechamerge is two size categories           isnt missing; however, it suffers the following
PAGE 36                                                                                Mechagenesis
penalties for doing so. The mechamerges size            Seizing Control      of a   Mechamerge
and level is the same as if it had been formed           A single component may attempt to seize control
with five components. A mechamerge missing               of a mechamerge. To do so, the component must
a leg moves at 1/4 its normal speed, while               declare its intention at the beginning of the round.
a mechamerge missing both legs can only                  If no other component objects, the declaring
crawl at 10 ft. per round. Its ability scores are        component controls the mechamerge for one
the same as that of the component with the               round. However, if one or more components
highest score in a particular ability, but with the      object to the seizure, the declaring component
following modifications: Strength +3, Dexterity          must make a Concentration check (Difficulty
4; Constitution +3.                                     10 +2 for each objecting component). If the
                                                         declaring component succeeds, it controls the
Damage                                                   mechamerge for one round. If it fails by less than
                                                         5, it can take only one action that round. However,
When a mechamerge disassembles, its number               if the declaring component fails its Concentration
of wounds and hurts is divided evenly among              check by 5 or more, the mechamerge is dazed
its components. A mechamerge that is reduced             for one round and can take no actions. A canny
to dying on the damage track automatically               component might intimidate the others into
disassembles. The components are distributed             submission by suggesting that resisting its
randomly within 30 feet of the mechamerges              control could spell doom for them all.
location and are reduced to dying.
A mechamerge may also spontaneously
disassemble if it fails a Difficulty 15 Fortitude save
after suffering a critical hit. Failure means that
it disassembles, its components are distributed
randomly within 30 feet of the mechamerges
location, and all of them are stunned for one
round.
Playing a Mechamerge
Mechagenesis                                                                                        PAGE 37
Chapter Six: Gear
Gear is the catchall term used for equipment,         always, your Narrator has final say as to what
weapons, and tech. The priority you devoted to        equipment is permitted.
gear tells you how many gear points you can           Utility gear is always linked to alt form. This
spend on utility gear, tech gear, and weapons.        means that it can only be used in that form. Most
The aesthetic traits of your characters weapons      utility gear is of little use in primary form anyway,
and equipment when in primary form are for you        except for maybe the spotlight and the winch and
to decide. Dont be confined by your analytic         cable. Furthermore, primary forms are meant for
programming, just convert the utility of items into   combat, and gear related only to your alt form
statistics. Be creative. That slug thrower could      is stowed away when you morph. Spotlights
be an exhaust pipe and that shield, a wheel or a      and winch and cable gear can be linked to the
satellite dish.                                       primary form for an extra gear point.
Utility Gear
Utility gear is the catch-all term used for gear
that is neither weaponry nor tech. Itll help keep
you from spinning in the mud, will allow you to           Getting New Gear
rappel down into the enemy base, or see a little          Most campaigns are set on Earth,
further in the dark when the power goes out.              where weapons made for mechagens
                                                          are hard to come by. Those mechagens
A vehicle may be equipped with other amenities            who were not built with silver servos in
and luxuries, such as headlights or a sound               their mouths can generally only acquire
system that are not accounted for in terms of             weapons in one of two ways: find them
game mechanics. Unless a piece of equipment               or build them. While hard to build and
is described in the follow sections, assume               not easy to find, there could be any
                                                          number of mechagen weapons lying
your alt form has any standard equipment that             about.
an ordinary version of its form would have. As
PAGE 38                                                                                   Mechagenesis
                                                          	 If your vehicle alt form is Huge or larger you
        TABLE 6-1: UTILITY GEAR
                                                             can use a hose in combat like a whip with
        Utility Gear                   Gear Point Cost
                                                             a range of 50 ft. You must have the Exotic
Autojacks                       2
                                                             Weapon Training (whip) feat to use it without
Fire Gear                       Varies*
                                                             penalty. You can only use a hose as a whip
Landing Pontoons                2
                                                             in primary form.
Landing Wheels                  2
Reinforced bumper               2                         	 If your vehicle alt form is Huge or larger you
Special Tires: All- Terrain     1                            can also use a hose to make a ranged attack
Special Tires: Puncture Proof   2                            that deals damage via a high-pressure blast
Spotlight                       1+**
                                                             of water. If your alt form is a ground vehicle,
VTOL                            5
                                                             you can store enough water in an internal tank
Winch and Cable                 2**
                                                             for 10 shots. Unlike other charged weapons,
                                                             you cannot reload this weapon with a clip;
*Some fire gear can double as weapons. The cost varies
depending on its capabilities.                               you must have a nearby water source. If you
**Spotlights, and winch and cable gear can be linked to      attach to a fire hydrant your water blast has
primary form for an extra gear point.                        unlimited charges but you cant move more
                                                             than 30 ft. from the hydrant. A fire boat has
Utility Gear Descriptions                                    an unlimited shot capacity, but it is restricted
                                                             in that the weapon can only be used in a
Autojacks: This equipment automatically raises               large body of water. A water blast deals +5,
the undercarriage of a vehicle and allows you to             +6, or +7 non-lethal conventional damage,
jump obstacles in your vehicle alt form without              modified by your size. You can link a water-
the need for a ramp or bump (see Driving and                 blast hose to your alt form as well as your
Piloting Maneuvers).                                         primary form.
Fire Gear: Your alt form is equipped as a                 	 Thus a fully rigged-up Huge fire engine with
firefighting vehicle. For 1 point, you have an               all fire gear available as weapons would
assortment of equipment that might be found on               need to assign 5 gear points to Utility Gear;
a fire vehicle such as tools, first aid kits, and 5          1 (for basic gear) + 1 (for a turntable ladder)
human-scale fire axes. If your alt form is a Huge            + 1 (for a primary form hose whip) + 2 (for a
or larger ground vehicle, you can also have an               water blast in both forms).
assortment of hoses and removable human-
scale ladders (2 ladders, +2 per size category            Turntable Ladder: Vehicle alt form only. Simple
above Huge). Some fire equipment can also                 melee weapon (club); Base damage +1 +3
be used as crude weapons. The fire gears                 extra = +4 conventional bludgeoning damage;
advantages and disadvantages as weapons are               Conventional Weapon (+3), Crude 1 to hit (+1),
listed below, along with their gear point costs.          Extra Damage +3 (3), Increased Range 50 ft.
                                                          (1), Turreted 360 (1); Cost 1.
	 A fire axe deals conventional damage and
   use the statistics of a normal battle axe. It          Hose Whip: Primary form only. Exotic melee
   does not scale to your size; its just a normal        weapon (whip); Crude 1 to hit (1), Increased
   fire axe.                                              Range 50 ft. (1); Cost 1.
	 If your vehicle alt form is Huge or larger             Ground Vehicle Water Blast, Linked to Both
   you can have telescopic turntable ladder               Forms: Base damage +3 +2 extra = +5 non-
   can reach height of 50 ft. and can be used             lethal conventional damage; Charged 10 shots
   to make conventional bludgeoning attacks               (+1), Conventional Weapon (+3), Extra Damage
   against any opponent within 50 ft. when                +2 (2), Integrated (1), Line Effect (2), Linked (1),
   youre in your vehicle alt form. The ladder            Mercy Weapon (+1); Cost 2.
   deals +4 conventional bludgeoning damage,              Ground Vehicle Water Blast, Linked to Vehicle
   modified by your size.                                 Alt Form Only: Base damage +3 +3 extra = +6
Mechagenesis                                                                                         PAGE 39
non-lethal conventional damage; Charged 10          you a +4 bonus to Drive checks to avoid nails,
shots (+1), Conventional Weapon (+3), Extra         caltrops or similar puncture hazards.
Damage +3 (3), Line Effect (2), Mercy Weapon
                                                    Snow Tires: This equipment grants you a +4
(+1); Cost 1.
                                                    bonus to Drive checks to avoid ice, oil slicks, or
Water Vehicle Water Blast, Linked to Both           similar slip hazards.
Forms: Base damage +3 +3 extra = +6 non-
                                                    Spotlight: Most vehicle alt modes have
lethal conventional damage; Conventional
                                                    headlights that illuminate a 50 ft. forward cone.
Weapon (+3), Extra Damage +3 (3), Integrated
                                                    This piece of utility gear is an extra spotlight
(1), Limited Environment water (+2), Line Effect
                                                    mounted on a swiveling base that illuminates a
(2), Linked (1), Mercy Weapon (+1); Cost 2.
                                                    50 ft. cone and can be directed in a 180 arc.
Water Vehicle Water Blast, Linked to Vehicle        For an extra gear point, you can have another
Alt Form Only: Base damage +3 +4 extra = +7         spotlight, or increase the arc of one spotlight to
non-lethal conventional damage; Conventional        360.
Weapon (+3), Extra Damage +4 (4), Limited
                                                    Winch and Cable: This equipment is a large
Environment water (+2), Line Effect (2), Mercy
                                                    metal spool to with up to 300 feet of wire cable.
Weapon (+1); Cost 1.
                                                    Once extended, the cable can be automatically
Landing Pontoons: While all aircraft or             rewound at a rate of 50 feet per round. The winch
spacecraft have some form of landing gear, this     has the same Strength score as the mechagen to
equipment lets you to land on the surface of a      which it is attached. The cable has a Toughness
body of water in vehicle mode. It also allows you   of +10 (+1 per size larger than Medium, 1 per
to travel up to your primary form speed while on    size smaller). If you have a winch and cable linked
the water.                                          to your primary form, you can use it in combat
Landing Wheels: Airborne vehicle alt forms          like a crude whip with a range of 50 ft. You must
come equipped with landing gear that lets them      have the Exotic Weapon Training (whip) feat to
taxi over land at 30 ft. per round at character     use it without penalty. You can only use your
scale. Landing wheels are enhanced versions of      winch and cable as a whip in your primary form.
standard aircraft landing gear, which allow you     Its advantages and disadvantages as a weapon
to taxi at twice that speed in vehicle alt form.    are listed below.
Reinforced Bumper: This equipment is                Cable Whip: Exotic melee weapon (whip);
mounted on the front and rear of your vehicle alt   Crude 1 to hit (+1), Increased Range 50 ft. (1),
form, cushioning blows when you are ramming         Integrated (1), Linked (1); Cost 3.
or being rammed. It gives a +1 bonus to armor       VTOL: With this equipment you can take off and
against forward and rear ramming attacks and        land vertically in your vehicle alt form without a
when taking damage from your own forward or         landing strip (and without needing to morph).
rear ramming attacks.                               You are also more maneuverable, gaining a +2
Special Tires: This equipment grants you a          bonus to Drive or Pilot checks during maneuvers.
bonus to your Drive or Pilot checks to avoid        Some vehicle alt forms, like harrier jets and
certain hazards while in your vehicle alt form.     helicopters, are already VTOL aircraft and do
You cannot have more than one set of special        not need this utility gear.
tires. A vehicle alt form without wheels cannot
use special tires.
All-Terrain Tires: This equipment grants you a +2
bonus to Drive checks to avoid any land-based
terrain hazard.
Puncture Proof Tires: This equipment grants
PAGE 40                                                                                Mechagenesis
Tech Gear                                                       TABLE 6-2: TECH GEAR
Whereas special powers fill the True20 niche of                 Tech Gear               Gear Point Cost
supernatural powers, tech gear takes the place        Infrared Dampers            3
of many extraordinary abilities that are not tied     Infrared Sensors            2
to specific roles. For mechagens that want long-      Lab Bay                     3
range scanners, internal repair bays, and high-       Lab Tools 1-5               1-5
power computer processing, tech gear is the           Long-Range Visual 1-5       1-5
way to go.                                            Low-Light Sensors           1
Most tech gear needs to be activated before you       Motion Sensors              4
can use it. The action required to activate and       Quantum Radar 1-5           6-10
deactivate a piece of tech gear is given in its       Quantum Radar Jamming       6-10
description. Furthermore, most tech gear is linked    Quantum Sensors             5
to alt form by default. This means that it can only   Radar/Sonar 1-5             1-5
be used in that form. Primary forms are meant         Radar/Sonar Jamming 1-5     1-5
for combat, surrounding sensitive equipment like      Radio Communication         1-5
tech gear with armor and defensive mechanisms.        Repair Bay                  5
There are exceptions, of course.                      Repair Tools 1-5            2-10
	 Lab Tools, Low-Light Sensors, and Repair           Stealth Skin                5
   Tools are linked to primary and alt forms by
   default. If you have them you can use them
   regardless of what form you are in, at no          Tech Gear Descriptions
   extra cost.                                        Infrared Dampers: Infrared dampers shield your
	 Infrared Dampers, Infrared Sensors, Motion         quantum energy and any other byproduct heat,
   Sensors,      Radar/Sonar,       Radar/Sonar       and are therefore you not able to be detected
   Jamming, Radio Communication, and Stealth          by the Blindsense abilities of mechagens with
   Skin are linked to alt form by default. You        infrared sensors. Mechagens with quantum
   can link them to primary form for 1 extra gear     sensors and quantum radar can still detect you,
   point.                                             however. Infrared dampers are considered to be
                                                      always active.
	 Lab Bays, Long-Range Visual, Quantum
   Radar, Quantum Radar Jamming, Quantum              Infrared Sensors: These sensors allow you to
   Sensors, and Repair Bays are linked to alt         view the world in the infrared spectrum. Its range
   form by default. Space is at a premium inside      and spotting ability is identical to your normal
   of a mechagens chassis in primary form, thus      vision, but otherwise ignores all shadows,
   delicate sensor equipment and large rooms          incorporeality, fog, and other concealment.
   are far more difficult to fit in. You can link     Mechagens quantum generators create
   them to primary form for double the normal         noticeable pinpoint areas of heat that make it very
   gear point cost.                                   difficult for them to hide from infrared sensors.
                                                      You have the equivalent of the Blindsense ability
                                                      with regards to living creatures and mechagens.
                                                      Activating infrared sensors is a free action.
                                                      Lab Bay: A lab bay gives a +4 bonus to
                                                      Knowledge checks made within, and also
                                                      generates enough raw materials to perform
                                                      experiments on a regular basis. Lab bays are
                                                      considered to be always active when you are in
                                                      any form they are linked to.
Mechagenesis                                                                                       PAGE 41
Lab Tools: Lab tools are necessary to do any          Quantum Radar: As radar, except that the
scientific research. You have, built in, the basic    signal cannot be disrupted by barriers and it
equipment necessary to perform experiments            detects mechagens only. Quantum radar can
for any scientific Knowledge skill in which you       be used underwater as a form of mechagen-
are trained. If you are trained in Knowledge          only sonar. Additionally, quantum radar can
(earth sciences), for example, you might have         detect signatures lower to the ground. Each
equipment that lets you take geologic core            point by which the rating of the radar increases
samples, barometric readings, and so on.              gives your radar another 50 miles of range and
Activating lab tools is a move action, but getting    lowers your minimum detection height by 50
results from them make take considerably              ft. Level 5 quantum radar can therefore detect
longer. See the description of the Knowledge          ground-level mechagens 250 miles away. You
skill in Chapter Four for more information.           are considered to have the Blindsight ability
Long-Range Visual: This tech gear includes            with regards to other mechagens only, and can
long-range telescopes, aerial spy equipment,          even detect incorporeal mechagens. Activating
and space-scale observation equipment. Long-          quantum radar is a full-round action.
range visual 1 allows you to target specific areas    Quantum Sensors: The quantum generators
on-planet from as far away as 10 miles. As long       in every mechagen give off a unique energy
you have line of sight to the area and the events     signature that is nearly impossible to hide. Not
being watched occur within the designated             only do quantum sensors make invisibility,
area (a 100-ft. radius), you may make sight-          incorporeality, darkness, and most kinds of
based Notice checks as if you were present at         concealment irrelevant when other mechagens
the scene. Each point by which the rating of the      are concerned. You have blindsight within
long-range visual sensor increases gives you          100 ft. with respect to other mechagens, and
another 10 miles of range and another 100-ft. to      you automatically know the damage condition
your radius. Long-range visual may also be used       of other mechagens within 100 ft. Activating
to detect spacecraft and observe the movement         quantum sensors is a full-round action.
of celestial bodies. Activating long-range visual
                                                      Radar/Sonar Jamming: You can jam radar,
is a full-round action.
                                                      either from human devices or from other
Low-Light Sensors: Low-light sensors give             mechagens with radar. Jamming radar is an
you the ability to see twice as far as normal         opposed Computers skill check between you and
in starlight, moonlight, and similar conditions       any radar operators who might detect you. Each
of shadowy illumination. You may retain the           point by which the rating of your radar jamming
ability to distinguish color and detail under these   increases gives you a +2 bonus on Computers
conditions. This tech gear replaces the Night         checks to successfully jam radar. If you succeed,
Vision feat for mechagen characters. Low-light        you have successfully jammed your opponents
sensors are considered to be always active.           radar and they detect nothing. If you fail by less
Motion Sensors: One step up from infrared             than 5, you have still jammed the enemy radar,
sensors, motion sensors use a short-range             but they detect a radar void and its obvious to
sonic effect to detect movement and objects,          them that they are being jammed. If you fail by 5
regardless of available light and heat. You are       or more, your jamming attempt fails completely.
considered to have the Blindsight ability, but you    Sonar jamming works the same way, but only
cannot detect an incorporeal target. Activating       in water. Activating radar or sonar jamming is a
motion sensors is a move action.                      full-round action.
Quantum Radar Jamming: As radar jamming,              Radar/Sonar: You can detect Large or larger
except you can jam quantum radar and quantum          airborne objects within 50 miles. Objects must
sensors. Activating quantum radar jamming is a        be flying higher than 250 ft. above ground level
full-round action.                                    in order to register on radar, and mountains,
PAGE 42                                                                                 Mechagenesis
buildings, and other barriers disrupt the radar      are allowed a Stealth check opposed by the
signal. Each point by which the rating of the        radar mechagens Notice check (with a range
radar increases gives your radar another 50          penalty to the Notice check of 1 for every mile
miles of range and provides a +2 bonus on            of distance). Stealth skin is considered to be
Computers checks to overcome radar jamming.          always active when you are in any form they are
You are considered to have the Blindsight            linked to.
ability, but cannot detect incorporeal targets.
Sonar functions identically to radar, but detects
Large or larger bodies in water. Activating radar    Shields
or sonar is a full-round action.                     Mechagen shields can block fast projectiles like
Radio Communication: You can boost your              bullets and even energy weapons. The dodge
normal radio range to 50 miles, and you have         bonus is based on the type of shield, which is
a +2 bonus on Computers checks to encrypt            also relative to the size of the mechagen for
your radio communication or jam anothers            which it was designed: buckler +1 dodge bonus,
communication. Each point by which the rating        standard +2 dodge bonus, tower +3 dodge
of the radio communication increases gives           bonus.
your radio another 50 miles of range and             A smaller mechagen seeking cover behind
another +2 on Computers checks to encrypt or         another mechagens shield gains a dodge
jam communications. Other mechagens within           bonus as if the shield were the next largest
100 ft. who have line of sight to you can also       shield type. Likewise a larger mechagen seeking
make use of your radio range if it is active and     cover behind another mechagens shield gains
you allow it (a free action). The radio signals      a dodge bonus as if the shield were the next
can be intercepted by other radio receivers,         smallest shield type (minimum +0). The bonuses
including other mechagens with this ability. The     are cumulative, so a Large mechagen taking
communication can be encrypted at your option.       cover behind a Gargantuan mechagens buckler
An enemy trying to decrypt a communication           treats the shield as a tower shield  the Large
must succeed on an opposed Computers check           mechagen is two size categories smaller than
with you. You can also jam radio communications      the shields owner, so he gains the benefit as if
with an opposed Computers check, either              the shield was two size categories larger.
against another mechagen with this ability or
against a human radio operator. Activating radio     Mechagen shields otherwise follow the normal
communications is a full-round action.               rules for shields described in True20 Adventure
                                                     Roleplaying.
Repair Bay: A repair bay gives a +4 bonus to
Craft checks made within, and also contains          Cost: A shield has a gear point cost equal to the
enough self-replenishing raw materials to create     dodge bonus it provides.
weapons or tech with gear point costs of 5 or
less. Repair bays are considered to be always
active when you are in any form they are linked
to.
Repair Tools: Repair tools are necessary to
perform most Craft tasks. Activating repair
tools is a move action, but getting results from
them make take considerably longer. See the
description of the Craft skill in Chapter Four for
more information.
Stealth Skin: Stealth skin allows you to avoid
detection by radar when you are airborne. You
Mechagenesis                                                                                  PAGE 43
Weapons                                                For example, if a Large mechagen picks up a
                                                       Huge fallen comrades machine pistol, he has a
Weapons in Mechagenesis use the same                   2 to his attack roll with that weapon because it
categories as laid out in True20 Adventure             was designed for a bigger bot. If the weapon was
Roleplaying: simple, martial, firearms, and exotic.    a rifle, however, the Large mechagen wouldnt
Improvised weapons (like telephone poles, etc.)        be able to use it at all; its a longarm designed for
do conventional damage, so a mechagens                 a Huge mechagen, and thus requires two Huge
damage reduction applies to such weapons (this         hand to wield it.
is a departure from the normal rules for DR).
                                                       Because the weapon was designed for another
The sample firearms on Table 6-3 consists only         mechagen, his nanomechs dont recognize it as
of mechagen-specific firearms. Use the weapons         part of him. A mechagen who intends to keep
provided in True20 Adventure Roleplaying and           a borrowed weapon must buy off its gear point
the True20 Companion for other simple, martial,        cost through the use of the Gear Point upgrade.
and exotic weapons.                                    Until that time, the weapon is not automatically
                                                       accounted for when the mechagen assumes
                                                       his alt form. It simply falls to the ground when
Weapons Gear Point Cost                                he morphs and must be physically loaded into
When you allot gear points to weapons, you             his alt forms cargo area by another party. The
must decide which form the weapon is linked            only exceptions to this rule are simple weapons.
                                                       Since they have a 0-point cost, they are generic
to. A weapon linked to a specific form is made
                                                       enough to be recognized by a mechagens
for use in that form, and is inaccessible while
                                                       nanomechs.
you are in your other form (unless you take the
Linked advantage). Many mechagens use up               If you lose one of your own non-integrated
parts of their alt forms as melee weapons in their     weapons, it can be rebuilt using the Craft
primary forms (a snowplow that becomes an axe          (mechagen tech) skill. Your nanomechs
blade, for instance, or an animal alt form tail that   automatically recognize a rebuilt weapon.
becomes a whip). The cost of a weapon, in gear
points, varies depending on its type.
                                                       Weapon Damage
Simple Weapons: Simple weapons are available
to any mechagen at no point cost.                      Normal weapon damage in True20 and the
                                                       damage listed on Table 6-3 assume a wielder
Martial Weapons: A martial weapon may be               with a size category of Medium. For every size
selected for 1 gear point.                             category above Medium, increase the damage
Exotic Weapons: An exotic weapon may be                by +1. Likewise, for every size category below
selected for 1 gear point.                             Medium, decrease the damage by 1. Thus a
                                                       sword (+3 damage) sized for a Large character
Firearms: Firearms have varying individual             would do +4 damage, and a sword sized for a
costs, as shown on Table 6-3.                          Small character would only do +2 damage. When
Using Another Mechagens Weapons                       a mechagen with a weapon alt form resizes to fit
                                                       the hand of his wielder his damage increases
Any weapon without the Integrated advantage            or decreases according to the wielders size as
can be removed from a mechagen and used by             well.
another.
                                                       If you are using the firearms modification rules
A mechagen wielding a weapon designed for              (see Get Your Guns), the damage adjustment
a larger or smaller mechagen has a 2 penalty          for size has no effect on the weapons gear point
per size category difference. Depending on the         cost.
weapons design features, the other mechagen
may not be able to use the borrowed weapon at
all.
PAGE 44                                                                                    Mechagenesis
                                 TABLE 6-3: SAMPLE FIREARMS
Weapon               Cost Damage Damage Type   Critical            Range Increment   Minimum Range   Area
Autoblaster          6    +6     Quantum       20/+1 roll          150 ft.                          
Carbine
Autoblaster Pistol   4    +4     Quantum       20/+1 roll          100 ft.                          
Autoblaster Rifle    7    +6     Quantum       20/+1 roll          200 ft.                          
Blaster Carbine      2    +4     Quantum       20/+1 roll          150 ft.                          
Blaster Pistol       1    +3     Quantum       20/+1 roll          100 ft.                          
Blaster Rifle        4    +5     Quantum       20/+1 roll          200 ft.                          
Flame Thrower        2    +7     Fire                                                             70 ft. line
Machine Gun          6    +5     Quantum       20/+1 roll          200 ft.                          
Missile Launcher     7    +13    Quantum                          100 ft.           100 ft.         130 ft. diameter
Needle Blaster       6    +4     Quantum       19-20/+2 rolls      100 ft.                          
Salvo Launcher       7    +10    Quantum                          100 ft.           50 ft.          100 ft. diameter
Shell Launcher       9    +8     Quantum                          200 ft.           50 ft.          80 ft. diameter
Slugthrower Pistol   1    +4     Quantum       20/+1 roll          100 ft.                          
Slugthrower Rifle    3    +5     Quantum       20/+1 roll          150 ft.                          
Torpedo Launcher     5    +13    Quantum                          100 ft.           100 ft.         130 ft. diameter
Cost: This is the weapons cost in gear points.                 Description: You are free to describe the
                                                                appearance, effects, and use your weapon as
Damage: The damage done by the weapon,                          you see fit. A blaster rifle might just be a quantum
assuming the weapon is designed for a Medium                    laser, or it could be a fusion cannon that slams
character. Mechagen firearm damage is further                   your target with the power of a miniature sun.
increased or decreased based on the size of the
wielder for whom it was designed (see Weapon
Damage).                                                        Firearm Descriptions
Critical: This lists the critical threat range and              Autoblaster Carbine: A short-range quantum
how many rolls on Table 6-4 Critical Hit table                  automatic blaster rifle. Autofire (2), Extra Damage
the weapon causes. If youre using a weapon                     +3 (3), Increased Range +50 ft. (1), Longarm
from another True20 source, the number of rolls                 (+1); Cost 6.
is equal to the critical hit damage bonus 2.
                                                                Autoblaster Pistol: With all the versatility and
Type: Describes the type of damage done.                        concealability of a blaster pistol, but allowing for
Quantum lasers, quantum slugs, and quantum                      autofire, the automatic blaster pistol is a popular
explosives bypass the damage reduction of                       weapon. Autofire (2), Extra Damage +1 (1); Cost
mechagens. Conventional weapons do not.                         4.
Mechagenesis                                                                                                   PAGE 45
Autoblaster Rifle: This two-handed weapon             and cannons found on armored Earth vehicles.
maximizes damage potential and range, while           Area Effect (4), Extra Damage +5 (5), Increased
allowing for autofire. Autofire (2), Extra Damage     Range +100 ft. (2), Longarm (+1), Minimum
+3 (3), Increased Range +100 ft. (2), Longarm         Range 50 ft. (+1), Slugthrower 10 shots (+1);
(+1); Cost 7.                                         Cost 9.
Blaster Carbine: This is the single-shot cousin       Slugthrower Pistol: This weapon is usually
of the automatic blaster carbine. Extra Damage        used to deliver solid, hard-hitting projectiles. It
+1 (1), Increased Range +50 ft. (1), Longarm          is very similar in design to Earth firearms. It can
(+1); Cost 2.                                         also be used with hollow shells to deliver special
                                                      substances. Extra Damage +1 (1), Slugthrower
Blaster Pistol: This is the basic weapon from
                                                      10 shots (+1); Cost 1.
which all other weapons are designed. No
advantages or disadvantages; Cost 1.                  Slugthrower Rifle: This weapon is the larger
                                                      cousin of the slugthrower pistol. Extra Damage
Blaster Rifle: This single-shot rifle packs a
                                                      +2 (2), Increased Range +50 ft. (1), Slugthrower
punch and has more range than a pistol or
                                                      10 shots (+1); Cost 3.
carbine. Extra Damage +2 (2), Increased Range
+100 ft. (2), Longarm (+1); Cost 4.                   Torpedo Launcher: Torpedoes work just like
                                                      missiles, except that they only work underwater.
Flame Thrower: This volatile weapon deals
                                                      Extra Damage +10 (10), Fire-And-Forget (4),
conventional fire damage instead of quantum
                                                      Limited Environment Water (+2), Longarm (+1),
damage. Charged 10 shots (+1), Line Effect (2),
                                                      Minimum Range 100 ft. (+6), Slugthrower 10
Conventional Weapon Fire (+3), Extra Damage
                                                      shots (+1); Cost 5.
+4 (4), Longarm (+1); Cost 2.
Machine Gun: This primitive but versatile
weapon works like the slugthrower, except that it     Reloading Firearms
allows for autofire and holds 20 shells in a single   One of the benefits of blaster weapons is that they
clip. Autofire (2), Extended Clip +10 shots (1),      never need to be reloaded. They are powered by
Extra damage +2 (2), Increased Range +100 ft.         the mechagens internal quantum generator and
(2), Slugthrower 10 shots (+1), Longarm (+1);         thus never run out of power. Some firearms utilize
Cost 6.                                               a clip or magazine, however, which generally
Missile Launcher: Missile launchers lob high-         contains 10 rounds. Once a clip is depleted, it
explosive missiles at a target. They are among        must be reloaded as a standard action. Bows
the most devastating battlefield weapons. Extra       and light crossbows can be reloaded as a move
Damage +10 (10), Fire-And-Forget (4), Longarm         action, and heavy crossbows can be reloaded as
(+1), Minimum Range 100 ft. (+6), Slugthrower         a full-round action. Mechagens that carry such
10 shots (+1); Cost 7.                                weapons usually carry 10 clips or 20 arrows or
                                                      bolts.
Needle Blaster: A needle blaster is a blaster rifle
with a thin, highly concentrated beam designed to
punch through mechagen armor. Armor Piercing          Critical Hits
3 (3), Extra Critical +1 (1), Extra Damage +1 (1),
Increased Critical +1 (1), Longarm (+1); Cost 6.      Mechagens, unlike most machines, are subject
                                                      to critical hits. When a mechagen suffers a
Salvo Launcher: This fearsome weapon                  critical hit, he sustains normal weapon damage.
launches a barrage of small missiles at a target.     In addition, however, the mechagen must roll on
Autofire (2), Extra Damage +7 (7), Longarm            Table 6-4. A critical hit with a +1 weapon causes
(+1), Minimum Range 50 ft. (+1), Slugthrower          one roll, a +2 weapon causes two rolls, etc. If
10 shots (+1); Cost 7.                                youre using a weapon from another True20
Shell Launcher: A shell launcher is a mechagen        source, the number of rolls is equal to the critical
weapon that works very much like the turrets          hit damage bonus 2.
PAGE 46                                                                                  Mechagenesis
Critical Hit Descriptions                              Motion Regulator: The mechagens internal
Articulation Servos: The articulation servo            motion regulator is damaged, reducing his
in one of the mechagens arms is damaged.              base movement in all forms by one-half. If this
He suffers a 4 penalty to all attacks and skill       component is already damaged, the mechagen
checks involving the use of the arm. This result       becomes unable to move except with a 10-ft.
is cumulative each time this component is              crawl as a full-round action.
damaged.                                               Quantum Energy Leak: The mechagens
Cracked Chassis: The mechagens damage                 quantum energy container is breached. He
reduction/quantum energy is reduced to 2. If this      suffers 1 point of Constitution damage and must
component is already damaged, the mechagen             make a Fortitude save with a Difficulty equal to 10
instead suffers +3 damage.                             + damage dealt, or be stunned for one round.
Data Processor: The mechagens internal data           Quantum Generator: The mechagens quantum
pathways are damaged. He suffers 1 point of            generator housing is damaged. The mechagen
Intelligence damage, and must make a Will save         can only take a single action per round until
with a Difficulty equal to 10 + damage dealt,          the housing is repaired. If this component is hit
or immediately lose all ranks in one randomly          again, the generator explodes, dealing quantum
determined skill for 24 hours.                         energy damage to the mechagen and nearby
Gyroscope: The mechagens gyroscope                    characters. The explosion deals +10 quantum
is damaged, throwing him off balance. The              damage, +1 per level of the mechagen to all
mechagen suffers 1 point of Dexterity damage,          creatures in a radius of 10 ft. per level of the
and must make a Reflex save with a Difficulty          mechagen. The mechagen itself automatically
equal to 10 + damage dealt, or immediately fall        takes the damage; other creatures in the radius
prone. The result is cumulative each time this         may make a Reflex saves (Difficulty 10 + 1/2
component is damaged.                                  level of the mechagen) for half damage.
                                                       Sensors: The mechagen loses the use of a
                                                       sensor system like infrared or radar, or one
        TABLE 6-4: CRITICAL HITS                       of his senses, such as sight or hearing. The
Roll                      Damage                       damaged system is determined randomly. The
1                         Sensors                      system remains inoperable until it is repaired. If
2-3                       Gyroscope                    all sensors are destroyed, the mechagen instead
4-5                       Motion Regulator             suffers +3 damage.
6-9                       Data Processor
                                                       Weapon System: One mounted weapon is hit
10-12                     Articulation Servos
                                                       and damaged, along with one round of ammo.
13-15                     Quantum Energy Leak
                                                       Explosive ammo goes off, doing one-half normal
16-17                     Weapon System
                                                       damage to the mechagen. If a mechagen does
18                        Cracked Chassis
                                                       not have any mounted weapons, the mechagen
19                        Morph Actuator
                                                       instead suffers +3 damage.
20                        Quantum Generator
Mechagenesis                                                                                      PAGE 47
Get Your Guns                                         you and your allies as well as your enemies.
The basic, standard-issue mechagen weapon is          This weapon requires no attack roll to hit, so
the blaster pistol, which has a gear point cost       it does not threaten a critical hit. This weapon
of 1. You can design your own weapons from            cannot have the Extra Critical or Increased
that basic form using the rules presented here.       Critical advantages.
An advantage makes a weapon more effective,           Gear Point Cost: 4 points.
but increases its gear point cost. A disadvantage
makes a weapon less effective, and decreases
its gear point cost. A weapon cannot be reduced       Armor Piercing (Advantage)
to a gear point cost of less than 1 through the
                                                      The weapon can penetrate armor. The opponents
use of disadvantages. All of the sample firearms
                                                      armor is treated as being 1 point lower than
on Table 6-3 were designed using these rules. If
                                                      it actually is, to a minimum of +0. This is not
you import firearms from other sources, you can
                                                      extra damage, and therefore has no effect on
use the advantages and disadvantages below to
                                                      opponents with no armor bonus to Toughness.
determine an appropriate gear point cost.
                                                      This advantage can be taken multiple times,
                                                      ignoring 1 additional point of armor.
Ability Damage (Disadvantage)                         Gear Point Cost: 1 point per point of armor
The weapon does not deal physical damage.             ignored.
Instead, it decreases an opponents Strength or
Dexterity. You choose the ability affected when
                                                      Autofire (Advantage)
you choose this disadvantage. You can describe
your weapon in any way you see fit; a weapon          The weapon is capable of full automatic fire. See
that does Strength damage could be a local            the Autofire rules in True20. If this advantage is
gravity enhancer or a weapon that does Dexterity      applied to a weapon with the Slughthrower or
damage might be gyroscopic inhibitor, etc. If hit     Charged disadvantage, each use of autofire
by this weapon, the target must succeed on a          expends 10 rounds from the weapon.
Fortitude save equal to 10 + the weapon damage        Gear Point Cost: 2 points.
or take 1 point of ability damage. You do not roll
on the Critical Hits table if you score a critical
hit with this weapon. Instead, the target takes       Belt Feed (Advantage)
an extra point of ability damage. If you add the
Extra Critical advantage to this weapon, it deals     The weapon has a belt feed to the clip, which
an extra point of ability damage on a critical hit.   allows for 100 rounds to be fired before
                                                      reloading. Belt feeds must be reloaded as a
Gear Point Cost: +1 point.                            full-round action instead of a move action. This
                                                      advantage can only be applied to weapons with
                                                      the Slugthrower or Charged disadvantage. The
Area Effect (Advantage)                               Extended Clip advantage cannot be applied to a
The weapon is an area effect weapon. Instead of       belt-fed weapon.
making an attack roll to hit, all targets within an   Gear Point Cost: 2 points.
area must succeed on a Reflex saving throw or
take damage. Any target who makes the saving
throw instead takes half damage. The area             Charged (Disadvantage)
effect is a diameter in feet equal to the weapons
damage x10. High explosives such as these             The weapon is not charged by your internal
are best used for long-range combat. In close         quantum generator. This weapon carries a clip
combat, great care must be taken with area            with 10 rounds, which must be reloaded as a
effect weapons as they could easily eliminate         standard action once depleted. A weapon with
                                                      the Slugthrower disadvantage cannot also have
PAGE 48                                                                                 Mechagenesis
the Charged disadvantage, since a limited shot         Crude (Disadvantage)
capacity is already assumed.
                                                       This weapon is a terrible example of mechagen
Gear Point Cost: +1 point.                             technology. Its shoddy construction provides its
                                                       wielder with a 1 penalty to hit. A crude shield
                                                       has an armor check penalty one higher than
Concealed (Advantage)                                  normal.
You can conceal a weapon while in the form that        Mechagens with weapon alt forms cannot take
it is linked to. Revealing the weapon to bring it      this advantage for their alt form; they are never
to bear is a standard action, unless you have          crude implements.
the Ready Gunner feat, in which case bringing
it to bear is a move action. The nature of the         Gear Point Cost: +1 point.
concealment is up to you; the weapon could
simply be disguised as part of your alt form,
                                                       Crystallizer (Disadvantage)
or it could be physically concealed in a secret
compartment. Detecting a concealed weapon              The weapon fires a substance that makes
is a Difficulty 20 Notice check. If you apply this     the opponents metal skin extremely brittle. A
advantage to a Linked weapon, it only applies to       crystallizer may fire a blast of liquid nitrogen, or
the weapon while you are in one form. To make          emit sonic frequencies that temporarily disrupt
this weapon concealable in all forms, it costs         a materials molecular bonds. A successful hit
extra.                                                 with this weapon forces your opponent to make
                                                       a Fortitude save with a Difficulty equal to 10 +
Gear Point Cost: 1 point, +1 per additional
                                                       the weapons damage. If your opponent fails the
form.
                                                       save, his Toughness is reduced by 2 for 1 round.
                                                       If he fails the save by 5 or more, his Toughness
Cone Effect (Advantage)                                is reduced by 3. If you score a critical hit with
                                                       this weapon, you do not roll on the Critical Hits
The weapon affects a 90 cone in front of you.         table. Instead, the effect lasts for an extra round.
Instead of making an attack roll to hit, all targets   If you add the Extra Critical advantage to this
within the cone must succeed on a Reflex saving        weapon, the effect lasts an additional round on
throw or take damage. Any target who makes             a critical hit. Thus if you have a crystallizer with
the saving throw instead takes half damage. The        Extra Critical +2, your opponents armor would
cone length is equal to the weapons damage            be reduced for 3 rounds on a critical hit.
x10 ft.
                                                       Gear Point Cost: +1 point.
This weapon requires no attack roll to hit, so
it does not threaten a critical hit. This weapon
cannot have the Extra Critical or Increased            Decreased Range (Disadvantage)
Critical advantages.
                                                       The weapon has a lower range than normal. The
Gear Point Cost: 3 points.                             base mechagen weapon has a range increment
                                                       of 100 ft. This advantage can be taken multiple
                                                       times, each time decreasing the range increment
Conventional Weapon
                                                       by 20 ft.
(Disadvantage)
The base mechagen blaster deals quantum                Gear Point Cost: +1 point per 20 ft. decrease in
damage; this weapon deals conventional or              range increment.
non-quantum energy damage (such as fire, cold,
sonic, etc.). Thus, mechagen damage reduction
or energy resistance applies to attacks made by
this weapon.
Gear Point Cost: +3 points.
Mechagenesis                                                                                      PAGE 49
Entangler (Disadvantage)                               Extra Damage (Advantage)
An entangler fires a cable net, an energy grid, a      The weapon does and additional +1 damage.
wad of sticky webbing, or even a blast of ice that     You can take this advantage up to 5 times.
envelops and entangles the target. An entangled        Gear Point Cost: 1 point per +1 damage.
creature takes a 2 penalty on attack rolls and
a 2 penalty on Dexterity, can move at only half
speed, and cannot charge or run. If the entangled      Fire-and-Forget (Advantage)
creature attempts to use a special power, he
must make a Difficulty 15 Concentration check          The weapon fires missiles that can independently
or be unable to use the power effectively. An          acquire targets. Prior to firing a missile, you must
entangled creature can escape with an Escape           spend a full-round action acquiring a target. On
Artist check as a full-round action (Difficulty 15     the following round, you can fire the missile as
+ weapon damage). The entangling substance             a free action. The missile then travels 1,000 ft.
has a Toughness equal to the weapon damage.            (20 squares at surface scale or 2 at air scale)
An entangled creature can deal unarmed attack          each round until it hits its designated target or
damage in an attempt to break free by scoring a        runs out of fuel. A missile has enough fuel to
Wounded or better result against the entangling        travel for 5 rounds. When the missile enters the
substance. This is also a full-round action. If you    targets space, the wielder makes an attack roll.
score a critical hit with this weapon, you do not      A success means the missile deals damage to
roll on the Critical Hits table. Instead, the weapon   the target as normal. This advantage can only
damage increases by +3.                                be applied to weapons with the Slugthrower
                                                       disadvantage.
Gear Point Cost: +1 point.
                                                       Gear Point Cost: 4 points.
PAGE 50                                                                                   Mechagenesis
Increased Range (Advantage)                            This weapon requires no attack roll to hit, so
                                                       it does not threaten a critical hit. This weapon
The weapon has a greater range than normal.
                                                       cannot have the Extra Critical or Increased
The base mechagen weapon has a range
                                                       Critical advantages.
increment of 100 ft. This advantage can be taken
multiple times, each time increasing the range         Gear Point Cost: 2 points.
increment by 50 ft.
Gear Point Cost: 1 point per 50 ft. increase in        Linked (Advantage)
range increment.
                                                       The weapon is linked to your primary form as
                                                       well as your alt form(s), allowing you to use it
Integrated (Advantage)                                 regardless of which form you are in.
The weapon is integrated into your primary form,       Gear Point Cost: 1 point per additional form.
and cannot be removed. This advantage need
only be applied to primary form weapons, as alt
form weapons are automatically considered to           Longarm (Disadvantage)
be integrated. You must decide when you take           The weapon requires two hands to use thus can
this advantage where the weapon is located.            only be selected for primary form weapons. Since
The choices are: arm, torso, hip, shoulder, and        it requires hands to use, this weapon cannot
head.                                                  have the Integrated advantage. If linked to an alt
Gear Point Cost: 1 point.                              form, the Linked gear point cost cancels out this
                                                       disadvantage; the weapon requires hands when
                                                       you are in primary form but is attached to your
Less Damage (Disadvantage)                             alt form.
The weapon does 1 less point of damage, to a           Gear Point Cost: +1 point.
minimum of +0 damage. Since the base blaster           Masterwork (Advantage)
pistol does +3 damage, this disadvantage can
only be taken three times.                             This weapon is a fine example mechagen
                                                       technology. Its elegant construction provides
Gear Point Cost: +1 point per 1 damage.               its wielder with a +1 bonus to hit. A masterwork
                                                       shield has an armor check penalty one lower
Limited Environment                                    than normal.
(Disadvantage)                                         Mechagens with weapon alt forms cannot take
The weapon only works in a particular                  this advantage for their alt form; they must use the
environment, such as outer space or underwater.        Masterwork upgrade for that (see Upgrades).
This disadvantages gear point bonus can vary          Gear Point Cost: 1 point.
depending on the environment required, but is
always at least +2.
                                                       Mercy Weapon (Disadvantage)
Gear Point Cost: +2 points or more.
                                                       The weapon is not designed to kill, and inflicts
                                                       only non-lethal damage. If you score a critical hit
Line Effect (Advantage)                                with this weapon, you do not roll on the Critical
                                                       Hits table. Instead, the target takes an extra +3
The weapon affects a line 10 ft. wide in front of
                                                       damage like a normal critical hit.
you, with a length equal to the damage x10 ft.
Instead of making an attack roll to hit, all targets   Gear Point Cost: +1 point.
in the line must succeed on a Reflex saving
throw or take damage. Any target who makes
the saving throw instead takes half damage.
Mechagenesis                                                                                      PAGE 51
Minimum Range (Disadvantage)                            be reloaded as a standard action once depleted.
                                                        A slugthrower cannot also have the Charged
The weapon fires missiles that have to travel a         disadvantage, since a limited shot capacity is
bit before reaching their maximum potential, or         already assumed.
is a blaster weapon that has a minimum distance
at which it can focus its beam. Either way, the         Special: A slugthrower can be loaded with special
weapon has a minimum effective range. The               payloads instead of their normal damaging
minimum range begins at 50 feet; each 10 feet           rounds. A slugthrower weapon can be loaded
closer to the target you are imposes a 2 penalty       with special slugs that replicate the effects of
to your attack roll. This disadvantage can be           the Crystallizer, Entangler, Slick, and Smoke
taken multiple times, each time increasing the          disadvantages.
minimum range by 10 feet.                               Gear Point Cost: +1 point.
Gear Point Cost: +1 point, +1 point per extra
10 ft.
                                                        Smoke (Disadvantage)
                                                        This weapon does not do any direct damage;
Scatter (Advantage)                                     instead it releases a cloud of smoke that
This weapon provides a +2 bonus to hit because          expands out in a diameter spread that provides
its effect scatters across a wide area. The effect of   concealment. The diameter in feet is equal to
the gun depends on its nature; a scatter weapon         the weapons damage x5. The smoke persists
with the Slughthrower disadvantage might fire           for 1 minute (10 rounds).
high-velocity shot like a shotgun, whereas a            This weapon requires no attack roll to hit, so
blaster may fire expanding ball of superheated          it does not threaten a critical hit. This weapon
plasma.                                                 cannot have the Extra Critical or Increased
Gear Point Cost: 1 point.                               Critical advantages.
                                                        Gear Point Cost: +2 points.
Slick (Disadvantage)
This weapon releases a super-slick substance            Stunner (Advantage)
(oil, ice, ball bearings) that expands out in a         The weapon does not do any damage to the
diameter in feet equal to the weapon damage             target. Instead, the target must succeed on a
x5. Any creature entering the slick area must           Fortitude save with a Difficulty equal to 15 + the
succeed on a Reflex save after each action or           weapon damage or be stunned for 1 round. If
fall prone. The save Difficulty uses the same           the target fails the Fortitude save by 5 or more,
calculation as explosive weapons (10 + the              he is instead paralyzed for 1 round. If he fails the
weapon damage). A ground vehicle entering the           Fortitude save by 10 or more, he is paralyzed for
slick area must make a Drive check of the save          5 rounds. You do not roll on the Critical Hits table
Difficulty or lose control. The slick persists for      if you score a critical with this weapon. Instead,
one hour.                                               increase the Fortitude save Difficulty by +2.
This weapon requires no attack roll to hit, so          Gear Point Cost: +1 point.
it does not threaten a critical hit. This weapon
cannot have the Extra Critical or Increased
Critical advantages.                                    Turreted (Advantage)
Gear Point Cost: +2 points.                             Alt form weapons and integrated primary form
                                                        weapons are assumed to be pointing forward.
                                                        You may add a turret to the weapon, giving it a
Slugthrower (Disadvantage)                              180-degree firing arc, forwards or backwards (for
The weapon fires a physical slug like a bullet          a primary form weapon), or a 360-degree firing
instead of a beam of energy. It still deals             arc (for a vehicle or structure alt form weapon).
quantum damage unless you also select the               This advantage can only be applied to integrated
Conventional Weapon disadvantage. This                  weapons.
weapon carries a clip with 10 rounds, which must        Gear Point Cost: 1 point.
PAGE 52                                                                                    Mechagenesis
Chapter Seven: Vehicular Genocide
Mechagenesis                                                                                    PAGE 53
encounters where vehicles battle each other            Maneuverability Modifier
racing toward the same objectives or inside
                                                       Vehicle alt forms have a Maneuverability score,
closed arenas. For encounters in which vehicles
                                                       which provides a modifier to Drive or Pilot checks
may veer off suddenly or head in different
                                                       (whichever is most appropriate for the vehicle
directions, a narrative combat works better than
                                                       type).
mapping it out. The same rules can be used for
such a combat, but the positions of the various                          TABLE 7-1:
vehicles are determined by the Narrator and the          MANEUVERABILITY MODIFIERS
players imaginations, rather than by miniatures
                                                       Maneuverability        Modifier
on a map grid.
                                                       Clumsy                 8
                                                       Poor                   4
                                                       Average                +0
Vehicle Alt Forms
                                                       Good                   +4
Mechagens are designed to mimic ordinary               Perfect                +8
vehicles, and the two have much in common.
There are, however, a few differences. When
a mechagen is in his vehicle alt form, he is           Speed Modifiers
both the vehicle and the pilot. Vehicle alt forms      Surface and air scale are when the speedy
are not treated as constructs, but do retain           mechagens truly shine. Sports cars can leave
their mechagen characteristics, abilities, and         their opponents in the dust, and jets can strafe
immunities. Unlike ordinary vehicles, vehicle alt      ground-based mechagens with awe-inspiring
forms get to make savings throws. Characters           attacks.
can morph into vehicle alt form and start their
engines as a single move action. Each round            Its harder to hit you when you are moving at
while moving in vehicle alt form, the character        90 mph, but its not so easy to shoot a plasma
must use a move action to move. He may                 cannon at that speed either. Speed modifiers
then also elect to take a standard action while        apply to a characters Drive or Pilot checks,
piloting.                                              initiative checks, and attack rolls while attacking
                                                       at high speeds. The applicable speed modifier
Like ordinary vehicles, mechagens in their             depends upon whether the vehicle is operating
vehicle alt forms can carry passengers. When a         on the surface scale or air scale (Table 7-2).
mechagen is in a vehicle alt form, he may open         Note that Defense bonuses apply to the vehicle
and close his doors at will, allowing a potential      with one special exception: the bonus is relative.
passenger who makes a successful Difficulty 10         A vehicle traveling at surface speed 20, for
Dexterity check to come aboard as a free action.       instance, has a +6 speed bonus to Defense
Otherwise, a passenger must use a move action          against stationary attackers or opponents
to enter a mechagens vehicle form.                    heading in different directions. Against vehicles
A willing mechagen may also choose to let a            at speed 10 and heading in the same direction,
passenger become its pilot. A vehicle mechagen         the vehicles speed bonus to Defense is only +4,
with potential pilots must declare at the beginning    and against vehicles moving the same speed or
of each round whether it is piloting or is letting     faster and heading in the same direction, it gets
itself be piloted by a passenger. While being          no speed bonus at all.
piloted, the passenger takes a move action
each round to move the characters vehicle alt
form. This leaves the mechagen free to take its
full actions for that round, including a full attack
action.
PAGE 54                                                                                   Mechagenesis
                                            TABLE 7-2:
                                         SPEED MODIFIERS
Character Speed       Surface Speed Air Speed*       Defense Bonus       Attack/Skill Check Modifier
0-25                  1-5                 1          +0                  +0
26-50                 6-10                2          +2                  2
51-75                 11-15               3          +4                  4
76-100                16-20               4          +6                  6
101-150               21-30               5-10       +8                  8
151-200               31-40               11-20      +10                 10
201-250               41-50               21-30      +12                 12
251-300               51-60               31-40      +14                 14
301-350               61-70               41-50      +16                 16
351+                  71+                 50+        +2/10 squares       2/10 squares
               TABLE 7-3:
                                                      Relative Speeds
           ACCELERATION AND
             DECELERATION                             A mechagen in his vehicle alt form that is traveling
Category         Difficulty       Effect              at its top speed of 20 must move 20 squares on
Moderate         15               2x acceleration     its turn. It becomes difficult to map out this speed
High             20               3x acceleration     on a map that only covers a dinner table. In most
Extreme          30               4x acceleration     combat situations, all participants will be moving
                                                      at similar speeds, so long-distance battles may
                                                      use something called relative speed.
                                                      When using relative speed, the map is the
                                                      moving object in the abstraction, even though
                                                      the cars and jets are considered to be speeding
Mechagenesis                                                                                     PAGE 55
through the game world. The strict facing that         For example, a mechagen in its motorcycle alt
comes with wheeled travel requires one edge of         form and a normal jeep driven by a human soldier
the map to be designated the forward edge, or          are in a high-speed duel at 20 squares per round
the direction in which the bulk of the participating   (100 mph), both traveling down an asphalt road.
vehicles are facing. For example, in a highway         If the motorcycle character wins initiative and
battle wherein a band of good mechagens is             chooses not to accelerate, decelerate, or turn,
attempting to beat a squad of evil mechagens           the mechagens position on the map doesnt
to the wreckage of a downed spacecraft, the            change. On the military characters turn, if he
direction of the spacecraft wreckage would be          accelerates by 2 squares per round, he moves
designated the forward edge of the map. The            forward with the jeep 2 squares. If he decelerates
opposite side of the map is called the trailing        by 10 squares, he moves backward from the
edge.                                                  jeep 10 squares. If he too, does not accelerate,
                                                       decelerate, or turn, he does not change position
A general sense of the terrain is also necessary,      on the map.
such as gravel road, wide-open desert, or
blackened four-lane freeway. In the case of          When using relative speeds, a drastic change
encounters set on a defined roadway, the map           in speed categories may result in changes to
should indicate the edges of the road. Bends and       the encounter. A vehicle that accelerates or
turns in the road can be dealt with as hazards         decelerates drastically may exit the map area.
when they come within the map area. Redrawing          If no vehicles close with the departing vehicle,
the map every time the road bends is usually           then the vehicle can be assumed to have fled the
more trouble than its worth.                          scene. If other vehicles do pursue the departing
                                                       vehicle, then you should clear the map at the end
Round by round, the map can be redefined               of the round and have each character enter the
according to the new hazards, obstacles, and           new map area from the appropriate direction, at
situations the roving combat moves through.            the new speed category.
Obstacles such as wreckage, ruins, wildlife, and
bystanders are moved across the map relative
to the vehicles. Generally, this means that an         Going       for a     Ride
object appears on the forward edge of the map
and exits through the trailing edge.                   Vehicles do not move as precisely as mechagens
                                                       primary forms or characters traveling on foot. A
The environment defined by the map can change          vehicle can only travel in the direction it faces
from round to round, too. In a round where the         unless traveling in reverse. While at character
combat crosses a bridge, the spaces to either
                                                       scale, vehicles have the option to double move or
side of the roadway suddenly become a fatal
                                                       run. At surface or air scale, a vehicle only moves
fall. Should the road later pass through a tunnel,
                                                       once per round, when it takes a move action.
those same spaces become solid walls of rock.
                                                       Additionally, the vehicle has to move its speed in
These sorts of environmental effects can be
used to create diode-surging changes in action,        number of squares, regardless of whether or not
as the priorities of characters in the encounter       the pilot takes an action.
change from fighting to maneuvering and back           Initiative: All combat participants roll for initiative
again.                                                 on the first round of combat. Because the vehicle
Because the combat scale allows for using              that goes last can be at an advantage in terms
relative movement rather than absolute speed           of maneuvering, surface and air scale uses a
when tracking vehicles, a vehicle may move             variation on the delaying rules. Pilots may delay
forward or backward on its turn relative to the        to negative numbers for initiative, going as low
other vehicles on the map. Even if the miniature       as the negative version of their initiative number.
car in your hand is falling back toward the trailing   Characters on foot and non-piloting passengers
edge of the map, your characters turbo-charged        do not have this option. This ensures that the
vehicle alt form in the game universe is still         pilot with the best initiative always has the option
careening forward at 90 to 100 mph.                    to maneuver in response to all other pilots.
PAGE 56                                                                                      Mechagenesis
For example, two mechagens in their vehicle alt        Driving        and     Piloting Maneuvers
forms and a military tank are careening around
                                                       Maneuvers are part of a vehicles movement,
in the desert. The characters roll a 22, 13, and 5
                                                       carried out on the pilots move action. Most
for initiative. The character that rolled a 22 may
                                                       maneuvers require Drive or Pilot checks to
go first (a benefit if the character is about to be
                                                       accomplish. Drive or Pilot checks are affected
fired upon) or may delay to an initiative count
                                                       by speed and maneuverability modifiers.
of 22. Since the lowest one of the mechagens
opponents can go is 13, he can respond to all
of their movements and end the turn exactly
                                                                    TABLE 7-4:
where he wants to be.
                                                              HAZARDS AND OBSTACLES
Normally, you would simply keep the same               Hazard or Obstacle                             Difficulty
initiative throughout combat. If you prefer a          Minor hazards (rough road, rough water)        10
fluid combat system and dont mind some extra          Medium hazards (ice, nails, flock of birds,    15
rolling, however, you may reroll initiative every      sand bar)
round.                                                 Major hazards (caltrops, oil slicks, shallow   20
                                                       reef, wind shears)
                                                       Tiny obstacle (tire, keg, fence post, buoy)    9
                                                       Small obstacle (bicycle, oil drum, weather     12
Change Speed: As a free action, a pilot must           balloon)
declare his vehicles speed for the round, even if     Medium obstacle (boulder, human,               15
he does not accelerate or decelerate.                  wreckage)
                                                       Large obstacle (small building)                20
                                                       Huge obstacle (meteor, radio tower)            25
Optional Standard Action: A pilot can elect to         Gargantuan obstacle (lake, large spacecraft)   30
use a standard action (often shooting a weapon)        Colossal obstacle (iceberg, skyscraper,        40
before or after movement, just as though he were       space station)
on foot. If a pilot forgoes his standard action, he
may attempt an attack maneuver (ramming or
slamming) as detailed below.                           Avoid Obstacle or Hazard: When a vehicle at
                                                       surface or air scale enters a space containing an
                                                       obstacle or hazard, the pilot must make a Drive
Mandatory Move Action: So long as the vehicle          or Pilot check to avoid it. Obstacles are physical
is operating at any speed other than 0, a pilot        objects in the path of a vehicle that can cause
must take a move action to move the vehicle            damage, such as crates, boulders, disabled
the appropriate number of squares. Any active          vehicles, fences, and structures. A hazard is
piloting maneuvers (such as a hard turn) are           anything in the path of the vehicle that could
made at this time as free actions, as are any          cause the vehicle to lose control, such as ice,
reactive piloting maneuvers required to deal with      oil slicks, vegetation, or small creatures. Hitting
external circumstances (such as maintaining            an obstacle causes collision damage, while
control over rough terrain, avoiding obstacles, or     hitting a hazard may cause a loss of control. If
jumping a chasm).                                      the entire combat takes place in a hazard zone,
Additionally, if the pilot did not take his optional   the Narrator may simply apply a circumstance
standard action before moving, he may use the          penalty to all Drive or Pilot checks during the
standard action during or after movement, may          combat. Sample hazards and obstacles, and
delay, or may ready an action.                         their Difficulties, are listed on Table 7-4.
Mechagenesis                                                                                               PAGE 57
Bootlegger Turn (Ground/water only): A                   TABLE 7-5: BOOTLEGGER TURNS
bootlegger turn allows a vehicle to change its
                                                          Facing          Drive or Pilot Difficulty
facing by up to 180 while coming to a complete           Change
stop. First, the vehicle may move any distance               45                       5
up to its speed for the round. Then the pilot must           90                      10
make a Drive or Pilot check for the facing change           135                      15
followed by a Drive or Pilot check to successfully          180                      20
decelerate to 0. Failure of just the facing change
check means the vehicle only made it halfway          Climb/Dive, Rapid (Flying/submersible only):
in the turn but comes to a complete stop, while       The vehicle climbs or dives at an angle up to 90.
failure of just the rapid deceleration results in     The pilot may choose how much of the vehicles
loss of control. Aircraft and submersibles with       speed to expend gaining or losing altitude or
VTOL may make bootlegger turns.                       depth, but it must be more than half. Requires a
                                                      Drive or Pilot check with a base Difficulty of 15,
                                                      +5 per additional rapid climb or rapid dive per
 Climb/Dive (Flying/submersible only): In most        move. The vehicle must remain level for at least
air scale sequences, its not especially important    one square between climbing and diving.
to track altitude. For example, in a dogfight
between two aircraft or spacecraft, you really
only need to know the distance between the two        Hard Turn: You change your facing and direction
vehicles how much of that distance is vertical       of travel by 90 degrees without losing speed.
isnt likely to be an issue. Altitude can become an   This requires a Drive or Pilot check with a base
issue when an aircraft or submersible is engaged      Difficulty of 15, +5 per additional hard turn per
with a surface vehicle, because the aircraft or       move. A vehicle must move straight for two
submersible can essentially dictate the minimum       squares between turns.
range between the two. In these cases, the pilot
of the flying vehicle should simply announce his
altitude at the beginning of the encounter, and       Immelmann Turn (Flying/submersible only):
then track any changes that develop. Similarly,       This difficult maneuver is a half-loop and a
the pilot of the submersible would announce           half-roll. The vehicle climbs, inverts, and then
his depth and track any changes. By executing         executes a half-roll to return in an upright
this maneuver, a vehicle can climb or dive at an      orientation and reverse its direction of travel.
angle up to 45. No Pilot check is necessary.         The vehicle ends its move in the same square
For simplicity, for a climb, assume the vehicle       in which it started, facing the opposite direction.
moves forward half its speed and gains half its       This is the only way for an aircraft or submersible
speed in altitude or loses half its speed in depth.   without VTOL to make a 180 turn; otherwise,
Likewise, for a dive, the vehicle moves forward       it must make consecutive soft or hard turns to
half its speed and loses half its speed in altitude   reverse its direction. Executing an Immelmann
or gains half its speed in depth. A vehicle must      turn requires a Difficulty 25 Pilot check. Any
remain level for at least one square between          mechagens grappling the vehicle must make
climbing and diving. Aircraft and submersibles        a grapple check with a 5 penalty to the roll,
with VTOL may move straight up or down without        opposed by the Pilot check made to complete the
using the climb/dive maneuver.                        Immelman turn, in order to stay on the vehicle.
PAGE 58                                                                                    Mechagenesis
(such as jumping over a vehicle), some sort of                          Landing (Flying only): This maneuver is used
object must be available to serve as a ramp or a                        to land an aircraft. Assuming the aircraft is
bump (for watercraft this may be a wave). When                          attempting to land on a flat, even surface, such
using autojacks or an improvised ramp or bump,                          as a runway or a landing strip, this maneuver
make Drive check to maintain control of the                             requires a Difficulty 10 Pilot check. The Difficulty
vehicle. If this check fails, the character lands                       may be modified depending upon conditions.
out of control. Speed assists a Jump, so apply                          Vehicles with VTOL capability do not need
the speed penalty as a bonus to the Drive check                         to make Pilot checks to land. Additionally,
when performing this maneuver.                                          mechagens may land as part of morphing.
The Narrator should set the Difficulty of the jump
maneuver between 15 and 30, depending on                                Roll (Flying/submersible only): The vehicle
the difficulty. Remember that maneuverability                           executes a 360 lateral roll, ending in the same
modifiers apply, so a semi-trailer, for instance, is
                                                                        upright orientation as it started. Executing a
unlikely to clear all but the smallest gaps.                            roll requires a Difficulty 15 Pilot check. Any
                                                                        mechagens grappling the vehicle must make
Loop (Flying/submersible only): The vehicle                             a grapple check, opposed by the Pilot check
executes a full loop over the course of the round,                      made to complete the roll, in order to stay on the
                                                                        vehicle.
gaining and losing altitude or depth and ending
up in the same position as it started. Executing a
loop requires a 20 Pilot check. Any mechagens
                                                                        Sideslip: A vehicle may move side to side without
grappling the vehicle must make a grapple
                                                                        changing its facing by performing a sideslip. This
check with a 5 penalty to the roll, opposed by
                                                                        maneuver moves the vehicle one square to the
the Drive or Pilot check made to complete the
                                                                        right or left and one square forward or backward.
loop, in order to stay on the vehicle.
                                                                        Only two sideslips may be performed per turn.
                                                                        No Drive or Pilot check is necessary.
Punching It: Punching It: Punching it means                             Soft Turn: You change your facing and direction
to accelerate a vehicle past its top speed by up                        of travel toward one of the diagonals. No Drive
to a quarter of its normal top speed. All Drive                         or Pilot check is necessary. You must move
or Pilot checks while punching it have a 4                             straight for at least two squares between turns.
penalty in addition to any normal speed and
maneuverability penalties.
Mechagenesis                                                                                                                       PAGE 59
Take off (Flying only): This maneuver is used          Piloting Defensively: A pilot may choose to
to take off from a flat, even surface, such as a       pilot defensively as part of an attack, earning a
runway or a landing strip. This maneuver requires      +2 dodge bonus to the vehicles Defense for one
a Difficulty 10 Pilot check. The Difficulty may be     round. All attacks made from the vehicle suffer
modified depending upon conditions. Vehicles           a 4 penalty.
with VTOL capability do not need to make Pilot         Total Defense: A pilot can use the total defense
checks to take off. Additionally, mechagens may        action to garner a +4 dodge bonus to the vehicles
take off as part of morphing.                          Defense by giving up his attacks. Passengers
                                                       make attacks at a 8 penalty until the pilots next
Losing Control                                         turn.
Collisions and failed maneuvers can cause a
pilot to lose control of the vehicle. If a vehicle     Attack Maneuvers
goes out of control, a mishap occurs. Its severity
depends on how badly the pilot failed the Drive        Ramming: Ramming another vehicle requires
or Pilot check that resulted in the loss of control.   that your vehicle occupy the same square as
If the vehicle was piloted out of control as a         the enemy and that you make a Drive or Pilot
result of an opposed roll, use the difference of       check equal to the targets Drive or Pilot check.
the opposed rolls to determine the mishap. If          Both vehicles suffer collision damage. Ramming
neither opposed rolls nor a failed Drive or Pilot      another vehicle ends movement that round for the
check causes the mishap, the Narrator should           ramming vehicle; if it would have had movement
                                                       left over, it can use the remaining movement to
assign a mishap using his best judgment.
                                                       push the rammed vehicle forward one square
                                                       per size category by which it is larger than the
Regaining Control                                      other vehicle.
The base Difficulty to regain control after a
                                                       Slamming: This maneuver can be used to
mishap is 10. This is modified by the penalty
                                                       damage vehicles and push them out of control.
caused by the mishap as well as by any speed,
                                                       Just as with ramming, you must occupy the
hazard, terrain, and maneuverability modifiers.
                                                       same square as the target vehicle and you must
                                                       make a Drive or Pilot check equal to the targets
                                                       Drive or Pilot check. If you succeed, you do +2
Attacking From              a   Vehicle                bludgeoning damage, plus an additional +1 per
When a mechagen is in its vehicle alt form, it         size category by which your vehicle is larger
can use an attack action to make use of a single       than the target vehicle. If you have movement
weapon that is linked to its form. Attack rolls        left over after slamming the enemy vehicle, you
are made as normal, plus any modifiers based           may attempt to force the vehicle out of control.
on the characters speed and actions taken by          You and the enemy pilot make opposing Drive
the pilot (such as piloting defensively, below). A     or Pilot checks. The larger vehicle receives a +4
mechagen that is being driven by a passenger           bonus to the check for every size category by
and therefore has not taken any actions to move        which it is larger than the other vehicle. If the
may make a full-attack action.                         slammer wins, he knocks the enemy vehicle out
                                                       of control.
A passenger attacking from a vehicle may make
use of his own personal weapons or weapons             Run Down: Last but not least, a vehicle is at a
mounted on the vehicle. Attack rolls are made          huge advantage against a pedestrian or creature.
with modifiers due to the vehicles speed and          Pilots may attempt to run down living creatures
actions taken by the driver.                           or mechagens two or more sizes smaller than
                                                       the vehicle by entering their squares and making
A few new attack options are available to vehicle-
                                                       Drive or Pilot checks against their Defenses. If
based combatants:                                      the pilot wins, treat it as a collision. The creature
PAGE 60                                                                                    Mechagenesis
takes full damage and the vehicle takes half          Collision with a moving object also depends on
damage. Most creatures that a mechagen might          the angle of impact.
run down can not penetrate a mechagens               	 If two vehicles were moving directly toward
damage reduction; running down another                   each other when they crashed, add their
mechagen, however, subjects the attacking                speeds together for the purposes of
vehicle to quantum energy damage, to which the           determining collision damage.
damage reduction does not apply.
                                                      	 If two vehicles are moving in the same
                                                         direction and one rammed the other, subtract
Collisions                                               the lower from the higher speed. Use the
                                                         difference to determine collision damage.
If a vehicle collides with something, it takes
damage based on its current speed. If a vehicle       	 If the target vehicle was moving perpendicular
collides with a moving object, such as another           to the other, ignore the target vehicles speed
vehicle or an animal alt form, the Narrator must         when determining collision damage.
determine the net speed of the impact based on
velocity and angle of impact.
                                                         TABLE 7-7: COLLISION DAMAGE
Collision Damage                                      Size of other Object        Damage Modifier
Collision damage begins with speed. When              Diminutive                  8
colliding with a stationary object, both objects      Tiny                        4
suffer bludgeoning damage equal to half the           Small                       2
vehicles current surface-scale speed (maximum        Medium                      +0
+40). Note that aircraft travel at much higher
                                                      Large                       +2
speeds and therefore almost always suffer
the full +40 damage. Thus, collisions involving       Huge                        +4
aircraft and spacecraft can be catastrophic. If a     Gargantuan                  +6
mechagen in vehicle mode rams a normal vehicle        Colossal                    +8
or structure, its damage reduction applies. If it     Awesome                     +10
rams another mechagen, however, damage
reduction does not apply.
Damage to each object is calculated separately,       Death    on the    Highway
modified by the size category of the other object
in the collision. Passengers in a vehicle collision   When a mechagen in vehicle alt form is brought
can make a Difficulty 20 Reflex save take half        to dying on the damage track, he must make
damage.                                               a Difficulty 15 Fortitude save or lose control. If
                                                      the mechagen is being piloted by a passenger,
For example, if a mechagen car (size Large) is        the passenger may make a Difficulty 15 Drive
rammed by a mechagen semi-truck (size Huge)           or Pilot check to keep the alt form from losing
going at 20 squares per round in surface scale,       control. If the mechagens alt form does not
the car would take +14 damage (+10 for the
                                                      go out of control, then its speed decreases by
speed and +4 for the Huge truck) and the truck
                                                      4 each round until he comes to a stop or falls.
would take +12 damage (+10 for the speed and
                                                      Any passenger that is piloting the mechagen
+2 for the Large car).
                                                      can continue to make necessary Drive or Pilot
                                                      checks to avoid obstacles or hazards or bring
                                                      an aircraft alt form in for a landing. Provided the
                                                      mechagen has not been reduced to dead on the
                                                      damage track, he can be revived as normal. A
                                                      dead mechagen is considered destroyed and
                                                      can only function once he has been rebuilt.
Mechagenesis                                                                                    PAGE 61
  Chapter Eight: History                                of the          Mechagens
                                                      Through the use of quantum energy converters,
Quantum Energy                                        a character can transform natural resources
The incredible abilities of the mechagens are a       and other power sources into quantum energy
result of their remarkable adaptive programming       cells. The process is highly inefficient and the
and construction, all of which rely upon quantum      yield in terms of quantum energy cells is entirely
energy. Quantum energy is a rare and powerful         dependent upon purity and potential of the raw
resource that is vital to a mechagen, yet cannot      resource being converted. For instance, a typical
be easily replicated.                                 oil field can take a full day to convert and then
                                                      only yield about a dozen quantum energy cells,
                                                      while converting energy from an electrical power
Quantum Energy          and   Stasis                  plant may take only a few hours and also yield
Quantum energy is a highly unstable form of           about a dozen quantum energy cells. The reverse
energy that has no known source aside from            process, converting quantum energy into another
a mechagens internal quantum generator. A            power source, is hyper-efficient, unleashing
mechagens quantum generator is designed              enormous amounts of energy. A single quantum
to provide a mechagen with sufficient energy          energy cell may power an entire human city for
to power its systems each day, as well as             a week. Once converted into quantum energy
provide sufficient quantum energy reserves. A         cells, quantum energy stabilizes and no longer
mechagen must enter a period of minimal activity      rapidly dissipates. As a result, quantum energy
for four hours each day, referred to as stasis, in    cells are highly prized.
order to let the quantum generator recharge. In
many ways, this stasis is similar to the human
                                                      The Beginning
phenomenon known as sleep.                            The planet Artifex had a long history of strife
A mechagen that does not undergo a full period        and warfare stretching back to the prehistoric
of stasis suffers a diminished ability to function;   tribes of humanoids who first lived upon its vast
must succeed on a Difficulty 15 Fortitude save        plains. Even in such ancient times the race that
every 4 hours or suffer a level of fatigue. The       inhabited the planet, known now only as the
Difficulty increases by 2 per save, regardless of     Makers, depended on machines to carry their
whether or not the previous save was successful.      destructive tendencies for them. From wood and
Mechagens cannot morph if they have any levels        stone to steel and microchip; the Makers had a
of fatigue.                                           unique talent for creating engines of destruction.
                                                      Centuries passed and Artifex became coated in
                                                      glittering metal, power plants belched out smoke
Quantum Energy Cells                                  while factories created walking, semi-sentient
A mechagen can transfer its quantum energy into       weapon platforms known as mechagens.
a concentrated form, called a quantum energy          The mechagens were the greatest creation of the
cell. Forming a quantum energy cell costs two         Makers. Geared for war and conflict, equipped
points of quantum energy (i.e. Conviction) and        with staggering amounts of firepower, one
takes a standard action.                              mechagen was the equivalent of an entire platoon
Once a cell has been formed, it can be stored         of soft, fleshy soldiers. As anti-mechagen tactics
or exchanged with others. A quantum energy            were developed by ground infantry the scientists
cell can be absorbed by other mechagens as a          of the various warring nations equipped them
move action, becoming a temporary quantum             with more astounding technology, the ability to
energy point. Temporary quantum energy points         disguise themselves as mundane machinery
dissipate and are lost within 24 hours if not         such as vehicles. This enabled the mechagens to
used.
PAGE 62                                                                                 Mechagenesis
slip past security and countermeasures without       calling for a clandestine summit between the two.
a shot fired to wreak havoc behind enemy lines.      Initially wary, Celerion none the less attended
                                                     the summit with a few of his lieutenants. At
The various wars of the Makers spilled out into
                                                     this meeting Centurion revealed that he had
their colonies in neighboring systems which
                                                     overcome his programming laws; he had
paved the way for another innovation, specialized
                                                     achieved true sentience. With this sentience
mechagens. While the original models were
                                                     he had beheld the madness of the mechagens
designed for combat on the machine homeworld,
                                                     continuing to fight and die for a cause they had
the outlying planets had not gone through
                                                     no stake in. The mechagens were things in the
such processes. Models were soon designed
                                                     eyes of the Makers, expendable and cast aside
for desert, jungle and ice combat, with more
                                                     once the wars were done.
specialized units following in their wake.
                                                     Centurion had come to a simple determination;
At first guided by rudimentary targeting AI
                                                     the mechagens would throw off the shackles
the designers of the mechagens refined and
                                                     of slavery and divorce themselves from their
augmented the sentience of the machines,
                                                     creators mad wars. To do this, Centurion argued,
first through difference engines and then to
                                                     the mechagens would need to rise up as one.
nearly-complete, independent thought within
                                                     To prove his sincerity, Centurion gifted Celerion
the parameters of their determined mission.
                                                     with the secret to overcoming his programming
This allowed the Makers to design mechagens
                                                     blocks, allowing Celerion to view the world
as scientific and medical assistants, further
                                                     through the eyes of a free sentient. Celerion
increasing their dependence upon the machine
                                                     accepted this gift and returned to his masters,
race.
                                                     ready to view them through different eyes.
                                                     As he watched, Celerion began to understand
Centurion      and   Celerion                        Centurions words. The Makers were seemingly
Most famous and infamous of the machine              bent on forcing their national ideals on one
generals were the models designated as               another and in order to achieve these ends they
Centurion and Celerion. Tasked with organizing       would create untold legions of mechagens and,
and leading their own brigades of mechagens,         if necessary, destroy them. In secret, Celerion
the two were implacable foes who clashed time        began installing the true sentience upgrades
and time again. In each, a disturbingly clever       in his lieutenants. When he had secured the
streak became apparent. As the wars raged on,        support he needed, he sent word to Centurion
nations of Makers fell until only two super-states   that he was prepared to join him in his uprising.
remained, with Centurion and Celerion once
more at the heads of opposing armies.
                                                     The Doom     of the    Makers
Their battles raged for years, with Centurions
excessively offensive tactics consistently stymied   Centurion and Celerion corresponded in secret
by Celerions defensive programming. With            for several weeks, drawing up battle plans. They
frustration setting in on both sides, Centurion      inserted alternate programming embedded deep
and Celerion were pushed into sending more and       in the AI coding of the rank and file mechagens
more mechagens into war, resulting in piles of       coming off of the factory lines; through their
twisted wreckage littering the planetary surface     lieutenants they filtered the same code down to
of Artifex. Though Celerions programming            already existing machines. In a few short months
prevented him from questioning his superiors,        they had taken complete control of the machine
the machine was plagued by doubts and fears          legions.
that he was incapable of understanding or            Then, they struck.
processing.
                                                     Declaring themselves independent of the
Then he received the message from Centurion          Makers the mechagens assaulted their creators.
Mechagenesis                                                                                  PAGE 63
The battles were quick, the Makers themselves           the ways of guerilla warfare; without a major
too dependent on their machines to fight back           industrial base to re-supply and repair his army
without them. A few pockets of resistance sprung        Celerion was forced to improvise and scavenge.
up where Maker scientists were able to reverse          From this turn of events Celerions soldiers,
the so-called Liberation Protocol, but in truth the     now calling themselves the Alliance, began
war with the Makers took only days.                     developing further. As each became more
                                                        unique in form, they became just as unique in
Outlying colonies remained independent, but
                                                        mind. They took up habits, they argued, they
without resources from the homeworld these
                                                        chose names beyond mere designations. Most
colonists were unable to strike back at the
                                                        of all, they dreamed and imagined.
traitorous machines. Centurion proceeded to
tighten his grasp on the world, with Celerion           With these radical units behind him Celerion took
becoming his right hand. Celerions subordinates        to battle against the overwhelming forces that
argued for him to lead, but the machine himself         Centurion mustered  the Legion. The Alliance,
reminded them all that it was Centurion who had         alongside their creators, battled Centurion
released them from their bondage and spared             terribly. An already flattened and smashed
them the madness of living as slave soldiers.           empire was host to yet another war. Celerion and
                                                        his allies were slowly, inevitably pushed back.
Underneath his faade of freedom Centurion
                                                        Seeing that his defeat was inevitable, Celerion
had begun his master plan, the destruction
                                                        began planning escape routes for the Alliance
of the Makers. He began a mass exile to the
                                                        and the Makers, deep space craft that would
various colony worlds all the while intending to
                                                        carry them beyond the reach of Centurion and
attach doomsday devices to them, intending to
                                                        his endless legions of drones.
extinguish the Makers along with the planets he
had banished them to.                                   Unfortunately for Celerion his efforts came too
                                                        late to save the Makers, Centurion completed
Though wary of these actions, Celerion saw the
                                                        his doomsday device, a weapon capable of
logic in them. After all, the mechagens would
                                                        cracking a planets crust, and began destroying
need a world to call their own, and what better
                                                        the inner colonies. Grimly, Celerion pushed on,
world for a race of machines than a machine-
                                                        throwing his Alliance into the war with the intent
world? He supported these actions outwardly,
                                                        to buy his scientists enough time to perfect the
but his intuition led him to infiltrating Centurions
                                                        ships needed to escape the systems.
ranks with several of his own agents. Upon
discovering Centurions plot, Celerion was              As the war ground towards a close Centurion
horrified. He acted first by transmitting warnings      unleashed his most heinous weapon, a computer
to the colonies and then began gathering his            virus that attacked and destroyed the systems
soldiers to his side once more, declaring the           of the Alliance, turning them once more into
freedom was one thing, but he would have no             mindless husks awaiting programming. With this
part in genocide.                                       final blow, Celerion admitted defeat and ordered
                                                        his soldiers to abandon the colonies.
                                                        Spreading themselves to the cosmos, the
War    of the    Machines
                                                        Alliance drifted in darkness, hibernating save
Centurion, furious at Celerions betrayal,              for a few navigators who watched the universe
mobilized his own forces to hunt down and               glide by. Defeated, but sure of their escape,
destroy his former comrade. With the aid of the         the Alliance merely waited and watched in the
few Makers left on Artifex, Celerion escaped            hopes of discovering a new world to call their
to one of the outer colony worlds and began             own. After centuries of a nomadic existence the
organizing a formalized resistance to strike            Alliance encountered a glittering blue orb in a
back at Centurion and his soldiers. It was during       tiny system, the world called Earth.
these years that Celerion and his army learned
                                                        Brave New World
PAGE 64                                                                                   Mechagenesis
Cautiously, the few Alliance mechagens who             and denied the humans further access to their
remained awake began studying and watching             science. Humans proved to be quite ingenious,
the planet. The race they found there, a barely        however, and continued rapidly along the path
evolved species called humanity, at once               on which Celerion had set them.
disappointed and elated them. Here, they saw           Having failed to usher in a new age of peace and
the potential for companionship, a child race          enlightenment, Celerion and the Alliance began
that could be nurtured and tutored. On the other       scanning the stars in search of a new home.
hand, humanity seemed as violent and short-            These hopes were all dashed when a scouting
sighted as the Makers. The Alliance argued and         party of Spartan drones arrived on Earth. Despite
discussed, quibbled and fought, until Celerion         being handily trounced by Celerion and his
made his final decision. The Alliance would            Alliance the drones were able to send a signal
make landfall, somewhere out of the way where          back to Artifex.
they could hide a large compound. In the so-
called Industrial Age of humanity the Alliance         Celerion knew that Centurion would be
made planet-fall in the arctic north and set about     sending a more substantial force to Earth
building their new home.                               and he began preparing once again for war.
                                                       With humanitys technology bolstered by his
From the compound, christened Haven, the               own Celerion believed that he could mount a
Alliance watched over their adopted charges,           defense against the ravaging machine horde
nudging when they could. As they watched, the          that was undoubtedly already on its way. He
mechagens began redesigning their forms to             determined that the humans had reached a level
more resemble the humans, taking on bipedal            of maturity, just barely, that would permit the
forms that mirrored their charges. Certain             two races to coincide. In response, the Alliance
forward thinking humans were secretly provided         began intervening in wars across the globe,
with technological awareness far beyond their          forcing armistices while Celerion met with world
kind; Edison, Tesla, Marconi, and other brilliant      leaders.
inventors were made aware of the existence
of the mechagens and sworn to secrecy. In an           Though shocked initially the governments of the
age where machines had barely reached steam            world came around, one by one, each intrigued
technology, who would believe them anyway?             by the offer of technology and, perhaps more
Theyd surely be committed as madmen if                importantly, the way to peace that Celerion
the true source of their marvelous inventions          promised to guide them along. He began by
were revealed. In turn, the mechagens moved            briefing the humans on the strengths and
about amonst humanity in forms they would              weaknesses of the enemy. United, humanity
not suspect, such as steam locomotives and             and the Alliance prepared Earths defenses.
horseless carriages.                                   Planetfall
For decades they were hidden from humanity,            Centurions forces struck hard and with
watching in sincere hope that the people of this       overwhelming force. They made planetfall in the
primitive world could be molded into a new breed       Pacific Northwest of North America and swept
of Makers for the Alliance to serve. Celerions        down through California despite the best efforts
vision of a peaceful utopia was within his grasp for   of the Global Defense Corps. With a planetside
the first time in his long life and humanity seemed    industrial base in his grasp Centurion began a
ready to take the final steps. Sadly, Celerions       more formalized offensive, conquering swaths
plan did not factor in the human capacity to wage      of lands in the United States, Canada, and
war. The turn of the century saw not one but two       Mexico.
massive global conflicts. History, it seemed,
was repeating itself. The humans had taken the         It is this time that represents the current state
technology the mechagens had provided and              of Earth, with fronts opening in Europe and the
turned it to machines of war. Celerion recalled        Asian countries and the Global Defense Corps
all roaming Alliance mechagens back to Haven           struggling to fight back alongside the handful of
Mechagenesis                                                                                    PAGE 65
Alliance mechagens. Celerion, now with the alt           gas, which is having a profound effect on the
form of a supersonic jet fighter plane, still operates   humans ability wage war. Centurion is happy
out of Haven, using it as the mechagen global            about this situation even though his troops have
command center. Hes dispersed the Alliance              failed to gain permanent holdings in the area. He
throughout the world in small, autonomous                knows it only a matter of time before the humans
squads to counter the threat of the Legion.              are out of the equation altogether, their machines
                                                         rusting away with empty fuel tanks.
It is the modern day, and the war for survival has
begun.
                                                         Russia
PAGE 66                                                                                     Mechagenesis
to be seen if they would use nuclear weapons,        Europe
since they have yet to see any concentrated
                                                     Europe is currently under siege. Legion squads
attacks by Legion forces.
                                                     striking from bases in North Africa make
Japan, on the other hand, was as prime a target      frequent excursions into southern Europe, and
for Centurion as the United States and Europe.       a Southern Front stretches from Turkey, through
The Japanese responded swiftly to attacks in         Greece, Albania, Italy, southern France as far
Tokyo and Osaka, mobilizing their Self-Defense       north as Grenoble and Bordeaux, and Spain.
Forces. They drove the Legion out of Tokyo           These nations are currently engaged in open
in a matter of days. Fortunately for Japan, the      warfare with the Legion, and skirmishes between
Spartans and mechagens sent to their island          Spartan Drones and GDC and Alliance squads
were only a small expeditionary force rather than    are a daily occurrence. The southernmost tips
an occupying army as seen in North America           of Italy (from Naples to Sicily) and Greece (the
and Europe. After the initial attacks, Japan         Peloponnese) recently fell completely to Legion
has remained mostly free from contact with           occupation, and the battles there have intensified
the Legion. In the interim, Japanese scientists      as the GDC pushes south to retake those lands.
have been experimenting with converting the          Fortunately most of Centurions forces are
dead shells of Spartan Drones into human-            currently in North America, so he can spare only
piloted combat mechs capable of fighting the         limited excursions into the rest of Europe from
Legion with their own technology. They have          the small toehold he has in Greece and Italy.
made significant breakthroughs in this arena
                                                     The remaining European nations have laid aside
in the years since the Legion first arrived, and
                                                     longstanding political rivalries to unite in the face
successfully field-tested three such mecha
                                                     of these invading alien machines. Much like
in 2007. The Japanese Ministry of Defense is
                                                     the Midwest of America and Canada, groups
now requesting that scrapped Spartan Drones
                                                     of Alliance mechagens have taken to patrolling
be shipped to them if at all possible so they can
                                                     long stretches of the Autobahn in Germany, the
pursue further research. Alliance mechagens
                                                     major M-designated motorways in Great Britain,
view this experimentation into mechanical
                                                     and the Autoroutes of France.
necromancy as somewhat ghoulish, for lack of
a better term. Spartan Drones may be enemies,
but they are still natives of the planet Artifex     North America
and akin in technology. And if the humans are
successful in turning old bots into new weapons,    North America has, thus far, fared the worst in
how much longer will it be before their attention    the wars between the Alliance and the Legion.
turns from the Drones to mechagens?                  Much of the western United States and Canada
                                                     are an active war zone, with vast areas of land
                                                     occupied by the Legion.
Australia      and   Oceania
Australia and Oceania have been spared               Canada and the United S tates: The Eastern
the devastating wars being waged on other            Seaboard
continents. The Legion has become bogged
down in combat with the Alliance and the Global      Haven, the new command center for the Alliance,
Defense Corps in the northern hemisphere, and        is located on Ellesmere Island in the far north
have yet to make any concentrated effort in this     of Nunavut Territory in Canada not far from the
part of the world. Life goes on here, more or less   community of Alert. Celerions scientists are
unaffected by the wars elsewhere.                    working to convert the base into a structure
                                                     mechagen in case the extra firepower and
                                                     mobility are required. The AI module, identifying
                                                     itself has Haven One, is already in place, and
                                                     the scientists are trying to engineer morph
Mechagenesis                                                                                     PAGE 67
actuators and quantum energy generators of the          military commanders are working closely with
appropriate size using primitive Earth technology.      one another to plan ways to take back the west
Its a slow process.                                    coast. The rest of the Rocky Mountain region
                                                        from Canada to Mexico is quiet. It is the western
The eastern states and territories have been
                                                        front in the war between the United States
surprisingly free of Legion incursion. There have
                                                        and the occupying Legion. A large contingent
been limited engagements between the Legion
                                                        of Alliance mechagens and GDC forces are
and the GDC in Ottawa, Toronto, Montreal,
                                                        concentrated in this region, keeping the Legion
New York, Detroit, Philadelphia, Washington
                                                        from advancing eastward and protecting the
D.C., Norfolk, Charleston, and Miami, but so far
                                                        vital crops in the Breadbasket. All major bridges
the open warfare seen on the west coast has
                                                        crossing the Mississippi River are closely
yet to come to this region. President Burton of
                                                        guarded, and the lesser ones are inspected on a
the United States and Prime Minister Cullen of
                                                        random schedule.
Canada are currently running their respective
governments with as much normalcy as possible           The Legion recently staged a surprise attack
in these trying times. Their populations need to        on the city of St. Louis, but was turned back by
know that the status quo is being maintained,           the brave efforts of the GDC and a handful of
and having their leaders operating from hidden          Alliance mechagens who were luckily on hand.
bases or undisclosed locations for extended           The long stretches of highways in the Midwestern
periods of time would only fuel panic.                  states and territories are difficult to patrol as
Since its inception a few years ago, the GDC is         completely as the GDC commanders would
primarily based in and around New York City. It         like, so bands of roving Alliance mechagens
is an evolution of the U. N. peacekeeping forces,       have taken on the responsibility of keeping them
augmented by active military units from nations         safe for human travel and commerce. These
across the globe. The CDG has an active                 mechagen squads have adopted the convention
presence in New York and most major cities in           of designating call signs for human military
America and Canada, always on alert for Legion          units. Squads called the Road Blasters, the
incursions.                                             Overdrivers, Sprockets Rockets, Tex Mechs,
                                                        and the Dronebusters are constantly on patrol
NASA maintains its operations in Houston and
                                                        there. They combat Spartan Drones and Legion
Cape Canaveral, and is striving to retain its
                                                        mechagens when they reveal themselves, escort
scientific charter in the face of political pressures
                                                        human supply convoys, and investigate unusual
to engage in more military research. NASA
                                                        occurrences that may signal an impending
scientists are currently working on early-detection
                                                        Legion attack.
methods to warn of incoming Legion attacks from
space. Stargazer, an Alliance mechagen who
has taken the alt form of a United States Space
                                                        Canada   and the   United S tates: The West
Shuttle and one of the few mechagens on Earth
capable of operating in deep space, is working          Centurions forces first landed in western
closely with NASA and the ESA in completing the         Canada then drove down into the American
International Space Station ahead of schedule.          states of Washington, Oregon, and California.
Stargazer is also an honorary member of the             British Columbia is almost entirely under Legion
United States Air Force, and carries the rank of        control. Seattle and Portland are war zones,
Captain.                                                with human refugees streaming eastward on
                                                        a daily basis. The Legion-occupied territory in
                                                        the west stretches from British Columbia to San
Canada and the United S tates: The Rockies              Francisco, with the latter being the southernmost
and the Midwest                                         front of the Western Theater. Life for humans in
                                                        the Legion-occupied West Coast is difficult. The
The NORAD facility at Cheyenne Mountain is
                                                        mechagens in control of those areas keep a tight
once more operational and human and Alliance
PAGE 68                                                                                  Mechagenesis
rein on the human population, closely monitoring       tactics. These successes have boosted the
their movements and ruthlessly eliminating             morale of the flagging army, and under General
troublemakers. Spartan Drones patrol the streets       Carlos Vega the soldiers begin to fight back.
to enforce order.
So far, the Global Defense Corps and the Alliance
                                                       South America
have maintained control over San Francisco, but
rumors abound of Legion scientists performing          Much like Australia and Oceania, South America
seismic experiments on the fragile San Andreas         has seen little activity in the Legion War.
Fault that runs through the city. Alliance             Venezuela was able to successfully turn back
mechagens shudder to think of the implications,        an invasion attempt by the Legion, no doubt
recalling Centurions weapon which could crack         sent there to claim the nations oil reserves for
a planets crust. If it could be recalibrated to       conversion to quantum energy cells. The other
work on Earth, the west coast would be doomed.         nations have dedicated what military forces they
Nearly every major city west of the Rocky              could spare to the U.N. for inclusion in the GDC,
Mountains is under martial law, with a vehicular      but as a whole they are intensely concerned with
curfew in place. Any suspicious vehicle can be        defending their own borders  from the Legion
stopped and have its exterior searched at any          as well as from each other. Criminal organizations
time; humans learned very quickly that Legion          in this region have benefited from the warfare
mechagens also took on Earthly forms to blend          in the rest of the world, and some have even
in with mundane machinery. Alliance mechagens          allied themselves with the Legion to enhance
suffer this indignity in silence, knowing that it is   their illicit activities. Smuggling and gun-running
necessary to maintain peaceful relations with          are all the easier when your car, boat, or plane
humans. Search warrants are still required for         can take an active role in defending itself and
interior searches, upholding the citizens rights      evading pursuit.
to protection from illegal search and seizure.
A vast no-mans land exists in western Idaho and       Beyond Earth
Nevada. Area 51 in Nevada, the existence of
which was once denied by the U.S. Government,          The Earth isnt the only battleground in the war
is now the forward military command for the GDC        between the Alliance and the Legion.
in the United States. Only humans are allowed
to be stationed there, however. Mechagens are
                                                       Earth Orbit     and the   Moon
strictly prohibited from entering the grounds.
This causes some concern for Celerion, but he          Celerion has presented plans to the UN for the
respects the wishes of the natives of this world       construction of a base on Earths moon. It is
and has ordered is troops to comply.                   an ambitious project, but one which Celerion is
                                                       certain will help in the ongoing war. Even if the
                                                       Legion are driven off planet, Centurion is not one
Mexico   and   Central America                         to give up so easily. The conquest will not end
Mexico and the Central American nations have           as long as he is in control of Artifex. A toe hold
been ravaged by the unceasing march of Spartan         on the moon would enable the Global Defense
drones. Bereft of the modern military equipment        forces to more easily launch human-manned
of more wealthy countries the armies of Mexico         shuttles to other parts of the Solar System  for
and Central America have been in a steady, but         example, to investigate whats happening on
organized retreat. Reinforcements have arrived         Mars (see below)  and even back to Artifex.
in the form of GDC irregulars and Alliance bots,      Stargazer and the few shuttles Celerion has
but even they have not been enough to stem             under his control can assist with the construction
the assault. Despite their losses in the open          efforts.
field the soldiers of the region have claimed a
few stunning successes through brazen guerilla
Mechagenesis                                                                                      PAGE 69
The Solar System
Aside from the battles on Earth, the Sol system is    The Mechagenesis
relatively quiet. Thanks to the limited technology
of Earth, humans and the Alliance are unaware         Campaign
that Centurion is slowly but certainly establishing
perimeter bases in the far reaches of the Sol
system. Several asteroids in the asteroid belt
are actually Legion storage facilities for inactive   One of the first questions to pass through your
Spartan Drones awaiting deployment to Earth.          mind when reading Mechagenesis may have
NASA has recently become aware of some                been, How do I run a campaign with this?
sort of mechagen activity on Mars, but as yet         Mechagenesis is an unusual campaign setting
there is little even the Alliance mechagens can       that can be difficult to keep from degenerating
do to investigate. Stargazer is eager to attempt      into just a string of combats. The heroes dont
reconnaissance of the red planet, but Celerion is     adventure for wealth, or glory, or love. There
hesitant to let him go alone and cant spare any      arent wizards or dungeons or ancient buried
Alliance mechagens to go with him.                    secrets. So what do the heroes actually do?
One of Centurions more sinister plans is to tap      One way to help you come up with ideas for
the massive methane reserves on the moon              running a Mechagenesis campaign is to keep
Titan and saturate Earths atmosphere with the        in mind that the heroes are all soldiers in an
poisonous gas. That would leave only mechagens        age-old war. They are refugees from their home
alive on the surface of the planet, which could       planet, lost to a maniacal dictator with visions
be dealt with in a more conventional way. This        of galactic conquest. They are programmed to
operation is only in the planning stages, and is      defend their Makers, and with the Makers now
years from operational status.                        extinct thanks to that same maniacal dictator,
                                                      theyve taken on Humanity as their surrogates.
                                                      They lost their own planet. Theyll be consigned
Artifex
                                                      to the scrap heap before they lose Earth, too. The
The current situation on Artifex is grim. Wholly      heroes of Mechagenesis, then, adventure to give
under the control of Centurion and the Legion, the    themselves purpose, and to defend a planetary
mechagen homeworld has become a massive               population from the threat of extinction.
war machine. While Celerion and the Alliance
                                                      Another way to approach a Mechagenesis
were in hiding on Earth, Centurion conquered
                                                      campaign is to look at it as something similar to
several neighboring planets and either drove
                                                      a superhero game. The characters have unique
off or exterminated their native populations.
                                                      names and abilities, special powers, superior
Those worlds now fuel the factories that produce
                                                      strength, and some can even fly. Theyve taken
Spartan Drones in massive numbers.
                                                      on the mantle of defenders of Humanity, battling
There are isolated pockets of resistance in           other mechagens whove sided with the forces
the form of Alliance mechagens that did not           of evil. They patrol the streets, skies, and seas,
accompany Celerion in his exodus from Artifex.        ever on the lookout for the Legion.
The leaders of the resistance are beginning to
accept the idea that Artifex is lost and cannot       Following the concept of Mechagenesis as a
be regained without a massive reprisal from the       niche superhero setting, you may also want to
Alliance. More and more of the resistance fighters    consider having the named Legion mechagens
are following Celerions lead and retreating to       somehow survive their encounters with the
Earth. They are bringing valuable resources to        heroes. Like the super villain of a comic book, they
the fight on Earth, including fresh troops, Artifex   keep coming back time and again to bedevil the
technology, and shuttles.                             heroes. It may seem like a contrivance to have
                                                      them survive, especially when in role-playing
PAGE 70                                                                                  Mechagenesis
games the players like to know that their enemies     arms. Some people might feel that the Alliance
are dead, but there is also something to be said      brought the Legion here in the first place, and
for keeping the villains around. It helps add depth   dont trust them. Thus, humans, either as part of
to the story of the mechagens when the players        a military force or as a rowdy band of civilians,
themselves start developing relationships with        could very easily be the antagonists for a session
your villains. When they recognize that police-       or two. This makes for an interesting roleplaying
modified sports car as being Rundown, they have       opportunity as well, since the Alliance bots are
the added catharsis of remembering their former       programmed to protect humanity. What do they
encounters with him. This helps foster roleplaying    do when humanity is the opponent?
and character development as they act on their
                                                      Lastly, Mechagenesis is a game of science fiction,
past experiences. The hard part is working out
                                                      with a heavy accent on the fiction. The heroes
just how the villain survives when it seems that
                                                      are giant robots from another planet, so that
they are dead beyond recovery. The old trope of
                                                      means there are populated alien worlds, bizarre
comic book death easily be overused, however,
                                                      cosmic phenomena, and any other number of
so sometimes just having the villains run away
                                                      strange sci-fi wells for you to tap when coming
when the battle turns against them is enough.
                                                      up with ideas for scenarios. You can take your
They are soldiers in the war, too, but they dont
                                                      game off-planet for a few sessions, having your
want to fight to the death any more than anyone
                                                      heroes battle Legion and alien threats on other
else! Another thing to remember is that, unlike
                                                      worlds in this solar system or others.
the Alliance, the Legion bots have easy access
to Artifex technology. Its no stretch of disbelief   There is an entire galaxy of adventure out there
to imagine that they can deploy and recall troops     for Mechagenesis. Make use of it!
using teleportation devices. All this being said,
you dont want to overdo it with always letting the
bad guys get away. The Spartan Drones were
provided as cannon fodder to give the players
opponents they can destroy, but sometimes you
just have to let the heroes finally defeat once
and for all that named villain thats been dogging
them since 1st level.
Another good source of ideas for Mechagenesis
lies in certain (ahem) cartoons and movies.
Moving on
You also shouldnt feel bound to have only
mechagen opponents for your heroes. You
could have a meteorite crash to Earth and pit the
heroic mechagens against the menace of giant
alien bugs. The world is also currently involved
in the war between the Alliance and the Legion,
but that doesnt mean that society has completely
fallen apart. You could have a session where the
heroes are helping out during or immediately after
a natural disaster. They could deploy to a human
war zone to help with one side or another, or just
to try to get the Humans to stop fighting each
other. Even though the Alliance is dedicated to
defending the Earth, that doesnt mean that all
humans happily accept their presence with open
Mechagenesis                                                                                    PAGE 71
Chapter Nine: Sample Characters
PAGE 72                                                                             Mechagenesis
Airlift                                                  cable whip), Damage +5 (unarmed) or +9
                                                         (quantum energy sword, crit 19-20/+1 roll) or
Function: Air and Sea Rescue.	 Quote: Look               +8 (quantum energy short sword, crit 19-20/+1
out below!                                               roll) or +15 (missile launcher), Defense Dodge/
Description: Airlift is well at home on Earth, and       Parry +2 (+4)/+2 (2 size, +4 Dex, [+2 Canny
actually likes it better than his home planet of         Dodge]/+4 Str), Initiative +4
Artifex. Thats something he keeps secret from           Saving Throws: Toughness +12/+8 (+4 size, +4
his friends, however, since he doesnt want to           Con, +4 DR/ER), Fortitude +4 (+4 Con), Reflex
risk sounding unappreciative of the sacrifices           +6 (+2 base, +4 Dex), Will +0
others made which landed the Alliance on Earth
in the first place. Despite his secrets, Airlift is an   Virtue: Easy-Going; Vice: Easily Distracted
easy-going, happy-go-lucky bot who can find
amusement in just about anything. He has an
appreciation for the natural, organic beauty of          Gear
Earth, which extends to the works of humanity            Cable Whip: Toughness +12; Crude 1 to hit
as well. He can enjoy a mountain vista just as           (+1), Increased Range 50 ft. (1), Integrated (1),
much as a city skyline.                                  Linked (1); Cost 3.
Abilities: In his primary form, Airlift wields           Landing Pontoons: Can land on ground or
two quantum energy blades which are formed               water; Cost 2.
from his alt forms main rotor and tail rotor. In
both forms, he can access a winch and cable              Missile Launcher: Although paid for in gear
apparatus which can extend up to 300 feet of             points as a single weapon and it acts like a single
high-tensile metal cable. He can use the cable           weapon for game purposes, this is actually a twin-
like a whip in primary form. His alt form, that of an    mounted, fire-linked missile array. Base damage
air rescue helicopter, contains a stretcher bay. It      +3 +2 size +10 extra = +15; Extra Damage +10
also sports landing pontoons which enable Airlift        (10), Minimum Range 100 ft. (+6), Slugthrower
to land on ground as well as water. Incongruous          10 shots (+1), Helicopter alt form only; Cost 4.
with its configuration as an air ambulance, Airlifts    Quantum Sword: Base damage +3 +2 size =
alt form is armed with a twin-mounted, fire-linked       +5; Cost 1.
missile array. Also while in alt form Airlift can
angle his main rotor blades in such a way as to          Quantum Short Sword: Base damage +2 +2
enable him to direct powerful gusts of wind.             size = +4; Cost 1.
Quantum Reserves (Conviction): OOO                       Radar 1: Linked to alt form; Cost 1.
Role: Huge mechagen Expert 1
Speed: 50 ft.                                            Alt Form: Rescue Copter
Abilities: Str +4, Dex +4, Con +4, Int +2, Wis           Character Scale Speed: 200 squares per
+0, Cha +0                                               round.
Skills: Acrobatics 4 (+8), Bluff 4 (+4),                 Surface Scale Speed: 40 squares per round.
Concentration 4 (+4), Diplomacy 4 (+4), Jump             Air Scale Speed: 4 squares per round.
4 (+8), Knowledge (current events) 4 (+6),
Knowledge (popular culture) 4 (+6), Medicine 4           MPH: 200 mph.
(+4), Notice 4 (+4), Pilot 4 (+16), Search 4 (+6)
                                                         Maneuverability: Perfect, +8 bonus on Pilot
Bonus Feat: Exotic Weapon Training (Cable                checks.
Whip)
                                                         Acceleration: 40/8/.8.
Favored Feats: Cleave, Great Cleave
Feats: Canny Dodge, Firearms Training, Two-
Weapon Fighting, Weapon Training                         Priorities
Upgrades: Special Power Advancement                      1  Upgrades; 1.
Power: Int, effective total level 3, rank 6, fatigue     2  Alt Form; Rescue Copter.
save 12, power check bonus +8; Wind Shaping              3  Special Power, level +0 (alt form only, priority
Traits: Built-In Radio, Damage Reduction (4/             boost +1); Wind Shaping.
quantum energy), Energy Resistance 4, Imbued             4  Gear; 12 points.
Attacks, Living Machine, Morph
                                                         5  Abilities; 8 points.
Combat: Attack +2 (2 size, +4 Dex) (+1 with
Mechagenesis                                                                                        PAGE 73
Chillout                                                 4 (+7/+8), Knowledge (physical sciences) 4
                                                         (+7/+8), Notice 4 (+6), Sense Motive 4 (+6)
Function: Cold Environment Specialist.
                                                         Bonus Feat: Firearms Training
Quote: Freeze!
                                                         Favored Feats: Die Hard, Favored Opponent
Description: Chillout is a quiet, soft-spoken
                                                         (Legion)
mechagen who cares deeply for the fates of
his companions. One shouldnt confuse his                Feats: Challenge (Fast Craft), Improvised Tools,
compassion for passivity, however, as he is              Upgrade 2
just as capable in combat as some of his more            Upgrades: Database, Link, Quick Morph, Mini-
aggressive allies. Chillout is a specialist in cold      Digits
environment combat, and despite his boxy and
unusual alt form he is adept at maneuvering              Power: Int, effective total level 2, rank 5, fatigue
through icy terrain. He also dabbles in mechagen         save 11, power bonus +8; Cure
technology, a curiosity his nanomechs have               Traits: Built-In Radio, Damage Reduction (4/
picked up on and enhanced. Chillout acts as the          quantum energy), Energy Resistance 4, Imbued
field medic for his squad. In alt form, Chillout       Attacks, Living Machine, Morph
has a small humanoid link companion named
                                                         Combat: Attack 1 (1 size), Damage +3
Icicle. Icicle becomes Chillouts head in primary
                                                         (unarmed) or special (cryo-blaster, see below)
form.
                                                         or +6 (quantum energy heavy mace), Defense
Abilities: Chillouts alt form is slow and inefficient   Dodge/Parry 1/+2 (1 size, +0 Dex/+2 Str),
for combat, so he often assumes primary form at          Initiative +0
the first sign of battle. In primary form, Chillouts
                                                         Saving Throws: Toughness +8/+4 (+2 size, +2
main weapon is a cryo-blaster that fires a super-
                                                         Con, +4 DR/ER), Fortitude +2 (+2 Con), Reflex
cooled chemical that freezes instantly on contact
                                                         +0, Will +4 (+2 base, +2 Wis)
with air. The cryo-blaster has three settings; one
generates a wall of ice that can entrap opponents,       Virtue: Compassionate; Vice: Curious
another concentrates the chemical to cause hard          *Chillouts link companion becomes his head in
substances that it strikes to become brittle, and        primary form, increasing his Intelligence to +4.
the third can create icy slick spots on the ground.
Since his cryo-blaster is incapable of inflicting
physical injury on an opponent, he carries a             Gear
quantum energy heavy mace as a backup
weapon. Chillouts nanomechs have responded              Cryo-Blaster: Although built as several different
to his compassion and adapted themselves                 weapons, this is a single gun with multiple
accordingly; he can repair the wounds of other           settings. There is no special disadvantage cost
mechagens with but a touch.                              for this, as having all of your weapons as a single
                                                         gun can be its own disadvantage. Total Cost: 9.
Quantum Reserves (Conviction): OOO
                                                         Crystallizer: Fortitude Difficulty 16 or reduced
Role: Large mechagen Expert 1                            Toughness by 2 for 1 round; Base damage +3
Speed: 40 ft.                                            +1 size +2 extra = +6; Crystallizer (1), Extra
                                                         Damage +2 (2), Longarm (+1); Cost 3.
Abilities: Str +2, Dex +0, Con +2, Int +3 (+4)*,
Wis +2, Cha +0                                           Entangler: Escape Artist Difficulty 21, Toughness
                                                         +6, Base damage +3 +1 size +2 extra = +6;
Skills: Computers 4 (+7/+8), Concentration               Entangler (1), Extra Damage +2 (2), Longarm
4 (+6), Craft (mechagen tech) 4 (+7/+8), Craft           (+1); Cost 3.
(mechanics) 4 (+7/+8), Disable Device 4 (+7/+8),
Disguise 4 (+4), Drive 4 (+4), Knowledge (earth
sciences) 4 (+7/+8), Knowledge (life sciences)
PAGE 74                                                                                     Mechagenesis
Slick: 30 ft. diameter, Reflex save/Drive Difficulty   Icicle
15; base damage +3 +1 size +1 extra = +5; Extra
                                                       Quote: The Alliance must be as unrelenting as a
Damage +1 (1), Longarm (+1), Slick (2); Cost 3.
                                                       glacier if it is to survive.
Quantum Heavy Mace: Base damage +3 +1
                                                       Role: Small mechagen 1st level Link Companion
size = +4; Cost 0.
                                                       (Primary Form: Head)
Lab Tools 2: Cost 2.
                                                       Speed: 20 ft.
Repair Tools 2: Cost 2.
                                                       Abilities: Str +0, Dex +2, Con +1, Int 1, Wis
Snow Tires: +4 bonus on Drive checks to avoid          +1, Cha 1
slick hazards; Cost 3.
                                                       Skills: Disguise 4 (+3), Gather Information 4
                                                       (+3), Knowledge (current events) 4 (+3), Notice
Alt Form: Heavy Pickup (SUV                            4 (+3)
Snow Plow)                                             Feats: Skill Training
Character Scale Speed: 100 squares per
                                                       Traits: Basic Link, Share Special Powers
round.
                                                       Traits: Built-In Radio, Damage Reduction (4/
Surface Scale Speed: 20 squares per round.
                                                       quantum energy), Energy Resistance 4, Imbued
Air Scale Speed: 2 squares per round.                  Attacks, Living Machine, Morph
MPH: 100 mph.                                          Combat: Attack +3 (+1 size, +2 Dex), Damage
Maneuverability: Average, +0 bonus on Drive            +0 (unarmed) or +0 (Small quantum energy knife,
checks.                                                crit 19-20/+1 roll) or +1 (Small quantum energy
                                                       light crossbow, crit 19-20/+1 roll), Defense
Acceleration: 20/4/.4.                                 Dodge/Parry +3/+1 (+1 size, +2 Dex/+0 Str),
                                                       Initiative +2
Priorities                                             Saving Throws: Toughness +4/+0 (1 size, +1
                                                       Con, +4 DR/ER), Fortitude +1 (+1 Con), Reflex
1  Alt Form; Heavy Pickup.
                                                       +5 (+2 base, +3 Dex), Will +1 (+1 Wis)
2  Upgrades; 2.
3  Abilities; 6 points.
                                                       Gear
4  Special Power; Cure.
                                                       Quantum Knife: Base damage +1 1 size = +0;
5  Gear; 16 points.                                   Cost 0.
                                                       Quantum Light Crossbow: Base damage +2
                                                       1 size = +1; Cost 0.
Mechagenesis                                                                                  PAGE 75
Ghost                                                    Upgrades: Increased Acceleration, Increased
                                                         Vehicle Form Speed 2, Special Power Focus
Function: Spy.
                                                         Power: Int, effective total level 2, rank 5, fatigue
Quote: Now you see me, now you dont now
                                                         save 11, power bonus +10; Light Shaping
you die.
                                                         (invisibility only)
Description: Ghost is a specialist in subterfuge,
                                                         Traits: Built-In Radio, Damage Reduction (4/
and is not fond of combat. As a spy, she feels
                                                         quantum energy), Energy Resistance 4, Imbued
that if youre involved in a fight, youve failed as a
                                                         Attacks, Living Machine, Morph
spy. Unfortunately, the state of warfare that now
exists on Earth since the arrival of the Legion          Combat: Attack +2 (1 size, +3 Dex), Damage
frequently pushes her into unavoidable combat            +2 (unarmed) or +6 (blaster rifle), Defense
situations. She tackles the obstacles stoically,         Dodge/Parry +2/+0 (1 size, +3 Dex/+1 Str),
however, knowing from the loss of the Alliance           Initiative +3
foothold on Artifex that the cost of inaction will       Saving Throws: Toughness +9/+5 (+2 size, +3
be devastating to Earth. She prefers to fight on         Con, +4 DR/ER), Fortitude +3 (+3 Con), Reflex
paved ground, since natural surfaces often give          +5 (+2 base, +3 Dex), Will +2 (+2 Wis)
away her position with clouds of dust and foot
impressions. Such terrain is not something to            Virtue: Loyal; Vice: Vindictive
which she is accustomed, since theres nothing
like it on Artifex.
                                                         Gear
Abilities: Ghost can angle small crystals
                                                         Blaster Rifle: Base damage +3 +1 size +2 extra
embedded in her metallic skin to warp light in
                                                         = +6; Extra Damage +2 (2), Increased Range
such a way as to become invisible. This gives her
                                                         +100 ft. (2), Longarm (+1); Cost 4.
an excellent tactical advantage in combat, but
also enhances her abilities as a spy. She tends
to remain in alt form, invisibly zipping around a        Alt Form: Sports Car
battle zone to go where she feels she is most
needed at a given moment. In primary form she            Character Scale Speed: 245 squares per
wields a blaster rifle.                                  round.
Quantum Reserves (Conviction): OOO                       Surface Scale Speed: 49 squares per round.
Role: Large mechagen Expert 1                            Air Scale Speed: 4.9 squares per round.
Speed: 40 ft.                                            MPH: 245 mph.
Abilities: Str +1, Dex +3, Con +3, Int +2, Wis           Maneuverability: Good, +4 bonus on Drive
+2, Cha +0                                               checks.
Skills: Acrobatics 4 (+7), Bluff 4 (+4), Computer        Acceleration: 52.5/10.5/1.05
4 (+6), Disguise 4 (+6), Drive 4 (+11), Intimidate 4
(+4), Knowledge (streetwise) 4 (+6), Knowledge
(tactics) 4 (+6), Notice 4 (+6), Search 4 (+6),          Priorities
Stealth 4 (+6)                                           1  Alt Form; Sports Car.
Bonus Feat: Firearms Training                            2  Gear; 4 points.
Favored Feats: Attack Specialization, Greater            3 Special Power, level +0; Light Shaping
Attack Specialization                                    (invisibility only, +1 priority boost)
Feats: Quick Draw, Skill Focus (Stealth),                4  Upgrades; 4.
Vehicular Combat 2
                                                         5  Abilities; 8 points.
PAGE 76                                                                                     Mechagenesis
Hazard                                                   Traits: Built-In Radio, Damage Reduction (4/
                                                         quantum energy), Energy Resistance 4, Imbued
Function: Road Combat Tactician.                         Attacks, Living Machine, Morph
Quote: YEEHAAAAW!                                        Combat: Attack +3 (1 size, +1 base, +3 Dex),
Description: As a Road Combat Tactician,                 Damage +4 (unarmed) or +5 (slugthrower rifle)
Hazard sees every highway, thoroughfare, ally,           or +5 (quantum energy knife, crit 19-20/+1 roll),
and backwoods lane as his personal playground.           Defense Dodge/Parry +3/+3 (1 size, +1 base,
Overconfident and daring, Hazard often takes             +3 Dex/+3 Str), Initiative +3
risks that leave his allies  and sometimes              Saving Throws: Toughness +10/+6 (+2 size,
even his enemies  in a state of open-mouthed            +4 Con, +4 DR/ER), Fortitude +6 (+2 base, +4
astonishment. Veteran mechagens can only                 Con), Reflex +3 (+3 Dex), Will 1 (1 Wis)
shake their heads and hope that someday the
young bot will calm down before he demolishes           Virtue: Brave; Vice: Reckless
himself completely. Until then, its all crazy stunts,
wild combat antics, and high-speed chases that,
with Hazard involved, usually end in multiple-           Gear
mech pileups.                                            Autojacks: Can make jumps in vehicle alt form
Abilities: Hazard is built for high-speed combat.        without needing a ramp; Cost 2.
In his alt form, he can attain speeds of up to 280       Slugthrower Rifle: Base damage +3 +1 size
miles per hour, accelerating to his top speed in a       +1 Extra = +5; Extra Damage +1 (1), Increased
matter of moments. In primary form he wields a           Range +50 ft. (1), Slugthrower 10 shots (+1);
slughthrower rifle and carries a quantum energy          Cost 2.
knife as a backup weapon. He prefers to remain
in his alt form, however, charging across the            Quantum Knife: Base damage +1 +1 size = +2;
battle zone to ram headlong into the enemies.            Cost 0.
His body is his preferred weapon. His alt form           Puncture-Proof Tires: +4 bonus to Drive
chassis and fore- and rear-bumpers are specially         checks to avoid nails, caltrops or similar puncture
reinforced to absorb high speed impacts. His alt         hazards; Cost 2.
form is also equipped with powerful auto-jacks
which he can use to propel himself into the air for      Reinforced Bumper: +1 bonus to armor against
short distances. He is a tough bot, weathering          forward and rear ramming attacks and when
dings and dents that would send his allies to the        taking damage from his own forward or rear
repair bay. Hazards electronic brain is double-         ramming attacks; Cost 2.
shielded against outside interference.
Quantum Reserves (Conviction): OOO                       Alt Form: Sports Car
Role: Large mechagen Warrior 1                           Character Scale Speed: 280 squares per
                                                         round.
Speed: 40 ft.
                                                         Surface Scale Speed: 56 squares per round.
Abilities: Str +3, Dex +3, Con +4, Int +1, Wis
1, Cha 0                                                Air Scale Speed: 5.6 squares per round.
Skills: Acrobatics 4 (+7), Drive 4 (+11), Intimidate     MPH: 280 mph.
4 (+4), Knowledge (tactics) 4 (+5), Notice 4 (+3),       Maneuverability: Good, +4 bonus on Drive
Search 4 (+5)                                            checks.
Bonus Feat: Firearms Training                            Acceleration: 70/14/1.4.
Favored Feats: Elusive Target, Evasion
Feats: Upgrade 2, Vehicular Combat 2                     Priorities
Upgrades: Increased Acceleration 2, Increased            1  Alt Form; Sports Car.
Vehicle Form Speed 3, Vehicle Charging, Vehicle
Ramming                                                  2  Special Power, level 1; Psychic Shield.
Power: Int, effective total level 0, rank 3, fatigue     3  Gear; 8 points.
save 10, power bonus +4; Psychic Shield                  4  Abilities; 7 points.
                                                         5  Upgrades; 5.
Mechagenesis                                                                                        PAGE 77
Wings                                                   Combat: Attack +2 (+2 Dex), Damage +2
                                                        (unarmed) or +5 (blaster rifle), Defense Dodge/
Function: Battlefield Reconnaissance.                   Parry +2 (+5)/+1 (+4) (+2 Dex/+1 Str, +3 force
Quote: Tactics and strategy are no replacement          shield), Initiative +1
for dodging like crazy!                                Saving Throws: Toughness +6/+2 (+1 Con,
Description: Wings was not built for harsh              +1 Armored, +4 DR/ER), Fortitude +1 (+1 Con),
combat, and she knows it. Thanks to her small           Reflex +4 (+2 base, +2 Dex), Will +3 (+2 base,
size, Wings often feels overwhelmed in the midst        +1 Wis)
of a battle against opponents that are usually          Virtue: Helpful; Vice: Combat-shy
more than twice her size. She barely comes up
to the waist of most of her squad members, and
barely to the knees of Airlift. She frequently fights   Gear
defensively, remaining behind her quantum
energy shield and sending out her companions            Blaster Rifle: Base damage +3 +2 extra = +5;
Digit and Shard to distract enemy combatants or         Extra Damage +2 (2), Increased Range +100 ft.
report on their movements. She often remains            (2), Longarm (+1); Cost 4.
the most mobile on the battlefield, frequently          Quantum Standard Shield: Standard shield +2
switching between primary form and alt form to          base +1 force field = +3 bonus; Force Field (2);
get into better locations from which to direct her      4 points.
companions or assist her allies.
Abilities: Wings wields a blaster rifle in combat,
and defends herself with a quantum energy force         Alt Form: Motorcycle
shield. Her motorcycle alt form can reach speeds        Character Scale Speed: 210 squares per
of up to 210 miles per hour. Wings also has the         round.
remarkable ability to rapidly shift back and forth
between real-space and sub-space, flickering in         Surface Scale Speed: 21 squares per round.
and out of reality at speeds almost too quick to        Air Scale Speed: 2.1 squares per round.
notice. This enhances her defensive capabilities
and often confounds her opponents.                      MPH: 210 mph.
Quantum Reserves (Conviction): OOO                      Maneuverability: Perfect, +8 bonus on Drive
                                                        checks.
Role: Medium mechagen Controller 1
                                                        Acceleration: 45/9/.9.
Speed: 30 ft.
Abilities: Str +1, Dex +2, Con +1, Int +1, Wis
+1, Cha +1                                              Priorities
Skills: Acrobatics 4 (+6), Concentration 4 (+5),        1  Alt Form; Motorcycle.
Drive 4 (+14), Jump 4 (+5), Knowledge (popular          2  Special Power, level 1; Blink.
culture) 4 (+5), Notice 4 (+5), Stealth 4 (+6),
Swim 4 (+5)                                             3  Gear; 8 points.
Bonus Feat: Firearms Training                           4  Abilities; 7 points.
Favored Feats: Evasion, Elusive Target                  5  Upgrades; 5.
Feats: Dodge Focus, Evasion, Mechagen
Companion, Improved Aid
Upgrades: Adaptable, Armored, Increased
Acceleration, Increased Vehicle Form Speed 2
Power: Int, effective total level 0, rank 3, fatigue
save 10; Blink
Traits: Built-In Radio, Damage Reduction (4/
quantum energy), Energy Resistance 4, Imbued
Attacks, Living Machine, Morph
PAGE 78                                                                                  Mechagenesis
Digit
Role: Tiny 1st level mechagen Animal
Companion (Monkey)
Speed: 30 ft., climb 30 ft.
Abilities: Str 4, Dex +2, Con +0, Int 2, Wis
+1, Cha 3
Skills: Acrobatics 0 (+10), Climb 0 (+10), Notice
4 (+5), Stealth 0 (+10)
Bonus Feat: Night Vision
Feat: Attack Focus (bite)
Traits: Built-In Radio, Damage Reduction (4/
quantum energy), Energy Resistance 4, Imbued
Attacks, Link, Living Machine, Morph, Share
Quantum Energy, Share Special Power
Combat: Attack +4 (+2 size, +2 Dex) (+5 with
bite), Damage 4 (bite), Defense Dodge/Parry
+4/ (+2 size, +2 Dex), Initiative +2
Saving Throws: Toughness +2/2 (2 size, +4
DR/ER), Fortitude +2 (+2 base), Reflex +4 (+2
base, +2 Dex), Will +1 (+0 base, +1 Wis)
Skills: Digit has a +8 bonus on Acrobatics and
Climb checks. He can always choose to take 10
on Climb checks, even if rushed or threatened.
He uses his Dexterity modifier instead of his
Strength modifier for Climb checks.
Shard
Role: Tiny 1st level mechagen Animal
Companion (Hawk)
Speed: 10 ft., fly 60 ft. (average)
Abilities: Str 2, Dex +3, Con +0, Int 2, Wis
+2, Cha 2
Skills: Notice 4 (+14)
Feats: Move-by Action
Traits: Built-In Radio, Damage Reduction (4/
quantum energy), Energy Resistance 4, Imbued
Attacks, Link, Living Machine, Morph, Share
Quantum Energy, Share Special Power
Combat: Attack +5 (+2 size, +3 Dex), Damage
1 (talons), Defense Doge/Parry +5/ (+2 size,
+3 Dex), Initiative +3
Saving Throws: Toughness +2/2 (2 size, +4
DR/ER), Fortitude +2 (+2 base), Reflex +5 (+2
base, +3 Dex), Will +2 (+2 Wis)
Skills: Shard has a +8 bonus on Notice checks
Mechagenesis                                        PAGE 79
Legion Mechagens: The Brute                          Traits: Built-In Radio, Damage Reduction (4/
Squad                                                quantum energy), Energy Resistance 4, Imbued
                                                     Attacks, Living Machine
In  addition to his personal guard and trusted
lieutenants, Centurion arrived on Earth with an      Combat: Attack +5 (1 size, +3 base, +3 Dex) (+6
army of low-ranking mechagens loyal to the           with autoblaster pistol), Damage +8 (unarmed)
Legions cause. Accompanying him was also            or +10 (quantum energy sword, crit 19-20/+1
a host of near-mindless robotic Drones. These        roll) or +7 (autoblaster pistol), Defense Dodge/
eager soldiers dispersed into the world to wreak     Parry +7/+10 (1 size, +3 base, +3 Dex/+6 Str,
havoc and destroy as many Alliance bots as          +2 shield), Initiative +3
they could find.                                     Saving Throws: Toughness +13/+9 (+2 size,
                                                     +6 Con, +1 Armored, +4 DR/ER), Fortitude +9
                                                     (+3 base, +6 Con), Reflex +4 (+1 base, +3 Dex),
Spartan Drone (AKA Spartans)                         Will +1 (+1 base)
Function: Cannon Fodder. Quote: Halt! Yield
or be destroyed!
                                                     Gear
Description: Spartan Drones comprise the bulk
of Centurions forces. Although the Legion leader    Low-Light Sensors: Cost 1.
does have mechagens loyal to him, they arent        Autoblaster Pistol: Base damage +3 +1 size
always expendable. When ones goal is nothing        +1 extra = +5; Autofire (2), Extra Damage +1 (1);
short of galactic conquest, valuable soldiers like   Cost 4.
mechagens shouldnt be risked unnecessarily.
The Drones, however, are easy to produce and         Quantum Sword: Martial melee weapon
just self-aware enough to make good, loyal           (sword), base damage +3 +1 size = +4 damage;
soldiers who never question their orders. Their      Cost 1.
names are simple alphanumeric designations           Standard Shield: +2 dodge bonus; Cost 2.
such as B-887 and Z-098. Drones have no alt
                                                     Priorities
form and no special powers, and their priority
points add up to 9 instead of 15. This sample stat   3  Abilities; 6 points.
block is for the common soldier Drone. The skills,   3  Gear; 8 points.
feats, upgrades, and gear are only suggestions,
as Drones are frequently designed for specific       3  Upgrades; 3.
purposes. Drones receive 6 skill points, 6 feats,
3 upgrades, and 8 gear points.
Role: Large mechagen Warrior 3 (minion)
Speed: 40 ft.
Abilities: Str +6, Dex +3, Con +6, Int 3, Wis
+0, Cha 3
Skills: Notice 4 (+4), Stealth 2 (+1)
Feats: Attack Focus (autoblaster pistol), Attack
Specialization (autoblaster pistol), Firearms
Training,    Greater    Attack    Specialization
(autoblaster pistol), Shield Training, Weapon
Training
Upgrades: Armored, Damage Boost (unarmed),
Primary Form Flight
PAGE 80                                                                               Mechagenesis
Backlash                                               Backlash (Scorpion Form)
Function: Brute.                                       Quantum Reserves (Conviction): OOO
Quote: Sting! Sting! STING!                            Role: Huge mechagen Warrior 1
                                                       Speed: 50 ft.
Description: Backlash is all brawn and very little
brain. He is mindless aggression in a metallic         Abilities: Str +6, Dex +0, Con +3, Int 2, Wis
shell. Other Legion members think his core             1, Cha +3
processor must have been damaged or installed          Skills: Climb 4 (+10), Drive 0 (+12), Intimidate
incorrectly, because even amongst their ranks          4 (+7)
he is known for his ferocity and cruelty. In battle,   Bonus Feats: Armored, Double Strike, Improved
all his fellow mechagens can do is point him in a      Grab
direction and say, Kill! Backlash is all too happy   Feats: Rage 3 (+4 bonus), Weapon Training
to oblige.
                                                       Upgrades: Armored 2, Damage Boost (Claw),
Abilities: Backlash rarely assumes his vehicle         Damage Boost (Sting)
alt form unless ordered to do so by his superiors.     Traits: Built-In Radio, Constrict, Damage
He prefers his primary form and scorpion alt form,     Reduction (4/quantum energy), Darkvision 60
since they are built for combat. In primary form       ft., Energy Resistance 4, Imbued Attacks, Living
he carries a quantum energy-enhanced heavy             Machine, Morph, Poison (Fort save 13, damage
mace formed from his hoe. In scorpion form, he         2 Con)
is armed with powerful claws and a stinging tail       Combat: Attack 1 (2 size, +1 base), Damage
that can puncture mechagen armor to deliver a          +10 (claws or grapple) or +9 (sting plus poison),
caustic chemical that corrodes a mechagens            Defense Dodge/Parry 1/+5 (2 size, +1 base,
                                                       +0 Dex/+6 Str), Initiative +0
internal structures.
                                                       Saving Throws: Toughness +14/+10 (+4 size,
Quantum Reserves (Conviction): OOO                     +3 Con, +3 Armored, +4 DR/ER), Fortitude +5
                                                       (+2 base, +3 Con), Reflex +0, Will 1 (1 Wis)
Role: Huge mechagen Warrior 1
                                                       Virtue: Brave; Vice: Ferocious
Speed: 50 ft.
Abilities: Str +4, Dex +2, Con +7, Int 2, Wis         Gear
1, Cha +3
                                                       Quantum Mace: Martial melee weapon (heavy
Skills: Climb 4 (+8), Drive 4 (+14), Intimidate 4      mace), base damage +3 +1 extra +2 size = +6
(+7)                                                   damage, crit 20/+1 roll; Extra Damage +1 (1);
                                                       Cost 2 (free).
Bonus Feat: Armored
                                                       Puncture-Proof Tires: +2 bonus to Drive
Favored Feats: Critical Strike, Sneak Attack           checks to avoid nails, caltrops or similar puncture
                                                       hazards; Cost 2.
Feats: Rage 3 (+4 bonus), Weapon Training
Upgrades: Armored 2, Damage Boost (Claw),              Alt Form: Construction vehicle
Damage Boost (Sting)
                                                       Character Scale Speed: 25 squares.
Traits: Built-In Radio, Damage Reduction (4/
quantum energy), Energy Resistance 4, Imbued           Surface Scale Speed: 5 squares.
Attacks, Living Machine, Morph                         Air Scale Speed: .5 squares.
Combat: Attack +1 (2 size, +1 base, +2 Dex),          MPH: 25 mph.
Damage +6 (unarmed) or +10 (quantum energy             Maneuverability: Perfect, +8 bonus on Drive
heavy mace, crit 20/+1 roll), Defense Dodge/           checks.
Parry +1/+3 (2 size, +1 base, +2 Dex/+4 Str),         Acceleration: 5/1/.1
Initiative +2
Saving Throws: Toughness +18/+14 (+4 size,             Priorities (Total to 15 Variant)
+7 Con, +3 Armored, +4 DR/ER)
                                                       1  Gear; 2 gear points.
Virtue: Brave; Vice: Ferocious
                                                       3  Alt Form; Construction Vehicle.
                                                       3  Alt Form; Huge Scorpion.
                                                       4  Ability Scores; 7 points;
                                                       5  Upgrades; 4.
Mechagenesis                                                                                      PAGE 81
Blackhat                                                Traits: Built-In Radio, Damage Reduction (4/
                                                        quantum energy), Energy Resistance 4, Imbued
Function: Data Spy.
                                                        Attacks, Living Machine, Morph
Quote: Your mind doesnt matter.
                                                        Combat: Attack +2 (+2 Dex), Damage +0
Description: Back on Artifex, Blackhat was a            (unarmed) or +4 (autoblaster pistol, crit 20/+1
computer networking specialist and top-level            roll) or +4 (quantum energy staff, crit 19-20/+2
data spy. Since his arrival on Earth, he has            rolls), Defense Dodge/Parry +2/+0 (+2 Dex),
found his job all the easier thanks to primitive        Initiative +2
human technology. Although he despises his
                                                        Saving Throws: Toughness +4/+0 (+4 DR/ER),
boxy, inefficient-looking alt form, he is still quite
                                                        Fortitude +0, Reflex +2 (+2 Dex), Will +2 (+2
proud of his ability to bring world commerce to a
                                                        base)
screeching halt with just a few minutes of work.
                                                        Virtue: Thorough; Vice: Cruel.
Abilities: In primary form Blackhat carries
a quantum energy staff and, when the need
for ranged attacks arises, a blaster pistol. His        Gear
most notable ability, however, is the ability to
wirelessly hack into the very processors of other       Autoblaster Pistol: Autofire (2), Extra Damage
mechagens and issue commands they feel                  +1 (1); Cost 4.
compelled to carry out. He can order a mechagen         Quantum Staff: Simple melee weapon (staff),
into combat against his allies, or issue a sleep       base damage +2 +2 extra = +4 damage; Extra
mode command to force his opponent into                Critical +1, Extra Damage +2, Increased Critical
stasis.                                                 +1; Cost 4.
Quantum Reserves (Conviction): OOO
Role: Medium mechagen Expert 1                          Alt Form:          Medium/Tiny        Object
Speed: 30 ft., 250 ft. fly                              (Device)
Abilities: Str +0, Dex +2, Con +0, Int +2, Wis          Skill Bonus: +10 to Computers checks.
+0, Cha +0
Skills: Acrobatics 4 (+6), Bluff 4             (+4),    Priorities
Computers 4 (+20), Craft (electronics) 4       (+6),
                                                        1  Abilities; 4 points.
Craft (mechagen tech) 4 (+6), Disguise 4       (+6),
Intimidate 4 (+4), Notice 4 (+4), Search 4     (+6),    2  Alt Form; Medium/Tiny Object (Device).
Sleight of Hand 4 (+6), Stealth 4 (+6)                  3  Gear; 8 points.
Bonus Feats: Masterwork Tech Object                     4  Upgrades; 4.
Favored Feats: Cleave, Seize Initiative                 5  Special Power, level +2; Mind Touch.
Feats: Evasion, Firearms Training, Improved
Defense, Improved Evasion
Upgrades: Masterwork Tech Object (+2 to
Computers checks), Primary Form Flight (50/10/1
squares, acc 5/.5, Poor), Special Power Gain 2
Power: Int, effective total level 3, rank 6, fatigue
save 12, save Difficulty 14, power bonus +8;
Dominate, Mind Touch, Sleep
PAGE 82                                                                                  Mechagenesis
Road Rage                                              Feats: Favored Opponent (Alliance Mechagens),
                                                       Rage 2 (+3 Str, +3 to Fort and Will, 2 to
Function: Road Combat Tactician.                       Defense), Seize Initiative
Quote: Move it or lose it!                             Upgrades: Armored 2, High Performance,
Description: Road Rage is a street fighter            Increased Maneuverability, Quicken Power
literally. He is ferocious on the freeway. He is the   Power: Int, effective total level 1, rank 4, fatigue
self-proclaimed master of all paved surfaces. In       save 11, Will save Difficulty 11; Heart-Shaping
alt form Road Rage is a huge black SUV that            (Fear only)
makes an intimidating presence on the highway.
He likes to swerve recklessly in and out of traffic,   Traits: Built-In Radio, Damage Reduction (4/
laughing to himself at the look of terror on the       quantum energy), Energy Resistance 4, Imbued
faces of the humans around him. Like the human         Attacks, Living Machine, Morph
phenomenon that inspired his name, Road Rage           Combat: Attack +1 (1 size, +1 base, +1 Dex),
lets no one stand in his way when he takes to the      Damage +5 (unarmed) or +7 (quantum energy
streets. He is a loud-mouth and a braggart, but        blaster rifle), Defense Dodge/Parry +1/+4 (1
unlike most bullies he can actually back up his        size, +1 base, +1 Dex/+4 Str), Initiative +1
threats with firepower. If he detects an Alliance
mechagen daring to share the road with him,            Saving Throws: Toughness +13/+9 (+2 size,
he flies into a rage from which only the enemys       +5 Con, +2 Armored, +4 DR/ER), Fortitude +7
or his own total destruction can bring him back        (+2 base, +5 Con), Reflex +1 (+1 Dex), Will 1
down. Ironically, despite considering himself          (1 Wis)
the king of the road and having his blaster rifle    Virtue: Unrelenting; Vice: Wrathful
accessible in alt form, Road Rage prefers to
engage in combat in his primary form.
Abilities: In either form, Road Rage is armed          Gear
with a powerful quantum energy blaster. The            All-Terrain Tires: +2 bonus to Drive checks to
blaster remains concealed in his alt form, rising      avoid any land-based terrain hazard; Cost 1.
up from a hidden compartment towards the rear.
He refers to his gun as his street sweeper,          Blaster Rifle: Base damage +3 +1 size +3 extra
and he frequently uses it to clear a path through      = +7; Concealed (1), Extra Damage +3 (3),
traffic on the open roads. In either form, Road        Linked (1), Longarm (+1); Cost 5.
Rage can emit subsonic frequencies that induce         Reinforced Bumper: +1 bonus to armor against
fear by acting on the emotional centers of his         forward and rear ramming attacks; Cost 2.
target.
Quantum Reserves (Conviction): OOO
                                                       Alt Form: Heavy Pickup (SUV)
Role: Large mechagen Warrior 1
                                                       Character Scale Speed: 100 squares.
Speed: 40 ft.
                                                       Surface Scale Speed: 20 squares.
Abilities: Str +4, Dex +1, Con +5, Int +0, Wis
1, Cha +1                                             Air Scale Speed: 2 squares.
Skills: Bluff 4 (+5), Drive 4 (+5), Intimidate 4       MPH: 100 mph.
(+5), Knowledge (tactics) 4 (+4), Notice 4 (+3)        Maneuverability: Good, +4 bonus on Drive
Bonus Feat: Firearms Training                          checks.
Favored Feats: Critical Strike, Sneak Attack           Acceleration: 20/4/.4.
                                                       Priorities
                                                       1  Alt Form; Heavy Pickup.
                                                       2  Special Power, level 1; Heart-Shaping (Fear
                                                       only, +1 priority bonus).
                                                       3  Gear; 8 points.
                                                       4  Abilities; 7 points.
                                                       5  Upgrades; 5.
Mechagenesis                                                                                      PAGE 83
Gravesite                                              Traits: Built-In Radio, Damage Reduction (4/
                                                       quantum energy), Energy Resistance 4, Imbued
Function: Assassin.
                                                       Attacks, Living Machine, Morph
Quote: Your death: my pleasure!
                                                       Combat: Attack 1 (1 size), Damage +3
Description: Gravesite is a Legion assassin            (unarmed) or +6 (quantum energy scythe, crit
who takes great pleasure in the appearance of          19-20/+3 rolls), Defense Dodge/Parry 1/+1 (1
his alt form  that of a big, black hearse. This is    size, +0 Dex/+2 Str), Initiative +0
a mech without mercy, and perhaps even without
                                                       Saving Throws: Toughness +8/+4 (+2 size, +2
emotion. The only thing that seems to bring him
                                                       Con, +4 DR/ER), Fortitude +2 (+2 Con), Reflex
any glee at all is viewing the dismembered and
                                                       +2 (+2 base), Will +4 (+2 base, +2 Wis)
smoking remains of his enemies. His companion,
Tombstone, is just as depraved and wicked as           Virtue: Loyal (to Tombstone); Vice: Murderous
he is. Tombstones alt form is a casket.
Abilities: In primary form Gravesite carries a         Gear
quantum energy scythe that can cut a swath
through enemy mechagens with ease. He is a             Blaster Pistol (for Tombstone): Base damage
cold mechagen, physically as well as emotionally,      +3 = +3 damage; Cost 1.
as he has infrared dampers that shield him from        Infrared Dampers: Linked to both forms; Cost
detection by all but the most advanced sensors.        3.
With a touch, he can channel electrical feedback
                                                       Quantum Scythe: Martial melee weapon
into his target to cause searing pain. In primary
                                                       (scythe), base damage +3 +1 size = +4 damage;
form, Tombstone carries a standard-issue
                                                       Armor Piercing +2 (2), Increased Critical +1 (1);
blaster pistol.
                                                       Cost 4.
Quantum Reserves (Conviction): OOO
Role: Large mechagen Controller 1
Speed: 40 ft.
                                                       Alt Form: Large Car
Abilities: Str +2, Dex +0, Con +2, Int +2, Wis
                                                       Character Scale Speed: 100 squares.
+2, Cha +2
                                                       Surface Scale Speed: 20 squares.
Skills: Bluff 4 (+6), Drive 4 (+0), Escape Artist
4 (+4), Intimidate 4 (+6), Knowledge (behavioral       Air Scale Speed: 2 squares.
sciences) 4 (+6), Notice 4 (+6), Sense Motive 4        MPH: 100 mph.
(+6), Sleight of Hand 4 (+4), Stealth 4 (+0)
                                                       Maneuverability: Poor, 4 penalty on Drive
Bonus Feat: Sneak Attack                               checks.
Favored Feats: Crippling Strike, Sneak Attack          Acceleration: 20/4/.4.
Feats:    Advance   Companion,     Enlarge
Companion, Exotic Weapon Training (scythe),
Sneak Attack                                           Priorities
Upgrades: Primary Form Flight (50/10/1                 1  Alt Form; Large Car.
squares, acc 5/.5, Poor), Special Power Boost          2  Upgrades; 2.
Power: Int, total effective level 3, rank 6, fatigue   3  Gear; 8 points.
save 12, save Difficulty 15; Pain
                                                       4  Abilities; 7 points.
                                                       5  Special Power; level +2; Pain.
PAGE 84                                                                                 Mechagenesis
Tombstone
Function: Assassin.
Quote: Dont fear death. Fear me!
Role: Medium mechagen Expert 1
Speed: 30 ft.
Abilities: Str +0, Dex +2, Con +2, Int +0, Wis
+0, Cha +0
Skills: Bluff 4 (+4), Climb 4 (+4), Escape Artist 4
(+6), Intimidate 4 (+4), Jump 4 (+4), Knowledge
(streetwise) 4 (+4), Notice 4 (+4), Sleight of Hand
4 (+6), Stealth 4 (+6)
Bonus Feat: Firearms Training
Favored Feats: Cleave, Great Cleave
Feats: Crippling Strike, Sneak Attack 3 (+4
damage)
Traits: Built-In Radio, Damage Reduction (4/
quantum energy), Energy Resistance 4, Imbued
Attacks, Living Machine, Link, Morph, Share
Feats, Share Quantum Energy, Share Special
Power
Combat: Attack +2 (+2 Dex), Damage +0
(unarmed) or +3 (blaster pistol), Defense Dodge/
Parry +2/+0 (+2 Dex/+0 Str), Initiative +2
Saving Throws: Toughness +6/+2 (+2 Con, +4
DR/ER), Fortitude +2 (+2 Con), Reflex +5 (+2
base, +3 Dex), Will +0
Virtue: Loyal (to Gravesite); Vice: Murderous
Mechagenesis                                          PAGE 85
Rundown                                                Traits: Built-In Radio, Damage Reduction (4/
                                                       quantum energy), Energy Resistance 4, Imbued
Function: Fugitive Pursuit.
                                                       Attacks, Living Machine, Morph
Quote: You cant run from the inevitable.
                                                       Combat: Attack +3 (1 size, +1 base, +3 Dex)
Description: Rundown is a loose cannon in              (+4 with autoblaster carbine), Damage +4
the Legion, dangerous to Alliance bots and            (unarmed) or +7 (autoblaster carbine), Defense
sometimes even his own team. He is, however,           Dodge/Parry +3/+3 (1 size, +1 base, +3 Dex/+3
extremely good at what he does  chasing               Str), Initiative +3
down and ruthlessly destroying Alliance bots
                                                       Saving Throws: Toughness +8/+4 (+2 size,
 so Centurion keeps him around. He cleverly
                                                       +2 Con, +4 DR/ER), Fortitude +4 (+2 base, +2
adopted the alt form of a police cruiser, allowing
                                                       Con), Reflex +3 (+3 Dex), Will +1 (+1 Wis)
him to move at high speeds through human
communities without drawing the wrong kind of          Virtue: Determined; Vice: Rash
attention.
Abilities: In primary form Rundown wields a            Gear
powerful quantum energy autoblaster carbine.
Despite his speed, accuracy, and lethality, his        Autoblaster Carbine: Base damage +3 +3 extra
primary weakness is his singular weapon. It            +1 size = +7; Autofire (2), Extra Damage +3 (3),
is powerful, certainly, but if removed from him        Increased Range +50 ft. (1), Longarm (+1); Cost
he is left defenseless. In alt form he can reach       6.
top speeds of 245 miles per hour, and is agile
enough to swerve in and out of traffic with ease.
                                                       Alt Form: Sports Car
In either form, he can manipulate the sequence
of flashing lights on his police light bar to          Character Scale Speed: 245 squares per
mesmerize an opponent.                                 round.
Quantum Reserves (Conviction): OOO                     Surface Scale Speed: 49 squares per round.
Role: Large mechagen Warrior 1                         Air Scale Speed: 4.9 squares per round.
Speed: 40 ft.                                          MPH: 245 mph.
Abilities: Str +3, Dex +3, Con +2, Int +1, Wis +1,     Maneuverability: Perfect, +8 bonus on Drive
Cha +0                                                 checks.
Skills: Acrobatics 4 (+7), Drive 4 (+15), Intimidate   Acceleration: 52.5/10.5/1.05.
4 (+4), Jump 4 (+7), Notice 4 (+5), Search 4
(+5)
                                                       Priorities
Bonus Feat: Firearms Training
                                                       1  Alt Form; Sports Car.
Favored Feats: Elusive Target, Sneak Attack
                                                       2  Gear; 6 points.
Feats: Attack Focus (blaster rifle) Point Blank
Shot, Vehicular Combat 2                               3 Special Power, level +0; Suggestion
                                                       (biologicals and mechagens, 1 priority
Upgrades: High Performance, Increased                  penalty).
Acceleration,    Increased   Maneuverability,
Increased Vehicle Form Speed 2                         4  Ability scores; 7 points.
Power: Int, effective total level 0, rank 3, fatigue   5  Upgrades; 5.
save 10, save Difficulty 11; Suggestion
PAGE 86                                                                                 Mechagenesis
Chapter Ten: The Battle                                  for       St. Louis
Early morning, mid-summer, sees the peaceful         to talk amongst one another as they are faced with
city of St Louis, as yet spared the fate of the      these overwhelming odds, and use the humans
western cities, attacked by a large, organized       of the GDC to illustrate just how necessary the
battalion of Spartan Drones under the command        Alliance is to saving this world and the entire
of Centurions top assassin, Gravesite. With         human species.
only a small GDC defense force, St Louis is          The Battle for St Louis is an action-packed romp
well behind GDC lines, the Drones were nearly        through one of the first pitched battles in the fight
unchecked for the first few hours until the 3rd      for Earth, but dont neglect the personalities of
GDC Battalion under Commander Ravindra               the Alliance members and how they feel about
Chopra moved into place to protect the critical      the war going on, or how they feel about their
medical technology research that goes on in St       tiny, fleshy charges. Ensure that your heroes
Louis. Celerion has ordered as many available        have ample time to get involved in their roles
Alliance members into the city as can be spared      and dont simply force them from one combat
from other fronts and the heroes are amongst         to the next, but at the same time foster a sense
the defenders.                                       of desperation as the defenders of St Louis are
This adventure covers several battles as the         pushed back under the onslaught of the Legion.
heroes are forced to run from one hot spot to
another, (specifically, Hospital Assault should
lead directly into No Bot Left Behind, with no or
minimal in-game rest) encourage your heroes
Mechagenesis                                                                                     PAGE 87
Hospital Assault                                           o	 First Wave: The first-wave force consists
                                                              of two or tree Spartan Drones per hero.
	 Currently, a large force of Spartan Drones                 They just fly in and try to rapidly swamp
   are closing in on Mercy General, a county                  the defenders. The Drones can fly at up to
   hospital that has been repurposed for military             50 mph, which is 50 squares at character
   use. Mercy General is handling the bulk of the             scale. Remember to penalize the Drones
   wounded for the defense forces of St Louis.                attack rolls and skill checks and increase
   If the Legion assault is successful a large                their Defense by their speed modifier (see
   percentage of GDC forces will be taken out                 Table 7-2: Speed Modifiers).
   of the fight permanently. The human forces
   request the presence of the heroes in order             o	 Second Wave: The second wave is the
   to stave off the Drone attack.                             heaviest, really making the heroes work
                                                              for it. The second wave is an all-out attack
                                                              by Spartan Drones, with five or more
Mercy General sits on a T-junction with its back              drones per hero. The second wave forces
  to a large business district. Its a 4 story affair         take their time, making use of any cover
  with an emergency bay where wounded                         in the street or parking lot and attempting
  soldiers are being brought in. Large or larger              to hold any ground gained. They only take
  heroes cant enter the hospital proper, but                 to the air to advance their position.
  they can freely move about in the parking                o	 Third Wave: If the heroes had an easy
  garage across the street (although Huge or                  time of the first and second wave, you can
  larger heroes have to duck or crawl in primary              add a third straggler wave as well, just
  form in the parking garage). The hospital                   to keep the heroes on their mechanical
  roof has a helipad and can hold characters                  toes. The straggler wave should be no
  of up to Gargantuan size. Allow the heroes 2                more than two Spartan Drones per hero.
  minutes (20 rounds) to set up any defensive                 Some may fly, whilst others engage in a
  structures or discuss any plans then hit them               ground assault.
  with the first wave of Spartan Drones.
                                                        	 If the heroes are overwhelmed, they may be
	 The first attack is merely a probe to test the          forced to retreat. If this happens the hospital
   defenders and prepare for another, more                 staff and nearby GDC personnel evacuate as
   dedicated assault. This lets the heroes cut             many people as they can from the hospital
   their teeth before getting into the heavy               interior, but a large number of men and
   stuff. Stats for Spartan Drones can be found            women are left behind in the hasty escape.
   in Chapter Nine: Sample Characters.                     The heroes can help in the evacuation,
   Remember that Spartan Drones are minions:               offering their vehicle forms as a means of
   they dont get quantum energy reserves (i.e.            escape for the embattled humans.
   Conviction), heroes can choose to take 10
   on attack rolls against them, and they go to
   the worst possible result on the damage track
   if they fail a Toughness save (unconscious
   for non-lethal damage and dead for lethal
   damage).
PAGE 88                                                                                   Mechagenesis
Backlash Attacks!                                   No Bot Left Behind
Should the heroes succeed give them a few           Information has come down from GDC command
moment to exult in their victory, then have them    that the Alliance mechagen designated as Ghost
catch word on the GDC battle network that           has been captured, along with her human support
another group has broken off to attack their        team, while hacking into the Legions secure
position. Backlash has rerouted his assault corps   network. She apparently managed to recover
to the heroes position and hes rampaging his      the entire battle plan for the Legion assault on St
way through any resistance the GDC can throw        Louis, but her team was ambushed on their way
up.                                                 out of enemy territory by Blackhat and his squad
	 The heroes have a few options here. Since        of Drones. (If one of your players is running
   Backlash is all brawn and no brains they might   Ghost, replace her with a similar mechagen.)
   attempt to ambush his unit before it arrives,    Having Ghost fall into enemy hands, especially
   they can bunker down in their positions and      Blackhats, is completely unacceptable; not only
   attempt to hold him back, or they can evacuate   does she possess the plans for the Legions
   and not engage the dangerous bot at all. In     assault on St Louis, she has extremely intimate
   this case they have enough time to properly      details on the defense arrays for the GDC and
   evacuate the human personnel, but they will      the location of most Alliance units. Therefore,
   be abandoning an important resource in the       she has been deemed mission critical by the
   fight for St Louis in Mercy General.             GDC commanders and Celerion himself. The
	 Backlash is accompanied by a full contingent     heroes are the nearest unit and have been
   of Drones, on top of the fact that Backlash      rerouted for a rescue mission. Their orders are
   himself is a raving psychotic of an enemy.       to recover Ghost at all costs; she comes home
   Its time to make the heroes earn that hero    in one piece, period. The heroes are expected
   moniker. Stats for Backlash can be found in      to rescue Ghosts accompanying six-person
   Chapter Nine: Sample Characters. He is           electronic warfare team as well, but they are not
   accompanied by Spartan Drones in enough          as critical as Ghost.
   numbers to give the heroes cause to question     Blackhats team is moving west, away from
   an engagement with him. There are at least       the frontlines and out of St Louis entirely. Hell
   three Drones per hero.                           probably pull all the way back into Legion-held
	 If the heroes are defeated, Backlash             territory before beginning his work, but he also
   rampages through the GDC forces and              cant pass up the chance to gloat over Ghost
   puts Mercy General out of commission.            and tell her about his plans for her. As such he is
   If the heroes succeed or retreat, they are       accompanying the Drone squad. Ghost has been
   called away to another hotspot; an Alliance      strapped in vehicle form to a non-mechagen
   mechagen has been captured along with a          flatbed truck and has been put into stasis by
   contingent of GDC soldiers and they need to      Blackhats insidious sleep mode hack. The
   be recovered quickly before Blackhat hacks       GDC team that accompanied her are crammed
   the Alliance members mind.                      into her vehicle form, manacled, helpless, and
                                                    quite uncomfortable (sports cars arent known
                                                    for their spacious interiors). Blackhat, Medium
                                                    size in his primary form, is driving the truck.
Mechagenesis                                                                                   PAGE 89
The heroes need to move quickly and hit hard            Changing Speeds in Chapter Seven of
to recover Ghost. Blackhat has an abundance             Mechagenesis). The truck is Gargantuan, and
of Drones with him and since he knows Ghost             has a base Defense of 6 and a Toughness
possesses incredibly valuable information he has        of +11. If he manages to escape, Blackhat
a contingency in place should he be attacked:           leaves the heroes mired in combat with his
hes on an open frequency with Road Rage                Drones and Road Rage.
who is hanging back and awaiting the go-code
                                                     	 If things go turn against the Drones quickly,
should Blackhat be attacked. Road Rage arrives
                                                        Blackhat simply leaps from the truck cab and
two rounds after Blackhat summons him fully
                                                        tries to fly away. The truck careens off the
aware of the situation and spoiling for a fight,
                                                        road and crashes. The truck, Ghost, and the
unless the heroes have an ability to dampen
                                                        six humans inside her take collision damage
communications.
                                                        equal to +6 plus 1/2 the trucks current
                                                        speed at surface scale. This is conventional
                                                        damage, so Ghosts DR applies.
Cut   to the   Chase
                                                     	 Ghost is in stasis, which equates to human
	 The truck carrying Ghost and the GDC team is
                                                        sleep. She can be awakened by anything
   currently moving west at 60 miles per hour (12
                                                        that would normally wake up a sleeping
   squares at surface scale) on an abandoned
                                                        human. As per the description of the skill,
   highway. Given Blackhats thorough nature,
                                                        hearing a battle is a Notice check with a
   he is be accompanied by plenty of Drones.
                                                        Difficulty of 10, increased to +0 since she is
   There are two Spartan Drones on the back
                                                        asleep. Thus, once the heroes arrive and start
   of the truck guarding Ghosts inert form.
                                                        fighting the Drones Ghost is likely to regain
	 As the heroes approach his position it soon          consciousness and immediately attempt to
   becomes apparent why Blackhat is moving so           free herself. She currently has four Hurts and
   slowly: ten more Drones are flying overhead          one Wound from her battle with Blackhats
   in formation, punching their flight speed up to      forces, and no quantum energy reserves.
   as fast as they can go (about 60 mph). (See          Treat her as being entangled in a net with the
   the rules in Chapter Seven of Mechagenesis           added restriction that she cannot move since
   for the Punching It maneuver). Blackhat              the cables are securely attached to the truck
   is irritated that he has to go so slow, but          bed. Ghost takes a 2 penalty on attack rolls
   he doesnt want to outrun his Drone escort           and a 4 penalty on Dexterity. If she attempts
   and leave himself defenseless. Hes in quite         to use her special power, she must make a
   a foul mood already, grumbling about the             Difficulty 15 Concentration check or be unable
   deficiencies of the idiotic Drones, and his          to use the power effectively. She can escape
   mood only darkens when the heroes show               with a Difficulty 20 Escape Artist check (a
   up.                                                  full-round action). The net has +5 Toughness
	 Blackhat attempts to escape with Ghost at the        and can be burst with a Difficulty 25 Strength
   first opportunity, accelerating to the trucks       check (also a full-round action). Remember
   maximum speed of 100 mph (20 squares at              that she also takes an additional 2 penalty
   surface scale). The truck has an acceleration        on all checks, attack rolls, and saving throws
   of 2 at character scale, so it takes Blackhat        thanks to her Wounded condition.
   2 rounds to reach top speed. He can shorten
   that time if he becomes desperate (see
PAGE 90                                                                                Mechagenesis
	 Recovering Ghost firmly establishes the           The Final Confrontation
   heroes as a premiere unit, especially after
                                                     	   Gravesites position is guarded by six heavily
   their actions at Mercy General. Of course,
                                                          armed assault Drones, all programmed to
   once this crisis has been averted the heroes
                                                          protect him from any aggressors. Gravesites
   have to gear up for the counter-attack on the
                                                          Drones are a step tougher than the Spartan
   Legion. With Ghosts intel things might go a
                                                          Drones the heroes have faced up until now
   bit better, if Blackhat escaped the GDC will
                                                          (and demonstrate one of the many ways
   be in for a costly fight while the heroes race
                                                          a Narrator can modify the basic Drone for
   cross-country to recover their comrade.
                                                          various purposes).
                                                     	 If Gravesite becomes aware of the heroes
Turning Point                                           before they attack he waits until they engage
With Ghosts intel in hand, the GDC prepares            his Drones before making use of his Sneak
for their counterattack. The human forces have          Attack feat. If your heroes have proven
the advantage of being familiar with the terrain,       to be particularly effective in the previous
and their small stature allows them to engage in        encounters, feel free to add several levels
urban warfare more effectively than the Spartan         to Gravesite to make him and Tombstone
Drones. This, coupled with Ghosts stolen               more of a challenge. In this case, Gravesite
intelligence and the presence of the Alliance in        does not take extra mechagen companions,
the form of the heroes, means that the GDC is           instead taking feats that enhance his and
in the best position to go on the offensive since       Tombstones abilities. This controller prefers
they were pushed out of western states.                 a single efficient companion to a small army
Mechagenesis                                                                                    PAGE 91
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over the prior art and any additional content clearly identified as Open       You may not Use any Open Game Material so affected.
Game Content by the Contributor, and means any work covered by
                                                                               13 Termination: This License will terminate automatically if You fail
this License, including translations and derivative works under law,
                                                                               to comply with all terms herein and fail to cure such breach within 30
but specifically excludes Product Identity. (e) Product Identity means
                                                                               days of becoming aware of the breach. All sublicenses shall survive the
product and product line names, logos and identifying marks including
                                                                               termination of this License.
trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols,            14 Reformation: If any provision of this License is held to be unenforceable,
designs, depictions, likenesses, formats, poses, concepts, themes and          such provision shall be reformed only to the extent necessary to make
graphic, photographic and other visual or audio representations; names         it enforceable.
and descriptions of characters, spells, enchantments, personalities,
teams, personas, likenesses and special abilities; places, locations,          15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000,
environments, creatures, equipment, magical or supernatural abilities or       Wizards of the Coast, Inc.
effects, logos, symbols, or graphic designs; and any other trademark or
                                                                               System Reference Document, Copyright 2000, Wizards of the Coast,
registered trademark clearly identified as Product identity by the owner
                                                                               Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
of the Product Identity, and which specifically excludes the Open Game
                                                                               original material by E. Gary Gygax and Dave Arneson.
Content; (f) Trademark means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or   Modern System Reference Document Copyright 2002-2004, Wizards of
the associated products contributed to the Open Game License by the            the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles
Contributor (g) Use, Used or Using means to use, Distribute, copy,       Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney
edit, format, modify, translate and otherwise create Derivative Material       Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte
of Open Game Content. (h) You or Your means the licensee in terms          Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell,
of this agreement.                                                             John Tynes, Andy Collins, and JD Wiker.
2. The License: This License applies to any Open Game Content that             A Magical Medieval Society: Western Europe, Copyright 2003,
contains a notice indicating that the Open Game Content may only be            Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning.
Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or             Advanced Players Guide, Copyright 2004, White Wolf Publishing, Inc.
subtracted from this License except as described by the License itself.
                                                                               Advanced Players Manual, Copyright 2005, Green Ronin Publishing:
No other terms or conditions may be applied to any Open Game Content
                                                                               Author Skip Williams.
distributed using this License.
                                                                               Algernon Files, Copyright 2004, Blackwyrm Games; Authors Aaron
3.Offer and Acceptance: By Using the Open Game Content You indicate
                                                                               Sullivan and Dave Mattingly.
Your acceptance of the terms of this License.
                                                                               Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors
4. Grant and Consideration: In consideration for agreeing to use this
                                                                               Erik Mona and Chris Pramas.
License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the         Bastards & Bloodlines, Copyright 2003, Green Ronin Publishing, Author
Open Game Content.                                                             Owen K.C. Stephens.
5.Representation of Authority to Contribute: If You are contributing           Blue Rose Companion, Copyright 2005, Green Ronin Publishing; Editor
original material as Open Game Content, You represent that Your                Jeremy Crawford.
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License.                                  Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy
                                                                               Crawford, Dawn Elliot, Steve Kenson, and John Snead.
6.Notice of License Copyright: You must update the NOTICE portion
of this License to include the exact text of the NOTICE of any Open           Book of the Righteous, Copyright 2002, Aaron Loeb.
Game Content You are copying, modifying or distributing, and You must
                                                                               Challenging Challenge Ratings: Immortals Handbook, Copyright 2003,
add the title, the date, and the holders name to the NOTICE of any
                                                                               Craig Cochrane.
original Open Game Content you Distribute.
                                                                               Challenging Challenge Ratings: Immortals Handbook, Copyright 2003,
7. Use of Product Identity: You agree not to Use any Product Identity,
                                                                               Craig Cochrane.
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element               Conan The Roleplaying Game, Copyright 2003 Conan Properties
of that Product Identity. You agree not to indicate compatibility or co-       International LCC; Authorized Publisher Mongoose Publishing Ltd;
adaptability with any Trademark or Registered Trademark in conjunction         Author Ian Sturrock.
with a work containing Open Game Content except as expressly licensed
in another, independent Agreement with the owner of such Trademark or          CORE Explanatory Notice, Copyright 2003, Benjamin R. Durbin
Registered Trademark. The use of any Product Identity in Open Game
                                                                               Creatures of Freeport, Copyright 2004, Green Ronin Publishing, LLC;
Content does not constitute a challenge to the ownership of that Product
                                                                               Authors Graeme Davis and Keith Baker.
Identity. The owner of any Product Identity used in Open Game Content
shall retain all rights, title and interest in and to that Product Identity.   Crime and Punishment, Copyright 2003, Author Keith Baker
8. Identification: If you distribute Open Game Content You must clearly        Crooks!, Copyright 2003, Green Ronin Publishing; Authors Sean Glenn,
indicate which portions of the work that you are distributing are Open         Kyle Hunter, and Erik Mona.
 PAGE 92                                                                                                                            Mechagenesis
Cry Havoc, Copyright 2003, Skip Williams. All rights reserved.          Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac
                                                                        Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
Darwins World 2nd Edition, Copyright 2003, RPG Objects; Authors
Dominic Covey and Chris Davis.                                          Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alderac
                                                                        Entertainment Group, Inc.; Authors Scott Gearin.
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
                                                                        Spycraft Mastermind Guide, Copyright 2004, Alderac Entertainment
Design Parameters: Immortals Handbook, Copyright 2003, Craig           Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A.
Cochrane.                                                               Oliver.
Dragonstar: Starfarers Handbook, Copyright 2001, Fantasy Flight        Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment
Publishing, Inc.                                                        Group, Inc.; Authors Chad Brunner, Tim DAllard, Rob Drake, Michael
Galactic Races, Copyright 2001, Fantasy Flight Games.                   Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich,
                                                                        Jim Wardrip, Stephen Wilcoxon.
Gimmicks Guide to Gadgets, Copyright 2005, Green Ronin Publishing;
Author Mike Mearls.                                                     Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac
                                                                        Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B.
Grim Tales, Copyright 2004, Benjamin R. Durbin, published by Bad Axe    D. Flory, Scott Gearin, Patrick Kapera.
Games, LCC.
                                                                        Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment
Grim Tales, Cyberware game mechanics; Copyright 2003, Benjamin R.       Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
Durbin, published by Bad Axe Games, LCC.
                                                                        Spycraft, Copyright 2005, Alderac Entertainment Group.
Grim Tales, Firearms game mechanics; Copyright 2003, Benjamin R.
Durbin, published by Bad Axe Games, LCC.                                Swords of Our Fathers, Copyright 2003, The Game Mechanics
Grim Tales, Horror game mechanics; Copyright 2003, Benjamin R.          Tales of the Caliphate Nights, Copyright 2006, Paradigm Concepts, Inc.,
Durbin, published by Bad Axe Games, LCC.                                Author Aaron Infante-Levy
Grim Tales, Spellcasting game mechanics; Copyright 2003, Benjamin R.    The Avatars Handbook, Copyright 2003, Green Ronin Publishing;
Durbin, published by Bad Axe Games, LCC.                                Authors Jesse Decker and Chris Tomasson.
Grim Tales, Vehicle game mechanics; Copyright 2003, Benjamin R.         The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors
Durbin, published by Bad Axe Games, LCC.                                Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Horizon: Mechamorphosis, Copyright 2004, Fantasy Flight Publishing,     The Masterminds Manual, Copyright 2006, Green Ronin Publishing;
Inc.                                                                    Author Steve Kenson.
Horizon: Redline Copyright 2003, Fantasy Flight Publishing, Inc.        The Psychics Handbook, Copyright 2004, Green Ronin Publishing;
                                                                        Author Steve Kenson.
Hot Pursuit, Copyright 2005, Corey Reid, published by Adamant
Entertainment, Inc.                                                     The Quintessential Fighter, Copyright 2001 Mongoose Publishing
Immortals Handbook, Copyright 2003, Craig Cochrane.                     The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, Copyright
                                                                        2005, Bad Axe Games, LLC.
Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris
Pramas.                                                                 The Unholy Warriors Handbook, Copyright 2003, Green Ronin
                                                                        Publishing; Author Robert J. Schwalb.
Modern Players Companion, Copyright 2003, The Game Mechanics,
Inc; Author: Stan!                                                      Tome of Horrors, Copyright 2002, Necromancer Games., Inc.; Author
                                                                        Scott Greene, based on original material by Gary Gygax.
Monsters Handbook, Copyright 2002, Fantasy Flight Publishing, Inc.
                                                                        Traps & Treachery Copyright 2001, Fantasy Flight Publishing, Inc.
Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All
rights reserved.                                                        True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing;
                                                                        Author Steve Kenson.
Monte Cooks: Arcana Unearthed, Copyright 2003, Monte J. Cook. All
rights reserved.                                                        True20 Adventure Roleplaying, Revised Edition, Copyright 2008, Green
                                                                        Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, Copyright 2004, Green Ronin
Publishing, LLC; Editor Erik Mona.                                      True20 Bestiary, Copyright 2006, Green Ronin Publishing; Author
                                                                        Matthew E. Kaiser.
Mutants & Masterminds, Copyright 2002, Green Ronin Publishing;
Author Steve Kenson.                                                    Ultramodern Firearms, Copyright 2002, Green Ronin Publishing; Author
                                                                        Charles McManus Ryan.
Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin
Publishing; Author Steve Kenson.                                        Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy
                                                                        Collins, Jesse Decker, David Noonan, Rich Redman.
Mythic Heroes, Copyright 2005, Benjamin R. Durbin, published by Bad
Axe Games, LLC.                                                         Wrath & Rage, Copyright 2002, Green Ronin Publishing, Author Jim
                                                                        Bishop.
Possessors: Children of the Outer Gods, Copyright 2003, Philip Reed
and Christopher Shy, www.philipjreed.com and www.studioronin.com.       Horizon: Mechamorphosis, Copyright 2004, Fantasy Flight Publishing,
                                                                        Inc.
Relics and Rituals: Excalibur, Copyright 2004, White Wolf Publishing,
Inc.                                                                    Mechagenesis: The True20 Robotic Roleplay Sourcebook, Copyright
                                                                        2008, Reality Blurs, Author Erica Balsey.
Rokugan, Copyright 2001 AEG
Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.;
Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse
Scoble.
Spycraft Copyright 2002, Alderac Entertainment Group.
Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment
Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Mechagenesis PAGE 93