Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This kind of goes against the nature of being a mecha system, but would you have any advice on running a campaign where Pilot and Mech builds are more merged? An example being like a campaign where the PCs were usually wearing their powersuits, or instead the PCs were all android fighting rogue androids instead of piloting mechs.  Would it be better to cut the combat related skills or perhaps repurpose them to a "powered down" combat? Would playerw be able to too easily circumvent low systems eith high notice and vice-versa?

Have you looked at the True AI and Mechanical Body passives in BC79? Other than that, I've seen people making lower PL versions of their mechs to represent themselves as fighters outside the cockpit while still using the mecha rules. 

(+1)

Ah thanks, that paragraph to the right really helped. I mostly wanted to run something akin to Megaman X and this should help.

Well now this is just pestering you, but I'm  conflicted. I noticed the Psycho Rival build reccomends possibly swapping the Beam Saber and Beam Rifle for an Extending Blade and Charge Cannon.  I know  you can't target your own remotes in duels, but does that apply to explosion attacks? I suppose you can't hurt yourself with your own blast attacks, and your remote is just an extension of its user, but I'm not sure if that's right.

With the caveat that it's been a few years so I'm not 100% sure what the underlying logic was, I think your Remotes are spared from your own friendly fire. Also, if you're using the Psycho Rival check down in the comments for the fixes for some of its levels, as the math had a few mistakes in some builds and that was one of them. 

(+1)

Yeah I noticed when copying it over to a player, I noticed its like 10 MP over budget. Though thanks for the clarification, it means a lot. Even when I'm running other systems this system is one I always like coming back to.