Art preview time!
First up, the inked version of the Tyrakron headshot by Vic Shane. I previewed the pencils for this a few posts ago. The inked version gives him surprisingly soulful eyes; he doesn't look like a mindless bad guy anymore, there's some depth to him, like maybe he's a reluctant soldier....
Next up, take a look at Anthony Cournoyer's illustration of a smaller Battlechanger with a 'gadget alt-mode'. I referenced the great IDW version of Rewind in my art order for this guy, and while I can still see a bit of a resemblance, Anthony has taken this cute little mech in a different and interesting direction.
Finally, take a look at the partial racial traits for the Battlechanger race itself. This preview doesn't include the "Primitive" alt-mode info nor some other crunch, as I want to keep those mechanics as a surprise for the book itself. Let me know if you think anything needs tweaking.
Battlechanger Racial
Traits
Size and Type
Battlechangers
are Monstrous Humanoids.
Though they are a mechanical race,
their bodies have vital zones that can be targeted, and they are an
intelligent, fully sentient species. They are treated as Monstrous Humanoids
rather than Constructs for the same reason Full Conversion Cyborgs (The Polymer Path, Otherverse Games, 2014) are.
Players
choose the size of their Battlechanger at character creation. This size
determines many of the robot’s physical characteristics. These include the
robot’s base land speed in primary mode, reach, its massive strength
multiplier, natural armor bonus, slam attack damage, the capacity of its
Fueleon Reserve and the number of Shannix the robot can spend to purchase
additional powers and abilities.
Game Master Note
The GM is
free to restrict Battlechanger characters to a particular size range.
Gargantuan Battlechangers are especially unbalanced compared to the organic
races- nearly unstoppable physically.
Size and Weight
These vary
wildly, even among Battlechangers of the same basic size category. Whatever
their size, due to their mostly metallic construction, Battlechangers are much
heavier than a comparably sized organic. For example, a human sized Battlechanger
might weigh as much as 500-700 lbs, depending on configuration. The largest
Battlechangers might mass as much as several thousand tons.
Robot’s Size Category
|
Robot’s Base Landspeed
|
Robot’s Reach
|
Robot’s Slam Attack
|
Natural Armor Bonus
|
Massive Strength Multiplier
|
Fuelon Reserve
|
Shannix Budget
|
Tiny
|
10 ft
|
0 ft
|
1d4
|
+0
|
X 0
|
12 Fuelon
|
8
|
Small
|
20 ft
|
5 ft
|
1d6
|
+2
|
X 5
|
10 Fuelon
|
14
|
Medium
|
30 ft
|
5 ft
|
1d8
|
+4
|
X 10
|
8 Fuelon
|
16
|
Large
|
40 ft
|
10 ft
|
1d10
|
+8
|
X 20
|
6 Fuelon
|
10
|
Huge
|
40 ft
|
15 ft
|
2d8
|
+12
|
X 100
|
4 Fuelon
|
8
|
Gargantuan
|
60 ft
|
20 ft
|
2d12
|
+20
|
X 1,000
|
2 Fuelon
|
6
|
Massive Strength (EX)
Battlechangers are incredibly strong by humanoid
standards. Even the smallest Battlechangers, which stand ‘merely’ 6-8 ft tall
are dozens of times stronger than a bipedal humanoid, thanks to their
hydraulics, servos and dense, corded steel musculature.
Battlechangers multiply their lifting, dragging and
carrying limits by a multiplier determined by the robot’s size. A
Battlechanger’s base landspeed, also determined by its size, is never reduced
by armor or encumbrance.
Robots in vehicular modes can haul cargo or passengers
equal to the maximum drag.
Optics (EX)
Battlechangers
have high-grade optical sensors that provide them with Darkvison with an
impressive 500 ft range as well as lowlight vision.
Communications (EX)
Battlechangers can perceive and transmit on unencrypted
radio, television, wifi and signal protocols. All Battlechangers are considered
to have the Onboard Computer cybernetic implant.
Unique Mechanical
Anatomy (EX)
Battlechangers
have unique, modular and metamorphic mechanical bodies. Battlechangers may wear
additional armor, but it must be custom made and fitted. Multiply the base cost
of armor by the robot’s Massive Strength Multiplier to determine its cost when
custom made. Battlechangers cannot transform into their alt-mode while wearing
additional armor.
Battlechangers
have the No Breath racial quality. They are immune to poisons diseases that
affect only organic creatures, including magical afflictions. They remain
vulnerable to afflictions that specifically affect mechanical or bio-mechanical
life forms.
Battlechangers
do not heal damage naturally. They must expend Fuelon to activate their Self
Repair Systems (see below); alternatively, they can be repaired with Craft
(mechanical) as if they were Constructs. A DC 20 Craft check requires an hour
of work and restores 1d8 Hit Points.
Alt-Mode (EX)
All
Battlechangers have an Alt-Mode which they can transform into as a move equivalent
action that does not provoke attacks of opportunity.
If an Alt-Mode’s size is not within
one step either direction of the Battlechanger’s robot mode, the robot must use
Mass-Shifting to transform. Minor differences in size can be accommodated by purely
physical transformations, including sliding and collapsing modular components
and creative parts arranging.
Mass Shifting
Each
category of possible alt-modes has transform into a certain size of robot
without requiring the strange physics of ‘mass shifting’. A cell phone can
become a cat-sized robot scout, and a Honda Civic can transform into a 12 ft
tall metallic warrior. Modular components slide into place, folding and
arranging themselves as necessary to fill out the robot’s bulk. (Never mind how
a 250 lb robot can transform into a 5 ounce iPod… that’s a question cartoons
never addressed and we won’t either.)
A few
robots have more extreme size differentials between their robot and alternate
forms. An Ohio-class ballistic missile submarine might transform into a robot
‘only’ twenty feet tall, or an old battered Walkman might expand out into a
robot a head taller than a human. In this case, these radical alterations in
scale are explained away by Technysian mass shifting technology. You don’t need
to purchase a special gadget to use Mass Shifting, as this technology is
fundamental to the Battlechangers.
Anytime a
robot equipped with Mass Shifting technology transforms, that robot expends a
point of Fuelon. Mass Shifting gives robots greater versatility, but is
expensive in terms of fuel expenditures.
Robots that
transform into handheld devices sized for normal humans can also choose not to
activate their size changing circuitry when transforming. In this case, the
robot remains at a scale that would allow the device to be used by any
Battlechanger of Giant-Scale or larger. For example, a mini-bot that normally
transforms into a pair of human sized binoculars could instead turn into a set
of giant-sized goggles for use by other robots. Transforming in this manner
does not expend Fuelon.
A Battlechanger’s Alt-Mode is the usually
same (or almost the same) size category as its primary mode, unless the robot
uses Mass Shifting (explained later) to transform.
Most
Alt-Modes provide the Battlechanger with the Freeze special quality while in
that form, provided the Battlechanger is parked in a location where such a
vehicle or object would be common. For instance, a Battlechanger in aircraft
form could easily hide in an airfield, while a Battlechanger with the alt-mode
of an SUV could hide in virtually any urban area. Other alt-modes lack the
Freeze special quality entirely- after all it’s hard to hide a 30 ft tall
chrome dinosaur.
Creating an
Alt-Mode is described in the next section.
Fuelon Reserve (EX)
Battlechangers are powered by
the unique, ultra-density alien energy known as Fuelon. Fuelon recovers very
slowly once expended. A Medium Battlechanger reduced to 0 Fuelon recovers 1
Fuelon in 24 hours; Large Battlechangers require 96 hours; and it requires one
month for a Huge or larger Battlechanger to recover one point of Fuelon and
come out of sys-stasis.
A
Battlechanger can willingly enter prolonged sys-stasis to fully recover its
Fuelon Reserve. The Battlechanger remains unconscious and helpless until its
energies are fully regenerated. Fuelon energy recovers at one point per time
period listed above.
Fuelon can
be expended in a variety of ways to benefit the Battlechanger. Most gadgets and
innate powers require Fuelon expenditure. In addition, the Battlechanger can
expend Fuelon for the following purposes. In addition, the Battlechanger must
expend one point of Fuelon per 24 hours to remain operational; if this need is
not met, the Battlechanger enters sys-stasis.
·
Alt-Mode
Movement: A Battlechanger with an immobile alt-mode can spend a point of
Fuelon to move at a flight speed equal to its base land speed (poor) by
magnetic or gravitic levitation for one scene. Move equivalent action.
·
Combat
Effort: Expending a point of Fuelon provides a +5 increase to damage on a
successful attack. This use must be declared prior to making the check. Swift action.
·
Defensive
Effort: Expend a point of Fuelon to halve the damage from an attack that
will hit you. This can stack with Evasion, further halving damage (so you
suffer ¼ damage on an Evaded attack with Defensive Effort). Immediate action.
·
Energetic
Conversion: Expend a point of Fuelon to recover a point of Ki, Grit, or other class based
expendable energy resource. Full round
action.
·
Extra
Effort: Expending a point of Fuelon provides a +5 competence bonus on a
particular skill check or attack roll. This use must be declared prior to
making the check. Free action (skill) or Swift action (attack
roll).
·
Fast
Transformation: Override your shift-safety limiters and transform between
modes as an immediate action. Immediate
action.
·
Lethal
Targeting: Expend a point of Fuelon to automatically confirm a critical
hit. Immediate action.
·
Mass
Shift: If the robot uses Mass Shifting to transform into its alt-mode, one
point of Fuelon must be expended when changing modes. No action.
·
Rescanning:
Change the cosmetic details of your alt-mode. Full round action.
·
Self
Repair Protocol: Expending a point of Fuelon provides the Battlechanger
with Fast Healing 5 for one round; every five character levels the Fast Healing
increases by an additional 5 points. Standard
action.
·
Wrecker: Expend a point of Fuelon to ignore an
inanimate object or structure’s Hardness when attacking with your slam for a
single attack. Free action.
Ability Scores
Battlechangers roll or purchase
their six ability scores as normal for the campaign. However, by spending
Shannix, Battlechangers can permanently upgrade one or more of these scores.
Rolled and
purchased ability scores are not modified by size, as the Massive Strength
multiplier effectively simulates a Battlechanger’s prodigious strength without
producing dramatically unbalanced combat capabilities.
Optional Castes
and Ability Score Modifiers
Battlechangers, both good and
evil, have a caste-based culture. The alien robots are stratified into several
social levels, which roughly determines how powerful and competent these robots
are.
The
majority of the Battlechanger race are members of the Worker, Disposable or
Warrior Castes. Command and Philosopher Caste robots are relatively rare. Of
the three common classes, Disposables were the most common at some points in
history. In the modern era, after uncounted eons of warfare, naturally Warriors
are the most common caste.
Choosing a
caste limits the Battlechanger’s size, and provides ability score modifiers.
This step is optional, but extremely flavorful.
Worker Caste
-2 DEX, +2
CON, +2 WIS
Worker Caste Battlechangers are the
most common examples of the breed. They are bulky, but fuel efficient and
robust, with a good grounding of common sense and core programming.
Worker Caste robots must be Large,
Huge or Gargantuan. Most have vehicular alt-modes of the Hauler, Rescue or
Worker classifications; Ground alt-modes are most common, but these robots are
not firmly restricted to the road. Sky and Sea based Workers exist, and keep
operations functioning smoothly in those environments.
Disposable Caste
-2 STR,
+2 INT, +2 WIS
Disposable Caste robots were extremely
common in the distant past, before the Great War, but are less common now days.
These highly intelligent and skillful robots were among the physically frailest
of the species, and often treated like slaves or servants by larger, more
powerful robots. Disposable Caste Robots still suffer a social stigma, even in
the supposedly enlightened modern era, where even after millennia of heroism in
the Great War, discrimination against these small, quirky bots still exists.
Disposable Caste Battlechangers who survived the Great War have become more
assertive and forced their factions to acknowledge the importance of their
contributions.
Disposable Caste robots must be
Tiny, Small or Medium and must have either a Gadget Alt-Mode or a Primitive
Alt-Mode that does not incorporate mass shifting.
Warrior Caste
+2 STR
or +2 DEX
Warrior
Caste Battlechangers are the most common breed of robot, and form the spine of
the Freegear and Tyrakron armies. They are designed with superior motive servos
and articulators that enable them to excel at their preferred combat modus-
either swinging a charged Fuelon axe, or blasting away with null rays.
Warrior
Caste Battlechangers must Medium sized or larger. They are not restricted in
terms of alt-mode choice, but very few become Gadgets, and those few who do
almost always take a weapon, armor or shield form. The Fighter or Speeder
classifications are especially common for those with a vehicular alt-mode.
Primitive Alt-Modes are especially common, and often quite impressive.
Command Caste
-2 DEX, +2 CON, +2 CHA
Command Caste robots are huge,
determined and imposing Battlechangers who tower over the smaller robots they
command.
Command Caste Battlechangers must
be size Large or even larger. They are not restricted in terms of alt-mode
choice, but among Freegear the Ground Hauler or Rescue classifications are most
common among the leadership. Sometimes Freegear Commanders choose Primitive
alt-modes, usually giving favor to powerfully built, mammoth herbivores,
dinosaur or simian forms. By contrast, Tyrakrons of the Command Caste are often
Ground or Sky Fighters, or else choose an impressive Primitive Alt-Mode, often
taking draconic or demonic form. Very few ever choose a Gadget Alt-Mode, but
those who do almost always choose weapon forms.
Philosopher Caste
-2 DEX, +4 INT
or WIS
Philosopher Caste Battlechangers
are the thinkers, scientists, techno-oracles and spiritual leaders of the
species. These strongwilled and keenly intelligent robots are often placed in
rather bulky, slow moving hulls.
Philosopher Caste robots can assume
any size, and have only a few restrictions. They cannot select the Fighter or
Speeder classifications for a vehicular Alt-Mode, and rarely take combat
focused Primitive Alt-Modes. Gadget Alt-Modes are incredibly common, with many
taking the form of scientific devices such as microscopes, DNA
centrifuges, MRI scanners, and similar
investigatory devices.
“Junker Caste”
+4 CON, either -2 INT
or -2 WIS
Though not
an officially recognized part of Technysian culture, lost “Junker” colonies and
members of the Scavenger Fleet have evolved a similar set of characteristics.
Junkers are tough and hardy, able to withstand the kind of damage that would
off-line a pair of ordinary Battlechangers. However, their substandard
neuro-programming and cultural isolation leaves many either a little dim-witted
or flat out insane. These guys are hard to take down, and they dare to be
stupid.
Choose Your Alt
Mode
Battlechangers
can assume the form of a variety of vehicles. Regardless of their shape, they
never need to make Drive or Pilot checks to maneuver themselves in their
alternate form. Acrobatics checks might be required instead for spectacular
maneuvers, or Swim checks for watercraft.
Vehicle Alt-Modes
Battlechangers
can assume an almost infinite variety of vehicle forms, from humble civilian
vehicles like a Scion automobile to earth-shaking combat behemoths like an
Abrams main battle tank, from a sleek F-22 Raptor to an archaic yet ultra
far-ranging Apollo Rocket.
While the
original Battlechangers featured an
extensive list of vehicle alternate modes, Battlechangers:
Ironworks takes a more generic, and modular approach.
Choose Size
First, the player simply chooses
the Alt-Mode’s size. If within one step either way of robot mode size, the mech
can assume that shape without expending Fuelon, by compressing parts and
creatively folding internal components. Dramatically larger or smaller
alt-modes require Fuelon to power mass-shifting circuitry.
Choose Classification
Now, decide
if your Battlechanger will assume a (Ground)
landbased, (Sea) aquatic or (Sky) flight capable vehicle mode. Then,
decide if your alt-mode favors cargo capacity and endurance (Hauler), passenger capacity and
ordinariness (Mover) sheer speed and
maneuverability (Speeder), the
ability to save organic lives (Rescue),
hardhitting physicality (Worker) or ranged
combat capability (Fighter). T
hus you might end up with a Ground
Mover, Ground Worker or Sea Fighter type alt-mode, which in game you might
decide are either an ordinary SUV, a heavy industrial crane, or a swift Coast
Guard cutter, respectively.
These choices determine your
alt-mode’s speed and cargo capacity multiplier. Multiply the lifting, carrying
and dragging limits by your vehicular cargo capacity multiplier to find your
total cargo capacity in alt-mode, which might end up with a particularly brawny
robot, with a well chosen alt-mode being able to haul thousands, even millions
of tons! This is a huge advantage to robots with say, a starship alt-mode, if
they want to carry their allies into battle on a distant planet.
A vehicle’s
speed multiplier modifies all its movement modes. If a vehicle mode provides a
natural armor bonus, add this to the robot’s natural armor bonus to determine
the Battlechanger’s total natural armor bonus in vehicle form.
Classification I
|
Base Land Speed
|
Base Swim Speed
|
Base Flight Speed
|
Classification II
|
Cargo Multiplier
|
Speed Multiplier
|
Natural Armor
|
Ground
|
200 ft
|
-
|
-
|
Fighter
|
-
|
X 2
|
+4
|
Hauler
|
X 10
|
X ½
|
+10
|
||||
Sea
|
-
|
150 ft
|
-
|
Mover
|
X 5
|
X ¾
|
+0
|
Sky
|
30 ft (or robot mode speed,
whichever is less)
|
-
|
500 ft (average)
Flies in Alt Mode only
|
Rescue
|
X 5
|
-
|
+0
|
Speeder
|
X ¼
|
X 5
|
-2 (minimum +0)
|
||||
Worker
|
X 5
|
X ½
|
+6
|
Free Vehicle Mode Abilities
Depending
on your classification, your alt-mode gains free abilities, shown on the chart
below.
Classification
|
Free Abilities in Alt Mode
|
Ground
|
Common Alt-Mode trait,
usually Freeze
|
Sea
|
Chem Proof ; usually Freeze
|
Sky
|
Usually Freeze
|
Fighter
|
One Special Weapon (ranged)
worth 3 Shannix or less; usable in
both modes
|
Hauler
|
Chem Proof
|
Mover
|
Common Alt-Mode Trait,
Passenger Hauler feat, usually Freeze
|
Rescue
|
Spell-Like Technology: stabilize usable at will ; cure light wounds
|
Speeder
|
Superspeed Engine; usable
in alt-mode only
|
Worker
|
One Special Weapon (melee)
worth 3 Shannix or less; usable in both modes
|
Alt Mode Limitations and Advantages
While in vehicular form,
Battlechangers cannot wield or manipulate objects, nor can they use many built
in weapons or attack forms, unless the weapon is also logically available in
vehicle mode. For example, a Freegear warrior with a tank alt-mode can probably
use his built in railgun and missile pods in both vehicle and robot form. By
contrast, a Tyrakron warrior with a helicopter alt-mode probably couldn’t use
his energy blades in vehicle mode.
In many
cases, the Battlechanger cannot be tripped or bull-rushed in vehicle form, and
depending on the GM’s judgment other combat maneuvers simply do not apply. A
Battlechanger’s central hull or passenger compartment in vehicle mode occupies
as many squares as a creature of its size category normally would. However,
especially in the case of aircraft alt-modes, the vehicle’s wings might occupy
several more squares.
A
Battlechanger in vehicle form can attempt to ram targets as a vehicle of its
size and speed.
For the
sake of simplicity, a vehicles top outside-combat speed and other capabilities
(such as halogen headlights, tow lines or other useful accessories) are left
vauge. The player and GM should work together to decide these secondary vehicle
aspects, based on common sense and real world vehicle capabilities.
Futuristic Vehicles
Some Battlechangers never take an
Earth alt-mode, preferring the sleek lines and speed of a futuristic Technysian
vehicle. Others consider it a matter of pride, and refuse to soil their
cylinders with Earth components. If you want, your alt-mode can be Futuristic-
a sleek and alien design that looks like nothing ever designed by an Earth
automaker.
Futuristic vehicles do not have the
Freeze special quality. Instead, increase their base speeds in all movement
modes by 20%. Robots can re-scan and chose an Earth mode to remove these
modifiers at any time. Alternatively, an Earth-mode vehicle can be rescanned if
the robot has access to Technysian technology, regaining a lost Futuristic
alt-mode. Futuristic aircraft always gain Hover as a bonus feat.
Some futuristic versions of Earth
vehicles are hovercraft rather than wheeled. These fast, slippery vehicles are
treated the same as wheeled vehicles by the rules- but instead of wheels, they
float about a foot off the ground, buoyed up by a cushion of magnetic force,
pressurized air or some other high tech force.
Gadget Alt-Modes
Instead of
vehicles, some Battlechangers assume the form of useful devices, usable either
by human allies or other robots. These devices might range from a microscope, a
tape recorder, a laptop computer or a personal weapon, such as a Fuelon blade
or a Walter PPK.
Choose any
technological or manufactured item of any size you wish- you transform into a
device of this type. In alt-mode you are normally immobile, however you gain
typically gain Freeze and the Common Alt-Mode trait.
Weapons and obviously threatening
or dangerous gadget alt-modes (such as a torture-bot Tyrakron that becomes an
electric chair) rarely gain the Common quality, though individual GMs might
rule certain weapons gain the Common quality in especially warlike cultures
where they are….common.
In alt-mode select a particular
skill (such as Computer Use for a laptop robot). When used by an ally to
perform that skill, both you and that ally make a skill check, and take the
better result.
Alternatively, for devices not
specifically ‘used’ in a skill check by an ally (such as a cassette player
making a Perform (sing) check), you receive a +5 equipment bonus on that skill
in alt-mode. As a final alternative, rather than providing a skill bonus, you
gain a 1st or 2nd level spell of your choice, usable as a
spell-like ability by expending Fuelon while in alt-mode only.
Battlechangers with a weapon
alt-mode gain the Best Attack gadget instead.
Battlechangers with a shield or
armor alt-mode provide the normal armor or shield bonus of an item of the
particular type, but also provide their wearer with an increased armor or
shield bonus equal to their CON modifier.
The Battlechanger can augment its
weapon or armor/shield alt-mode by expending Shannix as usual, to purchase enhancement
bonuses and abilities.