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Trancers in space are a lot like trancers anywhere else. Also, they are just like other people who are in space. If you are a trancer, you still need to breathe air and stuff, after all. Because of this, all trancers need to wear space suits if they are in space. A space suit will keep you 2360. To operate a spaceship, characters will need to take the Drive skill with Spaceship specialization. Combat in Space Combat in space is a lot different than combat on the Earth. Just think about it for a minute: if you are in space, there is no real thing as up and downthings can surround you in all directions. Its almost like space is 4dimensional!!! When making combat checks in space, everyone is -1 to their rolls because they have to look in so many different directions at once. Also, when you shoot a gun, the recoil might send you off into space, to float forever in the infinite void (roll d10030% chance of being sent forever rocketing through the cosmos.) Trancing in Space Due to the fact that that there is no gravity in space, trancing can make a trancer even stronger than ever before. A trancer will get an additional 1d4 to all physical attributes when trancing in space. Also, when a trancer is wearing a space suit, he does not suffer from the normal decrease in Attractiveness. This is because no one can really see his face when he wears his space suit. Androids in Space Androids are always the best of all the classes when it comes to space. First of all, they never need to breathe air and are not bothered by the intense cold of space. Therefore, Androids never have to wear a space suit. That is good because they never get the vivibility or movement limitations of a space suit. Also, Androids have special programming that allows them to interface perfectly with the operating system of any spaceship. That is why all Androids get a +4 to their Drive Spaceship skill checks.
alive in space for up to 4 hours, but it makes you slow (2 to Agility) and limits your visibility (-1 to all checks that require vision.) Also, trancers, just like normal humans, need to have a space ship in order to get into space. There are lots of space ships and anyone can buy one in
Enough?
Method 3: Roll 1d6 and add 4 for each Attribute This is the preferred method of rolling for players who wish to be able to choose whichever Occupation they want. When rolling this method, you know for sure that you will have a minimum score of 5 in any given attribute. Method 4: Roll2d6 for each Attribute
Of course this method results in scores above ten, but we are talking about RPG heroes hereyou know for sure that Deadpool has an Agility of at least 12, for example. Besides, this method is balanced by the fact that rolls can be as low as 2 for any Attribute (though we suggest rerolling any twos.)
A Deadpool-style character like this would never have a Strength, Agility, or Endurance score of 1
Mech Pilot Occupation Mech Pilots are people who are specially trained and genetically engineered to pilot giant Mechs. Because it takes serious genetic manipulation to be this good, only Mech Pilots can use Mechs at the highest level. Anyone else who drives a Mech will not get the same bonuses. The Mech Pilot gains the following abilities: *Advanced Mech Pilot *Additional attacks/round *A Mech
Mech Construction To build a Mech, use the following guidelines. All Mechs begin with 50 Mech Creation Points (MCPs). Mechs can purchase any equipment off of the Android Equipment Table in the Trancers RPG . Also, Mechs have the following Attributes and can raise them at a cost of 1 MCP/point: Attribute Strength Agility Endurance Life Force Armor Base 20 10 30 50 4d4 Max 50 20 50 100 10d4
Weapons: Mech Weapons are the same as Android weapons from the Android Equipment table, but they can also have guns built in. This means that you can select weapons from the regular weapons table too. Guns cost 5 MCPs. Flying Mechs: Any Mech can fly, at a cost of 20 MCPs. Mechs for Other Occupations Any person can have a Mech and can pilot one with the basic Mech Pilot skill. However, they have to get their Mechs the hard way: they have to buy them! The base price of a Mech is $1,000,000 plus $2,000 per MCP. Therefore, a buffed-out Mech like the Mech Pilots get would cost $2,000,000!