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METALFACE: RPG

THE CORE RULES


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A process is created that transfers the soul of a man into the body of a robot.
These robotic humans, called “metalface”, each possess superhuman abilities.
The procedure has generated incredible results… and terrible danger.

The Metalface Universe--------------------Page 2


Timeline--------------------------------------Page 4
Character Generation-----------------------Page 6
Character Value Descriptions-----------Page 7
Character Options
Models of Metalface-------------------Page 9
Classes of Metalface------------------Page 10
Human Characters---------------------Page 11
Profiles------------------------------------Page 13
Rules
The Game Itself----------------------------Page 16
Combat---------------------------------------Page 17
Additional Components
Robots----------------------------------------Page 19
List of Skills----------------------------------Page 20
List of Equipment---------------------------Page 24
List of Weapons----------------------------Page 26
Blank Character Sheet----------------------Page 29
Quick Reference Charts--------------------Page 30

Visit METALFACE online at


http://www2.cybercities.com/n/nightrun
(Rich.Garner@usa.net)
Created and Written by: Richard Wallace Garner
Copyright 1999, Too Much Spare Time Productions

1
TheMetalfaceUniverse

Not everyone survived the future. Even those of us still here did not escape unscathed
from the turmoil beset upon humanity. Terrorism and war escalated to a point so
devastating, that less than 1/3 of the entire population of the world has survived. Chaos,
brought on by fear and desperation, destroyed even the parts of the world that were
untouched by the devastation. Soon, the skies cleared. Peace once again settled on the
hearts and minds of the people of Earth. Those that remain have a newfound respect
and appreciation for God, world governments have united together to form the new Earth
Council, and science and technology are advancing faster than man can keep up.

Free-enterprise reigns and governing powers have now been granted to corporations,
companies, and organizations who enforce their areas as they see fit. These companies
are called ‘profiles.’ A profile has it’s own objectives, laws, traditions, technologies and
armies. Any disputes are worked out by “mediums,” companies much like lawyers who
council the two feuding sides until an agreement is reached. Sometimes, mediums are
not effective and profiles battle each other in one of several ways in order to obtain
technology, territory, personnel, or rights. Any area not governed by free-enterprise is
under law of Earth Council.

The rebuilding process has yielded a technology curve sharper than any in history and
science has broken through unimaginable boundaries. Man has colonized the ocean
floor, the Moon, and established numerous space stations in orbit and on other planets
and moons in our Solar System. Space travel is reasonable but difficult to arrange
because the only space fairing vessels are owed and used by major corporations.
Clones are used for research and testing as well as tissue growth and organ transplants
but clones are illegal on full humans. All forms of power have been replaced with natural
energy (solar or crystalline) and energy has been enhanced to amazing levels. Man has
not yet traveled beyond the limits of the Solar System nor made contact with alien life,
traveled through time, revived the dead, or found dinosaur dna.

Exploration still plays a major role. It's been nearly 100 years since the devastation.
Although the cities that have remained are more modern, denser and sophisticated than
the Old World cities, treasures still lie buried in abandoned cities or stockpiled in
forgotten warehouses. Some of these treasures are nothing more than antiques and
memorabilia that certain companies would pay heavily for. Other lost items are vehicles,
weapons, forbidden technology, and even rare information databases.

Science has successfully been used to explain most effects of magic and mysticism.
Man has always known about natural earth energies but now man is able to control those
energies and design components capable of telepathy, telekinesis, limited teleportation,
and other mental feats. Several humans, known as psyactives, have developed a talent
for controlling natural energies. Psyactives use their talents as artists, criminal
investigators, councilors, and even spies.

2
TheMetalfaceUniverse

Among the breakthroughs in science, a process has been developed to transfer the
soul of a living man into the advanced body of a robot. The process is irreversible but
yields superhuman abilities. These new transferred robots, called ‘metalface’ (both
singular and plural), have the instincts and control of a human but the powers beyond
that of the most advanced machines of the time. This sudden invincibility has given some
metalface a strong sense of responsibility while pushing others to total madness.

Metalface are powered by crystalline energy and come in 3 base models: Servite,
Vectoron, and Tekker. All Servites are equipped with a stunner (stuns humans for a
minute) and sliders (anti-gravity hover skates) which are fully retractable. All Vectorons
are equipped with slicer blades and jetpacks, which use the airflow around to create fuel.
All Tekkers house thousands of small, superfast, retractable tools which are used to
alter, repair, or even recreate metal, plastic and some types of glass.

All metalface are capable of sending sims, sub-coded instant message, which can be in
the form of text, images, audio, or video to any other metalface of the same model.
(Servites can sim other Servites but not Tekkers.) Sims travel the speed of light and can
be sent and received within the head of a metalface without any outside connection or
acknowledgment. Metalface may also "hard jack" with each other in order to share or
compare large amounts of information. Hard jack requires the two metalface to make a
physical connection (typical a small retractable cable) and often creates unpredictable
side effects. The most common side effect is an unintentional sharing of thought,
emotions, or memory.

Metalface serve many functions, often determined by their model and class. Some are
city workers and engineers able to do the work of 5-10 humans. Some are scientists who
can graph and solve complicated equations within a fraction of a second. Some are
entertainers who dazzle audiences with their stunning new abilities. Some are warriors
who protect or serve the interests of high-paying companies. Whatever their role,
metalface also have disadvantages. They can never again feel physical contact in the
way a human does, they can never again taste a good meal, and they must watch all
humans around them grow old and die while they age very little. Sometimes strong
emotions can wreck havoc on metalface circuits and render them paralyzed.

Humans must be very careful when deciding to transfer into a metalface. This is why
there are many procedural safeguards in place that prevent a human from transferring if
he/she is not ready. Lengthy preparation sessions, strenuous mental simulations, and
detailed psychological exams are all designed to not only deter humans from transferring
but also to strengthen the will of the worthy.

3
TheMetalfaceUniverse

Timeline:
2097 American scientists develop a way to draw energy from crystals. This new form of energy
was also discovered in all natural creations. Natural energy was also found to be a more stable
and plentiful form of energy.

2099 Islamic terrorist group smuggles a small nuclear weapon into Florida and detonates it
destroying the southern part of the state. The blast sends harmful radiation across the globe.
Advanced clean up crews go into effect.
Wars soon break out over anti-radiation technology and unaffected territory.

2112 War escalates to world-threatening levels and biochemical weapons are employed. Major
corporations foresee future destruction and take measures to ensure their continued operation.

2120 Biochemical warfare has wiped out more than 2/3 the world’s population. The surviving
countries scrounge together their remaining populations. Battles are still fought over territory
and technology, but now energy, clean water and food are sought after as well.
A large subterranean crystal was discovered in the eastern coast of the old North America
continent. In the next year, Crystal City was established overtop this crystal as a major source
of power.

2123 In an attempt to protect future generations, all countries agree to a peace treaty with each
other. Food, water and energy is shared, but territory and technology are still fought over by
legalist bureaucrats.

2127 Seizing an opportunity to strike through legal loopholes, a major corporation, Baxter
Enterprises, gains a sizable collection of the remaining world’s technology.
Douglas Williams and Jacob Hunt, two freelance investigators, exposes Baxter’s trickery but
not in time to prevent the acquisition.
Two space stations complete production. Several major corporations begin to colonize the
moon and dozens of locations along the ocean floor.

2132 Baxter falls under attack by a large force of global extremists claiming to defend the
planet. Baxter takes serious damage but remains a corporate giant.

2133 Baxter scientists and military forces develop a way to transfer the mind of a man into the
body of a robot. The first prototype, called Project: Metalface, fails but not before providing
valuable information.
Five more space stations complete production. (Two in orbit around the Moon, two in Venus
orbit and one in Mars orbit.)

2135 Baxter improves the process and soon creates a sizable army of these transferred robots.
These “t-bots" are used to defend Baxter’s territory violently.
Soon, attacks against Baxter stop.
Williams and Hunt form a civilian scientific corporation to gain more recognition in politics and
urges the remaining countries to pool all their resources into one main force of global
supremacy.

4
TheMetalfaceUniverse
Timeline

2141 After battles erupt between powerful corporations imitating Baxter’s ruthless warlike
aggression, the remaining countries agree to merge their resources. Earth Council is formed.
Colonies complete production on the moon and the ocean floor. Earth Council begins
production of two new massive space stations.

2142 Earth Council declares the Baxter t-bots, known as Vectorons, to be dangerous and
unstable and bans further production. Further, Earth Council orders Baxter to relinquish the
technology in order to determine a way to stop or defend against rouge Vectorons.

2145 The transference technology was handed over to The Williams and Hunt Organization.
Williams and Hunt assign the technology to their other new acquisition, Crystal City for further
analysis and development.

2147 Williams and Hunt design a new breed of t-bots called Servites. Servites were created to
not only defend against the threat of Vectorons, but more importantly to preserve the human
essence and serve the general public.

2149 A group of construction, manufacturing, and industrial companies merged together to form
the Cybernetic Technology Alliance. They purchased one single transference generator from
Williams and Hunt and design Tekkers. Tekker were t-bots designed to be laborers able to do
10 times the workload of the average man.

2151 Tekkers modify Crystal City and construct a city superstructure, a giant city laid out
overtop the existing structures.
Tekkers also complete production of the two newest space stations, Earth Station 1 and Earth
Station 2.

2153 Tekkers, under commission of Earth Council, complete construction of a giant new city,
called Earth City, on the old European continent.

2157 After years of seclusion, rouge Vectorons come out of hiding and attack Williams and
Hunt Servite Labs destroying the Servite transference generator.
Cybernetic Technologies Alliance locks up the transference generator to prevent
unauthorized access.

The year is currently 2157. Vectorons and Servites are both limited models. Tekkers hold the
only working transference generator. And corporations still fight over territory and technology.

5
Character Generation

There are two phases of character creation; human and metalface. If you are not going to
play as a metalface, do not proceed to phase two. You may play as a human and return to
complete phase two at a later date if you so desire.

Phase One: Human


1. Choose profile, duty and name.
2. Roll for human values and modify as desired.
3. Choose base skills.
4. Buy equipment.

Phase Two: Metalface (optional)


5. Choose model and class
6. Modify / Add skills
7. Modify / Add equipment
8. Modify duty and name.
In phase one, your human character starts out with a base of 4 in each of the Body, Mind
and Spirit values. Roll 2d10, making only one reroll (keeping highest roll), and distribute those
points as you wish among all the values. Then modify values as needed to reflect a desired
Character Type.

Access, Power and Energy values are not rolled for by the player. Energy for humans is
bought in the form of Energy Cells. Access is assigned by GM. Power is a value reflecting twice
the combined Body values. 2 (STR + END + AGL) = POW
NOTE: Power can increase by purchasing power upgrades for c10,000 for each point above
the original power.

Each character starts out with c10,000 to spend and a total of 10 + (1d10) skill points. Any
excess credits are recorded and kept in a private account only accessible by the character. Any
excess skill points are lost. Purchase skills at a cost of the level desired plus every level
preceding that level. EX: Skill level 3 costs 6 points. (level 3 + 2 + 1 = 6)

Duty is a job title, career description, or any word or group of words that describes your
character’s function best.

NOTE: Duty will be effect more game elements in the Upgrade.

In Phase two, to reflect the negative effects of metalface transference, first subtract a total of
1d10, distributed as desired, from Mind and Spirit values. Then choose a model and class and
make modifications as desired.

6
Character Generation

Character Value Descriptions:

There are several values that are used in Metalface. For ease of understanding, they have
been broken down into General, Status, Body, Mind, and Spirit.

General Values
Access: Grid Access Level is given to all characters. The "grid" is the form of media that has
merged old world (television, radio, Internet) and new world (Sub-coded Instant Message,
Remote Personality, Systems Control Master) into one integrated form. The grid is
entertainment, education, and business all in one. Every must have access to the grid but there
are several restrictions. Level 1-3 is primarily for entertainment and education, 4-6 is for work
related access, 7-8 is for executive access only, 9-10 is reserved for city control or Earth
Council access. Every character starts with a Grid Access of 4. Adjustments may be made at
the discretion of the GM.

Credit: Money has been converted into one form used all over the world; the credit. Credit is
stored and transferred digitally or, if needed, by gold circuit chips.

Status Values
Power: Power represents the effectiveness and robustness of a character. This refers to A) the
amount of body damage one can inflict, and B) the amount of damage a character can take
before he/she dies. For every 1 point of damage a character receives, 1 point of Power is
reduced. When the Power is reduced to 0, the character either suffers ‘system failure’ or, in the
case of human characters, death. Once a human is dead, only a metalface with MediKit, or a
human with medic skill of 6 or doctor skill of 4, can revive him/her to 1point of Form.

Energy: Energy is the amount of points that can be directed to perform any actions. This is
reflective of the Metalface ability to produce or 'generate' energy on it's own as well as manage
and distribute energy efficiently. Energy is recharged after every battle round and only
decreases due to lack of sleep or regeneration. (-1 Energy for every hour past scheduled down
time.)

Body Values
Strength: The amount of physical force a character can apply. This can be used for attacking
with his/her body, forcing a door open, picking up a large object, or even trying to open that
blasted jar of peanut butter that no one can seem to crack. To determine attacking value,
subtract the attack roll from Strength.

Endurance: The ability to stand up under stress. Endurance helps defend against oncoming
attacks. Also, when a character takes damage, sooner or later, their mind is affected.
Endurance, determines how long the character can last without their mind being affected by
their damage. For every 10 points of damage the character takes, roll 2d10 against Endurance.
If successful, the character is not mentally affected by the damage. If unsuccessful, subtract the
difference, distributed evenly top to bottom, from Mind values. The Mind values return to normal
when the character’s Power is healed to full.

7
Character Generation
Character Value Descriptions

Agility: The time it takes a character to respond to an opposing action, make combat
adjustments, or complete a task. The ability to jump, run, swim or move in any way including
affects sneaking by a guard, jumping onto a ledge, leaping out of oncoming fire or anytime a
character must move skillfully or respond to some other action. Speed, dexterity, flexibility,
steady nerves and good reaction time all relate to agility.

Mind Values
Intelligence: The mental capacity to think, analyze, remember, develop strategies, and figure
out that riddle which baffles everyone. Anytime a task that requires thinking is involved,
Intelligence is put to the test. Some Action rolls are made against Intelligence.

Perception: The knack to spot things that others may have missed. Also the ability to correctly
digest a situation or solution. Perception is rolled against when a character needs to find
something, figure out a solution, or attempt to locate an intruder.

Communication: Relaying information, ideas or just trying to convince someone to let you into
the club. Communication is called upon to determine the outcome of an important conversation
or to impress an important person. It also aids in the organization or troops or team members to
work together on a plan.

Spirit Values
Faith: Being sure of what one hopes for and certain of what one does not see. Faith plays the
biggest spiritual part of the Metalface game. This is the value that will get a character out of a
tough spot every time. Use Faith rolls when there is no other options, no solutions, no hope of
escape or simply nothing left to do. Faith will either provide a character a way out, ensure a
characters survival and continued presence in the game, or will prevent certain damage.
Faith rolls may only be made at the discretion of the GM and only when the GM feels there is
no other possible move for the character to make. If a Faith roll is successful, the GM provides
a way out or anything he/she may feel is deserving of the successful roll. An unsuccessful roll
reduces the Faith value by 1 point and leaves the character to rely on something other than
Faith.

Destiny: The ultimate eternal calling of a character regardless of duty or profile. Destiny may
only be used once per adventure. It allows a character to add or subtract a Destiny roll (DST
-1d10) to a final roll related in some direct way to the Destiny trait listed below the value.
Destiny traits must be rolled for by the GM with 1d10.

1 = Combat 2 = Science 3 = Mechanical 4 = Pilot 5 = Leader 6 = Spy

Destiny traits describe the area of expertise that the character is naturally drawn to. This does
not limit the character to anything. This simply means that a skill attempt at anything related to
the trait will have a much better result.

8
Character Generation

Character Options

Models of Metalface:

VECTORON
Under the control and direction of a powerful corrupted corporation, a military science team
developed a way to transfer the human soul into a robot body and created a "t-bot." The
process was soon taken up by the world's fractionated militaries and the first batch of t-bots
ever created was called Vectoron. Vectorons were formed out of fear and greed with one
purpose; war. With intimidating looks, sharp-angled bodies, and an array of deadly weapons,
Vectorons were the crowing achievement of military technology.
Vectoron models gain +1 to Strength and pre-installed SlicerBlades and Jetpacks.

SERVITE
Soon after the Vectorons were declared unstable, the process was handed over to civilian
organizations to allow more dedicated scientists try to improve the results. More care was taken
in the preparation of the human subjects as well as drastic changes to the body designs. The
result produced Servites, t-bots created for protection and public service. Servites were more
human friendly, life-like in appearance, and equipped with every tool or weapon needed to
serve the protect the population, serve humanity, and ensure freedom for all. With the
introduction of the Servites, it was established that the term “t-bot” was demeaning to
transferred humans who wished to retain their humanity. The term “Metalface,” which was the
name of the first t-bot ever, became an acceptable description and was used from that point on.
Servite models gain +1 to Endurance and pre-installed Stunners and Sliders.

TEKKER
After the Vectorons took great care to eliminate the remaining military controlling bodies, the
process was sought after by every known company, organization, and corporation in the world.
In order to ensure positive future use of the metalface transference generator, 7 major
construction and material corporations formed the Cybernetic and Technical Allocations
Alliance and made the highest bid to secure the process. They use the process, with even more
alterations, to create Tekkers, metalface with incredible abilities to repair and create. Not much
detail was put into the body designs save the hands, but the Tekkers more than made up for it
in almost magical abilities to manipulate metal, plastic, and glass at super-fast speeds.
Tekker models may add +2 to Energy and pre-installed TechnoKit.
Tekker must subtract 3 from AGL.

NOTE: More models will be added in the Upgrade.

Compatibility
Each model has it's own type of energy distribution processor. These processors are only
compatible with devices or weapons that were designed for specific processors. Therefore,
Servite energy is incompatible with Vectoron energy and visa versa.
Tekkers have duel processors and can therefore use most devices and weapons.

9
Character Generation
Character Options

Classes of Metalface:

Each metalface model has up to 5 base classes to choose from. Classes are brief
descriptions of a metalface job or duty. It also determines what weapons, devices and vehicles
can be used by the character.

ALPHA Spies, trackers and infiltration specialists. Alphas are usually the smallest, fastest
and most agile of all metalface. They posses abilities which allow them illegal access to places
of the highest security. Often employed in surveillance or espionage rolls, their small bodies,
low energy, few weapons and unmatched speed make these metalface masters of their art.

BETA Scientific and technological wizards. Betas have high energy to use special devices of
custom design. Commonly employed as researchers and industrial mechanics, betas have
been known to marvel the rest of their fellow employees with their inhuman ability to adapt to
any situation and solve any problem.

GAMMA Patrolman, sentries and foot soldiers. Gammas are the most common class of
metalface. Their simple yet effective design allows they to adapt to any duty or function without
the need to specialize. Gammas may not be able to compete with other metalface of different
classes in the same field, but as the cheapest and most reliable chassis, they have proven their
robustness.

DELTA Strategic and tactical leaders. Stronger and better equipped than previous classes,
Deltas are the experienced and educated masters of their field that can pull off anything…
given the right followers. An improved energy bank and stronger frame allow them to survive
even the roughest of waters.

OMEGA Ultimate combat warriors. Strongest and toughest of all classes, Omegas are the
front line defense against any threat, and the most feared attackers to any fortress. Strong
frames and extra device bays mean less room for energy banks. But with the right weapons
installed, these brutes would never need energy.

Class attribute values:


Omega Delta Gamma Beta Alpha
Cost c16,000 c14,000 c12,500 c11,000 c10,000
Power 80 74 72 70 68
Energy 8 10 10 12 6
Strength 16 12 12 10 8
Endurance 16 15 12 10 8
Agility 8 10 12 15 18

NOTE: There will be more classes and class advantages / disadvantages in the Upgrade.

10
Character Generation
Character Options

Human Characters:
Although Metalface RPG is primarily focused on humans-turned-robots, there is still plenty of
room for human characters. Where humans lack in body and abilities, they make up for in their
communication and spirit. A human, unaffected by any mind transfer, has their original ‘knack’
for human interaction intact. This means that they communicate much more efficiently because
they never had to “relearn” to communicate by SIMs. Their imagination is also higher than
metalface because they have never discovered ‘limits’ to their minds. Metalface have had their
memories and thoughts reorganized and therefore can see a more defined pattern which
appears more limiting. While some metalface do have strong faith, humans feel a deeper
respect for their bodies by not having transferred into a metalface body. This results in more
self-confidence, self-respect and optimism.

Human: Your normal everyday, born from the womb kinda guy or girl. Humans are
commonplace and make up the majority of the population. They have average values in all
attributes. For a human character, start with a base of 4 in each value and roll 1d10. Distribute
that roll among the value as desired. Use this as a template for all other types.

Enhanced: Through a process of genetic enhancement, humans can have mind values or body
values improved. The downside is an overall decrease in Spirit values. Genetic enhancement
has been performed on humans for years and, although there are serious downsides, there are
a large number of people who prefer the advantages over the disadvantages.
An Enhanced character may add a total of 6, distributed as desired, to any combination of body
or mind values, but must subtract a total of 4, distributed as desired, from both Spirit values.

Altered: Genetic alteration splices the genes of another creature or human with the genes of the
character. The results are often not very attractive, but yield powerful bodies. The process also
takes it's toil on Spirit and Mind values. A character that has been altered with bear genes, for
example, would most likely develop mammoth paw like arms, head to toe fur, and a deafening
roar. But in exchange, would develop very simple-minded understanding and horrible table
manners. An Altered character may add a total of 1d10, distributed as desired, to any
combination of body values, but must subtract a total of 3 from each of the Mind and Spirit
values. (Do not roll for each value. The one roll is applied to each value.)

Spaceborne: Those not born on earth, which do not have the privilege of growing up in a free
atmosphere environment. Spaceborne humans are gifted in Mind and Spirit values however.
Where they could not run outside, they could enjoy computer aided activities. They were not
conditioned to physical work, but they did devoted themselves to study and to learn.
Spaceborne may add a total of 1d10+3, distributed as desired, to any combination of Mind and
Spirit values, but must subtract a total of 3 from each of the Body values.

Psyactives: Humans that are more adept at controlling and understanding natural energies are
psyactive. Psyactives are most often artists or enthusiasts who love working their art. They use
mind enhancers, computer training programs, and environmental sciences to tune their talents.
Other sciences help the psyactive to develop their abilities in different areas and ways. The
advantage is that the user understands the science and the physics of everything they do more
intuitively. This leads to more detailed control, extended ranges, and longer use time.

11
Character Generation
Character Options
Human Characters:

One psyactive human may be steeped in levitation, using mind enhancers and atmospheric
and chemical understanding to work as one who raises and lowers heavy object for
construction companies… saving thousands of dollars in equipment and transport. Another
psyactive human may be especially skilled with thought detection, using pattern enhancers on
his subject, and calling on his vast knowledge of psychology and natural energies to help him
determine and solve nightmares or other disturbing mental disorders. The possibilities are
endless. A character must have a total value of 17 for Spirit values in order to become
Psyactive. If a character is Psyactive, it simply means that they may use and attempt the skills
described as Psyactive.
NOTE: Psyactive traits are available only to humans. Once transferred into a metalface, the
psyactive skills and abilities are lost.

Human Equipment:

Along with their more human traits, humans have access to more weapons, items and
vehicles than metalface. Although they must purchase their equipment with credits, they
commonly have access to twice as many choices as metalface. To counteract the enhanced
strength and organization of a metalface, humans have two specific technologies available only
to them: BioSuits and PODs.

BioSuits - Robotic suits which a human wears and allows him/her augmented strength. These
suits are about the size of a metalface and are compatible with metalface weaponry and
devices. BioSuits are usually only used for battle or dangerous environments. Certain BioSuits
are designed for specific tasks or environments. Humans who do not wish to transfer into a
metalface often design and purchase their own BioSuit. BioSuits house duel energy distribution
processors and are compatible with all devices and weapons.
When using a BioSuit, the Power adds to the characters current Power but the character's Body
values are replaced by the BioSuit Body values. Energy is only available while using the
BioSuit.
BioSuit Type Pre-Installed Device POW ERG STR END AGL Cost
FireSnuffer Firefighting CryoCannon, Digi-Axe +10 7 10 15 12 c6500
Digger Geological CutterOrb, Multi-Vision +15 7 12 15 10 c6500
Aquatic Underwater Aquajets, SilentStealth +10 8 10 12 15 c6500
Explorer Air/Space Jetpack, Enhanced Vision +15 9 10 10 15 c6500
Combatant Combat Blaster, Digi-Sword +18 7 15 12 10 c8000

POD - stands for Personal Organization Device. PODs are robots, the size of a dog, which are
programmed for a specific person. By identifying voice patterns and life energy signatures,
PODs keep close to their human master and record, analyze, and store everything the human
encounters. PODs have no weapons of any kind but can come in handy in other ways. Their
intelligence is just as high as any artificial intelligence with personality to boot.
POD Type Skills POW STR END AGL INT COM PER Cost
Small Hover IDA, Comp, Alert 15 5 5 10 7 7 8 c2000
Med Hover IDA, Comp, Alert 16 6 6 10 7 7 8 c3000
Wheeled IDA, Repair, Alert 18 8 8 8 7 7 8 c3200
Walker IDA, Repair, Alert 20 10 12 8 8 7 8 c3500
Spider IDA, Repair, Alert 20 10 10 10 8 7 8 c4000

12
Character Generation
Character Options

Profiles:
Profiles are any corporation, company, organization, or group that has one main objective.
Profiles achieve their objectives by any means they can. Usually, objectives are more complex
than the simple accumulation of wealth. Often, a profile will be notoriously known for it’s
established objective. Sometimes a profile’s objective may be secretive or even classified.
Below are a few profile examples.

Earth Council
Objective – To maintain world safety and promote peace. Second – To beautify the world and
establish a cleaner living society.
Earth Council is the effective combination of more than 79 surviving governments from the old
world. After the Final War, 2/3 of the world’s population was destroyed and several major cities
were left in ruins. This caused great economical strife for the surviving countries. In a massive
worldwide effort to ensure future stability of the planet, the remaining countries got together for
fifteen weeks and established the new Earth Council. EC was given absolute authority over all
countries as well as the entire Earth as a territory. In turn, the Earth Council provided all
existing profiles with legal rights to enforce their areas as they see fit in addition to laying down
laws for any territory outside of profile control. Free-enterprise is now more powerful than ever.
EC has a combined military, (Earth Council Military), which they believe is still required to
ensure safety.
EC has a head of over 100 and a body of more than 1000. Most of the people who make up
EC are politicians, strategists, environmentalists, and activists. These people have turned away
form their former unprofessional behavior and adopted more civilized methods of achieving
goals. Outside of the head and body, EC employ individuals, both humans and metalface, to
protect their objectives. EC representatives wield supreme power, but must display supreme
responsibility. Their technology is among the most impressive in the world including computers,
space stations and vehicles, scientific discoveries, even weapons and tactics of war… which
they seldom use.
EC primarily remains out of the affairs of other profiles, except where conflicts threaten to
throw the world back into war. Occasionally, EC will become an arbitrator between two
conflicting profiles who wish to resolve their conflicts peaceably but only if both profiles agree.
However, it is not the custom of EC to take interest in other profiles except if world peace is
threatened.
EC focuses their current efforts on restoring the planet to a clean, paradise state as it possibly
existed before mankind destroyed it. They have done a remarkable job so far, with the aid of
CTA and written support from every profile on record. There are only about 32% of the world,
which has not been restored. EC also provides unlimited funds to any representative who gives
good, logical need for the funds.
Any EC representative must provide a complete detailed history and evaluation before joining
EC as well as a mental screening and evaluation. An EC representative carries no weapons of
any kind, except a harmless stunner, and has no bio-shells or bio-suits. He/she must not have
been part of any kind of destructive force, group, or action in the past decade and must not
show any kind of violent or hostile actions towards any person, people or idea while in service.

13
Character Generation
Character Options
Profiles:

An EC negotiator must be steeped in communication and negotiation skills as well as skilled in


both basic sciences and medicine and a master of at least one martial art. Earth Council is a
powerful and responsible profile to work for but the demands are rather steep and not much
benefits.
Earth Council agents gain an additional c2000 and 10 skill points. No more than c1000 may
be spent on weapons. All metalface damage is repaired at no extra cost when the character
reports to any EC metalface lab. All agents must follow orders and complete assignments within
given timelines and parameters. Failure means contract termination and all devices returned to
EC. Earth Council currently only supports Gamma, Beta and Alpha classes of Servite and
Tekker models only.

Patrol Force
Objective - Protect the population, serve humanity, and ensure freedom for all.
During a time of corporate confusion and worldwide terror, two bold individuals took a stand
and united civilian, public service, and non-profit organizations together and formed an
organization devoted to one common goal; protection. Earth Council acknowledged the works
of these two, Douglas Williams and Jacob Hunt, by awarding them a large grant and small
military force to build on.
Since then, Williams and Hunt has built an impressive team of scientists, laborers, and
warriors. Their newest creation, Patrol Force, has been recognized as the Earth police.
Although they do have more responsibilities and abilities than simple law enforcement, that is
where they excel. Their methods and technologies allow they to diffuse difficult situations. They
were given control of the metalface transference generator and developed a new metalface
model as a countermeasure to the Vectoron threat; Servites.
Patrol Force agents gain an extra c1000, 6 skill points, and may modify 4 points on values.
Agents are required to pay for repairs and upgrades but are rewarded for accomplished
missions. Patrol Force currently supports classes of Servites and Tekkers only.

COMBAX United (Combined Military Bodies of Baxter United Industries)


Objective – To establish world peace and protection of the planet by force.
COMBAX is under direct control of Baxter Industries who purchased the remaining militaries
from Earth Council upon its formation. Baxter united the militaries and established a set chain
of command with himself as commander-in-chief.
Baxter developed a knack for military command and soon raised a sizable army out of the EC
rejects and remaining militaries untouched by EC.
After EC established the new laws, Baxter took immediate advantage of the situation and
established control sites in 5 different countries and began enforcing his domain forcefully.
COMBAX has a similar objective to EC but with one big difference… they use any means
necessary. They enforce death penalties, restrict trade, limit human freedom… all in the name
of world peace. Unfortunately, COMBAX has a rather large portion of the remaining population
under control.
COMBAX agents gain an additional 10 skill points and may add 1 point to any 1 value. Subtract
10% from the cost of every device, upgrade, and repair. COMBAX currently does not support
any Servite models or Omega classes.

14
Character Generation
Character Options
Profiles:

Strike Command
Known Objective - Purge the Earth of threat and defend against all hostiles.
Secret Objective - Gain supreme control of Earth and all of its technologies and resources.
Baxter Industries forged the way for metalface technology when they created the first t-bot
named “Metalface.” The project was a great success but, unfortunately, Metalface was lost to a
mysterious accident (an unexpected energy discharge within his systems). The project
however, resulted in t-bots, called metalface, all over the globe today.
After the Metalface Project, Baxter sent the technology to it’s military science division
COMBAX and, with the transference generator, they formed the Vectorons. These military
aggressors found new bodies and technology at their control and reverted to their warring
instincts. Soon after a sizable number of Vectorons were created, a Vectoron ‘revolution’ broke
out. Vectorons were individually attempting to seize control of existing militaries, companies,
and organizations. The Earth Council banned further Vectoron production and ordered the
generator to be handed over civilian scientists. The existing Vectorons were threatened and
formed a metalface-only organization called the ‘Strike Command’ lead by General Zeus. Zeus
soon declared the Strike Command as the defenders of Earth. Of course, they meet with some
resistance, but for the most part, the Strike Command managed to shock most of the world into
fearful service while angering the rest into rebellion.
Strike Command agents gain no rewards of any kind. All classes are available at a 25%
discount. Repairs are no extra cost. All devices and upgrades, after initial character creation,
are assigned at no extra cost. Strike Command currently only supports all classes of Vectorons
only.

Cybernetic Technologies Alliance


Objective: Create and Recreate the future of the world.
When the Servites were created, it announced to the world that the metalface transference
process was beneficial. Soon several major construction companies formed an alliance in order
to gain support to acquire the process. The alliance proved to be more advantageous than
negotiation insurance. It allowed the combined profiles to pool their talents and knowledge and
create a central bank of experience to draw from. Today, the CyTech Alliance creates leading
edge technology and has expanded their expertise into more dynamic fields. Among their
accomplishment are such diverse elements as, cybernetic implants, dna enhancement and
alteration, natural energy sciences, Tekker metalface, as well as improved production times
and abilities beyond imagination.
CyTech employs mostly labor workers and scientists but has been known to employ the
services of questionable persons. All employees must submit to background checks and
personality screenings. Also, employees must choose their assignments from contract work.
Any employee who can not find contract work relating to his field will be assigned a blank labor
contract meaning the work will be hard labor in no specific feild.
CyTech allow their employees some degree of flexibility. While on duty, they must present
themselves professionally and energetically. Off duty, they are free to follow their own desires
or beliefs. Equipment necessary for a contract is assigned but any extra equipment must be
provided by employee. Plus, CyTech provides for enhanced training in skills possesed by
employees.
CyTech employees may choose to upgrade any one non-combat skill by one skill level. All
equipment that could be related to assigned duty, may be added free of cost. GM has final say
in this matter.

15
RULES

The Game Itself

The game is played mainly without any complicated mechanics or charts to look up. Actions
are determined by rolling 10 sided dice. The times when a roll is needed to determine an
outcome, it is a simple “do” or “don’t” roll. This means that most of the power of the game
resides in the gamemasters’ hands.

Action rolls – Anytime a character is performing a particularly difficult action, an action roll
must be made. Action rolls cover anything from jumping a gaping chasm to accessing a top
secret database stronghold. Action rolls do not cover simple everyday actions such as
navigating traffic or slapping around a corporate stooge. The GM must not only determine
whether an action roll is needed but the GM must also determine the difficulty of the action
being performed. Difficulty can be determined by the strain being made upon the character's
body, circuits or stability. Difficulty can also be determined by any opposing force or opponent
such as forcing an door open or trying to subdue a violent robotic dragon created by that
troubled teenage kid down the block. There are four difficulties for action rolls; easy, average,
hard, expert. Once the GM decides what kind of difficulty the action is, a roll is made according
to the following:

Difficulty Action Roll


Easy 1d10
Average 2d10
Hard 3d10
Expert 4d10

Roll less than or equal to character value = successful


Roll greater than character value = failure
An action roll is made against a particular value of a character. Once again, the GM has final
say over what value the roll must be made against. When the action roll is made, if the roll falls
below or equal to the value being rolled against, the roll is successful. If the roll is greater than
the skill, the roll was a failure. Skills enhance the value being rolled against by adding to their
skill level number to the character’s value being rolled against.

Example: A character is trying to pick a lock. The GM decides that an action roll must be
made against his intelligence, which is 12. The GM decides that the lock is a hard difficulty so a
Hard Action Roll must be made. However, the character has the skill of ‘LockPick’ at a level of
3. Therefore his total intelligence for this action is 15. He rolls a 13 which means he picked the
lock.

If the successful roll results in some information being revealed or other types of reward, the
GM has final say over exactly what is gained and what is not. Again, this is an area where the
GM truly controls the game and can either keep interest generated or frustrate players. It is
recommended that GMs choose to err on the side of caution… if the GM feels at anytime that
the adventure is too easy or too hard, he/she can throw in whatever he/she wishes to alter the
game.

16
RULES

Combat
Combat is broken down into Combat Rounds, each containing a Combat Turn for each
character.
All characters in battle move according to their agility values. Highest agility goes first. A die
may be rolled as a tiebreaker but only needs to be rolled to break the tie once per battle.
Damage is resolved as attacks are successfully made and the GM applies the modified values
immediately. For further damage results, see individual weapon stats. If necessary, combat
may be drawn out on a grid with each square representing 1 square meter.

In each Combat Round, each character has a Combat Turn.


There are three types of actions which may be made in any order per Combat Turn. A
character may make a Defensive action (Body Defense, Weapon Defense) if another character
is attacking him/her. That defending character must still pay energy but may make the
defensive action even though it is not his/her turn.

Basic Action General Action Exact Action Energy Cost


Movement Move Move (1/2 of AGL) meters 1 ERG
per Combat Turn
Charge 1 weapon/device in each (See Device /
Passive body location Weapon stats)
Repair Repair 1 POW 5 ERG
(metalface only)
Body Attack 3 ERG
Attack Weapon Attack 1 ERG
Aggressive
Body Defense 1 ERG
Defense
Weapon Defense 3 ERG
Activate Device Activate Device 1 ERG

Movement - Basic repositioning of one’s self.


Characters may spend one (1) energy unit to move up to 1/2 of their agility rounded down.
(EX: AGL=4: move2 meter, AGL=8: move 4, AGL=11: move 5, AGL=12: move 6)
Turning to face an enemy is done as a movement but does not count as movement.

Passive - Preparing weapons, reloading, and making quick repairs all require some time.
Charging To charge devices and weapons, energy must be allocated to body locations holding
the weapons or devices being charged. Some weapons or devices require more energy than
what is available. This results in charging over the course of a few turns.
EX: You may have an Energy value of 10 but your device requires 12 energy units to use. This
turn you can charge 10 units if you make no other passive or aggressive actions. On your next
turn, you finish charging the last 2 energy units and then spend 1 unit to activate the device.
A human character must also 'ready' a weapon or device for use. A human may not use or fire
a weapon or device in the same Combat Turn he/she readied it.

17
RULES
Combat

Repairing Restoring power on Metalface is done by activating internal repairs. Internal repairs
requires five (5) Energy units to repair one (1) point of Power. During repair, no energy may be
applied to charge devices or weapons nor may a device or weapon be used or fired. Repairing
is not possible for a human during combat.

Aggressive - Inflicting damage on an opponent or preventing damage from an opponent.


There are three types of attack/defense actions; body, weapon and device.

Body attacks are made with a character’s body only but may be augmented with “melee”
weapons. Body attacks can only be made within a1m radius. Certain melee weapons or other
devices may extend this range. Body attacks are always successful when made in range.
However, if the GM feels that a body attack may be difficult for a particular character, he/she
may determine an action roll against agility is necessary.

In body attacks, there is an attacker and a defender. Both roll for a ‘combat power.’
• Attacker spends three (3) energy to
add (STR – 1d10) to his/her Power for an “Attack Power.”
• Defender may spend one (1) energy unit to
add (END – 1d10) to his/her Power for a “Defense Power.”
If the attacker’s power was higher, the defender takes 1 point of damage for every point of
difference. If the defender's power was higher, no damage is applied.

Weapon attacks are made by using energy guns or projection weapons.


These must be charged with the appropriate energy (see weapon stats) then the character
must spend and additional one (1) energy unit to fire the weapon.
Weapon attacks are easy to aim thanks to modern technology. Human weapon targeting AI
chips and Metalface interface targeting sights make for very little misses. However, there are
sometimes when weapon fire is difficult to land correctly even for targeting systems. These are
reflected by lower damage dealt.

FiredDamageModifiers
Attacker is Modifiers Target is Modifiers
Moving -4 damage moving -8 damage
flying / sliding -6 damage flying / sliding -10 damage
using ‘SuperSpeed’ -6 damage using ‘SuperSpeed’ -10 damage
partially covered -1d10 partially covered -1d10
fully covered no damage dealt fully covered no damage deal

Weapon Dodge - To successfully dodge an oncoming weapon attack, the character must spend
three (3) energy units. Subtract 1d10 from Agility to determine a "dodge" value. Now subtract
that dodge value from the damage inflicted by the oncoming weapon attack.

Activate Device - If a non-weapon device is fully charged, you may activate it at a cost of one
(1) additional energy unit. The effects of each device take place immediately.

18
Additional Components

Robots
The world of Metalface has a variety of robots for any kind of use. This section simply
illustrates some of the robots that may be encountered. There are three basic types:

1. Tele-operated robots are mechanical tools, which are remotely operated by a skilled “robo-
trainer.” Tele-operated robots require constant, direct input to operate, much like a remote
control. These robots most often act very alive, but when ripped apart their internals reveal a
remote secured transceiver which looks like a small black ribbed box.
2. Supervisory controlled robots are able to perform both simple and complex actions but a
human “supervisor” makes all the decisions about which action it will perform. If no
decisions are made, the robot makes no actions. These robots also have remote secure
transceiver boxes but can function without them.
3. Autonomous robots make decisions about their actions and have the ability and knowledge
to perform the actions. These are also called “AI” robots or Artificially Intelligent robots.
These robots most often pause between actions as they weight the various outcomes of
their decisions. The bulk of their life exists in their cpu core which goes offline if damaged.

Robots are not lifeforms in the ways that characters are lifeforms. They are more similar to
pets or tools. They are smart enough to get a job done, but not quite intelligent to make life
decisions.

Robots can come in all sizes. And because the Earth is now dominated by free-enterprise,
robots are no longer controlled by international laws or any kind of limitations. Robots can be
used as bodyguards, personal workers, hired hands, even hitmen. But the problem with robots
is the control. There is no way to effectively convince an “AI” robot to kill someone because the
order and all details would be stored in the robot for use as evidence. Other robots require
some type of input which means a skilled supervisor or robo-trainer. But robots HAVE been
used in corporate wars as battle soldiers and assassins. However it does require skilled
robotics knowledge.

Robots can also have alternate forms. Because robots are commonly seen, disguises are not
needed, but alternate travel forms are quite useful. Some wealthy individuals possess robots
large enough to transform into small hover bikes, to transport the human, yet small enough to
accompany the human into a building. There are unlimited uses for robots. The Strike
Command has even built most of it’s army with supervisory controlled robots.

Robots deal and take damage like normal characters, but they do not heal. (Another robot or
character must repair it.) Treat robots like normal npc with no skills and no mind or spirit values.
Some examples are listed below.

Robot pow erg str end agl main weapon cost


Worker Drone 28 5 14 14 10 claw (+2) c12,000
Sentry 30 5 14 16 12 laser, claw (+2) c20,000
Executive Guard 32 6 16 16 10 2 lasers, claw (+2) c32,000
Salvo 36 6 18 18 6 4 lasers c45,000

19
Additional Components

Skills
Skill Roll Against
Description

Hand-to-hand combat Agility


Simple brawling using nothing but your body. Add +1 to Attacking Power for every 1 skill level.
May not be used with any weapons.

Melee weapons Agility


Simple understanding and ability to use common hand to hand weapons such as knives, clubs,
swords or the ever popular improvised weapon. Add +1 to Attacking Power for every 1 skill
level.

Critical hit Agility


The ability to land an attack in a certain spot on the body causing unconsciousness, paralysis,
or even death. The user must specify the desired result before rolling. Treat this as a 'hard' skill
roll.

Extra agility Agility


The training of a body to produce quick actions and versatile movements. For every 2 skill
levels, add 1 to Agility when rolling against Agility.

Silent move Agility


Sneaking past a guard, a door, a security device or any time when unnoticed movement is
required.

Swimming Agility
Not only surface swimming but also underwater aerobics, the ability to hold breath, and
resistance to cold water.

Energy weapons Agility


Keeping energy weapon clean and charged as well as aiming and firing. For every 1 level add
+1 to weapon attack made with an Energy weapon.

SwordPlay Agility
The skilled art of sword fighting with a vast variety of swords. Add +1 to Attacking or Defending
Power for every 1 skill level only when used with any type of blade weapon.

Driver / pilot Agility


Handling and controlling a car / flightcar of any kind. Includes basic maintenance.

Projectile weapons Agility


Effectively determining range and attack strategy for projectile weapons like missiles, gauss
rifles, projection cannons and any other type of weapon that does damage from great
distances. Must specify Long Range or Short Range. Add +1 to weapon damage for every 1
skill level. At level 3 and above, ignore all modifiers due to attacker movement. At level 6 and
above, ignore all modifiers due to target movement.
Additional Components
Skills

20
Thief Agility
Simple pick-pocket abilities. Lifting small handheld items from persons or places. At higher
levels, larger objects may be stolen.

Throwing Agility
Hurling any object into the air with the intention to land it in a certain position or target. Most
commonly used to throw knives or swords to do damage, but can be used any time a skillful
throw is required.

Constant alertness Perception


Sharp hearing and/or sight. Constant alertness usually helps a character detect something that
would have gone by unnoticed.

Photographic memory Perception


Recalling with great detail, an event, conversation, or situation for any reason what so ever.

Navigation Perception
Ability to determine direction and estimate travel times and distances based on simple
observations including enhanced sense of direction. This aids in foot travel as well as vehicle
travel.

Tracking Perception
Locating, approaching and trapping a wild animal or illusive person.

Reading lips Perception


The ability to determine what someone is saying despite lack of sound or inability to hear.

Command ability Comm


How well a character takes charge of a situation, how well others respond to his/her authority,
and the ability to present a presence of fear and respect.

Acting Comm
Faking emotions, feelings, experiences, or any time one needs to convey something other than
the truth.

Conversation Comm
The art of speaking and being well understood by all. Also allows skillful manipulation of
conversation for any purposes.

Negotiations Comm
The ability to negotiate for trade, lower prices, information, encouragement, or hostage
situations.

21
Additional Components
Skills

Resistance Endur
A strong defense against all things of a certain type; medicine, drugs, chemicals, or certain
events. (Player must specify what type.) Each time a character is affected by one of these
things due to an unsuccessful roll, roll again. (Make only 1 (one) reroll for every skill level.) If
there is damaged applied due to one of these things, subtract 1 point from the applied damage
for every 1 skill level.

Computers Intel
Using, interfacing with and basic repair of all types of computer systems.

Electronics Intel
Ability to understand and repair electronic components. Does not include robotic components.

Mechanical Intel
Ability to understand and repair mechanical components. Does not include robotic components.

Military tactics Intel


Advanced understanding of troop deployment, attack strategy, logistics, and munitions. Military
Tactics helps determine an opponent's battle plan or devise a successful one yourself.

Robotics Intel
Ability to understand and repair robotic components.

Medic Intel
Healing of minor wounds. Heal up to 1 point of power for every 2 skill levels per hour.

Doctor Intel
Healing of minor and major wounds. Heal up to 5 points of power for every 5 skill levels per
hour.

Construction Intel
Ability to create basic structures and components. Also able to created advanced components
when combined with a related science.

Demolition Intel
Ability to destroy any structure or device using a minimum of explosives or destructive effort.
Also allows a minimum of debris zone. Could possibly be used to maximize explosion and
debris zone.

Lockpick Intel
Ability to unlock simple locking devices without the use of a key.

Sciences Intel
A comprehensive understanding of scientific concepts and the ability to apply them to solving
problems. Stops at skill level 2. For skill level 3 and up, you must choose a specific science or
field of study. Once Sciences Level 2 is reached, an additional skill in any of the sciences may
be added at Level 3 cost.

Additional Components
Skills

22
Survival Intel
The ability to use one's surrounding to survive for days. This includes using the environment
stop a harmful force or opponent.

Strategy Intel
Clear thinking and sound decisions that lead to overcoming an obstacle or opponent. Use this
skill to force GM to either provide information about an opponent's attack plan or to assist you in
forming your own.

Telekinesis Intel / Psyactive


Pulling or pushing and small object a few meters. At higher levels, (Level 8 and above) longer
ranges can be affected upto anything in sight. (Whether on a view screen or in range of sight.)

Levitation Intel / Psyactive


Lifting large objects, high off the ground, for extended periods of time. (1 ton and 10 meters for
every 3 skill levels.)

Though Detection Intel / Psyactive


The ability to sense and interpret the thoughts and feelings of a human. (GM gives or holds
back information due to value of success.)

Matter Manipulation Intel / Psyactive


Bending, stretching, and shaping any matter in small degrees. This would serve no quick use
as the ability does take concentration. But for those small hand-held objects, a few minutes is
all that’s needed.

Artificial Signal Interpretation Intel / Psyactive


Whether computer signals, electrical impulses or sent transmissions, ASI gives the user the
ability to "hear" the signal and determine it's function or content. Advanced users (above level
8) can even manipulate said signals.

23
Additional Components
Equipment

Equipment
Name - Energy - credits
Description

Stunner -2 units - installed


Small electric zapper which renders any human unconscious. Range: 10m

Energy Booster - N/A - c50


An extra cell of concentrated energy. Can only be used once then must be uninstalled. Allows a
metalface to double energy for one Combat Round.

Power Enhancer -3 units - c75


A boost of power for any device. Takes up two device bays. Activate this to enhance any energy
weapon damage by 50% rounded down. Must be installed into same location as enhanced weapon.

Sliders -2 unit - installed


Reduced Gravity Sliders are energy skates on the sole of a metalface foot which allow a kind of
reduced friction travel. Able to slide in any direction (up to 1m off the ground) at a additional15m/sec.

Jetpack -3 units - installed


Converts surrounding air into fuel for thrust. Able to fly in any direction at an additional 20m per second.
1st second used: +6m/sec, 2nd second used: +15m/sec, 3rd second ad beyond: 20m/sec.

Force Field Generator -8 units - c250


Generates a strong field of impenetrable energy for 3 Combat Rounds. While field is up, user is unable
to attack or be attacked nor may any energy be charged into same body location as F.F. Generator.

Multi-vision -3 units - c150


Infrared, night-vision, thermal scanners, structural scan and ability to 'see' electrical signal flow.

MagnaPulse -10 units - c320


Generates a strong electromagnetic field which can be focus onto a target. Target rolls 3d10/END. If
fail, target is magnetized and unable to make any Move or Aggressive actions until he/she rolls
successful. Roll once each Combat Turn. Once successful, target may again make Move and
Aggressive actions on the Combat Turn he/she rolled successful.

Hologram -4 units - c75


Creates holographic images for any reason. Range: 10m

Jumpjets -3 units - c80


Thruster-like shocks in legs which allow a metalface to jump 20 meters.

Aquajets -3 units - c90


Water propellers in legs which allow a metalface to swim at the speed of 30 meters per turn.

Electrical Override -4 units - c95


Allows a metalface to remotely gain control of any electrical device or vehicle, provided it has a
computer controller. Range: 10m

24
Additional Components
Equipment
Enhanced Sensors -6 units - c80
Doubles a metalface's already superhuman senses. To reduce energy consumption to 4 units, specify a
single sense to enhance when installing.

Instant Database Access -4 units - c190


Creates an instant link to any database located at Metal Men facilities. More to come later. Using this
device gives the user that skill at level 2 for the remainder of the adventure. When used, roll 1d10. The
Access takes a number of seconds equal to the die roll to initiate. If used a second time, the first skill
gained by Database Access is lost.

MediKit -6 units - c180


Anything one would ever need to heal, mend, treat or even perform basic surgery on humans for any
reason.

Repair Kit -3 units - c170


Repairs 2 points of power per turn I addition to internal repairs.

SilentStealth -6 units - c140


Generates anti-noise signal which 'cloaks' any sound coming from, or caused by, a metalface.

Speech Enhancer -5 units - c230


Amplifies and modifies speech for the purposes of crowd control or long distance projection. Could also
be used to disguise a voice.

Targeting Scrambler -7 units - c300


Prevents some damage from incoming projectile weapons by scrambling the signals used to reach
target. Roll 2d10. If you roll 19-20, the weapon completely missed. Otherwise, prevent damage equal to
the value rolled.

Targeting Lock -6 units - c230


Improves projectile weapon damage by enhancing the targeting signal. Ignore up to 8 points of firing
modification due to movement.

FlyCam -4 units - c220


A small, insect-like tele-operated robot that sends visual signals back to the controller. Controller may
have up to 3 FlyCams operating at one time but must pay energy to activate each one.

SuperSpeed - 5 units - c200


A super light substructure enhanced by turbine servo motors. User may move (AGL) meters.

Tracker - 5 units - c95


Fires a tiny tracker that magnetically attaches to anything metal. Once planted, the tracker can locate
and track anywhere. Range:9m

Disabler - 6 units - c100


A small device that can be attached to any robotic device. Once attached, the disabler disrupts energy
flow and scrambles all electrical signals. This causes slight twitching but safely deactivates the robot
without further damage. Range: 2m

Energy Scanner - 3 units - c130


Locates and measures differing types of energy including; electrical, magnetic, heat, plasma, natural,
and lifeform.

25
Additional Components

Weapons

Currently, this weapons lists reflects only Metalface technology. Model type refers to what
models can use the weapon.
To use any of these weapons with a human character, the human character must possess a
BioSuit. BioSuits have multi-energy processors therefore they may use any device or weapon
regardless of model type.

Weapons Type Energy Ammo Range Damage Used by Credits


Digital Battle Axe Melee -2 - 2m +5 STV c80
Digital ProSword Melee -2 - 2m +4 STV c70
Digital Cutlass Melee -2 - 2m +6 STV c60
Digital SteelPole Melee -2 - 3m +4 STV c60
Digital Sword Melee -2 - 2m +4 STV c500
Electro-whip Melee -3 - 3m 1d10 ST c110
SlicerBlades Melee -3 - 3m 1d10 V installed
Blaster Energy -6 - 10m 3d10 V c250
Mini-Blaster Energy -4 - 10m 2d10+4 V c170
Pulse-Blaser Energy -7 - 25m 3d10 V c280
Photon Stream Energy -8 - 8m 2d10 * TV c320
FlameThrower Energy -5 - 5m 3d10+2 TV c280
Laser Energy -5 - 20m 2d10+2 S c260
Mini-Laser Energy -4 - 20m 2d10 S c180
Pulse Laser Energy -8 - 30m 3d10 S c270
PlasmaBolt Energy -7 - 30m 2d10 * ST c240
PlasmaBurst Energy -6 - 20m 1d10 * ST c200
Spiral Bomb SR Projectile SR -6 10 18m 3d10-2 (2m) V c580
Wasp Projectile SR -6 4 10m 1d10+2 * TV c440
HyperGun Projectile SR -4 80 10m 1d10+6 * STV c350
CutterOrb Projectile SR -4 5 18m 2d10 * T c340
SplineDart Projectile SR -4 12 15m 1d10 * T c270
CryoCannon Projectile SR -3 6 8m N/A * ST c320
PlasmaGrenade SR Projectile SR -6 10 15m 3d10-3 (6m) S c500
NukeInjectors Projectile LR -7 3 80m 4d10 (10m) V c780
Seekers Projectile LR -4 8 30m 2d10 * TV c380
Spiral Bomb LR Projectile LR -6 5 25m 3d10+2 (8m) V c550
WakeCannon Projectile LR -5 6 50m 3d10-2 STV c450
BlastShards Projectile LR -5 6 25m 2d10+2 (6m) STV c450
Spliter Mine Projectile LR -4 5 30m 3d10-6 (6m*) ST c520
PlasmaGrenade LR Projectile LR -6 5 30m 3d10-5 (4m) S c500

26
Additional Components
Weapons

Weapon Descriptions

Digi Weapons-Melee weapon which is digitally stored in a small node about the size of a pen.
The weapon must be one solid element with no moving parts. Users may choose the shape of
their weapon so long as it is not wider than the length of a pen.

Electro-whip-Manageable laser cord that, with skill, can be wielded to deal serious damage at
close ranges.

SlicerBlades-'Adsteel' blades which are electrified and able to slice through anything.

Lasers-Emits a long thin ray of super heated energy.

Blasters-Small yet powerful proton explosions in the form or short controlled and directed
bursts.

Photon Stream-Stream of highly charged photons which is fired and controlled much like a
water pressure cannon. The stream creates slow but intense damage to any surface. Careful…
it could back fire.
*When used, roll 3d10-2 against endurance. If failure, apply damage to the user.

PlasmaBurst-An intense burst of plasma which doesn't burn but does cause serious force.
Could be used to knock a hole through 3 inches of concrete, wood, plastic, glass but not steel.
*When used, target is pushed 10m from PlasmaBurst owner.

PlasmaBolt-An electrical bolt of plasma that strikes the nearest source of crystalline energy.
*Ignore all damage modifiers due to movement.

Plasma-Grenade-Fires an electrified sphere or plasma which explodes on impact. Enough to


destroy a large truck.

FlameThrower-Fires a stream of intense superheated plasma which can reduce a car to slag.

WakeCannon-A small overcharged proton fired up to 50 meters away and detonates on impact
with destructive force.

Spiral Bomb-A destructive weapon that fires a supercharged electron and has a unique spiral
damage pattern.

Wasp-A small flying robot that seeks out it's target and tactfully stays out of firing range while it
shoots explosive darts at the frustrated prey. It holds 50 darts.
*Once used, the Wasp starts dealing it's damage in the next round and deals damage once
each round. [POW:10, STR: 6, END:10, AGL:20]

27
Additional Components
Weapons

CutterOrb-A slightly flat circular blade which is thrown and spins as it cuts. The orb can be
remote controlled by the user once thrown.
*Once used, can stay in flight and does not need to be powered up by energy again for 10
Rounds or 20 minutes. It makes 1 body attack per second independent of user.
[POW:10, STR: 10, END:10, AGL:12]

BlastShards-Shoots a ball which explodes on impact and releases dozens of metal shards
which can penetrate metal and deliver electrical shock designed to disorientate a victim.
*When used on opponents, roll 2d10+4 against their endurance. If failure, they do not make
any actions during the next round.

HyperGun-An energy array which fires hundreds of shards of charged ions which detonate on
impact. Fires rapidly and continuously.
*Once used, may be used once per turn at an energy cost of 1erg to deal 1d10 damage.

CryoCannon-Fires large balls of freezing yet harmless gas.


*If target is hit, target may not make a combat action. Instead, target rolls 2d10+4 against
his/her strength. If successful, target breaks free. If target is dealt more damage, target breaks
free.

Seekers-Launches tiny homing missiles.


*User may ignore any damage modifiers due to movement..

NukeInjectors-Fires tiny darts at near the speed of light that can either detonate on impact or be
remote detonated. Must be reloaded after each shot. Warning: NukeInjectors are unstable.
*Roll1d10 every use. On a roll of 10, apply damage to user instead of target.

Metalface Character Sheet


On the next page is a standard blank Metalface character sheet. There are 16 device bays on a
character sheet. Device bays show device location on the Metalface body. Humans black out
the device location columns and simply use the table as a weapon inventory list.

Once you determine what class your character is, black out a number of bays:

Omega class uses all 16 bays.

Delta class uses only 14 bays. Black out any 2.

Gamma and Beta classes use only 10 bays. Black out any 6.

Alpha class uses only 8 bays. Black out any 8.

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Name:................................................ Access:.......................

Type: .................................................. Credit:........................

Duty: ...................................... Profile:..................................


Skill Value Lvl

POWE ENERG
R Y

Body:
STR
END
AGL

Mind:
INT
PER
COM

Spirit:
FTH
DST
Weapon/Device Type ERG Range Damage
Equipment / Other:
Head

Torso

Right
Arm

Left
Arm

Right
Leg

Left
Leg

Player: ___________________________________________ METALFACE Character Sheet

29
Metalface Quick Reference Charts
Combat Turn Body Attacks (must be in 2m range)
Spend 3 ERG to make a body attack.
Move = 1ERG Spend 1 ERG to make a body defense.
move (1/2 AGL) meters
(Limit of 1 move per turn) • Attack Power = (STR – 2d10) + Power
• Defense Power = (END – 2d10) + Power
PASSIVE ACTIONS
If the attacker’s power was higher, defender takes -1
Charge = (various)
Power for every point of difference.
Send energy to If defender's power was higher, no damage taken.
1 weapon or device
per body location

Repair = 5 ERG
Repair 1 POW Weapon Attacks
(no ERG may be used for Once a weapon is fully charged,
anything during this time) spend 1 ERG to fire.

AGGRESSIVE ACTIONS Attacker is Modifiers


Body Attack = 3 ERG moving -4 damage
Body Defense = 1 ERG flying / sliding -6 damage
using ‘SuperSpeed’ -6 damage
Weapon Attack = 1 ERG partially covered -1d10
(once charged) fully covered no damage
Weapon Dodge = 3 ERG
Target is Modifiers
Use Device = 1 ERG moving -8 damage
(once charged) flying / sliding -10 damage
using ‘SuperSpeed’ -10 damage
partially covered -1d10
fully covered no damage

Dodge Weapon Attacks


Roll to dodge (AGL-2d10) and subtract from
oncoming attack.

Action Rolls Use Device


Once a device is fully charged,
Difficulty Action Roll spend 1 ERG to activate.
Easy 1d10
Average 2d10
Hard 3d10
Expert 4d10

Add any relative skill points to the value being rolled against.
Action roll ≤ character value = successful
Action roll > character value = failure

30

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