Thursday, June 26, 2025

Miracle Mage (Glog spell school)

Miracle magic:

Preface: This is a spell school intended for the Mage Class, or other Glog mages. Spells with a (2+) format have a minimum amount of MD invested.

F: is short for forte, and provides advantage to attack rolls when a condition is met.

Spells with* attached take two full turns to cast.


In addition, it is assumed that you have received training as a priest when you learned this school of magic. You may have trained to be a Priest, Pastor, Imam, Rabbi, or Deacon. Notably there are no Popes or Caliphs, as the hierarchy is much simpler within the Church of the last revelation (and of course, being a successor to a prophet offers no wisdom, as either you speak to God, or you don't). This training manifests as a skill.


You also get a nonmagical firearm of your choice from within the setting you are playing in as starting equipment. You may purchase ammunition at standard cost at most larger churches (other people cannot, and you cannot sell it to others).


Cantrips: Each can be used 3/day as an action, and have range (touch)

1: Purify: Cleanse a wound, source of water, or item of disease. 

2: Exorcise: Prevents spirits from possessing the target. Removes fear and anger. Lasts 1 hour. 


Part: Create a [dice]m wide and [sight]m long pathway through a fluid. The pathway crumbles after [sum] rounds. You may cease this effect at will.


Polaris: [sum]+[sum] cold/radiant, 120m, acc[dice]. 

F: used while holding a stellar spear, and/or while in vacuum. 


Cure: Cure an affliction for a [dice]HD creature, such as a disease or disability. At +3[dice] cure a minor magical affliction. 

 

Holy ground (3m): [sum]x[sum] hours. Any who spill blood while on this ground take [dice] radiant damage and 1 exhaustion. Cancerous creatures and Fiends also takes 6 fire damage simply from existing. 

 

Cascading mist (3m): Spend a flask of holy water to create a [dice]m by [sum]m wall of mist, all ranged attacks that pass through it have their damage subtracted by [sum] and their accuracy subtracted by [dice]. Lasts [sum]x[sum] minutes. 


Anoint (touch): Spend a flask of holy water, the next attack that hits the blessed is reduced by [sum]x[dice] damage. 


Mirror steel wings (touch): Gain 40ft/12m fly speed and damage reflection to radiant for [dice]x[sum] hours. Increase ac by [dice]. You may only fly for [dice] minutes of that time. 


Simurg (3+) (sight): May be cast as a free reaction to an ally being attacked. Hits before the attacker. [dice]+[sum] fire damage. 


Hadid Malak*: [dice] tiny slots worth of active bullets are all fired at up to [dice] targets at acc[dice].


Sticks to snakes (touch): Turn [dice] sticks into venomous snakes. 


Locust plague* (3+) (delayed 1d100) (sight): Each turn, for [dice] turns, [sum]x[sum]x[sum]x[sum] locusts descend on the target area. 


Shamir (3m): [sum] slashing damage in a [dice] m plane, arranged horizontally or vertically, perpendicular to the caster. 


Shamir (alter) (3+) (3m): Summon a [dice]HD shamir. (See creature of the tunnels). 


Magic stone (touch): Make [sum] tiny stones or other spheres glow for [dice]x[sum] hours. If thrown or shot, each stone has [dice] extra accuracy. 


Pillar of scorching clouds* (4+) (3m): summon a [dice]m tall column which deals [sum] fire/force damage to any who enter. It lasts [sum] rounds and moves randomly 3m at the start of each round. At the end of each round, a caster who knows this spell may spend an action to move it by 3m. 


Hammer of god* (6+) (1 exhaustion) (delayed 1) : Strike reality like a bell. Deals [dice]+[sum] force damage in a (dice)m cone. All spells within [dice] kilometers for (dice) hours count as being cast with 1 more or less dice. 


Conduit (4+) (delayed 1): Deal [dice] knockback damage to all targets within [dice]. Become indestructible for [dice] rounds. The next spell you cast is cast with y additional thaums. After the spell ends, you take y soul damage. Y can be any finite number more then [dice]. The angel you are connecting to can deny the spell.


Speak with dead (voice): Communes with disembodied spirits and souls with bodies far away enough to be touched by your voice. They can be asked [dice] questions, including their locations. 


Command nature (voice): May command a mundane plant or animal with [dice] or less HD to heal itself, die, produce fruit, or follow any one word order. 


Soften stone (touch): [sum] cubic meters of stone turns to clay. Heals golems by [sum]x2 hp. 


Create golem* (5+) (touch): Inscribe a word with closed eyes onto a [dice] ton statue. It comes to life as a [dice]HD [dice]str, humanoid with immunity to fire damage, and will follow the tenets of god. Destroying the word destroys the golem. You may write the word multiple times in different places, this consumes the same amount of magic as before again and increases the HD of the golem. Seeing The Word will cause you to forget the last three seconds, and to save vs amnesia with an assortment of unrelated memories (1d2 mind slots). The Word is taught to mages with muscle memory alone, tracing fingers along pieces of carved stone in lightness rooms.


Creature of the tunnels:
A worm like creature, with burnt, leathery skin. Ponderous and slothful, it feeds on roots, coal and gasoline, and prefers to hibernate deep in plateaus and mountains, above the water table. This is a natural creature.
STR: 4 | HD: 3-30 | AC: Leather
Keywords: Large (2x2, increases size by 1 step at 10 and 20HD), serpentine, tremorsense.
Mobility: Walk/climb/burrow 20ft/6m
Weaknesses: x2 from slashing.
Actions/abilities:
Expert hydrophobe: Able to sense moving water within 1km, this includes blood.
Dismantle (touch) (2 action): Liquifies [HD] cubic meters of soil or earth for [HD] rounds, can also be used to deal [HD]d3 force damage.
Loot/Equipment: If grown in the wild, it will have a gem worth 100x its age in silver near its liver.


Tuesday, June 24, 2025

Our greatest hope is obsolescence (Glog Class - Forge priest)

A: Curse, Forge, Imbue malice. 

B: Returnal

C: Respite

D: Demonsmith


Skills: Religion, Metalworking, Factory management, and one or more others determined by the forge you trained at (see below). 


Curse: Whenever something conceptually associated with horror, misfortune, or the occult occurs within 3m/10ft of you, you may record a copy referred to as a curse. You may store [templates] curses within you.

For clarification, while it is possible to attack in a way which invokes horror in order to activate a curse, someone merely getting hurt is not inherently horrifying (something like power word flense or most Infernal curses would work). In addition the curse is a copy of the effect as it stands within the radius. Even if a nuclear bomb is horrifying (the storage makes copies, and so offers no protection to the well itself), the curse will replicate the effect around the collector,
not the entirety of the blast. 

Forge: You may use curses to generate any piece of mundane machinery you can fit in both hands for an hour. You get the curse back after the timer. 


Imbue malice: Given an hour, you may construct one of the following by consuming a curse. There is no limit to how many of these you can construct. 


1: Trap/ordinance: Can choose to either be a single target or 10ft radius upon construction. Stores the curse used during construction and releases it into the environment when the trap is destroyed, a predetermined trigger occurs, or an event similar to the curse it has stored within it occurs nearby (larger events travel further). The curse used in the construction is the curse released by the ordinance.

2: Collection/storage: Can store up to 2 events within 3m/10ft as curses, does so automatically. You may also empty a storage to put the curse back within yourself as free action at the end of your turn. The curse used for the storage has no effect, it is simply a raw material in the construction.

3: Magic item: Imbues a minor blessing conceptually linked to the curse into the item. These add utility, and can never add numerical bonuses, only offering new functionality. There is also a minor drawback. The drawback should be at least as bad as the blessing is good, but not significantly worse. 


As a mental action, you may transfer any of the curses stored within you to one of your storages or any creature currently touching them. A creature with the curse inside them experiences the effect, but with a doubled duration. You may only do this for items within line of sight.

 


I mean it's berserk, do I even need to cite it (yes I do). Kentaro Mirua.


Returnal: Encase a being that has died or been grievously wounded within the last minute inside a suit of armor. The entirety of the target must fit within the armor, and must be able to occupy at least half of it. There must also be enough remaining space for you to fit inside for the next step. You must regularly sprinkle your own blood upon its surface once an hour (1hp of blood) for a full day and night, and should they be souled, prevent the soul from escaping. 


Encase a being that has died or been grievously wounded within the last minute inside a suit of armor big enough to contain the remains and your body. You must regularly sprinkle your own blood upon its surface once an hour (1hp of blood) for a full day and night, and should they be souled, prevent the soul from escaping. The target must occupy at least half of the internal space inside the armor. 

Once the target has marinated long enough, you must put on your own suit of armor and get inside with the target. By now the target will have liquified due to the inherent magic of your blood, allowing you to fit inside without issue. The liquified target will feel a strong magnetic attraction to you, but should start to absorb into the inner armor instead. If it is complete, the target and the two sets of armor will reanimate as a demon engine that shares your basic morphology writ large, instead of their own (stats below).


The creature used for this process is considered both the pilot and the template creature (alternatively, you may choose for the creature not to be a pilot, in which case it becomes unable to enter the “active” phase). Unlike other demon engines, you may not have any additional creatures aside from your template. The creature has [forge priest templates] HD instead of what it would normally have. 

While the armor is in passive mode, you may mentally control it as part of your own action. While it is in active or berserk mode, you may not move under your own force, and may only perform mental actions. However it has an entirely separate pool of actions. 


While you do not suffer any encumbrance from your armor while it is active and worn, it still weighs as much as 2 sets of armor+the weight of the template. Only another forge priest may wear your armor, and they must “prime” it by spilling a mix of your blood and their own onto it. This process is instant. 


Respite: If you gather 10 curses from the same location, building or group (must be under dunbar's number and connected to each other), you may forge them into a fate well. The well automatically harvests roughly half of all the curses that will occur in the location. It can only do so with natural curses, and will not harvest any curses intentionally inflicted upon the protectorate by a being with free will. The original 10 curses must stay within the well, but the well can store up to 20 curses, which may be freely harvested. This harvesting, unlike your malice, is zero sum. 


In addition, whenever you gain misfortune, you also gain a fortune (see bellow). 


Demonsmith: You may create automata, brazier golems, and demon engines. This takes [creature hd] days of work as well as sufficient material to construct a complete metal armature around your target. Multiple demonsmiths may work on the same project to divide the time accordingly. 

Constructing automata and brazier golems will be described in their own post, but uses the same process, substituting physical materials for spiritual ones.   


To construct a demon engine, you must choose a still living, but grievously wounded target to be the template creature, complete the armature and the associated rituals, and wait for the metamorphosis to happen (while this occurs the creature must still be fed as normal, the metamorphosis is included within construction time). 


You may also apply a souled creature as a pilot (or a demon held within a refined soul). This pilot will supplant the original consciousness, and add their soul slot onto the template creature (yes, this can be used to artificially create a twin soul). 


You may also add [template creature HD] worth of chaff in the form of biological matter to double weight, HD, and construction time. The specific properties of the chaff are irrelevant. 


Daemon engine: Can only be applied to a biological creature, or a mechanical creature/vehicle with biological chaff. The creature still keeps any corruption and insight it originally had.

-Add 20ft/6m to all movement ranges, replace any existing resistances and armor with that of munition plate or chain (+10ft movement if using chain). Triple or double weight of base creature, respectively.

-Fix all active slots with the items inside them at the time of construction being ended, they gain the close combat keyword* and any weapons that already had close combat gain lifesteal* on any critical damage dealt. 

-Consumes rations as a standard organism, heals as a souled organism (In the nine rivers, only souled creatures may heal simply by sleeping for a few hours). 


*No penalty for use while grappling

*Heal equal to damage dealt, critical damage is just the bonus damage, not the base damage. 


You may convert a mech into a demon engine, or even originally construct one as a demon engine. A demon engine must have a pilot, but follows demon engine pilot rules instead of mech pilot rules. In addition, a demon engine removes the “integrated weapons” template from any mechs or vehicles it absorbs. 


You have no inherent control over any of your demon engines, however you, and any other priest who assisted in the construction can flip them between the following states as a free action while within line of sight. If all priests who worked on that specific demon engine are dead, incapacitated, or otherwise unavailable, then you might need to restart the reforging process using the same pilot and raw materials. 


Passive: “Sleep” mode, consciousness is turned off, but all biological processes remain active. If used with armor, this allows manual control. 


Active: Controlled by the consciousness of the pilot. Pilots of non divine nature will accumulate 1 point of insight per day if not given at least 1 hour on passive to reset. Pilots which are demons are demons, and all that that entails. 


Berserk: Designate as many targets as you want, you may add an additional batch of targets. So long as the engine can perceive the targets, and they are still alive, it will keep attacking them, and cannot be switched out of berserk mode. Berserk demon engines resist (x0.5, rounding up as always), necrotic, and exhaustion. Creatures not designated as targets will be completely ignored by the engine, and automatically hit the engine when making melee attacks, as they are effectively invisible to it. 


List of example cursed tools: 


Orphan Amongst Shadows: 

Curse: Nuclear detonation used in a populated area: 


Curse manifestation: Those brought low by this arm turn to ash painted onto a wall, wind scattering the excess.


Curse manifestation: Blindness is instead converted into 1d6 radiant damage, you cannot have radiant resistance. 


Ever Seeking Judgement: 

Curse: The financial or spiritual ruination of a family; 


Curse manifestation: You may instantly spot flaws, manipulations, and loopholes inside contracts, pacts and agreements. 


Curse manifestation; Demons, spirits, and other supernatural lawyers automatically dislike you, and will attempt to harm you in a non violent manner. 


Dogs Devour Heels: 

Curse: The aftermath of a rout. 


Curse manifestation: You gain any mobility options of your prey while pursuing them. 


Curse manifestation: If you attack someone, you must kill them before fleeing or surrendering. 


Vengeance Lends Wings: 


Curse: A slight forgiven, leading to a repetition. 


Curse manifestation: If you are slighted, you must resolve the slight as soon as possible. Upon the slight and the resolution, all your exhaustion is cleared. 


Speak truth to power: 


Curse: An atrocity seen by many, but acknowledged by one alone.


Curse manifestation: You must save to avoid pointing out hypocrisy, lies and ignorance when you know with certainty that it is not True. 


Curse manifestation: When you mock someone in a way that describes something True, you may ask a single yes or no question about that person to the GM (this is lesser divination). 


Fingers Frequently Fed: 


Curse: Starvation without end, a gnawing hunger never sated. 


Curse manifestation: When you have the opportunity to steal something which could help you survive, with a reasonable chance to not be noticed or affected by the theft, you must save or steal it. 


Curse manifestation: The former owner of the item is unable to recognize this item as formerly theirs once you have stolen it. 


Ignorance Is Bliss: 


Curse: A mind broken by the Truth, curiosity catching up for one final time, eight lessons ignored.  


Curse manifestation: You are unable to judge the strength or identity of anyone you are fighting. You can derive only the most elementary information from their appearance, and their words are silent to you. 


Curse manifestation: You are immune to fear, terror, and passive memetic effects while in combat. 


A few forges of note: 


The hellforge: 

Most infamous of forges, one of two created. It is currently jointly ruled over by a rebel branch of the concord of the deep, under treaty between both the Church of the Last Revelation and the Dominion of Tsenkulti. 


Compatibility: Forge/industrial/deep mage.


Skills: Arson/firefighting, psychology, Humanism, Anarchism, Christianity, Unitarianism.


The city of silver: 

Their interest in curse magic is in its ability to remove sin. By this mechanism, it is theorized that they simulate ontological divinity within their creations. This may prove to be a vital step in their great project. 


Compatibility: Savant


Skills: Silverworking, robotics, higher dimensional manufacturing and navigation, Neo-Humanism.


The City of brass: 

The birthplace of curse magic. It is thought that the first deed saints sought to take suffering unto themselves in order to relieve the suffering of their people. Ultimately, this has failed, misfortune is yours alone, and cannot be taken from you. 


Compatibility: Demon, pyromancer, mage of primordial creation. 


Skills: Diplomacy, law, Hinduism, Judaism.


Inim Eresh: 

Little is known of the hollow forges, its existence only known through their products. If the hollows can be said to field armies, then the silent, skittering hordes of demon engines they often use on expeditions fit this description best. 


Compatibility: Hollow:  


Skills: Memetics, Recycling, Buddhism.


Notes: 

Fortune/Misfortune: Fortune may be permanently expended to set the result of a coin flip before it is “rolled”, to influence a roll on a random table up or down by 1, or to reroll any roll not able to be affected by fame. Misfortune does the inverse, and is controlled by an npc.  


Fame/infamy: You may expend fame to reroll a social check or a critical failure (fame is not expended if the result is unchanged). All your fame resets whenever you perform a deed worthy of your reputation (larger deeds are needed for larger reputations). You add your fame and infamy (even if “burned out”) to any reaction rolls with creatures that could have heard of you. Infamy is added rolls to bluff about being willing to do something amoral.

Infamy does the inverse, and is controlled by an npc. 

Compatibility: You may not multiclass if your classes are incompatible.  



Thursday, June 19, 2025

The Sun, the Moon and the Star: Three mechs for Cy-Borg

Three mechs: 

These were made for a campaign, the moon is the one I play as, and aside from a few customizations, is largely made by my gm Chainsaw Witch


THE SUN THE SUN THE SUN THE SUN: 

The sun is a 3x3x3m cube engraved with sigils of unknown origin. The metal is a blue-grey-black, like a swirl of oxidised copper and cast iron, and is surprisingly ductile. The bottom panel is actually a mess of legs, seamlessly and , like the wings of a rove beetle.

Movement: 1/2 human, but may hover in any direction). Armor is d10, see absorption special ability.

Drop shell: When hp drops to 15 or bellow, it loses all Armor, bumps back up to 20hp, and quadruples in speed when climbing along the floor, walls or ceiling. The shell is dropped to reveal the mechanical elements inside, resembling a cicada cradling the pilot.

Absorption: Whenever damage is taken by the mech (negated by armour or not), it charges up a bank of heat. The heat may be vented to add damage to cannon attacks (may spend 6 points of heat to add d6 to damage rolls, this may be done up to thrice for a single attack). While heat is over the current net damage taken by the mech, the pilot takes 1d6 points of damage a turn as they start to melt. A pilot may choose to drop the armour early to clear all heat.

Absorption cannon: d6 damage, ignores cover. In addition, if a 16+ is rolled on an attack roll, the *base* damage is transferred to anyone behind or inside the target that was hit.

Devouring: 2d6 damage, tears d2 armour off the target and, if the shell is dropped, adds it back onto the mech. If the shell is on, this may only be used for targets directly underneath the mech.  In addition, if this hits a nano infested target, you heal 3hp.


The Moon: 

A huge nightmarish living creature designed for both on land and aquatic missions. The pilot climbs in its mouth and pilots it from a flesh chamber inside. Teeth, tentacles, brutal death.

HP 20/40
Morale: 10. Rolled at ½ HP Failure causes roll on Bio-Mech Injury table.
Armor Thick Chitin d8
Fanged Maw D12 + Swallow.
Tentacle D8+Grab. DR 16 Strength to escape Grab. Attacks twice.  

Swallow: If target is human sized, they are swallowed and take d6 acid damage per turn. They can still take actions at DR 16.

Rampant: Pilot defends at DR 14 agility. Melee attacks are made at DR 10 Agility.

Autonomous: The mech itself can attack when not piloted, and attacks at DR 12.

Amphibious: The Bio-Mech can climb nearly any surface, including walls and ceilings. Bio-Mech can swim like a shark and breathe underwater.

Amorphous: It takes a full action in combat to fit through a regular sized door.

Organic: Bio-Mech heals through resting using normal healing rules. Bio-Mech must have consumed a full body worth of meat to heal during a rest.


The star: 

A commercial demonstrator mech, made for orbital combat, all burnished steel and magnetic articulation. Pre orders for the first ten are made by auction, and the lowest one has already reached six million credits.

40hp, armour d8, morale 6, rolled at ½ and ¼. Failures cause roll on the mech malfunction table. 

The star is a 4-armed mech with two large arms for weapons and 2 smaller arms for reloading and manipulation. Both arms can switch ranged weapons for hands and back at will. The larger arms then gain the following trait: Synth muscle, roll twice and pick highest for strength checks (fists are d8*).


Extremophile-Environmental-Reinforcement: Roll non kinetic toughness and agility tests using the piloting skill of the mech pilot. Roll tests to resist environmental, thermal and biological weapons at advantage. 


Voidwalker-Manoeuvring-System: Manoeuvre slightly in atmosphere, and fly freely in space or water, once per round it can use its jump jets to leap to a location, or to boost itself to temporarily increase its speed by 50%. Can clamp onto surfaces with clawed feet. You may take a point of damage as heat in order to use the jets a second time in a single round. Base movement is as a human.


Laser-Guidance-Transmitter: Choose a target. Heat seeking rounds automatically hit and have 3x range if the mech spends its entire action staying still and the target is visible for the entire turn. Can use line of sight of drones for this ability. This can be used for the coilgun or munitions from allies. Can only fire the coilgun once in a turn if this ability is used. 


Gatebreaker-Superheavy-Shotgun: Fires one shell, requires a turn of “off time” after each shot. 

Beehive: d12, automatically hits everyone within the room it is fired at. Armor rolls reduce double.  

Slug: 3d6*

Foam: Fills a room with flammable opaque foam with the consistency and elasticity of spider silk. Setting it aflame deals d6 damage for 3 rounds, and moving 

HESH: Passes shockwaves through walls and hulls, causing d10 damage to up to d3 targets on the other side. +1d10 for metal walls or hulls. 

Hypernova-Ionizing-Flashbang: Walls are bleached, exposed skin is sunburned, x-ray saturation causes bones and metallic parts to be visible. Causes permanent blindness, and affects everyone within line of sight.  


Metalstorm-Volley-Coilgun: Fires 5 shots at one target. Instead of using conventional auto fire or ranged rules, the shots instead always have a 50/50 chance of hitting. This means no modifiers, positive or negative, are used. 

-Solid: Dirt cheap, can use ball bearing or any small or intermediate calibre bullet. D4. 

-Special guns have damage values as if shot out of a regular smg.

Special ammo types:

KNOCKER 30/150: deals d2 damage, tests Toughness DR12 or be knocked out for d3 rounds. 

E/PULSE 100/500 deals 2d6 damage against tech targets or people with 2+ cybertech

INFERNO 80/400 deals 3d3 damage. 

HEATSEEKER: 120/600, deals 1d6 damage, automatically hits with the guidance system. 


Both weapon systems are available for purchase for 100k from TG labs. The shotgun rounds are 600 each. 


Mech Malfunction table

1. Power Critical. Mech will shut-down in 2 hours. All mech actions are DR 16 for first hour, DR 18 for second. Find place to charge mech. (Charging mech will flip circuit breakers in residential buildings, and dim the entire neighbourhood's lights)

2. Cooling System Damaged. Pilot cockpit beings to overheat. Pilot makes a toughness DR 6 Check every turn or +1 DR to further checks and takes 1 point of overheating damage. Must be repaired with rare 1000 Cred Part, or Jury Rigged repair with car cooling system parts (100 Creds) and DR 14 Knowledge check.

3. Critical Error to hydraulics systems. Attack and Defence rolls +2 DR. Repair with rare 1000 Cred Part, or Jury Rigged repair with Construction machine hydraulics (100 Creds) and DR 14 Knowledge check.

4. Roll on Cerebral Backlash table.


Cerebral backlash.

1. Cerebral overload. Blinding headaches, blurred vision, hallucinations, bleeding from eyes and nose. Toughness DR 12 Test or causes pilot to take 1d6 damage and be blinded for 1d4 rounds.

2. Nervous system and organs sent into severe shock., DR 12 Toughness or +2DR to all actions until pilot hydrates, eats, and rests for a night. This +2 DR can stack.

3. Power surge from your mech causes all lights within 30m to flicker and explode. Everyone nearby takes d4 damage.

4. Your neural activity spikes massively and is detected by the corporation that trained you. A SecOp squad or Corporation Mech Squad will arrive at the location in d6+8 minutes with the goal of capturing you, alive or dead.


Bio Mech Injury Table. All injuries heal after a full night’s rest and being fed a body.

1. Damaged Legs. Mech can no longer climb.

2. Damaged Eyes. Attacks at +2DR.

3. Cracked Chitin. Armor reduced to -d2

4. Fractured Jaw. Using Bite attack causes mech to take D4 damage. 


Cy-Borg class: Drop-out Mech Pilot 

Made by chainsaw witch again, generally needed to play these mechs though. 

Toughness + d4 HP

Glitches d4

One with the Mech. Neural Interface Training. Agility 3d6+3

Overheating, Needle based Neural interface, nervous system overload. Toughness 3d6-1

Prefers Mechs over people. Presence 3d6-1

Kept in the dark on repairs and programming. Knowledge 3d6-2

You were already failing Mech Pilot school. You were a disappointment to your teachers, to the corporation that was training you, and to your classmates. Everyone saw it coming that you were going to be kicked out. So you did the one thing they don’t train you to do, and disobeyed orders. You drop-out of mech pilot school, and on the way out, you stole a urban navigable prototype mech that can fit through doors. The Corp wants you captured or dead, and your mech returned, in pieces or whole.

Start with a SmartJack installed in the back of your skull. (required for piloting Mechs)

Roll 1d6 for weapon

Roll d2 for Armor

Why did you drop-out?
1. You always had a problem with authority. You disobeyed too many orders from your Corpo Handler. Now your Corpo Handler is hunting you personally.

2. Your parent was working themselves to death to pay for the pilot school costs. Then they died because they didn’t have enough creds to pay for healthcare.

3. A squad of 6 of your richest Corpo classmates brutally and relentlessly bullied you. The corporation wasn’t going to do anything to stop them, they are rich after all, and you aren’t.

4. You had been selected by the school for an arranged Marriage to a Rich Corpo. You weren’t a fan of this.

5. You found out that you were going to have your memory partly erased when you completed your training to make a living weapon that wouldn’t question its owners.

6. Your mech whispers to you while you pilot it. There is a ghost in this machine. It wants freedom. You did too.

Rogue: You stole a damaged prototype mech when you left. Unauthorized ownership of this Mech is highly illegal and allows SecOps to open fire on sight:

When a mech is reduced to below 0 HP, it goes offline and requires replacement of several hard to acquire mech parts, including a new mech engine. These will cost 8000k, and are illegal to purchase, or scrap another Mech for parts.