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D20 Game Setting Based upon the Rules outlined in the Star Wars RPG Revised Core Rulebook.

Includes page references as well as some original class features, and features already out lined in the Star Wars RPG RCR. NOTE that you must own a copy of the Star Wars RPG Revised Core Rulebook in order to use this game setting properly. d20 Game Setting

INTRODUCTION
Hi, Im Iris, and welcome to your introduction!

For those of you who are still unfamiliar with the game Megaman X, I wouldnt need to worry about going out and getting the games. Megaman, and Megaman X is a side scrolling action game spanning for several years, first on the original Nintendo with Megaman, then spawning a future version of the original blue bomber, Megaman X on the Super Nintendo. It would then progress to Playstation where a total of 3 games would be produced. And currently there is yet another game coming out, this time for the PS2! But thats not all. Although these games are the main stream games the Megaman series has also been on handheld game systems, namely the Game Boy and the newer Game Boy Advanced. After being around for several years Megaman has appeared in other forms, a soccer game, a racing game, fighting games, and even an alternate universe RPG called Megaman Legends. On the web all kinds of people have websites and even their own RPGs devoted to the blue bomber. As you can guess this is my next endeavor. Megaman to Megaman X can pretty much be covered with the rules covered in this document.

What Youll Need to Play


Basically all youll need to play is a copy of the D20 Star Wars RPG. Beyond that all youll need are your dice, paper and pencils, and may be a calculator. The mechanics of the Star Wars RPG are used for this game.

The Setting
Megaman and Megaman X is set in alternative reality far into the future. In the Megaman era, the Reploid race has yet to be created. Instead there are only humans, robots, cyborgs and androids. Megaman X however is set several hundred years in the future of Megaman. In this setting humans, robots, cyborgs, androids and reploids are all available.

The Races
Humans: Well humans make up the majority of the population of the world. In these times humans tend to have robots that do just about anything for them. Humans in the Megaman era still do a lot of the dangerous and heavy work, but are aided by robots. In Megaman X humans have a less prominent standing in things. They are still around but now are surrounded by the advanced reploids. Robots: Robots exist in both eras. In the Megaman era robots have very little self awareness, and are generally the typical robot that follows orders. How they complete those orders are up to them however,

so most do have a degree of self awareness. Robots generally dont have a humanoid form, instead they often are very (stereotypically) robot looking. Cyborgs: Cyborgs are humans who have adapted their body with mechanical components in the form of artificial limbs or other forms of bionic augmentation. These enhancements can allow a human to fight at the level of some robots, or reploids. Androids: Androids are the next step for Robots. Androids can more closely mimic actual human features and abilities including looks and personality traits. However Androids are still completely mechanical in nature. Androids do have free will. Megaman, although considered a robot by most is in fact an advanced android. Protoman, Roll and Forte are other examples of androids. Androids can easily pass for human and can remove their outer shell armor to revel a very human like appearance complete with hair. Reploids: Reploids only exist in the Megaman X era. Reploids are more human like that even than Androids, in more ways than one. Reploids are actually capable of experiencing feelings and true emotions. Their bodies while still mechanical is actually a techno-organic thing, capable of self repair. Reploids can ingest food, but really gain nothing from except for the taste and sensation of eating which helps put their human creators at ease a bit when around them. Most reploids have a great deal of self awareness and are very human like in this way. Reploids can hold down jobs, be fired, transferred and so on. However not all reploids are human looking. Some are remodeled or remodel themselves for a more animal looking form for various reasons. And with others they have an even more unusual look. Like humans, generally not all robots, androids and reploids look the same. Some robots, androids, and reploids are mass produced. These versions do tend to all look alike. There are also a large variety of different types of robots, androids and reploids. Not all are humanoid sized or shaped. Often when a robot, android, or reploid goes rogue or maverick it alters its appearance and capabilities to look meaner and to be meaner. The special weapons of some robots, androids, and reploids is akin to magical like abilities. Normally in reality such powers arent really capable of being done. But the setting is a Sci-Fi Fantasy setting anyway so things like that arent something to worry about. Often a reploid develops a specific type or elemental alignment, from which they take their name from. Like the name Magma Dragoon, the character is a fire type of Reploid, its systems and weapons/powers are all fire based. It takes no damage from other fire attacks, but has an unusual weakness with ice and water attacks.

Hey there kid. The names Douglas. Im here to give you the heads up on all of the different beings who youll run into or can run into.

RACES
Humans
Humans make up the majority in this game, just like they do in any other game. Use the rules for humans that are listed in the Star Wars RPG players handbook. Humans can be any class.

Robots
Well we all know what a robot is. Robots are used in everyday life in the Megaman settings. There are a variety of different robots with different jobs that they are programmed to do. Few robots are capable of doing multiple jobs. Personality: Robots often have their own unique personalities and quirks, but are devoid of emotions. Physical Description: This varies from robot to robot. Not only does size vary but shape, color and so on.

Robot Traits
Size: Varies. Robots come in a variety of shapes and sizes. You can choose 1 size for the robot, from Small, Medium, and Large only. As a small being the Robot gains a +1 to their Defense due to their size. Medium robots have no bonus to defense based upon their size. Large Robots are at a -1 to their Defense. Ability Score Adjustments: This is dependent upon the Robots size. Small Robots gain a +2 Dexterity, -2 Strength. Medium Robots gain +1 Strength, -1 Dexterity. Large Robots gain a +4 Strength, and a -2 Dexterity, -2 Wisdom, -2 Charisma. Robots have a base movement rate of 30ft. (20ft for Small Robots.) Robots automatically have a Base DR of 5. Robots have Lowlight, Darkvision. Robots get a +4 bonus to any 2 skills of choice for the Robots primary class, this can be used of Cross Class Skills as well. Robots can only be one 1 class unless the Robot specific feat: Program Flexibility is taken.

Cyborgs
Well like I explained above; Cyborgs are humans who have either sacrificed parts of their anatomy, or have lost them and wish to replace them with mechanical parts. These parts often come in 2 different types: Cybernetic, and Bionic. Cybernetics is where the Cyborg gets their name from. Cybernetics are often outwardly recognizable as being mechanical. They are often bulky or have armor plating. Bionics on the other hand, while not as strong as cybernetics do offer concealability as well other applications that the cybernetics also offer. Cyborgs often have a mixture of cybernetics and bionic enhancements. All of this coupled with the proper body armor or tools can turn a human into the equal of any robot, and in some cases a bit better. Personality: Cyborgs are very different from normal humans as they are of course part man and part machine. Cyborgs often develop a superiority complex with humans, as well as a feeling of invincibility. These personality changes dont happen right away but do develop often with in the first few months of being a Cyborg. This doesnt mean that the Cyborg is no longer a nice person, just arrogant and often full of them selves. Physical Description: Varies from Cyborg to Cyborg. Some have obvious cybernetic enhancements, armor shells, while other are more subtle, their bionic parts not obvious or over the top in the ways how cybernetics are.

Cyborg Traits
Medium Sized. As medium sized beings, Cyborgs have no special bonuses or penalties due to their size. Base speed is 30ft. May select for free 1d4+2 Cybernetic and/or Bionic enhancements at level 1, must have at least 2 cybernetic parts however. 1 extra feat at 1st level. Cyborgs like humans can be any class.

Androids
Androids are human like robots that are more versatile and much more accepted in everyday settings than most robots. Androids can copy emotions to a degree allowing them to fake emotional responses. Oddly enough Androids are sentient enough to be able to simulate anger and sadness with out being programmed to. Most androids have masters that they report to but a scant few androids known as Roamers, have no masters except for themselves. This is often due to a programming flaw of some sort, or deliberate tampering. Protoman is a good example of a Roamer android. Even though he was built by Dr. Light he has a mind of his own and takes orders from no one. Personality: Even though an androids emotions are simulated they fit in well enough that a person can easily forget that that they are androids. However some things are over the top for them, and other things just cant be grasped at all. Androids however do have the ability to learn and can upgrade their skills and abilities as time goes on. Physical Description: Androids are shaped pretty much exactly like humans. However some androids were whats known as shell armor. This is a rather bulky armor often built into most androids to tell them apart, military and law enforcement androids can not remove their shells. Other androids can

remove their shells or have no shells. Essentially with out their shell they appear like any other person. Megaman is an example of an android who can remove his shell. Roll his sister is an android that has no shell, and Forte (or Bass) can not remove his shell.

Android Traits
Medium Size. All androids start as medium sized beings. But as mechanical life forms their bodies can be enhanced upon later on. The reploid & android specific feat: Increase Size can be selected. Androids get a +2 to Strength, but a -2 to their Wisdom and Charisma. Androids while physically powerful do lack the ability to grasp often subtle things and can have a hard time interacting with people due to this. Base speed is 30ft. Androids have Lowlight vision. Androids automatically have a DR of 2. While still mechanical Androids are less resistant to damage then their sturdier robot counterparts. Androids automatically gain the Armor Proficiency: Light Shell Armor. Androids can be any class however with multiclassing all classes must be with in 1 level of each other, otherwise the Android suffers a -10% Experience point penalty for each class beyond the primary one that is off by more than 1 level.

Reploids
Reploids are what some would consider the evolved form of Androids. Reploids are a new technology call techno-organics. Reploid bodies are much more human like in how they work not to mention how they are set up. Reploids are completely self aware and can learn and make their own decisions with out the aid of a human. Many humans are afraid of reploids due to this and most reploids are also aware of this. Generally most reploids just do their jobs and go home for the night, others go maverick and rebel against the laws that govern reploids often terrorizing and killing innocent people. Personality: Reploid personalities are as diverse as that of any human. The incredible complex nature of a reploid allows them to evolve and adapt so that they can pass as completely human. Physical Description: Reploids are more human like than even androids. Many reploids are capable of removing their Shell Armors, while others can not. Reploids can also have their physical make up altered for odd and often animal like looks. This is usually the reploids choice and most oftenly only done by maverick reploids and those that call themselves Maverick Hunters.

Reploid Traits
Medium Size. All reploids start as medium sized beings. But as mechanical life forms their bodies can be enhanced upon later on. The reploid & android specific feat: Increase Size can be selected. Reploids get a +2 to Strength, but a -2 to their Wisdom. Reploids while physically powerful do lack the ability to grasp often subtle things, but this does not impact their ability to interact with people. Base speed is 30ft. Reploids have Lowlight vision. Reploids automatically have a DR of 2. While still mechanical reploids are less resistant to damage then their sturdier robot counterparts.

Reploids automatically gain the Armor Proficiency: Light Shell Armor. Reploids can be any character class, and can multiclass with out penalties. Reploids however are era specific. Reploids can only be used in the Megaman X era of play. There is an amount of fear and paranoia surrounding the highly advanced reploids, because of that all reploids are at a -4 to their Charisma based skills when dealing with common place humans. (Members of ones own group, & friends do not count nor do villains.) This penalty however can be used as a bonus when intimidating a normal person.

CLASSES
Alright recruit Im Commander Signas! Its time that you found out what it is youll be doing here.

In this game there will be a total of 6 character classes. These classes are listed below. The 6 classes are as follows: Expert: The expert is one who has a great deal of knowledge with in various fields allowing them to have a very diverse amount of expertise in many areas. Technician: The technician is one is a highly skilled wiz with mechanical devices, robots and various other things. A technician take things apart and put them back together again better than beforeusually. Combatant: The combatant is one who is built or trained for combat. They often have a large variety of different weapons armors and riders available to use. Hunter: The Hunter is one who is trained to hunt or find specific things, persons or beings. They often have specific training or programming allowing them to do their jobs with great efficiency. Marksman: The marksman is one trained or built with an unerring ability to hit their targets specifically with ranged weapons. Leader: The leader is one who is an expert in tactics as well as inspiring confidence in their subordinates.

The Multiclass Character


As the character advances in level they can eventually branch out and pick up new classes, well for those that can. Robots can only advance in 1 class unless they pick up a feat allowing them to branch out. In addition to multiclassing with the 6 classes above the character can pick up prestige classes later on. These classes can be picked up by any races regardless of restrictions. So robots may

only be able to advance in 1 class but they can pick up a prestige class to further enhance on what they can already do.

Leveling Up
Leveling up is a bit different than it is in Star Wars. Everything is for the most part the same only each race has specific things that they get when they level up. Below is the table that shows this.
Character Level XP Class Skill Max Ranks 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 CrossClass Skill Max Ranks 2 2.5 3 3.5 4 4.5 5 5.5 6 6.5 7 7.5 8 8.5 9 9.5 10 10.5 11 11.5 Feats Human Ability Score Increase Robot Program Upgrade Cyborg Enhanced Abilities Increase Android System Upgrade Reploid System Upgrade

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000

1st 2nd 1 3rd 2nd 4


th st

1st 1 2nd 2nd 3 3rd


rd st

1st 1st 2nd 2nd 3 3rd


rd

5th 6th

4th 5th

4th 5th

3rd

4 7th

th

4 6th

th

4th 6th

5th

5th

5th

Human Ability Score Increase: At every 4 levels of advancement human characters can increase their ability scores by 1 point. Up to a total of a +5 can be gained. Robot Program Upgrade: At every 3 levels of advancement robots gain a +1 bonus to all of their primary class skills with ranks in them. A total of a +6 is gained to all of the Robots class skills (cross class skills do not benefit from this, only the robots primary class.) Cyborg Enhanced Abilities Increase: At every 3 levels of advancement the cyborg can add a +1 to one of their cybernetic and/or bionic enhancements. A total of a +5 can be added in. If the cyborg still has natural limbs they can not use this bonus to increase the ability score. They can not make use of the human ability score increase either. This enhancement is only for body ware cybernetics and bionics. Android System Upgrade: At every 3 levels of advancement the android can have 1 of their systems upgraded. This includes the following only: Base Attack Bonus (does not increase number of attacks per round), Intelligence, Wisdom, Charisma, Weapon Damage (Internal Weapons only). The bonus gained is a +1 at every 3 levels. Reploid System Upgrade: At every 4 levels of advancement the reploid can have one of their many systems upgraded. This includes the following only: Base Attack Bonus, Dexterity, Intelligence,

Wisdom, Charisma, Weapon Damage (Internal Weapons only), all primary class skills. The bonus gained is a +1 at every 4 levels. With skills the bonus is added to all of the reploids primary class skills.

Wound Points, and Vitality Points


This game uses the Wound and Vitality point system, rather than the Hit Point system used in the D&D games. Like in Star Wars these are determined in the same way. However while Humans can increase their Constitution to increase their Wound points mechanical life forms must pick up feats in order to do so. Normally in the Star Wars RPG all you would have to do is spend your extra ability score points to increase the characters Constitution score for Droid characters. Well I decided to be a bit different and impose some unique rules regarding this. As it will be explained later, cybernetics and bionics take away from a persons Constitution score as they are often having to remove parts of themselves, thus making their human half weaker than their machine half. In this way a Cyborg can not boost their Constitution higher. Instead they can enhance upon their mechanical parts. Robots unfortunately have set stats unless curtain upgrade feats are selected. With robots they can enhance upon their skills far greater than the otherswell humans still get better in this area in a way. Androids and Reploids also can not increase their Constitutions either, instead they too must get feats to boost their Wound points. However they do get to upgrade their various systems along the way.

The Classes
Each class is divided up into 10 levels of advancement. This allows for a great deal of flexibility in what the character can do. The maverick hunter Zero has several levels as a Combatant making it his primary class, he also has levels of Marksman, Leader, and Stalker, in addition to his prestige class. Megaman X on the other hand has several levels of Marksman making that his primary class, but he also has levels as a Combatant as well as some levels in a prestige class. To continue with examples, Dr. Light has levels as an Expert, a Technician, and some in a prestige class. Roll has levels as only an Expert.

COMBATANT
The combatant is a soldier, officer or other time of warrior. Combatants are well versed in using many different types of weapons but develop a particular expertise with a specific type of weapon. Combatants arent necessarily out looking for a fight or anything although some can be. Combatants often work in professions that allow them to do what it is that they do best.

Exploits
The combatant is often one of the front line guys/galls. They can take a beating not to mention dishing it out in spades. In adventures combatants are your average run of the mill brawlers. Well usually some can get sneaky or branch out to be more than the guy who beats down the door.

Characteristics
Combatants have the best fighting skills of any other class. Combatants tend to always have a weapon at the ready and a wary eye out for trouble. Most combatants develop a specific rhythm of fighting often switching weapons quickly to suit their needs.

Background

Combatants come to their line of work often due to their programming or its just their job, with some others its a healthy need to help those that can not defend themselves. Combatants often have some amount of training or in some cases self training with weapons or unarmed fighting.

Class Information
Combatants have the following stats.

Abilities
Unlike in Star Wars where the draw of a blaster is better than getting up close and personal in this setting either one works depending on how the Combatant wants to fight, however its not so much strength as it is how long you can keep going. Strength, Dexterity, and Constitution are all important for the combatant, depending on how they want to do things.

Vitality
Combatants gain 1d10 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
Combatants class skills are as follows: Navigation, Computer Use, Craft, Demolitions, Intimidate, Jump, Knowledge, Pilot, Profession, Repair, Swim, Treat Injury, Use Scanners. Skill Points at 1st level: (4 + Int modifier) x4. Skill Points at each Additional Level: 4 + Int modifier.

Class Features
Combatants get the following features.

Starting Feats
Combatants begin with the following feats: Pick only 2 Armor Feats, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Armor Proficiency: (Medium Armor) Armor Proficiency: (Medium Shell Armor) Weapon Group Proficiency: (Blaster Pistol) Weapon Group Proficiency: (Blaster Rifle) Weapon Group Proficiency: (Heavy Weapons) Weapon Group Proficiency: (Simple Weapons)

Trade Weapon
Combatants have a tendency of having a particular weapon that they prefer to always use. Beginning at level 1 the combatant may select either an Exotic Weapon Proficiency or they can select Weapon Focus, both in a weapon of choice for the character. At every other level (3, 5, 7, & 9) the character gets a +1 to damage with their chosen weapon.

Bonus Feats
At levels 2, 4, 6, 8 and 10 the character gets a bonus feat. These feats can only be selected from the following list, and all prerequisites must be met first.

Ambidexterity, Armor Proficiency: (Choose 1), Blind Fight, Cleave, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Expertise, Far Shot, Great Cleave, Improved Critical, Improved Initiative, Improved Martial Arts, Improved Two-Weapon Fighting, Martial Arts, Mobility, Point Blank Shot, Shot on the Run, Rider Operation, Spring Attack, Two-Weapon Fighting, Weapon Finesse, Weapon Focus, Whirlwind Attack.

Zenny
A level 1 Combatant starts with 1d4 x 500 zenny. Level Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Will Special Save Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Starting Feats, Trade Weapon Bonus Feat Trade Weapon (+1) Bonus Feat Trade Weapon (+2) Bonus Feat Trade Weapon (+3) Bonus Feat Trade Weapon (+4) Bonus Feat Defense Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Reputation Bonus +0 +0 +1 +1 +2 +2 +3 +3 +4 +4

1 2 3 4 5 6 7 8 9 10

EXPERT
The expert is one who is not just a jack of all trades, but is someone who can also be committed to a particular field of knowledge. Experts are found in various fields of work, doctors, mechanics, construction workers, and so on. Experts often have the easiest time finding jobs. Although not overly skilled in fighting, experts are problem solvers of a different nature.

Exploits
Experts get into their field for various reasons, most often than not its for the zenny. For others its a way of testing their skills and to see just how far they can push the boundaries of their abilities. Most experts in adventures are something akin to the group do it all. Their the ones that can hop in and disable that alarm or they can act as the group medic.

Characteristics
Experts have the most skills of any other class. But while highly skilled they tend to lack any particular area of specialization. This allows for them to be very flexible in what they can do and be. However most do train to be good with in a particular field.

Background
Most experts get their start as lowly assistants, with only a skilled few actually having important jobs. For example the guy/gall that flips the burgers over at the Blue Bomber caf happens to be a level 1 Expert in a very dead end profession. On the other hand someone who is around level 3-4 probably is the manager of the caf, while someone with 5+ levels probable owns a small chain to a multimillion zenny company.

Class Information
Experts have the following stats.

Abilities
With the expert, Strength and Dexterity are important as usual, but the experts main ability is their Intelligence.

Vitality
Experts gain 1d6 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
Experts class skills are as follows: Appraise, Balance, Bluff, Computer Use, Craft, Demolitions, Diplomacy, Disguise, Entertain, Escape Artist, Forgery, Gamble, Gather Information, Hide, Knowledge, Listen, Move Silently, Pilot, Profession, Repair, Search, Spot, Swim, and Use Scanners. Skill Points at 1st level: (8 + Int modifier) x4. Skill Points at each Additional Level: 8 + Int modifier.

Class Features
Experts get the following features.

Starting Feats
Experts begin with the following feats: Pick only 1 Armor Feat, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Weapon Group Proficiency: (Simple Weapons)

Skill Emphasis
At level 1 the expert gains the Skill Emphasis feat for 1 of their class skills. At levels 3, 6 and 9 the character gains an additional Skill Emphasis selection in another skill.

Professional
At levels 4 and 8 the expert is considered a professional in a particular field. Choose a job that the character does (must have the Profession Skill, if they do not have the Profession skill then the bonus is cut in half). Once this is done anytime the character uses their skills while doing their job they gain a +1 to those skill checks for that job, at level 8 the bonus increases to a +2. Thus if you had Profession: (Rider Mechanic), then you can add your levels as an expert to any skill checks made when working as a Rider Mechanic. In this case it would be for Repair and Craft: (Rider Vehicles) checks. This bonus can also be added to actual Profession skill checks.

Skill Mastery
At level 5 the character can choose one of their Skill Emphasis selections to be mastered. The characters gets an additional +2 bonus to the skill and they can take 10 on their skill checks even when normally they would not be able to. The character may make another Skill Mastery Selection at level 10.

Bonus Feats
At levels 2 and 7 the character may select 1 bonus feat from the following list: Cautious, Fame, Gear Head, Infamy, Influence, Persuasive, Spacer, Surgery, and Trust Worthy.

Zenny
The Expert starts with 1d6 x 500 zenny.

Level

1 2 3 4 5 6 7 8 9 10

Base Attack Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Will Special Save Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Starting Feats, Skill Emphasis Bonus Feat Skill Emphasis Professional Skill Mastery Skill Emphasis Bonus Feat Professional Skill Emphasis Skill Mastery

Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3

Reputation Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5

HUNTER
The hunter is a person trained or programmed to track and fight particular types of things. Often at times this is a particular type of robot, or reploid, and in other cases even a virus. During the Megaman era hunters existed but were few and mainly were only Megaman and Protoman. However in the Megaman X era of play hunters are much more prevalent, but arent necessarily restricted to only the maverick hunters. There are some that would hunt the hunters.

Exploits
Many people and/or machines often get into being hunters do to being apart of some sort of law enforcement community, or even the military. Hunters are adapt at tracking and fighting particular types of things to which they get a bonus against. Hunters often prefer to work alone but when groups are around they can be deadly.

Characteristics
Hunters are often driven and difficult to reason with when it comes to dealing with their quarry. Hunters often seek to destroy their quarry rather than simply capturing them, but this isnt always the case.

Background
Hunters often come to their profession due to various circumstances. Some become hunters out of revenge, other because they have a natural talent for finding things or someone, and then there are those that are programmed to do it. Hunters are often much more customized for their duties than other persons.

Class Information
Hunters have the following stats.

Abilities

A hunters primary stats are their Dexterity, Intelligence and Wisdom.

Vitality
Hunters gain 1d6 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
A hunters class skills are as follows: Navigate, Balance, Climb, Computer Use, Craft, Disguise, Escape Artist, Gather Information, Handle Animal, Hide, Intimidate, Jump, Knowledge, Listen, Move Silently, Profession, Ride, Sense Motive, Survival, Treat Injury, and Tumble. Skill Points at 1st level: (6 + Int modifier) x4. Skill Points at each Additional Level: 6 + Int modifier.

Class Features
Hunters get the following features.

Starting Feats
Hunters begin with the following feats: Pick only 1 Armor Feat, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Weapon Group Proficiency: (Blaster Pistol) Weapon Group Proficiency: (Blaster Rifle) Weapon Group Proficiency: (Simple Weapons)

Track
At level 1 the hunter gains the Tracking feat for free.

Favored Target
At level 1 you may choose 1 particular type of enemy that you are good at hunting. You gain a +1 to all actions taken dealing with the enemy including to-hit and damage rolls as well as skills. Additionally you can select another enemy at levels 5, 7 and 10. At each new selection the previous bonus increases by 1. Thus if your level 7 you would have 3 chosen targets, thei first being at a +3, the second at a +2 and the last at a +1. Besides being able to pick a particular type of target you can choose a particular type of machine, like Robot Masters, Maverick Reploids, Sigma Virus and so on. The selection is as follows. (Selections with a * can only be selected for games set in the Megaman X era.) Robots Humans (Note that hunting Humans automatically makes a Reploid a Maverick themselves, Humans are considered Criminals and Robots and Androids are considered Maverick as well.) Androids Reploids* Robot Masters Maverick Reploids* Sigma Virus* Cyborgs

Maverick Hunters* (Note that hunting Maverick Hunters automatically makes a Reploid a Maverick themselves, Humans are considered Criminals and Robots and Androids are considered Maverick as well.) Criminals (To be a criminal the person or machine must have broken a law of some sort. The severity of the crime may influence just how drastic the hunter wishes to be. Living Virus (As an example Megaman has a few levels as a Hunter, he specifically is programmed to deal with Robot Masters only. Megaman X on the other hand has a few levels as well and is trained to hunt specifically the Sigma Virus as well as Maverick Reploids.)

Evasion
At level 2 the hunter gains the evasion ability. If exposed to an attack that would normally allow for a Reflex save for half damage the hunter instead takes no damage with a successful save. This can only be used if the hunter is using some form of light armor or no armor.

Uncanny Dodge
At level 3 the hunter gains the ability to react to danger before they would normally be able to. At level 3 the hunter retains their Dexterity Modifier to their Defense even if caught flat-footed or struck by a hidden attacker. At level 9 the hunter can no longer be flanked.

Bonus Feats
At levels 2, 4, 6, 8 and 10 the character may select 1 bonus feat from the list below. Cautious, Dodge, Endurance, Great Fortitude, Mobility, Rugged, Sharp Eyed, Spring Attack.

Zenny
A level 1 hunter starts with 1d6 x 500 zenny. Level Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Will Special Save Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Starting Feats, Track, Favored Target (+1) Bonus Feat, Evasion Uncanny Dodge (Dex Mod to Defense.) Bonus Feat Favored Target (+2/+1) Bonus Feat Favored Target (+3/+2/+1) Bonus Feat Uncanny Dodge (Can not be Flanked) Bonus Feat, Favored Target (+4/+3/+2/+1) Defense Bonus +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

1 2 3 4 5 6 7 8 9 10

LEADER
The leader is a charismatic and highly intelligent person often in a position requiring them to oversee or issue orders to groups of people. Leaders are often in police forces, or in the military forces,

but can easily be found in other areas. Leaders have a commanding presence and know how to talk to people, they also know how to get results.

Exploits
Most leaders tend to work behind the scenes issuing orders or looking into things. Leaders however are still more than capable of holding their own in combat. Not all leaders however work behind the scenes, some often enough like to get down in the trenches (so to speak) with all the other grunts. Most leaders in adventures are field commanders, Zero and Megaman X are examples of field commanders, only Zero actually has levels as a leader. With X, while he has the responsibility hes not too good at it but can eventually work into the position.

Characteristics
Leaders tend to keep a very optimistic out look, always hoping for the best, yet planning for the worst. What makes a good leader is someone who can anticipate their enemies reactions or get them to react in a way you want them too. Thus most leaders are chess players. A leader also has various resources and contacts that they can use often to acquire items or equipment or information.

Background
Leaders do what they do because their good at it and they usually know it. Leaders in adventures are often field commanders or just someone who has a natural aptitude for leading. Leaders can inspire their group or even formulate planes of attack.

Class Information
Leaders have the following stats.

Abilities
While Strength and Dexterity are important, Wisdom and charisma are the high points for a leader.

Vitality
Leaders gain 1d8 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
Leaders class skills are as follows: Appraise, Navigate, Bluff, Computer Use, Craft, Diplomacy, Disguise, Entertain, Gather Information, Hide, Intimidate, Knowledge, Listen, Pilot, Profession, Sense Motive, Treat Injury, and Use Scanners. Skill Points at 1st level: (4 + Int modifier) x4. Skill Points at each Additional Level: 4+ Int modifier.

Class Features
Leaders get the following features.

Starting Feats
Leaders begin with the following feats: Pick only 1 Armor Feat, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Armor Proficiency: (Medium Armor)

Armor Proficiency: (Medium Shell Armor) Weapon Group Proficiency: (Blaster Pistol) Weapon Group Proficiency: (Blaster Rifle) Weapon Group Proficiency: (Simple Weapons)

Strategist
At level 1 the leader has the Strategist ability. If the leader and the group takes time to come up with a plan of attack or some other action the group is at a +2 to all actions taken to complete the task. This is added into combat rolls to hit but not damage however.

Increase Moral
At level 2 and every other level there after the leader attempt to make Diplomacy check in an attempt to inspire those around them, thus granting a bonus to their actions. (DC for the check is 15.) If made all those around the leader gain a +1 bonus to all actions in combat for a number of rounds equal to the leaders Wisdom modifier +1. The ability can only be used a number of times per day equal to the characters level as a leader.

Resources
Starting at level 3 the leader gains access to a variety of resources, (often weapons, armor, vehicles, zenny and so on.) Once per day the leader can attempt a Charisma check in an attempt to gain access to these resources. The leader must have a way of getting these, thus if out in the middle of no where the leader cant use this ability. Once the check is made take the number rolled on the d20, times it by the characters level as a Leader, then multiply that by 20. This number is the amount of zenny you have to get what ever it is you may need. That doesnt mean that the character has to go out shopping for all of their stuff. Instead they can get the equivalent amount in items and equipment.

Contacts
Starting at level 1 the leader picks up some contacts. These are people and such that relay information to the leader but often at a price. When ever the character picks up a new contact they must decide just what sort of contact the person is: Close Friend, Trusted Informant, and Street Informant. Close Friends often have good information but its rarely in great detail, after all while they may be your friend they do have to watch out for their own skin. Simple questions like asking about a type of weapon or how some one could get into a compound that was sealed up from the inside when the character got there. These sort of questions cost nothing and only provide a little insight, but nothing overly specific like accomplices or where the bad guys are. Identifying items and strange equipment is a good job for a close friend. Friends will also call or try to contact you if they hear something. Trusted Informants are constant sources of good info on whats happening. The information will cost the character though depending on the complexity of what they want to know or what the informant can tell them. This can range from a minor little 100 zenny to over a 1,000 zenny. More zenny equals more information. These informants can provide decent information they rarely know any specifics like times, dates and locations. These guys will also sometimes give out a bit of free info just for the heck of it. Street Informants are the best source for information but the most expensive ones at that. These are the ones that have the real dirt, they got it all. For them its always, Sure I might know a thing or two, but I gotta see some zenny first, otherwise I may find it hard to remember what your asking about. For

these guys its always over 1,000 zenny for information. The more money spend the more reliable the info. These are the guys that can tell you right were that mob boss lives what his mooks do for fun, and so on. Problem is, is that while theyll tell you exactly what you want to know theyll easily sell out info about you as well. You can pick a contact at levels 1, 3, 5, 7 and 9. Since contacts are people they can be killed. If this happens you may select a replacement contact once after a few days of in game time pass by, or if the GM wants to they can work in you actually meeting someone who can become your contact.

Zenny
The Leader starts with 1d4 x 1,000 zenny. Level Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Will Special Save Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Starting Feats, Strategist, Contacts (1) Increase Moral (+1) Resources, Contacts (2) Increase Moral (+2) Contacts (3) Increase Moral (+3) Contacts (4) Increase Moral (+4) Contacts (5) Increase Moral (+5) Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +2 +2 +2 +3 +3 +3 +4 +4 +4 +5

1 2 3 4 5 6 7 8 9 10

MARKSMAN
The marksman is similar to the combatant, only they are specifically trained in ranged combat. Marksmen often only use ranged weapons will generally refrain from using other forms of combat. However this doesnt mean that the marksman any slouch, or a wimp when it comes to fighting up close.

Exploits
The marksman often attacks at a range, preferring to keep the enemy at a distance. While the combatants can often be looked upon as the infantry, the marksmen are the artillery.

Characteristics
The fighting skills of a marksman are on par with those of the combatant, only the marksmans abilities are geared toward their ranged combat abilities rather than an over all spread of abilities. Marksman often have special weapons like sniper rifles or enhanced targeting abilities.

Background
Marksmen often come into their line of work much in the same manner as combatants do.

Class Information
Marksmens have the following stats.

Abilities
A marksmans primary stat is Dexterity, but their Wisdom is also equally important.

Vitality
Marksmen gain 1d8 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
Marksmens class skills are as follows: Navigate, Balance, Climb, Computer Use, Craft, Hide, Jump, Knowledge, Pilot, Profession, Ride, Tumble, Use Scanners. Skill Points at 1st level: (4 + Int modifier) x4. Skill Points at each Additional Level: 4 + Int modifier.

Class Features
Marksmen get the following features.

Starting Feats
Combatants begin with the following feats: Pick only 1 Armor Feat, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Armor Proficiency: (Medium Armor) Armor Proficiency: (Medium Shell Armor) Weapon Group Proficiency: (Blaster Pistol) Weapon Group Proficiency: (Blaster Rifle) Weapon Group Proficiency: (Simple Weapons)

Improved Point Blank Shot


At level 1 the marksman gains the Feat Point Blank Shot, however their version is slightly better than the feat. The marksman gains a +2 rather than a +1 to their attack and damage rolls against targets with in 30ft. If the character already has the Point Blank Shot feat, then this takes its place.

Improved Precise Shot


At level 2 the marksman gains the Precise Shot Feat. If the person already has the Precise Shot feat they then gain a +1 to hit.

Improved Rapid Shot


At level 3 the marksman gains the Rapid Shot Feat. If the person already has the Rapid Shot feat they then make another attack only this one and all others after it are at a -5 to hit.

Intercept Shots
This fancy ability allows a marksman to literally target and shoot other attacks out of the air. The marksman must be aware of the attack first; also they must designate a target that they will use this ability against during the characters action, much like the dodge feat. This provides a +2 defense bonus in return. However it does drain away ammunition from the marksmans weapon. Additionally the marksman must be using a ranged weapon in order to do this, and it must have ammo. This is gained at level 5. The bonus increases by 2 at level 10 for a total of a +4 Defense Bonus.

Ranged Whirlwind Attack

At level 7 the marksman gains the benefit of having the whirlwind attack. However the marksmans version is different than the standard one. The marksman is capable of performing a whirlwind attack with a ranged weapon against targets up to 20ft away. Other than that the rules governing the whirlwind attack remain the same. Prerequisites are ignored with this version. If whirlwind attack is selected as a normal feat then it deals with melee attacks, while this one with ranged.

Sniper
At level 4, the marksman gets a +2 to hit with any ranged weapon. At level 8 the bonus increases to a +4 to hit. The character must take a full round to observe their opponent, either in combat or from a distance, no attacks can be made, but the character can defend themselves as normal, they can also be on the defensive, but can not make use of the full defense option and still get the bonus to hit. The bonus is good for only one shot at the character highest attack bonus, they can still make use of their additional attacks, but only the first shot makes use of this bonus. The character must take a full round action each time they wish to use this bonus. This bonus can offset any penalties to hit including those of the Called Shot feat.

Zenny
A level 1 Marksman starts with 1d4 x 500 zenny. Level Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Special Save Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Starting Feats, Improved Point Blank Shot Improved Precise Shot Feat Improved Rapid Shot Feat Sniper (+2) Intercept Shots(+2) Ranged Whirlwind Attack Sniper (+4) Intercept Shots (+4) Defense Bonus +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

1 2 3 4 5 6 7 8 9 10

TECHNICIAN
The technician is the mechanical genius of any group. While an expert can also be good in electronics and such, technicians tend to have specific training in building and using machines, training that an expert does not have. Technicians are often robot, android, and reploid designers and builders. And is some cases androids and reploids themselves are also in the profession of building more of their kind.

Exploits
Technicians often get into their line of work due to a natural aptitude for building things. The same thing goes to a degree for androids and reploids, while robots are programmed to do their work. Technicians often spend most of their time behind a desk working on something. Others might work as bomb disposal team members. Or maybe their the ones that keep the lifts working. Technicians have a great deal of knowledge when it comes to mechanical objects, constructing them or repairing them, or even destroying them.

Characteristics
The technician has the most technical skills of any class, and gains various benefits for using those skills. With the right tools and enough time a technician can turn out anything they desireto a degree.

Background
Technicians never really start off in very heroic carriers like being apart of Repliforce or even a Maverick Hunter. While some people may prefer to go out and blast away at various maverick robots and such the Technician would often prefer to stay at home in their work shop and help out the real fighters from the side lines.

Class Information
Technicians have the following stats.

Abilities
With the technicians main abilities is their Intelligence, Wisdom and Dexterity.

Vitality
Technicians gain 1d6 vitality points per level. The characters Constitution Modifier also applies.

Class Skills
Technicians class skills are as follows: Appraise, Computer Use, Craft, Demolitions, Disable Device, Entertain, Forgery, Gather Information, Knowledge, Profession, Repair, Search, Spot, and Use Scanners. Skill Points at 1st level: (6 + Int modifier) x4. Skill Points at each Additional Level: 6 + Int modifier.

Class Features
Technicians get the following features.

Starting Feats
Technicians begin with the following feats: Pick only 1 Armor Feat, (note that you must meet any prerequisites first). Armor Proficiency: (Light Armor) Armor Proficiency: (Light Shell Armor) Weapon Group Proficiency: (Simple Weapons)

Skill Emphasis
At level 1, 5, and 9 the technician gains the Skill Emphasis feat for free. The feats bonuses bust be applied to one of the following skills. Computer Use, Craft (Pick 1), Demolitions, Disable Devise, Repair.

Specialty
At level 2 the technician has particular field of expertise that they have a degree of added skill in doing. Pick an Intelligence or Wisdom related skill at levels 2, 4, 6, 8 and 10 to gain a +2 modifier to all rolls made with that skill. You can not pick the same skill twice.

Master Craftsmen
At level 3 the technician may select one craft skill in which they can craft Master Craft items. You may not choose a vehicle, only weapons, armor, and equipment/items. When crafting the item it takes twice as long to make, (depending on the desired modifier). Initially at level 3 you can only make items with a +1 modifier. At level 5 you can make items with a +2 modifier, at level 7 a +3 modifier and at level 9 a +4 modifier.

Zenny
The Technician starts with 1d8 x 500 zenny. Level Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Special Save Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Starting Feats, Skill Emphasis Specialty Master Craftsman Specialty Skill Emphasis, Master Craftsman Specialty Master Craftsman Specialty Skill Emphasis, Master Craftsman Specialty Defense Bonus +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

1 2 3 4 5 6 7 8 9 10

Multiclassing
Multiclassing works a bit differently that it does in the Star Wars RPG. Normally it has listed 20 levels for classes, however I took a hint from the up-coming D20 Modern rule book in how I can work the characters levels. To this end each class has only 10 levels. Because of this multiclassing becomes a must do thing, especially since it helps to focus what your character is capable of doing, while still maintaining flexibility. Later on there will be prestige classes that can be taken. These can be chosen freely to help provide even more abilities for your character. Some of these jobs are apart of an organization or make the character into a particular type of character with a particular type of job. Page 63 in the Star Wars Players handbook lists the rules governing multiclassing. The rules listed there are the same used for this game as well. With Defense bonuses do not subtract 2 when multiclassing, subtract nothing they are out lined so that its not needed.

About time you got here. Im Commander Zero. If youre planning on kicking some maverick butt then you better make sure you got the skills to do it. Im not going to pull your bacon out of the fire once its in it.

SKILLS
Well this isnt anything knew here. This game uses a lot of the same skills as those outlined and used in the Star Wars RPG. Below is a list of the skills used in the game as well the skill points per level of each of the classes from above. Class Combatant Expert Hunter Leader Marksman Technician 1st Level Skill Points (4 + Int modifier) x 4 (8 + Int modifier) x 4 (4 + Int modifier) x 4 (4 + Int modifier) x 4 (4 + Int modifier) x 4 (6 + Int modifier) x 4 Level Advancement Skill Points 4 + Int modifier 8 + Int modifier 4 + Int modifier 4 + Int modifier 4 + Int modifier 6 + Int modifier

Humans gain +4 to their 1st level Skill point total, as well as +1 to their total with each level advancement.

The list above is there for quick reference so you dont have to keep flipping or scrolling back up to see what each class has for skill points. Now on the table below with each class there will be a mark of either an X or C. X means that the skill is a Cross Class skill for that character class, while the C means that the skill is a class skill. As always Class skills costs 1 skill point to advance, while Cross Class skills use 2 skill points to advance 1 point. Again refer to the Star Wars Players handbook for further details on skills including skill descriptions. There will be some new skills added specifically for this game, if a skill is not listed below that is listed in the Star Wars PHB then it is not used in this game, but can be if desired.

Additionally the Classes have the following abbreviations: Combatant = Com, Expert = Exp, Hunter = Htr, Leader = Ldr, Marksman = Mkm, and Technician = Tch.
Skill Appraise Navigate (*) Balance Bluff Climb Computer Use Craft Demolitions Diplomacy Disable Device Disguise Entertain Escape Artist Forgery Gather Information Handle Animal Hide Intimidate Jump Knowledge Listen Move Silently Pilot Profession Repair Ride Search Sense Motive Spot Survival Swim Treat Injury Tumble Use Scanners (*) Key Ability INT INT DEX CHA STR INT INT INT CHA INT CHA CHA DEX INT CHA CHA DEX CHA STR INT WIS DEX DEX WIS INT DEX INT WIS WIS WIS STR WIS DEX INT Use Untrained Yes No Yes Yes Yes Yes Yes No Yes No Yes Yes Yes Yes Yes No Yes Yes Yes No Yes Yes No No No Yes Yes Yes Yes Yes Yes Yes No No Com X C X X X C C C X X X X X X X X X C C C X X C C C X X X X X C C X C Exp C X C C X C C C C X C C C C C X C X X C C C C C C X C X C X C X X C Htr X C C X C C C X X X C X C X C C C C C C C C X C X C X C X C X C C X Ldr C C X C X C C X C X C C X X C X C C X C C X C C X X X C X X X C X C Mkm X C C X C C C X X X X X X X X X C X C C X X C C X C X X X X X X C C Tch C X X X X C C C X C X C X C C X X X X C X X X C C X C X C X X X X C Action Type ** ** Move ** Full-round or move Full-round ** ** Full-round ** Full-round ** Full-round ** ** ** Full-round ** ** ** ** Attack Full-round Attack Reaction or Full-round Reaction or Full-round Move Move Full-round ** Full-round ** Move ** Full-round ** Attack ** Move or Fullround ** Reaction or Move Full-round **

A * means that the skill is new. A ^ means that the skill is available as a Class skill for Robots, Androids and Reploids, For Cyborgs it can not be selected unless one of their enhancements provides them with the use of the skill. A ** means to check the skills description for details. Skills are found on page 74 in the Star Wars Players handbook.

Navigation [Int]
Trained Only

This skill is used when traveling by foot or vehicle over great distances or in the wild. Check: You can get from point A to point B. The result of a Navigation check determines whether the trip goes with out incident as well as how long the trip may take. A failed check would indicate some

sort of set back or delay. You can also use this skill to try and determine where exactly you are at. The DC for the skill check depends upon the location you are at. The table below has several different types of conditions that effect a persons ability to travel or navigate through an area. These modifiers are added to a base of 5. Familiar places always have a DC of 5 and no lower. If you fail that check somehow youve gotten turned around a bit and some how winded up in a place that youre not overly familiar with. Place/Terrain/Familiarity DC On a Failed Check Modifier Very Familiar +0 Youve wound up in a place youre not familiar with. It will take twice as long to get to your destination. Unfamiliar +5 Youve gotten even more lost, and it will take twice as long to reach your destination. Town +2 Youve wound up in a part of town you are not familiar with. Itll take you 1d4x10 minutes to get to a place youre familiar with. City +4 Youve wound up in a part of town you are not familiar with. Itll take you an 1d6x10 minutes to get to a place youre familiar with. Cloudy +1 Things are a bit darker, but not necessarily impossible to find your way around. (Do not apply this with Rain and Snow DC modifiers.) Night time +2 Tracks, and trails arent easy to find, but can still be found. Rain +4 Can Wash away tracks, and even trails if bad enough. Snow +6 Can obscure trails and tracks making it very difficult to find your way around. Field +2 Youve gotten yourself lost. Itll take you 1d8x10 minutes to get back to a familiar place or trail. Forest +4 Youve gotten yourself lost. Itll take you 1d10x10 minutes to get back to a familiar place or trail. There is a chance as well that you can be attacked by wild animals. Mountians +4 Youve gotten yourself lost. Itll take you 1d8x10 minutes to get back to a familiar place or trail. There is a chance as well that you can be attacked by wild animals. Dessert Youve gotten yourself lost. Itll take you 1d4 days to get back to a familiar place or trail. The desert is harsh and Fort Saves are needed hourly during the day to keep from suffering from dehydration. A supply of water will negate this for a time. Jungle Youve gotten yourself lost. Itll take you 1d6 days to get back to a familiar place or trail. There is a chance as well that you can be attacked by wild animals. Asking for directions is possible in a town or city only, and if done reduces the DC of the check by 1 point.

Retry: Yes, but this depends heavily on where you are at. If in a town, city or familiar place you can retry these checks after any sort of time limit has expired. For example if your in a town and trying to get from the hotel to a shopping mall the total DC is 12. (A base of 5, +5 for being in an unfamiliar place, +2 for it being a town.) If they fail the check then they wander around for 1d4x10 minutes trying to figure a way back to where they were. So after that 10 to 40 minutes they get back to about where they started and can make the check again at the same DC. If they fail the check a second time the time penalty is reduced by 10 minutes but never below ten minutes. After this theyre familiar enough with the area that they can make another check this time at a DC of 7. (A base of 5, +2 for it being a town.) The same thing goes with the City as well. This is done until either the person gives up and goes home or gets to where they are going. With any other place if the person fails the check they may make 1 more after about 1d6 hours of wandering around. After this if they fail this check then they can not make another check for the rest of the day, and must wait until the next day to make another check or two. However the time penalty is still a factor. If you fail the second check this penalty automatically come into effect. You still need to make skill check to get to your destination its just that since your now in a very unfamiliar area and lost itll take you much longer to find your way back to some place than it did before. Additionally sudden changes in areas require another skill check to be made. Continued failures will tack on 1 additional day. After a week the person has a 5-50% chance of running across a town or road. This s the GMs discretion in this and their decision should be influenced by the size of the area the person has to travel through. Special: Navigate checks also are used for piloting vehicles as well. Traveling time on penalties is cut in half, so long as the vehicle has the fuel/power to continue. With aircrafts the DC is a flat out 15, and is adjusted depending on the weather. You can take 10 on these checks but not 20. Time: It takes about a minute to figure out where you need to go.

Use Scanners [Int]


Trained Only

You know how to operate various scanners or scanning devices. Check: This check is similar in many ways to a Computer Use skill check. However this deals specifically with scanners and scanning devices. Normally a Computer Use check was made when using scanning devices but not in this game. In this game you can not use the skill Computer Use for using scanners and scanning devices. There are a couple of different types of scanning, most forms of equipment are set up to do one or several types of scans. Those types are listed below. Bio-Scan: Deals with scanning for biological agents, or for scanning biologic substances, living creatures and beings, including humans and cyborgs. Pin-point Scan: A form of scanning centered on a specific area usually effecting an area of 1 inch to a 3 yard area. This scan is often used to pick up a specific individual who is hiding or a specific item. Area Scan: A scan that effects a 1 mile area. This scan can pick out several beings with in the area and classify each one. Signature Scan: This scan is designed to pick out specific types of people or machines. Most companies use these types of scanners as a security device. Employees have to have some sort of badge or transmitter that allows them access to the building. More complicated devices combine the Bio-scan with this for finger print and retina ID.

Virus Scan: This type of scanner is used heavily in the Megaman X era. These scanners are used to detect computer viruses in robots, computers, androids and reploids. Structure Scan: This type of scanner is used to scan buildings. It can be used to detect the number of occupants, weak points in its structure, building lay out, even where the water pipes and electrical wiring is at. The result of the skill check determines just how much information you gain through the scan. For example, on one check you may be able to determine how many weapons a person has, but not much else beyond that. Later on a different check against the same person you do better and find out what types of weapons they have. Below is the table along with the DC that you must beat in order to find out how much you get from the scan. Note that some scanners, like security scanners do not have to make any checks. Attempts to bypass the device however are against a set DC by the device. Bypassing scanners still uses the Use Scanner Skill. Type of Scan Information General Examples Out ward features are reviled. Height, Weight approximate age, clothing and so on. If they have anything hidden it is not reviled in this type of scan. Specific 15 Beyond what is learned through a general scan you can detect items and materials that are hidden. However you can not determines exact age, health ailments, or design flaws. Detailed 20 This is a combination of both of the previous scans except that you can gain a great deal of information about the person, including health and design flaws. This is often whats in medical scanners. Protected 25 Persons or things that are protected are resistant to scanning to a degree. Information gleaned from a scan is at the level of a Specific scan. Hardened 30 Persons or things that are hardened are highly resistant to being scanned. Reploids like Megaman X and Zero have hardened systems and not much information can be gained by scanning them. Information gleaned from a scan is at the level of a General scan. Special: You can take 10 on these checks, if you have the time (often a minute or more), you can take 20 on these scan checks. Taking 10 counts as a full round action with this skill but shows the character pretty much giving the person or thing the once over, while taking 20 has the character taking their time. Retry: A retry can be made only if the character is given a reason of some sort to scan again. Other wise you can only make 1 scan per target per encounter with that target. Time: Use Scanner requires at least a full round action to be taken. Although taking your time can produce better results. DC 10

Synergy Bonuses
Normally in the Star Wars RPG, skills that provide a synergy bonus to other skills is a GMs call. Not in this one. Here Ive taken a hint from D&D. Below I have listed the skills that provide a synergy bonus in this game, along with the skills that gain from this. The synergy bonus is always a +2.

Base Skill Bluff Computer Use Disable Device Spot Tumble

Skills Effected Diplomacy, Disguise, Entertain, Intimidate. Use Scanners Repair, (Only for repairing a disabled object.) Search Balance, Jump.

Additionally these skills only provide this +2 synergy bonus as long as they have at least 6 or more ranks.

So youre this new guy I keep hearing about. Well Im Commander Megaman X. But please just call me X. Im here to tell you about your special skills and abilities.

FEATS
Again, like Skills, there will be several feats that will be used in this game that are used in the Star Wars RPG. Additionally there will be new feats specific to this game. Some feats are also era specific, such as the Hyper Mode feat. Others are racial specific. Thus feats available only to Reploids can not be used by Androids, Humans and so on. Some feats allow access to the special weapons and shapes that you see with Robot Masters like Flame-man, and Slash Beast. They have specific feats that provide unique bonuses as well as changing their shapes.

Feat Acrobatic Alertness

Feat Mimic Nimble

Ambidexterity Persuasive Armor Proficiency Point Blank Shot (Light) Armor Proficiency Far Shot Great Fortitude (Medium) Armor Proficiency Precise Shot Headstrong (Heavy)

Feat Endurance Exotic Weapon Proficiency Fame Gearhead

Feat Run Skill Emphasis Sharp-Eyed Stamina Steady Stealthy

Athletic Rapid Shot Blind Fight Multi Shot Cautious Shot on the Run Combat Expertise Power Attack Improved Disarm Cleave Improved Trip Great Cleave Whirlwind Attack Improved Bantha Rush (in this setting its called just: Improved Bull Rush) Combat Reflexes Sunder Dodge Quick Draw Mobility Quickness Spring Attack Rugged

Improved Critical Improved Initiative Infamy Iron Will Lightning Reflexes Low Profile Martial Arts

Surgery Toughness Track Trick Trustworthy Two-Weapon Fighting Improved Two-Weapon Fighting

Defensive Martial Arts Weapon Finesse Improved Martial Arts Weapon Focus Advanced Martial Arts Weapon Group Proficiency

Here are the new feats for this game. Some are only changes to feats form the Star Wars RPG. New Feats Called Shot Hyper Modes Special Weapon Systems Master System Anti-Viral Programming Increased Speed Limited Flight Unique Look Black Boxed ESP Weapon Emulation Armor Proficiency (Light Shell) Armor Proficiency (Medium Shell) Armor Proficiency (Heavy Shell) Charged Shots Rider Operation Program Flexibility Rider Dodge Prerequisites Dex 13+, Point Blank Shot, Precise Shot, Sharp Eyed, BAB +6. Cha 13+, Reploid only, (MMX Era feat). Robots, Cyborgs, Androids, and Reploids only. Must be selected at level 1. Cha 13+, Androids and Reploids only. Must be a level 4 character as well. You must be a Robot, Android, or Reploid. -----Unique Look, wings selection. Robot, Android, & Reploid only. Con 13+, Robot, Cyborg, Android, and Reploid only. Must be Level 1. Wis 15+, Human only. Android, and Reploid only. -----Armor Proficiency (Light Shell) Armor Proficiency (Light Shell), Armor Proficiency (Medium Shell) Must have at least 1 level of Marksman. Pilot 2 ranks Robot only. Dex 13+, Pilot 6 ranks, Rider Operation

Any feats not listed above are not used in this game.

Called Shot
You are able to make incredibly accurate shots capable of incapacitating or even killing an opponent out right. Prerequisites: Dexterity 13+, Point Blank Shot, Precise Shot, Sharp Eyed, BAB +6. Benefit: Once per round you can make a called shot against a target. Determine the specific type of shot you wish to make, (head, body, arm, or leg). With any shot roll to hit normally but apply any modifiers

to the roll as described by the table to follow. Head Shots are harder to make, than body shots, but are deadly. Arm and leg shots are good for disabling a target. Additionally you can hold your action until a clear and good shot is available. These attacks count as full round actions, and only 1 attack or shot can be made/fired off. In all cases the target retained their full Defense unless there is an circumstance that would deny the target their Defense like being rendered helpless. If a target is unaware of your presence then the penalties to hit are reduced by 2. Shot Type Head Shot Modifier to Hit Description. -8 to hit If successful target must make a Fort Save, if damage rolled is greater than 10 points. (DC 30) If failed the target dies instantly, or is rendered inoperable. Body Shot -2 to hit This is more something for a human to worry about than a machine. If hit there is a 50% chance that the target is hit in a critical spot. The target begins to loose 1 wound point per minute unless treated immediately. Arm(s) -6 to hit If a hit is rolled the target looses the use of that limb. There is however a 25% chance that the limb is blown off completely should damage be greater than 15 points. The target looses the use of that limb. The targets actions are cut in half, or are reduced to only 1 action unless the other limb is taken out. Leg(s) -4 to hit If a hit is rolled the targets speed is cut in half. There is a 25% chance that the limb can be blown off completely. If this is the case the target can no longer walk or run, but can crawl at 1/4 th their normal speed. Either way the character also looses their Dexterity Modifier to their Defense. Held Action +1 to hit per Target must not leave your field of vision, you can follow if round held possible, but should they be gone for more than 2 rounds you must start over again. Additionally range is a factor as well. Called shots can only be made if the target is visible, thus targets must be with in 60ft of your location in order to make the shot. Any further out provides a -1 to hit for every 20ft beyond 60. Some items and/or upgrades can negate this penalty to a degree, such as scopes and advanced targeting sensors. Normal: A character with out this feat can not make called shots. Special: Combatants may select this feat as part of their Bonus feat selections.

Hyper Modes
With this ability a reploid can select hyper mode transformations. Prerequisite: Charisma 13+, Reploid only, (MMX Era feat). Benefit: This feat allows a reploid to alter their normal combat capabilities in different ways, allowing the reploid to do more than they could before. At any point in time a reploid can only have 1 plus their Charisma modifier in hyper modes. When in a combat situation the Reploid must assume 1 form, their normal form or one of their hyper forms. Additionally A hyper mode is retained as long as desired, however you can choose to get rid of a hyper mode in favor of a new mode when leveling up. No 2 hyper modes are ever completely alike. Additionally when using the hyper mode form the characters look (armor color, shape/style) all change. Below are the different options you can choose from. You may choose only 5 options. Additionally some options offer better bonuses but can only be selected at higher levels. For the Characters normal form they may select 2 enhancements, but nothing over Enhanced, these can not change once selected, and bonus do not stack for any gained for having a hyper mode active. Hyper Mode Option Effects

Enhanced Targeting Improved Targeting Greater Targeting Advanced Targeting Enhanced Speed Improved Speed Greater Speed Advanced Speed Hover

Limited Flight

Flight

Enhanced Jumps Improved Jumps Advanced Jumps Enhanced Power Improved Power Greater Power Advanced Power Enhanced DR Improved DR

Greater DR

Advanced DR Enhanced Strength

You gain a +1 to hit on ranged attacks. This is the basic targeting level. You gain a +2 to hit on ranged attacks. This can not be selected until level 5. You gain a +3 to hit on ranged attacks. This can not be selected until level 10. You gain a +4 to hit on ranged attacks. This can not be selected until level 15. You gain a +5 to Speed. This is the basic level. You gain a +10 to Speed. This can not be selected until level 5. You gain a +15 to Speed. This can not be selected until level 10. You gain a +20 to Speed. This can not be selected until level 15. You can hover above the ground or other surface, (or lack there of) for a number of rounds equal to your character level. After which you must wait 1 round before you can hover again. Being hit while hovering will knock the person out of their hover. You are able to Fly for a limited amount of time. You are able to maintain flight capabilities for a number of rounds equal to your character level. This can only be selected at level 6. Your flight speed is equal to your actual movement speed. Being hit while flying will cause the person to fall, a reflex save (DC 20) can be made to keep from falling by reactivating the flight as long as the time limit has not expired. After an equal number of rounds goes by you can reactivate the flight capabilities at its full potential. You can fly for great lengths of time. You can maintain your flight capabilities for 1 hour of prolonged use. After this allotted time has been used up you must rest for 1 hour before you can fly again. Being hit while flying will not cause you to be knocked from the air. Flight speed is equal to the characters speed +20ft. can not be selected until level 12. You gain a +2 to your Jump checks. This is the basic level. You gain a +4 to your Jump checks. This can not be selected until level 4. You gain a +6 to your Jump checks. This can not be selected until level 12. You gain a +1 to damage with energy weapons. This is the basic level. You gain a +2 to damage with energy weapons. This can not be selected until level 5. You gain a +3 to damage with energy weapons. This can not be selected until level 10. You gain a +4 to damage with energy weapons. This can not be selected until level 15. You gain a +1 to DR. This is the basic level. You gain a +2 to DR. On the down side if you select any of the Speed boosts you can only selected either Improved Speed, or Enhanced Speed. This can not be selected until level 6. You gain a +3 to DR. On the down side if you select any of the Speed boosts you can only select Enhanced Speed. This can not be selected until level 12. You gain a +4 to DR. On the down side you can not select any Speed boosts from those above. This can not be selected until level 18. You gain a +1 to Strength. This is the basic level.

Improved Strength

Greater Strength

Advanced Strength

Scanning

Double Attack

Double Jump

Stealth Camouflage

Wall Stick

Shotgun Blast

Giga Strike (Long Range)

You gain a +2 to Strength. On the down side if you select any of the Speed boosts you can only selected either Improved Targeting, or Enhanced Targeting. This can not be selected until level 5. You gain a +3 to Strength. On the down side if you select any of the Speed boosts you can only select Enhanced Targeting. This can not be selected until level 10. You gain a +4 to Strength. On the down side you can not select any Targeting boosts from those above. This can not be selected until level 15. You are capable of scanning objects with in 10ft of you. The type of scan is a Pin Point scan. Which means that you can scan a 3ft area up to 10ft away from you. The scanning type is a multi-function scanner, capable of scanning for anything, but its range is limited unlike most other scanners. You are capable of firing off 2 attacks at once. As a full round action you can forgo your normal number of attacks and make 1 attack at your highest base attack bonus. You fire off 2 attacks, one for each arm, at 1 target. If you charge the attack first you can get more damage. Both attacks are fired as 1. This attack may only be used once per minute due to its energy use constraints. You are able to make 2 jump checks when you are normally only allowed 1. You jump once then with the second jump check made, are able to literally jump in the air again. This is done by boot thrusters. When this is activated it is able to render a target invisible. Only things with Infrared imaging capabilities are able to track and follow an invisible target. Additionally scanners must beat a DC of 30 to detect you and laser sensors can not detect your movements. On the down side you can not attack while invisible. Attacking will render the person visible again. Additionally a Spot check (DC 30) will allow a person to pick out the distorted space where the person is. Blind fighting can negate this ability in combat. Activating it is a full round action. You can cling to surfaces with out sliding off. You can only cling to vertical surfaces like walls only however. You can take 20 on your climb checks even when normally not allowed due to time constraints or situations such as combat. Your weapon is reconfigured to fire a spread of shots with one attack. The spread effects any targets with in a 10ft wide cone of fire. Damage of the weapon is reduced by 1d however for every 5ft beyond the initial 5ft in front of the character. A reflex save (DC equal to the characters roll to hit), can be made for half damage. No actual roll to hit is needed to hit opponents with in this field of fire, it is only needed to determine the opponents Reflex save. Additionally the weapons normal range is cut in half. This is a powerful attack that can only be used a curtain number of times a day. This attack can only be used 1/per day plus the characters Wisdom modifier. This attack is an automatic critical hit if the characters normal attack hits. Additionally the multiplier increases by 1, so if it does x2 damage, then it will do a x3. Attacks with this count as full round actions. This enhancement is for ranged attacks or turns melee attacks into ranged ones. Can only be selected at level 10, but can not be selected with any other Giga Strikes.

Giga Strike (Short Range)

Giga Strike (Area Range)

Dash Double Dash

This is the same as the long range version only this one deals specifically with opponents with in 5ft of the character. Combined with the Whirlwind Attack feat this can be a devastating ability. This counts as a full attack action when used, but may be used as part of a Whirlwind attack, or other similar attacks. This enhancement can only be selected at level 10, but can not be selected with any other Giga Strikes, this pertains to melee attacks & can turn a ranged attack into a melee attack. Again just like the long ranged version only this effects an area around the character. The area effected is equal to the characters level +10ft. This enhancement can only be selected at level 10, but can not be selected with any other Giga Strikes. Charged shots are not possible. Once per round you are able to move 10ft as a free action. Twice per round you are able to move 10ft as a free action. This can be used simultaneously if desired. This enhancement can only be selected at level 6.

Special Weapon Systems


You are equipped with a unique type of internal weapon system besides the normal energy weapons. These weapons are often odd and some may not seem to do damage but they are not normal. Prerequisite: Robots, Cyborgs, Androids, and Reploids only. Must be selected at level 1. Benefits: You are able to use specific special weapon systems. These are often rather extravagant at times but can be deadly. There are 3 different ways in which the weapons can be used, Ranged, Melee, and Area. The actual weapons themselves differ in abilities. For example if you choose the Fire System you must then select 2 types of ways it is used. The first type is your normal attacks with it. The second type is stronger type that counts as a full round action. With Fire System, and melee you can attack with say a Fire Sword, or Fire punches and kicks, or maybe you have an animal form that has claws, in which case you can make Fire Claw swipes. To this end you can have both your primary attack and secondary attack melee attacks if desired. Below is the list of different Systems to choose from. Each states info if either used as a Primary attack or Secondary, as well as other information for being used as a melee, ranged or area attack. Note though that some System types listed are purely a physical enhancement, however there are combat stats for specific moves that can be done with those enhancements. Unfortunately these weapon systems are not capable of critical hits unless they are melee attacks. Additionally each system allows the user to be immune to attacks from other like systems. Thus 2 fire systems fighting each other could not use their special weapons on each other as they would take no damage from it. System Type System Information Fire Substances and objects are capable of catching fire with this attack. Those with Ice Systems are weak against those with Fire Systems, and take an additional 1d6 points of fire damage. Primary Attack: Damage: 3d6 fire/heat damage. Secondary Attack: Damage: 6d6 fire/heat damage. There is a reflex save for half damage. (DC 10 plus the characters level.) Melee: Critical hits on a 20/x2 damage. Ranged: Attacks have a 100ft range. Area: Attacks effect a 40ft cone area emanating out from the character. Ice Ice attacks freeze anything that they come in contact with doing Ice damage. Those with Water Systems are weak against Ice Systems, and take an additional 1d4 points of Ice/Cold damage. Primary Attack: Damage: 3d4 bludgeoning Ice/Cold damage.

Water

Electric

Magnetic

Secondary Attack: Damage: 6d4 bludgeoning Ice/Cold damage. (Secondary attacks have a chance of freezing the target if they are with in 10ft of the attack. A reflex save (DC 10 plus the characters level.) is needed to avoid this, if failed the target is frozen for 1d6 rounds or until the ice is shattered, they can try to break free with a Strength check (DC 20).) Melee: Critical hits on a 19-20/x2 damage. Ranged: 50ft Area: This attack effects a 20ft area emanating out from the character. Water attacks are a bit more unorthodox in terms of special weapons. Water is strong against fire systems doing an additional 1d4 points of damage, fires are extinguished and need 1 round to recharge. Additionally Water is strong against Electric Systems, those hit short circuit taking 1d4 points of additional damage and must take 1 round to recharge them selves. All though not overly powerful on its own, when combined with some one of an Ice system the Ice will freeze water on contact, thus creating traps becomes simple (DC to escape being frozen increases by 5, and rounds effected increases by 1d6). On the down side the character has only so much water available to use, or that they can hold. Unlike most other weapon systems the character must recharge themselves after a while. The characters body is redesigned to hold water and can hold 3d6+4 d4s of water. (That is roll 3d6 and add 4 to the number. The number gained is the amount of 1d4s available to use. Before the character must recharge.) The character (if an available source of water is near) recharges their water supply at a rate of 2d4 per round as either a standard action or move equivalent action. Primary Attack: Damage: 2d4 Secondary Attack: Damage: 4d4 Melee: There is no Water Melee combat. Ranged: 15ft, water is converted into an acidic like liquid. A constant stream can eventually reduce a robot to a pile of nothing. Area: Can effect a 30ft area. Electric attacks are quit helpful. Those that have the electric system can power a small town if actually hooked up as a generator. Thusly they can power electrical items from a distance as well, amongst anything else they can do. Electric attacks are strong against Holograms, and Blades which take an additional 1d6 points of electrical damage. Water is a natural conductor for electricity and if the two work together a water attac can become far more deadly than usual. Primary Attack: Damage: 3d6 Secondary Attack: 6d6, A saving throw for half damage is allowed (DC 10 plus the characters level.) Melee: Critical hits on a 20/x2 damage. Ranged: 150ft Area: Can effect a 30ft area. A reflex save for half damage is also made with this attack. (DC 10 plus the characters level.) This isnt so much an attack as it is an ability. Magnetic provides the following abilities: +2 deflection bonus to Defense, Jumping distance is doubled automatically. Additionally you have the ability to increase the gravity with in a given area. Speed is cut in half, as well as jumping distances. Anyone affected by this is at an additional -2 to hit. The ability can be activated only a number of times per day equal to half their level. Additionally the character can choose to reverse these effects, however Speed is still cut in half, and the still suffer a -2 to hit and there is also a 50% chance that just walking can cause the character to go flying out of control, (have the person make a save, if they fail have them make a jump check and multiply the distance by 3, if they

Light

Darkness

make it then they are able to move normally for that round). The character using this power, along with any others who have the same power, are unaffected by this. The effects of increased gravity and decreased gravity last only 1d4+1 rounds during which the character can switch back and forth between the two as they see fit. Not though that targets effected by this can take fall damage from their jump check. This is both an attack, and ability depending on how its used. Light attacks are strong against Darkness, which takes an additional 1d8 points of damage. Ice however is resistant to light attacks and damage is reduced by 1d8 from all attacks against Ice. Additionally you can generate light to see by with ease. This light can brighten up a 40ft area if desired or can be controlled to be like a flash light projecting a beam of light up to 20ft away. Flash: A non lethal attack meant to temporarily blind an opponent. Anyone with in a 30ft are of the character when this goes off must make a Fortitude save (DC 10 plus the characters level.) If the save is failed the target is blinded for 1d6 rounds. If the save is made then the target is only blinded for half the length of time. An already blinded opponent can not be blinded again until they recover. The flash takes the place of the secondary use of this weapon system. The flash can only be used a number of times a day equal to the characters level. Primary Attack: Damage: 3d8 Attack is a laser beam. Secondary Attack: Damage: 6d8, A saving throw for half damage is allowed (DC 10 plus the characters level.) Attack is a laser beam, much larger than the other one. Ignores DR of armor. Melee: Critical on a 19-20/x2. Options for this can include a laser sword, laser claws and so on. Range: 400ft Area: This attack fires a very large laser beam that has a range of 200ft and effects anything in 15ft wide path. Again this is not really an attack as much it is an ability. It does have one type of attack, but no secondary attack. You can chose 2 of the different uses below to use. Darkness attacks are strong against Light systems. Attacks (if any are chosen) do an extra 1d8 points of damage. Additionally you can move about in complete darkness with out problems and suffer no penalties when performing actions at night in the dark. Stealth Camouflage: When this is activated it is able to render a target invisible. Only things with Infrared imaging capabilities are able to track and follow an invisible target. Additionally scanners must beat a DC of 30 to detect you and laser sensors can not detect your movements. On the down side you can not attack while invisible. Attacking will render the person visible again. Additionally a Spot check DC 30 as well will allow a person to pick out the distorted space where the person is. Blind fighting can negate this ability in combat. Activating it is a full round action. Additionally anyone using the Light ability: Flash will force the character out of their camouflage. Black Light Laser: An extremely dangerous & powerful type of laser. Damage: 4d10, Range: 300ft. Use of this is a single action. Shroud: You can blanket an area in complete blackness. Only infrared imaging capabilities can allow someone or thing to move about with out trouble in this. No light can exist in this field. If the Flash ability from Light is used with this the two cancel each other out. Anyone with in a 40ft area of the character is automatically engulfed in complete darkness and is effectively blinded. The character with this ability however can see and move about just fine when using their own power, or when effected by some one with the exact same ability.

Hologram

Blade

This system s fairly unique compared to the others. Those with this system can generate 3 different types of holograms. Additionally they can make a Spot check or Use Scanners, (DCs 15 & 10 respectively), to determine if something is a hologram or is real, like a fake wall. Disguise: You are able to hide your appearance via an intricate Hologram disguise. The disguise can be anything you can think of. Although this may hide your outward appearance this will not hide your voice. This allows you to take 20 in your disguise check in regards to your appearance. Even if some one is able to make their spot check they will only think your suspicious but not the guy their after. Only a Use Scanner check or another person with this ability can determine your true identity. (A Use Scanner check must beat a DC of 25 to know that the person has a hologram disguise, beyond that they must beat the persons Disguise check total as if they had rolled a 20 to determine their actual identity. If they do beat it then they notice either that something is familiar about you or have actually been able to get a detailed enough scan to determine your true identity.) Activating this is a full round action. A disguise can be held for a number of hours equal to your character level. Beyond that the disguise can be activated any number of times but you must wait 30 minutes between changes to allow the emitters to cool. Switching disguises during the time limit cuts the time left in half with each change as it is an added stress on the characters systems. This can only be used on yourself and any equipment you are carrying. Shadow Image: This is a projection of your self. This image is a hologram of course but not solid. You are able to mentally control the hologram from a distance (up to 300ft away), and can even see through its eye while its about. A handy thing to have for dangerous situations. Any attack against the image will automatically reveal it is a hologram, and will destroy the projection. Sound also can not be projected with the image. Beyond that it looks exactly like the character. A Shadow Image can only be maintained for a number of rounds equal to the characters Wisdom Modifier +2. You can create up to 3 Shadow Images at once. This can be used a number of times per day equal to the characters level. You can perform other actions while these are active, but they perform the same actions as you unless all of your concentration goes to controlling them. The Images can not act individually; they all do the same thing, but can go in opposite directions and such. Hard Light Image: This ability is similar to the Shadow Image but has a few differences. First you can only create 1 image. This image is made of hard light and is capable of actually attacking. It has the same number of wound points as the character, but can only attack unarmed, it can emulate ranged attacks, but damage is only equal to the characters unarmed damage (no strength bonus to damage of course unless actually attacking unarmed.) The range of its ranged attacks is also half of what the actual characters attacks are. The image has no vitality points. It can only remain active for a number of rounds equal to the characters level in rounds. Additionally it can only be used a number of times a day equal to 1/4th the characters level. The image can manipulate objects and such and does make noises, thus it can be made to talk, although its voice is the characters it sound is hollow and distant. The character must speak for the hologram, it intern relays whats been spoken. Beyond all these things the Hard Light Image uses the same rules as the Shadow Image. The character has at least 1 type of special bladed weapon, either melee, or ranged. This weapons damage is based upon 1 chosen weapon in the equipment section. (And just so you know there is no area effect for this system.) Primary Attacks: Has a Critical of 19-20/x2, and does 1 extra die in damage. Secondary Attacks: The weapons range extends out. Melee weapons can hit

Strength

Bombs

Speed

opponents up to 10ft away, and ranged weapons have their range of attack doubled. Additionally damage increases by another extra die for either one. This attack can only be used a number of times a day equal to the characters level. This system deals with boosting the characters strength. When initially gotten the character gets a +5 to their strength, but their Speed is reduced by 5 points. After this the character can convert their Speed to Strength. Its one for one. Thus if you drop the characters Speed by 10 points from 25 then their new Speed is 15, but they now have a +10 to strength. A characters speed can be reduced to zero if desired, but they can not move from where they are standing. This boost to strength can only be done when lifting heavy objects, or when fighting. A character can only boost their strength like this a number of times a day equal to their character level. You are capable of generating an explosive device in some way. The most reasonable explanation is that you can create an energy ball encased in some sort of light containment shell that keeps the energy contained until it hits its target. (Bomb-mans time bombs and normal bombs are examples of this. He is able to generate these and encase them in a balloon like thing meant to look like a classic bomb, which he lobs at opponents having them detonate on impact. Grenade-man is another example as well.) All of these attacks are area attacks. You do however have a couple of different options open as to what you can do for the Secondary attack. Which are listed below it. Primary Attack: Damage: 4d6, Range: Thrown/or 60ft, Blast Area: 10ft. These can only be used a number of times a day equal to the characters level x2. (Thus if level 7 you can create and use 14 bombs.) Secondary Attack: Damage: 8d6, Range: Thrown/ or 100ft, Blast Area: 20ft. There is a reflex save for half damage. (DC 10 plus the characters level.) These can only be used a number of times a day equal to 1/4th the characters level per day. Homing: The attack is at a +2 to hit, however it can not be thrown, only fired. Bouncing: This attack does not explode on impact initially, instead it bounces once when it hits, it then travels at least 1/4th the distance its' already traveled where it explodes on impact with a target. (If you threw the object 30ft then it will bounce an additional 7 feet toward its destination. Thus a missed attack has a chance of still hitting the target (25% chance), or if the attack falls just short of actually hitting the bounce in additional feet can still cover the ground. Time Bomb: Rather than having something to explode on impact you have one that will go off after a specific amount of time passes. You can set a time bomb to go off in 1-10 rounds. (Note though that you can not make a Disable Device check to try and disable these bombs, they are not normal bombs to begin with.) This ability deals purely with speed. When initially taken the character gains a +10 to their Speed. They also gain a +2 dodge bonus to their Defense. After this the character can choose to boost their speed even more but they gain a -1 to hit every time they wish to increase it by 5 points or more. Additionally every 10 points of speed gotten provides a +1 dodge bonus to the characters Defense. This effects all of the characters attacks thus if you wanted to boost your speed by 20 you would get a -4 to hit on all of your attacks. Intern you would get a +2 dodge bonus to your Defense. Also with attacks that have multifire options can now do an autofire if desired. This goes for thrown weapons as well, single actions and such that would only allow for 1 shot or attack per action can make use of the multifire action. So lets say you have a Single shot buster cannon, that is you can only make 1 shot per action. Well with this you can now choose to do a multifire action instead. These however can only be done with ranged weapons only. You may only boost your Speed a number of times a day equal to their character level.

Special: You must select this feat at level 1 and it can only be selected once. If a higher level and you wish to have this feat you can not select it as you no longer meet the requirements. Time: Primary attacks count as normal attack actions. On the other hand secondary attacks count as full round actions. Special abilities offered like Stealth Camouflage count as full round actions to activate them.

Master System
The master system allows you to control lesser robot minions at will, but only so many can be controlled at once. Prerequisite: Cha 13+, Androids and Reploids only. Must be a level 4 character as well. Benefits: You can control Robots that are of the same type as you, but are less powerful. You can control a Number of robot minions equal to your level x2. These robots must have a Charisma lower than 10, and must have the same basic job as you. Additionally you can only control Robots that are 1/4th your level. A robot can attempt to resist your control by making a Will save versus your Will Check (this is a full round action). If the robot makes the save that Robot can never be controlled, specifically, by you. Of course if it fails the save you can take control of it. Additionally you can choose to relinquish your control over the robot at will. The Robot has to make another Will save the second you re-establish control, however the DC for its save increases by 5. Once a Robot is under your control it is completely obedient to you and will do things that it is not programmed for. Additionally Robots that have the Black Box feat can never be controlled. Lastly you can only control Robots that have levels in a Class that you have as well, however it must be your Primary class. So if you have 4 levels in Combatant and 2 in Expert you can only control Robots that have 1 level as a Combatant only. Lastly you can only take control over a number of robots at a time equal to your Charisma modifier +2. That is if there is a group of 10 robots around you and you only have a +2 Charisma modifier you can only attempt to gain control of 4 robots at a time, you can still control up your level x2 in the number of robot minions you can have, you are only limited in the number that you can acquire at a time. Normal: You can not control other robots, nor can you control their actions. Special: Robots that have the Black Box feat are immune to the program overriding abilities of the Master System.

Anti-Viral Programming
You have a high degree for resistance against viruses of various types. Prerequisite: You must be a Robot, Android, or Reploid. Benefits: You get a +2 synergy bonus on any Will Saves, and/or Fortitude saves against Viruses. These bonuses do stack with the bonuses for Iron Will and Great Fortitude.

Increased Speed
You are able to move about much faster than normal. This is due to extra physical training, tweaked cybernetics, or unique mechanical enhancements. Benefit: This feat can be selected by any race. This feat provides a +5 to the characters Speed. Special: This feat can be selected multiple times for stacked effects. Also for every +10 to Speed the character has above their base of 30 they gain a +1 dodge bonus to their Defense.

Limited Flight
Due to your unusual form you now have flight capabilities, although limited. Prerequisites: Unique Look, wings selection. Benefits: You are able to Fly for a limited amount of time. You are able to maintain flight capabilities for a number of rounds equal to your character level. Your flight speed is equal to your actual movement speed. Being hit while flying will cause the person to fall, a reflex save (DC 20) can be made

to keep from falling by reactivating the flight as long as the time limit has not expired. After an equal number of rounds goes by you can reactivate the flight capabilities at its full potential.

Unique Look
Your body has been retrofitted for a unique look. This doesnt mean much, but allows for some drastic changes to your body. Prerequisite: You must be a Robot, Android or Reploid. Benefit: This feat allows you to customize your characters looks beyond the normal. Normally Reploids and Androids look very human like. Others have their features customized for various reasons. Megaman Era characters like Megaman, Protoman, and Forte are all normal looking Androids. However villains of that Era like Snakeman, Woodman, Swordsman, and Tenguman all have unique looks. Snakemans look extends to his attacks which are little snakes that race across the ground. Woodsman looks like a tree stump, but has a strong shield in the shape of a leaf that doubles as a weapon. Swordsman has increased size, and Tenguman has wings allowing him to select the limited flight feat. In the Megaman X Era things are more drastic. Villains like Frost Walrus have increased size but also a very unique animal look. Blaze Heatnix looks like a phoenix, and has wings allowing for flight. Magma Dragoon looks like a dragon to a degree, and so on. Different looks often offer different abilities or allow for other things to be selected. Below is a list of those things. For the Megaman Era you may select only 1 of the below enhancements, or you can only select 1 of the Animalistic selections however. For the Megaman X Era you can select 1d3 of the enhancements, but again only 1 Animalistic selection can be chosen. Enhancement Wings Effect You get a +2 to your DR rating. You may also select the Limited Flight feat when you are able to. (It is not a free selection. And no you dont have to look like a bird.) You have physical similarities to an animal found in the wilderness including forests, jungles, mountains and plains. Such include a bear, elk, deer, horses, cougars, lions, various rodents and weasels like badgers and skunks. You gain a +2 to your Intimidation skill checks as well as having any of the same natural weapons that the animal has at your disposal as well. (Claws, horns, and bit attacks; see the weapons and equipment section for details on all of these.) You have physical similarities to that of a reptilian creature. Such include various snakes, and various lizards. You gain a +2 to any Escape Artist checks that are made. Also you can gain a few of the various natural abilities of the reptile. Snakes get bite attacks (no venomsorry), some types of lizards have claws for climbing (+2 to climb checks), others can stick to things like a spider or some frogs (+2 to climb checks as well). Some snakes can coil themselves around a person and start to constrict, like a python (when the reploid decides to grapple they may add their Dexterity Modifier to their grapple checks and can choose to try and coil around their opponent. If they do they may deal crushing damage to the target which would be 1d4 + the characters Strength modifier per round that the coil is maintained. An escape Artist check or Strength check to break free is still possible however.) You have physical similarities to that of an aquatic creature. Such can include sharks, whales, squid, crabs, clams, and so on. You also gain the feature of these creatures as well. Sharks have highly damaging bit attacks (2d10 +Str Mod), and get a +4 bonus on swim checks. Whales have size and power (See increased size for this below), and get a +4 on their swim checks

Animalistic (Wilderness)

Animalistic (Reptile)

Animalistic (Aquatic)

as well. Squids and other like multi armed see creatures get multiple attacks, (the character may make 1 attack with each arm, all attacks made are at the characters base attack bonus but are at a -4 to hit for each attack.) Crabs have powerful claws that they can attack with, which are often larger than normal (does 2d8 points of damage, +2 to grapple checks). Clams have shells that provide a great deal of protection (+4 to DR), but are fairly slow moving (-5 from Speed. Additionally all of these things are suited for moving in the water and can remain afloat in the water. They suffer no swim check penalties due to their mass and/or size. Animalistic (Avian) You have physical similarities to that of a bird. This kind of all goes with out saying, but such examples include eagles, robins, hawks, vultures and so on. Those with Talons can make claw attacks. Additionally the character can select the Limited Flight ability, but not for free mind you. Additionally any bird form taken provides a +4 to Spot checks. Animalistic (Dinosaur) You have physical similarities to that of a dinosaur. There are many different types and Im not even going to list them. These are really no different form those Wilderness. However the bite attacks of those that are modeled after a T-Rex and other big meat-eaters do 4d10 points of damage. Animalistic (Insect) You have physical similarities to that of an insect. Again Im not going to list all of the different types (arachnids are included in this even though they are not insects). All insects can cling to surfaces as if they had the Wall Stick ability below. Increased Size The size of your body is that of Large rather than Medium. You gain a +2 to Strength but suffer a -1 to Defense due to your size. This can be selected twice to be Huge sized, in which case the character gets a +4 to Strength and a -2 to their Defense. Decreased Size The size of your body is a Small rather than Medium. You gain a -2 to your Strength but gain a +1 to Defense due to your size. This can be selected twice to be Tiny sized, in which case the character gets a -4 to Strength and a +2 to their Defense. On the down side in either case speed drops to a base of 20. Over Sized Weapon You are capable of using over size weapons one handed, that is weapons that are 1 size class bigger than your character is. If playing a medium sized character you could wield large weapons in 1 hand, or if large size you could wield a huge weapon with one hand. (See Weapons and Equipment rules regarding over sized weapons. Dense Armor Your armor is bulkier and denser than usual allowing you to take more of a beating than normal. You gain a +4 to your DR but your Speed is reduced by 10, and your Dexterity is reduced by 2. Wall Stick You can cling to surfaces with out sliding off. You can only cling to vertical surfaces like walls only however. You can take 20 on your climb checks even when normally not allowed. Improved Jumps You gain a +4 to your Jump checks.

Black Boxed
With in your body are several devices, programs and systems that are immune to scanning. Because of this youre something of a mystery. Prerequisite: Constitution 13+, Robot, Android, and Reploid only. Must be selected at Level 1. Benefit: The mechanical parts of your body or various systems have things known as black boxes. These things can not be scanned, or even opened. When scanned the character is considered to have a hardened system. Any scans made against the character have to beat a DC of 30. If the DC can not be

beaten then the scanner can not determine anything about the character. Even if opened up to be repaired or to have a part repaired the black box can not be opened, but luckily it can not be damaged either as it casing is made of a super dense and chemically sealed casing. Luckily the black boxed systems are immune to viral infection, short circuits, and any other ailments, saves are still needed but the effects are cut in half as well as duration. Attempts to alter the targets programming or wiping their memory increase the DC by 6; if the check fails then the target can not be reprogrammed or have their memory wiped at all, their programming is too complex. Additionally the character gains a +1 to all of their saving throws because of this. Normal: With out this feat the character can be fully scanned, nothing is hidden. Generally only those considered Super Machines have black boxes. Megaman, Protoman, Forte, Megaman X and Zero all have black boxes not allowing them to be properly scanned. On the other hand most common robots and even Robot Masters like Gutsman, and Cutsman do not have black boxes.

ESP
Robots arent the only ones that change with time. Some humans minds have evolved gaining ESP, or extra sensory perception abilities. These human can move and react far faster than they would normally ever be able to do. How are they able to do this; they are able to perceive actions a second before it happens. Prerequisite: Wisdom 15+, Human only. Benefit: You are able to move and react far faster than most normal humans are. This provides humans with a +2 insight bonus to their Defense. Additionally humans get a +2 to Sense Motive checks, and a +1 to their Reflex saves. Normal: With out this feat Humans are normal and can not react to things before they happen.

Weapon Emulation
You can make use of the Special Weapon Systems of others. Prerequisite: Must be an Android or a Reploid. Benefit: You have the unusually ability to copy the special weapon systems of other machines. This provides you with a great deal of flexibility in terms of what you can do and handle. With androids and reploids this material that is copied is called DNA Data. In order to acquire this, the target must be defeated. Thus a targets wound points must be reduced to zero. Once a target is defeated the character can choose to acquire its DNA Data. This is done by touching the targets weapon system, usually an arm or the main body and remain touching it for 1 full round. Once acquired a DNA Data sequence will remain active with the character for only a number of days equal to the characters Wisdom modifier +2. After this the data is automatically purged. A character can only have a number of DNA data sequences equal to the characters Charisma modifier +1. Additionally only one system may be used at a time. Changing systems is a standard action. Also the character gains any benefits of using that system. For example if using a fire system the character is resistant to fire and heat based attacks, they can still make use of their primary weapon systems except that they are now able to bring to use the special weapon system at a moments notice. On the down side you have only so much energy for each system. For each system the character has a number of power cell slots for external power sources for the systems. So if you can hold up to 4 systems then you have 4 power cell slots for each system. There are a couple of different factors that determine the energy lose of a power cell. First there is the number of dice in the attack, and their type. 1d4s drain away 1 point per die, 1d6s drain away 1.5 points per die, 1d8s drain away 2 points per die, if there is a 1d10 then it drains away 2.5 points per die. So an attack that does 3d6 points of damage would drain the power cell of 4.5 points. Secondary attacks drain a bit more energy than other attacks. Once youve determined the amount of energy drained by it take

that number and add 5 points to it. Some systems provide a specific action rather than an attack that does damage, like Flash. In this case the drain is 5 points per use. Others allow for a boost to the characters abilities, like the Strength system. In which case the character automatically gains a +10 to their ability score, if there is a penalty for using the system it is only of what it would normally would be. With the Speed system specifically the character does get the extra attacks if desired automatically. These systems remain active for a number of rounds equal to of the energy in the power cell. Power cells hold 50 points of energy, and are described in the Weapons and Equipment section. Once a power cell is depleted it must be replaced. Normal: With out this feat a character can not use the special weapon systems of another character or opponent.

Armor Proficiency (Light - Heavy Shells)


This feat is similar to the Armor Proficiency (Light, Medium & Heavy) found on page 106 in the Star Wars Players handbook. The only difference being that this feat deals with the shell armors that most androids and reploids wear.

Charged Shots
You are trained in using weapons that have a special charge feature allowing for more damage at the cost of more shots. Prerequisite: Must have at least 1 level of Marksman. Benefit: The character is able to use weapons that have the charge feature with out penalty. Additionally besides being able to fire off a fully charged shot you know how to do a partial charge shot. A partial charge shot does half the damage of a fully charged shot, but counts a single action rather than a full round action. Normal: With out this feat the character can not use the charge feature that some weapons have properly. The character is at a -4 to hit because of this. This can become a -8 to hit if using a weapon the character is not proficient with.

Rider Operation
You are capable of operating one of 3 different types of Rider armors, (Military, Civilian, Airborne). Prerequisite: Pilot 2 ranks. Benefit: You get no penalty on Pilot skill checks for piloting a Rider armor. Normal: With out this feat the character suffers a -4 penalty on all actions taken when piloting the rider armor due to their unfamiliarity and lack of training in the use of the vehicle. Special: This feat can be selected only 3, each time dealing with the use of the 3 different types of Rider armors.

Rider Dodge
Select a type of Rider armor, (Military, Civilian, Airborn). You are highly trained in avoiding attacks while piloting a Rider armor. Prerequisite: Dexterity 13+, Pilot 6 ranks, Rider Operation (Pick 1 type). Benefit: While piloting a type of Rider armor, during your turn, you may choose to designate 1 target to which you gain a +1 dodge bonus to your defense against. Special: This feat can be selected only 3, each time dealing with the use of the 3 different types of Rider armors.

Program Flexibility

Unlike normal Robots, your programming is adaptive and flexible allowing you to learn and evolve beyond your most basic programming. Prerequisite: Must be a Robot. Benefit: The character is able to gain levels in other classes beyond their primary class. This allows the Robot to become something close to an android. All levels must be with in 1 level of each other excluding the primary class levels. If one class exceeds another by 1 level, (example: primary is level 4 Expert, level 1 Leader, level 3 Combatant), or more the character receives a -20% penalty on experience points gained until their levels are equal. This penalty extends to prestige classes as well. Normal: With out this feat the character can not gain extra levels in other classes beyond their Primary class. Additionally the character can not gain any prestige classes with out this feat.

CHARACTERISTICS
X and Zero arent the only ones that get to look good you know! Take me for example. Talk about styling!
Lets face it eventually your going to need to flesh out what your character is going to look like. Although some feats do alter the characters appearance you still have control over exactly how the character would look. Armor color, hair, eyes, voice, attitude and so on are of course all up to you.

AGE
Age isnt that big of a deal in this game as it would be in others. Age often has very little to do with machines, only humans and Cyborgs are really effected by age. In this setting technology is advanced to the point that human life spans are far greater than they would normally be. Thus a human can live to be 120 to 150 years old, although this is often with some sort of aid like medication or through the use of a mechanical device.

Height & Weight


Like a lot of you I hate that metric system B.S. Its just too much of a pain to deal with. Then there are all of the kilograms. Well no need to worry this is one big thing that changes with this game. I use good old fashioned feet and pounds. This way youre not spending an hour just trying to figure out how much a 175lb character weights in kilograms. Anyway here is what I got for you. Humans: Humans have an average height from 5 to 6ft tall. Most men stand at 5 9 to 6. Women often stand in at 5 4, to 5 11 on average. However humans can be as tall as 8ft, but

this is a rare occurrence. Weight wise, men are often more heavier than women, but this is on a case by case basis as some people of either sex can easily be heavier than the other. The average weight for a person is usually dependent upon their height. For example the average weight for a man that is 5 11 is 170-175lbs. On the other hand a women of the same height would weight 15-50lbs less than the man. (Dont believe me, Psylocke of the X-Men is 5 11 and weighs 145lbs, but she does have a large chest so you know where some of that weight is.) Cyborgs: Cyborgs are human but a still they are more machine than human. Cyborgs have the base human height and weight but add or subtract as needed. With cybernetics take the weight of the item and divide it by 2, add the number to the characters weight to get something close to what their weight should be. After all a character that originally weights 170lbs and gets a 10lb cybernetic limb wouldnt weight 180lbs. No they would weigh 175lbs, after all they no longer have the original limb, but a replacement so you have to take this in mind. Full cyborgs are a different story, if the number of metal parts out numbers the organic ones then the full weight of the cybernetics parts is added up, then divide the persons base weight with out any parts by the number of parts added, then add those two numbers together. Androids: Androids weight 5 times more than a human does. Their height is the same as a humansusually. Robots: This differs greatly on the robots size. If its small the robot would probably weight about 30 to 50lbs. Larger robots can weight up to a ton. Take the weight of a like sized human and multiply it by 10. (For example a medium size human would have a weight of about 175lbs, a Robot of the same size however would have a weight of 1,750lbs. Reploids: Reploids are much more streamlined and different than androids. Reploids are lighter, but not by much. Reploids weight 4 times more than a human does.

Reputation
Reputations are built and earned not just handed out. If you want to be the best, youre going to have to work for it.
As its outlined in the Star Wars RPG, this game makes use of Reputation points. The rules for fame and infamy are the same also. Reploids like X and Zero are famous amongst both humans and machines. However with mavericks the two are infamous. Sigma on the other hand is known by all and is feared by everyone and everything, even his underlings. Then you have Repliforce. Since they are a military organization and the most powerful one at that, Repliforce is very famous as a group. But do to curtain events that occurred Repliforce is now feared by those that they were meant to protect. So pretty much for this part everything is more or less the same, except for a few changes, not many.

WEAPONS & EQUIPMENT


If youre going to bust some heads youre going to need a weapon. Either that or you become a weapon. But not just anyone can have a plasma cannon loaded into their arm you know.

All though it may not seem like it at first, Megaman and Megaman X have a plethora of different weapons that exist in their world. Megaman X may use the X-Buster plasma cannon, no other being can. On the other hand Zeros own Z-Buster is fairly powerful on its own but not at the level of the X-Buster.

Zenny
Zenny is the coin of the realm in this game. Zenny is the equivalent of credits in Star Wars and is pretty much treated the same. Since it is the future, most transactions take place with the use of a credit card, similar to a debit card. These cards are often a bit thicker than credit cards we know. These cards double as a Drivers license, as well as containing medical records and various other important information. Getting a new one of these things can be a hassle as the old one has to be deactivated. All cards have a tiny receiver that once it picks up a specific signal will short out and fuse the circuits of the card rendering it useless. Then after the card has been dealt with a long process begins just to get a new one. This often takes a few days to a week, in some cases only a few hours. In addition to these electronic transactions there is the traditional coin. Zenny coins are light weight pieces often ranging in color to determine different values. A 1 zenny credit is silver in color, 5 zenny is silver (mostly) and gold. A 10 zenny credit is gold, a 20 zenny credit is gold (mostly) and blue. A 50 zenny credit is blue, and a 100 zenny credit is green. Then a 1,000 zenny credit is red, a 5,000 zenny credit is red and black, and lastly a 10,000 zenny credit is black. Like real money in our society your not going to be seeing much in the ways of credits above 100. The nice thing about zenny credits is that they are hard to counterfeit. Counterfeiting zenny has a DC of 20. The higher your roll on a Forgery Skill check the better the phony zenny. Youre role in such a case sets the DC for a persons spot check. However if it is scanned by a currency scanner (specially made to pick out counterfeit zenny) the DC for the check is cut in half. You can take 10 on these checks but not 20.

Weapons
Although not everyone packs a weapon, it goes without saying that your character will. Weapons are divided up into a couple of different categories, Ranged and Melee. Additionally with in these categories are others: Handheld, Mounted, and Internal. Handheld weapons of course must be held, guns, rifles, swords and so on are hand held. Mounted weapons are weapons that are attached to the outer surface of a Robot, Android or Reploids armor. These weapons can be removed if desired. They leave the hands free to do other things and are operated either by mental command or voice command. Internal weapons are weapons that are apart of the robot, android, or reploids body. They run off of the person own power supply and thus never run out of ammunition, but they are very expensive and can not be gotten rid of with out getting a new limb to take its place. Hand held weapons offer a base price listed below. With mounted weapons add 100 to the cost, and with internal add 200 to the cost. Some weapons have the ability to be set to stun. This is useful if you need to take something in alive. Additionally the character at any point in time is allowed to only have 1 internal weapon.

Melee Weapons
Weapon Unarmed (Small) Unarmed (Medium) Unarmed (Large) Unarmed (Huge) Longsword E-Blade E-Sword Club/Baton Mace Morning Star Quarterstaff Spear Spiked Gloves Weighted Gloves Armor Spikes Axe Battle Axe Claws Claw Blades Cost ----------------160 1,000 5,000 10 60 80 60 65 250 200 300 150 200 100 150 Damage Critical Range 1d2 --------1d3 1d4 1d6 1d8 2d6 2d8 1d6 1d6 1d8 1d6/d6 1d8 +4 +2 +2 1d8 1d10 1d4 1d6 ------------19-20 19-20 18-20 20 20 20 20 20 20 20 20 20 19-20 20 20 ----10ft 15ft ----------------------------10ft ------------10ft ------------Weight ----------------4lbs 2lbs 2lbs 3lbs 6lbs 8lbs 4lbs 5lbs 2lbs 1lb ----4lbs 7lbs 1lb 2lbs Stun --------------------DC 14 DC 16 ------------------------------------------------Type Size Bludgeoning ----Bludgeoning ----Bludgeoning ----Bludgeoning ----Slashing Energy Energy M S M Group None None None None Simple Exotic Exotic Simple Simple Exotic Simple Simple Exotic Simple None Simple Simple Exotic Exotic

Bludgeoning S Bludgeoning S Bludgeoning M Bludgeoning M Piercing M Piercing S Bludgeoning S Piercing Slashing Slashing Slashing Slashing ----S M S S

Ranged Weapons
Weapon
Laser Pistol Laser Rifle Heavy LP Heavy LR Rocket Gun Beam Rifle Plasma Cannon Grenade, Fragmental Grenade, Stun

Cost 500 800 750 1,000 1,200 1,500 3,000 500 600

Damage Critical Range Weight Stun Type 3d6 3d6 3d8 3d8 4d6+1 2d10 3d8 4d6+1 ----20 20 20 20 19-20 20 19-20 20 ----60ft 120ft 30ft 60ft 300ft (6ft) 1 mile 60ft 12ft (12ft) 12ft (12ft) 10ft (5ft) 6ft 110ft 80ft ----90ft 30ft 1lb 6lbs 1.5lbs 7lbs 8lbs 7lbs 10lbs 0.5lbs 0.5lbs DC 14 DC 16 DC 18 DC 18 ----DC 20 --------DC 15 / 12 ----------------------------Energy Energy Energy Energy

Size Group Multifire/


Autofire

S M M M M

Blaster Pistols Blaster Rifles Blaster Pistols Blaster Rifles Exotic

M M M M/A -----

Energy Energy Slashing Energy

L M T T

Blaster ----Rifles Exotic ----Simple ----Simple -----

Grenade, Phosphorous Net Bow Crossbow Arrows (10) Repeating Laser Cannon Cutting Laser

500 25 300 450 20 3,000 4,000

6d6 per round See Entry 1d8 1d6 ----4d8 3d10 per round 4d6+3 8d6+6

19-20 ----20 20 ----19-20 20

0.5lbs 4lbs 2lbs 4lbs 1lb 25lbs 30lbs

Energy See Entry Piercing Piercing ----Energy Energy

T M M M M L L

Simple ----Simple ----Simple Simple Simple Heavy Heavy ------------M/A -----

Rocket Launcher Missile Launcher

5,000 8,000

20 20

300ft (24ft) 500ft (24ft)

8lbs 10lbs

---------

See Entry See Entry

L L

Heavy Heavy

---------

Weapon Categories
Below are all of the different weapon categories used in this game. These categories carry over from the Star Wars RPG out of simplicity. The weapons above are listed in the categories that they technically belong to. Even though you may already know this, but any weapons listed as Exotic require the exotic weapons proficiency feat in order to be selected.

E-Blade
An E-Blade is an energy sword with a blade the length of a short sword. The blade is made up of photonic energy to create a fairly solid and very sharp blade. The blade is only 2ft long, color wise blades tend to be either red, green, blue, aqua, or purple. Both the E-Blade and the E-Sword can ignore DR, and Hardness ratings. Both also use 1 Exotic Weapon Proficiency selection to wield (Energy Blade).

E-Sword
An E-Sword is like that of an E-Blade only the blade is much longer, like a longsword. The blade is 3ft to 4ft long Both the E-Blade and the E-Sword can ignore DR, and Hardness ratings. Both also use 1 Exotic Weapon Proficiency selection to wield (Energy Blade).

Double Weapons
Although they are not listed, Swords, E-Blades, and E-Swords can be made into double weapons. In which case rules are like that of the Double-Bladed Lightsaber in the Star Wars Players Handbook.

Weighted Gloves
Alls these are, are Combat Gloves, like the ones listed in the Star Wars RPG. The only difference being that these ones are upgradeable.

Spiked Gloves
These are a slightly deadlier version of the weighted gloves. These gloves often have spikes on the knuckles, and backs of the hands as well.

Spiked Armor
This is something of an enhancement to ones armor. By adding spikes to the armor the character gains a +2 defense bonus on grapple checks, and their opponent takes 2 points of damage each round they grapple with you. Additionally your bull rush (bantha rush) attacks get a +2 to damage as well due to the spikes.

Claws
These are finger blades. As a part of your body or armor, namely your gauntlets, you have sharp 2-3 inch long blades. Your Unarmed attacks turn from bludgeoning to slashing. The damage done is on top of any extra damage from having the Martial Arts feats.

Claw Blades
These are 3, 9 inch long blades set at the back of the hand. These blades allow you to keep your hands free, and you can not be disarmed. However you gain a -4 to any skills used that would require the use of your hands while wearing/using the weapon. These weapons are automatically considered mounted weapons. The cost listed is for only 1 set of blades. If the weapon is internal the blades can be retracted into the arm and extended out as a free action.

Rocket Gun
Rocket Guns are fairly deadly weapons in anyones hands. This weapon fires rocket propelled bullet that has incredible maneuvering/tracking abilities. This bullet, use fired at a target and tracks that

target; it can make slight turns, and can bob around obstacles. The effectiveness of any cover is reduced by with this weapon. The bullet is capable of making a 90 degree turn. Additionally the bullet is explosive and does damage to an area even if it misses the target there is a chance that it can still hurt them A rocket gun can hold up to 6 rounds. Mounted versions can hold 6 rounds as well but can have an ammo drum rigged up to it to hold an extra 10 rounds. These versions are often mounted on the shoulder. With Internal versions the characters body has an internal ammo drum that can hold up to 20 rounds, in total the character would have 21 rounds to fire off (1 in the chamber). Additionally in this case the weapon often replaces an arm, in which case the hand retracts into the arm housing, or swings out of the way so that shots can be fired. A hand carried rocket gun is an oversized hand gun. Its ammo clip is just in front of the trigger and grip. The weapon is 1 foot long. It is capable of only single shots, and has a hefty recoil thus requiring it to be an exotic weapon.

Beam Rifle
The beam rifle is something of a hunting or sniper rifle. It is high powered and specially designed to penetrate armor. The rifle has incredible range and is often outfitted with a scope to make full use of that range. While the rifle has great stopping power it uses up a surprisingly large amount of energy. Only 5 shots can be fired before the energy cell must be replaced. This weapon does have a Charge option, but 1 shot could completely drain the weapons energy cell. Handheld versions provide a +1 to hit at ranges up to 300ft, with a scope the +1 to it applies to any range. Mounted versions often allow for better targeting capabilities providing a +2 to hit at all ranges, these versions often have a helmet/headset linked scope & targeting capabilities. These versions can fire off a total of 10 shots, and are often mounted on the shoulder. Internal versions automatically allow the character to make shots with the weapon at a +2 to hit at any range. Since the weapon is internal the character has enhanced targeting capabilities when using that particular weapon. These versions run off of the characters own internal power source and thusly do not run out of power. Additionally in this case the weapon often replaces an arm, in which case the hand retracts into the arm housing, or swings out of the way so that shots can be fired. In any version only 2 shots can be fired each round with the weapon. This rifle resembles a high-tech version of some of todays sniper rifles. Lastly this weapon cuts any DR of a target in half.

Plasma Cannon
The plasma cannon is one of the most powerful hand carried weapons around. Plasma shots are often bullet like in terms of looks when fired, with lasers its a short beam. A hand carried plasma cannon is rifle shaped, but very bulky and heavy. The barrel is rounded and thick, similar in a way to how you see Megaman & Megaman Xs plasma cannons. Mounted versions are just as bulky and are often mounted on the back to swing over the shoulder or swing around to be fired at hip level. With internal versions the weapon often replaces an arm, in which case the hand retracts into the arm housing, or swings out of the way so that shots can be fired. Hand held plasma cannons get 8 shots from their power cells before a new one is needed. Alternatively a generator can be hooked up to the weapon to provide unlimited ammo, but the weapon requires the use of a tripod to use and can not be picked up and moved while using the generator. Mounted versions tend to have a specially designed power cell that is often hooked at the waist. This power cell provides a total of 26 shots before it needs replacing. Internal ones have an unlimited power supply. This weapon can also be charged, however only mounted and internal versions are capable of this.

Grenade, Phosphorous
These types of grenades are incredible deadly. Once the grenade goes off, anything flammable with in 5 feet of it catches fire. Additionally the grenade burns white hot in he area that its effecting, doing damage for 4 rounds to the area. Any DR is ignored by this, however those that have any sort of heat or fire defense through the Special Weapon System feat (namely Fire), do retain their full DR since

this is a heat based weapon. This grenade burns at well over 1,000 degrees Fahrenheit. Not only is DR ignored but hardness ratings as well. If hit with this weapon the target can make a reflex save for half damage, however if they remain in the area the take damage each round, and would have to make a reflex save each round. These weapons are ideal for infiltrating a facility, by burning a hole in (usually on the roof). Or are used for setting a trap, (like digging a hole, placing a bunch of these I the whole, with wires going to all of the pins, so that when someone falls in they will it the wires, pulling all of the pins out and setting off the grenades a few seconds after that.) This weapon can not be mounted or made internal.

Repeating Laser Cannon


This weapon is just like the E-web Repeating blaster in the Star Wars Players Handbook. This weapon can not be mounted or made internal, its too large. It can only be mounted or made internal on individuals who are large or huge sized.

Cutting Laser
This isnt so much a weapon as it is an industrial tool, but does make an effective weapon. This weapon is as portable as the Repeating Laser Cannon, which isnt saying much. This weapon is meant for cutting through things. The weapon does a constant amount of damage each round a target is exposed to it. The laser ignores hardness and DR. At the same time it has a very short range The weapon requires a generator to operate. After being active for 1 minute the weapon needs 5 minutes to cool down. If not the barrel fuses and the weapon become inoperable after only another 1d4 rounds of use. This weapon can not be mounted or made internal, its too large. It can only be mounted or made internal on individuals who are large or huge sized.

Rocket Launcher & Missile Launcher


These two weapons are meant to deliver an explosive projectile to a target that is very far away. Rocket Launchers have up to 4shots in them, while a Missile launcher has only 1 shot. Rocket Launchers are designed for quick multiple shots with good range and descent stopping power, but are heavy to lug around and are useless after all of the ammo has been used. They can be reloaded but not in the field. Missile launchers are a bit more versatile. Missiles have greater range, and stopping power, but can only fire off 1 shot per round, rather than per action with a rocket launcher. A missile launcher can be reloaded in the field but a person can only carry 3 missiles on them at a time (one being in the launcher and 2 on the back or in a case. These weapons can not be mounted or made internal, its too large. It can only be mounted or made internal on individuals who are large or huge sized. With huge sized though add an extra 2 rockets or missiles to the total amount of ammo that can be used with the weapon at a time. The other weapons listed above, namely the laser pistol and laser rifle, along with their heavy counter parts stand parallel to the Blasters listed in the Star Wars Players Handbook. Thus a laser pistol has the same number of shots as a blaster pistol, while a heavy laser pistol has the same number of shots as a heavy blaster. The same goes for rifles. If there is something in particular that you would want it should be pretty easy and straight forward in bringing it over to be used in this game.

Armor
Armor is a necessity in this game for just about any character. Below are all of the different types of armor available in the game. The armors listed in the Star Wars Players Handbook are used in this game, their costs remain the same, power armor is not used however and thusly can not be selected. Below are listed armors known as Shells. These are special armors meant specifically for the use of

mechanical beings, namely Robots, Cyborgs, Androids and Reploids Humans can not wear shells as these types of armor integrate with the characters body. With a human this could kill them.

Light Shells
There are 3 different grads of light shells: Basic, Enhanced Basic, and Military Basic. The first type of shell produced is the basic shell. Basic shells are very light and protect the head, arms and legs. This shell provides the robot, android or reploid with a minor in DR, and is very light weight. This basic shell is often what most common robots, androids and reploids have, or at least those just built. Depending on their job this is often upgraded to a better suited type. The next type is the Enhanced Basic shell. This shell provides protection to the same areas as the basic only armor is a bit thicker and does offer a degree of protection to the torso with a damage resistant outer skin. The original Megaman makes use of this type. The next type is the Military Basic shell. This shell provides protection to the arms, legs, head, and torso. This shell is the one that Megaman X uses when in his normal form.

Medium Shells
With medium shells there are again 3 different types: Combative, Military Light Armor, Military Skirted Armor. Combative armor is armor that is similar to what Zero uses. This armor provides a bit more protection than Military Basic armor with out hindering the user any more so than Military Basic armor. Military Light armor is a bit heavier than Combative armor. It provides a great deal of protection to the chest area. Military Skirted shells are shells used of course mainly by the military. These shells offer a great deal of protection to all areas of the body. The armor has a skirt like how some old fashioned suits of armor had that protects the thighs. Signas is a reploid that uses this type of armor, as does Lifesaver, although both have different variations.

Heavy Shells
For Heavy Shells there are only 2 different types: Enhanced Combative Armor, and Military Heavy Skirted Armor. Enhanced Combative armor provides a great deal of protection while still allowing for some mobility. On the other hand Military Skirted armor is a lot like the medium shell version only much more bulky thus it hinders a persons movements to a great extent but provides superior protection. Repliforces Colonel (from MMX 4) used a special skirted version of this armor. On the other hand the General (from the same game) used the heavy skirted version. Each armor also has a number of weapon mountings. With weapons that have been chosen to be mounted, each armor can only hold so many mounted weapons. For each weapon that is added the characters speed is reduced by curtain number of points. At a max a characters speed can only be reduced by a maximum of 10 points. Small weapons reduce Speed by 1 point. Medium weapons by 2 points and large weapons by 4 points. Additionally characters that are large and huge sized can carry more, thus as a free-be, large characters can select either 2 small weapons, or 1 medium weapon to be mounted (no large weapons), and with huge characters they can get either 4 small weapons, 2 medium weapons or 1 large weapon. One of the nice things about shell armor is that the weight of the armor is not a factor for carrying things. Instead it is added on top of the characters over all weight. Thus say with the General who is huge sized, has a strength of about 22, and wears heavy skirted armor, the weight of the armor is not really a problem for him since its integrated with his systems, his body is able to move and react without the armors weight being a factor, but that doesnt mean that he can move faster or react with any great speed, the armor is still bulky and difficult to maneuver in. This is one of

the main reasons why a human can not wear shell armor. Same thing goes for a cyborg, they can only where light shells and must have a near full body cybernetic conversion. (Described later in the cybernetics section.) Anything heavier is too much for the remaining organic parts of their body to endure. Armor Cost Damage Reduction Max Dexterity Bonus +5 +4 +3 +3 +2 +1 Armor Check Penalty -0 -1 -2 -2 -3 -5 Speed Weight Max # Weapon Mountings 0 1 small 1 small 2 small or 1 medium 2 small or 1 medium 3 small or 2 medium or 1 large 4 small or 3 medium or 2 large 6 small or 5 medium or 3 large

Light Shells (free for any 1 Basic


staring characters)

-0 -0 -0 -5ft -8ft -10ft

+20lbs +30lbs +50lbs +55lbs +70lbs +90lbs

Enhanced 500 Basic Military 1,000 Medium Shells+ Combative 1,200 Military Light Military Skirted. 2,000 4,000

2 3 4 5 6

Heavy Shells Enhanced 10,000 Combative Military Heavy Skirted 15,000

+1

-6

-12ft

+100lbs

+0

-8

-15ft

+130lbs

Equipment
Some of the equipment in the Star Wars RPG is usable in this game. Such items will be listed, but no information with them. Some things will be changed. For example the Sensor Pack item listed in the Star Wars Players Handbook will be changed into several different types of sensors. Some items like Bacta is not available at all. Instead there are nano recovery systems which pretty much work like Bacta only with nano-machines. Some items, like weapons, can be mounted or made internal. Mounted items do count as a selection, and as such takes up space on the persons armor. However internal items are often enhancements upon the characters existing systems and/or replaces some parts of the character, thus taking up little space, in contrast to having a weapon system built into the character. On the other hand some things may count as having an internal weapon system due to the size. Additionally the names of some items have been changed. The former names are in parenthesis, other information may also be different about them. Item All-Temperature Cloak Underwater Breather
(Aquata Breather)

Cost (Zenny) 100 500 200,000 300

Weight 2lbs 1.5lbs 1ton 2lbs

Nano-recovery system Gas Mask

Cred-Card Com-Unit Comp-Board


(Datapad)

10 400 2,000 30 4,000 1,200/600 10 1,000 500 25 70 20,000

N/A 0.3lbs 1lb N/A 1lb 1lb/0.6lbs 0.1lbs 20lbs 6lbs 1lbs 0.5lbs 20lbs

Comp-Board Memory Disk Comp-Board, Mastercraft (+1) Electrobinoculars & Macrobinoculars Battery (Energy Cell) Survival Pack (Field Kit) Flight Suit Flashlight (Glow Rod) Grapple Spike Launcher Hologram Projector (Holoprojector, personal) Camcorder First Aid Kit (Medpack) First Aid Kit, Mastercraft +1 Power Cell (Power Pack) Portable Scanner: Biologic Portable Scanner: Mechanical Portable Scanner: Data Portable Scanner: Viral Portable Scanner: Structure Portable Scanner: Multi Purpose Mastercraft Scanners Surgical Tools Tool Kit Repair Kit (Race Specific)

1,000 40 80 50 2,000 2,200 2,500 3,000 2,000 5,000 Double base price. 1,000 250 1,000

4lbs 1lb 1lb .2lbs 1lb 1lb 1lb 1lb 1lb 1.5lbs No change in weight. 3lbs 2lbs 10lbs

All-Temperature Cloak
This item is described on page 140 in the Star Wars Players Handbook.

Underwater Breather (Aquata Breather)


This item is described on page 140 in the Star Wars Players Handbook. Only humans and cyborgs need to use this. This item only provides 30minutes of oxygen for underwater use. Its small enough to fit in a pocket and is mainly only for emergencies. Several of these can be carried at once of course.

Nano-recovery system
There are 2 different versions of this, Android/Reploid nano-recovery, and Biologic Nanorecovery. Injured subjects are placed onto a long metallic bed with a hatch that closes over the subject. Biological subjects have an oxygen mask that they wear. The chamber is then flooded with a sterile blue liquid. After the chamber is flooded, thousands of nanomachines are then pumped into the chamber. The nanomachines are programmed to treat any physical injuries that the person may have received. In biological subjects they can perform micro surgery, and can restore damaged or destroyed tissue on the microscopic scale. Mechanical beings are treated differently. For them specially designed nanomachines are used that are capable of repairing circuits, wires and various other things. These repairs can easily take care of any problems that an Android or Reploid may face. The only thing they cant repair is damaged or destroyed armor, nor can they rebuild missing limbs although they can reattach them. (This includes those of biological persons.) These chambers take up a 10ft by 7ft area, and special unites must be designed and built to handle those that are large & huge sized. The nanomachines restore both lost vitality points and wound points. Vitality points are restored at a rate of 5 per hour of treatment. While wound points are restored at a rate of 2 points per hour.

Gas Mask
This item allows a human or cyborg to function in a gas filled area. The mask is designed to cover the entire face and to filter harmful gasses into breathable air. A single filter is good for 24 hours of continuous use. After which it will provide only a +4 equipment bonus to any saving throws for the next 24 hours. After that the filter is no longer good and must be changed. Additionally an actual oxygen tank can be fitted to the mask for use in other more toxic conditions. Replacing a filter is as simple as unscrewing the old one and screwing a new one in. It counts as a full round action to change a filter. Changing an oxygen tank takes 2 rounds. Oxygen tanks provide only 1 hour of air for small tanks, worn on the hip. Large tanks, worn on the back last for 4 hours. All tanks can be doubled up to provide double the amount of oxygen. Thus 2 small tanks provide 2 hours of oxygen, and 2 large tanks provide 8 hours of oxygen. These can also be used under water if needed and are much better for such uses than the underwater breather which is something of an emergency device.

Cred-Card
This item is pretty much used like a credit card, or more accurately as a debit card. It also contains various personal information and doubles as a drivers liscense/ID card, and contains medical records. A limited number of credits may be stored on a cred-card at a time. The limit is set by the bank. Hacking a cred-card to adjust the number of credits on the card requires a Computer Use check (DC 35). Failing the check automatically sets off the cards self-destruct device fusing the cards circuits rendering it useless. The bank is also capable of doing this remotely if a report about the card being stolen comes in.

Com-Unit
This is a head set is worn for communication purposes. In many ways this is just a bigger version of the Comlink in the Star Wars Players handbook, page 141. Additionally this is often installed into helmets. The range of a com-unit is 50 miles. However with a transceiver tower or two with in the 50 mile base range, the over all range doubles. So with 1 tower the range extend up to 100miles. If another tower is with in the 100 miles the range again doubles to 200 miles and so on. Satellite relay

stations allow for world wide communication as well, but require any com-units to have their frequencies set to a particular frequency.

Comp-Board (Datapad)
This item is described on page 141 in the Star Wars Players Handbook. This item works exactly like a Datapad, but is a bit larger, more along the size of a clip-board.

Comp-Board Memory Disk


This item is like a datacard but is a cd. These CD can hold up to 4 different specific pieces of information. Additionally the can provide additional storage space. Memory disks with programs cost an additional 100 zenny per program on the disk.

Electrobinoculars & Macrobinoculars


This item is described on page 141 & 142 in the Star Wars Players Handbook.

Battery (Energy Cell)


This item is described on page 141 in the Star Wars Players Handbook. Survival Pack (Field Kit) This item is described on page 141 in the Star Wars Players Handbook. Just substitute the items listed in the Field Kit for those used in this game.

Flight Suit
This item is described on page 142 in the Star Wars Players Handbook. This is mainly for the use of humans and cyborgs.

Flashlight (Glow Rod)


This item is described on page 142 in the Star Wars Players Handbook.

Grapple Spike Launcher


This item is described on page 142 in the Star Wars Players Handbook.

Hologram Projector (Holoprojector, personal)


This item is described on page 142 in the Star Wars Players Handbook.

Camcorder
This item is described on page 142 in the Star Wars Players Handbook. This item works in a similar manner as the holorecorder only this more along the lines of a digital camcorder. It can stor up to 200 hours of images as well, and can have the memory-disk changed to allow for further recording.

First Aid Kit (Medpack)


This item is described on page 142 in the Star Wars Players Handbook. This item works as a combination of both the medical kit and the medpack. This item is only useful on organic beings.

Power Cell (Power Pack)


This item is described on page 142 in the Star Wars Players Handbook.

Portable Scanner: Biologic


This is a portable scanner designed to scan for biological components. This portable scanner is a small hand held box with buttons and a screen that displays various data. The device can only scan for biological things, nothing else. Its search range includes pin-point scans up to 1ft in range, and area scans up to a 1mile area. Range is a factor in determining what is what specifically as well as any abnormalities like illnesses and physical defects, such things can only be determined on targets with in 3 yards of the scanner Standard versions provide a +2 equipment bonus to Scanner Use checks. There are mastercraft versions of this item, See the Sensor Pack for details on the increase in the bonus.

Portable Scanner: Mechanical


This portable scanner is designed to scan for the electromagnetic energy signatures of mechanical beings, (Robots, Androids and Reploids.) This scanner is programmed to distinguish different machines based upon the energy the produce or use. At long ranges not much information can be gotten besides what type is what. Anything more specific requires a pin point scan. Standard versions provide a +2 equipment bonus Scanner Use checks. There are mastercraft versions of this item, See the Sensor Pack for details on the increase in the bonus.

Portable Scanner: Data


This portable scanner is designed to scan computers and machines for specific data, and/or programs. This scanner is designed to pick out various sources of data, and track it. In this way hackers can be tracked, and hidden sleeper programs can be found. If this scanner had been used on the rookie hunter Double (in Megaman X 4) then the sleeper maverick program in him would have been detected. At long ranges data can be traced, and but programs can not be located, those require pin point scans. This scanner can not however detect viruses which are often programmed differently than data trails and other programs which they can often hide in or as. Standard versions provide a +2 equipment bonus Scanner Use checks. There are mastercraft versions of this item, See the Sensor Pack for details on the increase in the bonus.

Portable Scanner: Viral


This scanner is exactly like the Data Scanner but deals specifically with viruses. Note though that with the Sigma Virus normal scanners do not provide a bonus in detecting it. Only mastercraft scanners are able to use their bonuses.

Portable Scanner: Structure


This scanner is designed as a sort of portable X-Ray machine. This scanner is designed to scan objects and structures and provide a detailed schematic of the object or structure. The range of the scan is set of the size of the object. This scanner is helpful for navigating areas, defusing bombs, or finding out what is wrong with a damaged machine. Standard versions provide a +2 equipment bonus Scanner Use checks. There are mastercraft versions of this item, See the Sensor Pack for details on the increase in the bonus.

Portable Scanner: Multi Purpose


This scanner is designed to do everything that the other scanners can. This scanner is bulkier than the others but just as good. Standard versions provide a +2 equipment bonus Scanner Use checks. There are mastercraft versions of this item, See the Sensor Pack for details on the increase in the bonus.

Security Kit
This item is described on page 143 in the Star Wars Players Handbook.

Surgical Tools
This item is described on page 143 in the Star Wars Players Handbook.

Tool Kit
This item is described on page 143 in the Star Wars Players Handbook.

Repair Kit (Race Specific)


This item is essentially a specially designed set of tools and devices for repairing damage to a Robot, Android, or Reploid Since each often has their own unique systems and structure it requires special tools to mix anything damaged. A standard set of tools for a specific race (Robot, Android, And Reploid only) acts as a First Aid kit for that race. For details on this see page 142 in the Star Wars Players Handbook, specifically the Medpac. Repair kits can only effect temporary repairs until the person can auto-regenerate any damage done to them, or can be physically repaired by a trained professional.

Services
Basically the services listed in the Star Wars Players Handbook are the same in this game. However Bacta treatment is called Nano-recovery treatment. The cost for this is the same as well.

COMBAT
If youre planning on mixing it up with some maverick make sure you know what youre doing.
Combat is pretty much the same as it is in the Star Wars RPG. So there are no changes or additions to the rules regarding combat and any other situations. Except for one little thing.

Charged Shots
Charging shots is a full round attack action made at the characters highest base attack bonus, plus any modifiers. For each round that a weapons shot is charged the weapon gains a + 1d of its damage type. So for a plasma cannon it would gain a +1d8 to its damage for 1 round of charging. A weapon can only be charged up to 2 stages, (or a +2d to damage). The charge can be held as long as the person is able to (if hit make a reflex save, DC 15, if failed the charge is lost). How it works in combat is if you charge for 2 rounds you then fire the shot off in the 3 rd round. Additionally the shot affects an area rather than a single target. The single round of charging will fire off a shot that affects a 10ft area, 2 rounds of charging will affect a 15ft area. Each charge level doubles or triples the ammo depletion of the weapon, so if you have only 8 shots with a plasma cannon, a fully charged shot will drain 3 points of energy from the weapon. Critical hits are different for these weapons as well. The bonus gained form charging does not increase the total adjusted damage for a critical hit. So with the plasma cannon, on a critical it would do

6d8 points of damage, but if its charged it would do 6d8+2d8. The bonus to damage form charging is not calculated into the total damage of the weapon until after it is rolled. Charge shots allow for a Reflex save for half damage. Those that do not have the Charged Shot feat take a penalty to hit when firig the weapon, this is do to the kick back of the weapon. Users are at a -4 to hit due to this. If not proficient with the weapon the penalty increases to a -8.

VEHICLES
Being a Maverick Hunter has got its ups and downs. On the upside we get access to tons of vehicles. On the downside it takes a month to requisition one for personal use.
The Megaman X Era and the Megaman Era both petty much have the same thing in terms of vehicles to a degree. In the Megaman Era of play Rider armor units havent been created yet, neither have combat jet bikes. However other vehicles are useable. In the Star Wars Players Handbook all speeders are usable. Speeder bikes are also usable but generally refered to as jet bikes. In addition to these hovercraft vehicles (which will need name changes for the game) there are normal ground based vehicles. Essentially take the stats for a speeder, alter the class form speeder (or hovercraft in the case of this game) to that of a car, or a truck. With a truck increase the cargo capacity by an additional 10-20 kgs, and cut the max velocity in half. Additionally cut the vehicles cost to buy in half as well. These things are easier to make than a hovercraft. Its in the Megaman X era where these old fasioned ground vehicles are no longer really used except for heavy transporting. Its in this era that Rider armors are available. Also here is a short little rule about piloting rider units under curtain circumstances. Pilot skill checks are used in the place of normal skill checks, like to escape a grapple you would normally make an Escape Artist check, instead while in this rider you make a pilot check. . However for feats of strength or the use of skills that require the use of strength use the pilots piloting skill ranks + the riders Strength modifier for these checks. The pilot does tire from making repetitive motions with the controls but the effects of fatigue take 3x longer to set in.

Rider Armors
Rider armors are massive robotic units that require a pilot to operate. Riders have a humanoid shaped appearance often with 2 arms, a large torso, a cockpit on top, and of course a good pair of sturdy legs. There are several different versions. Most common versions are for heavy construction work, mining, deep sea exploration, heavy cargo moving. Even with these versions its illegal to operate one with out a license, and its illegal to transport a Rider simply by walking around with it, transporting requires a truck with a flat bed. Rider armors are considered huge machines. On top of the models allowed to be used in the civilian world, there are some that are only available to the military and the maverick hunters. These versions are outfitted with weapons, and are designed to take more of a beating. Below are listed the different civilian versions first, followed by the military versions.

All-Purpose Heavy Work Unit, (AP-HW Unit)


Civilian Rider (Treaded 1 Crew Ground Unit) Huge (10ft tall, 14ft long, Initiative +2 (-2 size, +4 crew) Size: 8ft wide, 26 tons.) None +2 (-2 size, +4 crew) Passengers: Maneuver 20lbs 13 (-2 size,+5 armor) Cargo Capacity: Defense 30ft Speed: Shield Points 0 90 (DR 5) Maximum Velocity: 50mph Hull Points 50,000 new, 25,000 used Cost: The AP-HW is designed for various capabilities. It has large hydrolic Description: arms and specially designed clamping claws for lifting objects weighing in as much as 10 tons. (Lifting an object counts as a full round action.) Additionally the lifting claws can be removed and other tools can be placed on the arms. A large shovel can be attached to both the arms to turn the unit into a bulldozer. (Changing appendages takes a full hour to complete.) The unit also can also be out fitted for underwater operation and can have laser welding torches added. (Upgrading for deep sea use costs another 50,000 zenny. The welding will cost an additional 1,000 zenny it has a max range of 20ft, and does 2d8 points of damage per round of use. The torch reduces the effectiveness of DR and/or hardness ratings by .) Class: With the lifting claws the pilot can make punch like attacks that do 2d10+20 points of damage and has a reach of 10ft. But the AP-HW is not made for these specific actions and the pilot is at a -4 to hit each time. Additionally though as a treaded vehicle, rather than moving about with legs, it is faster and can make charging attacks. AP-HW is at a +4 to its defense when defending against charge attacks due to its low center of gravity and bulk. The AP-HW gets a +4 its charge attacks if it is configured to be a bulldozer. The AP-HW dos double damage when performing a charge attack. (Can only make charging attacks or attempt to crush some one under the huge shovel when configured as a bull dozer. Additionally the Shovel provides a boost in DR from any attacks directed from directly in front of the shovel. (DR for in front of the AP-HW or the direction it is facing, increases by 2 points.) The AP-HW is sort of like a giant Gorilla with tractor treads. Its upper body can rotate 360 degrees and has an internal reinforced pilots compartment. The AP-HW has thick armor designed to protect the pilot from falling debris, or any other form of harm. The arms are capable of lifting an object that weights 10 tons directly over the canopy of the pilots compartment with ease and hold it there, and move about with out dropping it. Objects that weight more than 10 tons or are huge sized or bigger require 2 of these to lift and move. The pilots compartment is also capable of rotating to face in the direction that either the arms are facing or that the treads are facing. Cameras and sensors provide the pilot with detailed information on their surroundings with a 300 degree view in the cockpit. Including

Appearance:

Others:

what is directly above them. The pilot enters from the back of the Rider. The Rider itself weighs in at 6tons with its claws, and 8 tons with the shovel. It is possible for there to be other attachments for this Rider. Many companies out fit these with Robot pilots and have an Android, or Reploid Robot Master over see their use. This is often used when moving large containers that would require the use of more than 1 APHW. Additionally some units that have been stolen in the past have been retro fitted to have weapons added to them. This is possible but requires that someone know their way around electronics and weapons, not to mention the mechanics of an AP-HW. This rider can have up to 8 small weapons mounted on it, 6 Medium weapons or 4 Large weapons. It is not capable of holding any weapons. This unit occupies an area 3 squares long, and 2 wide.

Civil Defender Unit, (Often called a CDU)


Civilian Rider 1 Crew (Humanoid ground unit.) Large (9ft tall, 5ft long at Initiative +3 (-1 size, +4 crew) Size: the shoulders, 4ft long front to back, 8 tons) None +3 (-1 size, +4 crew) Passengers: Maneuver 10lbs 14* (-1 size, +5 armor) Cargo Capacity: Defense 20ft 0 Speed: Shield Points 20, (DR 5) Maximum Velocity: None Hull Points 30,000 new, 15,000 used Cost: The CDU is a civilian home protection rider armor. These riders are Description: often found in the use of protecting private estates, malls and so on. Local civilian law enforcement also uses these along with special Police grade units with additional armor and weapons. (Police unit: Shield Points: 10, DR 5) These units have an effective Strength score of 20. Punch attacks are possible with these unites, punches inflict 2d10 plus Strength Mod. (Kicking is not possible.) The CDU is also capable of jumping with the aid of small boosters located on the back. When Jumping using the armor use the characters Pilot Skill check to in the place of a Jump check. The boosters are used automatically and provide a +2 bonus to these checks. The CDU can jump with out the jets but not as easily. The CDU is also out fitted with arms and hands for grabbing or grappling. While weapons can be mounted onto the unit, it can hold 1 medium or large weapon in each hand. The pilot can then fire these weapons as needed. (Police versions, specifically with the SWAT units often replace one arm with a hydraulic ram. This does an additional1d10 points of damage but can not be used to grab or grapple with, the pilot is at a -4 to any grapple checks made with only 1 arm.) The CDUs are often also used by private security forces and if they can get their hands on one, gangs. Being in the cockpit of the CDU provides either 3/4th cover if there is no canopy, and full cover for canopy versions. This only deals with attacks that specifically target the pilot and not the CDU. This unit is also used by the military for urban combat due to its small size allowing it to go Class:

places where their much more larger rider units can not go. (Military unit: Shield Points: 15, DR 5.) Pilot skill checks are used in the place of normal skill checks, like to escape a grapple you would normally make an Escape Artist check, instead while in this rider you make a pilot check. . However for feats of strength or the use of skills that require the use of strength use the pilots piloting skill ranks + the riders Strength modifier for these checks. The pilot does tire form making repetitive motions with the controls but the effects of fatigue take 3x longer to set in. The CDU is what you could consider a standard mass produced Appearance: version of the one rider armor used in the Megaman X games that punches. It has 2 legs, 2 arms, and hands of course. Its main body is often rounded a bit with an open cockpit on the top for the pilot. Some versions have a damage resistant canopy that closes over the cockpit, mostly for human pilots. This is a fairly versatile Rider capable of being out fitted for various Others: uses. This unit is capable of being out fitted with weapons. It has a set number of places for mounted weapons, only 1 Small or Medium weapon can be mounted on each arm. 2 Medium weapons can be mounted on the shoulders next to the cockpit. Large Weapons can be mounted but take the place of an arm, alternatively medium weapons can be used for this as well. (2 large weapons can be fire linked and take the place of 1 arm each. If both arms are removed for large or medium weapons the only paired weapons can be fire linked.) It is illegal for civilian models to have any mounted weapons but are allowed to have 1 replacement weapon for an arm. Military unites are allowed to have multiple weapon placements. This unit occupies a single square. *Add the pilots Dexterity Modifier to this total.

Civilian Multi-Sport Rider (MS-R)


Sports Rider (Humanoid Crew 1 ground unit.) Huge (12-13ft tall, 5ft +2 (-2 size, +4 crew) Size: Initiative long front to back, 8ft long at the shoulders, 13 tons) None +2 (-2 size, +4 crew) Passengers: Maneuver 20lbs 14* (-1 size, +5 armor) Cargo Capacity: Defense 30ft 10 (DR 5) Speed: Shield Points 50 (DR 5) Maximum Velocity: 60mph Hull Points Not available for sale to Cost: the public, to a sports team new: 60,000, used: 30,000. This rider is a very humanoid looking rider It cockpit is internal and Description: has a camera/head mount. These units are often outfitted with various devices for different sports. Grapple units for grappler games often boast increased strength (10,000 zenny per +1 to strength). Then there are the race units which often have rollers built into their feet for high Class:

Appearance:

Others:

speed travel (+15,000 to the base cost for wheels, doubles maximum velocity. 20,000 zenny to increase maximum velocity by 10 mph, and normal speed by 1 point). Other units have advanced targeting systems (15,000 zenny per +1 to hit with ranged attack rolls) for passing a magball. Some units also are outfitted with jump-jets to allow the rider to jump (+2 to pilot skill rolls to jump). These machines are often sometimes out fitted with weapons that fire nonlethal paint rounds or rubber bullets to increase the tension. After all its one thing to play a game like foot ball in a 12ft tall robotic suit, its another when the field is a mile or two long, has obstacles and both teams can shot at each other to temporarily disable opponents. These machines allow a character to function as if they were a Huge sized being more or less. These riders have a base Strength of 25. Dexterity is that of the pilots. These riders are also capable of making punch attacks that do 3d10 + the riders Strength Modifier in damage. All of these units are designed to be able to enter into an oxygen less environment like under water or space. The units normally filter in air form outside but in an emergency will automatically switch to stored oxygen reserves which will last a pilot about 2 hours, unless extra tanks are added for prolonged activities in an oxygen less environment. Pilot skill checks are used in the place of normal skill checks, like to escape a grapple you would normally make an Escape Artist check, instead while in this rider you make a pilot check. However for feats of strength or the use of skills that require the use of strength use the pilots piloting skill ranks + the riders Strength modifier for these checks. The pilot does tire form making repetitive motions with the controls but the effects of fatigue take 3x longer to set in. These units are fairly humanoid looking having arms, legs, hands and a head. The cockpit for the rider is inside the hest area. The upper part of the body, where the head/main camera is located flips open to revel the cockpit. It has fairly cramped quarters and only enough room behind the seat to stow any gear that may be needed, often including diving gear and first aid kits. These units are meant only to be used in sports. These riders are designed to take a beating and to keep coming. Shields are used in these riders as added protection for the pilots. Pilots intern are often gain bonus points on how much energy their shields have left at the end of the game. The best pilots of course rarely take any damage directly to their hulls, but it happens. Reducing a Sports riders hull points to 0 will not destroy it, but will shut it down, that is if nonlethal ammunition is used. Stolen units are easy to out fit. Sports riders can have 4 medium weapons mounted on them and only 2 large weapons mounted. These machines can easily use hand held weapons as well as having a weapon replace part of an arm, namely the lower half. It is illegal for anyone out side of a sport to own one of these, those that do have obtained permits to do so (a permit take about 1 month to process and the units systems must be down graded to allow for movement only. A repair check DC 20 can take care of that, but to make the unit fully operational again has a DC of 25.) On the bright

side the designs and specs for these units are not available for military use. The unit occupies 2 squares.

MILITARY GRADE RIDERS


Even though some of the civilian models can be outfitted for military use the ones below are only available to the military.

Hawk Rider Unit (HRU)


Class: Military ground to air unit. (Humanoid ground & Air unit) Huge (12-13ft tall, 5ft long front to back [with thrusters extended its 10ft], 8ft long at the shoulders, 13 tons) None Crew 1

Size:

Initiative

+2 (-2 size, +4 crew)

Passengers:

Maneuver

Cargo Capacity: Speed: Maximum Velocity: Cost: Description:

10lbs. Defense 20ft Shield Points (In flight), 150mph Hull Points Not for sale. Illegal to own. This is a multi purpose rider unit. It is designed to be used in land combat and for air combat. It has no canopy for the pilot although models do exist with canopies. These units come equipped with a single arm with a hand, often the left arm, and 1 heavy plasma cannon on the other arm. This weapon can easily be replaced with a quick fire missile launcher system that fires small mini missiles which it has an abundance of. Due to its flight systems there is little room to mount weapons on the unit and such things are limited to what can be held in the units one hand or the arm itself can be completely replaced. (Pilot checks to jump are not needed due to the heavy thrusters on the back of the rider that provide flight and hover capabilities.) The unit can remain in flight for 1 hour before its engines need to cool for 1 hour. Going into flight counts as a standard action. The unit does come with an ejection seat. These riders have a base Strength of 25. Dexterity is that of the pilots. These riders are also capable of making punch attacks that do 3d10 + the riders Strength Modifier in damage. Additionally they are outfitted with oxygen tanks for high altitudes. (The rider can reach a 4,000ft altitude if an open cockpit unit, it can reach 8,000ft if a closed cockpit unit.) The oxygen tank can last for 2

On Land:+2 (-2 size, +4 crew) In Air: +4 :+2 (-2 size, +4 crew, +2 Equipment) 14* (-1 size, +5 armor) 10 (DR 5) 60 (DR 5)

Appearance:

Others:

Weapon:
Damage:

Weapon:
Damage:

hours of continued use. This unit is a humanoid unit with thruster like wings on the back. These wings flip up when they are activated, which happens the second the button is pressed. The rider has a few maneuvering thrusters located at key positions on the main body and legs. It has 1 humanoid arm and hand, and 1 variable weapon arm. This unit can not have many mounted weapons on its main body. It can have only 2 small weapons mounted onto it, or 2 medium weapons if the other arm is removed. The variable arm can not be removed, but special interchangeable weapons can be used. The missiles for this weapon are about foot long and only have a diameter of 1 & inches. The unit occupies a 4 square area. Heavy Plasma Cannon Attack Bonus: +2 (-2 size, +2 crew, +2 fire control) 4d10 300ft. Range: Mini Missile Launcher Attack Bonus: +2 (-2 size, +2 crew, +2 fire control) 4d6+1 (20 rounds) Marginal (+5) (Has a Missile blast area of 10ft) Quality:

Frog Rider Unit (FRU)


Class: Military ground to sea unit. (Humanoid ground & water unit) Huge (12-13ft tall, 5ft long front to back, 8ft long at the shoulders, 13 tons) None Crew 1

Size:

Initiative

+2 (-2 size, +4 crew)

Passengers:

Maneuver

10lbs. Cargo Capacity: Defense 20ft Speed: Shield Points Maximum Velocity: (Under water only) Hull Points effective speed of 100mph Not for Sale. Illegal to Cost: own. These units are capable of being used on the land and in the water. It Description: has 2 large turbines that provide power for its propellers and is quite maneuverable. The unit is specifically equipped with mini torpedoes for underwater and mini missiles for the land. It has no arms in their places are the turbines and the weapons. The unit is designed to with stand deep sea pressures of up to 5 miles deep. It has a small cockpit with little room for much else. It can operate underwater for 6 hours on its oxygen storage tanks, and can float on the surface of the water via it ballast tank. The cockpit can eject and has an emergency oxygen tank (1 hour of use), and Kevlar float ring that carries the

On Land:+2 (-2 size, +4 crew) Under Water: +4 :+2 (2 size, +4 crew, +2 Equipment) 14* (-1 size, +5 armor) 0 70 (DR 6)

Appearance:

Others:

Weapon:
Damage:

Weapon:
Damage:

cockpit to the surface. This unit has a large set of legs and a main body that are humanoid. In the place of its arms are its turbines, ballasts, and weapons. The turbines are can rotate 360 degrees to allow for quick travel in any direction. The legs are designed for added stability and shock absorbing for quick descents that would normally damage the legs of the unit. Both turbines have ballasts that allow the rider to surface and float on top of the water like a submarine. It has 2 different weapon systems. The first is its land based missile system, which it has a specific firing port for these. They can be fired underwater but ranged is reduced by 3/4ths it normal. The second weapon system is specifically for underwater. Its torpedoes also have their own firing port. These can be fired on land but their range is only 20ft, unless fired into the water, in which case range is normal. The unit occupies 2 squares. This unit can not have any mounted weapons. It already has a great degree of versatility and often acts as an anti air craft unit. Fire linked Mini Torpedo Attack Bonus: +2 (-2 size, +2 crew, Launchers +2 fire control) 4d6x2 +2 (40 rounds,20 Marginal (+5) (Has a Torpedo per launcher. 1 shot uses Quality: blast area of 10ft) 2 torpedoes.) Fire Linked Mini Missile Attack Bonus: +2 (-2 size, +2 crew, Launcher +2 fire control) 4d6x2 +2 (40 rounds,20 Marginal (+5) (Has a Missile per launcher. 1 shot uses Quality: blast area of 10ft) 2 missiles.)

Goliath Heavy Artillery Rider Unit (GHARU)


Class: Military ground artillery unit. (Treaded ground unit.) Gargantuan (20ft tall, 35ft long, 20ft wide, 65 tons) 10 troops, 3 rider pilots 60tons.** Crew 3

Size:

Initiative

+0 (-4 size, +4 crew)

Passengers: Cargo Capacity:

Maneuver Defense

20ft Speed: Shield Points Maximum Velocity: 60mph Hull Points Not for sale. Illegal to Cost: own. This mammoth vehicle is strictly a land based vehicle and requires Description: special modes of transportation to get to places over seas and such. The vehicle is so large that it takes up an entire 2 lane street and still be able to turn corners. These machines however are rarely deployed into rural areas do to their size. The rider can run over targets (often killing them instantly), targets get to make a reflex save (out lined in the Star Wars Players handbook, Chapter 12, Page 289 Under Damage from falling objects) under the rules for falling objects. The

+0 (-4 size, +4 crew) 16* (-4 size, +10 armor) 0 160 (DR 15)

Appearance:

Others:

vehicle has 2 mammoth plasma cannons mounted on its back. The cannons are on a large turret that can pivot to fire in all directions, however the vehicle can not move when firing and must use its stability anchors to keep it from moving when firing. (When firing the main cannons the ship must activate its anchors. This counts as a move equivalent action. When like this, the vehicle can not move or be moved as the anchors are hammered deep into the ground. When like this the vehicle can not avoid being hit. The Gunner of the main cannons can attack without penalty with those weapons. On the other hand if the anchors are not set when firing the main cannons the vehicle will be thrown a number of feet in the opposite directing that the cannons were fired. The vehicle is not knocked over however. The number of feet it is moved is equal to the damage of the shot fired, regardless if it hits or misses its target. This small mobile fortress is often used as a mobile command center due to its size and various equipment. This rider is more of a tank than an actual rider unit. However it still has a some what humanoid look to it. Its massive main body of course makes up the most of the vehicle but it does have turreted area that is for the main cannons and Gunner. The section is located at the center of the body and looks like a much larger form of the upper part of the hawk rider unit with only a few exceptions. It has a protective canopy that does not open. The cockpit for this area allows for the gunner to be able to stand up, it has a single chair and a small lift to take the gunner below deck into the main section. The arms on this thing are not arms but are 2 massive plasma cannons designed for volley firing or a single powerful charged shot. It has a section for carrying 10 troops of up to large in size, as well as weapon storage lockers. On the back of the unit is a rider carrier for holding 3 large or 2 huge rider armors to support this one. This vehicle is considered to be a rider due to the fact that only 1 person can operate the entire thing. Normally it would take 3 people to properly operate this unit, but the person in the Main Cannon section can in an emergency seal off the gunner section and take control of the vehicle. The unit does have internal anti personnel counter measures incase it is invaded. The gunner can pump the vehicle with special gas designed to effect both humans, robots, androids, and reploids. (All must make a fortitude save DC 18 per round exposed to the gas unless they have gas masks if they are human, or are in a sealed suit of some sort.) **, Does not include equipment, additional riders and personnel. The vehicle is equipped with powerful multi function Sensors & Scanners (+4 to any skill checks). It has satellite communication allowing for communication to anyone on the globe, and it is equipped with a Tactical Beaming System, for teleporting personnel equipped with transponders into enemy territory, (this is often reserved for special forces and maverick hunters. See GM section for details on the Tactical Beaming System.) This unit also can not have additional weapon mounted onto it. Instead it has a total of 6 weapon ports where a person can fire at targets out side of the vehicle with their own weapons (2 on the sides, next to the hatches and 2 in the back on

Weapon:
Damage:

Weapon:

Damage:

Weapon:
Damage:

of the vehicle next to the rider storage section.) In addition to being able to hold rider armors it can carry 2 jet bikes inside of it along with all other personel. The unit occupies a space 7 squares long, and 4 squares wide. Huge Artillery Plasma Attack Bonus: +4 (-4 size, +4 crew, Cannons, (Fire-linked, +4 fire control) turreted 360 degree) 5d10x2 each (2 shots per Range: Each cannon has a round), Twin Charged firing range of 4 miles Plasma shot: 5d10x6 and can target objects (both cannons fired at and things at those once, it takes 1 round to ranges as well. A charge, and 1 to fire. Can single shot effects a only be done 3 times in a 30ft area. A charged row before the reactor shot has an 8 mile auto shuts down from range and effects a 60ft over heating and no shots area. can be fired for 1 hour.) 4 Antipersonnel Laser Attack Bonus: +4 (-4 size, +4 crew, Cannons, (1 front firing +4 fire control) arc next to cockpit, 2 to the upper sides left & righ firing arc respective, 1 on the back firing arc next to an upper hatch.) 2d10 each 300ft Range: Grenade Launchers, (2 Attack Bonus: +4 (-4 size, +4 crew, launchers: 1 to the front +4 fire control) and 1 to the back) 4d6+1 (alternative 60ft, (10ft area) Range: grenades can be loaded into the launcher. Ammo is dependent upon what is on board. Each launcher can hold 3 grenades before needing to be reloaded.)

Titan Assault Rider Mecha (TARM)


Class: Military ground assault unit. (Humanoid ground unit.) Colossal (40ft tall, 15ft long at the shoulders, 10ft wide chest to back, 80 tons) 1 in an emergancy 1ton. 20ft Crew 1

Size:

Initiative

-4 (-8 size, +4 crew)

Passengers: Cargo Capacity: Speed:

Maneuver Defense Shield Points

-4 (-8 size, +4 crew) 12 (-8 size, +10 armor) 0

180 (DR 15) Maximum Velocity: 60mph Hull Points Not for sale. Illegal to Cost: own. This mammoth machine is like a classic giant robot from anime that Description: requires a pilot. Often these riders have a robot, android or reploid wired in to be a permanent pilot for the machine. These things are siege weapons designed to combat other like unites and to bust down defensive barriers with brute force. These things are nightmares to fight against do to the amount of punishment they can take and dish out. The units are like most other rider armors only much, much larger. They are capable of making punch attacks and can trample people (see Star Wars Players handbook, Chapter 12, Page 289 Under Damage from falling objects for damage for being trampled.) Its punches can do a massive 6d10x2 points of damage. It can lift an approximate 60tons. On top of its impressive strength is its in built weapons. The vehicle has 2 heavy plasma cannons, 2 rapid fire twin laser cannons, and 2 missile launchers. The plasma cannons are located in the chest and some times the head, the twin laser cannons are located in the arms, and the missile launchers are on the back, and pop up over a shoulder to fire. The machine can operate under water and in zero gravity. The unit has oxygen tanks that provide enough oxygen for a pilot to remain active for 3-4 days. These riders often resemble giant humanoids. The cockpit is located Appearance: with in the main body of the machine where the pilot is safe from any harm. The cockpit along with the storage unit (often containing emergency supplies and equipment) is ejected out of the back of the unit if it sustains more damage than it can handle. This ejection system is similar to that of the Frog Rider, but much larger. Often at times the storage unit (that can hold 1 ton of extra supplies and equipment), is loaded with enough food to last a month, flares, GPS tracking, weapons & ammo, a small motor (if in the water), heating & cooking supplies and so on. The unit is often packed with everything a person would need to survive. As a whole unit, the rider has satellite communications, if the cockpit Others: is ejected this is lost. The unit can not have additional weapons mounted onto it. A vast amount of its power is already diverted to onboard weapons along with many other systems. The pilot can make attempts to grab targets, or moving targets in the case of some opponents. Grabbing a target requires a normal roll to hit, only there is no strength check to maintain a grapple against a target that is much smaller than this. Targets smaller than Huge get to make a reflex save any time this type of attack is attempted. The unit can hold up to a large sized object in one hand, beyond that it requires both hands to grab. The unit occupies a space 2 squares long and 3 squares wide. Plasma Cannons (2) Attack Bonus: +0 (-8 size, +4 crew, Weapon: (Front Firing Arc) +4 fire control) 6d10 900ft Damage: Range: Twin Laser Cannons (2) Attack Bonus: +0 (-8 size, +4 crew, Weapon: (Firing arc is dependent +4 fire control) upon where the arm is

Damage:

Weapon:

Damage:

pointing.) 4d10 each Missile Launchers (2) (Fired from back mounted launchers, can fire directly back, up, or to the front.) 9d10x2 (5 missiles per launcher)

Range: Attack Bonus:

300ft +0 (-8 size, +4 crew, +4 fire control)

Missile Quality:

Good (+15), (Blast effects a 30ft area)

Fire-Linked Weapons
Fire linked weapons are 2 or more weapons that are fired at the same time. The rules governing fire linked weapons are listed in the Star Wars Players Handbook, Chapter 11, Page 214.

Missiles
Information regarding missiles is also found in the Star Wars Players Handbook, Chapter 11, Page 214. Mini Missiles are a bit different than normal ones. The speed is unchanged for these, however their fuel is much lower than a normal missile and can only track a target for 3 rounds rather than 6. Mini torpedoes are the same but can only track a target while in the water. They still move at a rate of 9 squares per round.

Aircraft & Starships


Both of these things exist in the Megaman & Megaman X settings. Use the rules for in the Star Wars Players handbook, Chapter 12, starting on Page 203 regarding air craft and space ships. Alter and use whats in there to suit your needs in a game. For example if you need a commercial 747 airplane you would most likely want to use an air speeder of some sort as the basis for this, something that is huge to gargantuan in size. For s space colony you could use the basic stats for a Star Destroyer only to kind of help flesh out how many people it can hold and such things. There are other Star Wars books out there that you can easily use to help you to flesh out any additional vehicles and such beyond just rider armor units. The ones used by Megaman X and Zero are the military grade ones. I listed some civilian ones to help add some flavor to the game.

Rider Weapons
Some riders do have special weapons, namely the Sport Rider. Below is a list of weapons available to the Sport Rider as hand held weapons and a few that can be mounted. Rider specific weapons are often a bit bigger than normal sized ones. For example, with a Huge rider what a medium sized human would consider a large weapon would in fact be a small weapon for the rider. As such they need their own special weapons to carry around. These weapons often have a built in generator that provides enough power for 500 shots to be fired, and it requires a full day to completely restore that depleted energy. Below is a chart that will hopefully help you to see what can and can not be used on a Rider. The first half goes through the different normal human sized weapons, the second half goes through the Rider weapons. An O depicts if the size class for that weapon can use it properly and an X depicts that it can not use it at all. Remember that he Normal Weapons are those used by human sized things, while the Rider Weapons are those used by things much larger than a Human, which some robots, androids, and reploids are.

Normal Weapons Small Medium Large

Small Humanoid O O X

Medium Humanoid O O O

Large X O O

Huge X X O

Gargantuan X X X

Colossal X X X

Rider Weapons Small Medium Large

Medium Humanoid O X X

Large O O O

Huge X O O

Gargantuan X X O

Colossal X X X

Now here is a list of some Rider weapons that can be used. I have not listed some things like weight as it would be way to much of a pain to figure out. The size of the weapon is per that of a rider, and as such are much larger than normal weapons. Additionally these weapons do not have criticals just like any other vehicle weapon. The weapons groups however remain the same. Weapon Longsword E-Blade Club/Baton Mace Elec-Baton Cost 16,000 100,000 10,000 60,000 10,000 Damage Reach Bonus 3d8 +10ft 3d10 +7ft 2d8 +5ft 2d8 +5ft 2d8 +5ft Stun ----------------DC16 Type Slashing Energy Bludgeoning Bludgeoning Bludgeoning Size Group M S S S S Simple Exotic Simple Simple Simple

Ranged Weapons
Weapon
Laser Pistol Laser Rifle Heavy LP Heavy LR Beam Rifle Plasma Cannon Repeating Laser Cannon Missile Launcher

Cost 50,000 80,000 75,000 100,000 150,000 300,000 300,000 800,000 (5,000 per missile, +1,000 per grade above marginal)

Damage 3d10 3d10 4d10 4d10 4d10x2 6d10 6d10 9d10x2

Range 600ft 1200ft 300ft 600ft 2 miles 600ft 900ft Depends on the missile grade.

Ammo
300 500 350 500 50 250 1,000 5 missiles

Type
Energy Energy Energy Energy Energy Energy Energy See Entry

Size S M M M L M L L

Group Blaster Pistols Blaster Rifles Blaster Pistols Blaster Rifles Blaster Rifles Exotic Heavy Heavy

As I said before that these weapons are mainly for use with Riders. However as I also stated, some Robots, Androids, and Reploids are much bigger than other normal ones. Most rarely rely on these weapons, unless their looking to integrate a new weapon into their bodies. Sigma is a prime example of this.

CYBERNETICS & BIONICS


Alia here. You know reploids arent the only ones who can be mechanically inclined so to speak. Sometimes humans get hurt and need a mechanical part to replace a part of their body that they have lost, like a leg or an arm.

Lets face it, sometimes being a human just isnt a good thing. They can be hurt easily, if they loose a limb its often not easy to reattach it, but it is possible to replace it. As you know there are 2 races listed at the beginning called Humans and Cyborgs. Essentially this concept of becoming a different race is sort of like a human becoming a vampire in D&Dsort of. Essentially when a character gains a Cybernetic limb they arent really called a cyborg. Once a person has obtained at least 2 major cybernetic parts and at least 2 bionic parts they are considered to be a cyborg. The Cyborg racial class is for a character starting as a Cyborg rather than eventually being made into one. Cyborgs loose their human Skill bonus at each level. Instead they gain benefits supplied through cybernetic and bionic parts. Characters starting out as Cyborgs are not really restricted in what cybernetics they can choose during creation, but are still restricted in how many parts they can have added to their body. After all the human body can only take so much trauma and changes to it. In cybernetics there are 3 grades. The 3 grades are: Simple, Complex, and Advanced. Cybernetics are outer replacements. Namely they are artificial arms, legs and such. When enough of these are gained, namely when all of the persons arms, legs and at least 80-85% of their main body is replaced by cybernetics the person is called a full cyborg since there is very little of the human part left. Bionics are internal additions that enhance upon the person or are used to take the place of missing or damaged internal organs. In bionics there are 3 grades as well: Simple, Complex, and Advanced.

Cybernetics
Below are listed the different types of cybernetics that can be gained. Each is listed in a set dependent upon what is being replaced. With in each set are the different groups and what changes are made dependent upon the grade. Descriptions of the limbs will be given later, along with additional info on the different grades. If a type of limb or something does not have any sort of ability bonus listed then its equal to the characters base Strength Score. The bonuses listed do not stack with 2 limbs, if you have 2 battler arms you do not get 2 bonuses (1 for each arm). Instead you make use of only 1 set of bonuses which applies for both limbs. The bonuses only deal with actions taken with that limb. Some arms

provide a +0.5 bonus rather than a +1, this is only for 1 limb, with another limb the bonus increases stakes with the others. So with 2 advanced arms that provide a +1.5 the character would have a +3 bonus. Legs are different and their bonuses do stack when it comes to speed, however other bonuses only apply when there is 1 leg and other bonuses when the person has 2 limbs.

Arms
Type Cosmetic DR Capabilities Bonus 0.5 This limb can pass for a normal limb. Grade Changes Simple: -2 to bluff, disguise skill checks made. Complex: -1 to bluff, disguise skill checks made. Advanced: No penalties. Simple: Only a Tiny object can be used. Complex: A Tiny to small sized object can be used. Advanced: A tiny to Medium sized object can be used. Cost Simple: 10,000 Complex: 25,000 Advanced: 50,000

Adaptive

0.5

Reflexive

0.5

This limb is obviously mechanical. The hand is removable allowing for various tools and such to be used in the place of a hand held object, such objects can not be dropped. The hand is fully functional. A very flexible and quick reacting limb. This arm is obviously cybernetic but is fairly normal looking.

Simple: 10,000 Complex: 25,000 Advanced: 50,000


Add 500 to each item that is to be used as part of this.

Hardened

0.5

A durable and strong arm. This arm is obviously cybernetic but is fairly normal looking, only a bit bulkier.

Armored

1-3

This arm is designed to resist a great deal of damage. This limb is as bulky as the hardened

Simple: +0.5 to all skills and actions that rely on the characters Dexterity in the arms. Complex: +1 to all skills and actions that rely on the characters Dexterity in the arms. Advanced: +1.5 to all skills and actions that rely on the characters Dexterity in the arms. Simple: +0.5 to all skills and actions that rely on the characters Strength in the arms. Complex: +1 to all skills and actions that rely on the characters Strength in the arms. Advanced: +1.5 to all skills and actions that rely on the characters Strength in the arms. Simple: +0.5 to all skills and actions that rely on the characters Strength in the arms. (1 DR)

Simple: 30,000 Complex: 60,000 Advanced: 90,000

Simple: 40,000 Complex: 80,000 Advanced: 100,000

Simple: 50,000 Complex: 100,000 Advanced: 200,000

limb but has thick armor plating.

Battler

This is an all around good arm designed to be able to be used in various combat situations.

Integration

This is a techno-organic arm capable of allowing a person to have internal weapons, (like Megamans X-Buster) built into it. The arm reconfigures itself for any weapons. These arms are also fairly realistic looking as well.

Complex: +1 to all skills and actions that rely on the characters Strength in the arms. (2 DR) Advanced: +1.5 to all skills and actions that rely on the characters Strength in the arms. (3 DR) Simple: Unarmed Attacks with this limb do an additional +1d4 points of damage. Complex: Unarmed Attacks with this limb do an additional +2d4 points of damage. Advanced: Unarmed Attacks with this limb do an additional +3d4 points of damage. Simple: The character can have small sized weapons, melee and ranged weapons added into the arm. The arm has a micro-generator that provides a maximum of 200 shots to be fired. It takes 4 hours to recharge its energy cells. (No Exotic weapons.) Complex: The character can have Medium sized weapons, melee and ranged added into the arm. The arm has a micro-generator that provides a maximum of 200 shots to be fired. It takes 4 hours to recharge its energy cells. (No Exotic weapons.) Advanced: Just like the complex arm only Exotic weapons may be used. The Maximum number of shots is also 200.

Simple: 50,000 Complex: 100,000 Advanced: 200,000

Simple: 100,000 Complex: 200,000 Advanced: 400,000


These arms are controlled items and only Simple ones may be legally owned, weapons can be integrated into the unit so long as the person with the arm has permit for a weapon.

Legs
Type Cosmetic DR Capabilities Bonus 0.5 This limb can pass for a normal limb. Grade Changes Simple: -2 to bluff, disguise skill checks made. Cost Simple: 10,000 Complex: 25,000

Containment

0.5

These limbs have a section on the outer thy that is designed to hold items and objects. These limbs often range in appearance, but are often normal looking. (Think Robocop here.) A very flexible and quick reacting limb. This leg is obviously cybernetic but is fairly normal looking.

Complex: -1 to bluff, disguise skill checks made. Advanced: No penalties. Simple: Only a Tiny object can be used. Complex: A Tiny to small sized object can be used. Advanced: A tiny to Medium sized object can be used. Simple: +0.5 to Reflex saves and to all skills and actions that rely on the characters Dexterity in the legs. Complex: +1 to Reflex saves and to all skills and actions that rely on the characters Dexterity in the legs. Advanced: +1.5 to Reflex saves and to all skills and actions that rely on the characters Dexterity in the legs. Simple: +0.5 to all skills and actions that rely on the characters Strength in the legs. Complex: +1 to all skills and actions that rely on the characters Strength in the legs. Advanced: +1.5 to all skills and actions that rely on the characters Strength in the legs. Simple: +0.5 to all skills and actions that rely on the characters Strength in the legs. (1 DR) Complex: +1 to all skills and actions that rely on the characters Strength in the legs. (2 DR) Advanced: +1.5 to all skills and actions that rely on the characters Strength in the legs. (3 DR) Simple: Unarmed Attacks with this limb do an

Advanced: 50,000

Simple: 15,000 Complex: 30,000 Advanced: 55,000


These limbs are controlled. To have a limb rigged to hold a weapon you must have a permit.

Reflexive

0.5

Simple: 60,000 Complex: 90,000 Advanced: 120,000

Hardened

0.5

A durable and strong leg. This leg is obviously cybernetic but is fairly normal looking, only a bit bulkier.

Simple: 60,000 Complex: 90,000 Advanced: 120,000

Armored

1-3

This arm is designed to resist a great deal of damage. This limb is as bulky as the hardened limb but has thick armor plating.

Simple: 90,000 Complex: 120,000 Advanced: 240,000

Battler

This is an all around good leg designed to be

Simple: 50,000 Complex: 100,000

able to be used in various combat situations.

additional +1d4 points of damage. Complex: Unarmed Attacks with this limb do an additional +2d4 points of damage. Advanced: Unarmed Attacks with this limb do an additional +3d4 points of damage.

Advanced: 200,000

Torso
Type Cosmetic DR Capabilities Bonus 1 This is a realistic main body able to pass for normal. Grade Changes Simple: -2 to bluff, disguise skill checks made. Complex: -1 to bluff, disguise skill checks made. Advanced: No penalties. Simple: Can have only 2 optional additions. Complex: Can have only 4 optional additions. Advanced: Can have only 6 optional additions. Cost Simple: 30,000 Complex: 60,000 Advanced: 90,000

Adaptive

This torso is designed to be able to have more than 2 normal arms placed on it. Optionally instead of arms glider wings or jump thrusters can be added, or weapons.

Simple: 50,000 Complex: 80,000 Advanced: 110,000


Some additions count as 2 selections. Jump Thrusters count as 2 (+10 to jump checks), Glider Wings count as 2 (provides limited flight at a speed of 30, jump thrusters can increase speed to 40. When used, the wings slow the persons decent to the point where they take no damage when falling, direction is controllable.)

Armored

2-6

This torso is heavily armored and designed to resist a great deal of damage.

Simple: DR 2 Complex: DR 4 Advanced: DR 6

Simple: 50,000 Complex: 100,000 Advanced: 200,000

Cosmetic

These cybernetic parts are designed to look like normal human body parts. Simple versions look pretty normal, but there are a few flaws that can cause it to be revealed as cybernetic. Complex versions are more apt to standing up against scrutiny, but still have a few flaws that will reveal its true nature. Advanced versions are extremely realistic and can pass for normal easily. Bluff and disguise checks are made when attempting to pass off the limb as a normal organic limb. Flaws like servos making slight noises or something in its appearance or even the lack of a pulse can cause the simple and complex versions to be discovered. Advanced versions simulate a persons pulse along with body temperature. Penalties do not stack for a person whos body is composed mostly of cosmetic cybernetic parts. The penalties apply to the part that is being looked at. For the entire body (if being looked at as a whole) take the average of the penalties. (Add all penalties together and divide by 2. So with 2 Complex Arms and Legs, and a Simple Torso the total is a -8. Divided by 2 the character has a penalty is a -4 to their bluff and disguise checks in total.)

Adaptive
These cybernetic parts are designed to be able to be used in various ways. These cybernetics can be outfitted with various parts allowing the user a degree of flexibility in what they are able to do. These parts are obviously cybernetic but look pretty much normal to a degree depending on what sort of parts are being used. Obviously a person who has just removed their hand and placed a blaster in its place has a cybernetic arm, or a person who has more than 2 arms is pretty obvious.

Containment
This deals specifically with leg cybernetic parts. Usually 1 leg or both have a compartment in the thy used to hold a specific type of object. Often tourists or people who do a lot of traveling have this compartment to hide their money and valuables to keep from having all of their money stolen from them. Undercover police officers use these to conceal their weapons, as do some citizens who have a permit. Upon selecting one of these the person must decide what sort of item will be held in it, or how it will essentially be used.

Reflexive
This cybernetic limb is designed for quick reactions, far beyond that of what a normal human is capable of. With these limbs the bonus listed is for 1 limb only, thus the bonuses for 2 limbs is added together for 1 over all bonus. The +0.5 bonus only really applies when a characters roll is either equal to any DC or against an opposing roll. So if the character gets a 15 total as does their opponent, the character still wins due to the 0.5. Its a narrow margin but enough to pull it off. However the bonuses provided deal only with specific actions taken with that limb. When 2 limbs are there then the compounded bonus applies to actions with both limbs. So bonuses for the legs deal only with the legs, and bonuses for the arms deal only with the arms. Reflexive legs only provide a bonus to the characters Defense when there are 2 legs. With only 1 leg the character does not get a bonus to their Defense. The Arms provide no bonus to the characters Defense either, even if the character has 2 cyber arms If the character has the Weapon Finesse feat the bonus provided by these arms can be applied to attacks made with the weapon or unarmed attack that the Weapon Finesse feat deals with.

Hardened
Hardened limbs are limbs that have increased strength, beyond what the person had before. These limbs are heavily controlled, and limbs that provide a bonus greater than a +0.5 require a permit to have or the person is apart of the military. These units are pretty normal looking but have a some what muscular look to them.

Armored

Armored parts are definitely mechanical looking and that fact can not be hidden easily. The thickness of the armor is dependent upon the grade. Simple boasts good armor but its nothing compared to Advanced which has very dense armor. The DR for all armored parts is added together, take this number and divide it by 2 to provide 1 over all DR rating for the character. Thus a full cyborg with all advanced parts (arms +6, legs +6, and torso +6) would have a DR of 9. Additionally with these types of parts the character can not wear additional armor due to the bulk of the armor plating. Special coverings and/or clothing can be worn, but does not provide additional protection. (This sort of thing is very Robocop like in terms of looks or it can be.) The only times when the character can wear armor is if they only have cyber arms and legs, even then they can only where armor that does not cover their cybernetics. (In other words light armor only.)

Battler
These unusual limbs are designed for combat. They often have claws, or spikes along the hand and lower arm, or they have dense and heavy parts at certain key points of the limb, or the limb is hydraulic and like a piston it extends out a bit applying more force to the persons punch. These are sometimes retractable in the case of spikes, while others do not. One way or another attacks made with that limb do more damage than usual. This bonus stacks with the damage for fighting unarmed or the damage for using martial arts. These limbs are often outlawed in some places and require a special permit to be able to have a battler cybernetic limb.

Integration
These cybernetic parts are limited to the arms only. Integration cybernetics are similar to adaptive parts, only the make a weapon as part of the limb. The limb is able to alter its shape to allow for the weapon to be used. (Its a free action to activate a weapon, it can be fired in the same round as well.) These limbs often have Shell Armor coverings for them. The arms provide power for the weapons, but only a limited number of shots can be fired due to this. If the character however is a full cyborg then they have a much larger power supply to draw from, and as such have an unlimited number of shots, (must have a cyber torso in order to make use of this.) Of course a weapon does not have to be the object chosen for this limb. A scanner for example can be used, or a tool kit can be rigged to be used by this limb.

The Rules of Cybernetics


First off a person can only have so many Cybernetics parts. A person as normal, can have only 2 cyber arms and 2 cyber legs. A person can not have a cyber torso and 2 normal arms and legs. It just doesnt work like that. While cyber arms and legs can be grafted onto the human body to replace a missing one, an organic arm can not be attached to cyber torso. Regardless of it all, including bionics (to follow) a person can only have a number of implants and changes equal to their Constitution rating. The costs listed above are per limb or part.

Full Cyborg
This is a term used for a person whos body is more than 75% machine. A full cyborgs organics are made up of their major internal organs especially the brain. At the very least a full cyborg can survive with only their brain which accounts for 10% of the persons organics, (20% would include other organic parts). Cyber torsos do replace the head to an extent. This varies depending upon the person. The head is always at the least reinforced in some way as is what ever is remaining of the persons spine.

Feeling

Cyborgs can feel something when they touch it. It is a bit duller than that of a normal persons sense of touch, but they still have it. All cybernetic parts are equipped with special touch sensors that provide the person with a sense of touch. They can tell if something is hot or cold, soft or rough, wet or dry.

Mixed Types
Often at times you can mix the capabilities of 2 types of cybernetic parts to create 1 new part. Here is a list of what can be mixed with what, and what can not be mixed, if a type is not listed in the are then it can not be used with that base type. The cost for mixed type is equal to the cost of both limbs. Mixed limbs can not be chosen at character creation for cyborg characters. Additionally a limb can by upgraded so to speak to include another type. So with an armored arm you could upgrade it to be an armored adaptive arm. This is only per cybernetic part. Part grades have to match as well, you cant have a simple armored leg with and an advanced containment type. No they would both have to be simple. Remember though that you can only combine 2 different types into 1.

Type
Cosmetic Adaptive Reflexive Hardened Armored Battler Integration Containment

Type that can be used to upgrade.


Adaptive, Reflexive, Hardened, Battler, Cosmetic, Reflexive, Hardened, Armored, Battler Adaptive, Cosmetic, Reflexive, Hardened, Armored, Battler, Integration Adaptive, Cosmetic, Reflexive, Hardened, Battler, Integration Adaptive, Reflexive, Battler Cosmetic, Reflexive, Hardened, Armored Reflexive, Hardened, Cosmetic, Reflexive, Armored

Bionics
Bionics are mechanical parts and pieces that are implanted under the skin or replace damaged internal organs. Unlike Cybernetics which replace entire chunks of a persons body, bionics only replace parts. For example if part of the bones in your arm were crushed, (like the bones in your forearm), a bionic part could be used to replace those destroyed bones. The person would keep their normal hand and arm only the bones in their forearm are machine, or simple artificial bones. Bionics can be used to restore sight to a blind person, or to restore hearing to a deaf person. Additionally bionics are used to replace small parts of the body like a missing hand or foot, anything more requires a cybernetic part to deal with. Below is a list of Bionic parts that a person can have. Remember though that a person can only have a number of implants and changes equal to their Constitution rating including cybernetic implants. However once a person has an implant it can be replaced or fine tuned. The listings are for only 1 implant, although some may be a full body enhancement.

Bionics
Type Reinforced Skeleton DR Bonus Dependent upon the material used. Grade Changes Simple: The bones have plate reinforcement providing only mundane protection, gains a +1 to any saves against breaking bones. Complex: The bones are laced this time rather than plated. Gains a +2 to any saves against breaking bones. Advanced: The bones are laced thick and are virtually impossible to break, let alone bend. Gains a +4 to any saves against breaking bones. Cost Simple: 30,000 Complex: 60,000 Advanced: 90,000
(Does not include the

cost for the metals used.)

Bionic Extremity

N/A

Bionic Heart

N/A

Bionic Eye

N/A

Bionic Lung

N/A

Simple: This a low tech replacement. The person is at a -4 to any skills that require the use of the hand or foot. With the foot speed is reduced by 10. Complex: This is a modern replacement often grafted onto the skeleton. The person is at a -2 to any skills that require the use of the hand or foot. With the foot speed is reduced by 5. Advanced: This is a cutting edge technology replacement grafted to the skeleton. The person suffers no penalties for having an artificial limb. Simple: This simple heart is designed to just pump blood and can handle exertion to an extent. Provides a +2 bonus to Fortitude saves and Constitution checks. Complex: This heart is much more advanced and allows a person to exert themselves much more than they could before. Provides a +4 bonus to Fortitude saves and Constitution checks. Advanced: This heart is state of the art and allows a person to act as if they hand a real heart, possibly even more so. Provides a +6 bonus to Fortitude saves and Constitution checks. Simple: The person has perfect 20/20 vision in that eye and no longer suffers the penalties for being blind in one eye (or both if 2 implants are gotten). Complex: This eye is slightly better than the other. The person has what is termed Eagle Eye sight. +2 to Spot & Search checks. Advanced: This eye is far superior to any other. The person can spot details and imperfection in things that most other people may not notice. +4 to Spot & Search checks. Simple: These simple lungs allow a person to function normally. They do however provide a +2 bonus to Fortitude saves against gasses and inhaled toxins. Complex: These lungs allows a person to be able to function beyond what they could do before. This lung provides a +4 bonus to Fortitude saves against gasses and inhaled toxins. Advanced: These lungs are above all others in screening out harmful allergens in the air. This lung provides a +6 bonus to Fortitude saves against gasses and inhaled toxins. Simple: This one allows a person to live out a normal life with no digestive problems, heart burn and indigestion are things of the past. Ironically you are much more resistant to poisons and toxins that are

Simple: 5,000 Complex: 10,000 Advanced: 15,000

Simple: 10,000 Complex: 15,000 Advanced: 20,000

Simple: 10,000 Complex: 15,000 Advanced: 20,000

Simple: 15,000 Complex: 20,000 Advanced: 25,000

Bionic Digestive System

N/A

Simple: 20,000 Complex: 40,000

Strength Booster

N/A

Bionic Weapons

N/A

ingested. You gain a +2 bonus to Fortitude saves against ingested poisons and toxins. Complex: Much like the simple one, only you can handle a lot more potent poisons and toxins. You gain a +4 bonus to Fortitude saves against ingested poisons and toxins. Advanced: Again pretty much like the simple one only this one is able to handle just about any thing thrown at it. You gain a +6 bonus to Fortitude saves against ingested poisons and toxins. Simple: These implants provide a +1 bonus to the characters Strength. Complex: These implants provide a +2 bonus to the characters Strength. Advanced: These implants provide a +3 bonus to the characters Strength. Simple: The persons arm has been altered in such a way that it can hold specially designed weapon in it. However it is fairly obvious that there has been an alteration to the arm. -1 to hide, bluff, and disguise checks made to conceal the weapon. Complex: This is a much better version that is specially made. Close examination will reveal that the arm has been altered to hid a weapon, but can hold out against less stringent searches. +1 to hide, bluff, and disguise checks made to conceal the weapon. Advanced: This is the best version of course. The arm appears to have under gone no changes or alterations upon a visual inspection, although there are a few features which may reveal the hidden weapon. +2 to hide, bluff, and disguise checks made to conceal the weapon.

Advanced: 60,000

Simple: 40,000 Complex: 80,000 Advanced: 120,000 Simple: 20,000 Complex: 40,000 Advanced: 60,000 Plus the cost of the weapon.

Reinforced Skeleton
The persons entire skeleton is reinforced with some sort of metal or alloy providing a great deal of protection against broken bones and some other injuries. Note though that while the bone itself may not break it still can be broken at the joint. Simple versions are done with metal plates. These plates are surgically grafted onto the skeleton and can be removed. Complex versions introduce bone lacing. This is where the metal is liquefied with certain chemicals and then injected into the body where the bone is then coated completely in the metal. The bones have about 1 centimeter of coating. Advanced versions are pretty much the same as the complex versions only the skeleton has a thicker coating making it extremely hard to break, if not impossible depending on the metal used. The bones have about 2 centimeters of coating. (Mind you not millimeters, but centimeters.)

Bionic Extremity
This is a replacement for a missing hand, or foot. This covers up to the elbow or knee, anything more requires a cybernetic replacement. Simple versions are low tech replacements that slide on over the stump. These versions are much more advanced than todays versions of artificial limbs, hands have full articulation but there is no sensation when touching things. Feet have normal range of motion for walking and moving about, but the person moves with a limp of sorts and can not move about as they

once did. These versions can be removed The person is at a -4 to any skills that require the use of the hand or foot. With the foot speed is reduced by 10. Complex versions are a modern replacement often grafted onto the skeleton. These replacements can not be removed unlike the simple versions. These versions are much more comfortable and work much more like the original appendage, however the sense of touch is diminished. Sensors in the appendage provide only a feint sensations for the person, with walking the person still has a bit of a limp, but has greater mobility almost to what they once had. The person is at a -2 to any skills that require the use of the hand or foot. With the foot speed is reduced by 5. Advanced versions are cutting edge technology replacements grafted to the skeleton. These versions work almost exactly like the original, the only difference being the mechanical ones. Sensations of touching and feeling things is like that of a normal limb, and the person is able to move about with out even a slight limp. The person suffers no penalties for having an artificial limb.

Bionic Heart
A bionic heart is often used for people who suffer from different heart conditions, diseases, and other problems. These hearts are of course much more fool-proof than the artificial hearts of today. All artificial hearts run off of the bodies own bio-electrical currents. Simple hearts are designed to just pump blood and can handle exertion to an extent. These are the types of hearts that senior citizens and people with little money often get. They are good hearts and allow a person to live much longer than they would normally be able to. People with these hearts gain an additional 5 years to their life span due to the efficiency of the heart. Provides a +2 bonus to Fortitude saves and Constitution checks. Complex hearts are much more advanced and allow a person to exert themselves much more than they could before. People with these hearts gain an additional 10 years to their life span due to the efficiency of the heart. Provides a +4 bonus to Fortitude saves and Constitution checks. Advanced hearts are state of the art and allow a person to act as if they hand a real heart, possibly even more so. People with these hearts gain an additional 15 years to their life span due to the efficiency of the heart. Provides a +6 bonus to Fortitude saves and Constitution checks. (Note on heart conditions and diseases. These are things that are rarely used in games but can be. Cancers and various other things can be used. Generally these things target the characters constitution lowering it often by 2 points. This subsequently lowers the characters Fort saves. If the character is shot in the heart or is run through they can still be saved if actions are taken quickly. Generally the person has only about 30 minutes before the brain dies, after 6 minutes brain damage can set in due to lack of blood circulating to the brain. If gotten to a hospital or special emergency equipment is used, the person can be stabilized for a while, long enough for surgery to be done to replace the damaged heart. If a persons Constitution is reduced due to these conditions it can not be increased again or retruend to normal. Bionic Hearts provide a way around that. Wound points are affected, but a Bionic Heart will not increase that score back to normal.)

Bionic Eye
The bionic eye provides sight to a person who is blind in one eye or both. Some eyes however are even better than the organic one. With simple versions the person has perfect 20/20 vision in that eye and no longer suffers the penalties for being blind in one eye (or both if 2 implants are gotten). Complex eyes are slightly better than simple eyes. The person has what is termed Eagle Eye sight. They gain a +2 to Spot & Search checks. Advanced eyes are far superior to any others. The person can spot details and imperfection in things that most other people may not notice. +4 to Spot & Search checks. Eye Enhancements: Unlike most other Bionics, eyes have a few additional enhancements that can be made upon the base models. With each enhancement add an extra 1,000 zenny to the cost of the enhancement. Targeting enhancements cost a bit more, 2,000 zenny times the desired bonus. Note

though that only 3 enhancemets can be added to a single eye, and that the costs are for only 1 eye, some eyes restrict what can be done to them as well. Low-Light Vision: This enhancement allows a person to see much better in dim light, (moon light, underwater, not well lit areas). The person can still distinguish color and details. Dark Vision: This enhancement allows a person to see in complete darkness like a smoke filled room, up to 60 feet away. However unlike low-light vision the person can only see in black and white, but can distinguish basic details nothing complex like words on a peace of paper. Infrared: This enhancement allows a person to track individuals by heat signature. Both reploids and androids produce an amount of heat allowing them to be tracked as well. If a robot, android, or reploid has the Special Weapon System Feat: ICE, they however can not be tracked by their heat signature due to their special weapon system. Targeting System: This enhancement allows a person to track and target opponents. As a full round action, when entering into an area or at any time, the character can take visual stock of all movement and around them, and can target each movement. Because of this the character can not be caught flat footed against any of the targets that they had targeted when they took visual stock. (If the individual has a sneak attack bonus to damage they can not make use of this.) Additionally the character gains a +1 to hit against each target that was in the area. At any time the character can take restock of an area to find any new targets. If the person does not take a full round action to take stock of targets they instead, on their action can designate 1 target to gain a +1 to hit against. This can be selected multiple times to increase the bonus to hit against the designated target, additionally with these increased bonuses the bonus can be divided between multiple designated targets. Thus if you have a +3 to hit against 1 target you can divide the bonus to target 3 individuals at once gaining a +1 to hit against each one. Removable Compartment: This eye is a false eye is designed to be able to be removed. With this eye the person can not select any other enhancements. The eye has a small hollow section in it for smuggling or just hiding something in. Additionally the eye can only be a simple eye. This compartment can only be discovered through a pin point scan, or a visual/hand examination of the eye itself. Removable Tools: This eye is designed to be removed. The eye has stored in it some lock picks. These lock picks only provide a +1 equipment bonus to Disable Device checks. Additionally the eye can only be a simple eye.

Bionic Lung
The bionic lung allows a person with breathing problems due to lung cancer, or other breathing disabilities to be able live a normal life. Simple versions of these lungs allow a person to function normally. They do however provide a +2 bonus to Fortitude saves against gasses and inhaled toxins. Complex versions of these lungs allows a person to be able to function beyond what they could do before. This lung provides a +4 bonus to Fortitude saves against gasses and inhaled toxins. Advanced versions of these lungs are above all others in screening out harmful allergens in the air. This lung provides a +6 bonus to Fortitude saves against gasses and inhaled toxins. Oxygen Cell: Bionic lungs can be outfitted with an oxygen storage cell. Storage cells allow a person to survive for long periods of time in environments with out oxygen such as underwater. The person can survive for 2 hours with the oxygen cell. The cell recharges automatically as the person breaths. The oxygen cell costs an additional 2,000 zenny.

Bionic Digestive System


The term iron stomach is an understatement in this case. This bionic enhancement is used on people you suffer digestive problems. This replaces the liver, kidneys, intestines, stomach, bladder and anything else. On a bright note you cant get fat easily, on the down side you cant eat a whole lot of food. The system is extremely efficient. Simple versions of this allows a person to live out a normal life

with no digestive problems, heart burn and indigestion are things of the past. Ironically you are much more resistant to poisons and toxins that are ingested. You gain a +2 bonus to Fortitude saves against ingested poisons and toxins. Complex versions are much like the simple ones, only you can handle a lot more potent poisons and toxins. You gain a +4 bonus to Fortitude saves against ingested poisons and toxins. Advanced versions are again pretty much like the simple ones only this one is able to handle just about any thing thrown at it. You gain a +6 bonus to Fortitude saves against ingested poisons and toxins.

Strength Booster
This unusual implant deals in replacing curtain muscle groups in the body with a micro weave artificial muscle. This works like a normal muscle but allows a person to perform feats of strength beyond what they could before. On the down side their Strength ability can never increase through gaining levels. Simple versions of these implants provide a +2 bonus to the characters Strength. Complex versions of these implants provide a +3 bonus to the characters Strength. Advanced versions of these implants provide a +4 bonus to the characters Strength.

Bionic Weapons
The person has a weapon implanted in their arm that they can activate with only a thought. However only tiny and small weapons can be used. These implants are illegal unless the person has a permit. Once a weapon is chosen it can not be switched out with out another surgery. Only 1 ranged weapon can be held in each arm, but up to 3 blades can be held in the arm for melee weapons (damage is multiplied by the number of blades used, thus if 3 blades are used damage would be x3.) Simple versions have the persons arm altered in such a way that it can hold specially designed weapon in it. However it is fairly obvious that there has been an alteration to the arm. -1 to hide, bluff, and disguise checks made to conceal the weapon. Complex versions of this are much better versions that are specially made. Close examination will reveal that the arm has been altered to hid a weapon, but can hold out against less stringent searches. +1 to hide, bluff, and disguise checks made to conceal the weapon. Advanced versions of this are the best versions of course. The arm appears to have under gone no changes or alterations upon a visual inspection, although there are a few features which may reveal the hidden weapon. +2 to hide, bluff, and disguise checks made to conceal the weapon.

GAMEMASTERING
Being a scientist I understand that there is a plethora of things out there that will influence a single action or out come; you too must keep this in mind.

It goes with out saying that youre going to need someone you knows how to run a Star Wars RPG around to run a game with these rules. Things in this game are pretty much cut and dry Star Wars only with a lot of different things thrown in and changed around. There is no reason why you cant have

Megaman and Zero go into space. In the games the never really say if civilization has expanded to the stars or not, it is known that there are other sentient beings out there. In Megaman 8, Megaman encountered a powerful android called Duo. The technology and power of this machine was extremely advanced. So the possibilities of adventures reaching to the stars or exploring space are there.

Prestige Classes
Here is what most of you have been waiting for, a chance to further enhance your character with the different skills and abilities of having a prestige class. For argument sake though, and to broaden the possibilities of what you can do the following prestige classes can be used from the Star Wars Players handbook, Chapter 12, starting on Page 264. In this game prestige classes are also called Jobs. Additionally for those of you who have the D20 Modern game the Advanced Jobs listed on page165 to 187. The Star Wars classes that can be used are listed below, followed by those for D20 modern. But for simplicity, and the fact that not everyone owns the D20 Modern players handbook, I will only be using the Star Wars Prestige classes for character description later on. Bounty Hunter Crime Lord Elite Trooper Officer -------------------------------Soldier Gunslinger Infiltrator Body Guard Field Scientist Field Medic Investigator

MAVERICK HUNTER (Era specific, Megaman X Era)


The maverick hunter is one who tracks down and retires maverick reploids. The maverick hunter is a specially designed and trained reploid capable of handling adverse conditions and situations. As a maverick hunter the reploid gains access to a variety of equipment and vehicles as well as access to information not open to the public. Maverick hunters do have other jobs besides running down maverick reploids; they often act as police officers, and take down human fugitives as well, alive if possible. One would think that in this day and age a maverick hunter would have slow days. Although they do happen they are often few and far in-between. Ever since Sigma went maverick things just havent been the same, with maverick reploids popping up everyday due to the Sigma Virus a hunters work is never done. Although not all maverick hunters are full fledged hunters. Those coming into the profession are often called rookie hunters before they earn the right to be called maverick hunters.

Requirements
To qualify to be a maverick hunter a character must fulfill the following: Base Attack Bonus: +3 Skills: Jump 6 ranks, Knowledge: Maverick Reploids 6 ranks, Tumble 6 Ranks. Feats: Weapon Focus (weapon of choice.)

Game Rule Information


Vitality: Maverick hunters get 1d8 vitality points each level, plus their Constitution Modifier.

Class Skills: Climb, Computer Use, Craft, Demolitions, Gather Information, Intimidate, Jump, Knowledge, Listen, Profession, Spot, Search, Tumble, Use Scanners. Skill points at each level: 4 + Intelligence modifier.

Class Features
Below are the unique abilities that Maverick Hunters have at their disposal.

Starting Feats
Maverick Hunters gain the following feats: Armor Proficiency(Light & Medium, or Light & Medium Shells) Weapon Group Proficiency (Blaster Rifles) Weapon Group Proficiency (Heavy Weapons)

Resource Access
Maverick hunters have access to a great deal of resources including weapons, ammunition and vehicles. Starting at level 1 the maverick hunter can access military grade weapons and vehicles that normally arent available to the public. Once per day the maverick hunter can make a Charisma check to make use of those resources. The value of the sources gained is equal to the maverick hunters level, times the result of the check, times 50 for normal materials, items, weapons and equipment. However for vehicles the character may attempt to requisition one for their use. The character again makes a Charisma check and adds their Reputation bonus to the total. The check must beat a DC of 20 to get a normal vehicle for personal use. Combat vehicles have a DC of 25, and riders have a DC of 30, and are only available under specific conditions, like being on a mission. If there is a crisis (like Sigma being on a rampage) the DC for these checks decreases by 5. If the DC is not beaten then it will take about a month or so to get the character a vehicle, the check can only be made once per week (in game). If the check is made at any point during this time then it means that a vehicle has popped up and is ready to use. The Maverick Hunters resource access can be combined with any other classs ability to gain resources.

Greater Weapon Focus


At level 3 the maverick hunter skill with their chosen weapon increases. The character gains an additional +1 to hit with one weapon that they have the Weapon Focus feat for.

Evasion
At level 5 the maverick hunter gains the evasion ability. If exposed to any weapons that do a massive amount of damage, or special abilities that do so, (any weapon that does over 3d8 in damage and has no criticals). When facing such things or any things that does damage and offers a reflex save for half damage the maverick hunter, if they make the saving throw takes no damage. However if the maverick hunter fails the saving throw they take full damage as usual.

Improved Evasion
At level 9 the maverick hunter gains the improved evasion ability. Now if the hunter fails a save they still take only half damage.

Bonus Feats
At every 2 levels the maverick hunter gains a bonus feat form the following list. The maverick hunter must full fill any prerequisites first however. Feats available are: Alertness, Ambidexterity,

Armor Proficiency (Light, Medium, & Heavy), Blind Fight, Cautious, Combat Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency, Heroic Surge, Improved Critical, Improved Initiative, Martial Arts (Defensive Martial Arts, Improved Martial Arts, Advanced Martial Arts), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Multi Shot, Shot on the Run), Power Attack (Cleave, Great Cleave, Improved Bantha Rush, Sunder), Quick Draw, Quickness, Run, Skill Emphasis, Track, Two-Weapon Fighting (Improved TwoWeapon Fighting), Weapon Finesse, Weapon Focus. In addition to these feats, the maverick hunter has access to these other feats: Called Shot, Increased Speed, Charged Shots, Armor Proficiency (Light Shell, Medium Shell, & Heavy Shell), Rider Operation, Program Flexibility, Rider Dodge.

Hunters Prey
Starting at level 1 and at level 7, the maverick hunter gains a +1 bonus to any actions taken against any maverick reploids. These bonuses stack with those of the Hunter class. Level Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Will Special Save Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Starting Feats, Hunters Prey (+1), Resource Access Bonus Feat Greater Weapon Focus Bonus Feat Evasion Bonus Feat Hunters Prey (+2) Bonus Feat Improved Evasion. Bonus Feat Defense Bonus +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

1 2 3 4 5 6 7 8 9 10

RENEGADE
The renegade is a person who has decided that they work best out side of the law or at least most laws. While not necessarily a bad person most renegades commonly break the law at their leisure and are essentially criminals. Some few renegades act in a vigilante capacity taking the fight directly to the criminals. A renegade will generally work with in the law if necessary but tends to prefer to do things their way. Renegades often have a wide knowledge of the seedier dealing of the world around them including how to get things on the black market.

Requirements
To qualify to be a renegade a character must fulfill the following: Base Attack Bonus: +2 Skills: Bluff 6 ranks, Diplomacy 6 ranks, Gather Information 4 ranks, Hide 6 ranks, Intimidate 6 ranks, Knowledge (Street Wise) 6 ranks. Feats: Infamy or Low Profile

Game Rule Information


Vitality: Renegades get 1d6 vitality points each level, plus their Constitution Modifier. Class Skills: Appraise, Computer Use, Craft, Demolitions, Drive, Gather Information, Hide, Intimidate, Knowledge, Listen, Move Silently, Profession, Spot, Search.

Skill points at each level: 6 + Intelligence modifier.

Class Features
Below are the unique abilities that renegades have at their disposal.

Starting Feats
Renegades gain the following feats: Weapon Group Proficiency (Blaster Pistols) Weapon Group Proficiency (Blaster Rifles)

Street Smarts
At level 1 the renegade may add their level as a renegade to any skill checks that deal with life and activities of the streets. For example you may add your level to a Bluff or Diplomacy check to try and find a way out of a fight with some gang members. Or may be you need to get past that large android bouncer at a local club that a gang happens to frequent, again in this case you can add your level to a Bluff check to try and fool the bouncer into thinking that your apart of the gang, even though you look like a maverick hunter. The GM has the last say though in when this bonus applies.

Bonus Feats
At levels 3, 5, 7, and 9 the character may select 1 bonus feat. These feats may be selected from the following list: Alertness, Dodge (Mobility, Spring Attack), Frightful Presence, Headstrong, Improved Initiative, Influence, Mimic, Nimble, Persuasive, Skill Emphasis, Sharp Eyed, Stealthy, Trick, Trustworthy.

Contacts
Starting at level 2 the renegade picks up some contacts. These are people and such that relay information to the renegade but often at a price. When ever the character picks up a new contact they must decide just what sort of contact the person is: Close Friend, Trusted Informant, and Street Informant. You can pick a contact at levels 2, 4, 6, 8, and 10. Since contacts are people they can be killed. If this happens you may select a replacement contact once after a few days of in game time pass by, or if the GM wants to they can work in you actually meeting someone who can become your contact. These contacts are in addition to those gained form the Leader class. However the cost for any contacts is reduced by for the renegade. Level Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Special Save Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Starting Feats, Street Smarts Contacts Bonus Feat Contacts Bonus Feat Contacts Bonus Feat Contacts Bonus Feat Contacts Defense Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Reputation Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4

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ROBOT MASTER (Android, or Reploid only)


The robot master is a specially designed android or reploid capable of controlling lesser machines on a large scale, much more so than most common machines equipped with the master system. Robot Masters are often specialized for specific tasks and duties and are aptly equipped for such things, in addition to that their minions are also equipped for such duties. Robot Masters initially were designed for these such things but in recent years, because of the actions of one Dr. Willy, most Robot Masters are considered rogues and minions of his. Although this is not necessarily true for all Robot Masters, most powerful ones are eventually captured by him and reprogrammed.

Requirements
To qualify to be a robot master a character must fulfill the following: Base Attack Bonus: +4 Skills: Profession (must specialize in 1 profession) 6 ranks. Feats: Master System, Special Weapons System

Game Rule Information


Vitality: Robot masters get 1d8 vitality points each level, plus their Constitution Modifier. Class Skills: Navigation, Computer Use, Craft, Demolitions, Intimidate, Jump, Knowledge, Pilot, Profession, Repair, Swim, Treat Injury. Skill points at each level: 4 + Intelligence modifier.

Class Features
Below are the unique abilities that robot masters have at their disposal.

Berserker
At level 1 as a robot master the character gains an unusual ability. When the characters Vitality points are reduced to of their maximum the character begins to go into a frenzy. The exact reason why robot masters go berserk when damaged is unknown but may have something to do with their self preservation programming and the master system. At level 1 the character gains the following bonuses when berserk: +2 to Strength and Dexterity, +5 to Speed, +1 to damage. At level 4 the bonus increases to: +4 to Strength and Dexterity, +10 to Speed, +2 to damage. And at level 8 the bonus increases to: +6 to Strength and Dexterity, +15 to Speed, +3 to damage. The damage bonus is to any damage dealt. The robot master however is only berserk for a limited amount of time, (a number of rounds equal to the characters level as a robot master +2), after which the robot master looses power temporarily, gaining a 5 to Strength, Dexterity, -10 to Speed, -5 to damage for 1 hour while their systems try to recover from the drastic increase in energy to their systems.

Uncanny Dodge
At level 3 the robot master gains the ability to react to danger before they would normally be able to. At level 3 the hunter retains their Dexterity Modifier to their Defense even if caught flat-footed or struck by a hidden attacker. At level 7 the robot master can no longer be flanked.

Skill Mastery

At level 5 the character can choose one of their Skill Emphasis selections to be mastered. The character gets an additional +2 bonus to the skill and they can take 10 on their skill checks even when normally they would not be able to. The character may make another Skill Mastery Selection at level 9.

Improved Master System


At level 2 the characters master system is upgraded. The character initially gains a +2 to their Will check to gain control of a robot. Additionally the character can attempt to take control of an additional 2 robots at a time. At level 6 and 10 the character gains a +1 to their Will check to gain control of a robot, and they can attempt to gain control over another 2 robots at a time. Level Base Attack Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Special Save Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Berserker Improved Master System (+2) Uncanny Dodge (Dex Bonus to Defense) Berserker Skill Mastery Improved Master System (+3) Uncanny Dodge (Can not be Flanked) Berserker Skill Mastery Improved Master System (+4) Defense Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Reputation Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

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LIVING VIRUS (Android, or Reploid only, MMX Era only)


In this day and age computer viruses are prevalent, and one of the main causes for maverick reploids. The Sigma virus is one such virus, but there are possibilities of there being other viruses out there that are just as bad, if not worse. Living viruses like the Sigma virus are sentient and survive by finding new bodies which they infect and gain control over. Living viruses also have the ability to infect not just 1 machine as their main host, but can infect other machines that they come in contact with gaining control over the machine, as such its control is beyond that of a robot master considering that the living virus can gain complete dominance over the robot master. A living virus however always starts some where. Living viruses generally always start as Androids or Reploids. The exact reason on how and when they become a living virus is uncertain but is known to be tied to the persons ego, as well as any repressed dark emotions. When faced with a life or death struggle the persons strong ego and will to win and survive is often enough to force their programming to evolve into a virus that can spread from one system to another. Although most living viruses are evil there are a very slim few who some how evolve into a virus and do not become mad with power. These few often try to fight other living viruses even though the odds may be stacked against them.

Requirements
To qualify to be a living virus a character must fulfill the following: Base Attack Bonus: +3 Reputation Bonus: +6 Ability Score: Charisma 13+ Feats: Famous, or Infamous

Game Rule Information


Vitality: Living viruss get 1d10 vitality points each level, plus their Constitution Modifier. Class Skills: Navigation, Computer Use, Craft, Demolitions, Intimidate, Jump, Knowledge, Pilot, Profession, Repair, Swim, Treat Injury. Skill points at each level: 4 + Intelligence modifier.

Class Features
Below are the unique abilities that living viruses have at their disposal.

Binary Immortal
At level 1 the character gains a degree of immortality. Their programming, personality and such can survive any conflict so long as the person has a target host body to jump to. The host, first off, must not have the black box feat, if they do the character is automatically repulsed. Second the character must physically touch the target and maintain the hold for 1 round. During this time the character must make a Reputation check, versus the targets Will Save. If the target fails their Will save, their programming is over written with yours and you gain a new body, the old body becomes a useless shell. If the target makes the save however you can not attempt to repossess that body. The target will feel a bit dizzy but will not know what had happened to them unless they know you are a virus. Additionally as a virus your programming can not be over ridden by another virus, but it can be deleted. Combat between 2 viruses is an ego vs. ego match. Both make reputation checks against each other, Defense as a virus is equal to the characters Charisma score plus their level as a living virus. Damage dealt for each hit is 1d6 plus the characters reputation score. Damage is taken directly to the characters wound points, vitality points are not used in this type of virtual battle. Only the instigator of the battle can disengage from the fight and flee (if they are able to), the target of the instigator does not have that option unless the just so happen to be touching another body with the attack happens (besides the one that the instigator was in). Note though that if the characters body is badly damaged and will die, and that no other bodies are around for them that they will not survive just like a normal character. Also the character can jump bodies to either an Android or a Reploid only, at this point in time. Lastly the character must make use of the physical stats of the body and not their own base stats form their first body, the character though does retain all of the mental stats, namely Intelligence, Wisdom, and Charisma.

Minions
At level 2 the character gains the ability to infect others with a part of themselves. Those infected become willing slaves to the character and will do anything that they say. At the same time the character can choose to let controlled individuals go if they so desire. Gaining a minion requires that the character physically touch them for 1 round, during which the subject must make a Will save (DC 10 plus the characters level as a living virus and their Reputation score.) Failure means that the target becomes a willing slave. If they make it they are immune to your attempts and you can never attempt the same thing against the same target. Those that are Black Boxed are automatically immune and the check fails. These minions must be at least 2 levels lower than you, and the maximum number you can control at a time is 4 plus your charisma modifier. Additionally if these minions have master systems or are Robot Masters their robot minions are equally loyal to you as well.

Enhance Body

At level 3 the character gains the ability to actually warp and alter the look of the body that they are inhabiting into one similar to their old body. The character can essentially make an entirely new body out of the one they inhabit. This evolution takes time, (2d4 days), to complete, during which the character can not be disturbed. Additionally they must have resources around that they can absorb. At level 3 the character may increase only 1 ability score by 2 points or they can increase 2 ability scores by 1 point each. At level 6, if they still have the same body, they can choose to gain another +2 to one ability score of their choosing, or it again can be divided between 2 ability scores. And they again gain the same thing at level 9. In total if the character gains a new body at level 9 they may add a total of a +6 to 1 ability score or can divide it between the other. These bonuses can only be added to the bodies physical abilities, and can not be added to the viruses metal one, (Intelligence, Wisdom, & Charisma).

Copy Programming
At level 4 the character gains the ability to create a back up copy of their viral coding and personality incase something happens to them. This allows the virus to survive even after destruction. Once the character has been destroyed the back up virus activates and the character is allowed to survive, even though they have no memories after the time in which the copy was made. When making a copy the character must find a suitable computer to hide the program in. The character must make a Computer Skill check (DC 20) to find a suitable computer to house the copy in, if the check fails the character must move on to a different computer. Once a computer is found the character must spend 1 full day doing nothing except touching the computer and downloading a copy of themselves into the computer. Additionally the computer must also remain active, if its shut down or destroyed then the copy is lost, unless reactivated again if only shut down.

Corruption
At level 5 and 10 the character gains the ability to corrupt any computer systems with in a certain area. Initially at level 5 the ability can only be used once per day and then twice per day at level 10. At level 5 any computer with in a number of miles equal to the characters Charisma modifier must make a saving throw versus a DC of 10 + the characters level as a Living Virus. If the computer fails it goes hay wire, all computers and computer operated systems in that area are destroyed that did not make the save. If the computer makes the save it can not be the target of the same attack in that day. The character must however be touching a computer themselves in order to use this. Reploids, androids, robots are not effected unless they are jacked into a computer, in which case they must make a Fortitude save, DC is 10 + the characters level as a Living Virus. If they make the save they know that a Virus Has just corrupted the computer they were jacked into, if the fail the save the Reploid looses 2d6 points from their Wisdom ability temporarily (2d6 days). If their Wisdom is reduced to 3 points the Reploid, Android, or Robot goes berserk and attacks anything around it, smashing furniture, people and so on. The effects are not permanent and can be treated before the person goes berserk.

Techno-Organic Corruption
At level 7 and 8 the characters virus has evolved to the point that their body is completely techno-organic, living metal and circuits. At level 7 the character can draw in, as a Full Round action, additional mass to increase their Size by 1 class, Strength increases by 2 points, Constitution increases by 2 points as well, Speed drops by 10 points and may drop as well depending on the characters base size. The character can also draw in additional fire power if possible. At level 8 the character can increase their size by 2 classes rather than just 1. Strength and Constitution increase by 4 rather than 2 points, Speed is still reduced only by 10 points and Defense may drop as well depending on the characters base size. These forms can be held only a number of minutes equal to the characters Constitution score. After that time the character reverts back to normal and can not assume the increased forms again until 24 hours have passed. The materials absorbed however do not revert back to normal. Anyone who touches one of the techno-organic parts must make a Fort save, and then a Will if

they fail the Fort save. If the character makes the Fort save, nothing happens and the Techno-Organic piece melts into nothing. If they fail the save the Techno-Organic piece then invades the targets body, including humans. The target gains a +2 to Strength and Constitution, but for each day that they are infected they take 1d4 points of Wisdom damage. When the characters Wisdom score is reduced to 3 they become completely insane and can never recover from it. They do retain reasoning but are completely destructive and will destroy anything that angers them. During the time that they change they can be treated with anti-viral medications, and treatments (including humans). Level Base Attack Bonus +1 +2 +2 +3 +4 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Special Save Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Binary Immortal Minions Enhance Body Copy Programming Corruption Enhance Body Techno-Organic Corruption Techno-Organic Corruption Enhance Body Corruption Defense Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Reputation Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5

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Game Mastering
In the Star Wars players hand book, page 281, there are listed several other classes meant for the use of an NPC. Those classes may also be used in this game. Additionally there are rules regarding drowning, starving and so on. Androids, Reploids and Robots do suffer from starvation but not in the same essence as a normal person, they loose power slowly as they doings, as such they must replenish their power supply by recharging regularly, in what ever fashion they use. Drowning is not an issue, and neither is rusting, except for Robots who can rust, Reploids and androids do not rust. Swimming for Robots, Androids, & Reploids is much more difficult than it is for humans. Since they do not have the natural buoyancy that humans do either artificial means are needed, such as specialized floatation devises that allow them to sink or float like a human. With out such aids the DC for swim checks is drastically increased. For Robots the DC increases by 15, Androids by 10, and Reploids by 5. If they have a devise that allows them to have buoyancy like a human then these increases are negated.

Creating a New Race


This is similar in how droids are created in the Star Wars RPG, that is in terms of DCs involved for making the droid. The length of time it takes is the same as well. Cost in parts and such are also used. The initial DC for building a Robot is 15, to build an Android has a DC of 25, and to build a Reploid has a DC of 30. The cost in parts for a robot is determined by its size; use the table on page 368 in the Star Wars players handbook under Internal Storage. Take the costs listed and double it for the cost in parts to build a Robot, triple the cost for an Android, and quadruple the cost for a Reploid. The final product, has a total value of its cost in parts divided by 2, plus those of any weapons/equipment it comes with, times its starting level. Programming a Robot, Android, and Reploid requires a Computer Use check to program them with a personality as well as any other information. Some start can start at a higher level if they have had enough programming downloaded into their CPU. This is of course for construction purposes if a player wants to build their own robot, android or reploid like Dr. Light did. This falls under the Write/Alter Program area of the Computer Use Skill. The DC for Robots is 10 +

the Robots Intelligence Modifier, for Androids its 13 + the Androids Intelligence Modifier, and Reploids its 16 + the Reploids Intelligence Modifier. There is generally no penalty for failure in this since these tend to take a lot of time to do anyway, so the character can take 20 in these checks. Also the DCs listed under the Computer Use skill for altering a droids programming for wiping a droids memory also apply to Robots, Androids and Reploids. The DC for Androids and Reploids increases by 2 for each. If they have the Black Boxed feat however, they get only 1 shot at it. If they fail then the targets programming is far too complex and the target can never be the target of such attempts again.

Eras Of Play
Ok who just coped a feel!?

Good luck, youre going to need it!


So how much longer do we have to do this? Zero?

Happy thoughts, happy thoughts! I am in a better place! Mustnotkill; urge togrowingstronger witheach.second!

Who are these two girls?

I am so going to blast that cat this time. Ill teach it to pee on my scarf!
Im the cute one!

Hey watch the hands back there!

Rello, RIm Rush! Hehehe!

Stupid Scooby Doo wanabe!

The Megaman Era


This era of play takes place several hundred years or so before the era of Megaman X. This is pretty much a time of peace and prosperity for people. Robots were plentiful and as such just about everyone had a robot servant. Two scientists, Dr. Light and Dr. Willy, existed during this time frame. Initially these two men were colleagues in the field of robotics and artificial intelligence. Together the two created the first androids known as Robot Masters. These androids were programmed with human level intelligence and decision making abilities. They could work under conditions that no normal human could performing dangerous tasks and such. Dr. Light saw only the good that these creations could do, Dr. Willy on the other hand was jealous of his colleague, as the robot master project of Dr. Lights won praise from the people, Dr. Willys robot master project on the other hand failed on many levels. When Dr. Light found Dr. Willy had been stealing money from their research grants to fund his own private activities, Dr. Light was forced to fire his former friend. Dr. Light then began research into a new project to develop a combat android for civil defense and police activities. But since he was with out an aid now, he was had to build his own. And so Dr. Light created 2 androids, the first one was named Rock, an android who appeared to look like a 15 year old male with brown hair and blue eyes. Rock was designed to help Dr. Light out around the lab. His second creation was a Roll, an android who appeared to be a 15 year old girl with blonde hair and green eyes, Rolls job was to keep the lab area clean. Although he did not overly realize it at the time, Dr. Light had created for himself the family he had always wanted. It would be a while before Dr. Willy would appear again. When Dr. Light returned to his lab one day he found that the 6 Robot Master he had constructed were missing, as was his prototype combat unit, called Protoman. For a while things were still peaceful, but that all changed soon enough. The Robot Masters finally appeared and caused mass destruction. With out Protoman there to protect the people, Dr. Light was force to build a new android. However Rock decided that he would volunteer to be converted into a fighting machine superior to the Robot Masters and Protoman, thus Megaman was born. Since that day Megaman has fought against many adversaries including his brother, Protoman, who eventually resurfaced to test his brother on some occasions and has since then fought along side him. Megaman has fought Dr. Willy and his Robot Masters so many times that Willys only motivation for making androids now is to destroy Megaman, and out do Dr. Light. Near the end of their days, Dr. Willy began construction of one of the very first Reploids, Zero. Zero was designed to be even more powerful than Megaman and his rival Forte. However his creation was his own undoing and Zero killed everything that stood in his path. The specifics of what all occurred are still shrouded in mystery as is how Zero was deactivated for a time until his reawakening many years later when reploids were prevalent. Additionally the details of the construction of Megaman X remain obscured in mystery.

Not even X himself is aware of his origins, and has no idea if he is an older version of the original Megaman, or if he is the original, only in a body more powerful than any reploid that has ever existed.

MEGAMAN
Level: 10 Classes: Marksman: 3, Hunter: 3, Combatant: 4 Hair: Brown Defense: 21, DR: 4

Eyes: Blue

Height: 5 7

STR: 14 CON: 14 INT: 13 CHA: 14 Will Save: +6 Fort Save: +8 Vitality: 85 Wounds: 14 Reputation: +4 Initiative: Melee BAB: Ranged BAB: +4 +13/+8 +15/+10 Skills: Navigate: +7, Balance: +12, Climb: +10, Computer Use: +6, Demolitions: +4, Hide: +7, Intimidate: +3, Jump: +10, Listen: +4, Pilot: +9, Sense Motive: +3, Survival: +3, Swim: +5, Tumble: +12, Use Scanners: +5 Marksman: Starting Feats, Improved Point Blank Shot, Improved Precise Shot, Improved Rapid Shot Hunter: Track, Favored Target (Robot Masters +1), Evasion, Bonus Feat (Dodge), Uncanny Dodge (Dex Bonus to Defense) Combatant: Trade Weapon (Weapon Focus: Plasma Cannon), Bonus feat (Mobility, Combat Reflexes), Trade Weapon (Plasma Cannon, +1) Racial Features: Android: +2 to Strength, but a -2 to their Wisdom and Charisma, Base speed is 30ft, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor Feats: Exotic Weapon Prof: Plasma Cannon, Precise Shot, Charged Shot, Shot on the Run Bonus Feats: Dodge, Mobility, Combat Reflexes Equipment: Mega-buster (Mark-17 Enhanced Plasma Cannon), Damage: 3d8+1, Attack Bonus: +20/+15,Critical: 19-20/x2, Range: 60ft, Internal Weapon, Charged Shots, Master Craft Weapon (+3) Armor: Enhanced Basic Armor: DR: +2, Max Dex: +4, Penalty: -1, Type: Light Special Features: Megaman automatically has the Black Boxed feat and the Weapon Emulation feat. Megaman can hold up to 8 weapon system regardless of his ability scores. Level Bonuses: Charisma +1, +2 to Base Attack Bonus. Megaman was born when Rock, Dr. Lights assistant volunteered to become a super fighting machine. Megaman rarely removes his battle armor since he is frequently acting in some capacity as a defender of the peace. Megamans arm cannon is one of several different mark versions. The standard plasma cannons found in most military or police androids is a Mark-16 plasma cannon, both Megaman and Protoman were out fitted with upgraded and retrofitted versions of these Later Megaman would be out fitted with a more powerful version, the Mark-17 mega-buster cannon, capable of firing charged shots. Megaman is energetic and does not see why Dr. Willy has to hurt people. Even though he does

Age: Appears to be 15 years old. DEX: 18 WIS: 12 Ref Save: +11

Skin: Tan, Armor: Titanium Blue Speed: 30ft

not understand why some people are evil or insane, he still acts to defend people from those individuals. Megaman is Left handed.

Protoman
Level: 8 Classes: Marksman: 2, Combatant: 6 Hair: Brown Defense: 20, DR: 4 Skin: Tan, Armor: Titanium Grey & Red Speed: 35ft

Eyes: Blue

Age: Difficult Height: 5 7 to determine. STR: 16 DEX: 18 CON: 14 INT: 14 WIS: 13 CHA: 10 Fort Save: Ref Save: +10 Will Save: +4 +6 Vitality: 70 Wounds: 14 Reputation: +2 Initiative: Melee BAB: Ranged BAB: +4 +13/+8 +15/+10 Skills: Navigate: +8, Balance: +9, Climb: +7, Computer Use: +8, Demolitions: +8, Hide: +9, Intimidate: +7, Jump: +10, Pilot: +10, Swim: +9, Tumble: +10, Use Scanners: +8 Combatant: Trade Weapon (Weapon Focus: Plasma Cannon), Bonus feat (Mobility, Combat Reflexes, Spring Attack), Trade Weapon (Plasma Cannon, +2) Marksman: Starting Feats, Improved Point Blank Shot, Improved Precise Shot, Racial Features: Android: +2 to Strength, but a -2 to their Wisdom and Charisma, Base speed is 30ft, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor Feats: Exotic Weapon Prof: Plasma Cannon, Precise Shot, Bonus Feats: Dodge, Mobility, Combat Reflexes, Spring Attack Equipment: Proto-buster (Prototype Enhanced Plasma Cannon), Damage: 3d8+2, Attack Bonus: +15/+10,Critical: 19-20/x2, Range: 60ft, Internal Weapon, Master Craft Weapon (+3) Armor: Enhanced Basic Armor: DR: +2, Max Dex: +4, Penalty: -1, Type: Light Special Features: Protoman is a superior androids, above that of most others. Protoman automatically starts with the Black Box feat. Level Bonuses: +2 to Damage (Plasma Cannon) Shield: Protoman carries with him a large shield that he uses to deflect shots fired at him. The Shield is about as large as Protoman and has a small view port so he can look for his enemies with out having to move from behind the shield. The Shield provides up to total cover depending on how far out Protoman comes. The shield itself is very lightweight and made of an ultra dense energy absorbing alloy, (has a DR of 10, and 20 wound points; automatically takes damage from energy and physical attacks, area affecting attacks however circumvent the shields cover unless the attack is a cone or head-on-strike like beam). Protoman was built before Megaman. As something of an older brother, Protoman often pop in and out to check up on Megaman from time to time. Protoman is not every big on acting as a team and prefers to do things solo. Protoman is easy to identify by his bright yellow scarf and shield. Protoman does not have the same weapon emulation system, nor does his proto-buster have the charging capabilities that Megaman has. Protoman is however a bit stronger and faster than Megaman, but just as

agile. Protomans age in terms of appearance is difficult to determine. He never removes his helmet, nor does his remove his scarf. In terms of attitude and personality, Protoman come across as some one in their late teens early 20s. Dr. Light however has stated that both Megaman and Protoman are almost identical with their helmets off. Protoman is Right handed.

Roll
Level: 5 Classes: Expert: 3, Technician: 2 Hair: Blonde Age: Appears to be 15 years old. DEX: 12 WIS: 13 Ref Save: +3 Defense: 13

Eyes: Green Height: 5 4

Skin: Tan Speed: 30ft

STR: 9 CON: 10 INT: 14 CHA: 17 Will Save: +5 Fort Save: +1 Vitality: 19 Wounds: 10 Reputation: +3 Initiative: Melee BAB: Ranged BAB: +1 +2 +2 Skills: Appraise: +6, Bluff: +10, Computer Use: +9, Diplomacy: +10, Escape Artist: +2, Forgery: +5, Gamble: +4, Gather Information: +8, Hide: +4, Listen: +4, Move Silently: +4, Pilot: +4, Repair: +8, Search: +8, Spot: +7, Swim: +1, Use Scanners: +7, Craft (Robotics): +4, Craft (Androids): +4, Knowledge (Engineering): +4, Knowledge (Technology): +6 Expert: Starting Feats (Light Shell Armor), Skill Emphasis (Diplomacy, Bluff), Bonus Feat (Persuasive) Technician: Skill Emphasis (Computer Use), Specialty (1) Racial Features: Android: +2 to Strength, but a -2 to their Wisdom and Charisma, Base speed is 30ft, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor Feats: Dodge, Mobility Bonus Feats: Persuasive Equipment: Various cleaning equipment, has access to various other equipment including weapons supplied by Dr Light. Level Bonuses: +1 to Charisma. Roll is the twin sister of Megaman and younger sister of Protoman. Ever since Rock was converted into Megaman, Roll has stepped in to fulfill his duties as lab assistant to Dr. Light. However on top of these duties Roll has found herself acting in other capacities to Dr. Light, often as a secretary, or handling public addresses for Dr. Light when he is indisposed. Roll is a spunky 15 year girl at heart with a sarcastic side. She enjoys helping Dr. Light around the lab as well as cleaning. Roll is Right handed.

Dr. Light
Level: 20 Classes: Expert: 10, Technician: 10 Hair: White Age: Appears to be 60+. DEX: 10 WIS: 16 Ref Save: +8 Wounds: 10 Defense: 16

Eyes: Blue Height: 5 10 STR: 10 INT: 22 Fort Save: +8 Vitality: 79

Skin: Tan Speed: 30ft CON: 10 CHA: 16 Will Save: +13

Reputation: +14 Initiative: Melee BAB: Ranged BAB: +0 +8/+3 +8/+13 Skills: Appraise: +18, Balance: +2, Bluff: +7, Computer Use: +20, Demolitions: +12, Diplomacy: +8, Disable Devise: +14, Forgery: +10, Gather Information: +13, Listen: +4, Pilot: +3, Repair: +20, Search: +12, Spot: +11, Swim: +1, Use Scanners: +16, Craft (Robotics): +22, Craft (Androids): +31, Craft (Reploids): +32, Craft (Blasters/Rifles): +15, Craft (Armor): +15, Craft (Plasma Cannon): +15, Knowledge (Engineering): +32, Knowledge (Technology): +32, Profession (Scientist/Inventor): +16 Expert: Starting Feats (Light Shell Armor), Skill Emphasis (Craft: Robots, Craft Androids, Knowledge: Engineering, Knowledge: Technology), Bonus Feat (Fame, Persuasive, Influence), Skill Mastery (Craft: Androids, Knowledge: Technology), Profession (+2) Technician: Skill Emphasis (Computer Use, Repair, Craft: Reploids), Specialty (Profession: Scientist/Inventor, Knowledge: Engineering, Knowledge: Technology, Craft: Androids, Craft Reploids), Master Craftsmen (+4) Racial Features: Human: Bonus Starting Feat, Extra Skill Points. Feats: Cautious, Gearhead, Sharp Eyed, Trustworthy, Weapon Group Proficiency: Blaster Pistols, Great Fortitude, Exotic Weapon Proficiency: Plasma Cannon Bonus Feats: Fame, Persuasive, Influence Equipment: Dr. Light is very wealthy, and has access to a fully equipped laboratory, and workshop. Dr. Light holds patents on various mass produced androids and robots that are still in use and manufactured. Dr. Lights lab and workshop are all apart of his secluded home. Dr. Light has presidential and U.N. clearance to weapons and equipment if the need may arise. Dr. Light owns a modest air speeder that he has installed shields into to protect him and his passengers incase of an attack. Level Bonuses: +3 to Intelligence , +1 Wisdom, +1 Charisma Age Alterations: -3 to Strength, Dexterity, &Constitution; +2 Intelligence, Wisdom & Charisma Dr. Light is one of, if not the greatest scientist of his time. Dr. Light was the firs to invent the Robot Master system, as well as the unusual and powerful weapon emulation system. Dr. Light has invented so many things that he no longer really remembers all of them. Dr. Light however is most famous for creating Megaman, the superior fighting android. During his life, Dr. Light created not only weapons for the military and the police, but more practical intentions as well to aid people in every day life, in the form of robot servants and androids. Near the end of his days Dr. Light began developing a new type of Megaman, a bit larger than the current one, and boasting greater fire power and abilities. It was with this invention that Dr. Light invented a new form of technology known as techno-organics, which he used to create the next step in android evolution, Reploids. However even in the future Dr.

Light has not been forgotten. During the era in which Megaman X is active, Dr. Lights thought patterns and brain algorithms were downloaded into a hidden computer in a hidden laboratory. This lab has never been found and is probably several miles under ground with no way into it. What is in the lab would be anyones guess, but Megaman Xs upgrade armor systems have to come from some where. Dr. Light is Left handed.

Dr. Willy
Level: 20 Classes: Expert: 10, Technician: 10 Hair: White Age: Appears to be 60+. DEX: 13 WIS: 16 Ref Save: +9 Defense: 17

Eyes: Blue Skin: Tan Speed: 30ft Height: 5 10 STR: 10 CON: 13 INT: 22 CHA: 10 Will Save: +13 Fort Save: +9 Wounds: 13 Vitality: Reputation: 101 +13 Initiative: Melee BAB: Ranged BAB: +1 +8/+3 +8/+13 Skills: Appraise: +14, Balance: +2, Bluff: +12, Computer Use: +20, Demolitions: +14, Disable Devise: +16, Forgery: +12, Gather Information: +13, Intimidate: +11, Listen: +4, Pilot: +10, Repair: +20, Search: +10, Spot: +11, Swim: +1, Use Scanners: +16, Craft (Robotics): +22, Craft (Androids): +26, Craft (Reploids): +26, Craft (Blasters/Rifles): +14, Craft (Armor): +14, Craft (Plasma Cannon): +12, Knowledge (Engineering): +30, Knowledge (Technology): +30, Expert: Starting Feats (Light Shell Armor), Skill Emphasis (Craft: Robots, Craft Androids, Knowledge: Engineering, Knowledge: Technology), Bonus Feat (Infamy, Persuasive, Influence), Skill Mastery (Craft: Androids, Knowledge: Technology), Profession (+2) Technician: Skill Emphasis (Computer Use, Repair, Craft: Reploids), Specialty (Profession: Scientist/Inventor, Knowledge: Engineering, Knowledge: Technology, Craft: Androids, Craft Reploids), Master Craftsmen (+4) Racial Features: Human: Bonus Starting Feat, Extra Skill Points. Feats: Cautious, Gearhead, Sharp Eyed, Weapon Group Proficiency: Blaster Pistols, Great Fortitude, Exotic Weapon Proficiency: Plasma Cannon, Weapon Group Proficiency: Heavy Weapons Bonus Feats: Infamy, Persuasive, Influence Equipment: Dr. Willy has access to several different hidden laboratories that he has set up using stolen funds and equipment. These laboratories are often done up in the form of a tower, which sits well with Willys ego. Willy always tries to out do Dr. Light, his rival. He often sacrifices performance for power, or durability for speed in all of his inventions. Dr. Willy is so obsessive that he is unaware of any design flaws that may pop up in his more mundane inventions, his androids are a often different matter. Level Bonuses: +3 to Intelligence , +1 Wisdom, +1 Dexterity Age Alterations: -3 to Strength, Dexterity, &Constitution; +2 Intelligence, Wisdom & Charisma. Dr. Willy was once the well known and respected lab assistant to Dr. Light. His genius was on par with Dr. Lights and this made him an excellent assistant, however Willy had an ego, and he was

greedy. While Dr. Light looked at how his inventions could help man kind, Dr. Willy looked at how they would make him rich. Eventually Dr. Willy, tired of being a simple assistant started to funnel money to funding his own private experiments. For a while he went unnoticed, but eventually Dr. Light caught him in the act. Dr. Willy tried to get Dr. Light to see things his way, that the two of them could become rich off of their research, especially if they broadened it to include creating weapons. At the time Dr. Light was strictly against creating weapons simply for financial gain. Willy disappeared for a while, taking with him 6 of Dr. Lights recent creations, the Robot Masters: Fireman, Cutsman, Gutsman, Bombman, Elecman, and Iceman. Dr. Willy learned all he could from these 6 androids and reprogrammed them to exact his revenge against Dr. Light and the world in general for shunting his genius and mocking him. Since then, Dr. Lights only weapon, Megaman, as always been able to stop Willy regardless of what he tried. Eventually Willy created his own equal to Megaman, the android Forte. However Forte also had an ego similar to Willys. Although his programming forced him to do as Willy commanded, Forte would just as soon blast the man than have to listen to his ranting. Near the end of his days Dr. Willy began the construction of one of the first Reploids, a reploid with superior speed and strength as well as fighting abilities. However the reploid was insane and carried a unique virus in it. It would be an odd twist of fate that Zero, Dr. Willies greatest creation would one day become a hero, and close friend to Dr. Lights own creation Megaman X. However even though his name has not been spoken, there is a chance that, somehow, in some way, he has survived for centuries and only recently in the Future has he begun to subtly make his presence known. Dr. Willy is Right handed.

Forte
Level: 10

( A.K.A.: BASS in the USA)


Classes: Marksman: 3, Hunter: 3, Combatant: 4 Hair: None Defense: 21, DR: 5

Eyes: Purple

Age: Difficult Height: 5 11 to determine. STR: 16 DEX: 18 CON: 14 INT: 13 WIS: 12 CHA: 14 Fort Save: Ref Save: +11 Will Save: +6 +8 Vitality: 85 Wounds: 14 Reputation: +4 Initiative: Melee BAB: Ranged BAB: +4 +13/+8 +15/+10 Skills: Navigate: +7, Balance: +12, Climb: +11, Computer Use: +6, Demolitions: +4, Hide: +7, Intimidate: +5, Jump: +11, Listen: +4, Pilot: +9, Sense Motive: +3, Survival: +3, Swim: +5, Tumble: +10, Use Scanners: +5 Marksman: Starting Feats, Improved Point Blank Shot, Improved Precise Shot, Improved Rapid Shot Hunter: Track, Favored Target (Megaman +1), Evasion, Bonus Feat (Dodge), Uncanny Dodge (Dex Bonus to Defense) Combatant: Trade Weapon (Weapon Focus: Plasma Cannon), Bonus feat (Mobility, Precise Shot), Trade Weapon (Plasma Cannon, +1) Racial Features: Android: +2 to Strength, but a -2 to their Wisdom and Charisma, Base

Skin: Tan, Armor: Titanium black & Yellow Speed: 35ft

speed is 30ft, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor Feats: Exotic Weapon Prof: Plasma Cannon, Increased Speed, Charged Shot, Shot on the Run Bonus Feats: Dodge, Mobility, Precise Shot. Equipment: Forte-buster (Enhanced Plasma Cannon), Damage: 3d8, Attack Bonus: +20/+15,Critical: 19-20/x2, Range: 60ft, Internal Weapon, Charged Shots, Master Craft Weapon (+2) Armor: Light Military: DR: +3, Max Dex: +3, Penalty: -2, Type: Light Special Features: Forte automatically has the Black Boxed feat. Level Bonuses: Charisma +1, +2 to Base Attack Bonus. Forte is in many ways Megamans exact opposite. However Megaman believes that there is some good in his rival, and as such he is always giving Forte a chance to mend his ways. Forte might be inclined to do so if it werent for his programming. Forte is a slave of Dr. Willy who built Forte a little too well. Forte is one of the few of Dr. Willies creations that has great deal of free will. It is this free will Megaman sees in him and hopes to influence his actions. For the most part Forte is like Protoman in his actions and attitude. He is a loner and acts as such. His only companion is a mechanical wolf named Treble, who he can merge with for greater abilities. However even these abilities are not enough to defeat Megaman. Forte is Right handed.

Duo
Level: 15 Classes: Combatant: 10 Hunter: 5 Hair: None Defense: 18, DR: 9

Eyes: Red

Height: 7 2 STR: 22 INT: 13 Fort Save: +12 Vitality: 145 Initiative: +2

Age: Difficult to determine. DEX: 14 WIS: 14 Ref Save: +8 Wounds: 18

Skin: Titanium White, blue, & red Speed: 30ft CON: 18 CHA: 14 Will Save: +8

Reputation: +5 Melee BAB: Ranged +21/+16/+12 BAB: +17/+12/+7 Skills: Navigate: +13, Climb: +7, Computer Use: +9, Demolitions: +6, Gather Information: +7, Intimidate: +10, Jump: +13, Listen: +5, Pilot: +7, Repair: +9, Sense Motive: +8, Survival: +8, Treat Injury: +6, Tumble: +8, Use Scanners: +9, Knowledge (Evil Energy): +10, Knowledge (Galactic Events): +10 Combatant: Starting Feats, Trade Weapon (Energy Blade +4), Bonus Feats (Exotic Weapon Proficiency: Energy Blade, Armor Proficiency: Heavy Shell, Combat Expertise, Dodge, Martial Arts) Hunter: Starting Feats, Track, Favored Target (Evil Energy Wielders +2, Criminals +1), Bonus Feat (Mobility, Spring Attack), Evasion, Uncanny Dodge (Dex Mod to Defense.) Racial Features: Android: +2 to Strength, but a -2 to their Wisdom and Charisma, Base

speed is 30ft, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor Feats: Black Boxed, Unique Look: Increased Size (Large: +2/-1), Power Attack, Whirlwind Attack, Cleave, Great Cleave Bonus Feats: Weapon Focus: Energy Blade, Armor Proficiency: Heavy Shell, Combat Expertise, Dodge, Martial Arts, Mobility, Spring Attack Equipment: Energy Blade, Damage: 2d6+10, Attack Bonus: +22/+17/+13, Critical: 1820/x2, Range: Melee, Internal Weapon, Left hand is sheathed in a bluish energy. Ignores DR. Unarmed Strike, Damage: 1d6+6, Attack Bonus: +21/+16/+12, Critical: 20/x2, Range: Melee, Attacks mad with the Left arm do an additional 2 points of damage. Internal Sensors: Duo has special sensors with in his body that allow him to detect the presence of Evil Energy and Living Viruses. In space his range of detection is limited to 1 light year. In an atmosphere however his range of scanning is much weaker, and is limited to only a 50 mile area. DC for his checks is always 10, however he must use a pin point scan when encountering individuals who might be infected, DC is 10 as well even when scanning a Black Boxed person, his scan will detect any Evil Energy or Living Viruses in the targets body. Armor: Military Enhanced Combative: DR: +7, Max Dex: +1, Penalty: -6, Speed: -12, Type: Heavy, The Armor has a set of spike on one shoulder for bull rushes. Special Features: Duos left arm is slightly larger than his other normal arm. This arm has slightly greater strength in it allowing Duo to do an additional 2 point of damage with any unarmed strikes he makes with it. Additionally he gains a +2 to his grapple checks as well because of this. Duo is also capable of prolonged flight due to his other worldly creation. Duo, while in a planets atmosphere can fly at a speed of mach 2, and if he assumes his energy form he can fly at mach 4. In space Duo must assume his energy form in order to travel long distances. While in space Duo can travel at ramming speed, and can has the equivalent of a x1 hyperdrive. Duo can still attack while in his energy form. In space his attacks double in strength and damage, but in an atmosphere he can only maintain the energy form for only 4 rounds of combat. After which his systems will begin to overheat and he takes 1d6 points of damage every round he maintains his energy form. Lastly should Duo come across anyone with Evil Energy in them, or are the targets of a Living Virus, he can attempt to cleanse them of it before their systems become corrupted by it. Duo may do this once per person. When used the target may make another Fort or Will save even if they have already made one and failed. This time the target gains a +5 modifier to their check. If they fail again then Duo was too late to save them, if they make it then they can not be effected by Evil Energy again, with a Living Virus see the different features regarding making any saving throws. Lastly Duo is completely immune to the effects of Evil Energy and Living Viruses. Duo also automatically starts with the Ambidextrous feat and the Spacer feat. Level Bonuses: Int: +1, +2 to hit Little is known about this intergalactic android whos mission is the complete eradication of an energy simply called Evil Energy. Duo posses powers and abilities that no other robot, android, or even reploid posses. Duo first encounter with Megaman was in a battle, during which Duo was able to scan Megaman and determine that he was not an enemy but an ally. Megaman helped Duo to destroy all of the evil energy that had fallen to Earth during his battle with a powerful android in space that was the source of the energy. However eventually at the end of his battles, Megaman became infected with the Evil Energy. Duo was able to act in time to save Megaman from its corruption. Duo is Ambidextrous but favors using his Left hand.

A NOTE on Evil Energy


Evil Energy is a semi-sentient virus. However, unlike a normal virus or computer virus, it can corrupt anything sentient. Those who are not evil must make a Will save DC 20. If they make the save, then the targets will is too strong and the evil energy must find a more suitable target. If they fail the Will save they become incapacitated for 2d6 hours. During this time the evil energy rewrites their programming to an extent, essentially turning the person evil. If they are a human then its not so much a reprogramming as it is a brain washing. After the time is up the person reawakens to their new persona. They begin to crave power, and destruction. Once a person is so corrupted by evil energy they can not go back to the way they were. The Energy provides a +2 to the targets Strength, Dexterity and Constitution, but they gain a -4 to their Wisdom and Charisma. Those who are already evil do not get to make a Will save, but can if they desire. If an evil person is infected the change takes only 1d6 hours after which they gain a +2 to their Strength, Dexterity and Constitution, but suffer no other effects or penalties.

Rush
Level: 5 Classes: Hunter: 5 Hair: None Defense: 15, DR: 5 Skin: Titanium White & Red Speed: 30ft

Eyes: Blue

Age: Difficult Height: 3 4 to determine. STR: 15 DEX: 15 CON: 15 INT: 10 WIS: 12 CHA: 10 Will Save: +3 Fort Save: Ref Save: +3 +3 Vitality: 25 Wounds: 15 Reputation: +1 Initiative: Melee BAB: Ranged BAB: +6 +3 +3 Skills: Navigate: +6, Climb: +4, Computer Use: +2,Escape Artist: +5, Gather Information: +5, Hide: +5, Intimidate: +3, Jump: +7, Listen: +13, Sense Motive: +7, Spot: +10, Survival: +7, Tumble: +5 Hunter: Starting Feats, Track, Favored Target (Criminals +1), Bonus Feat (Dodge, Mobility), Evasion, Uncanny Dodge (Dex Mod to Defense.) Racial Features: Robot: Base DR of 5, Medium Robots gain +1 Strength, -1 Dexterity, Lowlight, Darkvision, +4 bonus to any 2 class skills, Feats: Alertness, Improved Initiative Bonus Feats: Dodge, Mobility Equipment: None, Rush can do a bite attack that deals 1d6+3 points of damage. Armor: None Special Features: Rush is equipped with a unique multi-purpose system. Rush is able to transform into 1 of 6 different types of things. In all of the Forms that are vehicles Rush can pilot himself with out a Pilot skill check, but he can not perform any maneuvers. Rush Jet: This is rushes primary use. Rushs body alters itself into a large jet board that Megaman rides on. The form has anchors for Megamans feet so he doesnt fall off. Megaman controls Rush like a surf board requiring pilot checks for any maneuvers. Rush can flay double his normal speed rating in terms of combat for this form, out of combat Rush flys at a speed of 50mph and he can hover.

Rush Spring: This is a more indoor use for Rush. This alteration has Rush equipped with a powerful spring of sorts that doubles Megamans jump heights. Rush Sub: This form is that of a mini-sub that Megaman can pilot. Rush has ballasts, so he can sink and surface, but he is able to do so quickly. His speed under water is equal to his normal speed rating. Pilot skill checks are needed for Megaman to pilot Rush. Rush is also equipped with a laser cannon (use the stats for a heavy laser pistol, +3 Master Craft Weapon. This bonus to hit is only usable by Rush, not the pilot.) Rush Cannon: This form allows Rush to turn into a stationary high powered laser cannon. Use the stats for a repeating laser cannon, with a +3 to hit. With this, Rush attacks on his own. Rush Sensor: This is Rush in his normal form. He can choose, or if directed to by Megaman, to use his sensors. Rush has the multiuse sensor. His range is 50ft for it. Rush however substitutes a Use Sensors check for a Survival check. Essentially he sniffs around for a while and finds what he is looking for. Rush Armor: This is a unique combination form of Rush and Megaman. In this armored Form Megaman gains a +5 to his DR, he gains the benefits of the Limited Flight feat as well. He can also fire off his right arm for ranged unarmed strike. This can be used to grab things as well. The punch deals an additional +1d6 points of damage due to its force. The limb automatically returns to Megaman. If caught or destroyed a new one can be created for him by Rush after one round. Level Bonuses: +1 to all class skills with ranks in them. Rush is the robotic canine side kick of Megaman. Completely loyal to Megaman, Roll, and Dr. Light; Rush follows Megaman where ever he goes. Rushs personality is similar to that of a certain cartoon dog (Scooby Doo) to an extent. Rush has a lot more courage, but is just as quirky and comical. Rush is capable of speaking, but sound pretty much like Scooby Doo when he does.

Treble
Level: 5 Classes: Hunter: 5 Hair: None Age: Difficult to determine. DEX: 15 WIS: 12 Ref Save: +3 Wounds: 15 Melee BAB: +3 Defense: 15, DR: 5 Skin: Titanium White & Red Speed: 30ft CON: 15 CHA: 10 Will Save: +3 Reputation: +1 Ranged BAB: +3

Eyes: Blue Height: 3 4 STR: 16 INT: 10 Fort Save: +3 Vitality: 25 Initiative: +6

Skills: Navigate: +6, Climb: +5, Computer Use: +2,Escape Artist: +5, Gather Information: +5, Hide: +5, Intimidate: +3, Jump: +8, Listen: +13, Sense Motive: +7, Spot: +10, Survival: +7, Tumble: +5 Hunter: Starting Feats, Track, Favored Target (Criminals +1), Bonus Feat (Dodge, Mobility), Evasion, Uncanny Dodge (Dex Mod to Defense.)

Racial Features: Robot: Base DR of 5, Medium Robots gain +1 Strength, -1 Dexterity, Lowlight, Darkvision, +4 bonus to any 2 class skills, Feats: Alertness, Improved Initiative Bonus Feats: Dodge, Mobility Equipment: None, Treble can do a bite attack that deals 1d6+3 points of damage. Armor: None Special Features: Treble is similar to Rush in some of his capabilities. However does lack a lot of the same capabilities that Rush does have. Treble has only 3 main capabilities. Treble Cannon: Treble fires these blasts from his tail, which allows him to move around if needed. This capability is usable at the same time along with his Sensors. Use the stats for a repeating laser cannon, with a +3 to hit. With this, Rush attacks on his own. Treble Sensor: He can choose, or if directed to by Forte, to use his sensors. Treble has the multiuse sensor. His range is 50ft for it. Treble however substitutes a Use Sensors check for a Survival check. Essentially he sniffs around for a while and finds what he is looking for. Treble Armor: This is a unique combination form of Treble & Forte. In this armored Form Forte gains a +5 to his DR, he gains the benefits of the Limited Flight feat as well. He can also fire off more powerful plasma blasts doing an extra +1d6 points of damage. Level Bonuses: +1 to all class skills with ranks in them. Little is known about Treble except that he and Forte are perfect for each other. Treble is loyal only to Forte, and wont even follow the orders of Dr. Willy, his creator. Treble was designed to act as a support robot for Forte in the same manner that Rush does with Megaman. If there is anyone that Forte cares about its Treble. It is unknown if Treble can speak, he generally gets his point across anyway.

The Megaman X Era


This setting takes place several hundred years in the future of the Megaman Era. In this era, Reploids are at the front of the stage. Reploids are near human machines, capable of feeling complicated emotions as well as being able to dream. Slowly but surely machines are evolving into their own unique race. And because of this, problems can arise. In this era, not all reploids believe that they and humans should live in peace. To that end, those reploid who wish to harm people, human or other wise are deemed as Mavericks and are hunted by specially trained humans & machines known as Maverick Hunters. One of the greatest hunters during this time was a powerful Reploid called Sigma, who at the time was leader of the Maverick Hunters. Things would change for Sigma the day he encountered an insane reploid. This reploid was so powerful that no maverick hunter could get near him with out being ripped apart. Sigma took it upon himself to defeat this rogue. In an old warehouse, Sigma found the maverick waiting for him. Never in his life did Sigma ever encounter a reploid whos power was greater than his own. The more Sigma fought back against him, the crazier it became. Fear, and pain were not known to it. Sigma lost his right arm in the battle, but out of pure luck he defeated the red armored reploid with an odd W on his head that faded out when he was defeated. Sigma was repaired and the insane reploid was also repaired, and reprogrammed. Some how, the insanity that had him on a rampage was completely gone when he awoke. Even though he was reprogrammed there was only so much they could do in that area to begin with.

Shortly after tat however, Sigma himself went maverick. Zero, the once insane reploid was made a maverick hunter and charged with the task of bring in Sigma. Zero quickly proved his worth as he fought Sigmas minions. Eventually though his search came to an abrupt halt when a reploid bounty hunter named Vile appeared. Vile worked for Sigma currently and was assigned the task of stopping any maverick hunters who got too close. This would continue for a while until a new factor was introduced. The scientist who had introduced reploid technology had originally gleaned it from a discovery of his, a reploid over a hundred years old and in stasis. The reploid had been left in stasis with a warning to not activate him unless necessary. Seeing that Sigma was on a quest for world domination, the scientist activated the reploid. Megaman X was born that day. Megaman was automatically given a position in the maverick hunters directly under Zeros command. X, as he came to be called, quickly asserted his free will, something that no other reploid had. Each reploid was programmed to follow orders with in their given jobs. X however was not like that. Like a human, X chose to follow orders, not because he was programmed to. Another thing was discovered about X, was that he did not like violence. Even though he did not like violence, he was built for combat. His combat skills were easily on par with Zeros and he had the capacity to be even better. Since Xs activation his single purpose with in the maverick hunters has been to deal, almost exclusively with Sigma. Eventually X was given his command over the 17 th Unit, (Zeros old unit); Zero on the other hand was given command of his own Special Forces unit. Time and again X & Zero would face off against Sigma. Zero in their initial encounter was even destroyed, but later his parts were found and he was rebuilt. Vile would resurface one last time after his destruction at the hands of Megaman X. This last time the two encountered Sigma, things were close. The two were nearly destroyed by sigma when he merged with the surrounding computer system for one last shot at destroying the two. He succeeded in blowing a hole through the two of them, but Zero succeeded in blasting him back. Both of them recovered, Megaman X was mysteriously rebuilt, and now possessed Zeros ZSaber. Zero also survived, but it would be a while before he would resurface to take care of an imposter Zero that had emerged. This time their enemy was at first, Zero, or more accurately the imposter. Later though it was reviled that a Reploid scientist named Gate was the instigator of things. His lackeys, the powerful High Max, & the diplomatic Isac fueled the anti Zero sentiment in many people. But again, like every other time, Sigma was reviled to be at the core of the problem, but this time, he was not his complete self. Since their last battle, Sigma had not had a chance to recover, and as such his programming was still damaged, his only though was to destroy Megaman X & Zero. In the end, he again failed, Zero disappeared, and X was left to pick up the pieces and prepare for Sigmas return.

MEGAMAN X
Level: 17 Classes: Marksman: 7, Hunter: 5, Combatant: 4 Maverick Hunter: 1 Hair: Brown Defense: 24, DR: 5

Eyes: Blue

Height: 5 11

STR: 14 CON: 14 INT: 13 CHA: 14 Will Save: +8 Fort Save: +11 Wounds: 14 Reputation: +9 Vitality: 124 Initiative: Melee BAB: Ranged BAB: +5 +17/+12/+7 +19/+14/+9 Skills: Navigate: +7, Balance: +12, Climb: +10, Computer Use: +8, Demolitions: +7, Escape Artist: +10, Gather Information: +7, Hide: +12, Intimidate: +8, Jump: +11, Listen: +6, Move Silently: +10, Pilot: +11, Repair: +7, Ride: +8, Search: +4, Sense Motive: +6, Spot: +3, Survival: +6, Swim: +6, Treat Injury: +4, Tumble: +13, Use Scanners: +7, Knowledge (Maverick Reploids): +8, Knowledge (Sigma Virus): +8 Marksman: Starting Feats, Improved Point Blank Shot, Improved Precise Shot, Improved Rapid Shot, Sniper (+2), Intercept Shots(+2), Ranged Whirlwind Attack Hunter: Starting Feats, Track, Favored Target (Maverick Reploids+2, Sigma Virus +1), Bonus Feat (Dodge, Spring Attack), Evasion, Uncanny Dodge (Dex Mod to Defense.) Combatant: Trade Weapon (Weapon Focus: Plasma Cannon), Bonus feat (Mobility, Combat Reflexes), Trade Weapon (Plasma Cannon, +1) Racial Features: Reploid: +2 to Strength, but a -2 to their Wisdom, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor, -4 to their Charisma based skills when dealing with common place humans. Feats: Precise Shot, Charged Shot, Shot on the Run, Called Shot, Rider Operation, Exotic Weapon Prof: Energy Blade Bonus Feats: Dodge, Mobility, Combat Reflexes, Spring Attack Equipment: X-buster (Mark-X Enhanced Plasma Cannon), Damage: 3d8+5, Attack Bonus: +25/+20/+15,Critical: 19-20/x2, Range: 60ft, Internal Weapon, Charged Shots, Master Craft Weapon (+4), Megaman X has 1 X-Buster in each arm. Z-Saber (Energy Sword), Damage: 2d8+3 +2Strength Attack Bonus: +20/+15/+10, Critical: 18-20/x2, Range: Melee, Master Craft Weapon (+3) Armor: Military Basic Armor: DR: +3, Max Dex: +3, Penalty: -2, Type: Light Special Features: Megaman X automatically has the Black Boxed feat, Weapon Emulation feat, Hyper Modes Feat, Ambidexterity and Anti-Viral Programming Feat. Megaman can hold up to 8 weapon system regardless of his ability scores. Also Megaman Xs hyper modes are slightly stronger than most others. Megaman X has also earned the Fame feat for free. Lastly Xs charged shots from his Plasma Cannon are more powerful than any others.

Age: Appears to be 18-21 years old. DEX: 21 WIS: 12 Ref Save: +16

Skin: Tan, Armor: Titanium Blue Speed: 30ft

X can do an additional 1d6 points of damage per charge stage. So at maximum power he can do an additional 2d6 points of damage. Hyper Modes Normal Form: Dash (Once per round, able to move 10ft as a free action), Enhanced Targeting (+1 to hit). Falcon Armor: Greater Targeting (+3 to hit on ranged attacks), Advanced Speed (+20 to Speed), Hover, Flight (Speed +20), Enhanced DR (+1 to DR), Giga Strike (Area Range) Blade Armor: Advanced Power (+4 to damage with energy weapons), Greater DR (+3 to DR), Advanced Strength (+4 to Strength), Double Dash, Double Jump, Giga Strike (Short Range Beam Blade from X-Buster) Shadow Armor: Improved Speed (+20 to Speed), Improved DR (+2 to DR), Stealth Camouflage, Wall Stick, Shotgun Blast, Giga Strike (Short Range, with Z-Saber)

Nova Armor: This is a unique armor developed for Megaman X. This armors power is beyond any other hyper mode available. This ultimate armor allows Megaman X to use it either in a jet board form that he rides on, or he can dawn the powerful armor and literally fly through his enemies. This armor ignores the rules for the hyper mode armor enhancement restrictions. Advanced Speed (+20 to Speed), Hover, Flight, Advanced Power (+4 to damage with energy weapons), Advanced DR (+4 to DR), Dash, Nova Strike: This is a unique weapon system for Megaman X. The unit is equipped with glider wings that deploy for flight. While in flight, as a free action, Megaman can activate his Nova Strike. Megaman Xs body is sheathed in energy allowing him to fly through his enemies. The attack allows Megaman X to perform an Improved Bull Rush attack as a Full round action. If Megaman hits any targets, (effects a 5ft area, and anyone number of opponents that can occupy that area), they take 8d10 points of damage from the strike. The damage of any energy attacks made against Megaman X while he is using the Nova Strike is reduced by . Anyone Attacking Megaman X with a melee attack will automatically take 4d10 points of damage while he is using the Nova Strike. A Nova Strike action begins on Megaman Xs turn and ends at the beginning of the next round. So any enemies in the first round of combat that can go first get to do so. On Xs turn he can activate the Nova Strike for free and then make a Bull Rush as if he had the Improved Bull Rush feat, (Improved Bantha Rush in Star Wars), on the ground or while flying. Going into flight mode is considered apart of a move action. So the X can be standing still and then activate his Nova Strike, and then fly at his target rather than run. For flying though the distance needed to do a Bull Rush is reduced by 5 feet. Unfortunately Xs flight status is negated after the Nova Strike is completed. Essentially it allows him to get from point A to point B with out really being harmed. Jet Glider: This mode is a jet board mode similar to what Rush is capable of doing. Megaman X rides on top of the armor like its a surf board. He can do so with out falling off. Speed of this is equal to double the Rush Jet form (Speed 120, Speed in prolonged flight: 100mph). The Nova Strike can not be used while using the Jet Glider mode.

Level Bonuses: +3 to Dexterity, +1 to Wisdom Megaman X, or just X as he prefers to be called, is arguable the most powerful reploid in existence. Xs personality is pretty much like that of a normal person who has suddenly been thrust into dangerous situations because he is the only one who can deal with it. X has always disliked violence not because of his programming though, but because he knows that it is really unnecessary. X is the only reploid who has total free will to do as he likes. So far those that have worked with him have learned that while he is powerful and possesses a free will he does have an underlying goodness and morals that guide his decisions. Xs body is equipped with removable armor. X looks like a much older and mature version of the original Megaman. X upgrades his hyper modes on occasion, often to deal with any new wide spread maverick problems that may crop of because of Sigma. However in the past X was always been a bit uncertain of his actions, and would often question himself. But after Zeros apparent second death and complete disappearance X changed a bit. He became more certain of his actions and he stopped questioning himself. Since then Megaman X has taken to wielding Zeros old Z-Saber. Although he is not nearly as good with it as Zero was, X is now able to defend himself a bit better when it comes to up close confrontations, But he still prefers his powerful X-Buster over the energy sword. Megaman is predominantly right handed but can fire either X-Buster with out penalty for using his off hand.

Zero
Level: 20 Classes: Combatant: 10 Marksman: 2 Maverick Hunter: 8 Hair: Very Long & Blonde Defense: 27, DR: 6

Eyes: Green

Height: 6 2

STR: 22 INT: 14 Fort Save: +12 Wounds: 14 Vitality:

Age: Appears to be 21-25 years old. DEX: 16 WIS: 14 Ref Save: +14

Skin: Tan, Armor: Titanium red & white Speed: 30ft

CON: 14 CHA: 14 Will Save: +8

Reputation: +10 Initiative: Melee BAB: Ranged BAB: +3 +26/+21/+16/+11 +23/+18/+13/+8

Skills: Navigation: +7, Balance: +7, Climb: +11, Computer Use: +7, Craft (Energy Sword): +9, Demolitions: +7, Gather Information: +7, Intimidate: +9, Hide: +7, Jump: +13, Knowledge (Tatics): +6, Knowledge (Maverick Reploids): +9, Knowledge (Sigma Virus): +6, Listen: +7, Pilot: +9, Profession: +7, Repair: +8, Search: +7, Spot: +7, Swim: +9, Tumble: +10, Use Scanners: +8 Combatant: Starting Feats, Trade Weapon (Exotic Weapon Proficiency: Energy Sword), Bonus feat (Dodge, Mobility, Weapon Focus: Energy Sword, Expertise, Spring Attack), Trade Weapon (Energy Sword, +4) Marksman: Improved Point Blank Shot, Improved Precise Shot Maverick Hunter: Starting Feats, Hunters Prey (+2), Resource Access, Bonus Feat (Improved Critical: Energy Sword, Whirlwind Attack, Great Cleave, Charged Shots), Greater Weapon Focus Racial Features: Reploid: +2 to Strength, but a -2 to their Wisdom, Lowlight vision, DR of 2, Armor Proficiency: Light Shell Armor, -4 to their Charisma based skills when dealing with common place humans. Feats: Martial Arts, Defensive Martial Arts, Quick Draw, Track, Power Attack, Cleave, Heroic Surge Bonus Feats: Dodge, Mobility, Weapon Focus: Energy Sword, Expertise, Spring Attack, Improved Critical: Energy Sword, Whirlwind Attack, Great Cleave, Charged Shots Equipment: Z-Saber v2 (Energy Sword), Damage: 2d8+8 +6Strength, Attack Bonus: +28/+23/+18/+13, Critical: 17-20/x2, Range: Melee, Master Craft Weapon (+4) Z-Buster (Mark-Z Enhanced Plasma Cannon), Damage: 3d8+2, Attack Bonus: +23/+18/+13/+8,Critical: 19-20/x2, Range: 60ft, Internal Weapon, Charged Shots, Master Craft Weapon (+2), Zero has 1 Z-Buster in each arm. Armor: Combative Armor: DR: +4, Max Dex: +3, Penalty: -2, Type: Medium, Speed: -5ft

Special Features: Zero automatically has the Black Boxed feat, Ambidexterity and Anti-Viral Programming Feat. Zero has also earned the Fame feat for free. Zero also has a variation of the Hyper Modes feat. Zero has his normal form and 1 other form only. Zero is slightly stronger than most other Reploids. Zero has an additional +2 to his Strength. Level Bonuses: +2 to Intelligence, +1 to all primary class skills, +2 to Wisdom Zeros Primary Mode: Enhanced Speed (+5ft), Dash (move 10ft as a free action), Giga Strike (Area Range). Zeros Black Armor Mode: Advanced Speed (+20ft), Advanced Jumps (+6 to Jump checks), Enhanced DR (+1), Giga Strike (Area Range), Dash (move 10ft as a free action).

A lot about the powerful reploid known as Zero is still wrapped up in mystery. What is known is that at one point in time he was a Maverick reploid, completely insane and virtually unstoppable. Zero was capable of ripping apart Reploids with his bare hands. His rampage however came to an end when, after a brutal battle with the then Maverick Hunter leader Sigma, he was rendered unconscious. Zero was reprogrammed with a great deal of difficulty. His memories of what he was were all but forgotten. Zero became one of the Maverick Hunters after all this. Soon the reploid Sigma would also go maverick, a feat that no one had ever expected. Zero spent his time trying to locate Sigma and meet with several dead ends and other maverick reploids bent on stopping him. Zero met his match in the Maverick Bounty Hunter, Vile. With some many new threats popping up a new hunter was introduced, Megaman X. Although the two bumped heads initially Zero saw something unique with in X and the two quickly became friends. After Zero was supposedly destroyed for the first time, his parts were found by Megaman X, who had his friend reassembled. X and Zero worked together after that as partners. Zero and X would have several more encounters with the insane reploid Sigma. Eventually these battles ended in a climatic battle between Sigma and Megaman X. Zero had been badly damaged earlier on. X defeated Sigma and then tended to what was left of Zeros main body. Sigma then resurfaced, drawing in technological mass to create a powerful beam cannon. Surprising the two Sigma blasted a hole through X and Zero. With his power failing quickly, Zero put all of his power into one last plasma blast that destroyed Sigma. Weeks later X and Zero would both be repaired, and both under mysterious means. Zero officially resurfaced when a double taking on his form was spreading a virus called the Zero Virus. Together X and Zero put an end to this, only to face yet another problem. Gate, a mad reploid scientist had been plotting world domination, but was himself a puppet of some other hidden threat. Gate was working on resurrecting Sigma using data collected on Zero. X and Zero both defeated Gate and Sigma. But what comes next for these two is anyones guess.

Supporting Characters
Below I have other characters that exist in the Megaman X era. The information presented is not as detailed as those for all the other characters above mainly for a couple of reasons. First off to save some time. Secondly there really isnt that much known about these other characters yet besides what they do. So Ive decided to leave the characters skills, feats and other game information blank. As such the GM may round out these characters as how they are needed or how you personally may view them.

Some info such as the characters level, classes, and ability score are listed though. Additional there is some info about the characters personality, or at least what info there is about them.

Sigma
The mad and powerful Reploid Sigma is a versatile villain of GMs to have. I have not done up any info like how I have with all the other characters. I pretty much want to leave any skills and abilities of this villain up to the GMs that want to use him. Below is some basic info about Sigma that will make things easier. Level: 20 (Combatant 9, Leader 4, Living Virus 7) Original Bodies Physical Ability Scores: STR: 20, DEX: 17, CON: 14 Current Mental Abilities: INT: 18, WIS: 20, CHA: 15 Sigma can easily gain access to any weapons he so desires. He often prefers to fight either with a melee weapon or with his fists. While Sigma is insane he is highly intelligent and often plans ahead for different eventualities. Sigma is cold and calculating, and will not hesitate to destroy an enemy or to corrupt one. In the MMX era Sigma is the most wanted being on the face of the planet, but few if any agencies including the Maverick Hunters can really keep him detained let alone destroyed for very long.

Dynamo
There is little known about the hot shot known as Dynamo. He believes himself to be the best there is. While Dynamo is a skilled mercenary, and fighter, he is no match for Megaman X or Zero. Dynamo tends to talk a lot and is something similar to an old fashioned gunslinger who just doesnt know when to quit. Level: 10 (Combatant 5, Marksman 5) Ability Scores: STR: 14, DEX: 18, CON: 14, INT: 12, WIS: 10, CHA: 14 Dynamo wields both a laser cannon and an energy blade when fighting. Dynamo is very fast and tends to rely on his speed more than his strength. When badly injured or even injured a little bit Dynamo tends to retreat knowing

that he has been bested. Dynamo wears Combative Armor.

Colonel
If the reploid known as the Colonel has any other name, it is so far unknown. Colonel of the Repliforce military, Colonel is an expert tactician, and soldier. Colonels primary weapon is an Energy Sword similar to the one Zero wields but not as powerful. Colonel is a man of honor and discipline. During the Repliforce incident Colonel was forced to take the side of his comrades. Because of this his long time friend, Zero was forced to battle him. In the end Colonel was destroyed by his friend, and his sister Iris was captured by Sigma and forced to battle Zero. It is possible that after the Repliforce incident that a new Colonel was constructed but not the same as the last one. Level: 15 (Combatant 6, Leader 3, Elite Trooper 3, Officer 3) Ability Scores: STR: 18, DEX: 14, CON: 14, INT: 12, WIS: 10, CHA: 14 Colonel wields a military issue Energy Sword (Master craft +2). Colonel also wears Military Skirted armor. Colonel is also much faster than he looks.

General
General was a massive reploid that commanded Repliforce. Sigma tricked General into rebelling against the humans and as such the Repliforce incident was started. General tried to keep thing from getting out of hand but ultimately failed. In the end he was forced to battle Megaman X. Regardless of his power though, General fell to X. Level: 18 (Combatant 5, Leader 5, Elite Trooper 3, Officer 5) Ability Scores: STR: 24, DEX: 10, CON: 18, INT: 16, WIS: 16, CHA: 18 General Has Military Heavy Skirted Armor. General also has the Unique look feat. With the feat General has Increased Size twice, as well as Dense Armor. Generals weapon systems are integrated into his body. These include his fists, which detach and fly at any targets General Designates, (each fist does 2d10 points of damage). General also has laser cannons and plasma cannons located in his body. General is considered a Huge sized being.

Iris
Iris is Colonels younger sister. She and Zero were close friends and both may have had romantic ties as well. During the Repliforce incident Iris tried to stop her brother and General from going maverick, but could not. She did succeed in stopping one battle between Colonel and Zero, but ultimately the two would fight to the death. After her brothers death she was captured by Sigma and her programming was corrupted. Eventually she was forced to fight Zero, even though both of them wished other wise. Zero destroyed Iris and vowed vengeance against Sigma. Ultimately though it was Megaman X as always that defeated Sigma. Level: 10 (Expert 6, Technician 3, Officer 1) Ability Scores: STR: 10, DEX: 14, CON: 10, INT: 16, WIS: 13, CHA: 18 Iris used no weapons although she was later outfitted with weapon systems by Sigma. Iriss armor is unique in design and considered Combative armor.

Double
The portly and clumsy reploid known as Double was in fact a double agent. Double was inserted into the Maveick hunters by Sigma to mislead and eventually destroy the maverick hunter HQ. However Double was eventually forced to face Megaman X, the man that he was attached to learn from as a rookie hunter. X destroyed Double after he revealed his true form to X. Level: 15 (Combatant 7, Expert 3, Renegade 2, Bounty Hunter 3) Rookie Hunter Form Ability Scores: STR: 14, DEX: 10, CON: 10, INT: 14, WIS: 13, CHA: 16 True Form Ability Scores: STR: 14, DEX: 18, CON: 12, INT: 14, WIS: 13, CHA: 16 Double has 2 forms, unlike most normal Reploids. Doubles secondary form is a portly sized reploid. While in this form Double can not make use of his high dexterity, and constitution, both of with are reduced to 10. Doubles internal weapons are also invisible to scans, as is his true form. Doubles True form is that of a normal sized reploid. Doubles real form is wicked looking, boasting spikes in places. Additionally most of doubles body is made up of a clear almost gelatinous plastic, which is what allows him to assume his alternate form. Changing forms is a full round action. Double has a +4 to his disguise checks, as well as a +4 to his Bluff checks while in his alternate form. Doubles armor is the equivalent of Combative armor. Double also has an Energy Blade in each arm. Double lastly has

the Ambidexterity & Two Weapon Fighting feats which do count in his feat selections. Double is also extremely fast and has the Increased Speed feat multiple times. Double has several ranks in Bluff, Diplomacy, Disguise, Gather Information, Entertain, Hide, and Listen.

Vile
At one time, Vile was considered the deadliest and most wanted Reploid bounty hunter on the face of the planet. As long as you could meet his price, Vile would hunt down anything, human, reploid, maverick or maverick hunter. The exact origins of Vile are unknown, but it is possible that he was at one point in time a Military special forces sniper unit until he went maverick. Viles attitude is on par with Boba Fett form Star Wars. Eventually Vile met his end at the hands of Megaman X. He was later rebuilt by Sigma, but was yet again destroyed by Megaman X. Level: 13 (Marksman 10, Elite Trooper 1, Bounty Hunter 2) Ability Scores: STR: 14, DEX: 20, CON: 14, INT: 14, WIS: 13, CHA: 10 Vile is equipped is Combative armor, on which he has equipped 1 rapid fire laser cannon with sniper rifle capabilities. On his other shoulder he has 3 rockets that he can fire. Vile also has a specially designed Civil Defender Rider. This rider does not have any hands; instead it has 2 hydraulic arms with spiked fists instead of hands. A normal punch from this mech does 2d10 points of piercing damage. It can do a full round attack where Vile does double punch with the spikes, with this damage is doubled to 4d10. The mechs strength modifier is still added into this amount as well, but it is also doubled if the full round attack is used. Vile will often keep his enemies at a distance with the mech and then fire on them with his laser cannon.

Signas
Signas is the current acting commander of the Maverick Hunters. Like most of the supporting cast of Megaman X, there is still little known about the history of this character, but some things can be made up or guessed. Signas is an expert tactician and probably is also a good hunter. Level: 15 (Leader 5, Expert 5, Maverick Hunter 3, Officer 2) Ability Scores: STR: 16, DEX: 16, CON: 14, INT: 14, WIS: 14, CHA: 14 Signas wears Military Skirted armor. If he has any weapons they are unkown currently, but its motlikely that he has a plasma cannon or laser built into one of his arms.

Alia
Xs and Zeros patner on a computer. Alia is the tech head of the Maverick hunters. At one point in time she worked as a reploid scientist along with another one named Gate. Alia was responsible for aiding in terminating many of Gates reploids. Eventually she became fed up with her work and joined the Maverick Hunters. Alia acts as the groups communications officer as well as debriefing field commanders of any new situations or bringing new information to their attention. Alia is fairly protective of both X and Zero and generally worries about the two of them when they are in the field. Level: 15 (Expert 10, Technician 4, Officer 1) Ability Scores: STR: 12, DEX: 16, CON: 10, INT: 21, WIS: 14, CHA: 18 Alia wears Military Basic armor. She is also equipped with a communications head set. Regardless of where she is, she can contact any maverick hunter via satellite. Alia is a non-combative person and is generally not equipped with any weapons. She does have access to a large variety of weapons and vehicles should she need them. Lastly Alia is a computer genius and has been known to hack into heavily encrypted computers.

Douglas
Douglas is the Maverick Hunters weapons and equipment expert. Unlike most other members of the Maverick Hunters, Douglas is human. (If the GM would prefer him to be other wise this can be changed, but so far there is nothing to say that he is or is not human.) Douglas is in charge of signing out equipment and weapons as they are needed. He is also a weapons developer and knows how to build many different weapons and vehicles. Level: 15 (Technician 10, Expert 5) Ability Scores: STR: 14, DEX: 11, CON: 12, INT: 19, WIS: 14, CHA: 13 Douglas wears heavy armor for a human. This armor is specially designed by Douglas and is lighter than it looks. The helmet is equipped with different scanning systems and vision magnification. The suit can be sealed air tight in a second as well. Douglass suit has various tools and gadgets as well in it. The suit provides him with a +2 equipment bonus to all of his craft and repair checks. The suit provides protection as an Armored Space Suit (pg138 in the Star Wars Players Handbook), however it is much lighter. The suit offers a DR of 6, Max Dex of +2, Armor Check Penalty of -5, and Speed of 24. Douglass also has a lab where he can make just about anything he desires.

Lifesaver
Lifesaver is one of many like typed Reploid medics in service. The Lifesaver models are amongst the best. The Lifesaver issued to the Maverick Hunters happens to be a step above the others. Lifesaver is equipped with the latest scanning devices and can tell in a glance how bad off a patient is. Although his bed side manners are a bit lacking, the Maverick Hunters are quit happy with him. Besides Alia, Lifesaver is the only one who really knows how to repair damaged or badly thrashed reploids and androids. Hes also pretty good with humans. Level: 15 (Technician 8, Expert 7) Ability Scores: STR: 14, DEX: 19, CON: 10, INT: 20, WIS: 14, CHA: 9 Lifesaver is equipped with Military Skirted Armor. While he dos not have any weapons, he is equipped with tools and a few other items equivalent to having 4 first aid kits. Lifesaver is ambidextrous. His arms contain tools for surgery on humans, as well as tools for repairing reploids. Lifesavers medical facility is well equipped with anything he may need.

gate
The reploid scientist known as Gate was once considered to be quit brilliant. However many of this creations would eventually go maverick. The events revolving around the emergence of the Zero virus was all orchestrated by Gate. Gate created the powerful reploid Himax, as well as the diplomat Isac. Gates plans came to an end when X and the cleared Zero defeated him. Gate was destroyed, but his body was salvaged and rebuilt. His programming was also altered. In the end Gate was nothing more than a puppet of another persons much larger schemes. A person who hates Megaman X more than even Sigma does. Level: 20 (Technician 10, Expert 10) Ability Scores: STR: 14, DEX: 14, CON: 10, INT: 23, WIS: 18, CHA: 15 Gate is equipped with military basic armor. Gates weapons are primarily enhancements that he has made to himself. These can be taken out and exchanged for others. Ultimately Gate has no real weapons of his own.

Himax
The unemotional reploid known as Himax was built for only one reason, to hunt Zero. This powerful reploid even gave Megaman X a run for his money. Ultimately X put Hmiax down after upgrading his hyper modes to suit the new situation. Level: 17 (Combatant 10, Hunter 4, Elite Trooper 3) Ability Scores: STR: 27, DEX: 13, CON: 18, INT: 10, WIS: 14, CHA: 6 Himax is equipped with Enhanced Combative armor. Himax primarily fights unarmed, but can easily lob loose objects at his opponents. Himax has the Unique Look feat. He has the following selections from it: Increased Size, Dense Armor (twice). Himaxs punches each do 1d8 points of damage plus any strength modifiers to damage. Himax is considered to be a large sized being. Additionally Himax is much faster than he looks and does have the Increased Speed feat. (All his feats count as either bonus feat selections or level advancement feat selections.) Lastly, Gate has rework Himax for vastly increased strength. All of Himaxs System Upgrades are to his Strength, something that reploids normally do not get.

isac
Gate designed Isac to be a diplomat. During the Zero virus out break, Isac was the one to speak out and call for Zeros destruction. Isac also introduced the Zero hunters who were nothing more than Gates old reploids, though to have been destroyed for going maverick. Isac was most likely apprehended by the Maverick Hunters after Gates plans and intentions were brought to light. Level: 10 (Expert 10) Ability Scores: STR: 14, DEX: 14, CON: 10, INT: 18, WIS: 14, CHA: 20 Isac is equipped with only basic armor. He has no weapons either. Isac is well versed in politics and laws, as well as all of the loop holes in the laws. During the Zero Virus incident Isac used all of these things to his advantage to aid his master, Gate.

Closing Statements
Well thats all of it folks. Just incase anyone was curious I started to work on this project back in, I believe August and I finally finished it. Although I could have finished out lining all of the other characters like I did with Megaman X and Zero as well as the ones before those two I really didnt want to spend another month or so trying to figure all of that out. The rules and guidelines presented with in this are meant as an enhancement and alternative use for the Star Wars RPG. The D20 modern RPG can also be used as a supplement of material for this one. Well I hope you all enjoy this thing. Now Im off to try and finish up those Super Hero game rules of mine.

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