Author Topic: Henshin Hero/Mecha Pilot (variant Champion)  (Read 2679 times)

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Prime32

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Henshin Hero/Mecha Pilot (variant Champion)
« on: February 25, 2009, 09:14:16 AM »
To be used with these rules, for anyone who wants to play this kind of character.

The stats for this class are as Rich Burlew's Champion, with the following exceptions:

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Avatar (Su): The Champion can transform himself from his normal shape into an alternate form. Taking avatar form is always a spectacular affair; as the champion appears to be struck by lightning, or engulfed in flames, or glow with otherworldly energy, yet whatever its apparent length, takes only a free action. The display is sufficient to immediately ruin any attempt to Hide, and grants a +10 circumstance bonus to the Spot checks of anyone who simply hasn't noticed the champion's presence. Transforming to or from avatar form requires a verbal component, so that a character may be rendered unable to transform if he enters a field of silence or is gagged.

The avatar is a Medium-size native outsider (even if the champion himself is a different size). It may or may not resemble the champion's normal form - regardless, it counts as a disguise, granting a +10 circumstance bonus to the Disguise skill check if someone might recognize him. As an outsider, the avatar has darkvision out to 60 feet.

The avatar is almost like a separate character, with its own ability scores, hit points, feats, and skills. At 1st level, the avatar's ability scores are based on those of the champion, although the scores may be rearranged as desired for the avatar. Apply the ability score adjustments for the champion's race after arranging them. The avatar may then increase his ability scores 8 times. Whenever a champion would increase an ability score at a new level, the bonus is doubled.

The avatar also gains skill points for every champion level (but not for levels in other classes) and has a different set of class skills than the champion's regular form. The avatar has two feats for every three character levels the champion has, regardless of the class (round down). These may be feats he has in his normal form or they may be any feat he qualifies for by virtue of the avatar's ability scores. In addition, the avatar gains up to a third of the champion's feats as bonus feats (chosen whenever the champion gains a level). The avatar has its own base attack bonus and base saving throws, based solely on the champion's class level (that is, attack and save bonuses from other classes or monster Hit Dice do not add to the avatar's values).

The avatar cannot access any class abilities from any class other than champion, such as spellcasting, fighter bonus feats, smite evil, turn undead, or wild shape. The avatar loses all racial traits as well, with the sole exception of racial adjustments to ability scores. Familiars, animal companions, and paladin mounts continue to serve the avatar as they would the champion, as do cohorts and followers gained from the Leadership feat. The champion cannot use any of his normal feats or skills when in avatar form (except for the bonus feat gained at 2nd level; see below). An avatar has a different set of equipment to the champion (with the exception of legacy items, which are retained but do not change in size), and is built as a gestalt character, like a standard PC in this game.

The avatar has 12-sided Hit Dice equal to the champion's class levels and its own pool of hit points, modified by the avatar form's Constitution. Damage the champion takes when in avatar form comes from this set of hit points, rather than the champion's own hit points. Likewise, damage suffered while in normal form does not affect the avatar's health. The hit point total for each form "freezes" when the champion switches forms, so that if the avatar is wounded, it will still be wounded the next time the champion calls on it. If the avatar is reduced to negative hit points, the champion immediately reverts to normal form (complete with whatever hit point total he had before changing.) If the avatar is outright killed, the champion loses the ability to take avatar form (see below).

The champion and his avatar must each be healed separately, but the champion can choose to mentally direct any healing spell or effect to which he is subject to heal his avatar rather than his normal self. If either form is subject to a healing effect that would heal more hit points than that form has suffered in damage, the leftover healing may be transferred to the other form.

The avatar is immune to ability drain, ability damage, disease, energy drain, poison, or polymorph; any of these effects that have taken hold on the champion are suppressed while in avatar form. Any other spell or ability affecting the champion also affects the avatar when it is taken. The avatar is affected by spells that specifically target or affect native outsiders, and is immune to spells that target humanoids only. An anti-magic field does not suppress the avatar form.

The champion may take avatar form once per day at 1st level, and may maintain it for 3 minutes + 1 minute per point of the champion's Charisma bonus (not that of the avatar). At the end of this period, he reverts back to his normal shape, and is fatigued for an amount of time equal to the length of time he held avatar form. The champion can also return to normal form voluntarily, which will naturally shorten the duration of his exhaustion.

Spells: Select one full spellcasting or manifesting class. While in normal form, the champion can cast spells as a member of that class with levels equal to half his champion level. The champion does not gain the "Domain" class feature, but if he chooses cleric as his spellcasting class he gains domains as normal.

New flaw: Transformation Trinket
Your transformation has a focus component in addition to a verbal component. The focus is one-of-a-kind and cannot be replaced. If the focus is destroyed or lost you lose the ability to enter avatar form until it is repaired or found. The focus has a distinctive, often gem-like appearance, and its function is obvious to anyone who witnesses the transformation.
« Last Edit: April 21, 2009, 10:59:31 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #1 on: February 25, 2009, 09:14:28 AM »
Mecha pilot variant
A mecha pilot has d6 Hit Dice rather than d8.

The "avatar" is a construct rather than an outsider, and is the same size category as its pilot. Unlike most constructs it has a Constitution score, though it does not gain the living construct subtype. Mecha are not immune to critical hits, but are affected by them differently - if the mech is struck by a critical hit, the extra damage is dealt to the pilot rather than the mech. (eg, a crit with a scythe would deal normal damage to the mech and triple damage to the pilot). If this damage kills the pilot, the mech ceases to function.

A pilot physically enters and starts up his mech rather than transforming into it, in a process taking one minute. If a character attempts to pilot someone else's mech it moves at half speed and takes a -4 penalty to all ability scores. The mech exists as a separate entity, but is inanimate while not being piloted. The mech requires repair spells rather than cure spells, which must be targeted at the mech itself (The pilot cannot transfer healing to the mech). A pilot can only carry his mech around with him through extraordinary means.

A pilot can continue to act while piloting his mech, but a mech and its pilot share a single set of actions - they cannot both cast spells in the same round, for instance. In addition, the mech blocks line of sight and line of effect for the pilot (except to the mech itself and any mechs combined with it). As a move action, the pilot can open or close the mech's cockpit, removing this penalty but exposing himself to attack. Due to limited space, a pilot loses his Dexterity bonus to AC while in the cockpit.

Rather than gaining Damage reduction 5/evil or exotic metal, a mecha receives DR 1/adamantine at 1st level, +1 per four class levels.

The DM has final control over the mech's stats, though depending on the situation a player can request specific upgrades or an entirely new custom machine. (A PC normally chooses between a number of pre-statted mass production mechs at the start, but after a few levels he can get whatever he wants)

Mecha feats
[Mecha] feats may only be selected by the "avatar" of a mecha pilot.

Robot Body
Prerequisite: Construct type
Benefit: You may take Mecha feats as a mecha pilot of your character level.

Call Mech [Mecha]
Big O, Showtime!
Benefit: You may call your mech to your side as a swift action.

Instant Startup [Mecha]
Tek-Setter!
Benefit: You may "transform" into your mech as a standard action.
Normal: Starting up a mech requires 1 minute.

Increased Size [Mecha]
You mean we need a bigger drill?
Benefit: You gain the Powerful Build trait. If you select this feat a second time, you lose this trait and instead increase in size by one category (as the enlarge person spell). Selecting this feat a third time will grant the Powerful Build trait again, and so on.
Normal: A mech is the same size as its pilot.
Special: You cannot increase your size beyond Colossal. Thus, this feat may be selected a maximum of nine times by a Medium pilot.

Additional Augmenter Role [Mecha]
Form! Arms and Body!
Prerequisite: Combining Mecha trope
Benefit: You gain one additional augmenter role.
Special: This feat may be selected multiple times. Its effects stack.

Familiar Drones [Mecha]
Fin Funnels!
Prerequisite: Large size, Character level 6th
Benefit: You gain two drones which may attack independently. These have the statistics of animated objects three size categories smaller than you (and thus can share your space without penalty). A familiar drone has a fly speed of 5ft per master's level (perfect maneuverability) and gains Flyby Attack as a bonus feat. Instead of its normal attacks, a familiar drone has one non-magical martial weapon incorporated into it (it is automatically proficient with this weapon, and it cannot be disarmed). In the case of projectile weapons, it also possesses unlimited mundane ammunition. A familiar has an attack bonus equal to its master's, and gains a bonus on damage rolls equal to half its master's level.
The mech's pilot must take a move action each round to control the familiars. If he does not do so, they remain in their previous position and take no actions. Drones may only be controlled within a distance of 30ft +10ft per level of the master - if this distance is exceeded, the drone remains motionless until its master comes within range again.
If a drone is destroyed it may be replaced after 24 hours at no cost to the character.
Special: This feat may be selected multiple times. Each time, you gain an additional 2 drones.

Enhanced Familiar Drones [Mecha]
Prerequisite: Familiar Drones
Benefit: Your drones' weapons gain a +1 enhancement bonus or equivalent powers.
Special: This feat may be selected multiple times. Its effects stack.

Psychic Drone Mastery [Mecha, Psionic]
Prerequisite: Familiar Drones
Benefit: While psionically focused, you may command your familiar drones as a swift action.

Rocket Punch [Mecha]
BOOST KNUCKLE!
Prerequisite: Weapon Focus (Unarmed Strike)
Benefit: You may throw an unarmed strike with a range increment of 10ft. If you do not possess Improved Unarmed Strike this provokes an attack of opportunity as normal. You lose the use of one arm until the end of the round. This ability only functions for your primary arm.

Double Rocket Punch [Mecha]
DOUBLE SPIRAL KNUCKLE!
Prerequisite: Rocket Punch
Benefit: All of your arms may be used for rocket punches. If you wish, you may use two arms to deliver a single unarmed strike which is treated as an attack with a two-handed weapon.

Rapid Rocket Punch [Mecha]
Prerequisite: Rocket Punch
Benefit: Your arm returns immediately after being thrown. Among other things, this lets you make a full attack of rocket punches.

TRANSFORM! [Mecha]
Roll out!
Benefit: You gain the change shape ability. As a standard action you can take the form of an animated object of your size category or revert to mecha form. While in animated object form you gain the trample ability and one astral construct ability from Menu A, but also gain the Non-humanoid flaw.
Special: If you are at least 10th level, you may instead gain an ability from Menu B, or two abilities from Menu A.
Special: A pilot may enter or exit his mecha while it is in vehicle form.

Robot in Disguise [Mecha]
More than meets the eye
Prerequisite: TRANSFORM!
Benefit: When using change shape you are diguised as a mundane vehicle or animal of your size category and gain a +10 bonus on Disguise checks to pass your mech off as one, as well as a +2 circumstance bonus on Hide checks made in places with large numbers of such vehicles or animals.

Free Cockpit [Mecha]
Drawback: You do not lose your Dex bonus to AC while your cockpit is open.

Non-humanoid [Mecha, Flaw]
GALEOOOOOON!!!
Drawback: Your mech resembles an animal or vehicle rather than a humanoid, and cannot hold items.

Open Cockpit [Mecha, Flaw]
Drawback: Your mech's cockpit cannot be closed.
« Last Edit: May 03, 2009, 06:13:11 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #2 on: February 25, 2009, 09:14:42 AM »
Combining Mecha

Combiner parts: Slotless items keyed to an augmenter role required to act as a base mech. Low cost (exact amount pending). Forget that, combine with whoever you want, even if it doesn't make sense.
Base Mech: Any mech which has purchased the relevant combiner parts can act as the base mech.
Augmenter: A mech who selects "Combining Mecha" as one of his tropes can take up one augmenter role. He may add to this by taking the Additional Augmenter Role mecha feat.
Combined Mech: The union of a base mech and one or more augmenters.

While adjacent to the base mech, an augmenter may attach as a standard action, filling a magic item slot based on its role (if the base mech is already wearing a magic item on that slot, the augmenter replaces the benefit of that item). While so combined, the base mech gains Increased Size as a bonus feat, and temporary hit points equal to half of the augmenter's hit points at the time of combination, as well as the benefits of the magic item the augmenter was wearing on the matching slot (eg. an augmenter attaching to the cloak slot could apply the benefits of its cloak of resistance to the base mech). The augmenter cannot be attacked separately, but it takes damage equal to half the damage the base mech takes (before applying damage reduction/energy resistance). If either mech is destroyed, the combination ends immediately.

Any number of augmenters can attach to a single mech, but no two may attach to the same slot. A single augmenter may attach to multiple slots if they are free - this does not grant further hit points or size increases, nor does it affect the damage the augmenter receives.

While combined, an augmenter may take only free actions (including swift/immediate actions) and a single move or standard action per turn (usually aid another), though this requires its pilot to take a full-round action. The augmenter's pilot is not otherwise required to control the combined mech. An augmenter cannot usually move the combined mech by itself.

Augmenter Roles
  • Wings (Cloak slot): The augmenter may use its move actions to move the combiner at its own speed - the base mech is effectively riding it as a mount (regardless of relative size). There is no risk of falling from the saddle. The augmenter must have a fly speed to fill this role.
  • Legs (Boots slot): If the base mech shares a movement mode with the augmenter, it can use the augmenter's speed, or its own speed +10ft, whichever is higher. If it does not share a movement mode, it gains one at half the augmenter's speed. In addition, the base mech may apply the augmenter's Dex bonus to AC in place of its own if it is higher.
  • Arms (Gloves slot): The augmenter may attack in place of the base mech's attacks. It adds the base mech's Strength modifier as a bonus to its Strength score (or vice versa, if the base mech's Strength is higher), and deals damage as a creature of the combined mech's size.
  • Cannons (Amulet slot): The base mech may take a standard action to allow the augmenter to use a spell, spell-like ability or supernatural ability with a casting time of 1 standard action, or a full-round action to... you get the picture. When using abilities with a DC based on an ability score, add the base mech's relevant ability modifier as a bonus to the augmenter's ability score (or vice versa, if the base mech's ability score is higher).
  • Armour (Armour slot): The base mech takes only 75% damage from all attacks. However, the augmenter takes the same amount of damage instead of half damage.
  • Head (Helmet slot): The base mech gains all sensory abilities of the augmenter, and gains a +1 bonus on Intimidate, Listen, Spot and Search checks per four ranks the augmenter possesses in those skills.
« Last Edit: April 21, 2009, 11:14:29 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #3 on: February 27, 2009, 10:11:42 AM »
Prestige class: Multipilot
Levels of multipilot do not advance your mech or any of your other class features as a pilot. However, each level grants the character one additional mech. Only one mech can be used at a time. No, you can't give the spare ones to other PCs to combine with.
The class's skill points, etc. are as the Mecha Pilot class.

Meta Mechas
Since mecha have class levels, it is possible for them to take levels in the mecha pilot class. The result is a mech piloting another mech. Before you start statting expies of Tengen Toppa Gurren Lagann, remember that such a mech would take several years just to start up.

A mech with interchangeable components (such as the Strike Gundam) can benefit from this as well. Have the mech take a Mecha Pilot (and possibly Multipilot) dip, and give the meta mech the Free Cockpit feat and Open Cockpit flaw.
« Last Edit: May 03, 2009, 06:13:32 PM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

Prime32

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Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #4 on: February 27, 2009, 10:50:49 AM »
(Some parts of the below quote were removed for clarity)
*Presumably, the Mechas need to be in some sort of minimum distance from each other(not covered in the rules).
Adjacent. Sorry about that - I'll put that it.

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*The Base Mecha(#1) gains X(Number of #2's HD)+Y(#2's Constitution SCORE) Hitpoints, which are not temporary hitpoints, increase his maximum hitpoints for the duration of the combination, and go away if the combination ends(much like bonus HP from temporary constitution increases).
I was wondering whether not making them temporary hp was a good idea...

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*The augmenter(#2) gains effective total concealment, as it cannot be attacked as primary target during the combination.
Yeah, this is one of the things I was worried about balance-wise.

Quote
Now, the problems:

1)Actions
Under the "Cannons" role entry, it says...
Quote
The base mech may take a standard action to allow the augmenter to use a spell, spell-like ability or supernatural ability with a casting time of 1 standard action, or a full-round action to... you get the picture.
-snip-

This implies that the augmenter CANNOT normally cast spells, use (Su) or (Sp) abilities when combined. This is a severe limitation.

Furthermore, under the "Arms" role entry, it says...
Quote
The augmenter may attack in place of the base mech's attacks. It adds the base mech's Strength modifier as a bonus to its Strength score (or vice versa, if the base mech's Strength is higher), and deals damage as a creature of the combined mech's size.

This implies that the augmenter CANNOT attack independently from the base mech when combined. Even if he does, his attacks REPLACE the base mech's attacks, effectively halving the number of attacks they would have independently. This is a severe limitation.

So, my questions would be:

A) What kind of actions can an augmenter take while combined? My character concept will use the augmenter to boost himself/the party via Inspire Courage(possibly Dragonfire Inspiration). This requires Concentration to maintain -would such an action be possible? What about a -hypothetical- augmenter swordsage with the "Shadow jaunt" maneuver. Could he initiate it, and would it teleport the entire, combined mecha? What about Boosts and Counters?
Giving characters extra actions isn't something that can be given out lightly. I'm aware that this is pretty severe, and I'm open to alternatives. As a consolation, the combined mech fights/casts spells better than either the base mech or the augmenter. I've considered allowing purely mental or vocal actions (you can't point a wand at someone, but you can use Inspire Courage through singing... which is rather common in mecha shows anyway :D).

I'll probably combine arms and cannons though, into a single role which just lets you share actions.

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B) What kind of actions can the *pilots* of the mecha take, apart from piloting their mechas?
The Champion class involves a literal transformation, thus circumventing this matter. The Mecha Pilot, however, is a seperate entity from his Mecha.
I would say... making the mech perform an action requires the pilot to perform the same action, but if he wants to let go of the controls for a moment, he can act normally. His mech blocks line of sight and line of effect, though. (I suppose an open cockpit is a possibility, but this would leave the pilot vulnerable to attack and little able to defend himself)

Quote
While I assume he will not be able to act on his own(manifest powers, cast spells, etc) while controlling a Mecha, what about the situation when two mechas combine?
Are both pilots required to steer the Combined mecha, or can one pilot it and the other one perform other actions(such as manifesting Psionic repair damage to repair the Combined Mecha)?
This usually isn't the case in anime. The SRX from Super Robot Wars is an exception - formed from three mechs, one pilot controls the combiner, another focuses on keeping his mech's reactor overloaded to power the thing, while the third uses psychic powers to hold the SRX together and shield it from harm.

Having a secondary pilot fire the guns independently is common in Real Robot shows, but mechs almost never take such simultaneous actions in Super Robot shows. Thus, I'm not really sure how to handle this. Maybe "you pilot it together" as the default, and an augmenter can act independently for a feat?

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*(Wings)Base Mech is treated as mounted; this allows for serious damage upgrades via Spirited charge, valorous weapons and the like
That was intended - it lets you make powerful charges with a drill lance. (See also "Overkaiser Sword")

Quote
*(Legs)Base Mech may gain additional movement modes and/or increased movement speed; bonus to AC if augmenter has higher Dex
I realised that this isn't as useful when all mecha gain flight - I'll have to make flight optional.

Quote
*(Armour)Base Mech takes 75% damage instead of 100%. The augmenter takes 75% damage instead of 50%, however, this 75% is based of the damage the Base mech takes.
[spoiler=Math]
Base Mecha = A
Augmenter Mecha = B

Both Mecha have combined, and take damage.

Normal:

Base Mecha takes X Damage. Augmenter takes X*0.5 Damage.
A = X, B = X*0.5

(Armour) augment combination:

Base Mecha takes X*0.75 Damage. Augmenter takes (X*0.75)*0.75 Damage.
A = X*0.75, B = X*0.5625[/spoiler]
This leads to an insignificant increase(+6.25%) of the damage the Augmenter Mecha takes, but to a significant decrease(-25%) of the damage the base Mecha suffers.
I did not intend for the augmenter to take 75% of 75% damage, but for both mechs to take the same amount - I could have been clearer there.

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Penalties/Drawbacks/Limitations gained from Combining Mecha:
*Augmenter cannot cast spells/manifest/use Sp or Su abilities normally
*Augmenter cannot attack normally
But when they can, they're stronger...

Quote
*Augmenter takes damage when the combined mech is damaged; this leads to an effective Vulnerability against everything. Split HP pools mitigate this drawback somewhat
Note that if, say, the base mech is exposed to fire damage and the augmenter is immune to fire, it won't take damage.

Quote
*Base mech loses access to (a) magic item slot(s)
I've suggested granting the base mech the benefits of the item that the augmenter is wearing in that slot, or letting the base mech use the augmenter's legacy item, though the latter would favour PC/PC fusions rather heavily. And I seem to have forgotten to add "if the base mech is already wearing a magic item on that slot, the augmenter replaces the benefit of that item" :embarrassed

Quote
Summary of the above, and my opinion on the matter
[...]
I also think that the bonus HP formula gained from combining mecha is a bit clunky, perhaps simply adding the Augmenter's HP as bonus HP to the Base Mecha could work.
Yes, I am aware that this would be *a lot* more powerful than the current mechanic, but due to the damage-taking mechanics of combined mecha, I am of the opinion that such an upgrade wouldn't be overpowered.
Of course, this is just that -my (probably not significant) opinion.
What about half the augmenter's hp?

Yes, this thing needs cleanup - I've already made a few changes based on your comments. How would you feel about the base mech gaining all Special Qualities of the combiner, and sharing the effects of spells that are cast on it as long as they remain fused? (Sharing the effects of all magic items might be going too far)
« Last Edit: February 27, 2009, 11:18:05 AM by Prime32 »
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]

veekie

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Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #5 on: February 27, 2009, 02:25:31 PM »
Quote
This usually isn't the case in anime. The SRX from Super Robot Wars is an exception - formed from three mechs, one pilot controls the combiner, another focuses on keeping his mech's reactor overloaded to power the thing, while the third uses psychic powers to hold the SRX together and shield it from harm.

Having a secondary pilot fire the guns independently is common in Real Robot shows, but mechs almost never take such simultaneous actions in Super Robot shows. Thus, I'm not really sure how to handle this. Maybe "you pilot it together" as the default, and an augmenter can act independently for a feat?
I has a solution, the Real Robot version generally has independent controls, so each is handling a separate set of cannons, and each set requires it's own controller. On the other hand, the Super Robot version is using the Aid Another option with the auxillary, to everything, so provided their intentions are in congruence, they gain an enhanced Aid Another bonus to Attack, Damage, AC and Saves for the mech.

So your Real Robot combiner has 2 sets of guns that can fire on 2 enemies, or focus on 1, while your Super Robot combiner has 2 sets of guns that can only fire on one, but they fire at the same time, with a bonus from the secondary pilot. More pilots, more guns, more bonus.

As the secondary pilots are giving up their actions in exchange for high, point firepower, it's a fair trade.
Second rationale for the same is that Real Robots rarely find Real enemies that require that many direct hits, 1-2 solid blows can disable a machine, while Supers get enemies that tend to be quite a bit tougher and are themselves tough enough to flat out ignore mooks for a while, so priorities are multi target vs point target respectively.
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

veekie

  • Organ Grinder
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  • Posts: 9034
  • WARNING: Homing Miko
Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #6 on: March 05, 2009, 07:03:48 PM »
Prime? Opinions on that?
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."

Prime32

  • Administrator
  • Organ Grinder
  • *
  • Posts: 7534
  • Modding since 03/12/10
Re: Henshin Hero/Mecha Pilot (variant Champion)
« Reply #7 on: March 05, 2009, 07:15:58 PM »
Prime? Opinions on that?
Sorry, I added something about the pilots' actions earlier, but the augmenters weren't quite clear. Now augmenters can take a single action per round while combined.
My work
The tier system in a nutshell:
[spoiler]Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.[/spoiler]