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Stripped Gears Character Creation
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===Add-Ons=== ====Integrated Weapons and Upgrades==== *Integrated Weapon (Arm) - arm, 1CP, HP cost varies - Integrating a one handed weapon from the equipment list has a base cost of one HP, and one additional HP for every point of damage in excess of W. Integrated weapons replace hands and prevent robots from taking actions that require their use with that arm. They are also immediately visible, regardless of the observer's perception skill or roll. *Integrated Weapon (Leg) - leg, 1CP, HP cost varies - Installing a one handed weapon from the equipment list into a robot's leg has a base cost of one health circle, and one additional health circle for every point of damage in excess of W. Innate weapons installed on a robot's leg take a -1d skill penalty, but do 1 extra shock damage on a hit. *Integrated Weapon (Head or Torso) - head or torso, 1CP, HP cost varies - Installing a one handed weapon from the equipment list into a robot's leg has a base cost of one health circle, and one additional health circle for every point of damage in excess of W. Innate weapons installed on a robot's head or torso take a -3 skill penalty when neither robot is grappling the other, and receive a +1 skill bonus when one robot is. *Internal Weapon - applied to an integrated weapon, 0CP, 1 HP - Making an innate weapon internal allows the body part it is installed in to conceal it and function normally, causing it to become hidden like other add-ons. It can still be detected using any method that detects add-ons. Switching a weapon from unhidden to hidden requires a draw action. Arms with hidden weapons can be used to punch and grapple normally, but must use a draw action to switch back if the integrated weapon is out. *Weapon Strength Upgrade - applied to an integrated weapon, 1CP, 1HP - This adds 1 shock damage to an integrated weapon. It can be purchased up to three times per weapon. *Power Weapon - applied to an integrated weapon, 3CP, 3HP - Converts the shock damage a weapon does into killing damage. *Piercing Weapon - applied to an integrated weapon, 2CP, 2 health circles - Adds the piercing tag to an integrated weapon that did not originally have it. ====Armor==== Armor subtracts its value from damage dealt to its location. If a robot with 2 armor on the torso takes 4 killing and 3 shock damage, the damage is reduced to 2 killing and 1 shock. If the damage would be reduced to zero in both types, the robot takes 1 shock damage. *Light Armor - arm, leg, head, or torso, 1CP, 1 HP - Light armor gives the robot 1 armor in the location it is installed. *Medium Armor - arm, leg, head, or torso, 2CP, 2HP - Medium armor gives the robot 2 armor in the location it is installed. *Distributive Armor - arm, leg, head, or torso, 2CP, 2HP - Distributive armor gives the robot 1 armor in the location that it is installed. It also changes 2 killing damage per strike to shock damage before damage reduction is applied. *Heavy Armor - arm, leg, head, or torso, 3CP, 4HP - Heavy armor gives the robot 3 armor in the location it is installed. ====Brains==== *Brain - 1CP per skill point stored, 3HP in head or torso - Robots must have exactly one brain in order to function. This brain grants the robot the capacity to remember a number of skill points worth of data equal to its CP cost. Robots with their brains installed in their heads become disabled if the head fills with killing damage. *Human Interaction Subroutines - applied to brain, 1CP - Robots with human interaction subroutines receive +1 to Style and Realism. *Parallel Processing - applied to brain, 1CP - The brain excels at doing two things at once. Ignore -1d penalty from one Multiple Action each turn. *Highly Focused - applied to brain, -1CP - The brain was designed for one specific task. Add +1d to die pools for one skill, but increase the penalty for multiple actions to -2d per action. *Action-Reaction - applied to brain, -1CP - This brain is designed to give rote responses to specific inputs. Before a [[Combat|fight]], secretly select one of the robot's skills and one full round action the opponent is capable of making (single fist attack, parry and blunt weapon attack multiple action, slam attack, etc). If the opponent performs this action on a given round, receive +1d to the dice pool for the tagged skill. If the opponent performs any other action, receive -1d. A robot may also use this for a specific non-combat skill once per scene, outside of fights. Surprises lead to penalties. ====Appearance==== Because they must be installed on the surface to be visible, multiple appearance mods cannot be installed in the same location unless otherwise noted. Mods in different locations stack their bonuses. Appearance mods do not give any bonuses if their location contains damage. Round all decimals down. *Poly-Latex Skin - 1CP, 1HP - Poly-latex is the most convincing synthetic skin. Add 1 Realism if installed on the head or torso, and 1/2 Realism if installed on a limb. *Body Kit - 1CP, 1HP - If you want your robot to stand out, a flashy body kit might do the trick. Add 1 Style if installed on the head or torso, and 1/2 Style if installed on a limb. *Facial Servos - 1CP, 1HP - Facial servos allow robots to make more realistic facial expressions. They can be installed under other appearance mods. Add 1 Realism. *Clothing - 1 CP - Robots can wear clothes over their skin like anyone else, but not over bulky body kits. Add 1/2 style for clothes worn on the head or torso, and 1/4 for clothes worn on a limb. Note that robots can have skin, decorations, facial expressions and clothes without spending CP; they are simply not high quality enough to have a noticeable effect. ====Miscellaneous==== *Health - 1CP - add two circles to to the hit chart in any location or locations. *Bulky Components - 0CP - Each location on the robot counts as having one more health circle than it actually does for the purposes of installing mods. The robot takes a -1 penalty to the Realism stat. *Extra Limb - 1CP, 3 health circles in torso - This gives the robot an extra arm with one health circle, which behaves exactly as a normal arm. The first extra limb is hit on an attack with a height of 3, following limbs are hit on attacks with a height of 5, 7, and 8 in order. Can be purchased a maximum of four times. ====Weapons==== All weapons are free. However, a robot may only be equipped with as many weapons as she can wield at once. *Fist - width shock - can grapple, can wield weapon *Brass Knuckles - width+1 shock - can be used with grapples *Blunt Weapon (One Hand) - width+2 shock *Edged Weapon (One Hand) - width shock, 1 killing *Blunt Weapon (Two Hands) - width+3 shock, requires two hands *Edged Weapon (Two Hands) - width+1 killing, width shock - requires two hands [[Category:Homebrew Settings]] [[Category:Stripped Gears]]
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