RoboMACs 2163 Sourcebook - A Complete Gaming World for RoboMACs copyright 1993, 1995 by Dave Van Domelen "RoboMACs" and "RoboMACs 2163" are Trademarked by Dave Van Domelen ============================================================================ FILE TWO OF TWO (Sections 3.0, 4.0, 5.0) ============================================================================ 3.0 WHO'S WHO IN 2163: This section covers a number of the important RoboMACs in the 2163 setting. All are assumed to have Trait Transforming unless specifically noted, so the Trait will not be listed in their entries. 3.1 GUARDIANS: The Guardians (no relation to the Gobots (TM) faction) are the "good guys" of the RoboMACs 2163 world, and use the "Heroic" hook list. In general, a Guardian thinks humanity should be preserved, but they don't always hold that ideal very strongly. Many are Guardians simply because of personal grudges against those who chose to join MACE, grudges built up during the initial chaos. Some are Guardians because they were built to be Guardians, and feel a certain sense of loyalty. Others are Guardians because they're scared of the vicious power politics of MACE and would rather join a group less likely to kill its own side. Since players will probably be Guardians, the NPC Guardians are presented in a fair amount of detail. If your players choose to be MACErs, you may wish to modify the characters presented here. 3.1.1 Important Guardians Spartacus Hook: Self-Sacrificing Forms: Transport Truck, Loading Dock, Bus Function: Guardian Leader, Food hauling Traits: Brawn +2, Mind +3, Weapons, Armored +1 Scale: Standard Wounds: (10/13/11/7) MAB: 2 DM: 0 Skills (25) Brawl +2, MACJitsu +2, Grab, Parry +2, Weaponmaster +1, Trip, Blast +2, Killing Shot +1, Godcannon Shot +1, Dodge, Communicate +1, Rally, Knowledge Specialty (Generate MAC Personalities) Systems (18) Built-In Megaweapon (Energy), Ramplate (all four sides), Autorepair, Combat Form, Built-In Exploding Weapon (Matter), Built-In Hand Weapon (Energy), Remote Probe (Cyberinterfaced Remote Interfaced small Piloted vehicle with Gadget Trait and Sensor Pack, counted as 4 systems agains his total), Flight (limited to long jumps, cannot use in vehicle mode), Multiform (can also change into a loading dock for better distribution of products, or into a transport for people instead of crops. Neither of these forms is a Combat Form). Personality/History: The first of the Guardians, and one of the strongest. Definitely possesses the strongest mind. His self-sacrificing nature is more along the lines of nobility, and is far from being annoying. His color scheme is usually white and red. Lyonheart Hook: Cheerful Form: Giant Lion Function: Combat and hazardous terrain rescue Traits: Brawn +3, Mind +1, Gadgets Scale: Standard Wounds: (7/10/8/3) MAB: 1 DM: 0 Skills (15) Brawl +2, Weaponmaster +1, Trip, Dodge +1, Blast, Killing Shot +1, Trick Shot, Stunt Driver (lion form is treated as a vehicle for maneuvers), Rally, Knowledge Specialty (geography/terrain features) Systems (17) Passenger Space, Passenger Armor, Combat Form, Sidearm: Melee (Teeth and claws for Weaponmaster), Sidearm: Ranged (Energy cannon on shoulders), Ramplate (all sides), Ablative Skin, Quickchange, Sensor Pack, Autoranging with cannons, Shield (only usable in Robo mode, in Lion Mode it becomes the face and mane of the Lion), Electromagnetic Roar (special system that lets him do Scramble effect of "-2 on all rolls" on a successful Difficult roll, only once per combat to a single target), Snare weapon (tail detaches) Personality/History: Based on the mind of Sam Lyons, an associate of Dr. Mann (the accidental creator of Antiochus and Spartacus), he has a lifetime of human experience plus nearly a century as a RoboMAC. He's quite the heroic type, as well as a morale booster. Max Hook: Vain Function: Space Transport Forms: Spaceplane Traits: Brawn, Weapons +2, Armored +1, Mind +1 Scale: Standard Wounds: (10/11/7/5) MAB: 1 DM: 0 Skills (20) Brawl, MACJitsu +1, Parry +1, Blast +1, Killing Shot, Godcannon Blast +2, Trick Shot +2, Rally +1, Dodge, Knowledge Specialty (Orbital Mechanics), Knowledge Specialty (Tactics) Systems (12) Flight, Space Flight (counts as an extra system in this world), Combat Form, Built-In Megaweapon (Energy, realigned thrusters), Built-In Explosive Weapon (Matter, concussion bombs used to shatter asteroids), Ramplate (front), Built-In Weapon (Energy, laser eyes), Submersible (airtight), Autorepair, Quickchange Personality/History: Based on the engrams and memories of Simon Karlson, the patron of Dr. Mann, Max is a bit overly aware of his importance as one of the few MACs with the ability to reach orbit on his own instead of needing a ship. This makes him a little vain, but not to the extent that it affects his combat performance. He's often busy making sure no more rocks are being sent to Earth. He and Spitfire are in love, an outgrowth of Simon's affection for Sam's daughter, with the stigma of age difference removed. Spitfire Hook: Hyperactive Form: Advanced Tactical Fighter (YF-22 design) Function: Recon and Interception Traits: Mind +1, Weapons, Fast +3, Gadgets Scale: Standard Wounds: (4/3/4/3) MAB: 3 DM: -2 Skills (18) Brawl, Parry, Dodge, Trip +2, Blast +2, Killing Shot, Godcannon Shot +2, Stunt Flyer +1, Charisma +1, Range Systems (14) Flight, Combat Form, Built-In Megaweapon (Energy cannon) with Autoranging, Built-In Explosive Weapon with Autoranging (Matter missiles), Sensor Pack, Sponge, Shield (only in Robo form, merged wings), Invisibility (only to long range Sensor Pack type arrays), Autorepair, Quickchange Personality/History: Karen Lyons was always fascinated with flying, so when her personality was imprinted onto a MAC, she immediately set about making it better and better at the job. She's fragile for a MAC of such advanced years and experience, but her speed (MAB with Dodge, DM) lets her avoid many a killing shot. Her sharp tongue helps her in using her Charisma skill. She loves Max and they have a 'child', Blueblaze (see Rules section 1.6). Patriarch Hook: Logical Form: Repair Bay Function: Repair and Refitting, MAC designer Traits: Mind +2, Gadgets +2, Armored Scale: Standard Wounds: (7/4/6/5) MAB: 2 DM: 0 Skills (23) Brawl, Blast, Dodge, Parry, Trip, Range, Scramble, Rally +3, Charisma, Knowledge Specialty (MAC mind design) +4, Knowledge Specialty (repair of Robo Bodies) +3, Communication +1 Systems (9) Sidearm (Energy, welding laser), Autorepair, Autorepair usable on others (special Gadget system) +2, Passenger Space, Passenger Armor, Snare Gun (to capture without harming) Personality/History: Dr. Mann was the accidental creator of Antiochus V, but intentionally nurtured the decoy program left by Antiochus into Jason Mann (aka Spartacus). He prefers to avoid combat altogether, wanting to nurture life instead of destroy it. The scientist in him sometimes makes him seem cold and logical. Blueblaze (This writeup goes into a little more detail, since it's meant to be used as a player character should someone need one on short notice) Group: Guardian Hook: Hyperactive Nonhumanoid form: Sports car Function: Fire Support and Rapid Evacuation Size: Standard Traits: Mind, Weapons, Gadgets, Fast and Transforming Wounds: (4/3/3/2) Systems: Built-in Explosive Standard Ranged Matter Weapon with Autoranging: Shoulder-mounted bombs. This systems is actually a combination of three systems in one weapon. Being Explosive lets Blueblaze hit everyone in a small area with the bombs. Being Built-In gives him one degree easier on all attacks with this weapon. Autoranging, a Gadget system, lets him use it at Not Close range without needing the Sniper skill. This combination is very effective, but a single Mishap can wipe it all out. The bombs are concussive, for Matter mode. Built-in Standard Energy Weapon: It looks like a separate handgun, but it's stored in his forearm and calibrated like any other built-in weapon. It fires electrical bursts with a range of over 18km, but he can't hit anything with it outside Close Range (except maybe a mountain or something like that). Passenger Armor: When in his vehicle mode, his passengers (up to four) are protected from Tricklethrough. Skills: Blast +1: Can use either of his built-in Weapons or one he finds lying about. Dodge +1: His speed lets him better evade incoming attacks. Brawl: Basic training only, nothing tricky. Killing Shot: Able, but reluctant, to concentrate fire for greater damage, often saturation bombing of an area. Stunt Driver: He may be a sports car, but he maneuvers off road better than a Hummvee. History/Personality: Blueblaze is the 'son' of Max and Spitfire (see the Sourcebook section), with his personality programmed by the two. However, due to some timing problems, he tends to work at slightly faster than normal speed, often thinking faster than his body can follow. This can get him into situations his slower friend Thresher has to get him out of. He's still a 'kid' in MAC terms, maybe 20 years old. Thresher (Another possible player character) Group: Guardians Hook: Gruff Non-Robo form: Combine Function: Food production, defense of fields from MACE attacks Size: Standard Traits: Brawn, Armored, Transforming Wounds: (5/6/4/2) Systems: Sidearm: Threshing devices can be used as a Standard Melee Matter Weapon. Combat Form: Able to fire weapons while still in Combine form, or mow down the opposition. Ramplate: Front mounted, allows greater ramming damage without harm to self. Skills: Brawl +2: Very good at basic hand combat. Weaponmaster: Uses thresher as a sort of wicked sword Parry: Can parry all but Martial Arts Grab: Has overly long arms as well Trip: Use thresher to sweep opponent's feet out from under them Blast: Generally uses a Standard Matter Ranged Weapon to avoid the chance of ricochets lighting fires in the fields. Knowledge Specialty: Farming History/Personality: One of the first MACs to undergo the process to enable shape changing, Thresher's personality is basically that of the crusty old farmer down the lane. Beneath his gruff exterior is a geniune love for the land and for the humans he feeds by his labors. Recently he has taken the impetuous Blueblaze under his wing and is trying to teach the lad some patience, since Blueblaze's regular patrol route carries him past Thresher's fields. Thresher has never advanced in combat skills because he prefers to simply tend to his fields, and his skills lie in noncombat areas. 3.1.2 Other Guardians of note Boomer - Communications specialist with boombox form, attacks as Warrior of Standard Scale Boomer's Aides - All Mini Scale Shuffle - Becomes a CD and has encryption skill, attacks as Elite Troop Oversample - Becomes a CD and has decryption skill, attacks as Elite Troop CDROM - Becomes a CD and has vast data storage ability, attacks as Elite Troop Woofer - Has two forms, neither humanoid: a speaker form and a canine form. The speaker form enhances Boomer's attacks by +2. In canine form Woofer attacks as a Warrior Chiplex - CityMAC, Mega Scale with wounds of (20/20/10/10), attacks as 1d10 Elite Troops each round for each "Close Range" area when in City mode. In the rare occasions when he transforms to robot mode, he attacks twice as a Commander. DinoMACs - dinosaur forms, see main rules (Advancement, section 4.2) Eels - A hyperactive hovercraft addicted to old British humour. Acts as a ferry for parts and people, and emergency evac when needed. Normal Troop. EuroMAC - Another CityMAC, treat like Chiplex but with wounds (30/30/15/15) Hepcat - sportscar, attacks as Warrior, Standard Scale. Hornet - Curious VW bug with Communicate +2, attacks as Normal Troop, Standard Scale. IronHorse - Logical tripleformer with Train and Caravan forms. He travels about doing to train tracks what Pothole does to roads, reclaiming minerals from the old tracks and laying down only such new lines as are needed. Can forge new tracks internally, and if need be fire them as weapons, giving him Warrior attack levels. Caravan form lets him travel where tracks are broken or nonexistant. Standard Scale. Kingfisher - Self-sacrificing manager of one of the undersea farms. Due to a lack of both weapons and combat skill, attacks as Cannon Fodder, but has high wound totals. Often accompanied by a pair of dolphins he named Andy and Amos. Standard Scale. Kro and Tservo - A pair of wisecracking robots who insult their foes in combat. They never seem to use their non-Robo forms, and attack as Elite Troops at Mini Scale. Pothole - Can rip up old roads (to clear more ecosystem space) and lay down new ones where needed. Blasts of hot tar and gravel give him a Snare attack and let him attack as Elite despite general lack of combat skills. Sullen. Quint - Powerful right-hand MAC to Kingfisher, becomes a shark. Attacks as a Standard Scale Warrior. Spanner - Bridgelayer/maker. Gruff and no-nonsense. Elite Troop, Standard Scale. Strongarm - Gruff tractor (without trailer) with great strength, Standard Scale Elite Troop. Sunbeam - vain sportscar warrior, Standard Scale, attacks as Elite Troop. T-bone - cheerful sportscar warrior with ramplates, attacks as Elite Troop. Standard Scale. Windburst - very fast minicar with a bad attitude. Mini Scale but attacks as a Standard Scale Normal Troop (Trait Weapons). 3.2 MACE: The MAC Empire play the role of "villains" in the 2163 world, and use the appropriate Hook table. To be in MACE, you must swear loyalty to Antiochus, and profess belief in his evolutionary agenda. In truth, most MACErs could care less if humanity is supplanted or not, they just want an outlet for their aggressive personalities and/or hunger for power. There are noble MACErs who truly believe Antiochus's dogma and see the internal conflict among RoboMACs to be a tragedy, but they're outnumbered by the ones who just like to blow things up. MACE is a viable option for players, but keep in mind that the internal politics of MACE should be played as being far more deadly than a Guardian Warrior. Since players are more likely to be fighting MACErs (either because they play Guardians or because of internal power struggles as MACErs), the important members of the Empire will be presented more schematically, for the Referee to flesh out as he sees fit. That way they'll have some surprises even for players who have memorized the rulebook. 3.2.1 Important MACErs Antiochus V Hook: Arrogant Form: Torso on tank treads Function: MACE Emperor Traits: Brawn +2, Mind +2, Weapons +2, Armored, Gadgets Scale: Standard Wounds: (11/13/9/5) MAB: 2 DM: 0 Skills (22) - include Scramble, Godcannon Shot and Obliterating Shot Systems (20) - include Built-In Megaweapon (Matter, massdriver), Built-In Megaweapon (ability to turn any energy weapon into one capable of making Godcannon Shots, but not Obliterating Shots), Autoranging Footnote: What is a Massdriver? The term is used a bit glibly throughout the rules without much explanation. Many of you will already know, but for the benefit of those who don't, a massdriver is a set of rings or coils that create a magnetic field to launch a ferromagnetic object into a trajectory. A large enough one can hurl rocks (outfitted with steel bands) out of the Moon's gravity well, and such has been proposed by futurists planning lunar colonies. A massdriver is different from a rail gun in details, but not in basic principle or effect. Both use magnetic fields to accelerate projectiles, but rail guns use parallel rails while mass drivers use stacked hoops. Rail guns can fire faster with shorter barrel lengths, but massdrivers can take any kind of ammo so long as it has some metal in it, and are less prone to fouling. This versatility and the weapon's simple elegance are why Antiochus chooses the massdriver as his signature weapon. Starbolt Hook: Treacherous Form: Jet Fighter Function: Second in Command Traits: Mind, Weapons +2, Fast +1, Gadgets +1 Scale: Standard Wounds: (6/5/3/2) MAB: 2 DM: -1 Skills (14) - include Godcannon Shot, Trick Shot, Stunt Flyer Systems (18) - include Built-In Megaweapon (Negaray, Energy), Built-In Explosive Weapon (Cluster Bombs, Matter), Flight Quad Hook: Smug Forms: Spaceplane, Caravan, Battleship Function: All-purpose transport Traits: Brawn +1, Weapons +1, Gadgets, Fast +2 Scale: Standard Wounds: (7/8/4/1) MAB: 2 DM: -1 Skills (15) - include Godcannon Shot, Stunt Flyer/Driver, KS:Orbital Mechanics Systems (17) - include two extra forms, Built-In Megaweapon (Laser cannon), Space Flight, Flight, Submersible (airtight) Waveform Hook: Logical Forms: Communications Center Function: Second in Command, Com systems Traits: Brawn +1, Armored +1, Weapons +1, Gadgets +1 Scale: Standard Wounds: (12/12/6/3) MAB: 1 DM: 0 Skills (15) - include Godcannon Shot, KS: Data Encryption, KS: Commsystems Systems (17) - include Megaweapon (EM Pulser, Energy) and Size Change He carries several minor MACs as Data Cubes inside him, releasing them when he needs backup. They are all Mini Scale and include: Thud: Attacks with pounders as Warrior Blunder: Has Scramble skill, otherwise Elite Troop Raptor: Aerial spy, attacks as Elite Troop, has Invisibility Bladestorm: Aerial assault, attacks as Warrior Wulf: Tracker, has Sensor Pack, attacks as Warrior FerretBat: Attacks as Warrior 3.2.2 Other MACErs of note BallistiMACs: Based on various missiles and rockets, they merge to form Emmexor, a Logical Fortress MAC of (15/13/8/3) wounds and Mega Scale. Members are all Standard Scale: - PolEris: Manic Depressive leader, becomes a huge missile capable of transporting several MACs into space. Warrior. - Snidewinder: Smug left arm, becomes a red, white and yellow serpent with skills at constricting. Elite Troop. - TraumaHawk: Treacherous hawk-formed right arm. Elite Troop. - Hateriot: Arrogant anti-missile truck left leg. Elite Troop. - Silkwyrm: Vain dragonet with silken snares, right leg. Elite Troop. Corkscrew: Crazy Advanced Tactical Fighter (hypercritical wing variety), crashes alot, Standard Scale Warrior. Demolition Team: Combine to form Annihilator, an Arrogant Fortress MAC of Mega Scale, with wounds (10/8/4/2). Individually they all attack as Standard Scale Normal Troops. Members are: - Churn: Cement mixer - Winch: Crane - Ken: Forklift - Rocky: Piledriver - Brute: Bulldozer - Fourman: Command post Einstein: Human-sized motorcycle (size change system). Has one of the world's most annoying speech patterns. Normal Troop at Standard Scale. Firebrand: MACE's most notorious "Mad Scientist," he believes that humans should be preserved so he can use them as lab animals. His alternate mode is that of a blindingly lime green VW Minibus, for reasons he refuses to explain. Attacks as Elite, using experimental weapons. Standard Scale. Grinner: Skullfaced master of MACJitsu, turns into a flamethrowing tank, attacks as a Warrior, Standard Scale. HotRun: Flying personnel carrier, Elite Troop. Standard Scale. Jamm: Scanned from the mind of a jaded youth, has Trait Mind and scramble skills. Turns into a convertible, attacks as Elite Troop. Standard Scale. RedBaron: Looks like a Triplane, but is jet-powered. No heavy weapons, but his skill is so great he attacks as Warrior. Standard Scale. Rommel: Transforms into a RoboMAC sized motorcycle with a sidehack bar. Has delusions of grandeur (Arrogant). Elite Troop, Standard Scale. Scrammer: SCRAMJet-powered flier, very fast, Elite Troop. Standard Scale. Shatterwing: Jet craft (F-15) with explosive sonic attack. Standard Scale, attacks as a Warrior. SpaceFold: Jet craft (F-16) with teleportation ability. Standard Scale, attacks as a Warrior. Strafeline: A-10 "Warthog" attack jet, Warrior. Standard Scale. Wingtip: Stunt jet, Vain about his aerobatic prowess, Elite Troop. Standard Scale. 3.3 INDEPENDENTS: In the polarized world of RoboMACs 2163, it's hard to stay independent for long. Most of the Indies are the refuse of the Wastelands, and generally are rated as Cannon Fodder if they're very lucky. A significant Wasteland resident, Charlatan, is mentioned in the second adventure in the Scenarios section. A few spies and mercenaries manage to stay independent for a while, but unless they find a way around the memory problem, they end up rejoining one of the two factions within a few years. A possible result of play could be the formation of a third faction formed entirely of MACs who have been "Scanned" from human minds, but such a faction does not yet exist in 2163. ---------------------------------------------------------------------------- 4.0 VERMINMACS A sample of a fully-detailed Subgroup. As Referee, you'll want to make up your own groups, plus expand on the one-line descriptions of various NPCs presented in section three. The VerminMACs are an example of what can be done in terms of fleshing out a group, plus how extra rules can be devised to fit into a Referee's own campaign world. The VerminMACs have, as a group, two major abilities that make them unique among MACs and require creation of new rules that were too specific to include in the main rules. The first is the ability to create swarms, rapidly-generated Robo shell copies of themselves with rudimentary copies of their persona programs. This ability lets the dozen or so VerminMACs become, for the brief lifetime of the clones, a virtual army. The second ability was created as a necessary complement to the first, and will be explained in greater detail in the history section. After their history is summarized, a number of VerminMACs will be presented as Player Characters. This is not to be considered an exhaustive list of VerminMACs, as they add and lose members frequently. The typical VerminMAC will be Standard Scale and attack as an Elite Troop, while the Clones will attack as Normal Troops. 4.1 HISTORY OF THE VERMINMACS: The scurvy crew known as the VerminMACs got their start as one of many harebrained ideas from the mind of Firebrand, the MAC Empire's most notorious "mad scientist" type. While tinkering with an advanced auto-repair system, Firebrand discovered the means by which a RoboMAC could clone itself. The new body would be composed of a minimum of actual matter, since it was based on a system for patching holes when no replacement parts were available. Of course, only a master of the mind could successfully copy a full persona program into the clone body, but any idiot MAC would be able to put a simple drone program in the clone or slave it to his own actions. Excited with his finds, Firebrand sent his assistant out to find test subjects in the Wasteland, neutral outcasts who made excellent guinea pigs for two reasons: one, they would do almost anything to gain a place in society (and repairs) again, and two, if the experiment failed, no one would really care. Firebrand's assistant brought back a half dozen Wasters in reasonably poor condition who were willing to trade the inevitable deep hurting for the possibility of being whole again. Of this group, only three survived the installation of the new systems, which for Firebrand was a pretty low deathrate. These three, Jimmy Da Roach, Ratatouille and Zzermer found they could create entire swarms of themselves. Firebrand was, needless to say, quite pleased. At least, until the swarms fell apart moments later and the originals almost died from the strain. With his typical disregard for conventional methodology, Firebrand had neglected to consider the effect of having hundreds of MACs in one area would have on the ability of Neutrino Sieves to gather energy. If the swarms were to be effective, they would have to be able to gather power from another source. After a few days of frustration, a chance comment from his assistant led Firebrand to the answer (well, that's how Firebrand tells it...actually his assistant came up with the answer on his own). What do swarms do? Eat crops, among other things. What is a major objective of MACE? Destroy the crops so that humanity will starve off. Obviously, the two are complementary. A swarm of MACs could eat the crops while deriving energy from the crops, allowing them to continue existence as long as they kept eating. It was brilliant. And the three swarmers even survived the process of installing the organic mass converters. Converters which would allow them and their clones to get energy from crops to supplement the meager neutrino flow each member of the swarm could capture. And of course, the fact that the swarm devoured nearly 100% of the neutrinos to pass through an area made them almost impossible to approach when they were in action...the ideal defense. Antiochus V was pleased, and ordered Firebrand to create more of these swarming MACs, which were quickly dubbed VerminMACs. He also sent a number of experienced elite troops to undergo the conversion (and keep an eye on the less-than-trustworthy former Wasters). Soon the VerminMACs were among the most feared MACs short of the mighty CityMACs, but over time defenses against them were devised. Still, they remain a potent threat. 4.2 NEW SYSTEMS: 4.2.1 New Gadget System: Swarm This system costs two system slots, and allows the owner to create copies of himself at the same Scale as the owner. These copies have most of his skills and systems (see below), but wounds levels of (2/1/0). Easy to create one copy, Difficult to create d10 copies, Tasking to create 5d10 copies. If more than 10 total copies exist (between all users of this system) then they will cease to exist unless they have an alternate method of getting energy. Copies are stupid, and must be given orders which they will follow until countermanded. Scramble attempts against swarm clones will be Automatic Degree and destroy d10 clones per attempt (regardless of the effect desired), and the Scramble skill may be used any number of times per combat against the clones. Clones will not have the Swarm system themselves, nor can they have Megaweapons or Merge. Clones will only have Trait Mind if the template MAC is Mind +2, in which case they will have Mind at base level and wounds of (3/2/1) to represent the tougher personas. Clones will not have Mind skills, even if they do possess Trait Mind. 4.2.2 New Gadget System: Biomass Conversion This system costs one slot. It allows the Robo to use organic matter as fuel, coverting it into alcohol-based combustion fuel and burning it. It also allows use of petrochemicals as fuel, with greater efficiency than normal biomass. However, the MAC must be in an oxygen atmosphere to burn the fuel, and risks detonation of the fuel as the result of Overkill (by others) or Mishap (by the MAC). The effects of this system are mainly determined by the Referee, since this game is not designed to have a detailed energy system. Effects of various fuel sources suggested below: Grass, trees and other normal plants: Supplies enough energy to keep a Swarm clone going, but it cannot do anything else. A real RoboMAC can function for d10 turns after spending a turn consuming this fuel, in absence of a functioning Neutrino Sieve (or in the presence of neutrino blockage) Crops: Higher in sugars and so forth, this fuel will let a Swarmer alternate actions between eating and attacking. Alternately, the Swarmer can eat constantly for a number of turns and then survive without eating for an equal number of turns. A real RoboMAC can function for d10 minutes after a turn of eating this fuel. Unrefined Petrochemicals: Extremely high in energy but still requiring energy expenditure to refine, these will allow a Swarmer benefits like Crops, but with two rounds of action for every round of feeding. Normal MACs can last for 2d10 minutes for every turn spent eating these. Refined Petrochemicals or Alcohols: Needing no refining and being dense with energy, each turn a Swarmer spends feeding on these will give it approximately a minute of life, allowing them to engage in a short combat after only a brief feeding. Normal MACs can run for d10 hours for every turn spent snarfing down these fuels. Note: For Referees who wish to run energy-dependent MACs, this system can be used for them. Every MAC would get Biomass Conversion for free (making protection of crops even more important!) and pure refined energy would be twice as 'filling' as refined petrochemicals. To avoid the need for air, the Referee can assume that part of feeding includes burning the fuel for electricity and storing it. 4.3 SOME NOTEWORTHY VERMINMACS: Jimmy Da Roach Vehicle Mode: Giant Cockroach (six-legged movement) Traits: Armored, Gadget and Fast Hook: Treacherous (pulls scams for fun) Scale: Standard Wounds: (5/4/3/2) Skills: Brawl, Shoot, Dodge, Stunt Driver, Weaponmaster Systems: Swarm, Ramplate (front), Sidearm (whip made from antennae), Flight, Autorepair, Biomass Conversion Notes: Jimmy has the personality of one of those street hustlers from the human age, the kind who would play three-card Monte with tourists. Living in the Wasteland is difficult, and survival goes to the fastest. Even though Jimmy's a MACEr now and doesn't need to scam to survive, he enjoys doing it anyway. Like most VerminMACs, Jimmy prefers Matter weapons, as he doesn't want to risk burning the crops he plans to eat. Zzermer Vehicle Mode: Giant Housefly Traits: Weapons, Gadgets, Fast Hook: Lazy Scale: Standard Wounds: (4/3/2/1) Skills: Brawl, Shoot, Killing Shot, Sniper Shot, KS: Chemicals Systems: Swarm, Biomass Conversion, Flight, Built-in Weapon (acid spittle) Sensor Pack, Size Change (can shrink to baseball-sized to spy) Notes: Zzermer enjoys his good life, now that he's not a Waster anymore. In fact, he spends as much time as he can enjoying it, earning him the label of a lazy slacker. He often has to be prodded into action by the others, who dislike having to depend on him for ranged support. His acid spittle can be modified to eat through any substance given time, and often is used to get access to refined fuels for the other VerminMACs. Zzermer dislikes swarming, since it takes so much effort. His swarm clones often feed on fertilizer, which is generally guarded less heavily. Ratatouille Vehicle Mode: Giant Rat-like Thing Traits: Gadgets, Fast, Mind Hook: Greedy Scale: Standard Wounds: (3/2/3/2) Skills: Stealth, Brawl, Shoot, Stunt Driver, Scramble, Weaponmaster Systems: Invisibility, Sensor Pack, Sidearm (whip-tail), Swarm, Biomass Conversion Notes: Ratatouille (pronounced Rat-At-Too-e) actually has a human mind scanned in, rare for a Waster. However, he went insane while in the Wasteland and is now convinced he's really a rat, albeit a talking one. Ratty (his nickname) is the advance scout for the VerminMACs, checking out security near various fuel and crop sources. He also covets shiny things, and will often come back from a scouting mission laden down with dozens of scrap bits and the like. When he uses a gun, it's usually one he's recently stolen, and he may not know what it fires until using it in combat, or even if it's loaded. Siphonnn Vehicle Mode: Giant Mosquito Traits: Weapons, Gadgets, Mind, Brawn Hook: Arrogant Scale: Standard Wounds: (5/5/4/2) Skills: Weaponmaster, Shoot, Killing Shot +1, Rally Systems: Swarm, Biomass Conversion, Flight, Built-in (3x, one hand weapon and two energy blasters) Notes: One of the warriors that Antiochus had undergo the Swarm process, Siphonn was modified further to fit with the vermin imagery. She does not particularly like losing her sleek jet form for her current mosquito body, but has adapted. The rear legs of her insect form carry powerful lasers specially synchronized to her targeting computers and accurate over several miles. Her preferred hand weapon is a long pike, which she rapidly shifts between her four other arms in combat to confuse her foe (her insect abdomen becomes her robot legs). She prefers feeding on refined petrochemicals and alcohols, using her long mosquito proboscis to dip into tanks of the stuff. She also finds that human blood makes an adequate fuel source on the rare occasions a squishy is foolish enough to stay in the open when she attacks. Siphonnn, as her name implies, tends to 'hum' her n's and m's in speech. Although perhaps the best fighter of the group, she's generally less-accepted by the others due to not 'really being one of them.' Uppercut Vehicle Form: Praying Mantis Traits: Brawn, Armored, Weapons Hook: Logical Scale: Standard Wounds: (6/7/4/2) Skills: Brawl, Weaponmaster +2, Shoot, KS: Communication systems Systems: Built-in (2 hand weapons, one energy), Flight, Biomass Conversion Ramplate (front) Notes: Uppercut is not a VerminMAC, lacking the Swarm system as well as not being a 'harmful' creature in non-Robo form. However, she frequently works with the VerminMACs, being designed to fight crop guardians like Thresher while the VerminMACs are left free to feed. Since she works with the Vermin so often, she had Biomass Conversion installed to let her stay near the swarms. Her powerful insect forearms become scything weapons in robot form, and she can fire a particle beam from her antennae. She's also usually left the task of maintaining contact with the MACE commmand while the others submerge themselves in the joy of feeding. Perhaps the most macabre of the VerminMACs, Uppercut is the only one who seeks out humans to consume (treat as being half as efficient as unrefined petrochemicals). Swarm Vehicle Form: Locust Traits: Fast, Gadgets, Brawn Hook: Manic-Depressive Scale: Standard Wounds: (4/4/3/1) Skills: Brawl +1, MACJitsu +1, Shoot Systems: Swarm +1, Biomass Conversion, Flight, Ramplate (front, back) Notes: Swarm is, as his name would indicate, usually the first VerminMAC to activate Swarming systems. He's also the most skilled at it, able to clone more copies faster than the rest (+1 to Swarm rolls). Although trained to use a gun, he rarely will, preferring to leap into foes (Ramming attack, hence the plates) or kick them with his powerful legs. Of the VerminMACs, he's the least picky about his food and will gladly send his clones to eat even grass, just for the sake of destroying plantlife. When manic, he can hardly be held back from eating. When in a depressive phase, he seems to hibernate. Of course, there are other VerminMACs, but I leave it to the Referee to create them, so that his players won't know *all* the opposition. The only real criteria for being a VerminMAC is to have Swarm, Biomass Conversion, and a vehicle form that looks like a harmful pest (no ladybugs or spiders, for example). Of course, where there are pests, there are counters to them, and a Guardian spider or ladybug might exist somewhere, equipped with Scramble so as to most quickly eliminate clones.... ----------------------------------------------------------------------------- 5.0 ADDENDUM TO ADVANCEMENT RULES The setting of 2163 has slightly different requirements for a few of the Checkpoints, so it's worth detailing them here. 5.1 PURPOSE For MACE players, this goal is the defeat of the Guardians, the destruction and supplanting of humanity. For Guardian players, this Checkpoint means protecting humanity and helping stop MACE plans before they start. Beginning players can check this with things like stomping a few humans (MACE) or keeping an advance warning buoy from being destroyed (Guardians). Major characters need to do major deeds, like releasing a virus that will kill thousands (MACE) or blowing up a Luna-based Massdriver (Guardians). 5.2 (PLACE IN) SOCIETY MACE society is very survival-of-the-fittest, a hierarchical structure with Antiochus on top, followed by several Lieutenants striving for his spot, with their own underlings looking to take over the boss's job, and so forth. Stabbing a superior in the back (figuratively) can pass this Checkpoint, and generally your superior gets tougher as you do, so this Checkpoint scales itself automatically. Guardian society is very close-knit and cooperative, but there are still conflicts and power struggles despite that. Gaining the praise of Spartacus or another highly placed Guardian can boost your position, as can highly visible good deeds. Guardians can also check this requirement by finding themselves outcasts for a time and redeeming themselves (like after a major failure). Few things make Place in Society seem as important as when you lose it, after all.