0% found this document useful (1 vote)
604 views57 pages

Megaman X RPG Part 1

This document provides an introduction and overview of the game setting for a d20 roleplaying game based on the Star Wars RPG rulebook and set in the Megaman and Megaman X universe. It summarizes the main races - humans, robots, cyborgs, androids, and reploids - and provides traits and abilities for player characters from each race. The introduction explains that the setting draws from both the original Megaman and later Megaman X games and eras.

Uploaded by

Lester
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
0% found this document useful (1 vote)
604 views57 pages

Megaman X RPG Part 1

This document provides an introduction and overview of the game setting for a d20 roleplaying game based on the Star Wars RPG rulebook and set in the Megaman and Megaman X universe. It summarizes the main races - humans, robots, cyborgs, androids, and reploids - and provides traits and abilities for player characters from each race. The introduction explains that the setting draws from both the original Megaman and later Megaman X games and eras.

Uploaded by

Lester
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
You are on page 1/ 57

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, and 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 mainstream 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 are 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 are still mechanical are 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 selfawareness 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 weapon 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 isnt something to worry about. Often a reploid develops a specific
type or elemental alignment, from which they take their name. 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.

RACES

Hey
there kid. The name is Douglas. Im here to give you the heads up on all of t
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. Cybernetics
is 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 is subtler, 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
Dr. Light built him he has a mind of his own and takes orders from no one.
Personality: Even though 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 go on.
Physical Description: Androids are shaped pretty many exactly like humans. However some androids
were what are known as shell armor. This is a rather bulky armor often built into most androids to tell
them apart, military and law enforcement androids cannot 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 that can remove his shell. Roll his sister is an android that has no
shell, and Forte (or Bass) cannot 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 cannot. 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 commonplace
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
All right recruit Im Commander Signas! Its time that you found out what it is youll

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 before
usually.
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. Any races regardless of restrictions can pick up these classes. 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
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

XP

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

Class Skill Cross-Class


Max
Skill Max
Ranks
Ranks
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23

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

1st
2nd

1st
st

1
3rd

2nd

2nd
2nd

rd

6th

4th

3
3rd

5th
th

3rd

5th
4th

4
6th

5th

4th

th

4
7th

2nd
rd

3
3rd

1st

1
2nd

th

5th

1st
st

6th
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 cannot use this bonus to increase the ability score. They cannot 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 cannot 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 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
1
2
3
4
5
6
7
8
9
10

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

Reputation
Bonus

+1
+2
+2
+2
+3
+3
+4
+4
+4
+5

+0
+0
+1
+1
+2
+2
+3
+3
+4
+4

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

Base
Attack
Bonus

Fort
Save

Ref Will Special


Save Save

Defense
Bonus

Reputation
Bonus

1
2
3
4
5
6
7
8
9
10

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

+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

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3

+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 adept 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
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, their 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

Fort
Save

Base
Attack
Bonus
+0

Ref Will Special


Save Save

+1

+1

2
3

+1
+2

+2
+2

+2
+2

4
5
6
7
8
9

+3
+3
+4
+5
+6
+6

+2
+3
+3
+4
+4
+4

+2
+3
+3
+4
+4
+4

10

+7

+5

+5

+1 Starting Feats, Track, Favored


Target (+1)
+2 Bonus Feat, Evasion
+2 Uncanny Dodge (Dex Mod to
Defense.)
+2 Bonus Feat
+3 Favored Target (+2/+1)
+3 Bonus Feat
+4 Favored Target (+3/+2/+1)
+4 Bonus Feat
+4 Uncanny Dodge (Can not be
Flanked)
+5 Bonus Feat, Favored Target
(+4/+3/+2/+1)

Defense
Bonus

Reputation
Bonus

+1

+0

+2
+2

+0
+1

+3
+3
+4
+4
+5
+5

+1
+1
+2
+2
+2
+3

+6

+3

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, and 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 theyre 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 modifiers.

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

Fort
Save

Base
Attack
Bonus
+0

Ref Will Special


Save Save

+1

+1

2
3
4
5
6
7
8
9
10

+1
+1
+2
+2
+3
+3
+4
+4
+5

+2
+2
+2
+3
+3
+4
+4
+4
+5

+2
+2
+2
+3
+3
+4
+4
+4
+5

+0 Starting Feats, Strategist,


Contacts (1)
+0 Increase Moral (+1)
+1 Resources, Contacts (2)
+1 Increase Moral (+2)
+1 Contacts (3)
+2 Increase Moral (+3)
+2 Contacts (4)
+2 Increase Moral (+4)
+3 Contacts (5)
+3 Increase Moral (+5)

Defense
Bonus

Reputation
Bonus

+1

+2

+1
+2
+2
+3
+3
+4
+4
+5
+5

+2
+2
+3
+3
+3
+4
+4
+4
+5

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.
Marksmen 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

Fort
Save

Base
Attack
Bonus
+1

Ref Will Special


Save Save

+0

+2

2
3
4
5
6
7
8
9
10

+2
+3
+4
+5
+6
+7
+8
+9
+10

+0
+1
+1
+1
+2
+2
+2
+3
+3

+3
+3
+4
+4
+5
+5
+6
+6
+7

+0 Starting Feats, Improved Point


Blank Shot
+0 Improved Precise Shot Feat
+1 Improved Rapid Shot Feat
+1 Sniper (+2)
+1 Intercept Shots (+2)
+2
+2 Ranged Whirlwind Attack
+2 Sniper (+4)
+3
+3 Intercept Shots (+4)

Defense
Bonus

Reputation
Bonus

+2

+0

+3
+3
+4
+4
+5
+5
+6
+6
+7

+0
+1
+1
+1
+2
+2
+2
+3
+3

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

Fort
Save

1
2
3
4
5

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

Ref Will Special


Save Save

+0
+0
+1
+1
+1

+0
+0
+1
+1
+1

+1
+2
+2
+2
+3

6
7
8
9

+3
+3
+4
+4

+2
+2
+2
+3

+2
+2
+2
+3

+3
+4
+4
+4

10

+5

+3

+3

+5

Starting Feats, Skill Emphasis


Specialty
Master Craftsman
Specialty
Skill Emphasis, Master
Craftsman
Specialty
Master Craftsman
Specialty
Skill Emphasis, Master
Craftsman
Specialty

Defense
Bonus

Reputation
Bonus

+0
+1
+1
+1
+2

+1
+1
+1
+2
+2

+2
+2
+3
+3

+2
+3
+3
+3

+3

+4

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.

SKILLS

About time you got here. Im Commander Zero. If youre planning on kicking so

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 Level Advancement Skill


Points
(4 + Int modifier) x 4 4 + Int modifier
(8 + Int modifier) x 4 8 + Int modifier
(4 + Int modifier) x 4 4 + Int modifier
(4 + Int modifier) x 4 4 + Int modifier
(4 + Int modifier) x 4 4 + Int modifier
(6 + Int modifier) x 4 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

Key
Ability
INT
INT
DEX
CHA
STR

Use
Untrained
Yes
No
Yes
Yes
Yes

Com

Exp

Htr

Ldr

Mkm

Tch

Action Type

X
C
X
X
X

C
X
C
C
X

X
C
C
X
C

C
C
X
C
X

X
C
C
X
C

C
X
X
X
X

INT
INT
INT
CHA
INT
CHA
CHA
DEX
INT

Yes
Yes
No
Yes
No
Yes
Yes
Yes
Yes

C
C
C
X
X
X
X
X
X

C
C
C
C
X
C
C
C
C

C
C
X
X
X
C
X
C
X

C
C
X
C
X
C
C
X
X

C
C
X
X
X
X
X
X
X

C
C
C
X
C
X
C
X
C

**
**
Move
**
Full-round or
move
Full-round **
**
Full-round **
Full-round **
Full-round **
**
**
Full-round **
**

Gather Information
Handle Animal
Hide
Intimidate
Jump
Knowledge

CHA
CHA
DEX
CHA
STR
INT

Yes
No
Yes
Yes
Yes
No

X
X
X
C
C
C

C
X
C
X
X
C

C
C
C
C
C
C

C
X
C
C
X
C

X
X
C
X
C
C

C
X
X
X
X
C

Listen

WIS

Yes

Move Silently
Pilot
Profession
Repair
Ride
Search
Sense Motive
Spot
Survival
Swim

DEX
DEX
WIS
INT
DEX
INT
WIS
WIS
WIS
STR

Yes
No
No
No
Yes
Yes
Yes
Yes
Yes
Yes

X
C
C
C
X
X
X
X
X
C

C
C
C
C
X
C
X
C
X
C

C
X
C
X
C
X
C
X
C
X

X
C
C
X
X
X
C
X
X
X

X
C
C
X
C
X
X
X
X
X

X
X
C
C
X
C
X
C
X
X

Treat Injury
Tumble

WIS
DEX

Yes
No

C
X

X
X

C
C

C
X

X
C

X
X

Use Scanners (*)

INT

No

**
**
Attack
Full-round
Attack
Reaction or Fullround
Reaction or Fullround
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
Very Familiar
Unfamiliar
Town
City

DC
On a Failed Check
Modifier
+0
Youve wound up in a place youre not familiar with.
It will take twice as long to get to your destination.
+5
Youve gotten even more lost, and it will take twice
as long to reach your destination.
+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.
+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

DC Examples
10 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.

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.

FEATS

So youre this new guy I keep hearing about. Well Im Commander Megaman X. B

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

Feat
Feat
Endurance
Run
Exotic Weapon
Skill Emphasis
Proficiency
Ambidexterity
Persuasive
Fame
Sharp-Eyed
ArmorProficiency (Light)
Point Blank Shot
Gearhead
Stamina
ArmorProficiency(Medium) Far Shot
Great Fortitude
Steady
ArmorProficiency (Heavy) Precise Shot
Headstrong
Stealthy
Athletic
Rapid Shot
Improved Critical
Surgery
Blind Fight
Multi Shot
Improved Initiative
Toughness
Cautious
Shot on the Run
Infamy
Track
Combat Expertise
Power Attack
Iron Will
Trick
Improved Disarm
Cleave
Lightning Reflexes
Trustworthy
Improved Trip
Great Cleave
Low Profile
Two-Weapon Fighting
Whirlwind Attack
Improved Bantha Rush (inMartial Arts
Improved Two-Weapon
this setting its called just:
Fighting
Improved Bull Rush)
Combat Reflexes
Sunder
Defensive Martial ArtsWeapon Finesse
Dodge
Quick Draw
Improved Martial ArtsWeapon Focus
Mobility
Quickness
Advanced Martial ArtsWeapon Group
Proficiency
Spring Attack
Rugged
Here are the new feats for this game. Some are only changes to feats from 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)

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 (Medium Shell)


Armor Proficiency (Heavy Shell)
Charged Shots
Rider Operation
Program Flexibility
Rider Dodge

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 a 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 1/4th 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 cannot 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
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

Effects
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 cannot be selected until level
5.
You gain a +3 to hit on ranged attacks. This cannot be selected until level
10.
You gain a +4 to hit on ranged attacks. This cannot be selected until level
15.
You gain a +5 to Speed. This is the basic level.
You gain a +10 to Speed. This cannot be selected until level 5.
You gain a +15 to Speed. This cannot be selected until level 10.
You gain a +20 to Speed. This cannot 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. Cannot 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 cannot be selected until level 4.
You gain a +6 to your Jump checks. This cannot be selected until level 12.

Enhanced Power
Improved Power
Greater Power
Advanced Power
Enhanced DR
Improved DR
Greater DR
Advanced DR
Enhanced Strength
Improved Strength
Greater Strength
Advanced Strength
Scanning

Double Attack

Double Jump
Stealth Camouflage

Wall Stick

You gain a +1 to damage with energy weapons. This is the basic level.
You gain a +2 to damage with energy weapons. This cannot be selected
until level 5.
You gain a +3 to damage with energy weapons. This cannot be selected
until level 10.
You gain a +4 to damage with energy weapons. This cannot 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 cannot 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 cannot be selected until
level 12.
You gain a +4 to DR. On the down side you cannot select any Speed
boosts from those above. This cannot be selected until level 18.
You gain a +1 to Strength. This is the basic level.
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 cannot 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 cannot be selected
until level 10.
You gain a +4 to Strength. On the down side you cannot select any
Targeting boosts from those above. This cannot 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. Boot thrusters do this.
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 cannot detect your movements. On the down side you cannot
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.

Shotgun Blast

Your weapon is reconfigured to fire a spread of shots with one attack. The
spread affects 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.
Giga Strike (Long Range) 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 an 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 cannot be selected with any
other Giga Strikes.
Giga Strike (Short Range) 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
cannot be selected with any other Giga Strikes; this pertains to melee
attacks & can turn a ranged attack into a melee attack.
Giga Strike (Area Range) Again just like the long ranged version only this affects an area around the
character. The area affected is equal to the characters level +10ft. This
enhancement can only be selected at level 10, but cannot be selected with
any other Giga Strikes. Charged shots are not possible.
Dash
Once per round you are able to move 10ft as a free action.
Double Dash
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
Fire

Ice

Water

Electric

System Information
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 point 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 attacks freeze anything that they come in contact with doing Ice damage. Those with
Water Systems are weak against Ice Systems, and take additional 1d4 point of Ice/Cold
damage.
Primary Attack: Damage: 3d4 bludgeoning Ice/Cold damage.
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 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 rolling 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 affect a 30ft area.
Electric attacks are quite 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 point of electrical damage. Water

Magnetic

Light

Darkness

is a natural conductor for electricity and if the two work together a water attack 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 affect 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 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 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 point 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 flashlight 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 is of the character when this goes off must make 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 cannot 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 throws 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
affects anything in 15ft wide path.
Again this is not really an attack as much it is 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
point of damage. Additionally you can move about in complete darkness with out

Hologram

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 cannot detect
your movements. On the down side you cannot 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 his or her 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.
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 cannot 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 cannot act individually; they all do the same thing, but can go in
opposite directions and such.

Blade

Strength

Bombs

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, and
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 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 cannot
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 cannot 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.

Speed

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 auto fire 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 cannot 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 you can never control that Robot,
specifically. 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 that 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.)
Animalistic (Wilderness)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 bite
attack; see the weapons and equipment section for details on all of these.)
Animalistic (Reptile)
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.)
Animalistic (Aquatic) 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 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 TRex 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

Dense Armor
Wall Stick
Improved Jumps

regarding over sized weapons.


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.
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.
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 cannot 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 cannot be
beaten then the scanner cannot determine anything about the character. Even if opened up to be repaired
or to have a part repaired the black box cannot be opened, but luckily it cannot 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. Touching the targets weapon system, usually an arm or the main

body and remain touching it for 1 full round does this. 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 cannot use the charge feature that some weapons have properly.
The character is at a -4 to hit because of this. This can become an -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, Airborne). 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 examp

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,

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 those now fear
Repliforce 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
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 lightweight 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 youre 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 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 cannot
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

Cost
-----

Damage Critical Range


1d2
---------

Weight
-----

Stun
-----

Type
Size
Bludgeoning -----

Group
None

-----

1d3

-----

-----

-----

-----

Bludgeoning -----

None

-----

1d4

-----

10ft

-----

-----

Bludgeoning -----

None

-----

1d6

-----

15ft

-----

-----

Bludgeoning -----

None

160
1,000
5,000
10
60
80

1d8
2d6
2d8
1d6
1d6
1d8

19-20
19-20
18-20
20
20
20

-------------------------

4lbs
2lbs
2lbs
3lbs
6lbs
8lbs

----DC 14
DC 16
-------------

Slashing
Energy
Energy
Bludgeoning
Bludgeoning
Bludgeoning

Simple
Exotic
Exotic
Simple
Simple
Exotic

M
S
M
S
S
M

Quarterstaff 60
Spear
65
Spiked
250
Gloves
Weighted
200
Gloves
Armor Spikes300
Axe
150
Battle Axe 200
Claws
100
Claw Blades 150

1d6/d6
1d8
+4

20
20
20

----10ft
-----

4lbs
5lbs
2lbs

-------------

Bludgeoning M
Piercing
M
Piercing
S

Simple
Simple
Exotic

+2

20

-----

1lb

-----

Bludgeoning S

Simple

+2
1d8
1d10
1d4
1d6

20
20
19-20
20
20

----10ft
-------------

----4lbs
7lbs
1lb
2lbs

---------------------

Piercing
Slashing
Slashing
Slashing
Slashing

None
Simple
Simple
Exotic
Exotic

----S
M
S
S

Ranged Weapons
Size Group Multifire/A

Weapon

Cost

Damage Critical Range Weight Stun Type

Laser Pistol

500

3d6

20

60ft

1lb

DC 14 Energy

Laser Rifle

800

3d6

20

120ft

6lbs

DC 16 Energy

Heavy LP

750

3d8

20

30ft

1.5lbs

DC 18 Energy

Heavy LR

1,000

3d8

20

60ft

7lbs

DC 18 Energy

Rocket Gun

1,200

4d6+1

19-20

8lbs

-----

Beam Rifle

1,500

2d10

20

300ft
(6ft)
1 mile

7lbs

DC 20 Energy

Plasma Cannon
Grenade,
Fragmental

3,000
500

3d8
4d6+1

19-20
20

10lbs
0.5lbs

---------

Grenade, Stun

600

-----

-----

0.5lbs

Grenade,
Phosphorous

500

6d6 per
round
See Entry
1d8
1d6
----4d8

19-20

60ft
12ft
(12ft)
12ft
(12ft)
10ft
(5ft)
6ft
110ft
80ft
----90ft

0.5lbs

DC 15 Energy
/ 12
----- Energy

4lbs
2lbs
4lbs
1lb
25lbs

---------------------

30ft

30lbs

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

Net
25
Bow
300
Crossbow
450
Arrows (10)
20
Repeating Laser 3,000
Cannon
Cutting Laser 4,000

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

Rocket
Launcher

5,000

3d10 per 20
round
4d6+3
20

Missile
Launcher

8,000

8d6+6

Weapon Categories

20

utofire

Blaster
Pistols
Blaster
Rifles
Blaster
Pistols
Blaster
Rifles
Exotic

M
M
M
M/A
-----

M
T

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

Simple -----

Simple -----

See Entry
Piercing
Piercing
----Energy

M
M
M
M
L

Simple
Simple
Simple
Simple
Heavy

----------------M/A

-----

Energy

Heavy

-----

8lbs

-----

See Entry

Heavy

-----

10lbs

-----

See Entry

Heavy

-----

Energy
Slashing

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 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
differences 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
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 cannot 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

Light Shells
(free for any 1
Basic
staring
characters)

Max
Dexterity
Bonus

Armor
Check
Penalty

Speed

Weight

Max #
Weapon
Mountings

+5

-0

-0

+20lbs

Enhanced 500
Basic
Military
1,000
Medium Shells+
Combative 1,200

+4

-1

-0

+30lbs

1 small

+3

-2

-0

+50lbs

1 small

+3

-2

-5ft

+55lbs

Military
Light
Military
Skirted.

2,000

+2

-3

-8ft

+70lbs

4,000

+1

-5

-10ft

+90lbs

2 small or 1
medium
2 small or 1
medium
3 small or 2
medium or 1
large

+1

-6

-12ft

+100lbs

+0

-8

-15ft

+130lbs

Heavy Shells
Enhanced 10,000
Combative
Military
Heavy
Skirted

15,000

4 small or 3
medium or 2
large
6 small or 5
medium or 3
large

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

Cost (Zenny)
100
500

Weight
2lbs
1.5lbs

(Aquata Breather)

Nano-recovery system
Gas Mask
Cred-Card
Com-Unit
Comp-Board

200,000
300
10
400
2,000

1ton
2lbs
N/A
0.3lbs
1lb

(Datapad)

Comp-Board Memory 30
Disk
Comp-Board, Mastercraft 4,000
(+1)
Electrobinoculars &
1,200/600
Macrobinoculars
Battery (Energy Cell)
10
Survival Pack (Field Kit) 1,000
Flight Suit
500
Flashlight (Glow Rod)
25
Grapple Spike Launcher 70
Hologram Projector
20,000
(Holoprojector, personal)
Camcorder
1,000
First Aid Kit (Medpack)
40
First Aid Kit, Mastercraft 80
+1
Power Cell (Power Pack) 50
Portable Scanner:
2,000
Biologic
Portable Scanner:
2,200
Mechanical
Portable Scanner: Data 2,500
Portable Scanner: Viral 3,000
Portable Scanner:
2,000
Structure
Portable Scanner: Multi 5,000
Purpose
Mastercraft Scanners
Double base price.
Surgical Tools
1,000
Tool Kit
250
Repair Kit (Race Specific) 1,000

N/A
1lb
1lb/0.6lbs
0.1lbs
20lbs
6lbs
1lbs
0.5lbs
20lbs
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 license/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 store 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

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 3rd 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
firing 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.

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy